# Mutation-Bias Learning in Games

arXiv: https://arxiv.org/abs/2405.18190 · HTML: https://mlsanity.com/paper/2405.18190/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Placed in Multi-agent reinforcement learning, one of 15 directions in Deep reinforcement learning methods.
- Builds on 3 of its 28 references that are in the map.
- First posted on arXiv 28 May 2024.

## Placed in

- Deep reinforcement learning methods / [Multi-agent reinforcement learning](https://mlsanity.com/deeprl/multi-agent-reinforcement-learning/)

## Builds on (most cited first, 3 of 3)

- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [α-Rank: Multi-Agent Evaluation by Evolution](https://mlsanity.com/paper/1903.01373/) (2019)
- [Optimistic Natural Policy Gradient: a Simple Efficient Policy Optimization Framework for Online RL](https://mlsanity.com/paper/2305.11032/) (2023)

## Abstract (arXiv)

We present two variants of a multi-agent reinforcement learning algorithm based on evolutionary game theoretic considerations. The intentional simplicity of one variant enables us to prove results on its relationship to a system of ordinary differential equations of replicator-mutator dynamics type, allowing us to present proofs on the algorithm's convergence conditions in various settings via its ODE counterpart. The more complicated variant enables comparisons to Q-learning based algorithms. We compare both variants experimentally to WoLF-PHC and frequency-adjusted Q-learning on a range of settings, illustrating cases of increasing dimensionality where our variants preserve convergence in contrast to more complicated algorithms. The availability of analytic results provides a degree of transferability of results as compared to purely empirical case studies, illustrating the general utility of a dynamical systems perspective on multi-agent reinforcement learning when addressing questions of convergence and reliable generalisation.
