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 $\mathcal{O}(n^3)$ iterations. These results are applied to a numerical example concerning the demand-side management of an electricity system. The asymptotic performance of the algorithm when $n$ tends to infinity is illustrated.
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 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.
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-…
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…
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 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…
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…
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…
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 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…
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 ``…
Unlike convex case, a local equilibrium point of a nonconvex Nash-Cournot oligopolistic equilibrium problem may not be a global one. Finding such a local equilibrium point or even a stationary point of this problem is not an easy task. This paper deals with a numerical method for Nash-Cournot equilibrium models involving nonconvex cost functions. We develop a local method to compute a stationary point of this class of problems. The convergence of the algorithm is proved and its complexity is estimated under certain assumptions. Numerical examples are implemented to illustrate the convergence b…
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…
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…
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)
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…
This paper investigates full stability properties for \emph{variational Nash equilibriums} of a system of parametric nonconvex optimal control problems governed by semilinear elliptic partial differential equations. We first obtain some new results on the existence of variational Nash equilibriums for the system of original/parametric nonconvex optimal control problems. Then we establish explicit characterizations of the Lipschitzian and Hölderian full stability of variational Nash equilibriums under perturbations. These results deduce the equivalence between variational Nash equilibriums and …
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…
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…
The distributed computation of equilibria and optima has seen growing interest in a broad collection of networked problems. We consider the computation of equilibria of convex stochastic Nash games characterized by a possibly nonconvex potential function. Our focus is on two classes of stochastic Nash games: (P1): A potential stochastic Nash game, in which each player solves a parameterized stochastic convex program; and (P2): A misspecified generalization, where the player-specific stochastic program is complicated by a parametric misspecification. In both settings, exact proximal BR solution…
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 …
This paper considers an $N$-player stochastic Nash game in which the $i$th player minimizes a composite objective $f_i(x) + r_i(x_i)$, where $f_i$ is expectation-valued and $r_i$ has an efficient prox-evaluation. In this context, we make the following contributions. (i) Under a strong monotonicity assumption on the concatenated gradient map, we derive ({\bf optimal}) rate statements and oracle complexity bounds for the proposed variable sample-size proximal stochastic gradient-response (VS-PGR) scheme; (ii) We overlay (VS-PGR) with a consensus phase with a view towards developing distributed p…
We propose an efficient algorithm for finding first-order Nash equilibria in min-max problems of the form $\min_{x \in X}\max_{y\in Y} F(x,y)$, where the objective function is smooth in both variables and concave with respect to $y$; the sets $X$ and $Y$ are convex and "projection-friendly," and $Y$ is compact. Our goal is to find an $(\varepsilon_x,\varepsilon_y)$-first-order Nash equilibrium with respect to a stationarity criterion that is stronger than the commonly used proximal gradient norm. The proposed approach is fairly simple: we perform approximate proximal-point iterations on the pr…
This paper considers a stochastic Nash game in which each player minimizes an expectation valued composite objective. We make the following contributions. (I) Under suitable monotonicity assumptions on the concatenated gradient map, we derive optimal rate statements and oracle complexity bounds for the proposed variable sample-size proximal stochastic gradient-response (VS-PGR) scheme when the sample-size increases at a geometric rate. If the sample-size increases at a polynomial rate of degree $v > 0$, the mean-squared errordecays at a corresponding polynomial rate while the iteration and ora…
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…
For generalized Nash equilibrium problems (GNEP) with shared constraints we focus on the notion of normalized Nash equilibrium in the nonconvex setting. The property of nondegeneracy for normalized Nash equilibria is introduced. Nondegeneracy refers to GNEP-tailored versions of linear independence constraint qualification, strict complementarity and second-order regularity. Surprisingly enough, nondegeneracy of normalized Nash equilibrium does not prevent from degeneracies at the individual players' level. We show that generically all normalized Nash equilibria are nondegenerate. Moreover, non…
In this paper we address game theory problems arising in the context of network security. In traditional game theory problems, given a defender and an attacker, one searches for mixed strategies which minimize a linear payoff functional. In the problems addressed in this paper an additional quadratic term is added to the minimization problem. Such term represents switching costs, i.e., the costs for the defender of switching from a given strategy to another one at successive rounds of a Nash game. The resulting problems are nonconvex QP ones with linear constraints and turn out to be very chal…
Policy Optimization Provably Converges to Nash Equilibria in Zero-Sum Linear Quadratic Games
Department of Electrical and Computer Engineering & Coordinated Science Laboratory, University of Illinois at Urbana-Champaign(伊利诺伊大学厄巴纳-香槟分校电子工程与协调科学实验室部门);Department of Operations Research and Financial Engineering, Princeton University(普林斯顿大学运筹学与金融工程系)