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.
We address Nash equilibrium problems in a partial-decision information scenario, where each agent can only exchange information with some neighbors, while its cost function possibly depends on the strategies of all agents. We characterize the relation between several monotonicity and smoothness conditions postulated in the literature. Furthermore, we prove convergence of a preconditioned proximal point algorithm, under a restricted monotonicity property that allows for a non-Lipschitz, non-continuous game mapping.
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 featuri…
We consider the stochastic generalized Nash equilibrium problem (SGNEP) with expected-value cost functions. Inspired by Yi and Pavel (Automatica, 2019), we propose a distributed GNE seeking algorithm based on the preconditioned forward-backward operator splitting for SGNEP, where, at each iteration, the expected value of the pseudogradient is approximated via a number of random samples. As main contribution, we show almost sure convergence of our proposed algorithm if the pseudogradient mapping is restricted (monotone and) cocoercive. For non-generalized SNEPs, we show almost sure convergence …
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 th…
Distributed Nash equilibrium seeking of aggregative games is investigated and a continuous-time algorithm is proposed. The algorithm is designed by virtue of projected gradient play dynamics and distributed average tracking dynamics, and is applicable to games with constrained strategy sets and weight-balanced communication graphs. We obtain an exponential convergence of the proposed algorithm to the Nash equilibrium. Numerical examples illustrate the effectiveness of our methods.
In this paper, Nash equilibrium seeking among a network of players is considered. Different from many existing works on Nash equilibrium seeking in non-cooperative games, the players considered in this paper cannot directly observe the actions of the players who are not their neighbors. Instead, the players are supposed to be capable of communicating with each other via an undirected and connected communication graph. By a synthesis of a leader-following consensus protocol and the gradient play, a distributed Nash equilibrium seeking strategy is proposed for the non-cooperative games. Analytic…
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.
This paper aims to design a distributed coordination algorithm for solving a multi-agent decision problem with a hierarchical structure. The primary goal is to search the Nash equilibrium of a noncooperative game such that each player has no incentive to deviate from the equilibrium under its private objective. Meanwhile, the agents can coordinate to optimize the social cost within the set of Nash equilibria of the underlying game. Such an optimal Nash equilibrium problem can be modeled as a distributed optimization problem with variational inequality constraints. We consider the scenario wher…
Continuous-time gradient-based Nash equilibrium seeking algorithms enjoy a passivity property under a suitable monotonicity assumption. This feature has been exploited to design distributed algorithms that converge to Nash equilibria and use local information only. We further exploit the passivity property to interconnect the algorithms with distributed averaging integral controllers that tune on-line the weights of the communication graph. The main advantage is to guarantee convergence to a Nash equilibrium without requiring a strong coupling condition on the algebraic connectivity of the com…
We present two distributed algorithms for the computation of a generalized Nash equilibrium in monotone games. The first algorithm follows from a forward-backward-forward operator splitting, while the second, which requires the pseudo-gradient mapping of the game to be cocoercive, follows from the forward-backward-half-forward operator splitting. Finally, we compare them with the distributed, preconditioned, forward-backward algorithm via numerical experiments.
Noticing that physical limitations are ubiquitous in practical engineering systems, this paper considers Nash equilibrium seeking for games in systems where the control inputs are bounded. More specifically, first-order integrator-type systems with bounded control inputs are firstly considered and two saturated control strategies are designed to seek for the Nash equilibrium of the game. Then, we further consider the Nash equilibrium seeking problem for games in second-order integrator-type systems. As this problem has rarely been investigated, we firstly propose a centralized seeking strategy…
We consider a stochastic generalized Nash equilibrium problem (GNEP) with expected-value cost functions. Inspired by Yi and Pavel (Automatica, 2019), we propose a distributed GNE seeking algorithm by exploiting the forward-backward operator splitting and a suitable preconditioning matrix. Specifically, we apply this method to the stochastic GNEP, where, at each iteration, the expected value of the pseudo-gradient is approximated via a number of random samples. Our main contribution is to show almost sure convergence of our proposed algorithm if the sample size grows large enough.
