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Jinlong Lei

Publications and source records attributed to Jinlong Lei.

At least 19 recordsLinked to original sources

Distributed Stochastic Proximal Algorithm on Riemannian Submanifolds for Weakly-convex Functions

This paper aims to investigate the distributed stochastic optimization problems on compact embedded submanifolds (in the Euclidean space) where the local cost functions are weakly-convex. To address the manifold structure, we propose a distributed Riemannian stochastic proximal algorithm framework by utilizing the retraction and Riemannian consensus protocol, and analyze three specific algorithms: the distributed Riemannian stochastic subgradient, proximal point, and prox-linear algorithms. When the initial points satisfy certain conditions, we show that the iterates generated by this framework converge to a nearly stationary point in expectation while achieving consensus. We further establish the convergence rate of the algorithm framework as $\mathcal{O}(\frac{1+κ_g}{\sqrt{k}})$ where $k$ denotes the number of iterations and $κ_g$ shows the impact of manifold geometry on the algorithm performance. Finally, numerical experiments are implemented to demonstrate the theoretical results and show the empirical performance.

math.OC

Revealing Strategic Interactions in Network Games Under Decaying Active Probing

Revealing the interaction topology underlying strategic behavior is fundamental to prediction, intervention, and policy design in networked systems. Yet the interaction matrix is often unobservable, and passive observation of repeated actions fails to provide sufficient excitation for reliable recovery. This paper studies topology recovery in repeated linear-quadratic network games under decaying active probing, where probing inputs are injected into a subset of players and the unknown interaction matrix is inferred from the resulting action trajectories. We first characterize a structural recoverability condition that determines when noiseless probing experiments can make the interaction matrix identifiable. We then show that, under suitable stability and controllability assumptions, a concrete decaying probing signal guarantees exact finite-step recovery while preserving convergence of the repeated-play process. To handle decision perturbations, we further develop a reweighted sparse estimator that achieves almost-sure consistency together with finite-time exact support recovery. These results clarify what can be recovered in both noiseless and perturbed settings.

math.OC

Hypergame-based Cognition Modeling and Intention Interpretation for Human-Driven Vehicles in Connected Mixed Traffic

With the practical implementation of connected and autonomous vehicles (CAVs), the traffic system is expected to remain a mix of CAVs and human-driven vehicles (HVs) for the foreseeable future. To enhance safety and traffic efficiency, the trajectory planning strategies of CAVs must account for the influence of HVs, necessitating accurate HV trajectory prediction. Current research often assumes that human drivers have perfect knowledge of all vehicles' objectives, an unrealistic premise. This paper bridges the gap by leveraging hypergame theory to account for cognitive and perception limitations in HVs. We model human bounded rationality without assuming them to be merely passive followers and propose a hierarchical cognition modeling framework that captures cognitive relationships among vehicles. We further analyze the cognitive stability of the system, proving that the strategy profile where all vehicles adopt cognitively equilibrium strategies constitutes a hyper Nash equilibrium when CAVs accurately learn HV parameters. To achieve this, we develop an inverse learning algorithm for distributed intention interpretation via vehicle-to-everything (V2X) communication, which extends the framework to both offline and online scenarios. Additionally, we introduce a distributed trajectory prediction and planning approach for CAVs, leveraging the learned parameters in real time. Simulations in highway lane-changing scenarios demonstrate the proposed method's accuracy in parameter learning, robustness to noisy trajectory observations, and safety in HV trajectory prediction. The results validate the effectiveness of our method in both offline and online implementations.

eess.SY

Active Inverse Methods in Stackelberg Games with Bounded Rationality

Inverse game theory is utilized to infer the cost functions of all players based on game outcomes. However, existing inverse game theory methods do not consider the learner as an active participant in the game, which could significantly enhance the learning process. In this paper, we extend inverse game theory to active inverse methods. For Stackelberg games with bounded rationality, the leader, acting as a learner, actively chooses actions to better understand the follower's cost functions. First, we develop a method of active learning by leveraging Fisher information to maximize information gain about the unknown parameters and prove the consistency and asymptotic normality. Additionally, when leaders consider its cost, we develop a method of active inverse game to balance exploration and exploitation, and prove the consistency and asymptotic Stackelberg equilibrium with quadratic cost functions. Finally, we verify the properties of these methods through simulations in the quadratic case and demonstrate that the active inverse game method can achieve Stackelberg equilibrium more quickly through active exploration.

