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S. Rasoul Etesami

Publications and source records attributed to S. Rasoul Etesami.

At least 19 recordsLinked to original sources

Fully Online Decentralized Learning in Stochastic Games with Unknown Independent Chains

We consider stochastic games with independent controlled chains and unknown transition kernels, where players observe only their local states and realized payoffs. We develop a fully online, decentralized, and uncoordinated mirror-descent algorithm that operates in the dual space of occupancy measures for approximating stationary Nash equilibrium (NE) policies. The algorithm uses a single transition/reward sample at every primitive time step, relies only on local information, and requires neither coverage of the joint state space nor synchronized episodes. Under uniform-ergodicity and finite-coverage assumptions, we show that, with high probability, the time-averaged fixed-comparator regret decays at the canonical $O(T^{-1/2})$ rate, up to logarithmic factors and polynomial dependence on the game parameters. In particular, the complexity depends on the cover times of the individual local state spaces rather than the product state space, avoiding exponential dependence on the number of players and the sizes of the joint state and action spaces. The resulting finite-time regret bound further yields an approximate coarse-correlated-equilibrium guarantee, which is natural for arbitrary reward functions since computing a stationary $ε$-NE is PPAD-hard in this setting. Under an additional global variational-stability condition, we show that the same fully online algorithm converges asymptotically in the last iterate to a stationary $ε$-NE. Our results provide a fully online and scalable learning framework for stochastic games with unknown independent chains. The algorithm can also be viewed as a primal-dual framework for Markov games that exploits the independence and local structure of the players' controlled transition chains.

cs.LG↗

Dynamic Transaction Scheduling and Pricing in the Ethereum Mempool

The Ethereum blockchain utilizes the EIP-1559 algorithm to manage transaction inclusion and block assembly. However, EIP-1559 and much of the existing literature study this problem from a static perspective, focusing on price evolution without modelling transaction dynamics within the mempool. Motivated by this limitation, we study a dynamic transaction scheduling problem in which transactions with heterogeneous sizes and per-unit values arrive over time and remain in the mempool until scheduled. To capture the stochastic mempool evolution, we formulate the problem as a Markov Decision Process (MDP) whose state represents the mempool configuration and whose actions correspond to block prices. We first provide a primal-dual interpretation of the static EIP-1559 mechanism, showing that block prices arise naturally as dual variables of a social-welfare maximization problem. Building on this perspective, we extend the framework to the dynamic setting and formulate an objective that maximizes long-run discounted reward while incorporating holding costs and overshoot penalties. We then employ a Natural Policy Gradient (NPG) algorithm to compute the optimal policy. Our results show that dynamic pricing stabilizes the mempool while maximizing long-run discounted reward. In particular, as the overshoot penalty increases, the average scheduled transaction volume converges to the target block capacity, and the resulting NPG updates closely resemble the EIP-1559 price update rule. Finally, we study two special cases of the MDP formulation: homogeneous transactions and uniform arrivals. In the homogeneous setting, where the protocol directly controls scheduled volume, we show that the optimal policy has a threshold structure. We then propose a bang-bang pricing mechanism for uniform arrivals and derive a lower bound on the block capacity needed to ensure system stability.

cs.GT↗

High-Probability Nash Regret for Decentralized Learning in Markov $α$-Potential Games: Episodic and Fully Online Asynchronous Algorithms with Applications to Markov Congestion Games

We study decentralized learning of Nash equilibria (NE) in infinite-horizon discounted Markov games under bandit feedback, focusing on Markov $α$-potential games. We develop KL-projected natural policy gradient (NPG) algorithms in two settings: an episodic setting with frozen policies during sampling and a fully online setting in which players receive a single realized cost sample per time step and update their policies asynchronously along a continuing trajectory. We establish finite-time high-probability NE regret bounds of order $\widetilde O(T^{-1/4})$ and $\widetilde O(T^{-2/15})$ for the episodic and fully online settings, respectively, up to fixed approximation terms. Crucially, our bounds eliminate the distribution-mismatch coefficient, which can scale prohibitively with the size of the state space, while accommodating potential approximation, estimation-oracle bias, and transition sensitivity. We further identify a state-wise potential structure that yields sharper guarantees with additive dependence on the potential approximation error $α$. We specialize the framework to independent-resource Markov congestion games (IMCGs), establish their approximate-potential and transition-sensitivity properties, and construct decentralized estimation oracles from realized costs. As an application, we introduce strategic online job scheduling on stochastic machines and obtain a scalable decentralized algorithm for learning stable dispatching policies. Overall, our results provide the first finite-time high-probability NE regret guarantees for fully online asynchronous decentralized learning in Markov $α$-potential games, remove distribution-mismatch coefficients from the regret bounds, accommodate fixed estimation-oracle bias, and provide scalable decentralized learning with finite-time guarantees for IMCGs.

