Searcharxiv⌕ Search

arXiv subjects

Sergio Grammatico

Publications and source records attributed to Sergio Grammatico.

At least 73 records · Page 4Linked to original sources

Semi-decentralized generalized Nash equilibrium seeking in monotone aggregative games

We address the generalized Nash equilibrium seeking problem for a population of agents playing aggregative games with affine coupling constraints. We focus on semi-decentralized communication architectures, where there is a central coordinator able to gather and broadcast signals of aggregative nature to the agents. By exploiting the framework of monotone operator theory and operator splitting, we first critically review the most relevant available algorithms and then design two novel schemes: (i) a single-layer, fixed-step algorithm with convergence guarantee for general (non cocoercive, non-strictly) monotone aggregative games and (ii) a single-layer proximal-type algorithm for a class of monotone aggregative games with linearly coupled cost functions. We also design novel accelerated variants of the algorithms via (alternating) inertial and over-relaxation steps. Finally, we show via numerical simulations that the proposed algorithms outperform those in the literature in terms of convergence speed.

math.OC↗

Stochastic generalized Nash equilibrium seeking under partial-decision information

We consider for the first time a stochastic generalized Nash equilibrium problem, i.e., with expected-value cost functions and joint feasibility constraints, under partial-decision information, meaning that the agents communicate only with some trusted neighbours. We propose several distributed algorithms for network games and aggregative games that we show being special instances of a preconditioned forward-backward splitting method. We prove that the algorithms converge to a generalized Nash equilibrium when the forward operator is restricted cocoercive by using the stochastic approximation scheme with variance reduction to estimate the expected value of the pseudogradient.

math.OC↗

Training Generative Adversarial Networks via stochastic Nash games

Generative adversarial networks (GANs) are a class of generative models with two antagonistic neural networks: a generator and a discriminator. These two neural networks compete against each other through an adversarial process that can be modeled as a stochastic Nash equilibrium problem. Since the associated training process is challenging, it is fundamental to design reliable algorithms to compute an equilibrium. In this paper, we propose a stochastic relaxed forward-backward (SRFB) algorithm for GANs and we show convergence to an exact solution when an increasing number of data is available. We also show convergence of an averaged variant of the SRFB algorithm to a neighborhood of the solution when only few samples are available. In both cases, convergence is guaranteed when the pseudogradient mapping of the game is monotone. This assumption is among the weakest known in the literature. Moreover, we apply our algorithm to the image generation problem.

cs.LG↗

The distributed dual ascent algorithm is robust to asynchrony

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

math.OC↗

A relaxed-inertial forward-backward-forward algorithm for Stochastic Generalized Nash equilibrium seeking

In this paper we propose a new operator splitting algorithm for distributed Nash equilibrium seeking under stochastic uncertainty, featuring relaxation and inertial effects. Our work is inspired by recent deterministic operator splitting methods, designed for solving structured monotone inclusion problems. The algorithm is derived from a forward-backward-forward scheme for solving structured monotone inclusion problems featuring a Lipschitz continuous and monotone game operator. To the best of our knowledge, this is the first distributed (generalized) Nash equilibrium seeking algorithm featuring acceleration techniques in stochastic Nash games without assuming cocoercivity. Numerical examples illustrate the effect of inertia and relaxation on the performance of our proposed algorithm.

math.OC↗

Distributed projected-reflected-gradient algorithms for stochastic generalized Nash equilibrium problems

We consider the stochastic generalized Nash equilibrium problem (SGNEP) with joint feasibility constraints and expected-value cost functions. We propose a distributed stochastic projected reflected gradient algorithm and show its almost sure convergence when the pseudogradient mapping is monotone and the solution is unique. The algorithm is based on monotone operator splitting methods tailored for SGNEPs when the expected-value pseudogradient mapping is approximated at each iteration via an increasing number of samples of the random variable. Finally, we show that a preconditioned variant of our proposed algorithm has convergence guarantees when the pseudogradient mapping is cocoercive.

