# Population-aware Online Mirror Descent for Mean-Field Games by Deep Reinforcement Learning

arXiv: https://arxiv.org/abs/2403.03552 · HTML: https://mlsanity.com/paper/2403.03552/

## Key facts

- Cited by 5 papers in the map (data through 14 Oct 2026).
- Placed in RL for games and combinatorial optimization, one of 15 directions in Deep reinforcement learning methods.
- Builds on 19 of its 40 references that are in the map.
- First posted on arXiv 6 Mar 2024.

## Placed in

- Deep reinforcement learning methods / [RL for games and combinatorial optimization](https://mlsanity.com/deeprl/rl-for-games-and-combinatorial-optimization/)

## Builds on (most cited first, 19 of 19)

- [Overcoming catastrophic forgetting in neural networks](https://mlsanity.com/paper/1612.00796/) (2016)
- [Multi-Agent Actor-Critic for Mixed Cooperative-Competitive Environments](https://mlsanity.com/paper/1706.02275/) (2017)
- [An Empirical Investigation of Catastrophic Forgetting in Gradient-Based Neural Networks](https://mlsanity.com/paper/1312.6211/) (2013)
- [Monotonic Value Function Factorisation for Deep Multi-Agent Reinforcement Learning](https://mlsanity.com/paper/2003.08839/) (2020)
- [Time Limits in Reinforcement Learning](https://mlsanity.com/paper/1712.00378/) (2017)
- [Approximately Solving Mean Field Games via Entropy-Regularized Deep Reinforcement Learning](https://mlsanity.com/paper/2102.01585/) (2021)
- [Fictitious Play for Mean Field Games: Continuous Time Analysis and Applications](https://mlsanity.com/paper/2007.03458/) (2020)
- [Learning in Mean Field Games: A Survey](https://mlsanity.com/paper/2205.12944/) (2022)
- [Efficient Ridesharing Order Dispatching with Mean Field Multi-Agent Reinforcement Learning](https://mlsanity.com/paper/1901.11454/) (2019)
- [Concave Utility Reinforcement Learning: the Mean-Field Game Viewpoint](https://mlsanity.com/paper/2106.03787/) (2021)
- [Q-Learning in Regularized Mean-field Games](https://mlsanity.com/paper/2003.12151/) (2020)
- [Learning in Mean Field Games: the Fictitious Play](https://mlsanity.com/paper/1507.06280/) (2015)
- [Training Larger Networks for Deep Reinforcement Learning](https://mlsanity.com/paper/2102.07920/) (2021)
- [Scalable Deep Reinforcement Learning Algorithms for Mean Field Games](https://mlsanity.com/paper/2203.11973/) (2022)
- [Computing Approximate Equilibria in Sequential Adversarial Games by Exploitability Descent](https://mlsanity.com/paper/1903.05614/) (2019)
- [Generalization in Mean Field Games by Learning Master Policies](https://mlsanity.com/paper/2109.09717/) (2021)
- [Learning in anonymous nonatomic games with applications to first-order mean field games](https://mlsanity.com/paper/1704.00378/) (2017)
- [Finite mean field games: fictitious play and convergence to a first order continuous mean field game](https://mlsanity.com/paper/1805.05940/) (2018)
- [Linear-Quadratic Mean Field Games](https://mlsanity.com/paper/1404.5741/) (2014)

## Built on by (most cited first, 5 of 5)

- [Population-aware Online Mirror Descent for Mean-Field Games with Common Noise by Deep Reinforcement Learning](https://mlsanity.com/paper/2509.03030/) (2025)
- [Convergence and Connectivity: Dynamics of Multi-Agent Q-Learning in Random Networks](https://mlsanity.com/paper/2503.10186/) (2025)
- [Networked Communication for Mean-Field Games with Function Approximation and Empirical Mean-Field Estimation](https://mlsanity.com/paper/2408.11607/) (2024)
- [Recurrent Structural Policy Gradient for Partially Observable Mean Field Games](https://mlsanity.com/paper/2602.20141/) (2026)
- [Towards Model-Free Learning in Dynamic Population Games: An Application to Karma Economies](https://mlsanity.com/paper/2605.11042/) (2026)

## Abstract (arXiv)

Mean Field Games (MFGs) have the ability to handle large-scale multi-agent systems, but learning Nash equilibria in MFGs remains a challenging task. In this paper, we propose a deep reinforcement learning (DRL) algorithm that achieves population-dependent Nash equilibrium without the need for averaging or sampling from history, inspired by Munchausen RL and Online Mirror Descent. Through the design of an additional inner-loop replay buffer, the agents can effectively learn to achieve Nash equilibrium from any distribution, mitigating catastrophic forgetting. The resulting policy can be applied to various initial distributions. Numerical experiments on four canonical examples demonstrate our algorithm has better convergence properties than SOTA algorithms, in particular a DRL version of Fictitious Play for population-dependent policies.
