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Peng Yi

Publications and source records attributed to Peng Yi.

At least 37 records · Page 2Linked to original sources

Distributed Pose-graph Optimization with Multi-level Partitioning for Collaborative SLAM

The back-end module of Distributed Collaborative Simultaneous Localization and Mapping (DCSLAM) requires solving a nonlinear Pose Graph Optimization (PGO) under a distributed setting, also known as SE(d)-synchronization. Most existing distributed graph optimization algorithms employ a simple sequential partitioning scheme, which may result in unbalanced subgraph dimensions due to the different geographic locations of each robot, and hence imposes extra communication load. Moreover, the performance of current Riemannian optimization algorithms can be further accelerated. In this letter, we propose a novel distributed pose graph optimization algorithm combining multi-level partitioning with an accelerated Riemannian optimization method. Firstly, we employ the multi-level graph partitioning algorithm to preprocess the naive pose graph to formulate a balanced optimization problem. In addition, inspired by the accelerated coordinate descent method, we devise an Improved Riemannian Block Coordinate Descent (IRBCD) algorithm and the critical point obtained is globally optimal. Finally, we evaluate the effects of four common graph partitioning approaches on the correlation of the inter-subgraphs, and discover that the Highest scheme has the best partitioning performance. Also, we implement simulations to quantitatively demonstrate that our proposed algorithm outperforms the state-of-the-art distributed pose graph optimization protocols.

cs.RO↗

Distributed Stackelberg Equilibrium Seeking for Networked Multi-Leader Multi-Follower Games with A Clustered Information Structure

The Stackelberg game depicts a leader-follower relationship wherein decisions are made sequentially, and the Stackelberg equilibrium represents an expected optimal solution when the leader can anticipate the rational response of the follower. Motivated by control of network systems with two levels of decision-making hierarchy, such as the management of energy networks and power coordination at cellular networks, a networked multi-leaders and multi-followers Stackelberg game is proposed. Due to the constraint of limited information interaction among players, a clustered information structure is assumed that each leader can only communicate with a portion of overall followers, namely its subordinated followers, and also only with its local neighboring leaders. In this case, the leaders cannot fully anticipate the collective rational response of all followers with its local information. To address Stackelberg equilibrium seeking under this partial information structure, we propose a distributed seeking algorithm based on implicit gradient estimation and network consensus mechanisms. We rigorously prove the convergence of the algorithm for both diminishing and constant step sizes under strict and strong monotonicity conditions, respectively. Furthermore, the model and the algorithm can also incorporate linear equality and inequality constraints into the followers' optimization problems, with the approach of the interior point barrier function. Finally, we present numerical simulations in applications to corroborate our claims on the proposed framework.

eess.SY↗

Deep Learning-Empowered Semantic Communication Systems with a Shared Knowledge Base

Deep learning-empowered semantic communication is regarded as a promising candidate for future 6G networks. Although existing semantic communication systems have achieved superior performance compared to traditional methods, the end-to-end architecture adopted by most semantic communication systems is regarded as a black box, leading to the lack of explainability. To tackle this issue, in this paper, a novel semantic communication system with a shared knowledge base is proposed for text transmissions. Specifically, a textual knowledge base constructed by inherently readable sentences is introduced into our system. With the aid of the shared knowledge base, the proposed system integrates the message and corresponding knowledge from the shared knowledge base to obtain the residual information, which enables the system to transmit fewer symbols without semantic performance degradation. In order to make the proposed system more reliable, the semantic self-information and the source entropy are mathematically defined based on the knowledge base. Furthermore, the knowledge base construction algorithm is developed based on a similarity-comparison method, in which a pre-configured threshold can be leveraged to control the size of the knowledge base. Moreover, the simulation results have demonstrated that the proposed approach outperforms existing baseline methods in terms of transmitted data size and sentence similarity.

cs.AI↗

CValues: Measuring the Values of Chinese Large Language Models from Safety to Responsibility

With the rapid evolution of large language models (LLMs), there is a growing concern that they may pose risks or have negative social impacts. Therefore, evaluation of human values alignment is becoming increasingly important. Previous work mainly focuses on assessing the performance of LLMs on certain knowledge and reasoning abilities, while neglecting the alignment to human values, especially in a Chinese context. In this paper, we present CValues, the first Chinese human values evaluation benchmark to measure the alignment ability of LLMs in terms of both safety and responsibility criteria. As a result, we have manually collected adversarial safety prompts across 10 scenarios and induced responsibility prompts from 8 domains by professional experts. To provide a comprehensive values evaluation of Chinese LLMs, we not only conduct human evaluation for reliable comparison, but also construct multi-choice prompts for automatic evaluation. Our findings suggest that while most Chinese LLMs perform well in terms of safety, there is considerable room for improvement in terms of responsibility. Moreover, both the automatic and human evaluation are important for assessing the human values alignment in different aspects. The benchmark and code is available on ModelScope and Github.

