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Fictitious Play for Mean Field Games: Continuous Time Analysis and Applications

NeurIPS 2020 · Learning theory and algorithms › Submodular and game algorithms · approach: Zero-sum game learning dynamics

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Measured effects reported in the paper

What was changedWhereMeasuredEffect
Apply continuous-time Fictitious Play under the monotonicity assumptionFinite-horizon monotone MFGs · Finite-horizon MFGsexploitability convergence rate: O(\frac{1}{t})Helped
Apply continuous-time Fictitious Play using γ-weighted occupancy measuresγ-discounted monotone MFGs · γ-discounted MFGsexploitability convergence rate: O(\frac{1}{t})Helped
Extend continuous-time Fictitious Play to condition policies and distributions on common noiseFinite-horizon monotone MFGs · MFGs with common noiseexploitability convergence rate: O(\frac{1}{t})Helped
Use Backward Induction instead of Q-learning for best responsesFictitious Play · Linear Quadratic MFG, finite horizonexploitability convergenceHelped
Use Backward Induction instead of Q-learning for best responsesFictitious Play · Beach Bar Process, finite horizonexploitability convergenceHelped
Use Backward Induction instead of Q-learning for best responsesFictitious Play · Linear Quadratic MFG with common noiseexploitability convergenceHelped
Use Backward Induction instead of Q-learning for best responsesFictitious Play · Beach Bar Process with common noiseexploitability convergenceHelped
Use Backward Induction instead of Q-learning for best responsesFictitious Play · Beach Bar Process, γ-discountedexploitability convergenceHelped
Use Fictitious Play with model-based or model-free best-response computationFictitious Play · Beach Bar Process with common noiseNash equilibrium convergenceHelped
Use model-based Policy Iteration rather than model-free Q-learningFictitious Play · Beach Bar Process, γ-discountedfinal population distributionNo clear effect

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