In this paper, we develop an algorithm for federated principal component analysis (PCA) with emphases on both communication efficiency and data privacy. Generally speaking, federated PCA algorithms based on direct adaptations of classic iterative methods, such as simultaneous subspace iterations (SSI), are unable to preserve data privacy, while algorithms based on variable-splitting and consensus-seeking, such as alternating direction methods of multipliers (ADMM), lack in communication-efficiency. In this work, we propose a novel consensus-seeking formulation by equalizing subspaces spanned by splitting variables instead of equalizing variables themselves, thus greatly relaxing feasibility restrictions and allowing much faster convergence. Then we develop an ADMM-like algorithm with several special features to make it practically efficient, including a low-rank multiplier formula and techniques for treating subproblems. We establish that the proposed algorithm can better protect data privacy than classic methods adapted to the federated PCA setting. We derive convergence results, including a worst-case complexity estimate, for the proposed ADMM-like algorithm in the presence of the nonlinear equality constraints. Extensive empirical results are presented to show that the new algorithm, while enhancing data privacy, requires far fewer rounds of communication than existing peer algorithms for federated PCA.
Certain consensus seeking multi-agent systems can be formulated as gradient descent flows of a disagreement function. We study how known pathologies of gradient descent flows in Euclidean spaces carry over to consensus seeking systems that evolve on nonlinear manifolds. In particular, we show that the norms of agent states can diverge to infinity, but this will not happen if the manifold is the boundary of a convex set. Moreover, the system can be initialized arbitrarily close to consensus without converging to it, but this will not happen if the manifold is analytic. For analytic manifolds, c…
Consensus on nonlinear spaces is of use in many control applications. This paper proposes a gradient descent flow algorithm for consensus on hypersurfaces. We show that if an inequality holds, then the system converges for almost all initial conditions and all connected graphs. The inequality involves the hypersurface Gauss map and the gradient and Hessian of the implicit equation. Moreover, for the inequality to hold, it is necessary that the manifold is the boundary of a convex set. The literature already contains an algorithm for consensus on hypersurfaces. That algorithm on any ellipsoid i…
In this paper, Nash equilibrium seeking among a network of players is considered. Different from many existing works on Nash equilibrium seeking in non-cooperative games, the players considered in this paper cannot directly observe the actions of the players who are not their neighbors. Instead, the players are supposed to be capable of communicating with each other via an undirected and connected communication graph. By a synthesis of a leader-following consensus protocol and the gradient play, a distributed Nash equilibrium seeking strategy is proposed for the non-cooperative games. Analytic…
In this paper, the consensus problems of the continuous-time integrator systems under noisy measurements are considered. The measurement noises, which appear when agents measure their neighbors' states, are modeled to be multiplicative. By multiplication of the noises, here, the noise intensities are proportional to the absolute value of the relative states of agent and its neighbor. By using known distributed protocols for integrator agent systems, the closed-loop {system is} described in the vector form by a singular stochastic differential equation. For the fixed and switching network topol…
This paper considers a distributed Nash equilibrium seeking problem, where the players only have partial access to other players' actions, such as their neighbors' actions. Thus, the players are supposed to communicate with each other to estimate other players' actions. To solve the problem, a leader-following consensus gradient-free distributed Nash equilibrium seeking algorithm is proposed. This algorithm utilizes only the measurements of the player's local cost function without the knowledge of its explicit expression or the requirement on its smoothness. Hence, the algorithm is gradient-fr…
We consider a scenario where multiple agents are learning a common decision vector from data which can be influenced by the agents' decisions. This leads to the problem of multi-agent performative prediction (Multi-PfD). In this paper, we formulate Multi-PfD as a decentralized optimization problem that minimizes a sum of loss functions, where each loss function is based on a distribution influenced by the local decision vector. We first prove the necessary and sufficient condition for the Multi-PfD problem to admit a unique multi-agent performative stable (Multi-PS) solution. We show that enfo…
University of Maryland, College Park(马里兰大学帕克分校);University of British Columbia(不列颠哥伦比亚大学);JP Morgan Chase AI Research(摩根大通人工智能研究院);Amazon(亚马逊);DEVCOM Army Research Laboratory(美国陆军作战能力发展司令部陆军研究实验室)
In this work, we quantitatively calibrate the performance of global and local models in federated learning through a multi-criterion optimization-based framework, which we cast as a constrained program. The objective of a device is its local objective, which it seeks to minimize while satisfying nonlinear constraints that quantify the proximity between the local and the global model. By considering the Lagrangian relaxation of this problem, we develop a novel primal-dual method called Federated Learning Beyond Consensus (\texttt{FedBC}). Theoretically, we establish that \texttt{FedBC} converge…
This paper considers the privacy-preserving Nash equilibrium seeking strategy design for a class of networked aggregative games, in which the players' objective functions are considered to be sensitive information to be protected. In particular, we consider that the networked game is free of central node and the aggregate information is not directly available to the players. As there is no central authority to provide the aggregate information required by each player to update their actions, a dynamic average consensus protocol is employed to estimate it. To protect the players' privacy, we pe…
In this work, we investigate the distributed generalized Nash equilibrium (GNE) seeking problems for $N$-coalition games with inequality constraints. First, we study the scenario where each agent in a coalition has full information of all the constraints. A finite-time average consensus-based approach is proposed by using full decision information. It is proven that the algorithm converges to a GNE (specifically, a variational equilibrium) of the game. Then, based on the finite-time consensus tracking, we propose a distributed algorithm by using partial decision information only, where only ne…
We consider a system of single- or double integrator agents playing a generalized Nash game over a network, in a partial-information scenario. We address the generalized Nash equilibrium seeking problem by designing a fully-distributed dynamic controller, based on continuous-time consensus and primal-dual gradient dynamics. Our main technical contribution is to show convergence of the closed-loop system to a variational equilibrium, under strong monotonicity and Lipschitz continuity of the game mapping, by leveraging monotonicity properties and stability theory for projected dynamical systems.