cs.LG↗

Regret-Guaranteed Safe Switching: LQR Setting with Unknown Dynamics

We consider learning-based control in LQR setting, where the parameters associated with each mode are a priori unknown. The next mode to be activated is revealed online only at the time of switching. The objective is to determine both the switching times and the control gains for each mode such that (1) the norm of the system state remains bounded according to a prescribed criterion, and (2) the accumulated cost is minimized. To formalize the state-norm requirement, we introduce the notion of $(α,β)$-controllability for given parameters $α$ and $β$. We first study the problem in a known model setting and show that, under the switching mechanism described above and under the assumption that each mode is visited infinitely often, the strategy that minimizes the average expected cost consists of applying, in each mode, the feedback gain obtained from the solution of the discrete algebraic Riccati equation, while selecting dwell times that sufficiently satisfy the controllability condition. We refer to this strategy as the benchmark policy. Next, we propose an algorithm for the unknown-model setting that minimizes the regret, defined as the difference between the cumulative cost incurred by the online algorithm and that of the offline benchmark. By accurately estimating dwell-time errors, our method achieves an expected regret of $\mathcal{O}(|\mathcal{M}|^{1/4} n_s^{3/4} + n_m)$, where $n_s$ denotes the number of switches, $|\mathcal{M}|$ is the number of modes, and $n_m$ is the number of malignant switches.

eess.SY↗

Scaling Limit of a Stochastic Clustering Model on $\mathbb{R}$

We consider an infinite-dimensional stochastic clustering model on $\mathbb{R}$. In discrete time, each point of a unit-intensity simple point process moves halfway toward either of its left or right neighbors, chosen uniformly at random. Co-located points are merged into a single point, and the resulting simple point process is rescaled to unit intensity. We show that, when the point processes are shifted so that there is a point at the origin, the dynamics have a unique weak limit when the initial point process is renewal. For this limiting point process, the gap distribution has exponential tails. We also show that for the time-reversed process and with an appropriate scaling in space, there is a limiting (random) distribution function on $\mathbb{R}$, whose associated measure assigns to $\mathbb{R}$ a measure corresponding to the gap between consecutive points. Finally, we discuss several relevant research directions.

math.PR↗

A Game-Theoretic Framework for Distributed Load Balancing: Static and Dynamic Game Models

Motivated by applications in job scheduling, queuing networks, and load balancing in cyber-physical systems, we develop and analyze a game-theoretic framework to balance the load among servers in static and dynamic settings. In these applications, jobs/tasks are held by selfish entities that do not want to coordinate with each other, yet the goal is to balance the load among servers in a distributed manner. First, we provide a static game formulation in which each player holds a job with a specific processing requirement and wants to schedule it fractionally among a set of heterogeneous servers to minimize its average processing time. We show that this static game is a potential game with a pure Nash equilibrium (NE). In particular, the best-response dynamics converge to such an NE after $n$ iterations, where $n$ is the number of players. Additionally, we bound the price of anarchy (PoA) of the static game in terms of game parameters. We then extend our results to a dynamic game setting, where jobs arrive and get processed, and players observe the load on the servers to decide how to schedule their jobs. In this setting, we show that if the players update their strategies using dynamic best-response, the system eventually becomes fully load-balanced and the players' strategies converge to the pure NE of the static game. In particular, we show that the convergence time scales only polynomially with respect to the game parameters. Finally, we provide numerical results to evaluate the performance of our proposed algorithms.

cs.GT↗

Online Learning for Dynamic Vickrey-Clarke-Groves Mechanism in Unknown Environments

We consider the problem of online dynamic mechanism design for sequential auctions in unknown environments, where the underlying market and, thus, the bidders' values vary over time as interactions between the seller and the bidders progress. We model the sequential auctions as an infinite-horizon average-reward Markov decision process (MDP). In each round, the seller determines an allocation and sets a payment for each bidder, while each bidder receives a private reward and submits a sealed bid to the seller. The state, which represents the underlying market, evolves according to an unknown transition kernel and the seller's allocation policy without episodic resets. We first extend the Vickrey-Clarke-Groves (VCG) mechanism to sequential auctions, thereby obtaining a dynamic counterpart that preserves the desired properties: efficiency, truthfulness, and individual rationality. We then focus on the online setting and develop a reinforcement learning algorithm for the seller to learn the underlying MDP and implement a mechanism that closely resembles the dynamic VCG mechanism. We show that the learned mechanism approximately satisfies efficiency, truthfulness, and individual rationality and achieves guaranteed performance in terms of various notions of regret.

