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Distributed algorithms for networked multi-agent systems: Optimization and competition.

机译:网络化多智能体系统的分布式算法:优化和竞争。

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This thesis pertains to the development of distributed algorithms in the context of networked multi-agent systems. Such engineered systems may be tasked with a variety of goals, ranging from the solution of optimization problems to addressing the solution of variational inequality problems. Two key complicating characteristics of multi-agent systems are the following: (i) the lack of availability of system-wide information at any given location; and (ii) the absence of any central coordinator. These intricacies make it infeasible to collect all the information at a location and preclude the use of centralized algorithms. Consequently, a fundamental question in the design of such systems is the need for developing algorithms that can support their functioning. Accordingly, our goal lies in developing distributed algorithms that can be implemented at a local level while guaranteeing a global system-level requirement. In such techniques, each agent uses locally available information, including that accessible from its immediate neighbors, to update its decisions, rather than availing of the decisions of all agents.;In the first part of this thesis, we consider a multiuser convex optimization problem. Traditionally, a multiuser problem is a constrained optimization problem characterized by a set of users (or agents). Such problems are characterized by an objective given by a sum of user-specific utility functions, and a collection of separable constraints that couple user decisions. We assume that user-specific utility information is private while users may communicate values of their decision variables. The multiuser problem is to maximize the sum of the users-specific cost functions subject to the coupling constraints, while abiding by the informational requirements of each user. In this part of the thesis, we focus on generalizations of convex multiuser optimization problems where the objective and constraints are not separable by user and instead consider instances where user decisions are coupled, both in the objective and through nonlinear coupling constraints.;The second part of this thesis is devoted to the solution of a Cartesian variational inequality (VI) problem. A Cartesian VI provides a unifying framework for studying multi-agent systems including regimes in which agents either cooperate or compete in a Nash game. Under suitable convexity assumptions, sufficiency conditions of such problems can be cast as a Cartesian VI. We consider a monotone stochastic Cartesian variational inequality problem that naturally arise from convex optimization problems or a subclass of Nash games over continuous strategy sets. Almost sure convergence of standard implementations of stochastic approximation rely on strong monotonicity of the mappings arising in such variational inequality problems. Our interest lies in weakening this requirement and this motivates the development of distributed iterative stochastic approximation algorithms. We introduce two classes of stochastic approximation methods, each of which requires exactly one projection step at every iteration, and provide convergence analysis for them. Of these, the first is a stochastic iterative Tikhonov regularization method which necessitates the update of regularization parameter after every iteration. The second method is a stochastic iterative proximal-point method, where the