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Leonardo Pedroso

Publications and source records attributed to Leonardo Pedroso.

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Consistent Distributed Cooperative Localization for Ultra Large-Scale Multi-agent Systems

Cooperative localization (CL) is fundamental in emerging multi-agent systems, where agents fuse local sensing data with exchanged information to estimate their own states. At a large scale, however, tracking cross-correlations becomes infeasible, preventing the use of optimal filters. Ignoring or underestimating these correlations leads to overconfident, and thus inconsistent, estimates. Existing CL algorithms achieve good performance and consistency typically at the expense of communication, computation, or memory that scales with the network size. This is incompatible with ultra large-scale systems (ULSS) - for example, satellite mega-constellations - where per-agent resources are limited and must remain independent of the number of agents. This reveals a critical gap: no existing CL method is simultaneously well-performing, consistent, and ULSS-scalable. This paper introduces a new CL framework that addresses this gap using the recently proposed overlapping covariance intersection methodology, which enables agents to exploit limited structural information about cross-correlations without compromising consistency. The resulting CL algorithm leads to optimal conservative covariance propagation using only locally available information. The method is fully distributed, scalable to an ultra large scale, and provably recursively consistent. Simulations demonstrate substantial performance improvement over state-of-the-art consistent CL approaches while preserving scalability.

eess.SY

A Unified Family-optimal Solution to Covariance Intersection Problems with Semidefinite Programming

Covariance intersection (CI) methods provide a principled approach to fusing estimates with unknown cross-correlations by minimizing a worst-case measure of uncertainty that is consistent with the available information. This paper introduces a generalized CI framework, called overlapping covariance intersection (OCI), which unifies several existing CI formulations within a single optimization-based framework. This unification enables the characterization of family-optimal solutions for multiple CI variants, including standard CI and split covariance intersection (SCI), as solutions to a semidefinite program, for which efficient off-the-shelf solvers are available. When specialized to the corresponding settings, the proposed family-optimal solutions recover the state-of-the-art family-optimal solutions previously reported for CI and SCI. The resulting formulation facilitates the systematic design and real-time implementation of CI-based fusion methods in large-scale distributed estimation problems, such as cooperative localization.

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Token Economy for Fair and Efficient Dynamic Resource Allocation in Congestion Games

Self-interested behavior in sharing economies often leads to inefficient aggregate outcomes compared to a centrally coordinated allocation, ultimately harming users. Yet, centralized coordination removes individual decision power. This issue can be addressed by designing rules that align individual preferences with system-level objectives. Unfortunately, rules based on conventional monetary mechanisms introduce unfairness by discriminating among users based on their wealth. To solve this problem, in this paper, we propose a token-based mechanism for congestion games that achieves efficient and fair dynamic resource allocation. Specifically, we model the token economy as a continuous-time dynamic game with finitely many boundedly rational agents, explicitly capturing their evolutionary policy-revision dynamics. We derive a mean-field approximation of the finite-population game and establish strong approximation guarantees between the mean-field and the finite-population games. This approximation enables the design of integer tolls in closed form that provably steer the aggregate dynamics toward an optimal efficient and fair allocation from any initial condition.

cs.GT

Overlapping Covariance Intersection: Fusion with Partial Structural Knowledge of Correlation from Multiple Sources

Emerging large-scale engineering systems rely on distributed fusion for situational awareness, where agents combine noisy local sensor measurements with exchanged information to obtain fused estimates. However, at the sheer scale of these systems, tracking cross-correlations becomes infeasible, preventing the use of optimal filters. Covariance intersection (CI) methods address fusion problems with unknown correlations by minimizing worst-case uncertainty based on available information. Existing CI extensions exploit limited correlation knowledge but cannot incorporate structural knowledge of correlation from multiple sources, which naturally arises in distributed fusion problems. This paper introduces Overlapping Covariance Intersection (OCI), a generalized CI framework that accommodates this novel information structure. We formalize the OCI problem and establish necessary and sufficient conditions for feasibility. We show that a family-optimal solution can be computed efficiently via semidefinite programming, enabling real-time implementation. The proposed tools enable improved fusion performance for large-scale systems while retaining robustness to unknown correlations.