cs.CL↗

Multi-Cluster Aggregative Games: A Linearly Convergent Nash Equilibrium Seeking Algorithm and its Applications in Energy Management

We propose a type of non-cooperative game, termed multi-cluster aggregative game, which is composed of clusters as players, where each cluster consists of collaborative agents with cost functions depending on their own decisions and the aggregate quantity of each participant cluster to modeling large-scale and hierarchical multi-agent systems. This novel game model is motivated by decision-making problems in competitive-cooperative network systems with large-scale nodes, such as the Energy Internet. To address challenges arising in seeking Nash equilibrium for such network systems, we develop an algorithm with a hierarchical communication topology which is a hybrid with distributed and semi-decentralized protocols. The upper level consists of cluster coordinators estimating the aggregate quantities with local communications, while the lower level is cluster subnets composed of its coordinator and agents aiming to track the gradient of the corresponding cluster. In particular, the clusters exchange the aggregate quantities instead of their decisions to relieve the burden of communication. Under strongly monotone and mildly Lipschitz continuous assumptions, we rigorously prove that the algorithm linearly converges to a Nash equilibrium with a fixed step size.We present the applications in the context of the Energy Internet. Furthermore, the numerical results verify the effectiveness of the algorithm.

cs.MA↗

Distributed Prediction-Correction Algorithms for Time-Varying Nash Equilibrium Tracking

This paper focuses on a time-varying Nash equilibrium trajectory tracking problem, that is applicable to a wide range of non-cooperative game applications arising in dynamic environments. To solve this problem, we propose a distributed prediction correction algorithm, termed DPCA, in which each player predicts future strategies based on previous observations and then exploits predictions to effectively track the NE trajectory by using one or multiple distributed gradient descent steps across a network. We rigorously demonstrate that the tracking sequence produced by the proposed algorithm is able to track the time-varying NE with a bounded error. We also show that the tracking error can be arbitrarily close to zero when the sampling period is small enough. Furthermore, we achieve linear convergence for the time-invariant Nash equilibrium seeking problem as a special case of our results. Finally, a numerical simulation of a multi-robot surveillance scenario verifies the tracking performance and the prediction necessary for the proposed algorithm.

math.OC↗

Distributed Projection-free Algorithm for Constrained Aggregative Optimization

In this paper, we focus on solving a distributed convex aggregative optimization problem in a network, where each agent has its own cost function which depends not only on its own decision variables but also on the aggregated function of all agents' decision variables. The decision variable is constrained within a feasible set. In order to minimize the sum of the cost functions when each agent only knows its local cost function, we propose a distributed Frank-Wolfe algorithm based on gradient tracking for the aggregative optimization problem where each node maintains two estimates, namely an estimate of the sum of agents' decision variable and an estimate of the gradient of global function. The algorithm is projection-free, but only involves solving a linear optimization to get a search direction at each step. We show the convergence of the proposed algorithm for convex and smooth objective functions over a time-varying network. Finally, we demonstrate the convergence and computational efficiency of the proposed algorithm via numerical simulations.

math.OC↗

Distributed Optimization with Projection-free Dynamics

We consider continuous-time dynamics for distributed optimization with set constraints in the paper. To handle the computational complexity of projection-based dynamics due to solving a general quadratic optimization subproblem with projection, we propose a distributed projection-free dynamics by employing the Frank-Wolfe method, also known as the conditional gradient algorithm. The process searches a feasible descent direction by solving an alternative linear optimization instead of a quadratic one. To make the approach applicable over weight-balanced digraphs, we design a dynamics for the consensus of local decision variables and another dynamics of auxiliary variables to track the global gradient. Then we prove the convergence of the dynamical systems to the optimal solution, and provide detailed numerical comparisons with both projection-based dynamics and other distributed projection-free algorithms. Also, we derive the distributed discrete-time scheme following the instructive ideas of the proposed dynamics and provide its accordingly convergence rate.

math.OC↗

Generalized Multi-cluster Game under Partial-decision Information with Applications to Management of Energy Internet

