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Giuseppe Belgioioso

Publications and source records attributed to Giuseppe Belgioioso.

At least 37 records · Page 2Linked to original sources

Data-Driven Behaviour Estimation in Parametric Games

A central question in multi-agent strategic games deals with learning the underlying utilities driving the agents' behaviour. Motivated by the increasing availability of large data-sets, we develop an unifying data-driven technique to estimate agents' utility functions from their observed behaviour, irrespective of whether the observations correspond to equilibrium configurations or to temporal sequences of action profiles. Under standard assumptions on the parametrization of the utilities, the proposed inference method is computationally efficient and finds all the parameters that rationalize the observed behaviour best. We numerically validate our theoretical findings on the market share estimation problem under advertising competition, using historical data from the Coca-Cola Company and Pepsi Inc. duopoly.

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Tutorial on Congestion Control in Multi-Area Transmission Grids via Online Feedback Equilibrium Seeking

Online feedback optimization (OFO) is an emerging control methodology for real-time optimal steady-state control of complex dynamical systems. This tutorial focuses on the application of OFO for the autonomous operation of large-scale transmission grids, with a specific goal of minimizing renewable generation curtailment and losses while satisfying voltage and current limits. When this control methodology is applied to multi-area transmission grids, where each area independently manages its congestion while being dynamically interconnected with the rest of the grid, a non-cooperative game arises. In this context, OFO must be interpreted as an online feedback equilibrium seeking (FES) scheme. Our analysis incorporates technical tools from game theory and monotone operator theory to evaluate the stability and performance of multi-area grid operation. Through numerical simulations, we illustrate the key challenge of this non-cooperative setting: on the one hand, independent multi-area decisions are suboptimal compared to a centralized control scheme; on the other hand, some areas are heavily penalized by the centralized decision, which may discourage participation in the coordination mechanism.

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Strategic Interactions in Multi-modal Mobility Systems: A Game-Theoretic Perspective

The evolution of existing transportation systems,mainly driven by urbanization and increased availability of mobility options, such as private, profit-maximizing ride-hailing companies, calls for tools to reason about their design and regulation. To study this complex socio-technical problem, one needs to account for the strategic interactions of the heterogeneous stakeholders involved in the mobility ecosystem and analyze how they influence the system. In this paper, we focus on the interactions between citizens who compete for the limited resources of a mobility system to complete their desired trip. Specifically, we present a game-theoretic framework for multi-modal mobility systems, where citizens, characterized by heterogeneous preferences, have access to various mobility options and seek individually-optimal decisions. We study the arising game and prove the existence of an equilibrium, which can be efficiently computed via a convex optimization problem. Through both an analytical and a numerical case study for the classic scenario of Sioux Falls, USA, we illustrate the capabilities of our model and perform sensitivity analyses. Importantly, we show how to embed our framework into a "larger" game among stakeholders of the mobility ecosystem (e.g., municipality, Mobility Service Providers, and citizens), effectively giving rise to tools to inform strategic interventions and policy-making in the mobility ecosystem.

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Designing Optimal Personalized Incentive for Traffic Routing using BIG Hype algorithm

We study the problem of optimally routing plug-in electric and conventional fuel vehicles on a city level. In our model, commuters selfishly aim to minimize a local cost that combines travel time, from a fixed origin to a desired destination, and the monetary cost of using city facilities, parking or service stations. The traffic authority can influence the commuters' preferred routing choice by means of personalized discounts on parking tickets and on the energy price at service stations. We formalize the problem of designing these monetary incentives optimally as a large-scale bilevel game, where constraints arise at both levels due to the finite capacities of city facilities and incentives budget. Then, we develop an efficient decentralized solution scheme with convergence guarantees based on BIG Hype, a recently-proposed hypergradient-based algorithm for hierarchical games. Finally, we validate our model via numerical simulations over the Anaheim's network, and show that the proposed approach produces sensible results in terms of traffic decongestion and it is able to solve in minutes problems with more than 48000 variables and 110000 constraints.

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Stability and Robustness of Distributed Suboptimal Model Predictive Control

In distributed model predictive control (MPC), the control input at each sampling time is computed by solving a large-scale optimal control problem (OCP) over a finite horizon using distributed algorithms. Typically, such algorithms require several (virtually, infinite) communication rounds between the subsystems to converge, which is a major drawback both computationally and from an energetic perspective (for wireless systems). Motivated by these challenges, we propose a suboptimal distributed MPC scheme in which the total communication burden is distributed also in time, by maintaining a running solution estimate for the large-scale OCP and updating it at each sampling time. We demonstrate that, under some regularity conditions, the resulting suboptimal MPC control law recovers the qualitative robust stability properties of optimal MPC, if the communication budget at each sampling time is large enough.

