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Jianghai Hu

Publications and source records attributed to Jianghai Hu.

17 recordsLinked to original sources

Online Learning of Kalman Filtering: From Output to State Estimation

In this paper, we study the problem of learning Kalman filtering with unknown system model in partially observed linear dynamical systems. We propose a unified algorithmic framework based on online optimization that can be used to solve both the output estimation and state estimation scenarios. By exploring the properties of the estimation error cost functions, such as conditionally strong convexity, we show that our algorithm achieves a $\log T$-regret in the horizon length $T$ for the output estimation scenario. More importantly, we tackle the more challenging scenario of learning Kalman filtering for state estimation, which is an open problem in the literature. We first characterize a fundamental limitation of the problem, demonstrating the impossibility of any algorithm to achieve sublinear regret in $T$. By further introducing a random query scheme into our algorithm, we show that a $\sqrt{T}$-regret is achievable when rendering the algorithm limited query access to more informative measurements of the system state in practice. Our algorithm and regret readily capture the trade-off between the number of queries and the achieved regret, and shed light on online learning problems with limited observations. We validate the performance of our algorithms using numerical examples.

cs.LG

Offline Learning of Decision Functions in Multiplayer Games with Expectation Constraints

We explore a class of stochastic multiplayer games where each player in the game aims to optimize its objective under uncertainty and adheres to some expectation constraints. The study employs an offline learning paradigm, leveraging a pre-existing dataset containing auxiliary features. While prior research in deterministic and stochastic multiplayer games primarily explored vector-valued decisions, this work departs by considering function-valued decisions that incorporate auxiliary features as input. We leverage the law of large deviations and degree theory to establish the almost sure convergence of the offline learning solution to the true solution as the number of data samples increases.

math.OC

Bandit Online Learning in Merely Coherent Games with Multi-Point Pseudo-Gradient Estimate

Non-cooperative games serve as a powerful framework for capturing the interactions among self-interested players and have broad applicability in modeling a wide range of practical scenarios, ranging from power management to drug delivery. Although most existing solution algorithms assume the availability of first-order information or full knowledge of the objectives and others' action profiles, there are situations where the only accessible information at players' disposal is the realized objective function values. In this paper, we devise a bandit online learning algorithm for merely coherent games that integrates the optimistic mirror descent scheme and multi-point pseudo-gradient estimates. We further demonstrate that the generated actual sequence of play can converge a.s. to a critical point if the sequences of query radius and sample size are chosen properly, without resorting to extra Tikhonov regularization terms or additional norm conditions. Finally, we illustrate the validity of the proposed algorithm via a Rock-Paper-Scissors game and a least square estimation game.

math.OC

A Bandit Learning Method for Continuous Games under Feedback Delays with Residual Pseudo-Gradient Estimate

Learning in multi-player games can model a large variety of practical scenarios, where each player seeks to optimize its own local objective function, which at the same time relies on the actions taken by others. Motivated by the frequent absence of first-order information such as partial gradients in solving local optimization problems and the prevalence of asynchronicity and feedback delays in multi-agent systems, we introduce a bandit learning algorithm, which integrates mirror descent, residual pseudo-gradient estimates, and the priority-based feedback utilization strategy, to contend with these challenges. We establish that for pseudo-monotone plus games, the actual sequences of play generated by the proposed algorithm converge a.s. to critical points. Compared with the existing method, the proposed algorithm yields more consistent estimates with less variation and allows for more aggressive choices of parameters. Finally, we illustrate the validity of the proposed algorithm through a thermal load management problem of building complexes.

math.OC

On the Convergence Rates of A Nash Equilibrium Seeking Algorithm in Potential Games with Information Delays

This paper investigates the equilibrium convergence properties of a proposed algorithm for potential games with continuous strategy spaces in the presence of feedback delays, a main challenge in multi-agent systems that compromises the performance of various optimization schemes. The proposed algorithm is built upon an improved version of the accelerated gradient descent method. We extend it to a decentralized multi-agent scenario and equip it with a delayed feedback utilization scheme. By appropriately tuning the step sizes and studying the interplay between delay functions and step sizes, we derive the convergence rates of the proposed algorithm to the optimal value of the potential function when the growth of the feedback delays in time is subject to sublinear, linear, and superlinear upper bounds. Finally, simulations of a routing game are performed to empirically verify our findings.

math.OC

Zeroth-Order Learning in Continuous Games via Residual Pseudogradient Estimates

A variety of practical problems can be modeled by the decision-making process in multi-player games where a group of self-interested players aim at optimizing their own local objectives, while the objectives depend on the actions taken by others. The local gradient information of each player, essential in implementing algorithms for finding game solutions, is all too often unavailable. In this paper, we focus on designing solution algorithms for multi-player games using bandit feedback, i.e., the only available feedback at each player's disposal is the realized objective values. To tackle the issue of large variances in the existing bandit learning algorithms with a single oracle call, we propose two algorithms by integrating the residual feedback scheme into single-call extra-gradient methods. Subsequently, we show that the actual sequences of play can converge almost surely to a critical point if the game is pseudo-monotone plus and characterize the convergence rate to the critical point when the game is strongly pseudo-monotone. The ergodic convergence rates of the generated sequences in monotone games are also investigated as a supplement. Finally, the validity of the proposed algorithms is further verified via numerical examples.

