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Tamer Başar

Publications and source records attributed to Tamer Başar.

At least 55 records · Page 3Linked to original sources

Structure Matters: Dynamic Policy Gradient

In this work, we study $γ$-discounted infinite-horizon tabular Markov decision processes (MDPs) and introduce a framework called dynamic policy gradient (DynPG). The framework directly integrates dynamic programming with (any) policy gradient method, explicitly leveraging the Markovian property of the environment. DynPG dynamically adjusts the problem horizon during training, decomposing the original infinite-horizon MDP into a sequence of contextual bandit problems. By iteratively solving these contextual bandits, DynPG converges to the stationary optimal policy of the infinite-horizon MDP. To demonstrate the power of DynPG, we establish its non-asymptotic global convergence rate under the tabular softmax parametrization, focusing on the dependencies on salient but essential parameters of the MDP. By combining classical arguments from dynamic programming with more recent convergence arguments of policy gradient schemes, we prove that softmax DynPG scales polynomially in the effective horizon $(1-γ)^{-1}$. Our findings contrast recent exponential lower bound examples for vanilla policy gradient.

cs.LG↗

Revisiting Game-Theoretic Control in Socio-Technical Networks: Emerging Design Frameworks and Contemporary Applications

Socio-technical networks represent emerging cyber-physical infrastructures that are tightly interwoven with human networks. The coupling between human and technical networks presents significant challenges in managing, controlling, and securing these complex, interdependent systems. This paper investigates game-theoretic frameworks for the design and control of socio-technical networks, with a focus on critical applications such as misinformation management, infrastructure optimization, and resilience in socio-cyber-physical systems (SCPS). Core methodologies, including Stackelberg games, mechanism design, and dynamic game theory, are examined as powerful tools for modeling interactions in hierarchical, multi-agent environments. Key challenges addressed include mitigating human-driven vulnerabilities, managing large-scale system dynamics, and countering adversarial threats. By bridging individual agent behaviors with overarching system goals, this work illustrates how the integration of game theory and control theory can lead to robust, resilient, and adaptive socio-technical networks. This paper highlights the potential of these frameworks to dynamically align decentralized agent actions with system-wide objectives of stability, security, and efficiency.

eess.SY↗

Fully Decentralized Task Offloading in Multi-Access Edge Computing Systems

We consider the problem of task offloading in multi-access edge computing (MEC) systems constituting $N$ devices assisted by an edge server (ES), where the devices can split task execution between a local processor and the ES. Since the local task execution and communication with the ES both consume power, each device must judiciously choose between the two. We model the problem as a large population non-cooperative game among the $N$ devices. Since computation of an equilibrium in this scenario is difficult due to the presence of a large number of devices, we employ the mean-field game framework to reduce the finite-agent game problem to a generic user's multi-objective optimization problem, with a coupled consistency condition. By leveraging the novel age of information (AoI) metric, we invoke techniques from stochastic hybrid systems (SHS) theory and study the tradeoffs between increasing information freshness and reducing power consumption. In numerical simulations, we validate that a higher load at the ES may lead devices to upload their task to the ES less often.

cs.IT↗

Age of Coded Updates In Gossip Networks Under Memory and Memoryless Schemes

We consider an information update system on a gossip network, where a source node encodes information into $n$ total keys such that any subset of at least $k+1$ keys can fully reconstruct the original information. This encoding process follows the principles of a $k$-out-of-$n$ threshold system. The encoded updates are then disseminated across the network through peer-to-peer communication. We have two different types of nodes in a network: subscriber nodes, which receive a unique key from the source node for every status update instantaneously, and nonsubscriber nodes, which receive a unique key for an update only if the node is selected by the source, and this selection is renewed for each update. For the message structure between nodes, we consider two different schemes: a memory scheme (in which the nodes keep the source's current and previous encrypted messages) and a memoryless scheme (in which the nodes are allowed to only keep the source's current message). We measure the timeliness of information updates by using a recent performance metric, the version age of information. We present explicit formulas for the time average AoI in a scalable homogeneous network as functions of the network parameters under a memoryless scheme. Additionally, we provide strict lower and upper bounds for the time average AoI under a memory scheme.

cs.IT↗

Age of $k$-out-of-$n$ Systems on a Gossip Network

We consider information update systems on a gossip network, which consists of a single source and $n$ receiver nodes. The source encrypts the information into $n$ distinct keys with version stamps, sending a unique key to each node. For decoding the information in a $k$-out-of-$n$ system, each receiver node requires at least $k+1$ different keys with the same version, shared over peer-to-peer connections. Each node determines $k$ based on a given function, ensuring that as $k$ increases, the precision of the decoded information also increases. We consider two different schemes: a memory scheme (in which the nodes keep the source's current and previous encrypted messages) and a memoryless scheme (in which the nodes are allowed to only keep the source's current message). We measure the ''timeliness'' of information updates by using the $k$-keys version age of information. Our work focuses on determining closed-form expressions for the time average age of information in a heterogeneous random graph under both with memory and memoryless schemes.