cs.GT

Distributed Fractional Bayesian Learning for Adaptive Optimization

This paper considers a distributed adaptive optimization problem, where all agents only have access to their local cost functions with a common unknown parameter, whereas they mean to collaboratively estimate the true parameter and find the optimal solution over a connected network. A general mathematical framework for such a problem has not been studied yet. We aim to provide valuable insights for addressing parameter uncertainty in distributed optimization problems and simultaneously find the optimal solution. Thus, we propose a novel distributed scheme, which utilizes distributed fractional Bayesian learning through weighted averaging on the log-beliefs to update the beliefs of unknown parameter, and distributed gradient descent for renewing the estimation of the optimal solution. Then under suitable assumptions, we prove that all agents' beliefs and decision variables converge almost surely to the true parameter and the optimal solution under the true parameter, respectively. We further establish a sublinear convergence rate for the belief sequence. Finally, numerical experiments are implemented to corroborate the theoretical analysis.

math.OC

HGFormer: A Hierarchical Graph Transformer Framework for Two-Stage Colonel Blotto Games via Reinforcement Learning

Two-stage Colonel Blotto game represents a typical adversarial resource allocation problem, in which two opposing agents sequentially allocate resources in a network topology across two phases: an initial resource deployment followed by multiple rounds of dynamic reallocation adjustments. The sequential dependency between game stages and the complex constraints imposed by the graph topology make it difficult for traditional approaches to attain a globally optimal strategy. To address these challenges, we propose a hierarchical graph Transformer framework called HGformer. By incorporating an enhanced graph Transformer encoder with structural biases and a two-agent hierarchical decision model, our approach enables efficient policy generation in large-scale adversarial environments. Moreover, we design a layer-by-layer feedback reinforcement learning algorithm that feeds the long-term returns from lower-level decisions back into the optimization of the higher-level strategy, thus bridging the coordination gap between the two decision-making stages. Experimental results demonstrate that, compared to existing hierarchical decision-making or graph neural network methods, HGformer significantly improves resource allocation efficiency and adversarial payoff, achieving superior overall performance in complex dynamic game scenarios.

cs.AI

An Automated Reinforcement Learning Reward Design Framework with Large Language Model for Cooperative Platoon Coordination

Reinforcement Learning (RL) has demonstrated excellent decision-making potential in platoon coordination problems. However, due to the variability of coordination goals, the complexity of the decision problem, and the time-consumption of trial-and-error in manual design, finding a well performance reward function to guide RL training to solve complex platoon coordination problems remains challenging. In this paper, we formally define the Platoon Coordination Reward Design Problem (PCRDP), extending the RL-based cooperative platoon coordination problem to incorporate automated reward function generation. To address PCRDP, we propose a Large Language Model (LLM)-based Platoon coordination Reward Design (PCRD) framework, which systematically automates reward function discovery through LLM-driven initialization and iterative optimization. In this method, LLM first initializes reward functions based on environment code and task requirements with an Analysis and Initial Reward (AIR) module, and then iteratively optimizes them based on training feedback with an evolutionary module. The AIR module guides LLM to deepen their understanding of code and tasks through a chain of thought, effectively mitigating hallucination risks in code generation. The evolutionary module fine-tunes and reconstructs the reward function, achieving a balance between exploration diversity and convergence stability for training. To validate our approach, we establish six challenging coordination scenarios with varying complexity levels within the Yangtze River Delta transportation network simulation. Comparative experimental results demonstrate that RL agents utilizing PCRD-generated reward functions consistently outperform human-engineered reward functions, achieving an average of 10\% higher performance metrics in all scenarios.

cs.LG

Distributed Riemannian Stochastic Gradient Tracking Algorithm on the Stiefel Manifold

