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On Synchronous, Asynchronous, and Randomized Best-Response Schemes for Stochastic Nash Games

机译:关于随机纳什游戏的同步,异步和随机的最佳响应方案

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In this paper, we consider a stochastic Nash game in which each player minimizes a parameterized expectation-valued convex objective function. In deterministic regimes, proximal best-response (BR) schemes have been shown to be convergent under a suitable spectral property associated with the proximal BR map. However, a direct application of this scheme to stochastic settings requires obtaining exact solutions to stochastic optimization problems at each iteration. Instead, we propose an inexact generalization of this scheme in which an inexact solution to the BR problem is computed in an expected-value sense via a stochastic approximation (SA) scheme. On the basis of this framework, we present three inexact BR schemes: (i) First, we propose a synchronous inexact BR scheme where all players simultaneously update their strategies. (ii) Second, we extend this to a randomized setting where a subset of players is randomly chosen to update their strategies while the other players keep their strategies invariant. (iii) Third, we propose an asynchronous scheme, where each player chooses its update frequency while using outdated rival-specific data in updating its strategy. Under a suitable contractive property on the proximal BR map, we proceed to derive almost sure convergence of the iterates to the Nash equilibrium (NE) for (i) and (ii) and mean convergence for (i)-(iii). In addition, we show that for (i)-(iii), the generated iterates converge to the unique equilibrium in mean at a linear rate with a prescribed constant rather than a sublinear rate. Finally, we establish the overall iteration complexity of the scheme in terms of projected stochastic gradient (SG) steps for computing an epsilon-NE2 (or epsilon-NE infinity) and note that in all settings, the iteration complexity is O(1/epsilon(2(1)(+c)+delta)) ,where c = 0 in the context of (i), and c > 0 represents the positive cost of randomization in (ii) and asynchronicity and delay in Notably, in the synchronous regime, we achieve a near-optimal rate from the standpoint of solving stochastic convex optimization problems by SA schemes. The schemes are further extended to settings where players solve two-stage stochastic Nash games with linear and quadratic recourse. Finally, preliminary numerics developed on a multiportfolio investment problem and a two-stage capacity expansion game support the rate and complexity statements.
机译:在本文中,我们考虑了一个随机纳什游戏,其中每个玩家最小化参数化期望值凸面目标函数。在确定性制度中,近端最佳响应(BR)方案已被证明是在与近端BR地图相关的合适的光谱特性下收敛。然而,该方案的直接应用于随机设置需要在每次迭代时获得对随机优化问题的精确解决方案。相反,我们提出了这种方案的不确定的推广,其中通过随机近似(SA)方案在预期的值感测中计算对BR问题的不精确解决方案。在此框架的基础上,我们提出了三种:(i)首先,我们提出了一个同步的INEXACT BR计划,所有玩家同时更新其策略。 (ii)第二,我们将此扩展到一个随机设置,其中随机选择玩家的子集,以更新他们的策略,而另一名玩家保持战略不变。 (iii)第三,我们提出了一种异步方案,其中每个玩家在更新其策略时使用过时的竞争对手特定数据选择其更新频率。在近端BR地图上的合适的收缩性下,我们继续肯定地肯定迭代到腹部的腹部均衡(NE),并且(II)和(i) - (iii)的平均收敛。此外,我们表明,对于(i) - (iii),所产生的迭代迭代通过规定的恒定而不是载位速率来收敛到唯一的平衡。最后,我们在计算epsilon-ne2(或epsilon-ne Infinity)的投影随机梯度(sg)步骤方面建立方案的整体迭代复杂性,并注意到在所有设置中,迭代复杂度是o(1 / epsilon (2(1)(+ c)+ delta)),其中C = 0在(i)的上下文中,C> 0表示(ii)和异步和延迟的正常成本,特别是在同步中政权,从SA方案解决随机凸优化问题的角度,我们达到了近最佳速率。这些方案进一步扩展到玩家解决两阶段随机纳什游戏的设置,具有线性和二次追索。最后,在多端主投资问题上开发的初步数字和两级能力扩展游戏支持率和复杂性陈述。

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