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Melih Bastopcu

Publications and source records attributed to Melih Bastopcu.

At least 37 records · Page 2Linked to original sources

Policy Optimization finds Nash Equilibrium in Regularized General-Sum LQ Games

In this paper, we investigate the impact of introducing relative entropy regularization on the Nash Equilibria (NE) of General-Sum $N$-agent games, revealing the fact that the NE of such games conform to linear Gaussian policies. Moreover, it delineates sufficient conditions, contingent upon the adequacy of entropy regularization, for the uniqueness of the NE within the game. As Policy Optimization serves as a foundational approach for Reinforcement Learning (RL) techniques aimed at finding the NE, in this work we prove the linear convergence of a policy optimization algorithm which (subject to the adequacy of entropy regularization) is capable of provably attaining the NE. Furthermore, in scenarios where the entropy regularization proves insufficient, we present a $δ$-augmentation technique, which facilitates the achievement of an $ε$-NE within the game.

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Modeling Interfering Sources in Shared Queues for Timely Computations in Edge Computing Systems

Most existing stochastic models on age of information (AoI) focus on a single shared server serving status update packets from $N>1$ sources where each packet update stream is Poisson, i.e., single-hop scenario. In the current work, we study a two-hop edge computing system for which status updates from the information sources are still Poisson but they are not immediately available at the shared edge server, but instead they need to first receive service from a transmission server dedicated to each source. For exponentially distributed and heterogeneous service times for both the dedicated servers and the edge server, and bufferless preemptive resource management, we develop an analytical model using absorbing Markov chains (AMC) for obtaining the distribution of AoI for any source in the system. Moreover, for a given tagged source, the traffic arriving at the shared server from the $N-1$ un-tagged sources, namely the interference traffic, is not Poisson any more, but is instead a Markov modulated Poisson process (MMPP) whose state space grows exponentially with $N$. Therefore, we propose to employ a model reduction technique that approximates the behavior of the MMPP interference traffic with two states only, making it possible to approximately obtain the AoI statistics even for a very large number of sources. Numerical examples are presented to validate the proposed exact and approximate models.

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Optimizing Profitability in Timely Gossip Networks

We consider a communication system where a group of users, interconnected in a bidirectional gossip network, wishes to follow a time-varying source, e.g., updates on an event, in real-time. The users wish to maintain their expected version ages below a threshold, and can either rely on gossip from their neighbors or directly subscribe to a server publishing about the event, if the former option does not meet the timeliness requirements. The server wishes to maximize its profit by increasing subscriptions from users and minimizing event sampling frequency to reduce costs. This leads to a Stackelberg game between the server and the users where the sender is the leader deciding its sampling frequency and the users are the followers deciding their subscription strategies. We investigate equilibrium strategies for low-connectivity and high-connectivity topologies.

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How to Make Money From Fresh Data: Subscription Strategies in Age-Based Systems

We consider a communication system consisting of a server that tracks and publishes updates about a time-varying data source or event, and a gossip network of users interested in closely tracking the event. The timeliness of the information is measured through the version age of information. The users wish to have their expected version ages remain below a threshold, and have the option to either rely on gossip from their neighbors or subscribe to the server directly to follow updates about the event if the former option does not meet the timeliness requirements. The server wishes to maximize its profit by increasing the number of subscribers and reducing costs associated with the frequent sampling of the event. We model the problem setup as a Stackelberg game between the server and the users, where the server commits to a frequency of sampling the event, and the users make decisions on whether to subscribe or not. As an initial work, we focus on directed networks with unidirectional flow of information and obtain the optimal equilibrium strategies for all the players. We provide simulation results to confirm the theoretical findings and provide additional insights.

