Toward the minimal weighted vertex cover (MWVC) in agent-based networking systems, this paper recasts it as a potential game and proposes a distributed learning algorithm based on relaxed greed and finite memory. With the concept of convention, we prove that our algorithm converges with probability 1 to Nash equilibria, which serve as the bridge connecting the game and the MWVC. More importantly, an additional degree of freedom is also provided for equilibrium refinement, such that increasing memory lengths and mutation probabilities contributes to the improvement of system-level objectives. Comparisons with typical methods, centralized and distributed, demonstrate the advantage of our algorithm for both weighted and unweighted versions. This paper not only provides a useful tool for the MWVC problem in decentralized environments but also paves an effective way for distributed coordination and optimization that could be modeled as potential games.
This paper develops a synchronization control scheme for underactuated spacecraft formation hovering in the case without along-track thrust. The feasible sets of initial positions for this underactuated case are derived based on the nonlinear and linear relative orbital dynamics. Then, a nonpreset parameter underactuated controller is designed to deal with the unmatched disturbances caused by the loss of alongtrack control. Moreover, a synchronization item is added to the above controller to synchronize the hovering motion between the follower spacecraft. The Lyapunov-based analysis indicates that the minimum nonzero eigenvalue of the Laplace matrix corresponding to the synchronization item determines the stable hovering accuracy of the system states. Numerical simulations also demonstrate the validity of the presented underactuated synchronization controller.
Toward better approximation for the minimumweighted vertex cover (MWVC) problem in multiagent systems, we present a distributed algorithm from the perspective of learning in games. For self-organized coordination and optimization, we see each vertex as a potential game player who makes decisions using local information of its own and the immediate neighbors. The resulting Nash equilibrium is classified into two categories, i.e., the inferior Nash equilibrium (INE) and the dominant Nash equilibrium (DNE). We show that the optimal solution must be a DNE. To achieve better approximation ratios, local rules of perturbation and weighted memory are designed, with the former destroying the stability of an INE and the latter facilitating the refinement of a DNE. By showing the existence of an improvement path from any INE to a DNE, we prove that when the memory length is larger than 1, our algorithm converges in finite time to DNEs, which could not be improved by exchanging the action of a selected node with all its unselected neighbors. Moreover, additional freedom for solution efficiency refinement is provided by increasing the memory length. Finally, intensive comparison experiments demonstrate the superiority of the presented methodology to the state of the art, both in solution efficiency and computation speed.
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