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Mattia Bianchi

Publications and source records attributed to Mattia Bianchi.

At least 19 recordsLinked to original sources

Convergence and Robustness Bounds for Distributed Asynchronous Shortest-Path

This work analyzes convergence times and robustness bounds for asynchronous distributed shortest-path computation. We focus on the Adaptive Bellman--Ford algorithm, a self-stabilizing method in which each agent updates its shortest-path estimate based only on the estimates of its neighbors and forgetting its previous estimate. In the asynchronous framework considered in this paper, agents are allowed to idle or encounter race conditions during their execution of the Adaptive Bellman--Ford algorithm. We build on Lyapunov-based results that develop finite-time convergence and robustness bounds for the synchronous shortest-path setting, in order to produce finite-time convergence and robustness bounds for the asynchronous setting. We also explore robustness against interval-bounded noise processes and establish convergence and robustness guarantees for asynchronous most-probable-path algorithms.

math.OC

A Spatially Informed Gaussian Process UCB Method for Decentralized Coverage Control

We present a novel decentralized algorithm for coverage control in unknown spatial environments modeled by Gaussian Processes (GPs). To trade-off between exploration and exploitation, each agent autonomously determines its trajectory by minimizing a local cost function. Inspired by the GP-UCB (Upper Confidence Bound for GPs) acquisition function, the proposed cost combines the expected locational cost with a variance-based exploration term, guiding agents toward regions that are both high in predicted density and model uncertainty. Compared to previous work, our algorithm operates in a fully decentralized fashion, relying only on local observations and communication with neighboring agents. In particular, agents periodically update their inducing points using a greedy selection strategy, enabling scalable online GP updates. We demonstrate the effectiveness of our algorithm in simulation.

cs.LG

Online Feedback Optimization for Monotone Systems without Timescale Separation

Online Feedback Optimization (OFO) steers a dynamical plant to a cost-efficient steady-state, only relying on input-output sensitivity information, rather than on a full plant model. Unlike traditional feedforward approaches, OFO leverages real-time measurements from the plant, thereby inheriting the robustness and adaptability of feedback control. Unfortunately, existing theoretical guarantees for OFO assume that the controller operates on a slower timescale than the plant, which can affect responsiveness and transient performance. In this paper, we focus on relaxing this ``timescale separation'' assumption. Specifically, we consider the class of monotone systems, and we prove that OFO can achieve an optimal operating point, regardless of the time constants of controller and plant. By leveraging a small gain theorem for monotone systems, we derive several sufficient conditions for global convergence. Notably, these conditions depend only on the steady-state behavior of the plant, and they are entirely independent of the transient dynamics.

math.OC

PRIME: Fast Primal-Dual Feedback Optimization for Markets with Application to Optimal Power Flow

Online Feedback Optimization (OFO) controllers iteratively drive a plant to an optimal operating point that satisfies input and output constraints, relying solely on the input-output sensitivity as model information. This paper introduces PRIME (PRoximal Iterative MarkEts), a novel OFO approach based on proximal-point iterations. Unlike existing OFO solutions, PRIME admits a market-based implementation, where self-interested actors are incentivized to make choices that result in safe and efficient operation, without communicating private costs or constraints. Furthermore, PRIME can handle non-smooth objective functions, achieve fast convergence rates and rapid constraint satisfaction, and effectively reject measurement noise. We demonstrate PRIME on an AC optimal power flow problem, obtaining an efficient real-time nonlinear local marginal pricing scheme.

eess.SY

A Stability Condition for Online Feedback Optimization without Timescale Separation

Online Feedback Optimization (OFO) is a control approach to drive a dynamical plant to an optimal steady state. By interconnecting optimization algorithms with real-time plant measurements, OFO provides all the benefits of feedback control, yet without requiring exact knowledge of plant dynamics for computing a setpoint. On the downside, existing stability guarantees for OFO require the controller to evolve on a sufficiently slower timescale than the plant, possibly affecting transient performance and responsiveness to disturbances. In this paper, we prove that, under suitable conditions, OFO ensures stability without any timescale separation. In particular, the condition we propose is independent of the time constant of the plant, hence it is scaling-invariant. Our analysis leverages a composite Lyapunov function, which is the $\max$ of plant-related and controller-related components. We corroborate our theoretical results with numerical examples.