This paper focus on investigating the distributed Riemannian stochastic optimization problem on the Stiefel manifold for multi-agent systems, where all the agents work collaboratively to optimize a function modeled by the average of their expectation-valued local costs. Each agent only processes its own local cost function and communicate with neighboring agents to achieve optimal results while ensuring consensus. Since the local Riemannian gradient in stochastic regimes cannot be directly calculated, we will estimate the gradient by the average of a variable number of sampled gradient, which however brings about noise to the system. We then propose a distributed Riemannian stochastic optimization algorithm on the Stiefel manifold by combining the variable sample size gradient approximation method with the gradient tracking dynamic. It is worth noticing that the suitably chosen increasing sample size plays an important role in improving the algorithm efficiency, as it reduces the noise variance. In an expectation-valued sense, the iterates of all agents are proved to converge to a stationary point (or neighborhood) with fixed step sizes. We further establish the convergence rate of the iterates for the cases when the sample size is exponentially increasing, polynomial increasing, or a constant, respectively. Finally, numerical experiments are implemented to demonstrate the theoretical results.

math.OC

Multi-Agent Deep Reinforcement Learning for Distributed and Autonomous Platoon Coordination via Speed-regulation over Large-scale Transportation Networks

Truck platooning technology enables a group of trucks to travel closely together, with which the platoon can save fuel, improve traffic flow efficiency, and improve safety. In this paper, we consider the platoon coordination problem in a large-scale transportation network, to promote cooperation among trucks and optimize the overall efficiency. Involving the regulation of both speed and departure times at hubs, we formulate the coordination problem as a complicated dynamic stochastic integer programming under network and information constraints. To get an autonomous, distributed, and robust platoon coordination policy, we formulate the problem into a model of the Decentralized-Partial Observable Markov Decision Process. Then, we propose a Multi-Agent Deep Reinforcement Learning framework named Trcuk Attention-QMIX (TA-QMIX) to train an efficient online decision policy. TA-QMIX utilizes the attention mechanism to enhance the representation of truck fuel gains and delay times, and provides explicit truck cooperation information during the training process, promoting trucks' willingness to cooperate. The training framework adopts centralized training and distributed execution, thus training a policy for trucks to make decisions online using only nearby information. Hence, the policy can be autonomously executed on a large-scale network. Finally, we perform comparison experiments and ablation experiments in the transportation network of the Yangtze River Delta region in China to verify the effectiveness of the proposed framework. In a repeated comparative experiment with 5,000 trucks, our method average saves 19.17\% of fuel with an average delay of only 9.57 minutes per truck and a decision time of 0.001 seconds.

cs.LG

A Local Information Aggregation based Multi-Agent Reinforcement Learning for Robot Swarm Dynamic Task Allocation

In this paper, we explore how to optimize task allocation for robot swarms in dynamic environments, emphasizing the necessity of formulating robust, flexible, and scalable strategies for robot cooperation. We introduce a novel framework using a decentralized partially observable Markov decision process (Dec_POMDP), specifically designed for distributed robot swarm networks. At the core of our methodology is the Local Information Aggregation Multi-Agent Deep Deterministic Policy Gradient (LIA_MADDPG) algorithm, which merges centralized training with distributed execution (CTDE). During the centralized training phase, a local information aggregation (LIA) module is meticulously designed to gather critical data from neighboring robots, enhancing decision-making efficiency. In the distributed execution phase, a strategy improvement method is proposed to dynamically adjust task allocation based on changing and partially observable environmental conditions. Our empirical evaluations show that the LIA module can be seamlessly integrated into various CTDE-based MARL methods, significantly enhancing their performance. Additionally, by comparing LIA_MADDPG with six conventional reinforcement learning algorithms and a heuristic algorithm, we demonstrate its superior scalability, rapid adaptation to environmental changes, and ability to maintain both stability and convergence speed. These results underscore LIA_MADDPG's outstanding performance and its potential to significantly improve dynamic task allocation in robot swarms through enhanced local collaboration and adaptive strategy execution.

cs.AI

A Semi-decentralized and Variational-Equilibrium-Based Trajectory Planner for Connected and Autonomous Vehicles