math.OC

Distributed Stochastic Nash Equilibrium Learning in Locally Coupled Network Games with Unknown Parameters

In stochastic Nash equilibrium problems (SNEPs), it is natural for players to be uncertain about their complex environments and have multi-dimensional unknown parameters in their models. Among various SNEPs, this paper focuses on locally coupled network games where the objective of each rational player is subject to the aggregate influence of its neighbors. We propose a distributed learning algorithm based on the proximal-point iteration and ordinary least-square estimator, where each player repeatedly updates the local estimates of neighboring decisions, makes its augmented best-response decisions given the current estimated parameters, receives the realized objective values, and learns the unknown parameters. Leveraging the Robbins-Siegmund theorem and the law of large deviations for M-estimators, we establish the almost sure convergence of the proposed algorithm to solutions of SNEPs when the updating step sizes decay at a proper rate.

math.OC

Distributed Computation of Stochastic GNE with Partial Information: An Augmented Best-Response Approach

In this paper, we focus on the stochastic generalized Nash equilibrium problem (SGNEP) which is an important and widely-used model in many different fields. In this model, subject to certain global resource constraints, a set of self-interested players aim to optimize their local objectives that depend on their own decisions and the decisions of others and are influenced by some random factors. We propose a distributed stochastic generalized Nash equilibrium seeking algorithm in a partial-decision information setting based on the Douglas-Rachford operator splitting scheme, which relaxes assumptions in the existing literature. The proposed algorithm updates players' local decisions through augmented best-response schemes and subsequent projections onto the local feasible sets, which occupy most of the computational workload. The projected stochastic subgradient method is applied to provide approximate solutions to the augmented best-response subproblems for each player. The Robbins-Siegmund theorem is leveraged to establish the main convergence results to a true Nash equilibrium using the proposed inexact solver. Finally, we illustrate the validity of the proposed algorithm via two numerical examples, i.e., a stochastic Nash-Cournot distribution game and a multi-product assembly problem with the two-stage model.

eess.SY

A Primal Decomposition Approach to Globally Coupled Aggregative Optimization over Networks

We consider a class of multi-agent optimization problems, where each agent has a local objective function that depends on its own decision variables and the aggregate of others, and is willing to cooperate with other agents to minimize the sum of the local objectives. After associating each agent with an auxiliary variable and the related local estimates, we conduct primal decomposition to the globally coupled problem and reformulate it so that it can be solved distributedly. Based on the Douglas-Rachford method, an algorithm is proposed which ensures the exact convergence to a solution of the original problem. The proposed method enjoys desirable scalability by only requiring each agent to keep local estimates whose number grows linearly with the number of its neighbors. We illustrate our proposed algorithm by numerical simulations on a commodity distribution problem over a transport network.

eess.SY

A Distributed GNE Seeking Algorithm Using the Douglas-Rachford Splitting Method

We consider a generalized Nash equilibrium problem (GNEP) for a network of players. Each player tries to minimize a local objective function subject to some resource constraints where both the objective functions and the resource constraints depend on other players' decisions. By conducting equivalent transformations on the local optimization problems and introducing network Lagrangian, we recast the GNEP into an operator zero-finding problem. An algorithm is proposed based on the Douglas-Rachford method to distributedly find a solution. The proposed algorithm requires milder conditions compared to the existing methods. We prove the convergence of the proposed algorithm to an exact variational generalized Nash equilibrium under two different sets of assumptions. Our algorithm is validated numerically through the example of a Nash-Cournot production game.

math.OC

Simulation Studies on Deep Reinforcement Learning for Building Control with Human Interaction

The building sector consumes the largest energy in the world, and there have been considerable research interests in energy consumption and comfort management of buildings. Inspired by recent advances in reinforcement learning (RL), this paper aims at assessing the potential of RL in building climate control problems with occupant interaction. We apply a recent RL approach, called DDPG (deep deterministic policy gradient), for the continuous building control tasks and assess its performance with simulation studies in terms of its ability to handle (a) the partial state observability due to sensor limitations; (b) complex stochastic system with high-dimensional state-spaces, which are jointly continuous and discrete; (c) uncertainties due to ambient weather conditions, occupant's behavior, and comfort feelings. Especially, the partial observability and uncertainty due to the occupant interaction significantly complicate the control problem. Through simulation studies, the policy learned by DDPG demonstrates reasonable performance and computational tractability.