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Designing Fairness in Autonomous Peer-to-peer Energy Trading

Several autonomous energy management and peer-to-peer trading mechanisms for future energy markets have been recently proposed based on optimization and game theory. In this paper, we study the impact of trading prices on the outcome of these market designs for energy-hub networks. We prove that, for a generic choice of trading prices, autonomous peer-to-peer trading is always network-wide beneficial but not necessarily individually beneficial for each hub. Therefore, we leverage hierarchical game theory to formalize the problem of designing locally-beneficial and network-wide fair peer-to-peer trading prices. Then, we propose a scalable and privacy-preserving price-mediation algorithm that provably converges to a profile of such prices. Numerical simulations on a 3-hub network show that the proposed algorithm can indeed incentivize active participation of energy hubs in autonomous peer-to-peer trading schemes.

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Receding Horizon Games with Coupling Constraints for Demand-Side Management

Distributed energy storage and flexible loads are essential tools for ensuring stable and robust operation of the power grid in spite of the challenges arising from the integration of volatile renewable energy generation and increasing peak loads due to widespread electrification. This paper proposes a demand-side management policy to coordinate self-interested energy prosumers based on receding horizon games, i.e., a closed-loop receding-horizon implementation of game-theoretic day-ahead planning. Practical stability and recursive constraint satisfaction of the proposed feedback control policy is proven under symmetric pricing assumptions using tools from game theory and economic model predictive control. Our numerical studies show that the proposed approach is superior to standard open-loop day-head implementations in terms of peak-shaving, disturbance rejection, and control performance.

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Operationally-Safe Peer-to-Peer Energy Trading in Distribution Grids: A Game-Theoretic Market-Clearing Mechanism

In future distribution grids, prosumers (i.e., energy consumers with storage and/or production capabilities) will trade energy with each other and with the main grid. To ensure an efficient and safe operation of energy trading, in this paper, we formulate a peer-to-peer energy market of prosumers as a generalized aggregative game, in which a network operator is only responsible for the operational constraints of the system. We design a distributed market-clearing mechanism with convergence guarantee to an economically-efficient and operationally-safe configuration (i.e., a variational generalized Nash equilibrium). Numerical studies on the IEEE 37-bus testcase show the scalability of the proposed approach and suggest that active participation in the market is beneficial for both prosumers and the network operator.

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Fast generalized Nash equilibrium seeking under partial-decision information

We address the generalized Nash equilibrium seeking problem in a partial-decision information scenario, where each agent can only exchange information with some neighbors, although its cost function possibly depends on the strategies of all agents. The few existing methods build on projected pseudo-gradient dynamics, and require either double-layer iterations or conservative conditions on the step sizes. To overcome both these flaws and improve efficiency, we design the first fully-distributed single-layer algorithms based on proximal best-response. Our schemes are fixed-step and allow for inexact updates, which is crucial for reducing the computational complexity. Under standard assumptions on the game primitives, we establish convergence to a variational equilibrium (with linear rate for games without coupling constraints) by recasting our algorithms as proximal-point methods, opportunely preconditioned to distribute the computation among the agents. Since our analysis hinges on a restricted monotonicity property, we also provide new general results that significantly extend the domain of applicability of proximal-point methods. Besides, the operator-theoretic approach favors the implementation of provably correct acceleration schemes that can further improve the convergence speed. Finally, the potential of our algorithms is demonstrated numerically, revealing much faster convergence with respect to projected pseudo-gradient methods and validating our theoretical findings.

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Sampled-Data Online Feedback Equilibrium Seeking: Stability and Tracking

This paper proposes a general framework for constructing feedback controllers that drive complex dynamical systems to "efficient" steady-state (or slowly varying) operating points. Efficiency is encoded using generalized equations which can model a broad spectrum of useful objectives, such as optimality or equilibria (e.g. Nash, Wardrop, etc.) in noncooperative games. The core idea of the proposed approach is to directly implement iterative solution (or equilibrium seeking) algorithms in closed loop with physical systems. Sufficient conditions for closed-loop stability and robustness are derived; these also serve as the first closed-loop stability results for sampled-data feedback-based optimization. Numerical simulations of smart building automation and game-theoretic robotic swarm coordination support the theoretical results.

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Semi-decentralized generalized Nash equilibrium seeking in monotone aggregative games

We address the generalized Nash equilibrium seeking problem for a population of agents playing aggregative games with affine coupling constraints. We focus on semi-decentralized communication architectures, where there is a central coordinator able to gather and broadcast signals of aggregative nature to the agents. By exploiting the framework of monotone operator theory and operator splitting, we first critically review the most relevant available algorithms and then design two novel schemes: (i) a single-layer, fixed-step algorithm with convergence guarantee for general (non cocoercive, non-strictly) monotone aggregative games and (ii) a single-layer proximal-type algorithm for a class of monotone aggregative games with linearly coupled cost functions. We also design novel accelerated variants of the algorithms via (alternating) inertial and over-relaxation steps. Finally, we show via numerical simulations that the proposed algorithms outperform those in the literature in terms of convergence speed.

