The designs of many large-scale systems today, from traffic routing environments to smart grids, rely on game-theoretic equilibrium concepts. However, as the size of an $N$-player game typically grows exponentially with $N$, standard game theoretic analysis becomes effectively infeasible beyond a low number of players. Recent approaches have gone around this limitation by instead considering Mean-Field games, an approximation of anonymous $N$-player games, where the number of players is infinite and the population's state distribution, instead of every individual player's state, is the object of interest. The practical computability of Mean-Field Nash equilibria, the most studied Mean-Field equilibrium to date, however, typically depends on beneficial non-generic structural properties such as monotonicity or contraction properties, which are required for known algorithms to converge. In this work, we provide an alternative route for studying Mean-Field games, by developing the concepts of Mean-Field correlated and coarse-correlated equilibria. We show that they can be efficiently learnt in \emph{all games}, without requiring any additional assumption on the structure of the game, using three classical algorithms. Furthermore, we establish correspondences between our notions and those already present in the literature, derive optimality bounds for the Mean-Field - $N$-player transition, and empirically demonstrate the convergence of these algorithms on simple games.
翻译:今天,许多大型系统的设计,从交通路由环境到智能网格,都依赖于游戏理论平衡概念。然而,由于美元玩家游戏的大小通常会随着美元而成的指数性增长,标准游戏理论分析实际上变得不可行,超过低玩家的数目。最近的办法绕过这一限制,考虑的是平价游戏,近似匿名美元玩家游戏,玩家数量无限,人口分布而不是每个玩家的状态,成为兴趣对象。中价纳什电子平衡的实际兼容性,这是迄今为止研究最多的平价平衡,但通常取决于有利的非基因结构特性,如单调或收缩性,这是已知的算法汇合所需要的。在这项工作中,我们提供了研究平价游戏的替代途径,开发了平价和低价游戏的概念,而不是每个玩家的状态。我们表明,他们可以在平价纳什电子游戏中有效地学习,这是迄今为止研究最多的平价平价平衡,但是在目前三个平价的平面游戏中,我们不需要在最优的平价的平面游戏结构中进行新的平价结构。