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Asynchronous Federated Reinforcement Learning with Policy Gradient Updates: Algorithm Design and Convergence Analysis
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Proposes AFedPG, an asynchronous federated policy gradient method with a delay-adaptive lookahead and normalized server updates, proving global and stationary-point convergence and linear sample-complexity speedup with N agents, plus MuJoCo experiments.
Problem
Federated reinforcement learning with policy gradients suffers from stragglers under synchronous aggregation, and asynchronous updates introduce lagged policies because RL agents collect fresh on-policy data from the current model, which prior async FL analyses (supervised, fixed datasets) do not ha
Approach
Agents sample at a delay-adaptive lookahead point computed from the last two global iterates, so second-order Hessian correction terms cancel in the error recursion; the server applies normalized, momentum-averaged policy gradients as each agent's result arrives.
Key results
- AFedPG achieves O(epsilon^-2.5/N) per-agent sample complexity for global convergence, a linear speedup over single-agent PG's O(epsilon^-2.5).
- Global time improves from O(t_max/N) for synchronous FedPG to O(harmonic mean of t_i), with AFedPG showing much lower time than synchronous FedPG in all four MuJoCo tasks.
- Vanilla AFedPG without the delay-adaptive lookahead gives unsatisfactory performance in ablation.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| use asynchronous updates instead of synchronous FedPG | AFedPG · Federated policy-gradient training | global time complexity: \mathcal{O}(\frac{t_{\max}}{N} {\epsilon}^{-2.5}) -> \mathcal{O}(\bar{t}{\epsilon}^{-2.5}) | Helped |
| use federated agents instead of single-agent PG | AFedPG · Global convergence | sample complexity per agent: \mathcal{O}(\epsilon^{-2.5}) -> \mathcal{O}(\frac{{\epsilon}^{-2.5}}{N}) | Helped |
| increase the number of federated agents | AFedPG · Swimmer-v4, Hopper-v4, Walker2D-v4, Humanoid-v4 | reward | Helped |
| use AFedPG instead of synchronous FedPG | AFedPG · Swimmer-v4, Hopper-v4, Walker2D-v4, Humanoid-v4 | global time consumption | Helped |
| use AFedPG instead of A3C | AFedPG · MuJoCo environments | reward | Helped |
| remove the delay-adaptive lookahead technique (ablation) | AFedPG · MuJoCo environments | reward performance | Hurt |
| increase computation heterogeneity ratio | AFedPG · Federated training with heterogeneous agent speeds | speedup over FedPG | Helped |
| increase agent count in AFedPG | AFedPG · Long-run MuJoCo experiments | time to reach optimal reward | Helped |
Surprising findings
- With enough samples, AFedPG reaches similar final reward across different agent counts, with the main gain being speed of convergence.
- The suboptimal PG baseline on Humanoid-v4 was attributed to hyperparameter tuning difficulty, making its average curve lower than the federated variants.
Limitations
- Robustness to adversarial or malicious workers is not addressed in the asynchronous setting.
- Analysis restricted to discounted rewards; average-reward setting left open.
- Second-order (natural PG) methods are not extended to the asynchronous federated setting.
Experimental setup
Datasets: Swimmer-v4 Hopper-v4 Walker2D-v4 Humanoid-v4
Benchmarks: Swimmer-v4 Hopper-v4 Walker2D-v4 Humanoid-v4
Metrics: average trajectory reward global time to given sample count
Baselines: PG (N=1) synchronous FedPG A3C AFedPG without delay-adaptive lookahead (vanilla)
Builds on: REINFORCE FedPG A3C Generalized advantage estimation stable-baselines3
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