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Min Meng

Publications and source records attributed to Min Meng.

At least 19 recordsLinked to original sources

Optimal Control of Switched Systems Governed by Logical Switching Dynamics

This paper investigates the optimal co-design of logical and continuous controls for switched linear systems governed by controlled logical switching dynamics. Unlike traditional switched systems with arbitrary or state-dependent switching, the switching signals here are generated by an internal logical dynamical system and explicitly integrated into the control synthesis. By leveraging the semi-tensor product (STP) of matrices, we embed the coupled logical and continuous dynamics into a unified algebraic state-space representation, transforming the co-design problem into a tractable linear-quadratic framework. We derive Riccati-type backward recursions for both deterministic and stochastic logical dynamics, which yield optimal state-feedback laws for continuous control alongside value-function-based, state-dependent decision rules for logical switching. To mitigate the combinatorial explosion inherent in logical decision-making, a hierarchical algorithm is developed to decouple offline precomputation from efficient online execution. Numerical simulations demonstrate the efficacy of the proposed framework.

eess.SY

Dual-Channel Adaptive NMPC for Quadrotor under Instantaneous Impact and Payload Disturbances

Capturing target objects using the quadrotor has gained increasing popularity in recent years, but most studies focus on capturing lightweight objects. The instantaneous contact force generated when capturing objects of a certain mass, along with the payload uncertainty after attachment, will pose significant challenges to the quadrotor control. This paper proposes a novel control architecture, namely Dual-Channel Adaptive Nonlinear Model Predictive Control (DCA-NMPC), which cascades a nonlinear model predictive control with two lower-level model reference adaptive controllers and can resist drastic impact and adapt to uncertain inertial parameters. Numerical simulation experiments are performed for validation.

eess.SY

Constraints on the progenitor models of fast radio bursts from population synthesis with the first CHIME/FRB catalog

Fast radio bursts (FRBs) are enigmatic extragalactic radio transients with unknown origins. We performed comprehensive Monte Carlo simulations based on the first CHIME/FRB catalog to test whether the FRB population tracks the cosmic star formation history directly or requires a delay. By fully considering CHIME's complex selection effects and beam response, we find that the hypothesis that the FRB population tracks the SFH is not ruled out by the current data, although a small delay is preferred. This is consistent with the scenario in which young magnetars formed through core-collapse supernovae serve as the progenitors of FRBs. However, we estimate the local volumetric rate of FRB sources with energy above $10^{38}$ erg to be $2.3^{+2.4}_{-1.2} \times 10^5~\rm{Gpc}^{-3}~\rm{yr}^{-1}$, which is consistent with previous results. This high volumetric rate means the core-collapse magnetar scenario alone cannot fully account for the observed population. Further theoretical efforts are required to explore alternative or additional progenitor channels for FRBs.

astro-ph.HE

Social Optimization in Noncooperative Games under Central Regulation

Motivated by the increasing attention to overall social benefits in networked multi-agent systems, this paper investigates an optimization problem building on noncooperative games under high-level regulation, which can be formulated in a bilevel structure. Specifically, the low level consists of a noncooperative game, where each player competes to minimize its own cost function that depends not only on the strategies of all players, but also on an intervention decision of a regulator located at the high level. Under the intervention of the high-level regulator, the low-level players aim to seek a Nash equilibrium (NE), which indeed is related to the regulator's decision. Meanwhile, the regulator in the high level attempts to achieve the social optimum, that is, to minimize the sum of all players' costs obtained at the NE. This bilevel social optimization problem is proven to be nonconvex and nonsmooth, leading to challenges for solving it effectively, as the exact gradient of cost sum functions may not be available. To address this intricate problem, an inexact zeroth-order algorithm is developed by virtue of the smoothing techniques, allowing for approximating the NE of the low-level game and thus estimating the required gradients. It is rigorously shown that the devised algorithm achieves a sublinear convergence rate for computing an approximate stationary point of the studied problem. Moreover, the sublinear convergence rate in the scenario where the exact equilibrium of the low-level game is available is established. Finally, numerical simulations are conducted to demonstrate the efficiency of theoretical findings.

math.OC

Distributed Generalized Nash Equilibria Learning for Online Stochastic Aggregative Games

