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Tamer Başar

Publications and source records attributed to Tamer Başar.

At least 91 records · Page 5Linked to original sources

Gradient-tracking based Distributed Optimization with Guaranteed Optimality under Noisy Information Sharing

Distributed optimization enables networked agents to cooperatively solve a global optimization problem even with each participating agent only having access to a local partial view of the objective function. Despite making significant inroads, most existing results on distributed optimization rely on noise-free information sharing among the agents, which is problematic when communication channels are noisy, messages are coarsely quantized, or shared information are obscured by additive noise for the purpose of achieving differential privacy. The problem of information-sharing noise is particularly pronounced in the state-of-the-art gradient-tracking based distributed optimization algorithms, in that information-sharing noise will accumulate with iterations on the gradient-tracking estimate of these algorithms, and the ensuing variance will even grow unbounded when the noise is persistent. This paper proposes a new gradient-tracking based distributed optimization approach that can avoid information-sharing noise from accumulating in the gradient estimation. The approach is applicable even when the {inter-agent interaction is} time-varying, which is key to enable the incorporation of a decaying factor in inter-agent interaction to gradually eliminate the influence of information-sharing noise. In fact, we rigorously prove that the proposed approach can ensure the almost sure convergence of all agents to the same optimal solution even in the presence of persistent information-sharing noise. The approach is applicable to general directed graphs. It is also capable of ensuring the almost sure convergence of all agents to an optimal solution when the gradients are noisy, which is common in machine learning applications. Numerical simulations confirm the effectiveness of the proposed approach.

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Linear Quadratic Mean-Field Games with Communication Constraints

In this paper, we study a large population game with heterogeneous dynamics and cost functions solving a consensus problem. Moreover, the agents have communication constraints which appear as: (1) an Additive-White Gaussian Noise (AWGN) channel, and (2) asynchronous data transmission via a fixed scheduling policy. Since the complexity of solving the game increases with the number of agents, we use the Mean-Field Game paradigm to solve it. Under standard assumptions on the information structure of the agents, we prove that the control of the agent in the MFG setting is free of the dual effect. This allows us to obtain an equilibrium control policy for the generic agent, which is a function of only the local observation of the agent. Furthermore, the equilibrium mean-field trajectory is shown to follow linear dynamics, hence making it computable. We show that in the finite population game, the equilibrium control policy prescribed by the MFG analysis constitutes an $ε$-Nash equilibrium, where $ε$ tends to zero as the number of agents goes to infinity. The paper is concluded with simulations demonstrating the performance of the equilibrium control policy.

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Model-Free Non-Stationary RL: Near-Optimal Regret and Applications in Multi-Agent RL and Inventory Control

We consider model-free reinforcement learning (RL) in non-stationary Markov decision processes. Both the reward functions and the state transition functions are allowed to vary arbitrarily over time as long as their cumulative variations do not exceed certain variation budgets. We propose Restarted Q-Learning with Upper Confidence Bounds (RestartQ-UCB), the first model-free algorithm for non-stationary RL, and show that it outperforms existing solutions in terms of dynamic regret. Specifically, RestartQ-UCB with Freedman-type bonus terms achieves a dynamic regret bound of $\widetilde{O}(S^{\frac{1}{3}} A^{\frac{1}{3}} Δ^{\frac{1}{3}} H T^{\frac{2}{3}})$, where $S$ and $A$ are the numbers of states and actions, respectively, $Δ>0$ is the variation budget, $H$ is the number of time steps per episode, and $T$ is the total number of time steps. We further present a parameter-free algorithm named Double-Restart Q-UCB that does not require prior knowledge of the variation budget. We show that our algorithms are \emph{nearly optimal} by establishing an information-theoretical lower bound of $Ω(S^{\frac{1}{3}} A^{\frac{1}{3}} Δ^{\frac{1}{3}} H^{\frac{2}{3}} T^{\frac{2}{3}})$, the first lower bound in non-stationary RL. Numerical experiments validate the advantages of RestartQ-UCB in terms of both cumulative rewards and computational efficiency. We demonstrate the power of our results in examples of multi-agent RL and inventory control across related products.

