Mean-Field MARL

MARL: Multi-Agent Reinforcement Learning

Latest papers

10 papers0 papers in the last four weeks, against 1 the four weeks before. 0.0% of all new papers.

Sep 5, 2026

An Evolutionary Computation Framework for Multi-Agent Q-Learning with Mean-Field Environmental Feedback

Multi-agent reinforcement learning in networked populations is governed by the interaction between individual adaptation, local encounters, and changing environmental conditions. To study this interaction, we formulate a coupled learning--environment model in which agents update stateless QQ-values on a fixed graph, while their population-average behavior drives an environmental variable that dynamically modifies the payoff matrix. Under a first-order mean-field closure, we derive a deterministic transport equation for the population distribution of QQ-values and couple it with a projected discrete update for the environmental state. The resulting model is evaluated against finite-network Monte Carlo simulations on random regular, Erdős--Rényi, Barabási--Albert, and random geometric graphs. Across the tested parameter ranges, the mean-field system reproduces the main macroscopic cooperation and environmental trajectories, and the trajectory-level root-mean-square error generally decreases with population size and average degree. The analysis further shows that environmental feedback reshapes the learned action-value ordering, while reinforcing feedback can produce pronounced dependence on the initial learning bias and resource level. The environmental timescale also plays an important role: a rapid response can drive the resource state to a boundary before learning adapts, whereas a slower response preserves the interaction between behavioral learning and environmental recovery. These results provide a population-level description of coupled reinforcement learning and environmental dynamics and characterize the performance of the mean-field approximation within the tested network and parameter ranges.
Aug 26, 2026

Towards Scaling Reinforcement Learning to Massive Populations: Learning Mean-Field Representations

Modern multi-agent systems are increasingly deployed at scale over large populations of agents in settings such as ad-auctions, traffic routing, and recommendation systems. The dominant approach in such settings is to optimize each agent's policy independently, treating the other agents as part of a fixed single-agent environment rather than modeling the population dynamics. In many large-population systems, the dynamics depend on an aggregate summary of the population rather than the identity of any individual. Mean-field RL exploits such structure, providing a principled framework that models each agent's environment as an explicit function of the population distribution. However, in large state-action spaces or high-dimensional control problems, modeling the population distribution is itself intractable. How can we design a scalable framework for high-dimensional control problems with large populations? This work explores this question from the perspective of representation learning. We introduce a mean-field RL framework in which the rewards and transition dynamics depend on the population only through an unknown low-dimensional aggregate statistic. We then study this framework in the offline setting and design a provable approach that learns a near-optimal policy by learning a low-dimensional representation. Motivated by real-life supply-chain optimization problems, we design a one-step routing game to test the hypothesis that learning a low-dimensional population representation improves reward prediction and Nash gap estimation relative to baselines that don't exploit this structure. We show that under a fixed neural-network parameter count and optimization budget, learning a low-dimensional population representation improves reward prediction and the equilibrium quality of the resulting policies.
Jul 1, 2026

Mean Field Reinforcement Learning

This monograph provides an introduction to mean field reinforcement learning through the lens of Markov decision processes arising from large-population stochastic control with mean field interactions and common noise. Starting from the connection between multi-agent reinforcement learning and mean field control, it develops the probabilistic, mathematical, and control-theoretic framework needed to formulate representative-agent learning problems, analyze their relationship with finite-population systems, and study both general and linear-quadratic models. The presentation includes dynamic programming principles, propagation-of-chaos limits, and theoretical analyses of tabular Q-learning and policy-gradient methods. It also discusses numerical implementations, including tabular schemes and deep reinforcement learning methods such as deep deterministic policy gradient. The goal is to give readers a coherent bridge between mean field control theory and reinforcement learning methodology, emphasizing the mathematical structure of the problems and the design of tractable learning approaches for large stochastic populations.
Jun 25, 2026

Mean-Field PhiBE: Continuous-Time Mean-Field Reinforcement Learning from Discrete-Time Data

