2021
DOI: 10.1109/lcsys.2020.3002734
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Fully Distributed Nash Equilibrium Seeking Over Time-Varying Communication Networks With Linear Convergence Rate

Abstract: We design a distributed algorithm for learning Nash equilibria over time-varying communication networks in a partial-decision information scenario, where each agent can access its own cost function and local feasible set, but can only observe the actions of some neighbors. Our algorithm is based on projected pseudo-gradient dynamics, augmented with consensual terms. Under strong monotonicity and Lipschitz continuity of the game mapping, we provide a simple proof of linear convergence, based on a contractivity … Show more

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Cited by 56 publications
(22 citation statements)
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“…Compared to similar pseudo-gradient dynamics proposed in the literature [10], [17], the novelty of Algorithm 1 is that the cost related components ∇ xi J i are weighted by the reciprocal of the elements q i of the PF eigenvector. This operation enables convergence on row stochastic graphs, and in fact it is not necessary for doubly stochastic graphs, for which q = 1.…”
Section: Fully-distributed Nash Equilibrium Seekingmentioning
confidence: 99%
See 2 more Smart Citations
“…Compared to similar pseudo-gradient dynamics proposed in the literature [10], [17], the novelty of Algorithm 1 is that the cost related components ∇ xi J i are weighted by the reciprocal of the elements q i of the PF eigenvector. This operation enables convergence on row stochastic graphs, and in fact it is not necessary for doubly stochastic graphs, for which q = 1.…”
Section: Fully-distributed Nash Equilibrium Seekingmentioning
confidence: 99%
“…Remark 4: The condition in ( 13) can always be satisfied by choosing α small enough; an explicit upper bound can be obtained as in [17,Lemma 2].…”
Section: Fully-distributed Nash Equilibrium Seekingmentioning
confidence: 99%
See 1 more Smart Citation
“…Distributed seeking of NE has extensively been studied in recent years. For games where players' cost functions depend on others' actions in a general manner, researchers have proposed fully distributed algorithms based on alternating direction method of multipliers [8], best-response dynamics [9], and projected-gradient method [10]- [12]. In these algorithms, players utilize local communications to estimate others' actions, and the NE is found by solving equivalent variational inequality problems [13].…”
Section: Introductionmentioning
confidence: 99%
“…Researchers in [14] and [15] adopted a consensus protocol to dynamically track the aggregate action and used projectedgradient methods to update each player's action. Since only aggregate estimates are exchanged, compared with the algorithms in [8]- [12], there is an n-fold reduction in the amount of data that is transmitted in each iteration, where n is the number of players. However, the convergence was shown only for diminishing step-sizes with strictly monotone pseudo-gradient mappings.…”
Section: Introductionmentioning
confidence: 99%