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Mathieu Laurière

Publications and source records attributed to Mathieu Laurière.

At least 55 records · Page 3Linked to original sources

Deep Backward and Galerkin Methods for the Finite State Master Equation

This paper proposes and analyzes two neural network methods to solve the master equation for finite-state mean field games (MFGs). Solving MFGs provides approximate Nash equilibria for stochastic, differential games with finite but large populations of agents. The master equation is a partial differential equation (PDE) whose solution characterizes MFG equilibria for any possible initial distribution. The first method we propose relies on backward induction in a time component while the second method directly tackles the PDE without discretizing time. For both approaches, we prove two types of results: there exist neural networks that make the algorithms' loss functions arbitrarily small, and conversely, if the losses are small, then the neural networks are good approximations of the master equation's solution. We conclude the paper with numerical experiments on benchmark problems from the literature up to dimension 15, and a comparison with solutions computed by a classical method for fixed initial distributions.

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Learning equilibria in Cournot mean field games of controls

We consider Cournot mean field games of controls, a model originally developed for the production of an exhaustible resource by a continuum of producers. We prove uniqueness of the solution under general assumptions on the price function. Then, we prove convergence of a learning algorithm which gives existence of a solution to the mean field games system. The learning algorithm is implemented with a suitable finite difference discretization to get a numerical method to the solution. We supplement our theoretical analysis with several numerical examples and illustrate the impacts of model parameters.

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Learning in Mean Field Games: A Survey

Non-cooperative and cooperative games with a very large number of players have many applications but remain generally intractable when the number of players increases. Introduced by Lasry and Lions, and Huang, Caines and Malhamé, Mean Field Games (MFGs) rely on a mean-field approximation to allow the number of players to grow to infinity. Traditional methods for solving these games generally rely on solving partial or stochastic differential equations with a full knowledge of the model. Recently, Reinforcement Learning (RL) has appeared promising to solve complex problems at scale. The combination of RL and MFGs is promising to solve games at a very large scale both in terms of population size and environment complexity. In this survey, we review the quickly growing recent literature on RL methods to learn equilibria and social optima in MFGs. We first identify the most common settings (static, stationary, and evolutive) of MFGs. We then present a general framework for classical iterative methods (based on best-response computation or policy evaluation) to solve MFGs in an exact way. Building on these algorithms and the connection with Markov Decision Processes, we explain how RL can be used to learn MFG solutions in a model-free way. Last, we present numerical illustrations on a benchmark problem, and conclude with some perspectives.

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Global Solutions to Master Equations for Continuous Time Heterogeneous Agent Macroeconomic Models

We propose and compare new global solution algorithms for continuous time heterogeneous agent economies with aggregate shocks. First, we approximate the agent distribution so that equilibrium in the economy can be characterized by a high, but finite, dimensional non-linear partial differential equation. We consider different approximations: discretizing the number of agents, discretizing the agent state variables, and projecting the distribution onto a finite set of basis functions. Second, we represent the value function using a neural network and train it to solve the differential equation using deep learning tools. We refer to the solution as an Economic Model Informed Neural Network (EMINN). The main advantage of this technique is that it allows us to find global solutions to high dimensional, non-linear problems. We demonstrate our algorithm by solving important models in the macroeconomics and spatial literatures (e.g. Krusell and Smith (1998), Khan and Thomas (2007), Bilal (2023)).

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Analysis of Multiscale Reinforcement Q-Learning Algorithms for Mean Field Control Games

Mean Field Control Games (MFCG), introduced in [Angiuli et al., 2022a], represent competitive games between a large number of large collaborative groups of agents in the infinite limit of number and size of groups. In this paper, we prove the convergence of a three-timescale Reinforcement Q-Learning (RL) algorithm to solve MFCG in a model-free approach from the point of view of representative agents. Our analysis uses a Q-table for finite state and action spaces updated at each discrete time-step over an infinite horizon. In [Angiuli et al., 2023], we proved convergence of two-timescale algorithms for MFG and MFC separately highlighting the need to follow multiple population distributions in the MFC case. Here, we integrate this feature for MFCG as well as three rates of update decreasing to zero in the proper ratios. Our technique of proof uses a generalization to three timescales of the two-timescale analysis in [Borkar, 1997]. We give a simple example satisfying the various hypothesis made in the proof of convergence and illustrating the performance of the algorithm.

