We address the problem of assessing the robustness of the equilibria in uncertain, multi-agent games. Specifically, we focus on generalized Nash equilibrium problems in aggregative form subject to linear coupling constraints affected by uncertainty with a possibly unknown probability distribution. Within a data-driven context, we apply the scenario approach paradigm to provide a-posteriori feasibility certificates for the entire set of generalized Nash equilibria of the game. Then, we show that assessing the violation probability of such set merely requires to enumerate the constraints that ``shape'' it. For the class of aggregative games, this results in solving a feasibility problem on each active facet of the feasibility region, for which we propose a semi-decentralized algorithm. We demonstrate our theoretical results by means of an academic example.
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 establi…
This paper shows the existence of $\mathcal{O}(\frac{1}{n^γ})$-Nash equilibria in $n$-player noncooperative sum-aggregative games in which the players' cost functions, depending only on their own action and the average of all players' actions, are lower semicontinuous in the former while $γ$-Hölder continuous in the latter. Neither the action sets nor the cost functions need to be convex. For an important class of sum-aggregative games, which includes congestion games with $γ$ equal to 1, a gradient-proximal algorithm is used to construct $\mathcal{O}(\frac{1}{n})$-Nash equilibria with at most…
After defining a pure-action profile in a nonatomic aggregative game, where players have specific compact convex pure-action sets and nonsmooth convex cost functions, as a square-integrable function, we characterize a Wardrop equilibrium as a solution to an infinite-dimensional generalized variational inequality. We show the existence of Wardrop equilibrium and variational Wardrop equilibrium, a concept of equilibrium adapted to the presence of coupling constraints, in monotone nonatomic aggregative games. The uniqueness of (variational) Wardrop equilibrium is proved for strictly or aggregativ…
A novel modelling framework is proposed for the analysis of aggregative games on an infinite-time horizon, assuming that players are subject to heterogeneous periodic constraints. A new aggregative equilibrium notion is presented and the strategic behaviour of the agents is analysed under a receding horizon paradigm. The evolution of the strategies predicted and implemented by the players over time is modelled through a discrete-time multi-valued dynamical system. By considering Lyapunov stability notions and applying limit and invariance results for set-valued correspondences, necessary condi…
We consider the charge scheduling coordination of a fleet of plug-in electric vehicles, developing a hybrid decision-making framework for efficient and profitable usage of the distribution grid. Each charging dynamics, affected by the aggregate behavior of the whole fleet, is modelled as an inter-dependent, mixed-logical-dynamical system. The coordination problem is formalized as a generalized mixed-integer aggregative potential game, and solved via semi-decentralized implementation of a sequential best-response algorithm that leads to an approximated equilibrium of the game.
Tracking-based distributed equilibrium seeking for aggregative games
Alma Mater Studiorum - Universita‘ di Bologna(博洛尼亚大学);IMT School for Advanced Studies Lucca(卢卡高等研究学院);University of Seville(塞维利亚大学);University of Oxford(牛津大学)
In this paper, we explore aggregative games over networks of multi-integrator agents with coupled constraints. To reach the general Nash equilibrium of an aggregative game, a distributed strategy-updating rule is proposed by a combination of the coordination of Lagrange multipliers and the estimation of the aggregator. Each player has only access to partial-decision information and communicates with his neighbors in a weight-balanced digraph which characterizes players' preferences as to the values of information received from neighbors. We first consider networks of double-integrator agents a…
We consider a class of Nash games, termed as aggregative games, being played over a networked system. In an aggregative game, a player's objective is a function of the aggregate of all the players' decisions. Every player maintains an estimate of this aggregate, and the players exchange this information with their local neighbors over a connected network. We study distributed synchronous and asynchronous algorithms for information exchange and equilibrium computation over such a network. Under standard conditions, we establish the almost-sure convergence of the obtained sequences to the equili…
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.