math.OC

Data-driven stabilization of switched and constrained linear systems

We consider the design of state feedback control laws for both the switching signal and the continuous input of an unknown switched linear system, given past noisy input-state trajectories measurements. Based on Lyapunov-Metzler inequalities, we derive data-dependent bilinear programs whose solution directly returns a provably stabilizing controller and ensures $\mathcal{H}_2$ or $\mathcal{H}_{\infty}$ performance. We further present relaxations that considerably reduce the computational cost, still without requiring stabilizability of any of the switching modes. Finally, we showcase the flexibility of our approach on the constrained stabilization problem for a perturbed linear system. We validate our theoretical findings numerically, demonstrating the favourable trade-off between conservatism and tractability achieved by the proposed relaxations.

math.OC

Contractivity and linear convergence in bilinear saddle-point problems: An operator-theoretic approach

We study the convex-concave bilinear saddle-point problem $\min_x \max_y f(x) + y^\top Ax - g(y)$, where both, only one, or none of the functions $f$ and $g$ are strongly convex, and suitable rank conditions on the matrix $A$ hold. The solution of this problem is at the core of many machine learning tasks. By employing tools from monotone operator theory, we systematically prove the contractivity (in turn, the linear convergence) of several first-order primal-dual algorithms, including the Chambolle-Pock method. Our approach results in concise proofs, and it yields new convergence guarantees and tighter bounds compared to known results.

math.OC

Estimation Network Design framework for efficient distributed optimization

Distributed decision problems features a group of agents that can only communicate over a peer-to-peer network, without a central memory. In applications such as network control and data ranking, each agent is only affected by a small portion of the decision vector: this sparsity is typically ignored in distributed algorithms, while it could be leveraged to improve efficiency and scalability. To address this issue, our recent paper introduces Estimation Network Design (END), a graph theoretical language for the analysis and design of distributed iterations. END algorithms can be tuned to exploit the sparsity of specific problem instances, reducing communication overhead and minimizing redundancy, yet without requiring case-by-case convergence analysis. In this paper, we showcase the flexility of END in the context of distributed optimization. In particular, we study the sparsity-aware version of many established methods, including ADMM, AugDGM and Push-Sum DGD. Simulations on an estimation problem in sensor networks demonstrate that END algorithms can boost convergence speed and greatly reduce the communication and memory cost.

math.OC

Constrained multi-cluster game: Distributed Nash equilibrium seeking over directed graphs

Motivated by the complex dynamics of cooperative and competitive interactions within networked agent systems, multi-cluster games provide a framework for modeling the interconnected goals of self-interested clusters of agents. For this setup, the existing literature lacks comprehensive gradient-based solutions that simultaneously consider constraint sets and directed communication networks, both of which are crucial for many practical applications. To address this gap, this paper proposes a distributed Nash equilibrium seeking algorithm that integrates consensus-based methods and gradient-tracking techniques, where inter-cluster and intra-cluster communications only use row- and column-stochastic weight matrices, respectively. To handle constraints, we introduce an averaging procedure, which can effectively address the complications associated with projections. In turn, we can show linear convergence of our algorithm, focusing on the contraction property of the optimality gap. We demonstrate the efficacy of the proposed algorithm through a microgrid energy management application.

math.OC

The END: Estimation Network Design for games under partial-decision information

Multi-agent decision problems are typically solved via distributed iterative algorithms, where the agents only communicate between themselves on a peer-to-peer network. Each agent usually maintains a copy of each decision variable, while agreement among the local copies is enforced via consensus protocols. Yet, each agent is often directly influenced by a small portion of the decision variables only: neglecting this sparsity results in redundancy, poor scalability with the network size, communication and memory overhead. To address these challenges, we develop Estimation Network Design (END), a framework for the design and analysis of distributed algorithms, generalizing several recent approaches. END algorithms can be tuned to exploit problem-specific sparsity structures, by optimally allocating copies of each variable only to a subset of agents, to improve efficiency and minimize redundancy. We illustrate the END's potential by designing new algorithms for generalised Nash equilibrium (GNE) seeking under partial-decision information, that can leverage the sparsity in cost functions, constraints and aggregation values. Finally, we test numerically our methods on a unicast rate allocation problem, revealing greatly reduced communication and memory costs.

math.OC

Nash equilibrium seeking over digraphs with row-stochastic matrices and network-independent step-sizes

