Federated learning (FL) has become a popular tool for solving traditional Reinforcement Learning (RL) tasks. The multi-agent structure addresses the major concern of data-hungry in traditional RL, while the federated mechanism protects the data privacy of individual agents. However, the federated mechanism also exposes the system to poisoning by malicious agents that can mislead the trained policy. Despite the advantage brought by FL, the vulnerability of Federated Reinforcement Learning (FRL) has not been well-studied before. In this work, we propose the first general framework to characterize FRL poisoning as an optimization problem constrained by a limited budget and design a poisoning protocol that can be applied to policy-based FRL and extended to FRL with actor-critic as a local RL algorithm by training a pair of private and public critics. We also discuss a conventional defense strategy inherited from FL to mitigate this risk. We verify our poisoning effectiveness by conducting extensive experiments targeting mainstream RL algorithms and over various RL OpenAI Gym environments covering a wide range of difficulty levels. Our results show that our proposed defense protocol is successful in most cases but is not robust under complicated environments. Our work provides new insights into the vulnerability of FL in RL training and poses additional challenges for designing robust FRL algorithms.
Federated learning (FL) is a prospective distributed machine learning framework that can preserve data privacy. In particular, cross-silo FL can complete model training by making isolated data islands of different organizations collaborate with a parameter server (PS) via exchanging model parameters for multiple communication rounds. In cross-silo FL, an incentive mechanism is indispensable for motivating data owners to contribute their models to FL training. However, how to allocate the reward budget among different rounds is an essential but complicated problem largely overlooked by existing works. The challenge of this problem lies in the opaque feedback between reward budget allocation and model utility improvement of FL, making the optimal reward budget allocation complicated. To address this problem, we design an online reward budget allocation algorithm using Bayesian optimization named BARA (\underline{B}udget \underline{A}llocation for \underline{R}everse \underline{A}uction). Specifically, BARA can model the complicated relationship between reward budget allocation and final model accuracy in FL based on historical training records so that the reward budget allocated to each communication round is dynamically optimized so as to maximize the final model utility. We further incorporate the BARA algorithm into reverse auction-based incentive mechanisms to illustrate its effectiveness. Extensive experiments are conducted on real datasets to demonstrate that BARA significantly outperforms competitive baselines by improving model utility with the same amount of reward budget.
Conventionally, federated learning aims to optimize a single objective, typically the utility. However, for a federated learning system to be trustworthy, it needs to simultaneously satisfy multiple/many objectives, such as maximizing model performance, minimizing privacy leakage and training cost, and being robust to malicious attacks. Multi-Objective Optimization (MOO) aiming to optimize multiple conflicting objectives at the same time is quite suitable for solving the optimization problem of Trustworthy Federated Learning (TFL). In this paper, we unify MOO and TFL by formulating the problem of constrained multi-objective federated learning (CMOFL). Under this formulation, existing MOO algorithms can be adapted to TFL straightforwardly. Different from existing CMOFL works focusing on utility, efficiency, fairness, and robustness, we consider optimizing privacy leakage along with utility loss and training cost, the three primary objectives of a TFL system. We develop two improved CMOFL algorithms based on NSGA-II and PSL, respectively, for effectively and efficiently finding Pareto optimal solutions, and we provide theoretical analysis on their convergence. We design specific measurements of privacy leakage, utility loss, and training cost for three privacy protection mechanisms: Randomization, BatchCrypt (An efficient version of homomorphic encryption), and Sparsification. Empirical experiments conducted under each of the three protection mechanisms demonstrate the effectiveness of our proposed algorithms.
There are indications in literature that women do not engage with security and privacy (SP) technologies, meant to keep them safe online, in the same way as men do. To better understand this gender gap, we conduct an online survey with N=604 U.K. participants, to elicit SP advice source preference and usage of SP methods and technologies. We find evidence of un-equal SP access and participation. In particular, advice from intimate and social connections (ISC) is more prevalent among women, while online content is preferred by men. ISC do not closely associate with nor predict the use of SP technologies, whereas online sources (such as online forums, reviews, specialist pages and technology adverts) and training do. Men are also more likely to use multiple advice sources, that enhances the likelihood of using SP technologies. Women are motivated to approach ISC due to their perceptions of the advisor (such as IT related expertise, experience and trustworthiness) while men approach ISC to evaluate options and seek reassurance for their own practices. This research raises questions about the equity of online safety opportunities and makes recommendations.
Model-based approaches are becoming increasingly popular in the field of offline reinforcement learning, with high potential in real-world applications due to the model's capability of thoroughly utilizing the large historical datasets available with supervised learning techniques. This paper presents a literature review of recent work in offline model-based reinforcement learning, a field that utilizes model-based approaches in offline reinforcement learning. The survey provides a brief overview of the concepts and recent developments in both offline reinforcement learning and model-based reinforcement learning, and discuss the intersection of the two fields. We then presents key relevant papers in the field of offline model-based reinforcement learning and discuss their methods, particularly their approaches in solving the issue of distributional shift, the main problem faced by all current offline model-based reinforcement learning methods. We further discuss key challenges faced by the field, and suggest possible directions for future work.
