Abstract:Effective model-based reinforcement learning in stochastic environments requires planning that accounts for predictive uncertainty. Propagating full state distributions analytically offers a principled way to do this, but has traditionally required restrictive policy or reward structures to remain tractable. Consequently, modern deep reinforcement learning has largely retreated to either stochastic sampling, which introduces significant target variance, or deterministic point estimates that ignore predictive covariance entirely. We investigate whether distribution-aware planning is possible without these constraints. Using a quadratic action-value parameterization, we first reduce the Bellman backup to an expectation over the state-value function alone; the key idea is then a compatibility principle between the predictive transition distribution and the value function class, under which this expectation is analytic in the distribution's moments. We instantiate this principle with a Gaussian transition model paired with a radial-basis value function, yielding a closed-form backup that propagates both predictive mean and covariance. Empirically, our approach reduces target variance and yields well-calibrated predictive uncertainty under stochastic observations in continuous control, providing a principled framework for planning with learned distribution models.
Abstract:The primary focus of multi-agent reinforcement learning (MARL) has been to study interactions among a fixed number of agents embedded in an environment. However, in the real world, the number of agents is neither fixed nor known a priori. Moreover, an agent can decide to create other agents (for example, a cell may divide, or a company may spin off a division). In this paper, we propose a framework that allows agents to create other agents; we call this a fluid-agent environment. We present game-theoretic solution concepts for fluid-agent games and empirically evaluate the performance of several MARL algorithms within this framework. Our experiments include fluid variants of established benchmarks such as Predator-Prey and Level-Based Foraging, where agents can dynamically spawn, as well as a new environment we introduce that highlights how fluidity can unlock novel solution strategies beyond those observed in fixed-population settings. We demonstrate that this framework yields agent teams that adjust their size dynamically to match environmental demands.