This paper investigates online stochastic aggregative games subject to local set constraints and time-varying coupled inequality constraints, where each player possesses a time-varying expectation-valued cost function relying on not only its own decision variable but also an aggregation of all the players' variables. Each player can only access its local individual cost function and constraints, necessitating partial information exchanges with neighboring players through time-varying unbalanced networks. Additionally, local cost functions and constraint functions are not prior knowledge and only revealed gradually. To learn generalized Nash equilibria of such games, a novel distributed online stochastic algorithm is devised based on push-sum and primal-dual strategies. Through rigorous analysis, high probability bounds on the regret and constraint violation are provided by appropriately selecting decreasing stepsizes. Moreover, for a time-invariant stochastic strongly monotone game, it is shown that the generated sequence by the designed algorithm converges to its variational generalized Nash equilibrium (GNE) almost surely, and the time-averaged sequence converges sublinearly with high probability. Finally, the derived theoretical results are illustrated by numerical simulations.

math.OC

Learning to Discover Knowledge: A Weakly-Supervised Partial Domain Adaptation Approach

Domain adaptation has shown appealing performance by leveraging knowledge from a source domain with rich annotations. However, for a specific target task, it is cumbersome to collect related and high-quality source domains. In real-world scenarios, large-scale datasets corrupted with noisy labels are easy to collect, stimulating a great demand for automatic recognition in a generalized setting, i.e., weakly-supervised partial domain adaptation (WS-PDA), which transfers a classifier from a large source domain with noises in labels to a small unlabeled target domain. As such, the key issues of WS-PDA are: 1) how to sufficiently discover the knowledge from the noisy labeled source domain and the unlabeled target domain, and 2) how to successfully adapt the knowledge across domains. In this paper, we propose a simple yet effective domain adaptation approach, termed as self-paced transfer classifier learning (SP-TCL), to address the above issues, which could be regarded as a well-performing baseline for several generalized domain adaptation tasks. The proposed model is established upon the self-paced learning scheme, seeking a preferable classifier for the target domain. Specifically, SP-TCL learns to discover faithful knowledge via a carefully designed prudent loss function and simultaneously adapts the learned knowledge to the target domain by iteratively excluding source examples from training under the self-paced fashion. Extensive evaluations on several benchmark datasets demonstrate that SP-TCL significantly outperforms state-of-the-art approaches on several generalized domain adaptation tasks.

cs.CV

Large receptive field strategy and important feature extraction strategy in 3D object detection

The enhancement of 3D object detection is pivotal for precise environmental perception and improved task execution capabilities in autonomous driving. LiDAR point clouds, offering accurate depth information, serve as a crucial information for this purpose. Our study focuses on key challenges in 3D target detection. To tackle the challenge of expanding the receptive field of a 3D convolutional kernel, we introduce the Dynamic Feature Fusion Module (DFFM). This module achieves adaptive expansion of the 3D convolutional kernel's receptive field, balancing the expansion with acceptable computational loads. This innovation reduces operations, expands the receptive field, and allows the model to dynamically adjust to different object requirements. Simultaneously, we identify redundant information in 3D features. Employing the Feature Selection Module (FSM) quantitatively evaluates and eliminates non-important features, achieving the separation of output box fitting and feature extraction. This innovation enables the detector to focus on critical features, resulting in model compression, reduced computational burden, and minimized candidate frame interference. Extensive experiments confirm that both DFFM and FSM not only enhance current benchmarks, particularly in small target detection, but also accelerate network performance. Importantly, these modules exhibit effective complementarity.

cs.CV

Online Game with Time-Varying Coupled Inequality Constraints

In this paper, online game is studied, where at each time, a group of players aim at selfishly minimizing their own time-varying cost function simultaneously subject to time-varying coupled constraints and local feasible set constraints. Only local cost functions and local constraints are available to individual players, who can share limited information with their neighbors through a fixed and connected graph. In addition, players have no prior knowledge of future cost functions and future local constraint functions. In this setting, a novel decentralized online learning algorithm is devised based on mirror descent and a primal-dual strategy. The proposed algorithm can achieve sublinearly bounded regrets and constraint violation by appropriately choosing decaying stepsizes. Furthermore, it is shown that the generated sequence of play by the designed algorithm can converge to the variational GNE of a strongly monotone game, to which the online game converges. Additionally, a payoff-based case, i.e., in a bandit feedback setting, is also considered and a new payoff-based learning policy is devised to generate sublinear regrets and constraint violation. Finally, the obtained theoretical results are corroborated by numerical simulations.

