🤖 AI Summary
This study addresses the challenges of low computational efficiency in solving constrained dynamic games, the difficulty of multi-agent control, and the susceptibility to non-Nash saddle points. To tackle these issues, we propose a fast and general-purpose interior-point method solver. By integrating the interior-point method with a computationally efficient second-order correction mechanism for constrained dynamic games, the proposed approach significantly enhances the algorithm's ability to escape non-Nash saddle points and effectively increases the probability of convergence to local generalized Nash equilibria. The efficiency and robustness of the method are validated through both numerical benchmark tests and physical experiments involving scaled autonomous car racing.
📝 Abstract
Constrained general-sum dynamic games are a popular formulation for highly interactive multi-agent planning problems. In recent years, Generalized Nash Equilibrium (GNE) solvers have achieved real-time performance for small dynamic games. However, solution speed still remains a bottleneck, and controlling even a small number of agents (e.g., more than four) in a dynamic task remains elusive. In addition, Newton solvers that focus on the first-order conditions are vulnerable to non-Nash saddle points, limiting the usefulness of the provided solution. In this work, we propose a fast and versatile interior point solver for constrained dynamic games, along with a computationally efficient second-order correction that increases the probability of converging to a local GNE solution in constrained dynamic games. The performance of the proposed method is evaluated on numerical benchmarks and a physical experiment involving scaled race cars.