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Evolutionary Analysis of Continuous-time Finite-state Mean Field Games with Discounted Payoffs

We consider a class of continuous-time dynamic games involving a large number of players. Each player selects actions from a finite set and evolves through a finite set of states. State transitions occur stochastically and depend on the player's chosen action. A player's single-stage reward depends on their state, action, and the population-wide distribution of states and actions, capturing aggregate effects such as congestion in traffic networks. Each player seeks to maximize a discounted infinite-horizon reward. Existing evolutionary game-theoretic approaches introduce a model for the way individual players update their decisions in static environments without individual state dynamics. In contrast, this work develops an evolutionary framework for dynamic games with explicit state evolution, which is necessary to model many applications. We introduce a mean field approximation of the finite-population game and establish approximation guarantees. Since state-of-the-art solution concepts for dynamic games lack an evolutionary interpretation, we propose a new concept - the Mixed Stationary Nash Equilibrium (MSNE) - which admits one. We characterize an equivalence between MSNE and the rest points of the proposed mean field evolutionary model and we give conditions for the evolutionary stability of MSNE.

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Evolutionary Dynamics in Continuous-time Finite-state Mean Field Games -- Part II: Stability

We study a dynamic game with a large population of players who choose actions from a finite set in continuous time. Each player has a state in a finite state space that evolves stochastically with their actions. A player's reward depends not only on their own state and action but also on the distribution of states and actions across the population, capturing effects such as congestion in traffic networks. In Part I, we introduced an evolutionary model and a new solution concept - the mixed stationary Nash Equilibrium (MSNE) - which coincides with the rest points of the mean field evolutionary model under meaningful families of revision protocols. In this second part, we investigate the evolutionary stability of MSNE. We derive conditions on both the structure of the MSNE and the game's payoff map that ensure local and global stability under evolutionary dynamics. These results characterize when MSNE can robustly emerge and persist against strategic deviations, thereby providing insight into its long-term viability in large population dynamic games.

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Evolutionary Dynamics in Continuous-time Finite-state Mean Field Games -- Part I: Equilibria

We study a dynamic game with a large population of players who choose actions from a finite set in continuous time. Each player has a state in a finite state space that evolves stochastically with their actions. A player's reward depends not only on their own state and action but also on the distribution of states and actions across the population, capturing effects such as congestion in traffic networks. While prior work in evolutionary game theory has primarily focused on static games without individual player state dynamics, we present the first comprehensive evolutionary analysis of such dynamic games. We propose an evolutionary model together with a mean field approximation of the finite-population game and establish strong approximation guarantees. We show that standard solution concepts for dynamic games lack an evolutionary interpretation, and we propose a new concept - the Mixed Stationary Nash Equilibrium (MSNE) - which admits one. We analyze the relationship between MSNE and the rest points of the mean field evolutionary model and study the evolutionary stability of MSNE.

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Distributed Design of Ultra Large-Scale Control Systems: Progress, Challenges, and Prospects

The transition from large centralized complex control systems to distributed configurations that rely on a network of a very large number of interconnected simpler subsystems is ongoing and inevitable in many applications. It is attributed to the quest for resilience, flexibility, and scalability in a multitude of engineering fields with far-reaching societal impact. Although many design methods for distributed and decentralized control systems are available, most of them rely on a centralized design procedure requiring some form of global information of the whole system. Clearly, beyond a certain scale of the network, these centralized design procedures for distributed controllers are no longer feasible and we refer to the corresponding systems as ultra large-scale systems (ULSS). For these ULSS, design algorithms are needed that are distributed themselves among the subsystems and are subject to stringent requirements regarding communication, computation, and memory usage of each subsystem. In this paper, a set of requirements is provided that assures a feasible real-time implementation of all phases of a control solution on an ultra large scale. State-of-the-art approaches are reviewed in the light of these requirements and the challenges hampering the development of befitting control algorithms are pinpointed. Comparing the challenges with the current progress leads to the identification and motivation of promising research directions.

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Feedback-feedforward Signal Control with Exogenous Demand Estimation in Congested Urban Road Networks

To cope with uncertain traffic patterns and traffic models, traffic-responsive signal control strategies in the literature are designed to be robust to these uncertainties. These robust strategies still require sensing infrastructure to implement traffic-responsiveness. In this paper, we take a novel perspective and show that it is possible to use the already necessary sensing infrastructure to estimate the uncertain quantities in real time. Specifically, resorting to the store-and-forward model, we design a novel network-wide traffic-responsive strategy that estimates the occupancy and exogenous demand in each link, i.e., entering (exiting) vehicle flows at the origins (destinations) of the network or within links, in real time. Borrowing from optimal control theory, we design an optimal linear quadratic control scheme, consisting of a linear feedback term, of the occupancy of the road links, and a feedforward component, which accounts for the varying exogenous vehicle load on the network. Thereby, the resulting control scheme is a simple feedback-feedforward controller, which is fed with occupancy and exogenous demand estimates, and is suitable for real-time implementation. Numerical simulations for the urban traffic network of Chania, Greece, show that, for realistic surges in the exogenous demand, the proposed solution significantly outperforms tried-and-tested solutions that ignore the exogenous demand.