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-…
This paper designs a distributed stochastic annealing algorithm for non-convex cooperative aggregative games, whose agents' cost functions not only depend on agents' own decision variables but also rely on the sum of agents' decision variables. To seek the the social optimum of cooperative aggregative games, a distributed stochastic annealing algorithm is proposed, where the local cost functions are non-convex and the communication topology between agents is time varying. The weak convergence to the social optimum of the algorithm is further analyzed. A numerical example is given to illustrate…
We define and analyze the notion of variational Wardrop equilibrium for nonatomic aggregative games with an infinity of players types. These equilibria are characterized through an infinite-dimensional variational inequality. We show, under monotonicity conditions, a convergence theorem enables to approximate such an equilibrium with arbitrary precision. To this end, we introduce a sequence of nonatomic games with a finite number of players types, which approximates the initial game. We show the existence of a symmetric Wardrop equilibrium in each of these games. We prove that those symmetric …
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.
The objective of this paper is to analyze the existence of equilibria for a class of deterministic mean field games of controls. The interaction between players is due to both a congestion term and a price function which depends on the distributions of the optimal strategies. Moreover, final state and mixed state-control constraints are considered, the dynamics being nonlinear and affine with respect to the control. The existence of equilibria is obtained by Kakutani's theorem, applied to a fixed point formulation of the problem. Finally, uniqueness results are shown under monotonicity assumpt…
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 consider aggregative games with affine coupling constraints, where agents have partial information on the aggregate value and can only communicate with neighbouring agents. We propose a single-layer distributed algorithm that reaches a variational generalized Nash equilibrium, under constant step sizes. The algorithm works on a single timescale, i.e., does not require multiple communication rounds between agents before updating their action. The convergence proof leverages an invariance property of the aggregate estimates and relies on a forward-backward splitting for two preconditioned ope…
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…
This paper considers a networked aggregative game (NAG) where the players are distributed over a communication network. By only communicating with a subset of players, the goal of each player in the NAG is to minimize an individual cost function that depends on its own action and the aggregate of all the players' actions. To this end, we design a novel distributed algorithm that jointly exploits the ideas of the consensus algorithm and the conditional projection descent. Under strongly monotone assumption on the pseudo-gradient mapping, the proposed algorithm with fixed step-sizes is proved to…
This work studies Nash equilibrium seeking for a class of stochastic aggregative games, where each player has an expectation-valued objective function depending on its local strategy and the aggregate of all players' strategies. We propose a distributed algorithm with operator extrapolation, in which each player maintains an estimate of this aggregate by exchanging this information with its neighbors over a time-varying network, and updates its decision through the mirror descent method. An operator extrapolation at the search direction is applied such that the two step historical gradient sam…
In this paper, we aim to design a distributed approximate algorithm for seeking Nash equilibria of an aggregative game. Due to the local set constraints of each player, projectionbased algorithms have been widely employed for solving such problems actually. Since it may be quite hard to get the exact projection in practice, we utilize inscribed polyhedrons to approximate local set constraints, which yields a related approximate game model. We first prove that the Nash equilibrium of the approximate game is the $ε$-Nash equilibrium of the original game, and then propose a distributed algorithm …
This paper considers the privacy-preserving Nash equilibrium seeking strategy design for a class of networked aggregative games, in which the players' objective functions are considered to be sensitive information to be protected. In particular, we consider that the networked game is free of central node and the aggregate information is not directly available to the players. As there is no central authority to provide the aggregate information required by each player to update their actions, a dynamic average consensus protocol is employed to estimate it. To protect the players' privacy, we pe…
This paper considers the problem of Nash equilibrium (NE) seeking in aggregative games, where the payoff function of each player depends on an aggregate of all players' actions. We present a distributed continuous time algorithm such that the actions of the players converge to NE by communicating to each other through a connected network. A major concern in communicative schemes among strategic agents is that their private information may be revealed to other agents or to a curious third party who can eavesdrop the communications. We address this concern for the presented algorithm and show th…
We propose a fully asynchronous networked aggregative game (Asy-NAG) where each player minimizes a cost function that depends on its local action and the aggregate of all players' actions. In sharp contrast to the existing NAGs, each player in our Asy-NAG can compute an estimate of the aggregate action at any wall-clock time by only using (possibly stale) information from nearby players of a directed network. Such an asynchronous update does not require any coordination among players. Moreover, we design a novel distributed algorithm with an aggressive mechanism for each player to adaptively a…
In this paper, we investigate a practical demand side management scenario where the selfish consumers compete to minimize their individual energy cost through scheduling their future energy consumption profiles. We propose an instantaneous load billing scheme to effectively convince the consumers to shift their peak-time consumption and to fairly charge the consumers for their energy consumption. For the considered DSM scenario, an aggregative game is first formulated to model the strategic behaviors of the selfish consumers. By resorting to the variational inequality theory, we analyze the co…
A bimatrix game $(A,B)$ is called a game of rank $k$ if the rank of the matrix $A+B$ is at most $k$. We consider the problem of enumerating the Nash equilibria in (non-degenerate) games of rank 1. In particular, we show that even for games of rank 1 not all equilibria can be reached by a Lemke-Howson path and present a parametric simplex-type algorithm for enumerating all Nash equilibria of a non-degenerate game of rank 1.
