2022
DOI: 10.48550/arxiv.2203.11973
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Scalable Deep Reinforcement Learning Algorithms for Mean Field Games

Abstract: Mean Field Games (MFGs) have been introduced to efficiently approximate games with very large populations of strategic agents. Recently, the question of learning equilibria in MFGs has gained momentum, particularly using model-free reinforcement learning (RL) methods. One limiting factor to further scale up using RL is that existing algorithms to solve MFGs require the mixing of approximated quantities such as strategies or q-values. This is non-trivial in the case of non-linear function approximation that enj… Show more

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Cited by 3 publications
(3 citation statements)
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References 17 publications
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“…A few works have used deep RL methods to compute the best response. For example, DDPG have been used in [84], soft actor-critic (SAC) has been used for a flocking model in [208], while deep Q-learning or some variants of it has been used in [71,207,178]. Recently, several works have studied the advantages and the limitations brought by the regularization of the policy through penalization terms in the cost function [10,71,113].…”
Section: Reinforcement Learning For Mean-field Gamesmentioning
confidence: 99%
“…A few works have used deep RL methods to compute the best response. For example, DDPG have been used in [84], soft actor-critic (SAC) has been used for a flocking model in [208], while deep Q-learning or some variants of it has been used in [71,207,178]. Recently, several works have studied the advantages and the limitations brought by the regularization of the policy through penalization terms in the cost function [10,71,113].…”
Section: Reinforcement Learning For Mean-field Gamesmentioning
confidence: 99%
“…We introduced and studied the convergence to a Nash equilibrium of several scalable learning algorithms for Mean Field Games, together with more specific applications to flocking [24] or vehicles traffic routing management [25]. Our algorithms rely on Fictitious Play [26,27] or Online Mirror Descent algorithms [28] and can be efficiently combined with Deep Reinforcement Learning [29]. Using a well chosen enlarged class of policies, pinned as master policies, allows us to generalise efficiently to several initial population distributions [30].…”
Section: Infinite Number Of Playersmentioning
confidence: 99%
“…A few works have used deep RL methods to compute the best response. For example, DDPG has been used in [64], soft actor-critic (SAC) has been used for a flocking model in [151], while deep Q-learning or some variants of it has been used in [58,150,130]. Recently, several works have have studied the advantages and the limitations brought by regularization of the policy through penalization terms in the cost function [10,58,91].…”
Section: Rl For Mean-field Gamesmentioning
confidence: 99%