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On Accessibility Fairness in Intermodal Autonomous Mobility-on-Demand Systems

Research on the operation of mobility systems so far has mostly focused on minimizing cost-centered metrics such as average travel time, distance driven, and operational costs. Whilst capturing economic indicators, such metrics do not account for transportation justice aspects. In this paper, we present an optimization model to plan the operation of Intermodal Autonomous Mobility-on-Demand (I-AMoD) systems, where self-driving vehicles provide on-demand mobility jointly with public transit and active modes, with the goal to minimize the accessibility unfairness experienced by the population. Specifically, we first leverage a previously developed network flow model to compute the I-AMoD system operation in a minimum-time manner. Second, we formally define accessibility unfairness, and use it to frame the minimum-accessibility-unfairness problem and cast it as a linear program. We showcase our framework for a real-world case-study in the city of Eindhoven, NL. Our results show that it is possible to reach an operation that is on average fully fair at the cost of a slight travel time increase compared to a minimum-travel-time solution. Thereby we observe that the accessibility fairness of individual paths is, on average, worse than the average values obtained from flows, setting the stage for a discussion on the definition of accessibility fairness itself.

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Fair Artificial Currency Incentives in Repeated Weighted Congestion Games: Equity vs. Equality

When users access shared resources in a selfish manner, the resulting societal cost and perceived users' cost is often higher than what would result from a centrally coordinated optimal allocation. While several contributions in mechanism design manage to steer the aggregate users choices to the desired optimum by using monetary tolls, such approaches bear the inherent drawback of discriminating against users with a lower income. More recently, incentive schemes based on artificial currencies have been studied with the goal of achieving a system-optimal resource allocation that is also fair. In this resource-sharing context, this paper focuses on repeated weighted congestion game with two resources, where users contribute to the congestion to different extents that are captured by individual weights. First, we address the broad concept of fairness by providing a rigorous mathematical characterization of the distinct societal metrics of equity and equality, i.e., the concepts of providing equal outcomes and equal opportunities, respectively. Second, we devise weight-dependent and time-invariant optimal pricing policies to maximize equity and equality, and prove convergence of the aggregate user choices to the system-optimum. In our framework it is always possible to achieve system-optimal allocations with perfect equity, while the maximum equality that can be reached may not be perfect, which is also shown via numerical simulations.

cs.GT

A Time-invariant Network Flow Model for Ride-pooling in Mobility-on-Demand Systems

This paper presents a framework to incorporate ride-pooling from a mesoscopic point of view, within time-invariant network flow models of Mobility-on-Demand systems. The resulting problem structure remains identical to a standard network flow model, a linear problem, which can be solved in polynomial time for a given ride-pooling request assignment. In order to compute such a ride-pooling assignment, we devise a polynomial-time knapsack-like algorithm that is optimal w.r.t. the minimum user travel time instance of the original problem. Finally, we conduct two case studies of Sioux Falls and Manhattan, where we validate our models against state-of-the-art time-varying results, and we quantitatively highlight the effects that maximum waiting time and maximum delay thresholds have on the vehicle hours traveled, overall pooled rides and actual delay experienced. We show that for a sufficient number of requests, with a maximum waiting time and delay of 5 minutes, it is possible to ride-pool more than 80% of the requests for both case studies. Last, allowing for four people ride-pooling can significantly boost the performance of the system.