In this paper, we address the challenge of Nash equilibrium (NE) seeking in non-cooperative convex games with partial-decision information. We propose a distributed algorithm, where each agent refines its strategy through projected-gradient steps and an averaging procedure. Each agent uses estimates of competitors' actions obtained solely from local neighbor interactions, in a directed communication network. Unlike previous approaches that rely on (strong) monotonicity assumptions, this work establishes the convergence towards a NE under a diagonal dominance property of the pseudo-gradient mapping, that can be checked locally by the agents. Further, this condition is physically interpretable and of relevance for many applications, as it suggests that an agent's objective function is primarily influenced by its individual strategic decisions, rather than by the actions of its competitors. In virtue of a novel block-infinity norm convergence argument, we provide explicit bounds for constant step-size that are independent of the communication structure, and can be computed in a totally decentralized way. Numerical simulations on an optical network's power control problem validate the algorithm's effectiveness.

cs.GT

Linear convergence in time-varying generalized Nash equilibrium problems

We study generalized games with full row rank equality constraints and we provide a strikingly simple proof of strong monotonicity of the associated KKT operator. This allows us to show linear convergence to a variational equilibrium of the resulting primal-dual pseudo-gradient dynamics. Then, we propose a fully-distributed algorithm with linear convergence guarantee for aggregative games under partial-decision information. Based on these results, we establish stability properties for online GNE seeking in games with time-varying cost functions and constraints. Finally, we illustrate our findings numerically on an economic dispatch problem for peer-to-peer energy markets.

math.OC

Nash equilibrium seeking under partial decision information: Monotonicity, smoothness and proximal-point algorithms

We address Nash equilibrium problems in a partial-decision information scenario, where each agent can only exchange information with some neighbors, while its cost function possibly depends on the strategies of all agents. We characterize the relation between several monotonicity and smoothness conditions postulated in the literature. Furthermore, we prove convergence of a preconditioned proximal point algorithm, under a restricted monotonicity property that allows for a non-Lipschitz, non-continuous game mapping.

math.OC

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.

math.OC

The distributed dual ascent algorithm is robust to asynchrony

The distributed dual ascent is an established algorithm to solve strongly convex multi-agent optimization problems with separable cost functions, in the presence of coupling constraints. In this paper, we study its asynchronous counterpart. Specifically, we assume that each agent only relies on the outdated information received from some neighbors. Differently from the existing randomized and dual block-coordinate schemes, we show convergence under heterogeneous delays, communication and update frequencies. Consequently, our asynchronous dual ascent algorithm can be implemented without requiring any coordination between the agents.

math.OC

Continuous-time fully distributed generalized Nash equilibrium seeking for multi-integrator agents

We consider strongly monotone games with convex separable coupling constraints, played by dynamical agents, in a partial-decision information scenario. We start by designing continuous-time fully distributed feedback controllers, based on consensus and primal-dual gradient dynamics, to seek a generalized Nash equilibrium in networks of single-integrator agents. Our first solution adopts a fixed gain, whose choice requires the knowledge of some global parameters of the game. To relax this requirement, we conceive a controller that can be tuned in a completely decentralized fashion, thanks to the use of uncoordinated integral adaptive weights. We further introduce algorithms specifically devised for generalized aggregative games. Finally, we adapt all our control schemes to deal with heterogeneous multi-integrator agents and, in turn, with nonlinear feedback-linearizable dynamical systems. For all the proposed dynamics, we show convergence to a variational equilibrium, by leveraging monotonicity properties and stability theory for projected dynamical systems.

math.OC

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.

math.OC

Nash equilibrium seeking under partial-decision information over directed communication networks

We consider the Nash equilibrium problem in a partial-decision information scenario. Specifically, each agent can only receive information from some neighbors via a communication network, while its cost function depends on the strategies of possibly all agents. In particular, while the existing methods assume undirected or balanced communication, in this paper we allow for non-balanced, directed graphs. We propose a fully-distributed pseudo-gradient scheme, which is guaranteed to converge with linear rate to a Nash equilibrium, under strong monotonicity and Lipschitz continuity of the game mapping. Our algorithm requires global knowledge of the communication structure, namely of the Perron-Frobenius eigenvector of the adjacency matrix and of a certain constant related to the graph connectivity. Therefore, we adapt the procedure to setups where the network is not known in advance, by computing the eigenvector online and by means of vanishing step sizes.

math.OC