The decision making and management of many engineering networks involves multiple parties with conflicting interests, while each party is constituted with multiple agents. Such problems can be casted as a multi-cluster game. Each cluster is treated as a self-interested player in a non-cooperative game where agents in the same cluster cooperate together to optimize the payoff function of the cluster. In a large-scale network, the information of agents in a cluster can not be available immediately for agents beyond this cluster, which raise challenges to the existing Nash equilibrium seeking algorithms. Hence, we consider a partial-decision information scenario in generalized Nash equilibrium seeking for multi-cluster games in a distributed manner. We reformulate the problem as finding zeros of the sum of preconditioned monotone operators by the primal-dual analysis and graph Laplacian matrix. Then a distributed generalized Nash equilibrium seeking algorithm is proposed without requiring fully awareness of its opponent clusters' decisions based on a forward-backward-forward method. With the algorithm, each agent estimates the strategies of all the other clusters by communicating with neighbors via an undirected network. We show that the derived operators can be monotone when the communication strength parameter is sufficiently large. We prove the algorithm convergence resorting to the fixed point theory by providing a sufficient condition. We discuss its potential application in Energy Internet with numerical studies.

cs.GT↗

No-regret learning for repeated non-cooperative games with lossy bandits

This paper considers no-regret learning for repeated continuous-kernel games with lossy bandit feedback. Since it is difficult to give the explicit model of the utility functions in dynamic environments, the players' action can only be learned with bandit feedback. Moreover, because of unreliable communication channels or privacy protection, the bandit feedback may be lost or dropped at random. Therefore, we study the asynchronous online learning strategy of the players to adaptively adjust the next actions for minimizing the long-term regret loss. The paper provides a novel no-regret learning algorithm, called Online Gradient Descent with lossy bandits (OGD-lb). We first give the regret analysis for concave games with differentiable and Lipschitz utilities. Then we show that the action profile converges to a Nash equilibrium with probability 1 when the game is also strictly monotone. We further provide the mean square convergence rate $\mathcal{O}\left(k^{-2\min\{β, 1/6\}}\right)$ when the game is $β-$ strongly monotone. In addition, we extend the algorithm to the case when the loss probability of the bandit feedback is unknown, and prove its almost sure convergence to Nash equilibrium for strictly monotone games. Finally, we take the resource management in fog computing as an application example, and carry out numerical experiments to empirically demonstrate the algorithm performance.

cs.LG↗

Distributed coordination for seeking the optimal Nash equilibrium of aggregative games

This paper aims to design a distributed coordination algorithm for solving a multi-agent decision problem with a hierarchical structure. The primary goal is to search the Nash equilibrium of a noncooperative game such that each player has no incentive to deviate from the equilibrium under its private objective. Meanwhile, the agents can coordinate to optimize the social cost within the set of Nash equilibria of the underlying game. Such an optimal Nash equilibrium problem can be modeled as a distributed optimization problem with variational inequality constraints. We consider the scenario where the objective functions of both the underlying game and social cost optimization problem have a special aggregation structure. Since each player only has access to its local objectives while cannot know all players' decisions, a distributed algorithm is highly desirable. By utilizing the Tikhonov regularization and dynamical averaging tracking technique, we propose a distributed coordination algorithm by introducing an incentive term in addition to the gradient-based Nash equilibrium seeking, so as to intervene players' decisions to improve the system efficiency. We prove its convergence to the optimal Nash equilibrium of a monotone aggregative game with simulation studies.

math.OC↗

An Optimal Distributed Algorithm with Operator Extrapolation for Stochastic Aggregative Games

This work studies Nash equilibrium seeking for a class of stochastic aggregative games, where each player has an expectation-valued objective function depending on its local strategy and the aggregate of all players' strategies. We propose a distributed algorithm with operator extrapolation, in which each player maintains an estimate of this aggregate by exchanging this information with its neighbors over a time-varying network, and updates its decision through the mirror descent method. An operator extrapolation at the search direction is applied such that the two step historical gradient samples are utilized to accelerate the convergence. Under the strongly monotone assumption on the pseudo-gradient mapping, we prove that the proposed algorithm can achieve the optimal convergence rate of $\mathcal{O}(1/k)$ for Nash equilibrium seeking of stochastic games. Finally, the algorithm performance is demonstrated via numerical simulations.

math.OC↗

Nash Equilibrium Seeking Over Directed Graphs

In this paper, we aim to develop distributed continuous-time algorithms over directed graphs to seek the Nash equilibrium in a noncooperative game. Motivated by the recent consensus-based designs, we present a distributed algorithm with a proportional gain for weight-balanced directed graphs. By further embedding a distributed estimator of the left eigenvector associated with zero eigenvalue of the graph Laplacian, we extend it to the case with arbitrary strongly connected directed graphs having possible unbalanced weights. In both cases, the Nash equilibrium is proven to be exactly reached with an exponential convergence rate. An example is given to illustrate the validity of the theoretical results.

