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Daizhan Cheng

Publications and source records attributed to Daizhan Cheng.

50 records · Page 3Linked to original sources

Matrix Expression of Finite Boolean-type Algebras

Boolean-type algebra (BTA) is investigated. A BTA is decomposed into Boolean-type lattice (BTL) and a complementation algebra (CA). When the object set is finite, the matrix expressions of BTL and CA (and then BTA) are presented. The construction and certain properties of BTAs are investigated via their matrix expression, including the homomorphism and isomorphism, etc. Then the product/decomposition of BTLs are considered. A necessary and sufficient condition for decomposition of BTA is obtained. Finally, a universal generator is provided for arbitrary finite universal algebras.

math.LO↗

A Note On Orthogonal Decomposition of Finite Games

Various decomposition of finite games have been proposed. The inner product of vectors plays a key role in the decomposition of finite games. This paper considers the effect of different inner products on the orthogonal decomposition of finite games. We find that only when the compatible condition is satisfied, a common decomposition can be induced by the standard inner product and the weighted inner product. To explain the result, we studied the existing decompositions, including potential based decomposition, zero-sum based decomposition, and symmetry based decomposition.

math.OC↗

Equivalence-Based Model of Dimension-Varying Linear Systems

Dimension-varying linear systems are investigated. First, a dimension-free state space is proposed. A cross dimensional distance is constructed to glue vectors of different dimensions together to form a cross-dimensional topological space. This distance leads to projections over different dimensional Euclidean spaces and the corresponding linear systems on them, which provide a connection among linear systems with different dimensions. Based on these projections, an equivalence of vectors and an equivalence of matrices over different dimensions are proposed. It follows that the dynamics on quotient space is obtained, which provides a proper model for cross-dimensional systems. Finally, using lifts of dynamic systems on quotient space to Euclidean spaces of different dimensions, a cross-dimensional model is proposed to deal with the dynamics of dimension-varying process of linear systems. On the cross-dimensional model a control is designed to realize the transfer between models on Euclidean spaces of different dimensions.

math.DS↗

Topologies on Quotient Space of Matrices via Semi-tensor Product

An equivalence of matrices via semi-tensor product (STP) is proposed. Using this equivalence, the quotient space is obtained. Parallel and sequential arrangements of the natural projection on different shapes of matrices leads to the product topology and quotient topology respectively. Then the Frobenious inner product of matrices is extended to equivalence classes, which produces a metric on the quotient space. This metric leads to a metric topology. A comparison for these three topologies is presented. Some topological properties are revealed.

math.OC↗

On Coset Weighted Potential Game

In this paper we first define a new kind of potential games, called coset weighted potential game, which is a generalized form of weighted potential game. Using semi-tensor product of matrices, an algebraic method is provided to verify whether a finite game is a coset weighted potential game, and a simple formula is obtained to calculate the corresponding potential function. Then some properties of coset weighted potential games are revealed. Finally, by resorting to the vector space structure of finite games, a new orthogonal decomposition based on coset weights is proposed, the corresponding geometric and algebraic expressions of all the subspaces are given by providing their bases.

math.OC↗

A Strategic Learning Algorithm for State-based Games

Learning algorithm design for state-based games is investigated. A heuristic uncoupled learning algorithm, which is a two memory better reply with inertia dynamics, is proposed. Under certain reasonable conditions it is proved that for any initial state, if all agents in the state-based game follow the proposed learning algorithm, the action state pair converges almost surely to an action invariant set of recurrent state equilibria. The design relies on global and local searches with finite memory, inertia, and randomness. Finally, existence of time-efficient universal learning algorithm is studied. A class of state-based games is presented to show that there is no universal learning algorithm converging to a recurrent state equilibrium.

math.OC↗

Potential Games Design Using Local Information

Consider a multiplayer game, and assume a system level objective function, which the system wants to optimize, is given. This paper aims at accomplishing this goal via potential game theory when players can only get part of other players' information. The technique is designing a set of local information based utility functions, which guarantee that the designed game is potential, with the system level objective function its potential function. First, the existence of local information based utility functions can be verified by checking whether the corresponding linear equations have a solution. Then an algorithm is proposed to calculate the local information based utility functions when the utility design equations have solutions. Finally, consensus problem of multiagent system is considered to demonstrate the effectiveness of the proposed design procedure.

math.OC↗

Cross-Dimensional Linear Systems

Semi-tensor product(STP) or matrix (M-) product of matrices turns the set of matrices with arbitrary dimensions into a monoid $({\cal M},\ltimes)$. A matrix (M-) addition is defined over subsets of a partition of ${\cal M}$, and a matrix (M-) equivalence is proposed. Eventually, some quotient spaces are obtained as vector spaces of matrices. Furthermore, a set of formal polynomials is constructed, which makes the quotient space of $({\cal M},\ltimes)$, denoted by $(Σ, \ltimes)$, a vector space and a monoid. Similarly, a vector addition (V-addition) and a vector equivalence (V-equivalence) are defined on ${\cal V}$, the set of vectors of arbitrary dimensions. Then the quotient space of vectors, $Ω$, is also obtained as a vector space. The action of monoid $({\cal M},\ltimes)$ on ${\cal V}$ (or $(Σ, \ltimes)$ on $Ω$) is defined as a vector (V-) product, which becomes a pseudo-dynamic system, called the cross-dimensional linear system (CDLS). Both the discrete time and the continuous time CDLSs have been investigated. For certain time-invariant case, the solutions (trajectories) are presented. Furthermore, the corresponding cross-dimensional linear control systems are also proposed and the controllability and observability are discussed. Both M-product and V-product are generalizations of the conventional matrix product, that is, when the dimension matching condition required by the conventional matrix product is satisfied they coincide with the conventional matrix product. Both M-addition and V-addition are generalizations of conventional matrix addition. Hence, the dynamics discussed in this paper is a generalization of conventional linear system theory.

