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Game-Theoretic Learning in Distributed Control

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Handbook of Dynamic Game Theory

Abstract

In distributed architecture control problems, there is a collection of interconnected decision-making components that seek to realize desirable collective behaviors through local interactions and by processing local information. Applications range from autonomous vehicles to energy to transportation. One approach to control of such distributed architectures is to view the components as players in a game. In this approach, two design considerations are the components’ incentives and the rules that dictate how components react to the decisions of other components. In game-theoretic language, the incentives are defined through utility functions, and the reaction rules are online learning dynamics. This chapter presents an overview of this approach, covering basic concepts in game theory, special game classes, measures of distributed efficiency, utility design, and online learning rules, all with the interpretation of using game theory as a prescriptive paradigm for distributed control design.

This work was supported by ONR Grant #N00014-17-1-2060 and NSF Grant #ECCS-1638214 and by funding from King Abdullah University of Science and Technology (KAUST).

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Notes

  1. 1.

    Alternative agent control policies where the policy of agent i also depends on previous actions of agent i or auxiliary “side information” could also be replicated by introducing an underlying state in the game-theoretic environment. The framework of state-based games, introduced in Marden (2012), represents one such framework that could accomplish this goal.

  2. 2.

    Recall that we are assuming a finite set of players, each with a finite set of actions.

  3. 3.

    Another common equilibrium set, termed correlated equilibrium, is similar to coarse correlated equilibrium where the difference lies in the consideration of conditional deviations as opposed to the unconditional deviations considered in (8). A formal definition of correlated equilibrium can be found in Young (2004).

  4. 4.

    Commonly studied variants of exact potential games, e.g., ordinal or weighted potential games, also possess the finite improvement property.

  5. 5.

    Here, we use cost functions J i (⋅ ) instead of utility functions U i (⋅ ) in situation where the agents are minimizers instead of maximizers.

  6. 6.

    We write a i (t) = B i m(h m(t)) with the understanding that this implies that the action profile a i (t) is chosen randomly according to the probability distribution specified by B i m(h m(t)).

  7. 7.

    The actual definition of a finite better reply process considered in Young (2004) puts a further condition on the structure of B i m under the case where the memory is not saturated, i.e., the strategy assigns positive probability to any action with strictly positive regret. However, an identical proof holds for any B i m that satisfies the weaker conditions set forth in this chapter.

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Correspondence to Jason R. Marden .

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Marden, J.R., Shamma, J.S. (2017). Game-Theoretic Learning in Distributed Control. In: Basar, T., Zaccour, G. (eds) Handbook of Dynamic Game Theory. Springer, Cham. https://doi.org/10.1007/978-3-319-27335-8_9-1

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  • DOI: https://doi.org/10.1007/978-3-319-27335-8_9-1

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