math.OC↗

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

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

math.OC↗

Highway Traffic Control via Smart e-Mobility -- Part I: Theory

In this paper, we study how to alleviate highway traffic congestion by encouraging plug-in hybrid and electric vehicles to stop at a charging station around peak congestion times. Specifically, we design a pricing policy to make the charging price dynamic and dependent on the traffic congestion, predicted via the cell transmission model, and the availability of charging spots. Furthermore, we develop a novel framework to model how this policy affects the drivers' decisions by formulating a mixed-integer potential game. Technically, we introduce the concept of "road-to-station" (r2s) and "station-to-road" (s2r) flows, and show that the selfish actions of the drivers converge to charging schedules that are individually optimal in the sense of Nash. In the second part of this work, submitted as a separate paper (Part II: Case Study), we validate the proposed strategy on a simulated highway stretch between The Hague and Rotterdam, in The Netherlands.

eess.SY↗

Highway Traffic Control via Smart e-Mobility -- Part II: Dutch A13 Case Study

In this paper, we study how to alleviate highway traffic congestions by encouraging plug-in electric and hybrid vehicles to stop at charging stations around peak congestion times. Specifically, we focus on a case study and simulate the adoption of a dynamic charging price depending on the traffic congestion. We use real traffic data of the A13 highway stretch between The Hague and Rotterdam, in The Netherlands, to identify the Cell Transmission Model. Then, we apply the algorithm proposed in (Part I: Theory) to different scenarios, validating the theoretical results and showing the benefits of our strategy in terms of traffic congestion alleviation. Finally, we carry out a sensitivity analysis of the proposed algorithm and discuss how to optimize its performance.

eess.SY↗

Payoff distribution in robust coalitional games on time-varying networks

In this paper, we consider a sequence of transferable utility (TU) coalitional games where the coalitional values are unknown but vary within certain bounds. As a solution to the resulting family of games, we formalise the notion of "robust CORE". Our main contribution is to design two distributed algorithms, namely, distributed payoff allocation and distributed bargaining, that converge to a consensual payoff distribution in the robust CORE. We adopt an operator-theoretic perspective to show convergence of both algorithms executed on time-varying communication networks. An energy storage optimization application motivates our framework for "robust coalitional games".

eess.SY↗

A game-theoretic approach for Generative Adversarial Networks

Generative adversarial networks (GANs) are a class of generative models, known for producing accurate samples. The key feature of GANs is that there are two antagonistic neural networks: the generator and the discriminator. The main bottleneck for their implementation is that the neural networks are very hard to train. One way to improve their performance is to design reliable algorithms for the adversarial process. Since the training can be cast as a stochastic Nash equilibrium problem, we rewrite it as a variational inequality and introduce an algorithm to compute an approximate solution. Specifically, we propose a stochastic relaxed forward-backward algorithm for GANs. We prove that when the pseudogradient mapping of the game is monotone, we have convergence to an exact solution or in a neighbourhood of it.

cs.LG↗

A fully-distributed proximal-point algorithm for Nash equilibrium seeking with linear convergence rate

We address the Nash equilibrium problem in a partial-decision information scenario, where each agent can only observe the actions of some neighbors, while its cost possibly depends on the strategies of other agents. Our main contribution is the design of a fully-distributed, single-layer, fixed-step algorithm, based on a proximal best-response augmented with consensus terms. To derive our algorithm, we follow an operator-theoretic approach. First, we recast the Nash equilibrium problem as that of finding a zero of a monotone operator. Then, we demonstrate that the resulting inclusion can be solved in a fully-distributed way via a proximal-point method, thanks to the use of a novel preconditioning matrix. Under strong monotonicity and Lipschitz continuity of the game mapping, We prove linear convergence of our algorithm to a Nash equilibrium. Furthermore, we show that our method outperforms the fastest known gradient-based schemes, both in terms of guaranteed convergence rate, via theoretical analysis, and in practice, via numerical simulations.