math.OC↗

Observability of Boolean Networks via Set Controllability Approach

The controllability and observability of Boolean control network(BCN) are two fundamental properties. But the verification of latter is much harder than the former. This paper considers the observability of BCN via controllability. First, the set controllability is proposed, and the necessary and sufficient condition is obtained. Then a technique is developed to convert the observability into an equivalent set controllability problem. Using the result for set controllability, the necessary and sufficient condition is also obtained for the observability of BCN.

math.OC↗

On Skew-Symmetric Games

By resorting to the vector space structure of finite games, skew-symmetric games (SSGs) are proposed and investigated as a natural subspace of finite games. First of all, for two player games, it is shown that the skew-symmetric games form an orthogonal complement of the symmetric games. Then for a general SSG its linear representation is given, which can be used to verify whether a finite game is skew-symmetric. Furthermore, some properties of SSGs are also obtained in the light of its vector subspace structure. Finally, a symmetry-based decomposition of finite games is proposed, which consists of three mutually orthogonal subspaces: symmetric subspace, skew-symmetric subspace and asymmetric subspace. An illustrative example is presented to demonstrate this decomposition.

cs.GT↗

Cooperative Control via Congestion Game Approach

The optimization of facility-based systems is considered. First, the congestion game is converted into a matrix form, so that the matrix approach is applicable. Then, a facility-based system with a system performance criterion is considered. A necessary and sufficient condition is given to assure that the system is convertible into a congestion game with the given system performance criterion as its potential function by designing proper facility-cost functions. Using this technology, for a dynamic facility-based system the global optimization may be reached when each agent optimizes its payoff functions. Finally, the approach is extended to those systems which are partly or nearly convertible.

math.OC↗

On Equivalence of Matrices

A new matrix product, called the semi-tensor product (STP), is briefly reviewed. The STP extends the classical matrix product to two arbitrary matrices. Under STP the set of matrices becomes a monoid (semi-group with identity). Some related structures and properties are investigated. Then the generalized matrix addition is also introduced, which extends the classical matrix addition to a class of two matrices with different dimensions. Motivated by STP of matrices, two kinds of equivalences of matrices (including vectors) are introduced, which are called matrix equivalence (M-equivalence) and vector equivalence (V-equivalence) respectively. The lattice structure has been established for each equivalence. Under each equivalence, the corresponding quotient space becomes a vector space. Under M-equivalence, many algebraic, geometric, and analytic structures have been posed to the quotient space, which include (i) lattice structure; (ii) inner product and norm (distance); (iii) topology; (iv) a fiber bundle structure, called the discrete bundle; (v) bundled differential manifold; (vi) bundled Lie group and Lie algebra. Under V-equivalence, vectors of different dimensions form a vector space ${\cal V}$, and a matrix $A$ of arbitrary dimension is considered as an operator (linear mapping) on ${\cal V}$. When $A$ is a bounded operator (not necessarily square but includes square matrices as a special case), the generalized characteristic function, eigenvalue and eigenvector etc. are defined. In one word, this new matrix theory overcomes the dimensional barrier in certain sense. It provides much more freedom for using matrix approach to practical problems.

math.GR↗

Linear Representation of Symmetric Games

Using semi-tensor product of matrices, the structures of several kinds of symmetric games are investigated via the linear representation of symmetric group in the structure vector of games as its representation space. First of all, the symmetry, described as the action of symmetric group on payoff functions, is converted into the product of permutation matrices with structure vectors of payoff functions. Using the linear representation of the symmetric group in structure vectors, the algebraic conditions for the ordinary, weighted, renaming and name-irrelevant symmetries are obtained respectively as the invariance under the corresponding linear representations. Secondly, using the linear representations the relationship between symmetric games and potential games is investigated. This part is mainly focused on Boolean games. An alternative proof is given to show that ordinary, renaming and weighted symmetric Boolean games are also potential ones under our framework. The corresponding potential functions are also obtained. Finally, an example is given to show that some other Boolean games could also be potential games.

cs.GT↗

Game Theoretic Control of Multi-Agent Systems

Control of multi-agent systems via game theory is investigated. Assume a system level object is given, the utility functions for individual agents are designed to convert a multi-agent system into a potential game. First, for fixed topology, a necessary and sufficient condition is given to assure the existence of local information based utility functions. Then using local information the system can converge to a maximum point of the system object, which is a Nash equilibrium. It is also proved that a networked evolutionary potential game is a special case of this multi-agent system. Second, for time-varying topology, the state based potential game is utilized to design the optimal control. A strategy based Markov state transition process is proposed to assure the existence of state based potential function. As an extension of the fixed topology case, a necessary and sufficient condition for the existence of state depending utility functions using local information is also presented. It is also proved that using better reply with inertia strategy, the system converges to a maximum strategy of the state based system object, which is called the recurrent state equilibrium.

math.OC↗