High-dimensional Mean-Field Games by Particle-based Flow Matching
Jiajia Yu, Junghwan Lee, Yao Xie, Xiuyuan Cheng

TL;DR
This paper introduces a particle-based deep Flow Matching method to efficiently solve high-dimensional mean-field games, overcoming computational challenges and providing convergence guarantees.
Contribution
It proposes a novel particle-based flow matching approach for high-dimensional MFGs with theoretical convergence analysis and practical performance on complex problems.
Findings
Converges to a stationary point sublinearly, with exponential convergence under convexity.
Demonstrates promising results on non-potential MFGs.
Effective in high-dimensional optimal transport problems.
Abstract
Mean-field games (MFGs) study the Nash equilibrium of systems with a continuum of interacting agents, which can be formulated as the fixed-point of optimal control problems. They provide a unified framework for a variety of applications, including optimal transport (OT) and generative models. Despite their broad applicability, solving high-dimensional MFGs remains a significant challenge due to fundamental computational and analytical obstacles. In this work, we propose a particle-based deep Flow Matching (FM) method to tackle high-dimensional MFG computation. In each iteration of our proximal fixed-point scheme, particles are updated using first-order information, and a flow neural network is trained to match the velocity of the sample trajectories in a simulation-free manner. Theoretically, in the optimal control setting, we prove that our scheme converges to a stationary point…
Peer Reviews
Decision·ICLR 2026 Poster
- The paper tackles the important challenge faced by fixed-point iteration methods for solving MFGs. - The proposed method is novel and reasonable. - The paper is mathematically rigorous and provides theoretical convergence analysis for the proposed method for certain classes of MFGs.
### Optimal Transport or Mean Field Game? The model considered in this work is heavily inspired by optimal transport models but does not have much MFG flavor. First, the cost function has a very special structure: the running cost is separable into a control-related cost and a population-related cost. Furthermore, the control-related cost term is a simple quadratic function. These are two significant simplifications of the cost function that are not satisfied by general MFGs. Second, a very s
- To the best of my knowledge, the proposed method for solving deterministic mean field games is novel in the literature - The writing is clear and easy to understand - The empirical results help to demonstrate the effectiveness of the proposed method
- While the authors claim to solve (general) mean field games, it seems like the work only tackles **deterministic** mean field games, i.e., where the dynamics of each agent do not have any stochastic terms (e.g., equation in Line 170 doesn’t any diffusion related terms, and the evolution of the particles in (6) is an ODE and not a SDE). This could be somewhat misleading to readers, especially as this is not stated in either the title, abstract, or in the main body of the paper.
1. The paper is well written and easy to follow. 2. The claims are justified with proofs whenever necessary.
1. Since the focus is on solving high-dimensional problems, out of the three example cases, it seems only the image-to-image translation results are noteworthy. 2. Line 473: "We can observe that our method produces smooth and coherent translations, particularly in terms of color consistency and reduction of visual artifacts." The authors only present the results obtained using their method, and this claim is rather relative than absolute. Hence, results using alternative methods are perhaps n
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Taxonomy
TopicsModel Reduction and Neural Networks · Reinforcement Learning in Robotics · Adaptive Dynamic Programming Control