This paper designs a novel trajectory planning approach to resolve the computational efficiency and safety problems in uncoordinated methods by exploiting vehicle-to-everything (V2X) technology. The trajectory planning for connected and autonomous vehicles (CAVs) is formulated as a game with coupled safety constraints. We then define interaction-fair trajectories and prove that they correspond to the variational equilibrium (VE) of this game. We propose a semi-decentralized planner for the vehicles to seek VE-based fair trajectories, which can significantly improve computational efficiency through parallel computing among CAVs and enhance the safety of planned trajectories by ensuring equilibrium concordance among CAVs. Finally, experimental results show the advantages of the approach, including fast computation speed, high scalability, equilibrium concordance, and safety.

cs.MA

A Distributed Iterative Tikhonov Method for Networked Monotone Aggregative Hierarchical Stochastic Games

We consider a class of nonsmooth aggregative games over networks in stochastic regimes, where each player is characterized by a composite cost function $f_i+r_i$, $f_i$ is a smooth expectation-valued function dependent on its own strategy and an aggregate function of rival strategies, and $r_i$ is a nonsmooth convex function of its strategy with an efficient prox-evaluation. We design a fully distributed iterative proximal stochastic gradient method overlaid by a Tikhonov regularization, where each player may independently choose its steplengths and regularization parameters while meeting some coordination requirements. Under a monotonicity assumption on the pseudo-gradient mapping, we prove the almost sure convergence to the least-norm Nash equilibrium. In addition, when each $r_i$ is an indicator function of a compact convex set, we establish the convergence rate associated with the expected gap function at the time-averaged sequence. We further establish high probability bounds for the gap function via both Markov's inequality as well as a more refined argument that leverages Azuma's inequality. Furthermore, we consider the extension to the private hierarchical regime where each player is a leader with respect to a collection of private followers competing in a strongly monotone game, parametrized by leader decisions. By leveraging a convolution-smoothing framework, we present amongst the first fully distributed schemes for computing a Nash equilibrium of a game complicated by such a hierarchical structure. Based on this framework, we extend the rate statements to accommodate the computation of a hierarchical stochastic Nash equilibrium by using a Fitzpatrick gap function. Finally, we validate the proposed methods on a networked Nash-Cournot equilibrium problem and a hierarchical generalization, observing that regularization has a beneficial impact on empirical behavior.

math.OC

Variance-Reduced Accelerated First-order Methods: Central Limit Theorems and Confidence Statements

In this paper, we study a stochastic strongly convex optimization problem and propose three classes of variable sample-size stochastic first-order methods including the standard stochastic gradient descent method, its accelerated variant, and the stochastic heavy ball method. In the iterates of each scheme, the unavailable exact gradients are approximated by averaging across an increasing batch size of sampled gradients. We prove that when the sample-size increases geometrically, the generated estimates converge in mean to the optimal solution at a geometric rate. Based on this result, we provide a unified framework to show that the rescaled estimation errors converge in distribution to a normal distribution, in which the covariance matrix depends on the Hessian matrix, covariance of the gradient noise, and the steplength. If the sample-size increases at a polynomial rate, we show that the estimation errors decay at the corresponding polynomial rate and establish the corresponding central limit theorems (CLTs). Finally, we provide an avenue to construct confidence regions for the optimal solution based on the established CLTs, and test the theoretic findings on a stochastic parameter estimation problem.

math.OC

Rate Analysis of Coupled Distributed Stochastic Approximation for Misspecified Optimization

We consider an $n$ agents distributed optimization problem with imperfect information characterized in a parametric sense, where the unknown parameter can be solved by a distinct distributed parameter learning problem. Though each agent only has access to its local parameter learning and computational problem, they mean to collaboratively minimize the average of their local cost functions. To address the special optimization problem, we propose a coupled distributed stochastic approximation algorithm, in which every agent updates the current beliefs of its unknown parameter and decision variable by stochastic approximation method; and then averages the beliefs and decision variables of its neighbors over network in consensus protocol. Our interest lies in the convergence analysis of this algorithm. We quantitatively characterize the factors that affect the algorithm performance, and prove that the mean-squared error of the decision variable is bounded by $\mathcal{O}(\frac{1}{nk})+\mathcal{O}\left(\frac{1}{\sqrt{n}(1-ρ_w)}\right)\frac{1}{k^{1.5}}+\mathcal{O}\big(\frac{1}{(1-ρ_w)^2} \big)\frac{1}{k^2}$, where $k$ is the iteration count and $(1-ρ_w)$ is the spectral gap of the network weighted adjacency matrix. It reveals that the network connectivity characterized by $(1-ρ_w)$ only influences the high order of convergence rate, while the domain rate still acts the same as the centralized algorithm. In addition, we analyze that the transient iteration needed for reaching its dominant rate $\mathcal{O}(\frac{1}{nk})$ is $\mathcal{O}(\frac{n}{(1-ρ_w)^2})$. Numerical experiments are carried out to demonstrate the theoretical results by taking different CPUs as agents, which is more applicable to real-world distributed scenarios.