math.OC↗

Distributed Variable Sample-size Stochastic Optimization with Fixed Step-sizes

The paper considers distributed stochastic optimization over randomly switching networks, where agents collaboratively minimize the average of all agents' local expectation-valued convex cost functions. Due to the stochasticity in gradient observations, distributedness of local functions, and randomness of communication topologies, distributed algorithms with a convergence guarantee under fixed step-sizes have not been achieved yet. This work incorporates variance reduction scheme into the distributed stochastic gradient tracking algorithm, where local gradients are estimated by averaging across a variable number of sampled gradients. With an identically and independently distributed (i.i.d.) random network, we show that all agents' iterates converge almost surely to the same optimal solution under fixed step-sizes. When the global cost function is strongly convex and the sample size increases at a geometric rate, we prove that the iterates geometrically converge to the unique optimal solution, and establish the iteration, oracle, and communication complexity. The algorithm performance including rate and complexity analysis are further investigated with constant step-sizes and a polynomially increasing sample size. Finally, the empirical algorithm performance are illustrated with numerical examples.

math.OC↗

Degrade is Upgrade: Learning Degradation for Low-light Image Enhancement

Low-light image enhancement aims to improve an image's visibility while keeping its visual naturalness. Different from existing methods tending to accomplish the relighting task directly by ignoring the fidelity and naturalness recovery, we investigate the intrinsic degradation and relight the low-light image while refining the details and color in two steps. Inspired by the color image formulation (diffuse illumination color plus environment illumination color), we first estimate the degradation from low-light inputs to simulate the distortion of environment illumination color, and then refine the content to recover the loss of diffuse illumination color. To this end, we propose a novel Degradation-to-Refinement Generation Network (DRGN). Its distinctive features can be summarized as 1) A novel two-step generation network for degradation learning and content refinement. It is not only superior to one-step methods, but also capable of synthesizing sufficient paired samples to benefit the model training; 2) A multi-resolution fusion network to represent the target information (degradation or contents) in a multi-scale cooperative manner, which is more effective to address the complex unmixing problems. Extensive experiments on both the enhancement task and joint detection task have verified the effectiveness and efficiency of our proposed method, surpassing the SOTA by \textit{0.70dB on average and 3.18\% in mAP}, respectively. The code is available at \url{https://github.com/kuijiang0802/DRGN}.

cs.CV↗

The Interplay Between Solute Atoms and Vacancy Clusters in Magnesium Alloys

Atomic-scale calculations indicate that both stress effects and chemical binding contribute to the redistribution of solute in the presence of vacancy clusters in magnesium alloys. As the size of the vacancy cluster increases, chemical binding becomes more important relative to stress. By affecting the diffusivity of vacancies and vacancy clusters, solute atoms facilitate clustering and stabilize the resulting vacancy clusters, increasing their potential to promote solute segregation and to serve as heterogeneous nucleation sites during precipitation. Experimental observation of solute segregation in simultaneously deformed and aged Mg-Al alloys provides support for this mechanism.

cond-mat.mtrl-sci↗

Exponentially convergent distributed Nash equilibrium seeking for constrained aggregative games

Distributed Nash equilibrium seeking of aggregative games is investigated and a continuous-time algorithm is proposed. The algorithm is designed by virtue of projected gradient play dynamics and distributed average tracking dynamics, and is applicable to games with constrained strategy sets and weight-balanced communication graphs. We obtain an exponential convergence of the proposed algorithm to the Nash equilibrium. Numerical examples illustrate the effectiveness of our methods.

math.OC↗

EEGDnet: Fusing Non-Local and Local Self-Similarity for 1-D EEG Signal Denoising with 2-D Transformer

Electroencephalogram (EEG) has shown a useful approach to produce a brain-computer interface (BCI). One-dimensional (1-D) EEG signal is yet easily disturbed by certain artifacts (a.k.a. noise) due to the high temporal resolution. Thus, it is crucial to remove the noise in received EEG signal. Recently, deep learning-based EEG signal denoising approaches have achieved impressive performance compared with traditional ones. It is well known that the characteristics of self-similarity (including non-local and local ones) of data (e.g., natural images and time-domain signals) are widely leveraged for denoising. However, existing deep learning-based EEG signal denoising methods ignore either the non-local self-similarity (e.g., 1-D convolutional neural network) or local one (e.g., fully connected network and recurrent neural network). To address this issue, we propose a novel 1-D EEG signal denoising network with 2-D transformer, namely EEGDnet. Specifically, we comprehensively take into account the non-local and local self-similarity of EEG signal through the transformer module. By fusing non-local self-similarity in self-attention blocks and local self-similarity in feed forward blocks, the negative impact caused by noises and outliers can be reduced significantly. Extensive experiments show that, compared with other state-of-the-art models, EEGDnet achieves much better performance in terms of both quantitative and qualitative metrics.

eess.SP↗