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Convergence of Multi-Scale Reinforcement Q-Learning Algorithms for Mean Field Game and Control Problems

We establish the convergence of the unified two-timescale Reinforcement Learning (RL) algorithm presented in a previous work by Angiuli et al. This algorithm provides solutions to Mean Field Game (MFG) or Mean Field Control (MFC) problems depending on the ratio of two learning rates, one for the value function and the other for the mean field term. Our proof of convergence highlights the fact that in the case of MFC several mean field distributions need to be updated and for this reason we present two separate algorithms, one for MFG and one for MFC. We focus on a setting with finite state and action spaces, discrete time and infinite horizon. The proofs of convergence rely on a generalization of the two-timescale approach of Borkar. The accuracy of approximation to the true solutions depends on the smoothing of the policies. We provide a numerical example illustrating the convergence.

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A Deep Learning Method for Optimal Investment Under Relative Performance Criteria Among Heterogeneous Agents

Graphon games have been introduced to study games with many players who interact through a weighted graph of interaction. By passing to the limit, a game with a continuum of players is obtained, in which the interactions are through a graphon. In this paper, we focus on a graphon game for optimal investment under relative performance criteria, and we propose a deep learning method. The method builds upon two key ingredients: first, a characterization of Nash equilibria by forward-backward stochastic differential equations and, second, recent advances of machine learning algorithms for stochastic differential games. We provide numerical experiments on two different financial models. In each model, we compare the effect of several graphons, which correspond to different structures of interactions.

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Recent Developments in Machine Learning Methods for Stochastic Control and Games

Stochastic optimal control and games have a wide range of applications, from finance and economics to social sciences, robotics, and energy management. Many real-world applications involve complex models that have driven the development of sophisticated numerical methods. Recently, computational methods based on machine learning have been developed for solving stochastic control problems and games. In this review, we focus on deep learning methods that have unlocked the possibility of solving such problems, even in high dimensions or when the structure is very complex, beyond what traditional numerical methods can achieve. We consider mostly the continuous time and continuous space setting. Many of the new approaches build on recent neural-network-based methods for solving high-dimensional partial differential equations or backward stochastic differential equations, or on model-free reinforcement learning for Markov decision processes that have led to breakthrough results. This paper provides an introduction to these methods and summarizes the state-of-the-art works at the crossroad of machine learning and stochastic control and games.

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Learning Discrete-Time Major-Minor Mean Field Games

Recent techniques based on Mean Field Games (MFGs) allow the scalable analysis of multi-player games with many similar, rational agents. However, standard MFGs remain limited to homogeneous players that weakly influence each other, and cannot model major players that strongly influence other players, severely limiting the class of problems that can be handled. We propose a novel discrete time version of major-minor MFGs (M3FGs), along with a learning algorithm based on fictitious play and partitioning the probability simplex. Importantly, M3FGs generalize MFGs with common noise and can handle not only random exogeneous environment states but also major players. A key challenge is that the mean field is stochastic and not deterministic as in standard MFGs. Our theoretical investigation verifies both the M3FG model and its algorithmic solution, showing firstly the well-posedness of the M3FG model starting from a finite game of interest, and secondly convergence and approximation guarantees of the fictitious play algorithm. Then, we empirically verify the obtained theoretical results, ablating some of the theoretical assumptions made, and show successful equilibrium learning in three example problems. Overall, we establish a learning framework for a novel and broad class of tractable games.

cs.GT↗

On Imitation in Mean-field Games

We explore the problem of imitation learning (IL) in the context of mean-field games (MFGs), where the goal is to imitate the behavior of a population of agents following a Nash equilibrium policy according to some unknown payoff function. IL in MFGs presents new challenges compared to single-agent IL, particularly when both the reward function and the transition kernel depend on the population distribution. In this paper, departing from the existing literature on IL for MFGs, we introduce a new solution concept called the Nash imitation gap. Then we show that when only the reward depends on the population distribution, IL in MFGs can be reduced to single-agent IL with similar guarantees. However, when the dynamics is population-dependent, we provide a novel upper-bound that suggests IL is harder in this setting. To address this issue, we propose a new adversarial formulation where the reinforcement learning problem is replaced by a mean-field control (MFC) problem, suggesting progress in IL within MFGs may have to build upon MFC.

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Machine Learning architectures for price formation models with common noise

We propose a machine learning method to solve a mean-field game price formation model with common noise. This involves determining the price of a commodity traded among rational agents subject to a market clearing condition imposed by random supply, which presents additional challenges compared to the deterministic counterpart. Our approach uses a dual recurrent neural network architecture encoding noise dependence and a particle approximation of the mean-field model with a single loss function optimized by adversarial training. We provide a posteriori estimates for convergence and illustrate our method through numerical experiments.

