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.
In future distribution grids, prosumers (i.e., energy consumers with storage and/or production capabilities) will trade energy with each other and with the main grid. To ensure an efficient and safe operation of energy trading, in this paper, we formulate a peer-to-peer energy market of prosumers as a generalized aggregative game, in which a network operator is only responsible for the operational constraints of the system. We design a distributed market-clearing mechanism with convergence guarantee to an economically-efficient and operationally-safe configuration (i.e., a variational generalized Nash equilibrium). Numerical studies on the IEEE 37-bus testcase show the scalability of the proposed approach and suggest that active participation in the market is beneficial for both prosumers and the network operator.
We propose a reinforcement learning (RL) approach to compute the expression of quasi-stationary distribution. Based on the fixed-point formulation of quasi-stationary distribution, we minimize the KL-divergence of two Markovian path distributions induced by the candidate distribution and the true target distribution. To solve this challenging minimization problem by gradient descent, we apply the reinforcement learning technique by introducing the reward and value functions. We derive the corresponding policy gradient theorem and design an actor-critic algorithm to learn the optimal solution and the value function. The numerical examples of finite state Markov chain are tested to demonstrate the new method.
In this work, we propose a novel formulation for the solution of partial differential equations using finite element methods on unfitted meshes. The proposed formulation relies on the discrete extension operator proposed in the aggregated finite element method. This formulation is robust with respect to the location of the boundary/interface within the cell. One can prove enhanced stability results, not only on the physical domain, but on the whole active mesh. However, the stability constants grow exponentially with the polynomial order being used, since the underlying extension operators are defined via extrapolation. To address this issue, we introduce a new variant of aggregated finite elements, in which the extension in the physical domain is an interpolation for polynomials of order higher than two. As a result, the stability constants only grow at a polynomial rate with the order of approximation. We demonstrate that this approach enables robust high-order approximations with the aggregated finite element method.
This paper considers the distributed optimization problem where each node of a peer-to-peer network minimizes a finite sum of objective functions by communicating with its neighboring nodes. In sharp contrast to the existing literature where the fastest distributed algorithms converge either with a global linear or a local superlinear rate, we propose a distributed adaptive Newton (DAN) algorithm with a global quadratic convergence rate. Our key idea lies in the design of a finite-time set-consensus method with Polyak's adaptive stepsize. Moreover, we introduce a low-rank matrix approximation (LA) technique to compress the innovation of Hessian matrix so that each node only needs to transmit message of dimension $\mathcal{O}(p)$ (where $p$ is the dimension of decision vectors) per iteration, which is essentially the same as that of first-order methods. Nevertheless, the resulting DAN-LA converges to an optimal solution with a global superlinear rate. Numerical experiments on logistic regression problems are conducted to validate their advantages over existing methods.
Optimal zero-delay coding (quantization) of $\mathbb{R}^d$-valued linearly generated Markov sources is studied under quadratic distortion. The structure and existence of deterministic and stationary coding policies that are optimal for the infinite horizon average cost (distortion) problem are established. Prior results studying the optimality of zero-delay codes for Markov sources for infinite horizons either considered finite alphabet sources or, for the $\mathbb{R}^d$-valued case, only showed the existence of deterministic and non-stationary Markov coding policies or those which are randomized. In addition to existence results, for finite blocklength (horizon) $T$ the performance of an optimal coding policy is shown to approach the infinite time horizon optimum at a rate $O(\frac{1}{T})$. This gives an explicit rate of convergence that quantifies the near-optimality of finite window (finite-memory) codes among all optimal zero-delay codes.
Approximations of optimization problems arise in computational procedures and sensitivity analysis. The resulting effect on solutions can be significant, with even small approximations of components of a problem translating into large errors in the solutions. We specify conditions under which approximations are well behaved in the sense of minimizers, stationary points, and level-sets and this leads to a framework of consistent approximations. The framework is developed for a broad class of composite problems, which are neither convex nor smooth. We demonstrate the framework using examples from stochastic optimization, neural-network based machine learning, distributionally robust optimization, penalty and augmented Lagrangian methods, interior-point methods, homotopy methods, smoothing methods, extended nonlinear programming, difference-of-convex programming, and multi-objective optimization. An enhanced proximal method illustrates the algorithmic possibilities. A quantitative analysis supplements the development by furnishing rates of convergence.