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How does a Rational Agent Act in an Epidemic?

Evolution of disease in a large population is a function of the top-down policy measures from a centralized planner, as well as the self-interested decisions (to be socially active) of individual agents in a large heterogeneous population. This paper is concerned with understanding the latter based on a mean-field type optimal control model. Specifically, the model is used to investigate the role of partial information on an agent's decision-making, and study the impact of such decisions by a large number of agents on the spread of the virus in the population. The motivation comes from the presymptomatic and asymptomatic spread of the COVID-19 virus where an agent unwittingly spreads the virus. We show that even in a setting with fully rational agents, limited information on the viral state can result in an epidemic growth.

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Provably Efficient Reinforcement Learning in Decentralized General-Sum Markov Games

This paper addresses the problem of learning an equilibrium efficiently in general-sum Markov games through decentralized multi-agent reinforcement learning. Given the fundamental difficulty of calculating a Nash equilibrium (NE), we instead aim at finding a coarse correlated equilibrium (CCE), a solution concept that generalizes NE by allowing possible correlations among the agents' strategies. We propose an algorithm in which each agent independently runs optimistic V-learning (a variant of Q-learning) to efficiently explore the unknown environment, while using a stabilized online mirror descent (OMD) subroutine for policy updates. We show that the agents can find an $ε$-approximate CCE in at most $\widetilde{O}( H^6S A /ε^2)$ episodes, where $S$ is the number of states, $A$ is the size of the largest individual action space, and $H$ is the length of an episode. This appears to be the first sample complexity result for learning in generic general-sum Markov games. Our results rely on a novel investigation of an anytime high-probability regret bound for OMD with a dynamic learning rate and weighted regret, which would be of independent interest. One key feature of our algorithm is that it is fully \emph{decentralized}, in the sense that each agent has access to only its local information, and is completely oblivious to the presence of others. This way, our algorithm can readily scale up to an arbitrary number of agents, without suffering from the exponential dependence on the number of agents.

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On Improving Model-Free Algorithms for Decentralized Multi-Agent Reinforcement Learning

Multi-agent reinforcement learning (MARL) algorithms often suffer from an exponential sample complexity dependence on the number of agents, a phenomenon known as \emph{the curse of multiagents}. In this paper, we address this challenge by investigating sample-efficient model-free algorithms in \emph{decentralized} MARL, and aim to improve existing algorithms along this line. For learning (coarse) correlated equilibria in general-sum Markov games, we propose \emph{stage-based} V-learning algorithms that significantly simplify the algorithmic design and analysis of recent works, and circumvent a rather complicated no-\emph{weighted}-regret bandit subroutine. For learning Nash equilibria in Markov potential games, we propose an independent policy gradient algorithm with a decentralized momentum-based variance reduction technique. All our algorithms are decentralized in that each agent can make decisions based on only its local information. Neither communication nor centralized coordination is required during learning, leading to a natural generalization to a large number of agents. We also provide numerical simulations to corroborate our theoretical findings.

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The Role of Gossiping for Information Dissemination over Networked Agents

We consider information dissemination over a network of gossiping agents (nodes). In this model, a source keeps the most up-to-date information about a time-varying binary state of the world, and $n$ receiver nodes want to follow the information at the source as accurately as possible. When the information at the source changes, the source first sends updates to a subset of $m\leq n$ nodes. After that, the nodes share their local information during the gossiping period to disseminate the information further. The nodes then estimate the information at the source using the majority rule at the end of the gossiping period. To analyze information dissemination, we introduce a new error metric to find the average percentage of nodes that can accurately obtain the most up-to-date information at the source. We characterize the equations necessary to obtain the steady-state distribution for the average error and then analyze the system behavior under both high and low gossip rates. In the high gossip rate, in which each node can access other nodes' information more frequently, we show that the nodes update their information based on the majority of the information in the network. In the low gossip rate, we introduce and analyze the gossip gain, which is the reduction at the average error due to gossiping. In particular, we develop an adaptive policy that the source can use to determine its current transmission capacity $m$ based on its past transmission rates and the accuracy of the information at the nodes. In numerical results, we show that when the source's transmission capacity $m$ is limited, gossiping can be harmful as it causes incorrect information to disseminate. We then find the optimal gossip rates to minimize the average error for a fixed $m$. Finally, we illustrate the outperformance of our adaptive policy compared to the constant $m$-selection policy even for the high gossip rates.