cs.IT↗

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.

cs.GT↗

Stochastic-Robust Planning of Networked Hydrogen-Electrical Microgrids: A Study on Induced Refueling Demand

Hydrogen-electrical microgrids are increasingly assuming an important role on the pathway toward decarbonization of energy and transportation systems. This paper studies networked hydrogen-electrical microgrids planning (NHEMP), considering a critical but often-overlooked issue, i.e., the demand-inducing effect (DIE) associated with infrastructure development decisions. Specifically, higher refueling capacities will attract more refueling demand of hydrogen-powered vehicles (HVs). To capture such interactions between investment decisions and induced refueling demand, we introduce a decision-dependent uncertainty (DDU) set and build a trilevel stochastic-robust formulation. The upper-level determines optimal investment strategies for hydrogen-electrical microgrids, the lower-level optimizes the risk-aware operation schedules across a series of stochastic scenarios, and, for each scenario, the middle-level identifies the "worst" situation of refueling demand within an individual DDU set to ensure economic feasibility. Then, an adaptive and exact decomposition algorithm, based on Parametric Column-and-Constraint Generation (PC&CG), is customized and developed to address the computational challenge and to quantitatively analyze the impact of DIE. Case studies on an IEEE exemplary system validate the effectiveness of the proposed NHEMP model and the PC&CG algorithm. It is worth highlighting that DIE can make an important contribution to the economic benefits of NHEMP, yet its significance will gradually decrease when the main bottleneck transits to other system restrictions.

math.OC↗

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.

cs.IT↗

Modeling and Analysis of a Coupled SIS Bi-Virus Model

The paper deals with the setting where two viruses (say virus 1 and virus 2) coexist in a population, and they are not necessarily mutually exclusive, in the sense that infection due to one virus does not preclude the possibility of simultaneous infection due to the other. We develop a coupled bi-virus susceptible-infected-susceptible (SIS) model from a 4n-state Markov chain model, where n is the number of agents (i.e., individuals or subpopulation) in the population. We identify a sufficient condition for both viruses to eventually die out, and a sufficient condition for the existence, uniqueness and asymptotic stability of the endemic equilibrium of each virus. We establish a sufficient condition and multiple necessary conditions for local exponential convergence to the boundary equilibrium (i.e., one virus persists, the other one dies out) of each virus. Under mild assumptions on the healing rate, we show that there cannot exist a coexisting equilibrium where for each node there is a nonzero fraction infected only by virus 1; a nonzero fraction infected only by virus 2; but no fraction that is infected by both viruses 1 and 2. Likewise, assuming that healing rates are strictly positive, a coexisting equilibrium where for each node there is a nonzero fraction infected by both viruses 1 and 2, but no fraction is infected only by virus 1 (resp. virus 2) does not exist. Further, we provide a necessary condition for the existence of certain other kinds of coexisting equilibria. We show that, unlike the competitive bivirus model, the coupled bivirus model is not monotone. Finally, we illustrate our theoretical findings using an extensive set of in-depth simulations.

q-bio.PE↗

Best Response Strategies for Asymmetric Sensing in Linear-Quadratic Differential Games

In this paper, we revisit the two-player continuous-time infinite-horizon linear quadratic differential game problem, where one of the players can sample the state of the system only intermittently due to a sensing constraint while the other player can do so continuously. Under these asymmetric sensing limitations between the players, we analyze the optimal sensing and control strategies for the player at a disadvantage while the other player continues to play its security strategy. We derive an optimal sensor policy within the class of stationary randomized policies. Finally, using simulations, we show that the expected cost accrued by the first player approaches its security level as its sensing limitation is relaxed.

math.OC↗

Sliding-Mode Nash Equilibrium Seeking for a Quadratic Duopoly Game

This paper introduces a new method to achieve stable convergence to Nash equilibrium in duopoly noncooperative games. Inspired by the recent fixed-time Nash Equilibrium seeking (NES) as well as prescribed-time extremum seeking (ES) and source seeking schemes, our approach employs a distributed sliding mode control (SMC) scheme, integrating extremum seeking with sinusoidal perturbation signals to estimate the pseudogradients of quadratic payoff functions. Notably, this is the first attempt to address noncooperative games without relying on models, combining classical extremum seeking with relay components instead of proportional control laws. We prove finite-time convergence of the closed-loop average system to Nash equilibrium using stability analysis techniques such as time-scaling, Lyapunov's direct method, and averaging theory for discontinuous systems. Additionally, we quantify the size of residual sets around the Nash equilibrium and validate our theoretical results through simulations.