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Learning How to Strategically Disclose Information

Strategic information disclosure, in its simplest form, considers a game between an information provider (sender) who has access to some private information that an information receiver is interested in. While the receiver takes an action that affects the utilities of both players, the sender can design information (or modify beliefs) of the receiver through signal commitment, hence posing a Stackelberg game. However, obtaining a Stackelberg equilibrium for this game traditionally requires the sender to have access to the receiver's objective. In this work, we consider an online version of information design where a sender interacts with a receiver of an unknown type who is adversarially chosen at each round. Restricting attention to Gaussian prior and quadratic costs for the sender and the receiver, we show that $\mathcal{O}(\sqrt{T})$ regret is achievable with full information feedback, where $T$ is the total number of interactions between the sender and the receiver. Further, we propose a novel parametrization that allows the sender to achieve $\mathcal{O}(\sqrt{T})$ regret for a general convex utility function. We then consider the Bayesian Persuasion problem with an additional cost term in the objective function, which penalizes signaling policies that are more informative and obtain $\mathcal{O}(\log(T))$ regret. Finally, we establish a sublinear regret bound for the partial information feedback setting and provide simulations to support our theoretical results.

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Online and Offline Dynamic Influence Maximization Games Over Social Networks

In this work, we consider dynamic influence maximization games over social networks with multiple players (influencers). The goal of each influencer is to maximize their own reward subject to their limited total budget rate constraints. Thus, influencers need to carefully design their investment policies considering individuals' opinion dynamics and other influencers' investment strategies, leading to a dynamic game problem. We first consider the case of a single influencer who wants to maximize its utility subject to a total budget rate constraint. We study both offline and online versions of the problem where the opinion dynamics are either known or not known a priori. In the singe-influencer case, we propose an online no-regret algorithm, meaning that as the number of campaign opportunities grows, the average utilities obtained by the offline and online solutions converge. Then, we consider the game formulation with multiple influencers in offline and online settings. For the offline setting, we show that the dynamic game admits a unique Nash equilibrium policy and provide a method to compute it. For the online setting and with two influencers, we show that if each influencer applies the same no-regret online algorithm proposed for the single-influencer maximization problem, they will converge to the set of $ε$-Nash equilibrium policies where $ε=O(\frac{1}{\sqrt{K}})$ scales in average inversely with the number of campaign times $K$ considering the average utilities of the influencers. Moreover, we extend this result to any finite number of influencers under more strict requirements on the information structure. Finally, we provide numerical analysis to validate our results under various settings.

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Value of Information in Games with Multiple Strategic Information Providers

In the classical communication setting multiple senders having access to the same source of information and transmitting it over channel(s) to a receiver in general leads to a decrease in estimation error at the receiver as compared with the single sender case. However, if the objectives of the information providers are different from that of the estimator, this might result in interesting strategic interactions and outcomes. In this work, we consider a hierarchical signaling game between multiple senders (information designers) and a single receiver (decision maker) each having their own, possibly misaligned, objectives. The senders lead the game by committing to individual information disclosure policies simultaneously, within the framework of a non-cooperative Nash game among themselves. This is followed by the receiver's action decision. With Gaussian information structure and quadratic objectives (which depend on underlying state and receiver's action) for all the players, we show that in general the equilibrium is not unique. We hence identify a set of equilibria and further show that linear noiseless policies can achieve a minimal element of this set. Additionally, we show that competition among the senders is beneficial to the receiver, as compared with cooperation among the senders. Further, we extend our analysis to a dynamic signaling game of finite horizon with Markovian information evolution. We show that linear memoryless policies can achieve equilibrium in this dynamic game. We also consider an extension to a game with multiple receivers having coupled objectives. We provide algorithms to compute the equilibrium strategies in all these cases. Finally, via extensive simulations, we analyze the effects of multiple senders in varying degrees of alignment among their objectives.

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Large Population Games on Constrained Unreliable Networks

This paper studies an $N$--agent cost-coupled game where the agents are connected via an unreliable capacity constrained network. Each agent receives state information over that network which loses packets with probability $p$. A Base station (BS) actively schedules agent communications over the network by minimizing a weighted Age of Information (WAoI) based cost function under a capacity limit $\mathcal{C} < N$ on the number of transmission attempts at each instant. Under a standard information structure, we show that the problem can be decoupled into a scheduling problem for the BS and a game problem for the $N$ agents. Since the scheduling problem is an NP hard combinatorics problem, we propose an approximately optimal solution which approaches the optimal solution as $N \rightarrow \infty$. In the process, we also provide some insights on the case without channel erasure. Next, to solve the large population game problem, we use the mean-field game framework to compute an approximate decentralized Nash equilibrium. Finally, we validate the theoretical results using a numerical example.

