arXiv:2606. 11284v1 Announce Type: cross Abstract: Real-world multi-agent systems, from traffic coordination to resource allocation, are often modeled as general-sum games where individual incentives conflict with collective welfare.
By Wongyu Lee, Francesco Lelli, Omran Ayoub, Massimo Tornatore
arXiv:2605. 03357v2 Announce Type: replace Abstract: Mean Field Games (MFGs) provide a powerful framework for modeling the collective behavior of large populations of interacting agents.
By Gr\'egoire Lambrecht, Mathieu Lauri\`ere
arXiv:2606. 29980v1 Announce Type: new Abstract: Zero-shot Transfer in Reinforcement Learning (RL) aims to train an agent that can generate optimal policies for any reward function, without additional learning at transfer time, while training only on reward-free trajectories.
By Louis Bagot (SyCoSMA), Mathieu Lefort (LIRIS, SyCoSMA, IRISA, MALT, UR), La\"etitia Matignon (SyCoSMA)
The paper introduces state abstractions that preserve the difference of Q‑functions for offline reinforcement learning, aiming to exclude irrelevant dynamics from rich state data. It proposes a dynamic generalization of the R‑learner that uses orthogonal estimation and sparse learning to estimate the Q‑function contrast, achieving faster convergence and consistency under a margin condition. Experiments on simulated and simulator‑augmented real data show variance reductions and demonstrate that the necessary information for sequential decision‑making can be smaller than that required for full state prediction.
By Defu Cao, Angela Zhou
arXiv:2607. 19232v1 Announce Type: new Abstract: Hierarchical Reinforcement Learning (HRL) intends to separate strategic planning from primitive execution.
By Kshitij Kumar Srivastava, Kshitij Jerath
The paper studies repeated principal-agent games in a multi-armed bandit setting where the principal offers arm-specific incentives, the agent chooses an arm to maximize its own reward plus incentive, and the principal observes only the chosen arm and its own reward. Because the principal cannot see the agent’s reward, traditional estimation fails, so the authors develop an estimator based on the sequence of incentives and chosen arms, analogous to online inverse optimization. Using this estimator, they design a policy that achieves low (square‑root) regret and validate the approach with simulations for personalized incentive design in long‑term statin treatment.
By Ilgin Dogan, Zuo-Jun Max Shen, Anil Aswani
arXiv:2503. 24183v3 Announce Type: replace Abstract: The expansion of ride-sourcing services such as Uber and Lyft has reshaped urban transportation by offering flexible, on-demand mobility via mobile applications.
By Matej Jusup, Kenan Zhang, Zhiyuan Hu, Barna P\'asztor, Andreas Krause, Francesco Corman
The paper proposes a scalable traffic modeling approach that uses a single representative large language model (LLM) agent for each homogeneous traveler group, rather than one LLM per traveler. The representative agent maintains a mixed strategy over routes, updates it daily based on positive reinforcement signals, and uses a tunable step size to adjust its strategy. This design improves scalability, stabilizes learning, and produces interpretable dynamics that reproduce realistic behavioral patterns such as the decoy effect and income‑based willingness‑to‑pay differences.
By Hanlin Sun, Jiayang Li
The paper investigates how to infer agents’ underlying incentives in strategic multi‑agent settings, where traditional inverse reinforcement learning (IRL) may fail to produce rewards that guide optimal play. It introduces the concept of strategic identifiability and shows that learning from a fixed pair of policies can be insufficient regardless of sample size. To address this, the authors propose an active IRL algorithm for two‑player repeated Stackelberg games, combining maximum‑likelihood estimation with experimental design to achieve finite‑sample guarantees on sub‑optimality, and validate the approach in an anti‑poaching scenario.
By Antoine Bergerault, Cyrille Kone, Giorgia Ramponi
arXiv:2608. 09389v1 Announce Type: cross Abstract: This note aims to serve as an entry point to the literature on learning in games, a topic with significant theoretical appeal and a wide range of applications -- from machine learning and data science to economics and beyond.
By Panayotis Mertikopoulos
arXiv:2605. 30190v2 Announce Type: replace Abstract: 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.
By Wenhao Li, Xiangfeng Wang, Bo Jin
NashDreamer is a new model-based reinforcement learning framework designed for two-player zero-sum imperfect-information games. It introduces a centralized Multi-Agent Recurrent State-Space Model that separates environment dynamics from player strategy effects, enabling the use of any policy gradient algorithm while preserving convergence guarantees to Nash equilibria. Experiments on four benchmark games show that NashDreamer achieves significantly better sample efficiency than model-free baselines early in training, and the authors analyze its optimization landscape, noting a potential vulnerability to posterior collapse in stochastic settings.
By Tom\'a\v{s} Hole\v{c}ek, Viliam Lis\'y