math.OC↗

Control Theoretic Approach to Fine-Tuning and Transfer Learning

Given a training set in the form of a paired $(\mathcal{X},\mathcal{Y})$, we say that the control system $\dot x = f(x,u)$ has learned the paired set via the control $u^*$ if the system steers each point of $\mathcal{X}$ to its corresponding target in $\mathcal{Y}$. If the training set is expanded, most existing methods for finding a new control $u^*$ require starting from scratch, resulting in a quadratic increase in complexity with the number of points. To overcome this limitation, we introduce the concept of $\textit{ tuning without forgetting}$. We develop $\textit{an iterative algorithm}$ to tune the control $u^*$ when the training set expands, whereby points already in the paired set are still matched, and new training samples are learned. At each update of our method, the control $u^*$ is projected onto the kernel of the end-point mapping generated by the controlled dynamics at the learned samples. It ensures keeping the end-points for the previously learned samples constant while iteratively learning additional samples.

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↗

Controlgym: Large-Scale Control Environments for Benchmarking Reinforcement Learning Algorithms

We introduce controlgym, a library of thirty-six industrial control settings, and ten infinite-dimensional partial differential equation (PDE)-based control problems. Integrated within the OpenAI Gym/Gymnasium (Gym) framework, controlgym allows direct applications of standard reinforcement learning (RL) algorithms like stable-baselines3. Our control environments complement those in Gym with continuous, unbounded action and observation spaces, motivated by real-world control applications. Moreover, the PDE control environments uniquely allow the users to extend the state dimensionality of the system to infinity while preserving the intrinsic dynamics. This feature is crucial for evaluating the scalability of RL algorithms for control. This project serves the learning for dynamics & control (L4DC) community, aiming to explore key questions: the convergence of RL algorithms in learning control policies; the stability and robustness issues of learning-based controllers; and the scalability of RL algorithms to high- and potentially infinite-dimensional systems. We open-source the controlgym project at https://github.com/xiangyuan-zhang/controlgym.

eess.SY↗

$\widetilde{O}(T^{-1})$ Convergence to (Coarse) Correlated Equilibria in Full-Information General-Sum Markov Games

No-regret learning has a long history of being closely connected to game theory. Recent works have devised uncoupled no-regret learning dynamics that, when adopted by all the players in normal-form games, converge to various equilibrium solutions at a near-optimal rate of $\widetilde{O}(T^{-1})$, a significant improvement over the $O(1/\sqrt{T})$ rate of classic no-regret learners. However, analogous convergence results are scarce in Markov games, a more generic setting that lays the foundation for multi-agent reinforcement learning. In this work, we close this gap by showing that the optimistic-follow-the-regularized-leader (OFTRL) algorithm, together with appropriate value update procedures, can find $\widetilde{O}(T^{-1})$-approximate (coarse) correlated equilibria in full-information general-sum Markov games within $T$ iterations. Numerical results are also included to corroborate our theoretical findings.

cs.GT↗

Nash Equilibrium Seeking for Noncooperative Duopoly Games via Event-Triggered Control

This paper proposes a novel approach for locally stable convergence to Nash equilibrium in duopoly noncooperative games based on a distributed event-triggered control scheme. The proposed approach employs extremum seeking, with sinusoidal perturbation signals applied to estimate the Gradient (first derivative) of unknown quadratic payoff functions. This is the first instance of noncooperative games being tackled in a model-free fashion integrated with the event-triggered methodology. Each player evaluates independently the deviation between the corresponding current state variable and its last broadcasted value to update the player action, while they preserve control performance under limited bandwidth of the actuation paths and still guarantee stability for the closed-loop dynamics. In particular, the stability analysis is carried out using time-scaling technique, Lyapunov's direct method and averaging theory for discontinuous systems. We quantify the size of the ultimate small residual sets around the Nash equilibrium and illustrate the theoretical results numerically on an example.

math.OC↗

Decision Transformer as a Foundation Model for Partially Observable Continuous Control

Closed-loop control of nonlinear dynamical systems with partial-state observability demands expert knowledge of a diverse, less standardized set of theoretical tools. Moreover, it requires a delicate integration of controller and estimator designs to achieve the desired system behavior. To establish a general controller synthesis framework, we explore the Decision Transformer (DT) architecture. Specifically, we first frame the control task as predicting the current optimal action based on past observations, actions, and rewards, eliminating the need for a separate estimator design. Then, we leverage the pre-trained language models, i.e., the Generative Pre-trained Transformer (GPT) series, to initialize DT and subsequently train it for control tasks using low-rank adaptation (LoRA). Our comprehensive experiments across five distinct control tasks, ranging from maneuvering aerospace systems to controlling partial differential equations (PDEs), demonstrate DT's capability to capture the parameter-agnostic structures intrinsic to control tasks. DT exhibits remarkable zero-shot generalization abilities for completely new tasks and rapidly surpasses expert performance levels with a minimal amount of demonstration data. These findings highlight the potential of DT as a foundational controller for general control applications.

eess.SY↗