从最佳响应动力学看二次博弈中的网络学习

IF 3.6 3区 计算机科学 Q2 COMPUTER SCIENCE, HARDWARE & ARCHITECTURE IEEE/ACM Transactions on Networking Pub Date : 2024-06-06 DOI:10.1109/TNET.2024.3404509
Kemi Ding;Yijun Chen;Lei Wang;Xiaoqiang Ren;Guodong Shi
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引用次数: 0

摘要

我们研究了对手在线性二次博弈中通过重复最佳响应行动学习底层交互网络的能力。对手会策略性地扰乱一组行动受损玩家的决策,并观察一组行动泄露玩家的连续决策。核心问题是这样的对手能否完全重建或有效估计博弈者之间的潜在互动结构。首先,我们将博弈中的网络学习问题与经典的系统识别理论联系起来,建立了一系列结果,从对手的角度描述了交互图的可学习性。随后,考虑到网络交互结构固有的稳定性和稀疏性约束,我们提出了一个基于完整的玩家行动观察来学习交互图的稳定和稀疏系统识别框架。此外,我们还提出了一个稳定而稀疏的子空间识别框架,用于在只能观察到部分玩家行动的情况下学习交互图。最后,我们通过数值示例证明了所提出的学习框架的有效性。
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Network Learning in Quadratic Games From Best-Response Dynamics
We investigate the capacity of an adversary to learn the underlying interaction network through repeated best response actions in linear-quadratic games. The adversary strategically perturbs the decisions of a set of action-compromised players and observes the sequential decisions of a set of action-leaked players. The central question pertains to whether such an adversary can fully reconstruct or effectively estimate the underlying interaction structure among the players. To begin with, we establish a series of results that characterize the learnability of the interaction graph from the adversary’s perspective by drawing connections between this network learning problem in games and classical system identification theory. Subsequently, taking into account the inherent stability and sparsity constraints inherent in the network interaction structure, we propose a stable and sparse system identification framework for learning the interaction graph based on complete player action observations. Moreover, we present a stable and sparse subspace identification framework for learning the interaction graph when only partially observed player actions are available. Finally, we demonstrate the efficacy of the proposed learning frameworks through numerical examples.
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来源期刊
IEEE/ACM Transactions on Networking
IEEE/ACM Transactions on Networking 工程技术-电信学
CiteScore
8.20
自引率
5.40%
发文量
246
审稿时长
4-8 weeks
期刊介绍: The IEEE/ACM Transactions on Networking’s high-level objective is to publish high-quality, original research results derived from theoretical or experimental exploration of the area of communication/computer networking, covering all sorts of information transport networks over all sorts of physical layer technologies, both wireline (all kinds of guided media: e.g., copper, optical) and wireless (e.g., radio-frequency, acoustic (e.g., underwater), infra-red), or hybrids of these. The journal welcomes applied contributions reporting on novel experiences and experiments with actual systems.
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