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Congestion-aware Ride-pooling in Mixed Traffic for Autonomous Mobility-on-Demand Systems

This paper presents a modeling and optimization framework to study congestion-aware ride-pooling Autonomous Mobility-on-Demand (AMoD) systems, whereby self-driving robotaxis are providing on-demand mobility, and users headed in the same direction share the same vehicle for part of their journey. Specifically, taking a mesoscopic time-invariant perspective and on the assumption of a large number of travel requests, we first cast the joint ride-pooling assignment and routing problem as a quadratic program that does not scale with the number of demands and can be solved with off-the-shelf convex solvers. Second, we compare the proposed approach with a significantly simpler decoupled formulation, whereby only the routing is performed in a congestion-aware fashion, whilst the ride-pooling assignment part is congestion-unaware. A case study of Sioux Falls reveals that such a simplification does not significantly alter the solution and that the decisive factor is indeed the congestion-aware routing. Finally, we solve the latter problem accounting for the presence of user-centered private vehicle users in a case study of Manhattan, NYC, characterizing the performance of the car-network as a function of AMoD penetration rate and percentage of pooled rides within it. Our results show that AMoD can significantly reduce congestion and travel times, but only if at least 40% of the users are willing to be pooled together. Otherwise, for higher AMoD penetration rates and low percentage of pooled rides, the effect of the additional rebalancing empty-vehicle trips can be even more detrimental than the benefits stemming from a centralized routing, worsening congestion and leading to an up to 15% higher average travel time.

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Distributed decentralized receding horizon control for very large-scale networks with application to satellite mega-constellations

The implementation feasibility of control algorithms over very large-scale networks calls for hard constraints regarding communication, computational, and memory requirements. In this paper, the decentralized receding horizon control problem for very large-scale networks of dynamically decoupled systems with a common, possibly time-varying, control objective is addressed. Each system is assumed to be modeled by linear time-varying dynamics, which can be leveraged to approximate nonlinear systems about successive points of operation. A distributed and decentralized receding horizon control solution is put forward, which: i) takes communication delays into account; ii) allows local communication exclusively; and iii) whose computational and memory requirements in each computational unit do not scale with the dimension of the network. The scalability of the proposed solution enables emerging very large-scale applications of swarm robotics and networked control. This approach is applied to the orbit control problem of low Earth orbit mega-constellations, featuring high-fidelity numerical simulations for the Starlink mega-constellation.

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Urgency-aware Routing in Single Origin-destination Itineraries through Artificial Currencies

Within mobility systems, the presence of self-interested users can lead to aggregate routing patterns that are far from the societal optimum which could be achieved by centrally controlling the users' choices. In this paper, we design a fair incentive mechanism to steer the selfish behavior of the users to align with the societally optimal aggregate routing. The proposed mechanism is based on an artificial currency that cannot be traded or bought, but only spent or received when traveling. Specifically, we consider a parallel-arc network with a single origin and destination node within a repeated game setting whereby each user chooses from one of the available arcs to reach their destination on a daily basis. In this framework, taking faster routes comes at a cost, whereas taking slower routes is incentivized by a reward. The users are thus playing against their future selves when choosing their present actions. To capture this complex behavior, we assume the users to be rational and to minimize an urgency-weighted combination of their immediate and future discomfort. To design the optimal pricing, we first derive a closed-form expression for the best individual response strategy. Second, we formulate the pricing design problem for each arc to achieve the societally optimal aggregate flows, and reformulate it so that it can be solved with gradient-free optimization methods. Our numerical simulations show that it is possible to achieve a near-optimal routing whilst significantly reducing the users' perceived discomfort when compared to a centralized optimal but urgency-unaware policy.

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A Time-invariant Network Flow Model for Two-person Ride-pooling Mobility-on-Demand

This paper presents a time-invariant network flow model capturing two-person ride-pooling that can be integrated within design and planning frameworks for Mobility-on-Demand systems. In these type of models, the arrival process of travel requests is described by a Poisson process, meaning that there is only statistical insight into request times, including the probability that two requests may be pooled together. Taking advantage of this feature, we devise a method to capture ride-pooling from a stochastic mesoscopic perspective. This way, we are able to transform the original set of requests into an equivalent set including pooled ones which can be integrated within standard network flow problems, which in turn can be efficiently solved with off-the-shelf LP solvers for a given ride-pooling request assignment. Thereby, to compute such an assignment, we devise a polynomial-time algorithm that is optimal w.r.t. an approximated version of the problem. Finally, we perform a case study of Sioux Falls, South Dakota, USA, where we quantify the effects that waiting time and experienced delay have on the vehicle-hours traveled. Our results suggest that the higher the demands per unit time, the lower the waiting time and delay experienced by users. In addition, for a sufficiently large number of demands per unit time, with a maximum waiting time and experienced delay of 5 minutes, more than 90% of the requests can be pooled.

math.OC