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首页> 外文期刊>IEEE Transactions on Automatic Control >A Passivity-Based Approach to Nash Equilibrium Seeking Over Networks
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A Passivity-Based Approach to Nash Equilibrium Seeking Over Networks

机译:基于无源性的Nash网络平衡方法

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In this paper, we consider the problem of distributed Nash equilibrium (NE) seeking over networks, a setting in which players have limited local information on the others' decisions. We start from a continuous-time gradient-play dynamics that converges to an NE under strict monotonicity of the pseudogradient and assumes perfect information. We consider how to modify it in the case of partial, or networked information between players. We propose an augmented gradient-play dynamics with correction, in which players communicate locally only with their neighbors to compute an estimate of the other players' actions. We derive the new dynamics based on the reformulation as a multiagent coordination problem over an undirected graph. We exploit incremental passivity properties and show that a synchronizing, distributed Laplacian feedback can be designed using relative estimates of the neighbors. Under a strict monotonicity property of the pseudogradient, we show that the augmented gradient-play dynamics converges to consensus on the NE of the game. We further discuss two cases that highlight the tradeoff between properties of the game and the communication graph.
机译:在本文中,我们考虑了通过网络寻求分布式纳什均衡(NE)的问题,在这种情况下,参与者对其他人的决定所拥有的本地信息有限。我们从在伪梯度严格单调性下收敛到NE并假设完美信息的连续时间梯度播放动力学开始。我们考虑在玩家之间存在部分或网络信息的情况下如何对其进行修改。我们提出了一种带有校正的增强型梯度游戏动力学,其中,玩家仅与他们的邻居进行本地通信,以计算其他玩家行为的估计。我们基于重构将新的动力学推导为无向图上的多主体协调问题。我们利用增量无源特性,并表明可以使用邻居的相对估计来设计同步的分布式拉普拉斯反馈。在伪梯度的严格单调性下,我们证明了增强的渐变播放动力学收敛于对游戏NE的共识。我们将进一步讨论两种情况,以突出显示游戏属性和通信图之间的权衡。

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