We consider potential games with mixed-integer variables, for which we propose two distributed, proximal-like equilibrium seeking algorithms. Specifically, we focus on two scenarios: i) the underlying game is generalized ordinal and the agents update through iterations by choosing an exact optimal strategy; ii) the game admits an exact potential and the agents adopt approximated optimal responses. By exploiting the properties of integer-compatible regularization functions used as penalty terms, we show that both algorithms converge to either an exact or an $ε$-approximate equilibrium. We corro…
We design the first fully-distributed algorithm for generalized Nash equilibrium seeking in aggregative games on a time-varying communication network, under partial-decision information, i.e., the agents have no direct access to the aggregate decision. The algorithm is derived by integrating dynamic tracking into a projected pseudo-gradient algorithm. The convergence analysis relies on the framework of monotone operator splitting and the Krasnosel'skii-Mann fixed-point iteration with errors.
In this paper we consider the problem of finding a Nash equilibrium (NE) via zeroth-order feedback information in games with merely monotone pseudogradient mapping. Based on hybrid system theory, we propose a novel extremum seeking algorithm which converges to the set of Nash equilibria in a semi-global practical sense. Finally, we present two simulation examples. The first shows that the standard extremum seeking algorithm fails, while ours succeeds in reaching NE. In the second, we simulate an allocation problem with fixed demand.
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 map…
In practical applications, decision-makers with heterogeneous dynamics may be engaged in the same decision-making process. This motivates us to study distributed Nash equilibrium seeking for games in which players are mixed-order (first- and second-order) integrators influenced by unknown dynamics and external disturbances in this paper. To solve this problem, we employ an adaptive neural network to manage unknown dynamics and disturbances, based on which a distributed Nash equilibrium seeking algorithm is developed by further adapting concepts from gradient-based optimization and multi-agent …
We address the generalized Nash equilibrium seeking problem in a partial-decision information scenario, where each agent can only exchange information with some neighbors, although its cost function possibly depends on the strategies of all agents. The few existing methods build on projected pseudo-gradient dynamics, and require either double-layer iterations or conservative conditions on the step sizes. To overcome both these flaws and improve efficiency, we design the first fully-distributed single-layer algorithms based on proximal best-response. Our schemes are fixed-step and allow for ine…
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 …
In this paper, a distributed non-model based seeking algorithm which combines the extremum seeking control (ESC) jointly with learning algorithms is proposed to seek a generalized Nash equilibrium (GNE) for a class of noncooperative games with coupled equality constraint. The strategy of each agent is restricted by both the coupled inter-agent constraint and local inequality constraints. Thanks to the ESC, it is unnecessary to know the specific expressions of agents' cost functions and local constraints and to know the strategies of other agents for the implementation of the proposed GNE seeki…
We solve the stochastic generalized Nash equilibrium (SGNE) problem in merely monotone games with expected value cost functions. Specifically, we present the first distributed SGNE seeking algorithm for monotone games that requires one proximal computation (e.g., one projection step) and one pseudogradient evaluation per iteration. Our main contribution is to extend the relaxed forward-backward operator splitting by Malitsky (Mathematical Programming, 2019) to the stochastic case and in turn to show almost sure convergence to a SGNE when the expected value of the pseudogradient is approximated…
This paper investigates Nash equilibrium (NE) seeking problems for noncooperative games over multi-players networks with finite bandwidth communication. A distributed quantized algorithm is presented, which consists of local gradient play, distributed decision estimating, and adaptive quantization. Exponential convergence of the algorithm is established, and a relationship between the convergence rate and the bandwidth is quantitatively analyzed. Finally, a simulation of an energy consumption game is presented to validate the proposed results.