math.OC

Online Parameter Identification of Generalized Non-cooperative Game

This work studies the parameter identification problem of a generalized non-cooperative game, where each player's cost function is influenced by an observable signal and some unknown parameters. We consider the scenario where equilibrium of the game at some observable signals can be observed with noises, whereas our goal is to identify the unknown parameters with the observed data. Assuming that the observable signals and the corresponding noise-corrupted equilibriums are acquired sequentially, we construct this parameter identification problem as online optimization and introduce a novel online parameter identification algorithm. To be specific, we construct a regularized loss function that balances conservativeness and correctiveness, where the conservativeness term ensures that the new estimates do not deviate significantly from the current estimates, while the correctiveness term is captured by the Karush-Kuhn-Tucker conditions. We then prove that when the players' cost functions are linear with respect to the unknown parameters and the learning rate of the online parameter identification algorithm satisfies μ_k \propto 1/\sqrt{k}, along with other assumptions, the regret bound of the proposed algorithm is O(\sqrt{K}). Finally, we conduct numerical simulations on a Nash-Cournot problem to demonstrate that the performance of the online identification algorithm is comparable to that of the offline setting.

cs.GT

Distributed Non-Bayesian Learning for Games with Incomplete Information

We consider distributed learning problem in games with an unknown cost-relevant parameter, and aim to find the Nash equilibrium while learning the true parameter. Inspired by the social learning literature, we propose a distributed non-Bayesian rule to learn the parameter (each agent maintains a belief on the parameter and updates the belief according to the received noisy cost), combined with best response dynamics for strategy update. The difficulty of the analysis lies mainly in the fact that the parameter learning process and strategy update process are coupled. We first prove that agents' beliefs converge to a common belief and the strategy profiles converge to a Nash equilibrium under this common belief. On this basis, we further show that the beliefs eventually concentrate on the true parameter.

math.OC

Distributed Policy Gradient with Variance Reduction in Multi-Agent Reinforcement Learning

This paper studies a distributed policy gradient in collaborative multi-agent reinforcement learning (MARL), where agents over a communication network aim to find the optimal policy to maximize the average of all agents' local returns. Due to the non-concave performance function of policy gradient, the existing distributed stochastic optimization methods for convex problems cannot be directly used for policy gradient in MARL. This paper proposes a distributed policy gradient with variance reduction and gradient tracking to address the high variances of policy gradient, and utilizes importance weight to solve the {distribution shift} problem in the sampling process. We then provide an upper bound on the mean-squared stationary gap, which depends on the number of iterations, the mini-batch size, the epoch size, the problem parameters, and the network topology. We further establish the sample and communication complexity to obtain an $ε$-approximate stationary point. Numerical experiments are performed to validate the effectiveness of the proposed algorithm.

cs.MA

No-Regret Learning in Network Stochastic Zero-Sum Games

No-regret learning has been widely used to compute a Nash equilibrium in two-person zero-sum games. However, there is still a lack of regret analysis for network stochastic zero-sum games, where players competing in two subnetworks only have access to some local information, and the cost functions include uncertainty. Such a game model can be found in security games, when a group of inspectors work together to detect a group of evaders. In this paper, we propose a distributed stochastic mirror descent (D-SMD) method, and establish the regret bounds $O(\sqrt{T})$ and $O(\log T)$ in the expected sense for convex-concave and strongly convex-strongly concave costs, respectively. Our bounds match those of the best known first-order online optimization algorithms. We then prove the convergence of the time-averaged iterates of D-SMD to the set of Nash equilibria. Finally, we show that the actual iterates of D-SMD almost surely converge to the Nash equilibrium in the strictly convex-strictly concave setting.

math.OC