In this paper, we aim to develop distributed continuous-time algorithms over directed graphs to seek the Nash equilibrium in a noncooperative game. Motivated by the recent consensus-based designs, we present a distributed algorithm with a proportional gain for weight-balanced directed graphs. By further embedding a distributed estimator of the left eigenvector associated with zero eigenvalue of the graph Laplacian, we extend it to the case with arbitrary strongly connected directed graphs having possible unbalanced weights. In both cases, the Nash equilibrium is proven to be exactly reached wi…
We consider aggregative games with affine coupling constraints, where agents have partial information on the aggregate value and can only communicate with neighbouring agents. We propose a single-layer distributed algorithm that reaches a variational generalized Nash equilibrium, under constant step sizes. The algorithm works on a single timescale, i.e., does not require multiple communication rounds between agents before updating their action. The convergence proof leverages an invariance property of the aggregate estimates and relies on a forward-backward splitting for two preconditioned ope…
In this paper, we consider the problem of finding a Nash equilibrium in a multi-player game over generally connected networks. This model differs from a conventional setting in that players have partial information on the actions of their opponents and the communication graph is not necessarily the same as the players' cost dependency graph. We develop a relatively fast algorithm within the framework of inexact-ADMM, based on local information exchange between the players. We prove its convergence to Nash equilibrium for fixed step-sizes and analyze its convergence rate. Numerical simulations …
This paper considers the design of fully distributed Nash equilibrium seeking strategies for multi-agent games. To develop fully distributed seeking strategies, two adaptive control laws, including a node-based control law and an edge-based control law, are proposed. In the node-based adaptive strategy, each player adjusts their own weight on their procurable consensus error dynamically. Moreover, in the edge-based algorithm, the fully distributed strategy is designed by adjusting the weights on the edges of the communication graph adaptively. By utilizing LaSalle's invariance principle, it is…
We consider large scale cost allocation problems and consensus seeking problems for multiple agents, in which agents are suggested to collaborate in a distributed algorithm to find a solution. If agents are strategic to minimize their own individual cost rather than the global social cost, they are endowed with an incentive not to follow the intended algorithm, unless the tax/subsidy mechanism is carefully designed. Inspired by the classical Vickrey-Clarke-Groves mechanism and more recent algorithmic mechanism design theory, we propose a tax mechanism that incentivises agents to faithfully imp…
We address the Nash equilibrium problem in a partial-decision information scenario, where each agent can only observe the actions of some neighbors, while its cost possibly depends on the strategies of other agents. Our main contribution is the design of a fully-distributed, single-layer, fixed-step algorithm, based on a proximal best-response augmented with consensus terms. To derive our algorithm, we follow an operator-theoretic approach. First, we recast the Nash equilibrium problem as that of finding a zero of a monotone operator. Then, we demonstrate that the resulting inclusion can be so…
In this paper, we study the distributed generalized Nash equilibrium seeking problem of non-cooperative games in dynamic environments. Each player in the game aims to minimize its own time-varying cost function subject to a local action set. The action sets of all players are coupled through a shared convex inequality constraint. Each player can only have access to its own cost function, its own set constraint and a local block of the inequality constraint, and can only communicate with its neighbours via a connected graph. Moreover, players do not have prior knowledge of their future cost fun…
Decentralized Federated Learning with Gradient Tracking over Time-Varying Directed Networks
School of Electrical, Computer and Energy Engineering, Arizona State University(亚利桑那州立大学电气、计算机与能源工程学院);Department of Electrical and Computer Engineering, Princeton University(普林斯顿大学电气与计算机工程系)
In this paper, we propose decentralized and scalable algorithms for Gaussian process (GP) training and prediction in multi-agent systems. To decentralize the implementation of GP training optimization algorithms, we employ the alternating direction method of multipliers (ADMM). A closed-form solution of the decentralized proximal ADMM is provided for the case of GP hyper-parameter training with maximum likelihood estimation. Multiple aggregation techniques for GP prediction are decentralized with the use of iterative and consensus methods. In addition, we propose a covariance-based nearest nei…
We investigate asynchronous distributed algorithms with delayed information for seeking generalized Nash equilibrium over multi-agent networks. The considered game model has all players' local decisions coupled with a shared affine constraint. We assume each player can only access its local objective function, local constraint, and a local block matrix of the affine constraint. We first give the algorithm for the case when each agent is able to fully access all other players' decisions. With the help of auxiliary edge variables and edge Laplacian matrix, each player can carry on its local iter…
Moscow Institute of Physics and Technology(莫斯科物理技术学院);King Abdullah University of Science and Technology (KAUST)(阿卜杜拉国王科技大学)
Most algorithms for solving optimization problems or finding saddle points of convex-concave functions are fixed-point algorithms. In this work we consider the generic problem of finding a fixed point of an average of operators, or an approximation thereof, in a distributed setting. Our work is motivated by the needs of federated learning. In this context, each local operator models the computations done locally on a mobile device. We investigate two strategies to achieve such a consensus: one based on a fixed number of local steps, and the other based on randomized computations. In both cases…