This paper considers a distributed Nash equilibrium seeking problem, where the players only have partial access to other players' actions, such as their neighbors' actions. Thus, the players are supposed to communicate with each other to estimate other players' actions. To solve the problem, a leader-following consensus gradient-free distributed Nash equilibrium seeking algorithm is proposed. This algorithm utilizes only the measurements of the player's local cost function without the knowledge of its explicit expression or the requirement on its smoothness. Hence, the algorithm is gradient-fr…
We consider the problem of computing a mixed-strategy generalized Nash equilibrium (MS-GNE) for a class of games where each agent has both continuous and integer decision variables. Specifically, we propose a novel Bregman forward-reflected-backward splitting and design distributed algorithms that exploit the problem structure. Technically, we prove convergence to a variational MS-GNE under mere monotonicity and Lipschitz continuity assumptions, which are typical of continuous GNE problems. Finally, we show the performance of our algorithms via numerical experiments.
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 appr…
The design of Nash equilibrium seeking strategies for games in which the involved players are of second-order integrator-type dynamics is investigated in this paper. Noticing that velocity signals are usually noisy or not available for feedback control in practical engineering systems, this paper supposes that the velocity signals are not accessible for the players. To deal with the absence of velocity measurements, two estimators are designed, based on which Nash equilibrium seeking strategies are constructed. The first strategy is established by employing an observer, which has the same orde…
In this work, we study the distributed Nash equilibrium seeking problem for monotone generalized noncooperative games with set constraints and shared affine inequality constraints. A distributed regularized penalty method is proposed. The idea is to use a differentiable penalty function with a time-varying penalty parameter to deal with the inequality constraints. A time-varying regularization term is used to deal with the ill-poseness caused by the monotonicity assumption and the time-varying penalty term. The asymptotic convergence to the least-norm variational equilibrium of the game is pro…
This paper explores distributed Nash equilibrium seeking problems for games in which the players have limited knowledge on other players' actions. In particular, the involved players are considered to be high-order integrators with their control inputs constrained within a pre-specified region. A linear transformation for the players' dynamics is firstly utilized to facilitate the design of bounded control inputs incorporating multiple saturation functions. By introducing consensus protocols with adaptive and time-varying gains, the unknown actions for players are distributively estimated. The…
Distributed Nash equilibrium seeking for games in uncertain networked systems without a prior knowledge about control directions is explored in this paper. More specifically, the dynamics of the players are supposed to be first-order or second-order systems in which the control directions are unknown and there are parametric uncertainties. To achieve Nash equilibrium seeking in a distributed way, Nussbaum function based strategies are proposed through separately designing an optimization module and a state regulation module. The optimization module generates a reference trajectory, that can se…
Multi-time scale techniques, such as singular perturbations and averaging theory, have played an essential role in the development of distributed Nash equilibrium-seeking algorithms for network systems. Such techniques intrinsically rely on the uniform asymptotic stability properties of the dynamics that evolve in each time scale of the closed-loop system. When such properties are absent, synthesizing multi-time scale Nash equilibrium-seeking algorithms is more challenging and requires additional regularization mechanisms. In this paper, we investigate the synthesis and analysis of these mecha…
In this paper, we aim to develop distributed continuous-time algorithms over directed graphs to seek the Nash equilibrium in a noncooperative game. Motivated by the recent consensus-based designs, we present a distributed algorithm with a proportional gain for weight-balanced directed graphs. By further embedding a distributed estimator of the left eigenvector associated with zero eigenvalue of the graph Laplacian, we extend it to the case with arbitrary strongly connected directed graphs having possible unbalanced weights. In both cases, the Nash equilibrium is proven to be exactly reached wi…
This work investigates a problem of simultaneous global cost minimization and Nash equilibrium seeking, which commonly exists in $N$-cluster non-cooperative games. Specifically, the agents in the same cluster collaborate to minimize a global cost function, being a summation of their individual cost functions, and jointly play a non-cooperative game with other clusters as players. For the problem settings, we suppose that the explicit analytical expressions of the agents' local cost functions are unknown, but the function values can be measured. We propose a gradient-free Nash equilibrium seeki…