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Actor-Critic learning for mean-field control in continuous time

We study policy gradient for mean-field control in continuous time in a reinforcement learning setting. By considering randomised policies with entropy regularisation, we derive a gradient expectation representation of the value function, which is amenable to actor-critic type algorithms, where the value functions and the policies are learnt alternately based on observation samples of the state and model-free estimation of the population state distribution, either by offline or online learning. In the linear-quadratic mean-field framework, we obtain an exact parametrisation of the actor and critic functions defined on the Wasserstein space. Finally, we illustrate the results of our algorithms with some numerical experiments on concrete examples.

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Deep Learning for Mean Field Optimal Transport

Mean field control (MFC) problems have been introduced to study social optima in very large populations of strategic agents. The main idea is to consider an infinite population and to simplify the analysis by using a mean field approximation. These problems can also be viewed as optimal control problems for McKean-Vlasov dynamics. They have found applications in a wide range of fields, from economics and finance to social sciences and engineering. Usually, the goal for the agents is to minimize a total cost which consists in the integral of a running cost plus a terminal cost. In this work, we consider MFC problems in which there is no terminal cost but, instead, the terminal distribution is prescribed. We call such problems mean field optimal transport problems since they can be viewed as a generalization of classical optimal transport problems when mean field interactions occur in the dynamics or the running cost function. We propose three numerical methods based on neural networks. The first one is based on directly learning an optimal control. The second one amounts to solve a forward-backward PDE system characterizing the solution. The third one relies on a primal-dual approach. We illustrate these methods with numerical experiments conducted on two families of examples.

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Machine Learning architectures for price formation models

Here, we study machine learning (ML) architectures to solve a mean-field games (MFGs) system arising in price formation models. We formulate a training process that relies on a min-max characterization of the optimal control and price variables. Our main theoretical contribution is the development of a posteriori estimates as a tool to evaluate the convergence of the training process. We illustrate our results with numerical experiments for linear dynamics and both quadratic and non-quadratic models.

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Policy iteration method for time-dependent Mean Field Games systems with non-separable Hamiltonians

We introduce two algorithms based on a policy iteration method to numerically solve time-dependent Mean Field Game systems of partial differential equations with non-separable Hamiltonians. We prove the convergence of such algorithms in sufficiently small time intervals with Banach fixed point method. Moreover, we prove that the convergence rates are linear. We illustrate our theoretical results by numerical examples, and we discuss the performance of the proposed algorithms.

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Reinforcement Learning for Intra-and-Inter-Bank Borrowing and Lending Mean Field Control Game

We propose a mean field control game model for the intra-and-inter-bank borrowing and lending problem. This framework allows to study the competitive game arising between groups of collaborative banks. The solution is provided in terms of an asymptotic Nash equilibrium between the groups in the infinite horizon. A three-timescale reinforcement learning algorithm is applied to learn the optimal borrowing and lending strategy in a data driven way when the model is unknown. An empirical numerical analysis shows the importance of the three-timescale, the impact of the exploration strategy when the model is unknown, and the convergence of the algorithm.

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Scalable Deep Reinforcement Learning Algorithms for Mean Field Games

Mean Field Games (MFGs) have been introduced to efficiently approximate games with very large populations of strategic agents. Recently, the question of learning equilibria in MFGs has gained momentum, particularly using model-free reinforcement learning (RL) methods. One limiting factor to further scale up using RL is that existing algorithms to solve MFGs require the mixing of approximated quantities such as strategies or $q$-values. This is far from being trivial in the case of non-linear function approximation that enjoy good generalization properties, e.g. neural networks. We propose two methods to address this shortcoming. The first one learns a mixed strategy from distillation of historical data into a neural network and is applied to the Fictitious Play algorithm. The second one is an online mixing method based on regularization that does not require memorizing historical data or previous estimates. It is used to extend Online Mirror Descent. We demonstrate numerically that these methods efficiently enable the use of Deep RL algorithms to solve various MFGs. In addition, we show that these methods outperform SotA baselines from the literature.

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Convergence of large population games to mean field games with interaction through the controls

This work considers stochastic differential games with a large number of players, whose costs and dynamics interact through the empirical distribution of both their states and their controls. We develop a new framework to prove convergence of finite-player games to the asymptotic mean field game. Our approach is based on the concept of propagation of chaos for forward and backward weakly interacting particles which we investigate by stochastic analysis methods, and which appear to be of independent interest. These propagation of chaos arguments allow to derive moment and concentration bounds for the convergence of Nash equilibria.

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