cs.GT

Linear Convergence of Distributed Aggregative Optimization with Coupled Inequality Constraints

This article investigates a distributed aggregative optimization problem subject to coupled affine inequality constraints, in which local objective functions depend not only on their own decision variables but also on an aggregation of all the agents' variables. To our best knowledge, this work is the first to address this problem, and a novel distributed aggregative primal-dual algorithm is proposed based on the dual diffusion strategy and gradient tracking technique. Through rigorous analysis, it is shown that the devised algorithm converges to the optimal solution at a linear rate. Finally, a numerical example is conducted to illustrate the effectiveness of the theoretical results.

math.OC

Contracted Product of Hypermatrices via STP of Matrices

An equivalent definition of hypermatrices is introduced. The matrix expression of hypermatrices is proposed. Using permutation matrices, the conversion of different matrix expressions is revealed. The various contracted products of hypermatrices are realized by semi-tensor products (STP) of matrices via matrix expressions of hypermatrices.

math.NA

A Generalized Multi-Modal Fusion Detection Framework

LiDAR point clouds have become the most common data source in autonomous driving. However, due to the sparsity of point clouds, accurate and reliable detection cannot be achieved in specific scenarios. Because of their complementarity with point clouds, images are getting increasing attention. Although with some success, existing fusion methods either perform hard fusion or do not fuse in a direct manner. In this paper, we propose a generic 3D detection framework called MMFusion, using multi-modal features. The framework aims to achieve accurate fusion between LiDAR and images to improve 3D detection in complex scenes. Our framework consists of two separate streams: the LiDAR stream and the camera stream, which can be compatible with any single-modal feature extraction network. The Voxel Local Perception Module in the LiDAR stream enhances local feature representation, and then the Multi-modal Feature Fusion Module selectively combines feature output from different streams to achieve better fusion. Extensive experiments have shown that our framework not only outperforms existing benchmarks but also improves their detection, especially for detecting cyclists and pedestrians on KITTI benchmarks, with strong robustness and generalization capabilities. Hopefully, our work will stimulate more research into multi-modal fusion for autonomous driving tasks.

cs.CV

Analysis of Discrete-Time Switched Linear Systems under Logic Dynamic Switchings

The control properties of discrete-time switched linear systems (SLS) with switching signals generated by logical dynamic systems are studied using the semi-tensor product (STP) approach. With the algebraic state space representation (ASSR), the linear modes and the logical generators are aggregated as a hybrid system, leading to the criteria of reachability, controllability, observability, and reconstructibility of the SLSs. Algorithms for checking these properties are given. Then, two kinds of realization problems concerning whether the logical dynamic systems can generate the desired switching signals are investigated, and necessary and sufficient conditions for the realisability of the required switching signals are given with respect to the cases of fixed operating time switching and finite reference signal switching.

eess.SY

Linear Last-Iterate Convergence for Continuous Games with Coupled Inequality Constraints

In this paper, the generalized Nash equilibrium (GNE) seeking problem for continuous games with coupled affine inequality constraints is investigated in a partial-decision information scenario, where each player can only access its neighbors' information through local communication although its cost function possibly depends on all other players' strategies. To this end, a novel decentralized primal-dual algorithm based on consensus and dual diffusion methods is devised for seeking the variational GNE of the studied games. This paper also provides theoretical analysis to show that the designed algorithm converges linearly for the last-iterate, which, to our best knowledge, is the first to propose a linearly convergent GNE seeking algorithm under coupled affine inequality constraints. Finally, a numerical example is presented to demonstrate the effectiveness of the obtained theoretical results.

