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 Başar, Tamer


Distributed Offloading in Multi-Access Edge Computing Systems: A Mean-Field Perspective

arXiv.org Artificial Intelligence

Multi-access edge computing (MEC) technology is a promising solution to assist power-constrained IoT devices by providing additional computing resources for time-sensitive tasks. In this paper, we consider the problem of optimal task offloading in MEC systems with due consideration of the timeliness and scalability issues under two scenarios of equitable and priority access to the edge server (ES). In the first scenario, we consider a MEC system consisting of $N$ devices assisted by one ES, where the devices can split task execution between a local processor and the ES, with equitable access to the ES. In the second scenario, we consider a MEC system consisting of one primary user, $N$ secondary users and one ES. The primary user has priority access to the ES while the secondary users have equitable access to the ES amongst themselves. In both scenarios, due to the power consumption associated with utilizing the local resource and task offloading, the devices must optimize their actions. Additionally, since the ES is a shared resource, other users' offloading activity serves to increase latency incurred by each user. We thus model both scenarios using a non-cooperative game framework. However, the presence of a large number of users makes it nearly impossible to compute the equilibrium offloading policies for each user, which would require a significant information exchange overhead between users. Thus, to alleviate such scalability issues, we invoke the paradigm of mean-field games to compute approximate Nash equilibrium policies for each user using their local information, and further study the trade-offs between increasing information freshness and reducing power consumption for each user. Using numerical evaluations, we show that our approach can recover the offloading trends displayed under centralized solutions, and provide additional insights into the results obtained.


Structure Matters: Dynamic Policy Gradient

arXiv.org Artificial Intelligence

In this work, we study $\gamma$-discounted infinite-horizon tabular Markov decision processes (MDPs) and introduce a framework called dynamic policy gradient (DynPG). The framework directly integrates dynamic programming with (any) policy gradient method, explicitly leveraging the Markovian property of the environment. DynPG dynamically adjusts the problem horizon during training, decomposing the original infinite-horizon MDP into a sequence of contextual bandit problems. By iteratively solving these contextual bandits, DynPG converges to the stationary optimal policy of the infinite-horizon MDP. To demonstrate the power of DynPG, we establish its non-asymptotic global convergence rate under the tabular softmax parametrization, focusing on the dependencies on salient but essential parameters of the MDP. By combining classical arguments from dynamic programming with more recent convergence arguments of policy gradient schemes, we prove that softmax DynPG scales polynomially in the effective horizon $(1-\gamma)^{-1}$. Our findings contrast recent exponential lower bound examples for vanilla policy gradient.


Revisiting Game-Theoretic Control in Socio-Technical Networks: Emerging Design Frameworks and Contemporary Applications

arXiv.org Artificial Intelligence

Socio-technical networks represent emerging cyber-physical infrastructures that are tightly interwoven with human networks. The coupling between human and technical networks presents significant challenges in managing, controlling, and securing these complex, interdependent systems. This paper investigates game-theoretic frameworks for the design and control of socio-technical networks, with a focus on critical applications such as misinformation management, infrastructure optimization, and resilience in socio-cyber-physical systems (SCPS). Core methodologies, including Stackelberg games, mechanism design, and dynamic game theory, are examined as powerful tools for modeling interactions in hierarchical, multi-agent environments. Key challenges addressed include mitigating human-driven vulnerabilities, managing large-scale system dynamics, and countering adversarial threats. By bridging individual agent behaviors with overarching system goals, this work illustrates how the integration of game theory and control theory can lead to robust, resilient, and adaptive socio-technical networks. This paper highlights the potential of these frameworks to dynamically align decentralized agent actions with system-wide objectives of stability, security, and efficiency.


Robust Cooperative Multi-Agent Reinforcement Learning:A Mean-Field Type Game Perspective

arXiv.org Artificial Intelligence

In this paper, we study the problem of robust cooperative multi-agent reinforcement learning (RL) where a large number of cooperative agents with distributed information aim to learn policies in the presence of \emph{stochastic} and \emph{non-stochastic} uncertainties whose distributions are respectively known and unknown. Focusing on policy optimization that accounts for both types of uncertainties, we formulate the problem in a worst-case (minimax) framework, which is is intractable in general. Thus, we focus on the Linear Quadratic setting to derive benchmark solutions. First, since no standard theory exists for this problem due to the distributed information structure, we utilize the Mean-Field Type Game (MFTG) paradigm to establish guarantees on the solution quality in the sense of achieved Nash equilibrium of the MFTG. This in turn allows us to compare the performance against the corresponding original robust multi-agent control problem. Then, we propose a Receding-horizon Gradient Descent Ascent RL algorithm to find the MFTG Nash equilibrium and we prove a non-asymptotic rate of convergence. Finally, we provide numerical experiments to demonstrate the efficacy of our approach relative to a baseline algorithm.


Control Theoretic Approach to Fine-Tuning and Transfer Learning

arXiv.org Artificial Intelligence

Given a training set in the form of a paired $(\mathcal{X},\mathcal{Y})$, we say that the control system $\dot x = f(x,u)$ has learned the paired set via the control $u^*$ if the system steers each point of $\mathcal{X}$ to its corresponding target in $\mathcal{Y}$. If the training set is expanded, most existing methods for finding a new control $u^*$ require starting from scratch, resulting in a quadratic increase in complexity with the number of points. To overcome this limitation, we introduce the concept of $\textit{ tuning without forgetting}$. We develop $\textit{an iterative algorithm}$ to tune the control $u^*$ when the training set expands, whereby points already in the paired set are still matched, and new training samples are learned. At each update of our method, the control $u^*$ is projected onto the kernel of the end-point mapping generated by the controlled dynamics at the learned samples. It ensures keeping the end-points for the previously learned samples constant while iteratively learning additional samples.