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Weighted Age of Information based Scheduling for Large Population Games on Networks

In this paper, we consider a discrete-time multi-agent system involving $N$ cost-coupled networked rational agents solving a consensus problem and a central Base Station (BS), scheduling agent communications over a network. Due to a hard bandwidth constraint on the number of transmissions through the network, at most $R_d < N$ agents can concurrently access their state information through the network. Under standard assumptions on the information structure of the agents and the BS, we first show that the control actions of the agents are free of any dual effect, allowing for separation between estimation and control problems at each agent. Next, we propose a weighted age of information (WAoI) metric for the scheduling problem of the BS, where the weights depend on the estimation error of the agents. The BS aims to find the optimum scheduling policy that minimizes the WAoI, subject to the hard bandwidth constraint. Since this problem is NP hard, we first relax the hard constraint to a soft update rate constraint, and then compute an optimal policy for the relaxed problem by reformulating it into a Markov Decision Process (MDP). This then inspires a sub-optimal policy for the bandwidth constrained problem, which is shown to approach the optimal policy as $N \rightarrow \infty$. Next, we solve the consensus problem using the mean-field game framework wherein we first design decentralized control policies for a limiting case of the $N$-agent system (as $N \rightarrow \infty$). By explicitly constructing the mean-field system, we prove the existence and uniqueness of the mean-field equilibrium. Consequently, we show that the obtained equilibrium policies constitute an $ε$-Nash equilibrium for the finite agent system. Finally, we validate the performance of both the scheduling and the control policies through numerical simulations.

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Using Timeliness in Tracking Infections

We consider real-time timely tracking of infection status (e.g., covid-19) of individuals in a population. In this work, a health care provider wants to detect infected people as well as people who have recovered from the disease as quickly as possible. In order to measure the timeliness of the tracking process, we use the long-term average difference between the actual infection status of the people and their real-time estimate by the health care provider based on the most recent test results. We first find an analytical expression for this average difference for given test rates, infection rates and recovery rates of people. Next, we propose an alternating minimization based algorithm to find the test rates that minimize the average difference. We observe that if the total test rate is limited, instead of testing all members of the population equally, only a portion of the population may be tested in unequal rates calculated based on their infection and recovery rates. Next, we characterize the average difference when the test measurements are erroneous (i.e., noisy). Further, we consider the case where the infection status of individuals may be dependent, which happens when an infected person spreads the disease to another person if they are not detected and isolated by the health care provider. Then, we consider an age of incorrect information based error metric where the staleness metric increases linearly over time as long as the health care provider does not detect the changes in the infection status of the people. In numerical results, we observe that an increased population size increases diversity of people with different infection and recovery rates which may be exploited to spend testing capacity more efficiently. Depending on the health care provider's preferences, test rate allocation can be adjusted to detect either the infected people or the recovered people more quickly.

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The Role of Gossiping for Information Dissemination over Networked Agents

We consider information dissemination over a network of gossiping agents (nodes). In this model, a source keeps the most up-to-date information about a time-varying binary state of the world, and $n$ receiver nodes want to follow the information at the source as accurately as possible. When the information at the source changes, the source first sends updates to a subset of $m\leq n$ nodes. After that, the nodes share their local information during the gossiping period to disseminate the information further. The nodes then estimate the information at the source using the majority rule at the end of the gossiping period. To analyze information dissemination, we introduce a new error metric to find the average percentage of nodes that can accurately obtain the most up-to-date information at the source. We characterize the equations necessary to obtain the steady-state distribution for the average error and then analyze the system behavior under both high and low gossip rates. In the high gossip rate, in which each node can access other nodes' information more frequently, we show that the nodes update their information based on the majority of the information in the network. In the low gossip rate, we introduce and analyze the gossip gain, which is the reduction at the average error due to gossiping. In particular, we develop an adaptive policy that the source can use to determine its current transmission capacity $m$ based on its past transmission rates and the accuracy of the information at the nodes. In numerical results, we show that when the source's transmission capacity $m$ is limited, gossiping can be harmful as it causes incorrect information to disseminate. We then find the optimal gossip rates to minimize the average error for a fixed $m$. Finally, we illustrate the outperformance of our adaptive policy compared to the constant $m$-selection policy even for the high gossip rates.