We prove that every repeated game with countably many players, finite action sets, and tail-measurable payoffs admits an $ε$-equilibrium, for every $ε> 0$.
We study uniqueness of Nash equilibria in atomic splittable congestion games and derive a uniqueness result based on polymatroid theory: when the strategy space of every player is a bidirectional flow polymatroid, then equilibria are unique. Bidirectional flow polymatroids are introduced as a subclass of polymatroids possessing certain exchange properties. We show that important cases such as base orderable matroids can be recovered as a special case of bidirectional flow polymatroids. On the other hand we show that matroidal set systems are in some sense necessary to guarantee uniqueness of e…
If a game has a unique Nash equilibrium, then this equilibrium is arguably the solution of the game from the refinement's literature point of view. However, it might be that for almost all initial conditions, all strategies in the support of this equilibrium are eliminated by the replicator dynamics and the best-reply dynamics.
In this paper, we consider constrained discounted stochastic games with a countably generated state space and norm continuous transition probability having a density function. We prove existence of approximate stationary equilibria and stationary weak correlated equilibria. Our results imply the existence of stationary Nash equilibrium in $ARAT$ stochastic games.
Mean field games allow to describe tractable models of dynamic games with a continuum of players, explicit interaction and heterogeneous states. Thus, these models are of great interest for socio-economic applications. A particular class of these models are games with finite state and action space, for which recently in Neumann (2020a) a semi-explicit representation of all stationary equilibria has been obtained. In this paper we investigate whether these stationary equilibria are stable against model perturbations. We prove that the set of all games with only essential equilibria is residual …
We study a static game played by a finite number of agents, in which agents are assigned independent and identically distributed random types and each agent minimizes its objective function by choosing from a set of admissible actions that depends on its type. The game is anonymous in the sense that the objective function of each agent depends on the actions of other agents only through the empirical distribution of their type-action pairs. We study the asymptotic behavior of Nash equilibria, as the number of agents tends to infinity, first by deriving laws of large numbers characterizes almos…
We present a unified framework for characterizing local Nash equilibria in continuous games on either infinite-dimensional or finite-dimensional non-convex strategy spaces. We provide intrinsic necessary and sufficient first- and second-order conditions ensuring strategies constitute local Nash equilibria. We term points satisfying the sufficient conditions differential Nash equilibria. Further, we provide a sufficient condition (non-degeneracy) guaranteeing differential Nash equilibria are isolated and show that such equilibria are structurally stable. We present tutorial examples to illustra…
We observe that a significant class of Nash equilibrium problems in non-potential games can be associated with monotone inclusion problems. We propose splitting techniques to solve such problems and establish their convergence. Applications to generalized Nash equilibria, zero-sum games, and cyclic proximity problems are demonstrated.
The existence of stationary Markov perfect equilibria in stochastic games is shown under a general condition called "(decomposable) coarser transition kernels". This result covers various earlier existence results on correlated equilibria, noisy stochastic games, stochastic games with finite actions and state-independent transitions, and stochastic games with mixtures of constant transition kernels as special cases. A remarkably simple proof is provided via establishing a new connection between stochastic games and conditional expectations of correspondences. New applications of stochastic gam…
We study games with finitely many participants, each having finitely many choices. We consider the following categories of participants: (I) populations: sets of nonatomic agents, (II) atomic splittable players, (III) atomic non splittable players. We recall and compare the basic properties, expressed through variational inequalities, concerning equilibria, potential games and dissipative games, as well as evolutionary dynamics. Then we consider composite games where the three categories of participants are present, a typical example being congestion games, and extend the previous properties o…