Bid optimization for online advertising from single advertiser's perspective has been thoroughly investigated in both academic research and industrial practice. However, existing work typically assume competitors do not change their bids, i.e., the wining price is fixed, leading to poor performance of the derived solution. Although a few studies use multi-agent reinforcement learning to set up a cooperative game, they still suffer the following drawbacks: (1) They fail to avoid collusion solutions where all the advertisers involved in an auction collude to bid an extremely low price on purpose. (2) Previous works cannot well handle the underlying complex bidding environment, leading to poor model convergence. This problem could be amplified when handling multiple objectives of advertisers which are practical demands but not considered by previous work. In this paper, we propose a novel multi-objective cooperative bid optimization formulation called Multi-Agent Cooperative bidding Games (MACG). MACG sets up a carefully designed multi-objective optimization framework where different objectives of advertisers are incorporated. A global objective to maximize the overall profit of all advertisements is added in order to encourage better cooperation and also to protect self-bidding advertisers. To avoid collusion, we also introduce an extra platform revenue constraint. We analyze the optimal functional form of the bidding formula theoretically and design a policy network accordingly to generate auction-level bids. Then we design an efficient multi-agent evolutionary strategy for model optimization. Offline experiments and online A/B tests conducted on the Taobao platform indicate both single advertiser's objective and global profit have been significantly improved compared to state-of-art methods.
Alternating Direction Method of Multipliers (ADMM) is a widely used tool for machine learning in distributed settings, where a machine learning model is trained over distributed data sources through an interactive process of local computation and message passing. Such an iterative process could cause privacy concerns of data owners. The goal of this paper is to provide differential privacy for ADMM-based distributed machine learning. Prior approaches on differentially private ADMM exhibit low utility under high privacy guarantee and often assume the objective functions of the learning problems to be smooth and strongly convex. To address these concerns, we propose a novel differentially private ADMM-based distributed learning algorithm called DP-ADMM, which combines an approximate augmented Lagrangian function with time-varying Gaussian noise addition in the iterative process to achieve higher utility for general objective functions under the same differential privacy guarantee. We also apply the moments accountant method to bound the end-to-end privacy loss. The theoretical analysis shows that DP-ADMM can be applied to a wider class of distributed learning problems, is provably convergent, and offers an explicit utility-privacy tradeoff. To our knowledge, this is the first paper to provide explicit convergence and utility properties for differentially private ADMM-based distributed learning algorithms. The evaluation results demonstrate that our approach can achieve good convergence and model accuracy under high end-to-end differential privacy guarantee.
Asynchronous momentum stochastic gradient descent algorithms (Async-MSGD) is one of the most popular algorithms in distributed machine learning. However, its convergence properties for these complicated nonconvex problems is still largely unknown, because of the current technical limit. Therefore, in this paper, we propose to analyze the algorithm through a simpler but nontrivial nonconvex problem - streaming PCA, which helps us to understand Aync-MSGD better even for more general problems. Specifically, we establish the asymptotic rate of convergence of Async-MSGD for streaming PCA by diffusion approximation. Our results indicate a fundamental tradeoff between asynchrony and momentum: To ensure convergence and acceleration through asynchrony, we have to reduce the momentum (compared with Sync-MSGD). To the best of our knowledge, this is the first theoretical attempt on understanding Async-MSGD for distributed nonconvex stochastic optimization. Numerical experiments on both streaming PCA and training deep neural networks are provided to support our findings for Async-MSGD.
In this paper, we study the optimal convergence rate for distributed convex optimization problems in networks. We model the communication restrictions imposed by the network as a set of affine constraints and provide optimal complexity bounds for four different setups, namely: the function $F(\xb) \triangleq \sum_{i=1}^{m}f_i(\xb)$ is strongly convex and smooth, either strongly convex or smooth or just convex. Our results show that Nesterov's accelerated gradient descent on the dual problem can be executed in a distributed manner and obtains the same optimal rates as in the centralized version of the problem (up to constant or logarithmic factors) with an additional cost related to the spectral gap of the interaction matrix. Finally, we discuss some extensions to the proposed setup such as proximal friendly functions, time-varying graphs, improvement of the condition numbers.