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Version Age of Information in Clustered Gossip Networks

We consider a network consisting of a single source and $n$ receiver nodes that are grouped into equal-sized clusters. We use cluster heads in each cluster to facilitate communication between the source and the nodes within that cluster. Inside clusters, nodes are connected to each other according to a given network topology. Based on the connectivity among the nodes, each node relays its current stored version of the source update to its neighboring nodes by $local$ $gossiping$. We use the $version$ $age$ metric to assess information freshness at the nodes. We consider disconnected, ring, and fully connected network topologies for each cluster. For each network topology, we characterize the average version age at each node and find the average version age scaling as a function of the network size $n$. Our results indicate that per node average version age scalings of $O(\sqrt{n})$, $O(n^{\frac{1}{3}})$, and $O(\log n)$ are achievable in disconnected, ring, and fully connected cluster models, respectively. Next, we increase connectivity in the network and allow gossiping among the cluster heads to improve version age at the nodes. With that, we show that when the cluster heads form a ring network among themselves, we obtain per node average version age scalings of $O(n^{\frac{1}{3}})$, $O(n^{\frac{1}{4}})$, and $O(\log n)$ in disconnected, ring, and fully connected cluster models, respectively. Next, focusing on a ring network topology in each cluster, we introduce hierarchy to the considered clustered gossip network model and show that when we employ two levels of hierarchy, we can achieve the same $O(n^{\frac{1}{4}})$ scaling without using dedicated cluster heads. We generalize this result for $h$ levels of hierarchy and show that per user average version age scaling of $O(n^{\frac{1}{2h}})$ is achievable in the case of a ring network in each cluster across all hierarchy levels.

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Gossiping with Binary Freshness Metric

We consider the binary freshness metric for gossip networks that consist of a single source and $n$ end-nodes, where the end-nodes are allowed to share their stored versions of the source information with the other nodes. We develop recursive equations that characterize binary freshness in arbitrarily connected gossip networks using the stochastic hybrid systems (SHS) approach. Next, we study binary freshness in several structured gossip networks, namely disconnected, ring and fully connected networks. We show that for both disconnected and ring network topologies, when the number of nodes gets large, the binary freshness of a node decreases down to 0 as $n^{-1}$, but the freshness is strictly larger for the ring topology. We also show that for the fully connected topology, the rate of decrease to 0 is slower, and it takes the form of $n^{-ρ}$ for a $ρ$ smaller than 1, when the update rates of the source and the end-nodes are sufficiently large. Finally, we study the binary freshness metric for clustered gossip networks, where multiple clusters of structured gossip networks are connected to the source node through designated access nodes, i.e., cluster heads. We characterize the binary freshness in such networks and numerically study how the optimal cluster sizes change with respect to the update rates in the system.

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Age of Gossip in Networks with Community Structure

We consider a network consisting of a single source and $n$ receiver nodes that are grouped into $m$ equal size communities, i.e., clusters, where each cluster includes $k$ nodes and is served by a dedicated cluster head. The source node keeps versions of an observed process and updates each cluster through the associated cluster head. Nodes within each cluster are connected to each other according to a given network topology. Based on this topology, each node relays its current update to its neighboring nodes by $local$ $gossiping$. We use the $version$ $age$ metric to quantify information timeliness at the receiver nodes. We consider disconnected, ring, and fully connected network topologies for each cluster. For each of these network topologies, we characterize the average version age at each node and find the version age scaling as a function of the network size $n$. Our results indicate that per node version age scalings of $O(\sqrt{n})$, $O(n^{\frac{1}{3}})$, and $O(\log n)$ are achievable in disconnected, ring, and fully connected cluster models, respectively. Finally, through numerical evaluations, we determine the version age-optimum $(m,k)$ pairs as a function of the source, cluster head, and node update rates.

