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Multiplayer Federated Learning: Reaching Equilibrium with Less Communication
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Introduces Multiplayer Federated Learning (MpFL), casting FL clients as game players seeking equilibrium, and proposes PEARL-SGD (per-player local SGD) with convergence guarantees showing fewer communication rounds than the non-local variant, verified on quadratic games and robot control simulations.
Problem
Federated learning assumes cooperative clients with aligned objectives, but in many settings clients are strategic players with individual utilities; finding a Nash-type equilibrium among heterogeneous, possibly competing clients with limited communication is not addressed by existing FL methods.
Approach
Model each client as a player in an n-player game whose action is its local model; each player runs local SGD on its own objective with other players' actions fixed, synchronizing via a server every tau steps (PEARL-SGD), with step-sizes scaled by 1/tau to avoid player drift.
Key results
- Deterministic PEARL-SGD converges linearly to an exact equilibrium for any tau>1 with step-size gamma scaled as O(1/tau); all tau give indistinguishable curves in the deterministic experiment.
- In the stochastic setting with constant step-size, PEARL-SGD converges linearly to a neighborhood whose size shrinks by a factor of order 1/tau + 1/sqrt(kappa), so with tau=Omega(sqrt(kappa)) it reaches a sqrt(kappa)-times smaller neighborhood in the same number of rounds.
- Experiments on quadratic games with stochastic gradients (5 runs) show larger tau achieves smaller relative error for the same number of communication rounds.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| increase synchronization interval τ | PEARL-SGD · Quadratic n-player game, stochastic setting | relative error | Helped |
| vary synchronization interval τ | Deterministic PEARL-SGD · Quadratic n-player game, deterministic setting | relative error | No clear effect |
| increase synchronization interval τ | PEARL-SGD · Distributed mobile robot control | distance to equilibrium | Helped |
| increase synchronization interval τ at fixed γ | PEARL-SGD · Quadratic game with n=2, deterministic setting | relative error | Mixed |
Surprising findings
- Local SGD on the summed objective can diverge in a simple two-player example, so classical FL algorithms do not solve MpFL equilibria.
- Player drift can cause divergence under large step-sizes, unlike client drift in classical FL.
Limitations
- Assumes convexity, smoothness, bounded variance, quasi-strong monotonicity and star-cocoercivity; no assumptions relaxed beyond these.
- Communication of high-dimensional joint action vectors (dimension sum of d_i) per synchronization is expensive; gradient compression left to future work.
- Player drift requires step-size scaling with tau, so no communication gain in the deterministic setting, and it is suited to cross-silo setups with few organizations.
Experimental setup
Datasets: synthetic quadratic n-player games synthetic mobile robot control problem
Benchmarks: quadratic n-player game distributed mobile robot control
Metrics: relative squared distance to equilibrium communication rounds to accuracy
Baselines: Local SGD (tau=1, non-local counterpart) Local SGDA Local SEG
Builds on: Local SGD (FedAvg) gradient descent-ascent stochastic gradient play Decoupled SGD
Closest papers by meaning
- Communication-Efficient Federated Learning with Accelerated Client Gradient (CVPR 2024 · similarity 0.87)
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- Exact and Linear Convergence for Federated Learning under Arbitrary Client Participation is Attainable (NeurIPS 2025 · similarity 0.87)
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