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In this paper, we aim to design a distributed approximate algorithm for seeking Nash equilibria of an aggregative game. Due to the local set constraints of each player, projectionbased algorithms have been widely employed for solving such problems actually. Since it may be quite hard to get the exact projection in practice, we utilize inscribed polyhedrons to approximate local set constraints, which yields a related approximate game model. We first prove that the Nash equilibrium of the approximate game is the $epsilon$-Nash equilibrium of the original game, and then propose a distributed algorithm to seek the $epsilon$-Nash equilibrium, where the projection is then of a standard form in quadratic programming. With the help of the existing developed methods for solving quadratic programming, we show the convergence of the proposed algorithm, and also discuss the computational cost issue related to the approximation. Furthermore, based on the exponential convergence of the algorithm, we estimate the approximation accuracy related to $epsilon$. Additionally, we investigate the computational cost saved by approximation on numerical examples.
This paper shows the existence of $mathcal{O}(frac{1}{n^gamma})$-Nash equilibria in $n$-player noncooperative aggregative games where the players cost functions depend only on their own action and the average of all the players actions, and is lower
With the proliferation of distributed generators and energy storage systems, traditional passive consumers in power systems have been gradually evolving into the so-called prosumers, i.e., proactive consumers, which can both produce and consume power
We propose a fully asynchronous networked aggregative game (Asy-NAG) where each player minimizes a cost function that depends on its local action and the aggregate of all players actions. In sharp contrast to the existing NAGs, each player in our Asy
We introduce a novel class of Nash equilibrium seeking dynamics for non-cooperative games with a finite number of players, where the convergence to the Nash equilibrium is bounded by a KL function with a settling time that can be upper bounded by a p
This paper considers a networked aggregative game (NAG) where the players are distributed over a communication network. By only communicating with a subset of players, the goal of each player in the NAG is to minimize an individual cost function that