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Solving Continuous Mean Field Games: Deep Reinforcement Learning for Non-Stationary Dynamics

NeurIPS 2025 · Multi-agent systems and games › Games and equilibria · approach: Mean-field game learning · 0 citations (OpenAlex)

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Proposes DEDA-FP, a deep RL fictitious-play solver for non-stationary continuous-space mean field games that learns the Nash policy via supervised averaging and the time-dependent population distribution via a time-conditioned neural spline normalizing flow.

Problem

Solving non-stationary mean field games with continuous state and action spaces, including local dependence on the population density, where prior RL methods are restricted to finite spaces, stationary models, or LQ settings.

Approach

Combine fictitious play with DRL (SAC/PPO) for best responses, supervised learning (NLL on a replay buffer) to represent the average policy, and a time-conditioned conditional normalizing flow to model the mean-field flow so it can be sampled and its density evaluated at any time.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
use a Conditional Normalizing Flow for the mean-field distributionDEDA-FP · 4-rooms explorationsampling speedup: >10×Helped
use a Conditional Normalizing Flow for the mean-field distributionDEDA-FP · 4-rooms exploration, fixed-time budget of 10sagents sampled: 10 times moreHelped
use a Conditional Normalizing Flow for the mean-field distributionDEDA-FP · Beach Bar Problemsamples used for distribution approximation: 6x timesHelped
learn the average policy with supervised learningDEDA-FP · Beach Bar Problem and LQ modelexploitabilityNo clear effect
use a Conditional Normalizing Flow to represent the mean-field distributionDEDA-FP · 4-rooms explorationfinal performanceNo clear effect
use a learning rate of 3 × 10⁻⁴ (ablation)Deep RL in the center environment · center environmenttraining stability and convergence speed: 3 × 10⁻⁴Helped

Limitations

Experimental setup

Datasets: simulated trajectories from beach bar, LQ, 4-rooms, and market model MFG environments

Benchmarks: Beach Bar (continuous) Linear-Quadratic MFG 4-rooms exploration Market model (price impact)

Metrics: approximate exploitability sampling time for 5000 trajectories NE distribution heatmaps

Baselines: Simple Approach (FP with DRL best responses) Learning the NE Policy (Algo 2) Deep FP-style baselines for stationary MFGs

Builds on: Fictitious Play Neural Fictitious Self-Play Neural Spline Flows Soft Actor-Critic Proximal Policy Optimization

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