10 research outputs found
Communication-Efficient Distributed Machine Learning over Strategic Networks: A Two-Layer Game Approach
This paper considers a game-theoretic framework for distributed learning
problems over networks where communications between nodes are costly. In the
proposed game, players decide both the learning parameters and the network
structure for communications. The Nash equilibrium characterizes the tradeoff
between the local performance and the global agreement of the learned
classifiers. We introduce a two-layer algorithm to find the equilibrium. The
algorithm features a joint learning process that integrates the iterative
learning at each node and the network formation. We show that our game is
equivalent to a generalized potential game in the setting of symmetric
networks. We study the convergence of the proposed algorithm, analyze the
network structures determined by our game, and show the improvement of the
social welfare in comparison with the distributed learning over non-strategic
networks. In the case study, we deal with streaming data and use telemonitoring
of Parkinson's disease to corroborate the results.Comment: 20 pages, 9 figure
Artificial Intelligence Empowered UAVs Data Offloading in Mobile Edge Computing
The advances introduced by Unmanned Aerial Vehicles (UAVs) are manifold and have paved the path for the full integration of UAVs, as intelligent objects, into the Internet of Things (IoT). This paper brings artificial intelligence into the UAVs data offloading process in a multi-server Mobile Edge Computing (MEC) environment, by adopting principles and concepts from game theory and reinforcement learning. Initially, the autonomous MEC server selection for partial data offloading is performed by the UAVs, based on the theory of the stochastic learning automata. A non-cooperative game among the UAVs is then formulated to determine the UAVs\u27 data to be offloaded to the selected MEC servers, while the existence of at least one Nash Equilibrium (NE) is proven exploiting the power of submodular games. A best response dynamics framework and two alternative reinforcement learning algorithms are introduced that converge to a NE, and their trade-offs are discussed. The overall framework performance evaluation is achieved via modeling and simulation, in terms of its efficiency and effectiveness, under different operation approaches and scenarios
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Robust Methods for Influencing Strategic Behavior
Today's world contains many examples of engineered systems that are tightly coupled with their users and customers. In these settings, the strategic and economic behavior of users and customers can have a significant impact on the performance of the overall system, and it may be desirable for an engineer to devise appropriate methods of incentivizing human behavior to improve system performance. This work seeks to understand the fundamental tradeoffs involved in designing behavior-influencing mechanisms for complex interconnected sociotechnical systems. We study several examples and pose them as problems of game design: a planner chooses appropriate ways to select or modify the utility functions of individual agents in order to promote desired behavior. In social systems these modifications take the form of monetary or other incentives, whereas in multiagent engineered systems the modifications may be algorithmic. Here, we ask questions of sensitivity and robustness: for example, if the quality of information available to the planner changes, how can we quantify the impact of this change on the planner's ability to influence behavior? We propose a simple overarching framework for studying this, and then apply it to three distinct domains: incentives for network routing, distributed control design for multiagent engineered systems, and impersonation attacks in networked systems. We ask the following questions:- What features of a behavior-influencing mechanism directly confer robustness?We show weaknesses of several existing methodologies which use pricing for congestion control in transportation networks. In response to these issues, we propose a universal taxation mechanism which can incentivize optimal routing in transportation networks, requiring no information about network structure or user sensitivities, provided that it can charge sufficiently large prices. This suggests that large prices have more robustness than small ones. We also directly compare flow-varying tolls to fixed tolls, and show that a great deal of robustness can be gained by using a flow-varying approach.- How much information does a planner need to be confident that an incentive mechanism will not inadvertently induce pathological behavior?We show that for simple enough transportation networks (symmetric parallel networks are sufficient), a planner can provably avoid perverse incentives by applying a generalized marginal-cost taxation approach. On the other hand, we show that on general networks, perverse incentives are always a risk unless the incentive mechanism is given some information about network structure.- How can robust games be designed for multiagent coordination?We investigate a setting of multiagent coordination in which autonomous agents may suffer from unplanned communication loss events; the planner's task is to program agents with a policy (analogous to an incentive mechanism) for updating their utility functions in response to such events. We show that even when the nominal game is well-behaved and the communication loss is between weakly-coupled agents, there exists no utility update policy which can prevent arbitrarily-poor states from emerging. We also investigate a setting in which an adversary attempts to influence a distributed system in a robust way; here, by understanding susceptibility to adversarial influence, we hope to inform the design of more robust network systems
Dynamic strategic interactions : analysis and mechanism design
Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2013.Cataloged from PDF version of thesis.Includes bibliographical references (p. 225-232).Modern systems, such as engineering systems with autonomous entities, markets, and financial networks, consist of self-interested agents with potentially conflicting objectives. These agents interact in a dynamic manner, modifying their strategies over time to improve their payoffs. The presence of self-interested agents in such systems, necessitates the analysis of the impact of multi-agent decision making on the overall system, and the design of new systems with improved performance guarantees. Motivated by this observation, in the first part of this thesis we focus on fundamental structural properties of games, and exploit them to provide a new framework for analyzing the limiting behavior of strategy update rules in various game-theoretic settings. In the second part, we investigate the design problem of an auctioneer who uses iterative multi-- item auctions for efficient allocation of resources. More specifically, in the first part of the thesis we focus on potential games, a special class of games with desirable equilibrium and dynamic properties, and analyze their preference structure. Exploiting this structure we obtain a decomposition of arbitrary games into three components, which we refer to as the potential, harmonic, and nonstrategic components. Intuitively, the potential component of a game captures interactions that can equivalently be represented as a common interest game, while the harmonic part represents conflicts between the interests of the players. We make this intuition precise by studying the properties of these two components, and establish that indeed they have quite distinct and remarkable characteristics. The decomposition also allows us to approximate a given game with a potential game. We show that the set of approximate equilibria of an arbitrary game can be characterized through the equilibria of a potential game that approximates it. The decomposition provides a valuable tool for the analysis of dynamics in games. Earlier literature established that many natural strategy update rules converge to a Nash equilibrium in potential games. We show that games that are close to a potential game exhibit similar properties. In particular, we focus on three commonly studied discrete-time update rules (better/best response, logit response, and discrete-time fictitious play dynamics), and establish that in near-potential games, the limiting behavior of these update rules can be characterized by an approximate equilibrium set, size of which is proportional to the distance of the original game from a potential game. Since a close potential game to a given game can be systematically found via decomposition, our results suggest a systematic framework for studying the limiting behavior of adaptive dynamics in arbitrary finite strategic form games: the limiting behavior of dynamics in a given game can be characterized by first approximating this game with a potential game, and then analyzing the limiting behavior of dynamics in the potential game. In the second part of the thesis, we change our focus to implementing efficient outcomes in multi-agent settings by using simple mechanisms. In particular, we develop novel efficient iterative auction formats for multi-item environments, where items exhibit value complementarities/substitutabilities. We obtain our results by focusing on a special class of value functions, which we refer to as graphical valuations. These valuations are not fully general, but importantly they capture value complementarity/substitutability in important practical settings, while allowing for a compact representation of the value functions. We start our analysis by first analyzing how the special structure of graphical valuations can be exploited to design simple iterative auction formats. We show that in settings where the underlying value graph is a tree (and satisfies an additional technical condition), a Walrasian equilibrium always exists (even in the presence of value complementarities). Using this result we provide a linear programming formulation of the efficient allocation problem for this class of valuations. Additionally, we demonstrate that a Walrasian equilibrium may not exist, when the underlying value graph is more general. However, we also establish that in this case a more general pricing equilibrium always exists, and provide a stronger linear programming formulation that can be used to identify the efficient allocation for general graphical valuations. We then consider solutions of these linear programming formulations using iterative algorithms. Complementing these iterative algorithms with appropriate payment rules, we obtain iterative auction formats that implement the efficient outcome at an (ex-post perfect) equilibrium. The auction formats we obtain rely on simple pricing rules that, in the most general case, require offering a bidder-specific price for each item, and bidder-specific discounts/markups for pairs of items. Our results in this part of the thesis suggest that when value functions of bidders exhibit some special structure, it is possible to systematically exploit this structure in order to develop simple efficient iterative auction formats.by Utku Ozan Candogan.Ph.D
Learning in near-potential games
Except for special classes of games, there is no systematic framework for analyzing the dynamical properties of multi-agent strategic interactions. Potential games are one such special but restrictive class of games that allow for tractable dynamic analysis. Intuitively, games that are “close” to a potential game should share similar properties. In this paper, we formalize and develop this idea by quantifying to what extent the dynamic features of potential games extend to “near-potential” games. We first show that in an arbitrary finite game, the limiting behavior of better-response and best-response dynamics can be characterized by the approximate equilibrium set of a close potential game. Moreover, the size of this set is proportional to a closeness measure between the original game and the potential game. We then focus on logit response dynamics, which induce a Markov process on the set of strategy profiles of the game, and show that the stationary distribution of logit response dynamics can be approximated using the potential function of a close potential game, and its stochastically stable strategy profiles can be identified as the approximate maximizers of this function. Our approach presents a systematic framework for studying convergence behavior of adaptive learning dynamics in finite strategic form games.National Science Foundation (U.S.). (Grant number CMMI-0545910)United States. Air Force Office of Scientific Research. Multidisciplinary University Research Initiative (R6756-G2