This paper addresses model-free continuous-time mean-field control in a setting where the population dynamics evolve continuously according to an unknown McKean-Vlasov stochastic differential equation, while only discrete-time transition data are available. In the model-based formulation, policy evaluation is naturally described by a stationary Hamilton-Jacobi-Bellman equation on P2(Rd)\mathcal P_2(\mathbb R^d), but this equation involves the drift and diffusion coefficients of the controlled McKean-Vlasov dynamics, which are not identifiable when only discrete-time data are available. On the other hand, a direct reduction to a time-discrete Bellman equation avoids the non-identifiability issue but loses the differential equation structure. To bridge these two viewpoints, we introduce a Mean-Field-PhiBE (MF-PhiBE), which incorporates discrete-time transition information into a continuous-time PDE on the Wasserstein space. The MF-PhiBE replaces the unknown infinitesimal drift and covariance in the policy-evaluation equation by one-step estimators computed from data, while preserving the generator structure of the McKean-Vlasov HJB equation. We also derive a policy-gradient theorem for entropy-regularized randomized feedback policies, expressing the actor direction through an action-wise infinitesimal advantage and the score of the policy. Combining these two ingredients yields a model-free actor-critic method. We prove a first-order consistency estimate showing that the value induced by an optimal MF-PhiBE policy approximates the optimal continuous-time value with an error of order ΔtΔt. In the linear-quadratic case, we show our approximation achieves second-order accuracy with only one-step data. Numerical experiments on an LQR benchmark and a crowd-aversion problem illustrate the proposed framework.
May 28, 2026

Mean-Field Diffuser: Scaling Offline MARL to Thousands of Agents

Diffusion-based planning has achieved strong results in single-agent offline reinforcement learning, yet scaling to many-agent systems remains intractable due to the curse of dimensionality in the joint trajectory space. We introduce MF-Diffuser, a framework that lifts trajectory planning to the Wasserstein space of trajectory distributions, where the propagation of chaos ensures a small representative subset of agents captures the full population dynamics. Our approach features a value-weighted chaotic entropy objective that reconciles generative fidelity with return maximization, and a hierarchical coarse-to-fine strategy that progressively grows the agent population during denoising. We establish end-to-end suboptimality bounds with four interpretable terms, revealing that mean-field approximation error scales as O(H2/N)O(H^2/\sqrt{N}) while offline distribution shift provably does not grow with population size NN, and prove the generated policy is an approximate mean-field Nash equilibrium with explicit convergence guarantees. Experiments on three mean-field RL benchmarks -- spanning stage games, sequential dynamics, and adversarial team competition -- show MF-Diffuser achieves the best return in the majority of settings, with the largest gains on suboptimal offline data and at extreme scales (N≥103N \geq 10^3).
Mar 4, 2026

Learning Approximate Nash Equilibria in Cooperative Multi-Agent Reinforcement Learning via Mean-Field Subsampling

Many large-scale platforms and networked control systems have a centralized decision maker interacting with a massive population of agents under strict observability constraints. Motivated by such applications, we study a cooperative Markov game with a global agent and nn homogeneous local agents in a communication-constrained regime, where the global agent only observes a subset of kk local agent states per time step. We propose an alternating learning framework (ALTERNATING-MARL)(\texttt{ALTERNATING-MARL}), where the global agent performs subsampled mean-field QQ-learning against a fixed local policy, and local agents update by optimizing in an induced MDP. We prove that these approximate best-response dynamics converge to an O~(1/k)\widetilde{O}(1/\sqrt{k})-approximate Nash Equilibrium, while separating the sample complexities between the joint state and action spaces. Finally, we validate our results in numerical simulations for multi-robot control.
Feb 20, 2026