cs.AI

A Discrete-Time Switching System Analysis of Q-learning

This paper develops a novel control-theoretic framework to analyze the non-asymptotic convergence of Q-learning. We show that the dynamics of asynchronous Q-learning with a constant step-size can be naturally formulated as a discrete-time stochastic affine switching system. Moreover, the evolution of the Q-learning estimation error is over- and underestimated by trajectories of two simpler dynamical systems. Based on these two systems, we derive a new finite-time error bound of asynchronous Q-learning when a constant stepsize is used. Our analysis also sheds light on the overestimation phenomenon of Q-learning. We further illustrate and validate the analysis through numerical simulations.

math.OC

Primal-Dual Distributed Temporal Difference Learning

The goal of this paper is to study a distributed version of the gradient temporal-difference (GTD) learning algorithm for a class of multi-agent Markov decision processes (MDPs). The temporal-difference (TD) learning is a reinforcement learning (RL) algorithm that learns an infinite horizon discounted cost function (or value function) for a given fixed policy without the model knowledge. In the multi-agent MDP each agent receives a local reward through a local processing. The agents communicate over sparse and random networks to learn the global value function corresponding to the aggregate of local rewards. In this paper, the problem of estimating the global value function is converted into a constrained convex optimization problem. Then, we propose a stochastic primal-dual distributed algorithm to solve it and prove that the algorithm converges to a set of solutions of the optimization problem.

math.OC

Column Partition based Distributed Algorithms for Coupled Convex Sparse Optimization: Dual and Exact Regularization Approaches

This paper develops column partition based distributed schemes for a class of large-scale convex sparse optimization problems, e.g., basis pursuit (BP), LASSO, basis pursuit denosing (BPDN), and their extensions, e.g., fused LASSO. We are particularly interested in the cases where the number of (scalar) decision variables is much larger than the number of (scalar) measurements, and each agent has limited memory or computing capacity such that it only knows a small number of columns of a measurement matrix. These problems in consideration are densely coupled and cannot be formulated as separable convex programs using column partition. To overcome this difficulty, we consider their dual problems which are separable or locally coupled. Once a dual solution is attained, it is shown that a primal solution can be found from the dual of corresponding regularized BP-like problems under suitable exact regularization conditions. A wide range of existing distributed schemes can be exploited to solve the obtained dual problems. This yields two-stage column partition based distributed schemes for LASSO-like and BPDN-like problems; the overall convergence of these schemes is established using sensitivity analysis techniques. Numerical results illustrate the effectiveness of the proposed schemes.

math.OC

Dynamic Programming for POMDP with Jointly Discrete and Continuous State-Spaces

In this work, we study dynamic programming (DP) algorithms for partially observable Markov decision processes with jointly continuous and discrete state-spaces. We consider a class of stochastic systems which have coupled discrete and continuous systems, where only the continuous state is observable. Such a family of systems includes many real world systems, for example, Markovian jump linear systems and physical systems interacting with humans. A finite history of observations is used as a new information state, and the convergence of the corresponding DP algorithms is proved. In particular, we prove that the DP iterations converge to a certain bounded set around an optimal solution. Although deterministic DP algorithms are studied in this paper, it is expected that this fundamental work lays foundations for advanced studies on reinforcement learning algorithms under the same family of systems.

math.OC

Supplemental Material For "Primal-Dual Q-Learning Framework for LQR Design"

Recently, reinforcement learning (RL) is receiving more and more attentions due to its successful demonstrations outperforming human performance in certain challenging tasks. In our recent paper `primal-dual Q-learning framework for LQR design,' we study a new optimization formulation of the linear quadratic regulator (LQR) problem via the Lagrangian duality theories in order to lay theoretical foundations of potentially effective RL algorithms. The new optimization problem includes the Q-function parameters so that it can be directly used to develop Q-learning algorithms, known to be one of the most popular RL algorithms. In the paper, we prove relations between saddle-points of the Lagrangian function and the optimal solutions of the Bellman equation. As an application, we propose a model-free primal-dual Q-learning algorithm to solve the LQR problem and demonstrate its validity through examples. It is meaningful to consider additional potential applications of the proposed analysis. Various SDP formulations of Problem 5 or Problem 2 of the paper can be derived, and they can be used to develop new analysis and control design approaches. For example, an SDP-based optimal control design with energy and input constraints can be derived. Another direction is algorithms for structured controller designs. These approaches are included in this supplemental material.

math.OC

On the Optimal Solutions of the Infinite-Horizon Linear Sensor Scheduling Problem

This paper studies the infinite-horizon sensor scheduling problem for linear Gaussian processes with linear measurement functions. Several important properties of the optimal infinite-horizon schedules are derived. In particular, it is proved that under some mild conditions, both the optimal infinite-horizon average-per-stage cost and the corresponding optimal sensor schedules are independent of the covariance matrix of the initial state. It is also proved that the optimal estimation cost can be approximated arbitrarily closely by a periodic schedule with a finite period. Moreover, it is shown that the sequence of the average-per-stage costs of the optimal schedule must converge. These theoretical results provide valuable insights into the design and analysis of various infinite-horizon sensor scheduling algorithms.

math.OC