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Distributed Adaptive Newton Methods with Global Superlinear Convergence

This paper considers the distributed optimization problem where each node of a peer-to-peer network minimizes a finite sum of objective functions by communicating with its neighboring nodes. In sharp contrast to the existing literature where the fastest distributed algorithms converge either with a global linear or a local superlinear rate, we propose a distributed adaptive Newton (DAN) algorithm with a global quadratic convergence rate. Our key idea lies in the design of a finite-time set-consensus method with Polyak's adaptive stepsize. Moreover, we introduce a low-rank matrix approximation (LA) technique to compress the innovation of Hessian matrix so that each node only needs to transmit message of dimension $\mathcal{O}(p)$ (where $p$ is the dimension of decision vectors) per iteration, which is essentially the same as that of first-order methods. Nevertheless, the resulting DAN-LA converges to an optimal solution with a global superlinear rate. Numerical experiments on logistic regression problems are conducted to validate their advantages over existing methods.

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Derivative-Free Policy Optimization for Linear Risk-Sensitive and Robust Control Design: Implicit Regularization and Sample Complexity

Direct policy search serves as one of the workhorses in modern reinforcement learning (RL), and its applications in continuous control tasks have recently attracted increasing attention. In this work, we investigate the convergence theory of policy gradient (PG) methods for learning the linear risk-sensitive and robust controller. In particular, we develop PG methods that can be implemented in a derivative-free fashion by sampling system trajectories, and establish both global convergence and sample complexity results in the solutions of two fundamental settings in risk-sensitive and robust control: the finite-horizon linear exponential quadratic Gaussian, and the finite-horizon linear-quadratic disturbance attenuation problems. As a by-product, our results also provide the first sample complexity for the global convergence of PG methods on solving zero-sum linear-quadratic dynamic games, a nonconvex-nonconcave minimax optimization problem that serves as a baseline setting in multi-agent reinforcement learning (MARL) with continuous spaces. One feature of our algorithms is that during the learning phase, a certain level of robustness/risk-sensitivity of the controller is preserved, which we termed as the implicit regularization property, and is an essential requirement in safety-critical control systems.

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Finite-Sample Analysis of Decentralized Q-Learning for Stochastic Games

Learning in stochastic games is arguably the most standard and fundamental setting in multi-agent reinforcement learning (MARL). In this paper, we consider decentralized MARL in stochastic games in the non-asymptotic regime. In particular, we establish the finite-sample complexity of fully decentralized Q-learning algorithms in a significant class of general-sum stochastic games (SGs) - weakly acyclic SGs, which includes the common cooperative MARL setting with an identical reward to all agents (a Markov team problem) as a special case. We focus on the practical while challenging setting of fully decentralized MARL, where neither the rewards nor the actions of other agents can be observed by each agent. In fact, each agent is completely oblivious to the presence of other decision makers. Both the tabular and the linear function approximation cases have been considered. In the tabular setting, we analyze the sample complexity for the decentralized Q-learning algorithm to converge to a Markov perfect equilibrium (Nash equilibrium). With linear function approximation, the results are for convergence to a linear approximated equilibrium - a new notion of equilibrium that we propose - which describes that each agent's policy is a best reply (to other agents) within a linear space. Numerical experiments are also provided for both settings to demonstrate the results.