Mean-Field Reinforcement Learning without Synchrony

Mean-field reinforcement learning (MF-RL) scales multi-agent RL to large populations by reducing each agent's dependence on others to a single summary statistic -- the mean action. However, this reduction requires every agent to act at every time step; when some agents are idle, the mean action is simply undefined. Addressing asynchrony therefore requires a different summary statistic -- one that remains defined regardless of which agents act. The population distribution μ∈Δ(O)μ\in Δ(\mathcal{O}) -- the fraction of agents at each observation -- satisfies this requirement: its dimension is independent of NN, and under exchangeability it fully determines each agent's reward and transition. Existing MF-RL theory, however, is built on the mean action and does not extend to μμ. We therefore construct the Temporal Mean Field (TMF) framework around the population distribution μμ from scratch, covering the full spectrum from fully synchronous to purely sequential decision-making within a single theory. We prove existence and uniqueness of TMF equilibria, establish an O(1/N)O(1/\sqrt{N}) finite-population approximation bound that holds regardless of how many agents act per step, and prove convergence of a policy gradient algorithm (TMF-PG) to the unique equilibrium. Experiments on a resource selection game and a dynamic queueing game confirm that TMF-PG achieves near-identical performance whether one agent or all NN act per step, with approximation error decaying at the predicted O(1/N)O(1/\sqrt{N}) rate.
Feb 18, 2026

Graphon Mean-Field Subsampling for Cooperative Heterogeneous Multi-Agent Reinforcement Learning

Coordinating large populations of interacting agents is a central challenge in multi-agent reinforcement learning (MARL), where the size of the joint state-action space scales exponentially with the number of agents. Mean-field methods alleviate this burden by aggregating agent interactions, but these approaches assume homogeneous interactions. Recent graphon-based frameworks capture heterogeneity, but are computationally expensive as the number of agents grows. Therefore, we introduce GMFS\texttt{GMFS}, a G\textbf{G}raphon M\textbf{M}ean-F\textbf{F}ield S\textbf{S}ubsampling framework for scalable cooperative MARL with heterogeneous agent interactions. By subsampling κκ agents according to interaction strength, we approximate the graphon-weighted mean-field and learn a policy with sample complexity poly(κ)\mathrm{poly}(κ) and optimality gap O(1/κ)O(1/\sqrtκ). We verify our theory with numerical simulations in robotic coordination, showing that GMFS\texttt{GMFS} achieves near-optimal performance.
Apr 29, 2025

Learning Large-Scale Competitive Team Behaviors with Mean-Field Interactions

While multi-agent reinforcement learning (MARL) has been proven effective across both collaborative and competitive tasks, existing algorithms often struggle to scale to large populations of agents. Recent advancements in mean-field (MF) theory provide scalable solutions by approximating population interactions as a continuum, yet most existing frameworks focus exclusively on either fully cooperative or purely competitive settings. To bridge this gap, we introduce MF-MAPPO, a mean-field extension of PPO designed for zero-sum team games that integrate intra-team cooperation with inter-team competition. MF-MAPPO employs a shared actor and a minimally informed critic per team and is trained directly on finite-population simulators, thereby enabling deployment to realistic scenarios with thousands of agents. We further show that MF-MAPPO naturally extends to partially observable settings through a simple gradient-regularized training scheme. Our evaluation utilizes large-scale benchmark scenarios using our own testing simulation platform for MF team games (MFEnv), including offense-defense battlefield tasks as well as variants of population-based rock-paper-scissors games that admit analytical solutions, for benchmarking. Across these benchmarks, MF-MAPPO outperforms existing methods and exhibits complex, heterogeneous behaviors, demonstrating the effectiveness of combining mean-field theory and MARL techniques at scale.
Oct 25, 2023

Multi-Agent Reinforcement Learning-Based UAV Pathfinding for Obstacle Avoidance in Stochastic Environment

Traditional methods plan feasible paths for multiple agents in the stochastic environment. However, the methods' iterations with the changes in the environment result in computation complexities, especially for the decentralized agents without a centralized planner. Although reinforcement learning provides a plausible solution because of the generalization for different environments, it struggles with enormous agent-environment interactions in training. Here, we propose a novel centralized training with decentralized execution method based on multi-agent reinforcement learning, which is improved based on the idea of model predictive control. In our approach, agents communicate only with the centralized planner to make decentralized decisions online in the stochastic environment. Furthermore, considering the communication constraint with the centralized planner, each agent plans feasible paths through the extended observation, which combines information on neighboring agents based on the distance-weighted mean field approach. Inspired by the rolling optimization approach of model predictive control, we conduct multi-step value convergence in multi-agent reinforcement learning to enhance the training efficiency, which reduces the expensive interactions in convergence. Experiment results in both comparison, ablation, and real-robot studies validate the effectiveness and generalization performance of our method.