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
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
arXiv:2606. 03962v1 Announce Type: cross Abstract: Classical reinforcement learning (RL) typically seeks a deterministic policy that maximizes the expected sum of a scalar reward.
By Anthony GX-Chen, Ankit Anand, Gheorghe Comanici, Zaheer Abbas, Eser Ayg\"un, David Smalling, Shibl Mourad, Doina Precup, Andr\'e Barreto, Mark Rowland
arXiv:2601. 00898v3 Announce Type: replace Abstract: Diffusion-based policies have gained growing popularity in solving a wide range of decision-making tasks due to their superior expressiveness and controllable generation during inference.
By Ruiming Liang, Yinan Zheng, Kexin Zheng, Tianyi Tan, Jianxiong Li, Liyuan Mao, Zhihao Wang, Guang Chen, Hangjun Ye, Jingjing Liu, Jinqiao Wang, Xianyuan Zhan
arXiv:2403.05006v2 Announce Type: replace-cross
Abstract: Pluralistic alignment requires learning from feedback that reflects persistent and potentially conflicting stakeholder preferences while ulti...
By Huiying Zhong, Tianwei Gao, Zhiwei Steven Wu, Linjun Zhang, Weijie J. Su, Zhun Deng
The paper presents a mean‑field framework for studying multi‑agent Q‑learning in networked populations, where agents update stateless Q‑values on a fixed graph while the average behavior of the population feeds back to modify the payoff matrix. A deterministic transport equation for the distribution of Q‑values is derived and coupled with a discrete update for the environmental state, and the model is validated against Monte Carlo simulations on several random graph topologies. Results show that the mean‑field system captures macroscopic cooperation dynamics, that environmental feedback reshapes action‑value ordering, and that the timescale of environmental response critically influences learning outcomes.
By Lichen Wang, Shijia Hua, Linjie Liu