cs.GT

A Survey of Decision Making in Adversarial Games

Game theory has by now found numerous applications in various fields, including economics, industry, jurisprudence, and artificial intelligence, where each player only cares about its own interest in a noncooperative or cooperative manner, but without obvious malice to other players. However, in many practical applications, such as poker, chess, evader pursuing, drug interdiction, coast guard, cyber-security, and national defense, players often have apparently adversarial stances, that is, selfish actions of each player inevitably or intentionally inflict loss or wreak havoc on other players. Along this line, this paper provides a systematic survey on three main game models widely employed in adversarial games, i.e., zero-sum normal-form and extensive-form games, Stackelberg (security) games, zero-sum differential games, from an array of perspectives, including basic knowledge of game models, (approximate) equilibrium concepts, problem classifications, research frontiers, (approximate) optimal strategy seeking techniques, prevailing algorithms, and practical applications. Finally, promising future research directions are also discussed for relevant adversarial games.

cs.GT

Decentralized Nash Equilibria Learning for Online Game with Bandit Feedback

This paper studies distributed online bandit learning of generalized Nash equilibria for online game, where cost functions of all players and coupled constraints are time-varying. The values rather than full information of cost and local constraint functions are revealed to local players gradually. The goal of each player is to selfishly minimize its own cost function with no future information subject to a strategy set constraint and time-varying coupled inequality constraints. To this end, a distributed online algorithm based on mirror descent and one-point bandit feedback is designed for seeking generalized Nash equilibria of the online game. It is shown that the devised online algorithm achieves sublinear expected regrets and accumulated constraint violation if the path variation of the generalized Nash equilibrium sequence is sublinear. Furthermore, the proposed algorithm is extended to the scenario of delayed bandit feedback, that is, the values of cost and constraint functions are disclosed to local players with time delays. It is also demonstrated that the online algorithm with delayed bandit feedback still has sublinear expected regrets and accumulated constraint violation under some conditions on the path variation and delay. Simulations are presented to illustrate the efficiency of theoretical results.

math.OC

Composition and Application of Current Advanced Driving Assistance System: A Review

Due to the growing awareness of driving safety and the development of sophisticated technologies, advanced driving assistance system (ADAS) has been equipped in more and more vehicles with higher accuracy and lower price. The latest progress in this field has called for a review to sum up the conventional knowledge of ADAS, the state-of-the-art researches, and novel applications in real-world. With the help of this kind of review, newcomers in this field can get basic knowledge easier and other researchers may be inspired with potential future development possibility. This paper makes a general introduction about ADAS by analyzing its hardware support and computation algorithms. Different types of perception sensors are introduced from their interior feature classifications, installation positions, supporting ADAS functions, and pros and cons. The comparisons between different sensors are concluded and illustrated from their inherent characters and specific usages serving for each ADAS function. The current algorithms for ADAS functions are also collected and briefly presented in this paper from both traditional methods and novel ideas. Additionally, discussions about the definition of ADAS from different institutes are reviewed in this paper, and future approaches about ADAS in China are introduced in particular.

cs.AI

Decentralized Online Learning for Noncooperative Games in Dynamic Environments

Decentralized online learning for seeking generalized Nash equilibrium (GNE) of noncooperative games in dynamic environments is studied in this paper. Each player aims at selfishly minimizing its own time-varying cost function subject to time-varying coupled constraints and local feasible set constraints. Only local cost functions and local constraints are available to individual players, who can receive their neighbors' information through a fixed and connected graph. In addition, players have no prior knowledge of cost functions and local constraint functions in the future time. In this setting, a novel distributed online learning algorithm for seeking GNE of the studied game is devised based on mirror descent and a primal-dual strategy. It is shown that the presented algorithm can achieve sublinearly bounded dynamic regrets and constraint violation by appropriately choosing decreasing stepsizes. Finally, the obtained theoretical result is corroborated by a numerical simulation.

math.OC

Aug-PDG: Linear Convergence of Convex Optimization with Inequality Constraints

This paper investigates the convex optimization problem with general convex inequality constraints. To cope with this problem, a discrete-time algorithm, called augmented primal-dual gradient algorithm (Aug-PDG), is studied and analyzed. It is shown that Aug-PDG can converge semi-globally to the optimizer at a linear rate under some mild assumptions, such as the quadratic gradient growth condition for the objective function, which is strictly weaker than strong convexity. To our best knowledge, this paper is the first to establish a linear convergence for the studied problem in the discrete-time setting, where an explicit bound is provided for the stepsize. Finally, a numerical example is presented to illustrate the efficacy of the theoretical finding.

math.OC