We consider the problem of federated offline reinforcement learning (RL), a scenario under which distributed learning agents must collaboratively learn a high-quality control policy only using small pre-collected datasets generated according to different unknown behavior policies. Naively combining a standard offline RL approach with a standard federated learning approach to solve this problem can lead to poorly performing policies. In response, we develop the Federated Ensemble-Directed Offline Reinforcement Learning Algorithm (FEDORA), which distills the collective wisdom of the clients using an ensemble learning approach. We develop the FEDORA codebase to utilize distributed compute resources on a federated learning platform. We show that FEDORA significantly outperforms other approaches, including offline RL over the combined data pool, in various complex continuous control environments and real world datasets. Finally, we demonstrate the performance of FEDORA in the real-world on a mobile robot.
While Reinforcement Learning (RL) achieves tremendous success in sequential decision-making problems of many domains, it still faces key challenges of data inefficiency and the lack of interpretability. Interestingly, many researchers have leveraged insights from the causality literature recently, bringing forth flourishing works to unify the merits of causality and address well the challenges from RL. As such, it is of great necessity and significance to collate these Causal Reinforcement Learning (CRL) works, offer a review of CRL methods, and investigate the potential functionality from causality toward RL. In particular, we divide existing CRL approaches into two categories according to whether their causality-based information is given in advance or not. We further analyze each category in terms of the formalization of different models, ranging from the Markov Decision Process (MDP), Partially Observed Markov Decision Process (POMDP), Multi-Arm Bandits (MAB), and Dynamic Treatment Regime (DTR). Moreover, we summarize the evaluation matrices and open sources while we discuss emerging applications, along with promising prospects for the future development of CRL.
We introduce DeepNash, an autonomous agent capable of learning to play the imperfect information game Stratego from scratch, up to a human expert level. Stratego is one of the few iconic board games that Artificial Intelligence (AI) has not yet mastered. This popular game has an enormous game tree on the order of $10^{535}$ nodes, i.e., $10^{175}$ times larger than that of Go. It has the additional complexity of requiring decision-making under imperfect information, similar to Texas hold'em poker, which has a significantly smaller game tree (on the order of $10^{164}$ nodes). Decisions in Stratego are made over a large number of discrete actions with no obvious link between action and outcome. Episodes are long, with often hundreds of moves before a player wins, and situations in Stratego can not easily be broken down into manageably-sized sub-problems as in poker. For these reasons, Stratego has been a grand challenge for the field of AI for decades, and existing AI methods barely reach an amateur level of play. DeepNash uses a game-theoretic, model-free deep reinforcement learning method, without search, that learns to master Stratego via self-play. The Regularised Nash Dynamics (R-NaD) algorithm, a key component of DeepNash, converges to an approximate Nash equilibrium, instead of 'cycling' around it, by directly modifying the underlying multi-agent learning dynamics. DeepNash beats existing state-of-the-art AI methods in Stratego and achieved a yearly (2022) and all-time top-3 rank on the Gravon games platform, competing with human expert players.
Graph mining tasks arise from many different application domains, ranging from social networks, transportation, E-commerce, etc., which have been receiving great attention from the theoretical and algorithm design communities in recent years, and there has been some pioneering work using the hotly researched reinforcement learning (RL) techniques to address graph data mining tasks. However, these graph mining algorithms and RL models are dispersed in different research areas, which makes it hard to compare different algorithms with each other. In this survey, we provide a comprehensive overview of RL models and graph mining and generalize these algorithms to Graph Reinforcement Learning (GRL) as a unified formulation. We further discuss the applications of GRL methods across various domains and summarize the method description, open-source codes, and benchmark datasets of GRL methods. Finally, we propose possible important directions and challenges to be solved in the future. This is the latest work on a comprehensive survey of GRL literature, and this work provides a global view for researchers as well as a learning resource for researchers outside the domain. In addition, we create an online open-source for both interested researchers who want to enter this rapidly developing domain and experts who would like to compare GRL methods.
Federated learning enables multiple parties to collaboratively train a machine learning model without communicating their local data. A key challenge in federated learning is to handle the heterogeneity of local data distribution across parties. Although many studies have been proposed to address this challenge, we find that they fail to achieve high performance in image datasets with deep learning models. In this paper, we propose MOON: model-contrastive federated learning. MOON is a simple and effective federated learning framework. The key idea of MOON is to utilize the similarity between model representations to correct the local training of individual parties, i.e., conducting contrastive learning in model-level. Our extensive experiments show that MOON significantly outperforms the other state-of-the-art federated learning algorithms on various image classification tasks.
Recently, deep multiagent reinforcement learning (MARL) has become a highly active research area as many real-world problems can be inherently viewed as multiagent systems. A particularly interesting and widely applicable class of problems is the partially observable cooperative multiagent setting, in which a team of agents learns to coordinate their behaviors conditioning on their private observations and commonly shared global reward signals. One natural solution is to resort to the centralized training and decentralized execution paradigm. During centralized training, one key challenge is the multiagent credit assignment: how to allocate the global rewards for individual agent policies for better coordination towards maximizing system-level's benefits. In this paper, we propose a new method called Q-value Path Decomposition (QPD) to decompose the system's global Q-values into individual agents' Q-values. Unlike previous works which restrict the representation relation of the individual Q-values and the global one, we leverage the integrated gradient attribution technique into deep MARL to directly decompose global Q-values along trajectory paths to assign credits for agents. We evaluate QPD on the challenging StarCraft II micromanagement tasks and show that QPD achieves the state-of-the-art performance in both homogeneous and heterogeneous multiagent scenarios compared with existing cooperative MARL algorithms.