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Isomorphism Properties of Optimality and Equilibrium Solutions under Equivalent Information Structure Transformations I: Stochastic Dynamic Teams

In stochastic optimal control, change of measure arguments have been crucial for stochastic analysis. Such an approach is often called static reduction in dynamic team theory (or decentralized stochastic control) and has been an effective method for establishing existence and approximation results for optimal policies. In this paper, we place such static reductions into three categories: (i) those that are policy-independent (as those introduced by Witsenhausen), (ii) those that are policy-dependent (as those introduced by Ho and Chu for partially nested dynamic teams), and (iii) those that we will refer to as static measurements with control-sharing reduction (where the measurements are static although control actions are shared according to the partially nested information structure). For the first type, we show that there is a bijection between person-by-person optimal (globally optimal) policies of dynamic teams and their policy-independent static reductions. For the second type, although there is a bijection between globally optimal policies of dynamic teams with partially nested information structures and their static reductions, in general there is no bijection between person-by-person optimal policies of dynamic teams and their policy-dependent static reductions. We also establish a stronger negative result concerning stationary solutions. We present sufficient conditions under which bijection relationships hold. Under static measurements with control-sharing reduction, connections between optimality concepts can be established under relaxed conditions. An implication is a convexity characterization of dynamic team problems under static measurements with control-sharing reduction. Finally, we introduce multi-stage refinements of such reductions. Part II of the paper addresses similar issues in the context of stochastic dynamic games, where further subtleties arise.

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Modeling Presymptomatic Spread in Epidemics via Mean-Field Games

This paper is concerned with developing mean-field game models for the evolution of epidemics. Specifically, an agent's decision -- to be socially active in the midst of an epidemic -- is modeled as a mean-field game with health-related costs and activity-related rewards. By considering the fully and partially observed versions of this problem, the role of information in guiding an agent's rational decision is highlighted. The main contributions of the paper are to derive the equations for the mean-field game in both fully and partially observed settings of the problem, to present a complete analysis of the fully observed case, and to present some analytical results for the partially observed case.

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Adversarial Linear-Quadratic Mean-Field Games over Multigraphs

In this paper, we propose a game between an exogenous adversary and a network of agents connected via a multigraph. The multigraph is composed of (1) a global graph structure, capturing the virtual interactions among the agents, and (2) a local graph structure, capturing physical/local interactions among the agents. The aim of each agent is to achieve consensus with the other agents in a decentralized manner by minimizing a local cost associated with its local graph and a global cost associated with the global graph. The exogenous adversary, on the other hand, aims to maximize the average cost incurred by all agents in the multigraph. We derive Nash equilibrium policies for the agents and the adversary in the Mean-Field Game setting, when the agent population in the global graph is arbitrarily large and the ``homogeneous mixing" hypothesis holds on local graphs. This equilibrium is shown to be unique and the equilibrium Markov policies for each agent depend on the local state of the agent, as well as the influences on the agent by the local and global mean fields.

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Discrete-Time Linear-Quadratic Regulation via Optimal Transport

In this paper, we consider a discrete-time stochastic control problem with uncertain initial and target states. We first discuss the connection between optimal transport and stochastic control problems of this form. Next, we formulate a linear-quadratic regulator problem where the initial and terminal states are distributed according to specified probability densities. A closed-form solution for the optimal transport map in the case of linear-time varying systems is derived, along with an algorithm for computing the optimal map. Two numerical examples pertaining to swarm deployment demonstrate the practical applicability of the model, and performance of the numerical method.