We study stochastic Nash equilibrium problems with expected valued cost functions whose pseudogradient satisfies restricted monotonicity properties which hold only with respect to the solution. We propose a forward-backward algorithm and prove its convergence under restricted strong monotonicity, restricted strict monotonicity and restricted cocoercivity of the pseudogradient mapping. To approximate the expected value, we use either a finite number of samples and a vanishing step size or an increasing number of samples with a constant step. Numerical simulations show that our proposed algorith…
In this paper, we consider the problem of finding a Nash equilibrium in a multi-player game over generally connected networks. This model differs from a conventional setting in that players have partial information on the actions of their opponents and the communication graph is not necessarily the same as the players' cost dependency graph. We develop a relatively fast algorithm within the framework of inexact-ADMM, based on local information exchange between the players. We prove its convergence to Nash equilibrium for fixed step-sizes and analyze its convergence rate. Numerical simulations …
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 dynami…
In this paper, we study a distributed continuous-time design for aggregative games with coupled constraints in order to seek the generalized Nash equilibrium by a group of agents via simple local information exchange. To solve the problem, we propose a distributed algorithm based on projected dynamics and non-smooth tracking dynamics, even for the case when the interaction topology of the multi-agent network is time-varying. Moreover, we prove the convergence of the non-smooth algorithm for the distributed game by taking advantage of its special structure and also combining the techniques of t…
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 so…
This paper aims to reduce the communication and computation costs of the Nash equilibrium seeking strategy for the $N$-coalition noncooperative games proposed in [1]. The objective is achieved in two manners: 1. An interference graph is introduced to describe the interactions among the agents in each coalition. 2. The Nash equilibrium seeking strategy is designed with the interference graphs considered. The convergence property of the proposed Nash equilibrium seeking strategy is analytically investigated. It is shown that the agents' actions generated by the proposed method converge to a neig…
This paper investigates the distributed Nash equilibrium seeking problem for two-network zero-sum games with set constraints, where the two networks have the opposite nonsmooth cost functions. The interaction of the agents in each network is characterized by an unbalanced directed graph. We are particularly interested in the case that the local cost function of each agent in the two networks is unknown in this paper. We first construct the stochastic subgradient-free two-variable oracles based on the measurements of the local cost functions. Instead of using subgradients of the local cost func…
This paper aims to accommodate games in which the players' dynamics are subject to un-modeled and disturbance terms. The un-modeled and disturbance terms are regarded as extended states for which observers are designed to estimate them. Compensating the players' dynamics with the observed values, the control laws are designed to achieve the robust seeking of the Nash equilibrium for networked games. Firstly, we consider the case in which the players' dynamics are subject to bounded disturbances only. In this case, the seeking strategy is developed by employing a smooth observer based on the Pr…
We introduce a novel class of Nash equilibrium seeking dynamics for non-cooperative games with a finite number of players, where the convergence to the Nash equilibrium is bounded by a KL function with a settling time that can be upper bounded by a positive constant that is independent of the initial conditions of the players, and which can be prescribed a priori by the system designer. The dynamics are model-free, in the sense that the mathematical forms of the cost functions of the players are unknown. Instead, in order to update its own action, each player needs to have access only to real-…
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-…
We study distributed algorithms for seeking a Nash equilibrium in a class of non-cooperative convex games with strongly monotone mappings. Each player has access to her own smooth local cost function and can communicate to her neighbors in some undirected graph. To deal with fast distributed learning of Nash equilibria under such settings, we introduce a so called augmented game mapping and provide conditions under which this mapping is strongly monotone. We consider a distributed gradient play algorithm for determining a Nash equilibrium (GRANE). The algorithm involves every player performing…