$\widetilde{O}(T^{-1})$ Convergence to (Coarse) Correlated Equilibria in Full-Information General-Sum Markov Games

arXiv.org Artificial Intelligence

No-regret learning has a long history of being closely connected to game theory. Recent works have devised uncoupled no-regret learning dynamics that, when adopted by all the players in normal-form games, converge to various equilibrium solutions at a near-optimal rate of $\widetilde{O}(T^{-1})$, a significant improvement over the $O(1/\sqrt{T})$ rate of classic no-regret learners. However, analogous convergence results are scarce in Markov games, a more generic setting that lays the foundation for multi-agent reinforcement learning. In this work, we close this gap by showing that the optimistic-follow-the-regularized-leader (OFTRL) algorithm, together with appropriate value update procedures, can find $\widetilde{O}(T^{-1})$-approximate (coarse) correlated equilibria in full-information general-sum Markov games within $T$ iterations. Numerical results are also included to corroborate our theoretical findings.


Efficient Interactive LLM Serving with Proxy Model-based Sequence Length Prediction

arXiv.org Artificial Intelligence

Large language models (LLMs) have been driving a new wave of interactive AI applications across numerous domains. However, efficiently serving LLM inference requests is challenging due to their unpredictable execution times originating from the autoregressive nature of generative models. Existing LLM serving systems exploit first-come-first-serve (FCFS) scheduling, suffering from head-of-line blocking issues. To address the non-deterministic nature of LLMs and enable efficient interactive LLM serving, we present a speculative shortest-job-first (SSJF) scheduler that uses a light proxy model to predict LLM output sequence lengths. Our open-source SSJF implementation does not require changes to memory management or batching strategies. Evaluations on real-world datasets and production workload traces show that SSJF reduces average job completion times by 30.5-39.6% and increases throughput by 2.2-3.6x compared to FCFS schedulers, across no batching, dynamic batching, and continuous batching settings.


Decision Transformer as a Foundation Model for Partially Observable Continuous Control

arXiv.org Artificial Intelligence

Closed-loop control of nonlinear dynamical systems with partial-state observability demands expert knowledge of a diverse, less standardized set of theoretical tools. Moreover, it requires a delicate integration of controller and estimator designs to achieve the desired system behavior. To establish a general controller synthesis framework, we explore the Decision Transformer (DT) architecture. Specifically, we first frame the control task as predicting the current optimal action based on past observations, actions, and rewards, eliminating the need for a separate estimator design. Then, we leverage the pre-trained language models, i.e., the Generative Pre-trained Transformer (GPT) series, to initialize DT and subsequently train it for control tasks using low-rank adaptation (LoRA). Our comprehensive experiments across five distinct control tasks, ranging from maneuvering aerospace systems to controlling partial differential equations (PDEs), demonstrate DT's capability to capture the parameter-agnostic structures intrinsic to control tasks. DT exhibits remarkable zero-shot generalization abilities for completely new tasks and rapidly surpasses expert performance levels with a minimal amount of demonstration data. These findings highlight the potential of DT as a foundational controller for general control applications.


Policy Optimization finds Nash Equilibrium in Regularized General-Sum LQ Games

arXiv.org Artificial Intelligence

In this paper, we investigate the impact of introducing relative entropy regularization on the Nash Equilibria (NE) of General-Sum $N$-agent games, revealing the fact that the NE of such games conform to linear Gaussian policies. Moreover, it delineates sufficient conditions, contingent upon the adequacy of entropy regularization, for the uniqueness of the NE within the game. As Policy Optimization serves as a foundational approach for Reinforcement Learning (RL) techniques aimed at finding the NE, in this work we prove the linear convergence of a policy optimization algorithm which (subject to the adequacy of entropy regularization) is capable of provably attaining the NE. Furthermore, in scenarios where the entropy regularization proves insufficient, we present a $\delta$-augmentation technique, which facilitates the achievement of an $\epsilon$-NE within the game.


Independent RL for Cooperative-Competitive Agents: A Mean-Field Perspective

arXiv.org Artificial Intelligence

We address in this paper Reinforcement Learning (RL) among agents that are grouped into teams such that there is cooperation within each team but general-sum (non-zero sum) competition across different teams. To develop an RL method that provably achieves a Nash equilibrium, we focus on a linear-quadratic structure. Moreover, to tackle the non-stationarity induced by multi-agent interactions in the finite population setting, we consider the case where the number of agents within each team is infinite, i.e., the mean-field setting. This results in a General-Sum LQ Mean-Field Type Game (GS-MFTGs). We characterize the Nash equilibrium (NE) of the GS-MFTG, under a standard invertibility condition. This MFTG NE is then shown to be $\mathcal{O}(1/M)$-NE for the finite population game where $M$ is a lower bound on the number of agents in each team. These structural results motivate an algorithm called Multi-player Receding-horizon Natural Policy Gradient (MRPG), where each team minimizes its cumulative cost independently in a receding-horizon manner. Despite the non-convexity of the problem, we establish that the resulting algorithm converges to a global NE through a novel problem decomposition into sub-problems using backward recursive discrete-time Hamilton-Jacobi-Isaacs (HJI) equations, in which independent natural policy gradient is shown to exhibit linear convergence under time-independent diagonal dominance. Experiments illuminate the merits of this approach in practice.