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A fully-distributed proximal-point algorithm for Nash equilibrium seeking with linear convergence rate

We address the Nash equilibrium problem in a partial-decision information scenario, where each agent can only observe the actions of some neighbors, while its cost possibly depends on the strategies of other agents. Our main contribution is the design of a fully-distributed, single-layer, fixed-step algorithm, based on a proximal best-response augmented with consensus terms. To derive our algorithm, we follow an operator-theoretic approach. First, we recast the Nash equilibrium problem as that of finding a zero of a monotone operator. Then, we demonstrate that the resulting inclusion can be solved in a fully-distributed way via a proximal-point method, thanks to the use of a novel preconditioning matrix. Under strong monotonicity and Lipschitz continuity of the game mapping, We prove linear convergence of our algorithm to a Nash equilibrium. Furthermore, we show that our method outperforms the fastest known gradient-based schemes, both in terms of guaranteed convergence rate, via theoretical analysis, and in practice, via numerical simulations.

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An asynchronous distributed and scalable generalized Nash equilibrium seeking algorithm for strongly monotone games

In this paper, we present three distributed algorithms to solve a class of generalized Nash equilibrium (GNE) seeking problems in strongly monotone games. The first one (SD-GENO) is based on synchronous updates of the agents, while the second and the third (AD-GEED and AD-GENO) represent asynchronous solutions that are robust to communication delays. AD-GENO can be seen as a refinement of AD-GEED, since it only requires node auxiliary variables, enhancing the scalability of the algorithm. Our main contribution is to prove converge to a variational GNE of the game via an operator-theoretic approach. Finally, we apply the algorithms to network Cournot games and show how different activation sequences and delays affect convergence. We also compare the proposed algorithms to the only other in the literature (ADAGNES), and observe that AD-GENO outperforms the alternative.

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Distributed generalized Nash equilibrium seeking in aggregative games on time-varying networks

We design the first fully-distributed algorithm for generalized Nash equilibrium seeking in aggregative games on a time-varying communication network, under partial-decision information, i.e., the agents have no direct access to the aggregate decision. The algorithm is derived by integrating dynamic tracking into a projected pseudo-gradient algorithm. The convergence analysis relies on the framework of monotone operator splitting and the Krasnosel'skii-Mann fixed-point iteration with errors.

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Time-varying constrained proximal type dynamics in multi-agent network games

In this paper, we study multi-agent network games subject to affine time-varying coupling constraints and a time-varying communication network. We focus on the class of games adopting proximal dynamics and study their convergence to a persistent equilibrium. The assumptions considered to solve the problem are discussed and motivated. We develop an iterative equilibrium seeking algorithm, using only local information, that converges to a special class of game equilibria. Its derivation is motivated by several examples, showing that the original game dynamics fail to converge. Finally, we apply the designed algorithm to solve a constrained consensus problem, validating the theoretical results.

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Convergence in uncertain linear systems

State convergence is essential in several scientific areas, e.g. multi-agent consensus/disagreement, distributed optimization, monotone game theory, multi-agent learning over time-varying networks. This paper is the first on state convergence in both continuous- and discrete-time linear systems affected by polytopic uncertainty. First, we characterize state convergence in linear time invariant systems via equivalent necessary and sufficient conditions. In the presence of uncertainty, we complement the canonical definition of (weak) convergence with a stronger notion of convergence, which requires the existence of a common kernel among the generator matrices of the difference/differential inclusion (strong convergence). We investigate under which conditions the two definitions are equivalent. Then, we characterize weak and strong convergence by means of Lyapunov and LaSalle arguments, (linear) matrix inequalities and separability of the eigenvalues of the generator matrices. We also show that, unlike asymptotic stability, state convergence lacks of duality.

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Asynchronous and time-varying proximal type dynamics multi-agent network games

In this paper, we study proximal type dynamics in the context of noncooperative multi-agent network games. These dynamics arise in different applications, since they describe distributed decision making in multi-agent networks, e.g., in opinion dynamics, distributed model fitting and network information fusion, where the goal of each agent is to seek an equilibrium using local information only. We analyse several conjugations of this class of games, providing convergence results, or designing equilibrium seeking algorithms when the original dynamics fail to converge. For the games subject only to local constraints we look into both synchronous/asynchronous dynamics and time-varying communication networks. For games subject in addition to coupling constraints, we design an equilibrium seeking algorithm converging to a special class of game equilibria. Finally, we validate the theoretical results via numerical simulations on opinion dynamics and distributed model fitting.

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An asynchronous, forward-backward, distributed generalized Nash equilibrium seeking algorithm

In this paper, we propose an asynchronous distributed algorithm for the computation of generalized Nash equilibria in noncooperative games, where the players interact via an undirected communication graph. Specifically, we extend the paper "Asynchronous distributed algorithm for seeking generalized Nash equilibria" by Yi and Pavel: we redesign the asynchronous update rule using auxiliary variables over the nodes rather than over the edges. This key modification renders the algorithm scalable for highly interconnected games. The derived asynchronous algorithm is robust against delays in the communication and it eliminates the idle times between computations, hence modeling a more realistic interaction between players with different update frequencies. We address the problem from an operator-theoretic perspective and design the algorithm via a preconditioned forward-backward splitting. Finally, we numerically simulate the algorithm for the Cournot competition in networked markets.

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