62.2GTJun 1
Distributed Algorithm for Robust Wardrop Equilibrium in Uncertain Aggregative Congestion GamesHuan Peng, Guanpu Chen, Giuseppe Belgioioso et al.
This paper considers a class of aggregative congestion games with uncertain coupling constraints, and devises a distributed algorithm to seek the robust generalized Wardrop equilibrium (RGWE) under worst-case uncertainty. Utilizing robust optimization theory, we reformulate the original aggregative congestion game with uncertainty into a tractable and deterministic augmented problem. Building upon this reformulation, we design a fully distributed algorithm to seek the RGWE by integrating a projected primal-dual scheme and a dynamic tracking technique. The convergence of the proposed algorithm is rigorously guaranteed via singular perturbation theory and LaSalle's invariance principle. Furthermore, we explicitly characterize the relationship between the obtained RGWE and the robust generalized Nash equilibrium, as the latter captures full strategic interactions. Finally, numerical simulations on the charging control of plug-in electric vehicles corroborate our theoretical findings.
LGMar 1, 2023
OmniForce: On Human-Centered, Large Model Empowered and Cloud-Edge Collaborative AutoML SystemChao Xue, Wei Liu, Shuai Xie et al.
Automated machine learning (AutoML) seeks to build ML models with minimal human effort. While considerable research has been conducted in the area of AutoML in general, aiming to take humans out of the loop when building artificial intelligence (AI) applications, scant literature has focused on how AutoML works well in open-environment scenarios such as the process of training and updating large models, industrial supply chains or the industrial metaverse, where people often face open-loop problems during the search process: they must continuously collect data, update data and models, satisfy the requirements of the development and deployment environment, support massive devices, modify evaluation metrics, etc. Addressing the open-environment issue with pure data-driven approaches requires considerable data, computing resources, and effort from dedicated data engineers, making current AutoML systems and platforms inefficient and computationally intractable. Human-computer interaction is a practical and feasible way to tackle the problem of open-environment AI. In this paper, we introduce OmniForce, a human-centered AutoML (HAML) system that yields both human-assisted ML and ML-assisted human techniques, to put an AutoML system into practice and build adaptive AI in open-environment scenarios. Specifically, we present OmniForce in terms of ML version management; pipeline-driven development and deployment collaborations; a flexible search strategy framework; and widely provisioned and crowdsourced application algorithms, including large models. Furthermore, the (large) models constructed by OmniForce can be automatically turned into remote services in a few minutes; this process is dubbed model as a service (MaaS). Experimental results obtained in multiple search spaces and real-world use cases demonstrate the efficacy and efficiency of OmniForce.
GTJan 19, 2023
Global Nash Equilibrium in Non-convex Multi-player Game: Theory and AlgorithmsGuanpu Chen, Gehui Xu, Fengxiang He et al.
Wide machine learning tasks can be formulated as non-convex multi-player games, where Nash equilibrium (NE) is an acceptable solution to all players, since no one can benefit from changing its strategy unilaterally. Attributed to the non-convexity, obtaining the existence condition of global NE is challenging, let alone designing theoretically guaranteed realization algorithms. This paper takes conjugate transformation to the formulation of non-convex multi-player games, and casts the complementary problem into a variational inequality (VI) problem with a continuous pseudo-gradient mapping. We then prove the existence condition of global NE: the solution to the VI problem satisfies a duality relation. Based on this VI formulation, we design a conjugate-based ordinary differential equation (ODE) to approach global NE, which is proved to have an exponential convergence rate. To make the dynamics more implementable, we further derive a discretized algorithm. We apply our algorithm to two typical scenarios: multi-player generalized monotone game and multi-player potential game. In the two settings, we prove that the step-size setting is required to be $\mathcal{O}(1/k)$ and $\mathcal{O}(1/\sqrt k)$ to yield the convergence rates of $\mathcal{O}(1/ k)$ and $\mathcal{O}(1/\sqrt k)$, respectively. Extensive experiments in robust neural network training and sensor localization are in full agreement with our theory.
15.4GTMay 13
A Scenario Approach to the Robustness of Nonconvex-Nonconcave Minimax ProblemsHuan Peng, Guanpu Chen, Karl Henrik Johansson
This paper investigates probabilistic robustness of nonconvex-nonconcave minimax problems via the scenario approach. Specifically, under convex strategy sets for all players, inspired by recent advances in scenario optimization, we first establish a probabilistic robustness guarantee for an $\varepsilon$-stationary point, overcoming the dependence on the non-degeneracy assumption by proving the monotonicity of the stationary residual in the number of scenarios. Furthermore, in the presence of nonconvex strategy sets, we reveal the fundamental difficulty of obtaining a tight theoretical bound based on this recent framework. Consequently, we establish a relaxed, yet rigorously valid, probabilistic bound for a global minimax point. A numerical experiment corroborates our theoretical findings.
26.1GTMay 8
Zero-determinant Strategy for Moving Target Defense: Existence, Performance, and ComputationZhaoyang Cheng, Guanpu Chen, Yiguang Hong et al.
Moving Target Defense (MTD) is commonly formulated as a repeated security game to mitigate persistent threats. Although the strong Stackelberg equilibrium (SSE) characterizes the defender's optimal strategy in the leader-follower framework, computing the SSE often incurs high computational complexity, which significantly limits its practical deployment in MTD problems with multiple targets. This paper proposes adopting a zero-determinant (ZD) strategy for constructing an MTD strategy that achieves both high defensive performance and substantially low computational complexity. We first derive a necessary and sufficient condition for the existence of ZD strategies and investigate the performance of ZD strategies, which shows their upper-bound performance matches that of the SSE strategy. We then formulate two programs to find the optimal ZD strategy parameters under different conditions. Moreover, we design an algorithm to compute the proposed ZD strategies, along with the computational complexity analysis in comparison with the traditional SSE computation. Finally, we conduct experiments on two practical applications to verify our results.