This paper considers the problem of distributed bandit online convex optimization with time-varying coupled inequality constraints. This problem can be defined as a repeated game between a group of learners and an adversary. The learners attempt to minimize a sequence of global loss functions and at the same time satisfy a sequence of coupled constraint functions. The global loss and the coupled constraint functions are the sum of local convex loss and constraint functions, respectively, which are adaptively generated by the adversary. The local loss and constraint functions are revealed in a bandit manner, i.e., only the values of loss and constraint functions at sampled points are revealed to the learners, and the revealed function values are held privately by each learner. We consider two scenarios, one-and two-point bandit feedback, and propose two corresponding distributed bandit online algorithms used by the learners. We show that sublinear expected regret and constraint violation are achieved by these two algorithms, if the accumulated variation of the comparator sequence also grows sublinearly. In particular, we show that O(T θ 1 ) expected static regret and O(T 7/4−θ 1 ) constraint violation are achieved in the one-point bandit feedback setting, and O(T max{κ,1−κ} ) expected static regret and O(T 1−κ/2 ) constraint violation in the two-point bandit feedback setting, where θ1 ∈ (3/4, 5/6] and κ ∈ (0, 1) are user-defined trade-off parameters. Finally, these theoretical results are illustrated by numerical simulations of a simple power grid example.
This paper aims to address distributed optimization problems over directed, time-varying, and unbalanced networks, where the global objective function consists of a sum of locally accessible convex objective functions subject to a feasible set constraint and coupled inequality constraints whose information is only partially accessible to each agent. For this problem, a distributed proximal-based algorithm, called distributed proximal primal-dual (DPPD) algorithm, is proposed based on the celebrated centralized proximal point algorithm. It is shown that the proposed algorithm can lead to the global optimal solution with a general stepsize, which is diminishing and non-summable, but not necessarily square-summable, and the saddle-point running evaluation error vanishes proportionally to O(1/ √ k), where k > 0 is the iteration number. Finally, a simulation example is presented to corroborate the effectiveness of the proposed algorithm.
The q-discrete two-dimensional Toda lattice equation with self-consistent sources is presented through the source generalization procedure. In addition, the Grammtype determinant solutions of the system are obtained. Besides, a bilinear Bäcklund transformation (BT) for the system is given.
This paper considers the distributed strategy design for Nash equilibrium (NE) seeking in multi-cluster games under a partial-decision information scenario. In the considered game, there are multiple clusters and each cluster consists of a group of agents. A cluster is viewed as a virtual noncooperative player that aims to minimize its local payoff function and the agents in a cluster are the actual players that cooperate within the cluster to optimize the payoff function of the cluster through communication via a connected graph. In our setting, agents have only partial-decision information, that is, they only know local information and cannot have full access to opponents' decisions. To solve the NE seeking problem of this formulated game, a discrete-time distributed algorithm, called distributed gradient tracking algorithm (DGT), is devised based on the inter-and intra-communication of clusters. In the designed algorithm, each agent is equipped with strategy variables including its own strategy and estimates of other clusters' strategies. With the help of a weighted Fronbenius norm and a weighted Euclidean norm, theoretical analysis is presented to rigorously show the linear convergence of the algorithm. Finally, a numerical example is given to illustrate the proposed algorithm.
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