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Multi-Agent Reinforcement Learning: A Selective Overview of Theories and Algorithms

Recent years have witnessed significant advances in reinforcement learning (RL), which has registered great success in solving various sequential decision-making problems in machine learning. Most of the successful RL applications, e.g., the games of Go and Poker, robotics, and autonomous driving, involve the participation of more than one single agent, which naturally fall into the realm of multi-agent RL (MARL), a domain with a relatively long history, and has recently re-emerged due to advances in single-agent RL techniques. Though empirically successful, theoretical foundations for MARL are relatively lacking in the literature. In this chapter, we provide a selective overview of MARL, with focus on algorithms backed by theoretical analysis. More specifically, we review the theoretical results of MARL algorithms mainly within two representative frameworks, Markov/stochastic games and extensive-form games, in accordance with the types of tasks they address, i.e., fully cooperative, fully competitive, and a mix of the two. We also introduce several significant but challenging applications of these algorithms. Orthogonal to the existing reviews on MARL, we highlight several new angles and taxonomies of MARL theory, including learning in extensive-form games, decentralized MARL with networked agents, MARL in the mean-field regime, (non-)convergence of policy-based methods for learning in games, etc. Some of the new angles extrapolate from our own research endeavors and interests. Our overall goal with this chapter is, beyond providing an assessment of the current state of the field on the mark, to identify fruitful future research directions on theoretical studies of MARL. We expect this chapter to serve as continuing stimulus for researchers interested in working on this exciting while challenging topic.

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Communication-Efficient Policy Gradient Methods for Distributed Reinforcement Learning

This paper deals with distributed policy optimization in reinforcement learning, which involves a central controller and a group of learners. In particular, two typical settings encountered in several applications are considered: multi-agent reinforcement learning (RL) and parallel RL, where frequent information exchanges between the learners and the controller are required. For many practical distributed systems, however, the overhead caused by these frequent communication exchanges is considerable, and becomes the bottleneck of the overall performance. To address this challenge, a novel policy gradient approach is developed for solving distributed RL. The novel approach adaptively skips the policy gradient communication during iterations, and can reduce the communication overhead without degrading learning performance. It is established analytically that: i) the novel algorithm has convergence rate identical to that of the plain-vanilla policy gradient; while ii) if the distributed learners are heterogeneous in terms of their reward functions, the number of communication rounds needed to achieve a desirable learning accuracy is markedly reduced. Numerical experiments corroborate the communication reduction attained by the novel algorithm compared to alternatives.

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Centralized Volatility Reduction for Electricity Markets

Increased penetration of wind energy will make electricity market prices more volatile. As a result, market participants will bear increased financial risks, which impact investment decisions and in turn, makes it harder to achieve sustainable energy goals. As a remedy, in this paper, we propose an insurance market that complements any wholesale market design. Our mechanism can be run by any suitable financial entity such as an independent system operator, with the aim of reducing the financial impacts of volatile prices. We provide theoretical guarantees, analytically characterize the outcomes over a copperplate power system example, and numerically explore the same for a modified IEEE 14-bus test system.

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Reputation and Pricing Dynamics in Online Markets

We study the economic interactions among sellers and buyers in online markets. In such markets, buyers have limited information about the product quality, but can observe the sellers' reputations which depend on their past transaction histories and ratings from past buyers. Sellers compete in the same market through pricing, while considering the impact of their heterogeneous reputations. We consider sellers with limited as well as unlimited capacities, which correspond to different practical market scenarios. In the unlimited seller capacity scenario, buyers prefer the seller with the highest reputation-price ratio. If the gap between the highest and second highest seller reputation levels is large enough, then the highest reputation seller dominates the market as a monopoly. If sellers' reputation levels are relatively close to each other, then those sellers with relatively high reputations will survive at the equilibrium, while the remaining relatively low reputation sellers will get zero market share. In the limited seller capacity scenario, we further consider two different cases. If each seller can only serve one buyer, then it is possible for sellers to set their monopoly prices at the equilibrium while all sellers gain positive market shares; if each seller can serve multiple buyers, then it is possible for sellers to set maximum prices at the equilibrium. Simulation results show that the dynamics of reputations and prices in the longer-term interactions will converge to stable states, and the initial buyer ratings of the sellers play the critical role in determining sellers' reputations and prices at the stable state.

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