cs.GT↗

GUARD: Guided Unlearning and Retention via Data Attribution for Large Language Models

Unlearning in large language models is becoming increasingly important due to regulatory compliance, copyright protection, and privacy concerns. However, a key challenge in LLM unlearning is unintended forgetting, where the removal of specific data inadvertently impairs the utility of the model and its retention of valuable, desired information. While prior work has primarily focused on architectural innovations, the influence of data-level factors on unlearning performance remains underexplored. As a result, existing methods often suffer from degraded retention when forgetting high-impact data. To address this problem, we propose GUARD, a novel framework for Guided Unlearning And Retention via Data attribution. At its core, GUARD introduces a lightweight proxy data attribution metric tailored for LLM unlearning, which quantifies the alignment between the Forget and Retain sets while remaining computationally efficient. Building on this, we design a novel unlearning objective that assigns adaptive, nonuniform unlearning weights to samples, inversely proportional to their proxy attribution scores. Through such a reallocation of unlearning power, GUARD mitigates unintended retention loss. We also provide rigorous theoretical guarantees that GUARD significantly improves retention while maintaining forgetting metrics comparable to prior methods. Extensive experiments on the TOFU and MUSE benchmarks across multiple LLM architectures demonstrate that GUARD reduces utility sacrifice on the TOFU Retain Set by up to 194.92 percent in terms of Truth Ratio when forgetting 10 percent of the training data, and improves knowledge retention on the MUSE NEWS Retain Set by 16.20 percent, with comparable or very moderate increases in privacy loss compared to state-of-the-art methods.

cs.LG↗

A Fixed Point Framework for the Existence of EFX Allocations

We consider the problem of the existence of an envy-free allocation up to any good (EFX) for linear valuations and establish new results by connecting this problem to a fixed point framework. Specifically, we first use randomized rounding to extend the discrete EFX constraints into a continuous space and show that an EFX allocation exists if and only if the optimal value of the continuously extended objective function is nonpositive. In particular, we demonstrate that this optimization problem can be formulated as an unconstrained difference of convex (DC) program, which can be further simplified to the minimization of a piecewise linear concave function over a polytope. Leveraging this connection, we show that the proposed DC program has a nonpositive optimal objective value if and only if a well-defined continuous vector map admits a fixed point. Crucially, we prove that the reformulated fixed point problem satisfies all the conditions of Brouwer's fixed point theorem, except that self-containedness is violated by an arbitrarily small positive constant. To address this, we propose a slightly perturbed continuous map that always admits a fixed point. This fixed point serves as a proxy for the fixed point (if it exists) of the original map, and hence for an EFX allocation through an appropriate transformation. Our results offer a new approach to establishing the existence of EFX allocations through fixed point theorems. Moreover, the equivalence with DC programming enables a more efficient and systematic method for computing such allocations (if one exists) using tools from nonlinear optimization. Our findings bridge the discrete problem of finding an EFX allocation with two continuous frameworks: solving an unconstrained DC program and identifying a fixed point of a continuous vector map.

cs.GT↗

The 2R-Conjecture for the Hegselmann--Krause Model: A Proof in Expectation and New Directions

Hegselmann--Krause models are localized, distributed averaging dynamics on spatial data. A key aspect of these dynamics is that they lead to cluster formation, which has important applications in geographic information systems, dynamic clustering algorithms, opinion dynamics, and social networks. For these models, the key questions are whether a fixed point exists and, if so, characterizing it. In this work, we establish new results towards the "2R-Conjecture" for the Hegselmann--Krause model, for which no meaningful progress, or even any precise statement, has been made since its introduction in 2007. This conjecture relates to the structure of the fixed point when there are a large number of agents per unit space. We provide, among other results, a proof in expectation and a statement of a stronger result that is supported by simulation. The key methodological contribution is to consider the dynamics as an infinite-dimensional problem on the space of point processes, rather than on finitely many points. This enables us to leverage stationarity, shift invariance, and certain other symmetries to obtain the results. These techniques do not have finite-dimensional analogs.