centering term is updated after every iteration. Conditions are provided for recovering global convergence in limited coordination extensions of such schemes where agents are allowed to choose their stepsize sequences, regularization and centering parameters independently, while meeting a suitable coordination requirement. We apply the proposed class of techniques and their limited coordination versions to a stochastic networked rate allocation problem.;The focus of the third part of the thesis is on a class of games, termed as aggregative games, being played over a networked system. In an aggregative game, an agent's objective function is coupled across agents through a function of the aggregate of all agents decisions. Every agent maintains an estimate of the aggregate and agents exchange this information over a connected network. We study two classes of distributed algorithm for information exchange and computation of equilibrium. The first method, a diffusion-based algorithm, operates in a synchronous setting which can contend with time-varying connectivity of the underlying network graph model. The second method, a gossip-based distributed algorithm, is inherently asynchronous and is applicable when the network is static. Our primary emphasis is on proving the convergence of these algorithms under an assumption of a diminishing (agent-specific) stepsize sequence. Under standard conditions, we establish the almost-sure convergence of these algorithms to an equilibrium point. Moreover, we also develop and analyze the associated error bounds when a constant stepsize (user-specific) is employed in the gossip-based method. Finally, we present numerical results to assess the performance of the diffusion and the gossip algorithm for a class of aggregative games for various network models and sizes. (Abstract shortened by UMI.).
机译:本文涉及网络化多智能体系统中分布式算法的发展。这样的工程系统可以有各种各样的目标,从优化问题的解决到解决变分不平等问题的解决。多代理系统的两个关键的复杂特征如下:(i)在任何给定位置都缺乏系统范围信息的可用性; (ii)没有任何中央协调员。这些复杂性使得在一个位置上收集所有信息变得不可行,并且无法使用集中式算法。因此,此类系统设计中的一个基本问题是需要开发可支持其功能的算法。因此,我们的目标在于开发可在保证全球系统级需求的同时在本地实现的分布式算法。在这种技术中,每个代理都使用本地可用的信息(包括从其直接邻居可访问的信息)来更新其决策,而不是利用所有代理的决策。;在本文的第一部分,我们考虑了多用户凸优化问题。 。传统上,多用户问题是以一组用户(或代理)为特征的受限优化问题。此类问题的特征在于,目标是由特定于用户的效用函数的总和以及耦合用户决策的可分离约束的集合组成。我们假设特定于用户的实用程序信息是私有的,而用户可以传达其决策变量的值。多用户问题是在遵守每个用户的信息需求的同时,最大化受耦合约束的特定于用户的成本函数之和。在本文的这一部分中,我们着重讨论凸型多用户优化问题的一般化,其中目标和约束不能由用户分离,而是考虑在目标中和通过非线性耦合约束来耦合用户决策的实例。本文致力于解决笛卡尔变分不等式(VI)问题。笛卡尔VI为研究多主体系统提供了一个统一的框架,其中包括在纳什博弈中主体合作或竞争的制度。在适当的凸度假设下,此类问题的充分条件可以转换为笛卡尔VI。我们考虑了单调随机笛卡尔变分不等式问题,它自然是由凸优化问题或连续策略集上的纳什博弈子类引起的。随机逼近的标准实现的几乎确定的收敛依赖于这种变分不等式问题中产生的映射的强单调性。我们的兴趣在于削弱这一要求,这激励了分布式迭代随机逼近算法的发展。我们介绍了两类随机逼近方法,每种方法在每次迭代时都只需要一个投影步骤,并对它们进行收敛分析。其中,第一种是随机迭代的Tikhonov正则化方法,该方法需要在每次迭代后更新正则化参数。第二种方法是随机迭代近端方法,其中对中项在每次迭代后都会更新。在此类方案的有限协调扩展中提供了恢复全局收敛的条件,在这种扩展中,允许代理独立地选择其步长序列,正则化和居中参数,同时满足适当的协调要求。我们将所提出的一类技术及其有限的协调版本应用于随机的网络费率分配问题。本文的第三部分的重点是在网络系统上玩的一类称为集合游戏的游戏。在聚合游戏中,代理的目标功能通过所有代理决策汇总的功能在各个代理之间耦合。每个代理都维护汇总的估计,并且代理通过连接的网络交换此信息。我们研究了两类用于信息交换和均衡计算的分布式算法。第一种方法是基于扩散的算法,它在同步设置中运行,该同步设置可能会与基础网络图模型的时变连接性相抗衡。第二种方法是基于八卦的分布式算法,它固有地是异步的,并且适用于网络是静态的情况。我们的主要重点是在递减的(特定于代理的)逐步调整序列的假设下证明这些算法的收敛性。在标准条件下,我们确定这些算法几乎可以收敛到一个平衡点。此外,当在基于八卦的方法中使用恒定的步长(特定于用户)时,我们还将开发和分析相关的误差范围。最后,我们给出数值结果来评估针对各种网络模型和规模的一类聚合游戏的扩散和八卦算法的性能。 (摘要由UMI缩短。)。

著录项

  • 作者

    Koshal, Jayash.;

  • 作者单位

    University of Illinois at Urbana-Champaign.;

  • 授予单位 University of Illinois at Urbana-Champaign.;
  • 学科 Engineering Industrial.;Operations Research.
  • 学位 Ph.D.
  • 年度 2012
  • 页码 156 p.
  • 总页数 156
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

  • 入库时间 2022-08-17 11:42:38

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