Jianing Chen

OC
h-index13
3papers
12citations
Novelty50%
AI Score42

3 Papers

8.1OCMay 21
Robust Nash equilibrium seeking based on semi-Markov switching topologies

Jianing Chen, Sitian Qin, Chuangyin Dang

This paper investigates a distributed robust Nash Equilibrium (NE) seeking problem for second-order players subject to external disturbances and uncertain dynamics while communicating via semi-Markov switching topologies. To accommodate the above concerns, the following targets require to be reached simultaneously: (1) Disturbances and uncertain dynamics rejection in finite time; (2) NE seeking for the second-order players; (3) Distributed action estimation on non-neighboring players under semi-Markov switching. By combining supertwisting-based Integral Sliding-Mode Control (ISMC) with a leader-follower consensus protocol, a novel robust NE seeking algorithm is constructed. Furthermore, to lessen dispensable information transmission, a sampled-data-based event-triggered mechanism is introduced. Incorporating the advantages of both semi-Markov switching and event-triggered mechanism, another NE seeking algorithm is proposed. Theoretical analysis via a Lyapunov-Krasovskii functional proves the leader-follower consensus can be achieved in the mean-square sense. Finally, a connectivity control game is formulated to validate the algorithms.

5.6OCApr 10
Continuous-Time Distributed Seeking for Variational Generalized Nash Equilibrium of Online Game

Jianing Chen, Sichen Qian, Chuangyin Dang et al.

This paper mainly investigates a class of distributed Variational Generalized Nash Equilibrium (VGNE) seeking problems for both online noncooperative games and online aggregative games with time-varying coupling inequality constraints. Two novel continuous-time distributed VGNE seeking algorithms are proposed, which realize the constant regret bound and sublinear fit bound, superior to those of the criteria for online optimization problems and online games. Furthermore, to reduce unnecessary communication among players, a dynamic event-triggered mechanism involving internal variables is introduced into the distributed VGNE seeking algorithm, while the constant regret bound and sublinear fit bound are still maintained. Also, the Zeno behavior is strictly prohibited. Moreover, we further investigate the impact of communication noise on the player's measurement of its neighbors' relative states. It is demonstrated that both the regret and fit bounds remain valid as long as the noise level is not excessively large. This result reveals, to some extent, the proposed algorithm's noise-resilient capability. Finally, an online Uncrewed Aerial Vehicle (UAV) swarm game and an online Nash-Cournot game are given to demonstrate the validity of the theoretical results.

8.3ROSep 27, 2020
Agile Reactive Navigation for A Non-Holonomic Mobile Robot Using A Pixel Processor Array

Yanan Liu, Laurie Bose, Colin Greatwood et al.

This paper presents an agile reactive navigation strategy for driving a non-holonomic ground vehicle around a preset course of gates in a cluttered environment using a low-cost processor array sensor. This enables machine vision tasks to be performed directly upon the sensor's image plane, rather than using a separate general-purpose computer. We demonstrate a small ground vehicle running through or avoiding multiple gates at high speed using minimal computational resources. To achieve this, target tracking algorithms are developed for the Pixel Processing Array and captured images are then processed directly on the vision sensor acquiring target information for controlling the ground vehicle. The algorithm can run at up to 2000 fps outdoors and 200fps at indoor illumination levels. Conducting image processing at the sensor level avoids the bottleneck of image transfer encountered in conventional sensors. The real-time performance of on-board image processing and robustness is validated through experiments. Experimental results demonstrate that the algorithm's ability to enable a ground vehicle to navigate at an average speed of 2.20 m/s for passing through multiple gates and 3.88 m/s for a 'slalom' task in an environment featuring significant visual clutter.