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Guanpu Chen

Publications and source records attributed to Guanpu Chen.

26 records · Page 2Linked to original sources

Distributed Algorithm for Continuous-type Bayesian Nash Equilibrium in Subnetwork Zero-sum Games

In this paper, we consider a continuous-type Bayesian Nash equilibrium (BNE) seeking problem in subnetwork zero-sum games, which is a generalization of deterministic subnetwork zero-sum games and discrete-type Bayesian zero-sum games. In this continuous-type model, because the feasible strategy set is composed of infinite-dimensional functions and is not compact, it is hard to seek a BNE in a non-compact set and convey such complex strategies in network communication. To this end, we design two steps to overcome the above bottleneck. One is a discretization step, where we discretize continuous types and prove that the BNE of the discretized model is an approximate BNE of the continuous model with an explicit error bound. The other one is a communication step, where we adopt a novel compression scheme with a designed sparsification rule and prove that agents can obtain unbiased estimations through compressed communication. Based on the above two steps, we propose a distributed communication-efficient algorithm to practicably seek an approximate BNE, and further provide an explicit error bound and an $O(\ln T/\sqrt{T})$ convergence rate.

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Distributed Optimization with Projection-free Dynamics

We consider continuous-time dynamics for distributed optimization with set constraints in the paper. To handle the computational complexity of projection-based dynamics due to solving a general quadratic optimization subproblem with projection, we propose a distributed projection-free dynamics by employing the Frank-Wolfe method, also known as the conditional gradient algorithm. The process searches a feasible descent direction by solving an alternative linear optimization instead of a quadratic one. To make the approach applicable over weight-balanced digraphs, we design a dynamics for the consensus of local decision variables and another dynamics of auxiliary variables to track the global gradient. Then we prove the convergence of the dynamical systems to the optimal solution, and provide detailed numerical comparisons with both projection-based dynamics and other distributed projection-free algorithms. Also, we derive the distributed discrete-time scheme following the instructive ideas of the proposed dynamics and provide its accordingly convergence rate.

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Algorithm design and approximation analysis on distributed robust game

We design a distributed algorithm to seek generalized Nash equilibria of a robust game with uncertain coupled constraints. Due to the uncertainty of parameters in set constraints, we aim to find a generalized Nash equilibrium in the worst case. However, it is challenging to obtain the exact equilibria directly because the parameters are from general convex sets, which may not have analytic expressions or are endowed with high-dimensional nonlinearities. To solve this problem, we first approximate parameter sets with inscribed polyhedrons, and transform the approximate problem in the worst case into an extended certain game with resource allocation constraints by robust optimization. Then we propose a distributed algorithm for this certain game and prove that an equilibrium obtained from the algorithm induces an $ε$-generalized Nash equilibrium of the original game, followed by convergence analysis. Moreover, resorting to the metric spaces and the analysis on nonlinear perturbed systems, we estimate the approximation accuracy related to $ε$ and point out the factors influencing the accuracy of $ε$.

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Achieving Social Optimum in Non-convex Cooperative Aggregative Games: A Distributed Stochastic Annealing Approach

This paper designs a distributed stochastic annealing algorithm for non-convex cooperative aggregative games, whose agents' cost functions not only depend on agents' own decision variables but also rely on the sum of agents' decision variables. To seek the the social optimum of cooperative aggregative games, a distributed stochastic annealing algorithm is proposed, where the local cost functions are non-convex and the communication topology between agents is time varying. The weak convergence to the social optimum of the algorithm is further analyzed. A numerical example is given to illustrate the effectiveness of the proposed algorithm.

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Single-Leader-Multiple-Followers Stackelberg Security Game with Hypergame Framework

In this paper, we employ a hypergame framework to analyze the single-leader-multiple-followers (SLMF) Stackelberg security game with two typical misinformed situations: misperception and deception. We provide a stability criterion with the help of hyper Nash equilibrium (HNE) to investigate both strategic stability and cognitive stability of equilibria in SLMF games with misinformation. In fact, we find mild stable conditions such that the equilibria with misperception and deception can become HNE. Moreover, we discuss the robustness of the equilibria to reveal whether players have the ability to keep their profits under the influence of some misinformation.

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Distributed Mirror Descent Algorithm with Bregman Damping for Nonsmooth Constrained Optimization

To solve distributed optimization efficiently with various constraints and nonsmooth functions, we propose a distributed mirror descent algorithm with embedded Bregman damping, as a generalization of conventional distributed projection-based algorithms. In fact, our continuous-time algorithm well inherits good capabilities of mirror descent approaches to rapidly compute explicit solutions to the problems with some specific constraint structures. Moreover, we rigorously prove the convergence of our algorithm, along with the boundedness of the trajectory and the accuracy of the solution.

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Efficient algorithm for approximating Nash equilibrium of distributed aggregative games

In this paper, we aim to design a distributed approximate algorithm for seeking Nash equilibria of an aggregative game. Due to the local set constraints of each player, projectionbased algorithms have been widely employed for solving such problems actually. Since it may be quite hard to get the exact projection in practice, we utilize inscribed polyhedrons to approximate local set constraints, which yields a related approximate game model. We first prove that the Nash equilibrium of the approximate game is the $ε$-Nash equilibrium of the original game, and then propose a distributed algorithm to seek the $ε$-Nash equilibrium, where the projection is then of a standard form in quadratic programming. With the help of the existing developed methods for solving quadratic programming, we show the convergence of the proposed algorithm, and also discuss the computational cost issue related to the approximation. Furthermore, based on the exponential convergence of the algorithm, we estimate the approximation accuracy related to $ε$. Additionally, we investigate the computational cost saved by approximation on numerical examples.

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Distributed sub-optimal resource allocation via a projected form of singular perturbation

Distributed optimization for resource allocation problems is investigated and a sub-optimal continuous-time algorithm is proposed. Our algorithm has lower order dynamics than others to reduce burdens of computation and communication, and is applicable to weight-balanced graphs. Moreover, it can deal with both local set constraints and coupled inequality constraints, and remove the requirement of twice differentiability of the cost function in comparison with the existing sub-optimal algorithm. However, this algorithm is not easy to be analyzed since it involves singular perturbation type dynamics with projected non-differentiable right-hand side. We overcome the encountered difficulties and obtain results including the existence of an equilibrium, the sub-optimality, and the convergence of the algorithm.

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