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Freshness Based Cache Updating in Parallel Relay Networks

We consider a system consisting of a server, which receives updates for $N$ files according to independent Poisson processes. The goal of the server is to deliver the latest version of the files to the user through a parallel network of $K$ caches. We consider an update received by the user successful, if the user receives the same file version that is currently prevailing at the server. We derive an analytical expression for information freshness at the user. We observe that freshness for a file increases with increase in consolidation of rates across caches. To solve the multi-cache problem, we first solve the auxiliary problem of a single-cache system. We then rework this auxiliary solution to our parallel-cache network by consolidating rates to single routes as much as possible. This yields an approximate (sub-optimal) solution for the original problem. We provide an upper bound on the gap between the sub-optimal solution and the optimal solution. Numerical results show that the sub-optimal policy closely approximates the optimal policy.

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Timely Tracking of Infection Status of Individuals in a Population

We consider real-time timely tracking of infection status (e.g., covid-19) of individuals in a population. In this work, a health care provider wants to detect infected people as well as people who recovered from the disease as quickly as possible. In order to measure the timeliness of the tracking process, we use the long-term average difference between the actual infection status of the people and their real-time estimate by the health care provider based on the most recent test results. We first find an analytical expression for this average difference for given test rates, and given infection and recovery rates of people. Next, we propose an alternating minimization based algorithm to minimize this average difference. We observe that if the total test rate is limited, instead of testing all members of the population equally, only a portion of the population is tested based on their infection and recovery rates. We also observe that increasing the total test rate helps track the infection status better. In addition, an increased population size increases diversity of people with different infection and recovery rates, which may be exploited to spend testing capacity more efficiently, thereby improving the system performance. Finally, depending on the health care provider's preferences, test rate allocation can be altered to detect either the infected people or the recovered people more quickly.

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Timely Group Updating

We consider two closely related problems: anomaly detection in sensor networks and testing for infections in human populations. In both problems, we have $n$ nodes (sensors, humans), and each node exhibits an event of interest (anomaly, infection) with probability $p$. We want to keep track of the anomaly/infection status of all nodes at a central location. We develop a $group$ $updating$ scheme, akin to group testing, which updates a central location about the status of each member of the population by appropriately grouping their individual status. Unlike group testing, which uses the expected number of tests as a metric, in group updating, we use the expected age of information at the central location as a metric. We determine the optimal group size to minimize the age of information. We show that, when $p$ is small, the proposed group updating policy yields smaller age compared to a sequential updating policy.

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Information Freshness in Cache Updating Systems

We consider a cache updating system with a source, a cache and a user. There are $n$ files. The source keeps the freshest version of the files which are updated with known rates $λ_i$. The cache downloads and keeps the freshest version of the files from the source with rates $c_i$. The user gets updates from the cache with rates $u_i$. When the user gets an update, it either gets a fresh update from the cache or the file at the cache becomes outdated by a file update at the source in which case the user gets an outdated update. We find an analytical expression for the average freshness of the files at the user. Next, we generalize our setting to the case where there are multiple caches in between the source and the user, and find the average freshness at the user. We provide an alternating maximization based method to find the update rates for the cache(s), $c_i$, and for the user, $u_i$, to maximize the freshness of the files at the user. We observe that for a given set of update rates for the user (resp. for the cache), the optimal rate allocation policy for the cache (resp. for the user) is a $threshold$ $policy$, where the optimal update rates for rapidly changing files at the source may be equal to zero. Finally, we consider a system where multiple users are connected to a single cache and find update rates for the cache and the users to maximize the total freshness over all users.

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