math.OC↗

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

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

math.OC↗

Fully distributed Nash equilibrium seeking over time-varying communication networks with linear convergence rate

We design a distributed algorithm for learning Nash equilibria over time-varying communication networks in a partial-decision information scenario, where each agent can access its own cost function and local feasible set, but can only observe the actions of some neighbors. Our algorithm is based on projected pseudo-gradient dynamics, augmented with consensual terms. Under strong monotonicity and Lipschitz continuity of the game mapping, we provide a very simple proof of linear convergence, based on a contractivity property of the iterates. Compared to similar solutions proposed in literature, we also allow for a time-varying communication and derive tighter bounds on the step sizes that ensure convergence. In fact, in our numerical simulations, our algorithm outperforms the existing gradient-based methods, when the step sizes are set to their theoretical upper bounds. Finally, to relax the assumptions on the network structure, we propose a different pseudo-gradient algorithm, which is guaranteed to converge on time-varying balanced directed graphs.

math.OC↗

Learning generalized Nash equilibria in multi-agent dynamical systems via extremum seeking control

In this paper, we consider the problem of learning a generalized Nash equilibrium (GNE) in strongly monotone games. First, we propose a novel continuous-time solution algorithm that uses regular projections and first-order information. As second main contribution, we design a data-driven variant of the former algorithm where each agent estimates their individual pseudo-gradient via zero-order information, namely, measurements of their individual cost function values, as typical of extremum seeking control. Third, we generalize our setup and results for multi-agent systems with nonlinear dynamics. Finally, we apply our algorithms to connectivity control in robotic sensor networks and distributed wind farm optimization.

eess.SY↗

Local Stackelberg equilibrium seeking in generalized aggregative games

We propose a two-layer, semi-decentralized algorithm to compute a local solution to the Stackelberg equilibrium problem in aggregative games with coupling constraints. Specifically, we focus on a single-leader, multiple-follower problem, and after equivalently recasting the Stackelberg game as a mathematical program with complementarity constraints (MPCC), we iteratively convexify a regularized version of the MPCC as inner problem, whose solution generates a sequence of feasible descent directions for the original MPCC. Thus, by pursuing a descent direction at every outer iteration, we establish convergence to a local Stackelberg equilibrium. Finally, the proposed algorithm is tested on a numerical case study involving a hierarchical instance of the charging coordination of Plug-in Electric Vehicles (PEVs).

math.OC↗

An asynchronous distributed and scalable generalized Nash equilibrium seeking algorithm for strongly monotone games

In this paper, we present three distributed algorithms to solve a class of generalized Nash equilibrium (GNE) seeking problems in strongly monotone games. The first one (SD-GENO) is based on synchronous updates of the agents, while the second and the third (AD-GEED and AD-GENO) represent asynchronous solutions that are robust to communication delays. AD-GENO can be seen as a refinement of AD-GEED, since it only requires node auxiliary variables, enhancing the scalability of the algorithm. Our main contribution is to prove converge to a variational GNE of the game via an operator-theoretic approach. Finally, we apply the algorithms to network Cournot games and show how different activation sequences and delays affect convergence. We also compare the proposed algorithms to the only other in the literature (ADAGNES), and observe that AD-GENO outperforms the alternative.

cs.GT↗

A continuous-time distributed generalized Nash equilibrium seeking algorithm over networks for double-integrator agents

We consider a system of single- or double integrator agents playing a generalized Nash game over a network, in a partial-information scenario. We address the generalized Nash equilibrium seeking problem by designing a fully-distributed dynamic controller, based on continuous-time consensus and primal-dual gradient dynamics. Our main technical contribution is to show convergence of the closed-loop system to a variational equilibrium, under strong monotonicity and Lipschitz continuity of the game mapping, by leveraging monotonicity properties and stability theory for projected dynamical systems.

math.OC↗