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arxiv: 2105.07933 · v1 · pith:FO4322QLnew · submitted 2021-05-17 · 💻 cs.MA · cs.AI

Mean Field Games Flock! The Reinforcement Learning Way

classification 💻 cs.MA cs.AI
keywords flockagentsalgorithmassumptionsbehaviordeepfieldlarge
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We present a method enabling a large number of agents to learn how to flock, which is a natural behavior observed in large populations of animals. This problem has drawn a lot of interest but requires many structural assumptions and is tractable only in small dimensions. We phrase this problem as a Mean Field Game (MFG), where each individual chooses its acceleration depending on the population behavior. Combining Deep Reinforcement Learning (RL) and Normalizing Flows (NF), we obtain a tractable solution requiring only very weak assumptions. Our algorithm finds a Nash Equilibrium and the agents adapt their velocity to match the neighboring flock's average one. We use Fictitious Play and alternate: (1) computing an approximate best response with Deep RL, and (2) estimating the next population distribution with NF. We show numerically that our algorithm learn multi-group or high-dimensional flocking with obstacles.

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Reviewed papers in the Pith corpus that reference this work. Sorted by Pith novelty score.

  1. Towards Model-Free Learning in Dynamic Population Games: An Application to Karma Economies

    cs.GT 2026-05 unverdicted novelty 7.0

    Model-free DQN learning achieves suboptimality bounds of O(1/sqrt(Ns)) + O(1/N) in Karma DPGs at equilibrium, and deep RL combined with fictitious play empirically reaches near-Stationary Nash Equilibrium from scratch.