physics.soc-ph↗

Dynamic Batching of Online Arrivals to Leverage Economies of Scale

Many settings, such as matching riders to drivers in ride-hailing platforms or in-stream video advertising, require handling arrivals over time. In such applications, it is often beneficial to group the arriving orders or requests into batches and process the larger batches rather than individual arrivals. However, waiting too long to create larger batches incurs a waiting cost for past arrivals. On the other hand, processing the arrivals too soon leads to higher processing costs by missing the economies of scale of grouping larger numbers of arrivals into larger batches. Moreover, the timing of the next arrival is often unknown, meaning fixed-size batches or fixed waiting times tend to be poor choices. In this work, we consider the problem of finding the optimal batching schedule to minimize the sum of waiting time and processing cost under both offline and online settings. In the offline problem in which all arrival times are known a priori, we show that the optimal batching schedule can be found in polynomial time by reducing it to a shortest path problem on a weighted acyclic graph. For the online problem with unknown arrival times, we develop algorithms that are provably competitive for a broad range of processing-cost functions. We also provide a lower bound on the competitive ratio that no online algorithm can beat. Finally, we run numerical experiments on simulated and real data to demonstrate the effectiveness of our algorithms against the offline benchmark.

cs.DS↗

Distributed Nash Equilibrium Seeking in Non-Monotone Games over the Simplex

In this work, we present a novel characterization of approximate Nash equilibria in a class of convex games over the simplex. To achieve this, we regularize the utility functions using the Shannon entropy term, connect the solutions to the regularized game with the set of Nash equilibria, and formulate a multi-objective optimization problem to solve the regularized game. Based on the obtained properties of the stationary points in this optimization problem, we formulate two distributed heuristic algorithms to compute an approximate Nash equilibrium of the original game.

math.OC↗

From Critique to Clarity: A Pathway to Faithful and Personalized Code Explanations with Large Language Models

In the realm of software development, providing accurate and personalized code explanations is crucial for both technical professionals and business stakeholders. Technical professionals benefit from enhanced understanding and improved problem-solving skills, while business stakeholders gain insights into project alignments and transparency. Despite the potential, generating such explanations is often time-consuming and challenging. This paper presents an innovative approach that leverages the advanced capabilities of large language models (LLMs) to generate faithful and personalized code explanations. Our methodology integrates prompt enhancement, self-correction mechanisms, personalized content customization, and interaction with external tools, facilitated by collaboration among multiple LLM agents. We evaluate our approach using both automatic and human assessments, demonstrating that our method not only produces accurate explanations but also tailors them to individual user preferences. Our findings suggest that this approach significantly improves the quality and relevance of code explanations, offering a valuable tool for developers and stakeholders alike.

cs.SE↗

Decentralized and Uncoordinated Learning of Stable Matchings: A Game-Theoretic Approach

We consider the problem of learning stable matchings with unknown preferences in a decentralized and uncoordinated manner, where "decentralized" means that players make decisions individually without the influence of a central platform, and "uncoordinated" means that players do not need to synchronize their decisions using pre-specified rules. First, we provide a game formulation for this problem with known preferences, where the set of pure Nash equilibria (NE) coincides with the set of stable matchings, and mixed NE can be rounded to a stable matching. Then, we show that for hierarchical markets, applying the exponential weight (EXP) learning algorithm to the stable matching game achieves logarithmic regret in a fully decentralized and uncoordinated fashion. Moreover, we show that EXP converges locally and exponentially fast to a stable matching in general markets. We also introduce another decentralized and uncoordinated learning algorithm that globally converges to a stable matching with arbitrarily high probability. Finally, we provide stronger feedback conditions under which it is possible to drive the market faster toward an approximate stable matching. Our proposed game-theoretic framework bridges the discrete problem of learning stable matchings with the problem of learning NE in continuous-action games.

cs.GT↗

Faster Convergence of Local SGD for Over-Parameterized Models

Modern machine learning architectures are often highly expressive. They are usually over-parameterized and can interpolate the data by driving the empirical loss close to zero. We analyze the convergence of Local SGD (or FedAvg) for such over-parameterized models in the heterogeneous data setting and improve upon the existing literature by establishing the following convergence rates. For general convex loss functions, we establish an error bound of $Ø(1/T)$ under a mild data similarity assumption and an error bound of $Ø(K/T)$ otherwise, where $K$ is the number of local steps and $T$ is the total number of iterations. For non-convex loss functions we prove an error bound of $Ø(K/T)$. These bounds improve upon the best previous bound of $Ø(1/\sqrt{nT})$ in both cases, where $n$ is the number of nodes, when no assumption on the model being over-parameterized is made. We complete our results by providing problem instances in which our established convergence rates are tight to a constant factor with a reasonably small stepsize. Finally, we validate our theoretical results by performing large-scale numerical experiments that reveal the convergence behavior of Local SGD for practical over-parameterized deep learning models, in which the $Ø(1/T)$ convergence rate of Local SGD is clearly shown.

cs.LG↗

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.

cs.IT↗

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.

cs.IT↗

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.

cs.GT↗