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Federated learning has been showing as a promising approach in paving the last mile of artificial intelligence, due to its great potential of solving the data isolation problem in large scale machine learning. Particularly, with consideration of the heterogeneity in practical edge computing systems, asynchronous edge-cloud collaboration based federated learning can further improve the learning efficiency by significantly reducing the straggler effect. Despite no raw data sharing, the open architecture and extensive collaborations of asynchronous federated learning (AFL) still give some malicious participants great opportunities to infer other parties' training data, thus leading to serious concerns of privacy. To achieve a rigorous privacy guarantee with high utility, we investigate to secure asynchronous edge-cloud collaborative federated learning with differential privacy, focusing on the impacts of differential privacy on model convergence of AFL. Formally, we give the first analysis on the model convergence of AFL under DP and propose a multi-stage adjustable private algorithm (MAPA) to improve the trade-off between model utility and privacy by dynamically adjusting both the noise scale and the learning rate. Through extensive simulations and real-world experiments with an edge-could testbed, we demonstrate that MAPA significantly improves both the model accuracy and convergence speed with sufficient privacy guarantee.

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聯邦學習(Federated Learning)是一種新興的人工智能基礎技術,在 2016 年由谷歌最先提出,原本用于解決安卓手機終端用戶在本地更新模型的問題,其設計目標是在保障大數據交換時的信息安全、保護終端數據和個人數據隱私、保證合法合規的前提下,在多參與方或多計算結點之間開展高效率的機器學習。其中,聯邦學習可使用的機器學習算法不局限于神經網絡,還包括隨機森林等重要算法。聯邦學習有望成為下一代人工智能協同算法和協作網絡的基礎。

Deep neural models in recent years have been successful in almost every field, including extremely complex problem statements. However, these models are huge in size, with millions (and even billions) of parameters, thus demanding more heavy computation power and failing to be deployed on edge devices. Besides, the performance boost is highly dependent on redundant labeled data. To achieve faster speeds and to handle the problems caused by the lack of data, knowledge distillation (KD) has been proposed to transfer information learned from one model to another. KD is often characterized by the so-called `Student-Teacher' (S-T) learning framework and has been broadly applied in model compression and knowledge transfer. This paper is about KD and S-T learning, which are being actively studied in recent years. First, we aim to provide explanations of what KD is and how/why it works. Then, we provide a comprehensive survey on the recent progress of KD methods together with S-T frameworks typically for vision tasks. In general, we consider some fundamental questions that have been driving this research area and thoroughly generalize the research progress and technical details. Additionally, we systematically analyze the research status of KD in vision applications. Finally, we discuss the potentials and open challenges of existing methods and prospect the future directions of KD and S-T learning.

Edge intelligence refers to a set of connected systems and devices for data collection, caching, processing, and analysis in locations close to where data is captured based on artificial intelligence. The aim of edge intelligence is to enhance the quality and speed of data processing and protect the privacy and security of the data. Although recently emerged, spanning the period from 2011 to now, this field of research has shown explosive growth over the past five years. In this paper, we present a thorough and comprehensive survey on the literature surrounding edge intelligence. We first identify four fundamental components of edge intelligence, namely edge caching, edge training, edge inference, and edge offloading, based on theoretical and practical results pertaining to proposed and deployed systems. We then aim for a systematic classification of the state of the solutions by examining research results and observations for each of the four components and present a taxonomy that includes practical problems, adopted techniques, and application goals. For each category, we elaborate, compare and analyse the literature from the perspectives of adopted techniques, objectives, performance, advantages and drawbacks, etc. This survey article provides a comprehensive introduction to edge intelligence and its application areas. In addition, we summarise the development of the emerging research field and the current state-of-the-art and discuss the important open issues and possible theoretical and technical solutions.

Federated learning (FL) is a machine learning setting where many clients (e.g. mobile devices or whole organizations) collaboratively train a model under the orchestration of a central server (e.g. service provider), while keeping the training data decentralized. FL embodies the principles of focused data collection and minimization, and can mitigate many of the systemic privacy risks and costs resulting from traditional, centralized machine learning and data science approaches. Motivated by the explosive growth in FL research, this paper discusses recent advances and presents an extensive collection of open problems and challenges.

Graph signals are signals with an irregular structure that can be described by a graph. Graph neural networks (GNNs) are information processing architectures tailored to these graph signals and made of stacked layers that compose graph convolutional filters with nonlinear activation functions. Graph convolutions endow GNNs with invariance to permutations of the graph nodes' labels. In this paper, we consider the design of trainable nonlinear activation functions that take into consideration the structure of the graph. This is accomplished by using graph median filters and graph max filters, which mimic linear graph convolutions and are shown to retain the permutation invariance of GNNs. We also discuss modifications to the backpropagation algorithm necessary to train local activation functions. The advantages of localized activation function architectures are demonstrated in four numerical experiments: source localization on synthetic graphs, authorship attribution of 19th century novels, movie recommender systems and scientific article classification. In all cases, localized activation functions are shown to improve model capacity.

To make deliberate progress towards more intelligent and more human-like artificial systems, we need to be following an appropriate feedback signal: we need to be able to define and evaluate intelligence in a way that enables comparisons between two systems, as well as comparisons with humans. Over the past hundred years, there has been an abundance of attempts to define and measure intelligence, across both the fields of psychology and AI. We summarize and critically assess these definitions and evaluation approaches, while making apparent the two historical conceptions of intelligence that have implicitly guided them. We note that in practice, the contemporary AI community still gravitates towards benchmarking intelligence by comparing the skill exhibited by AIs and humans at specific tasks such as board games and video games. We argue that solely measuring skill at any given task falls short of measuring intelligence, because skill is heavily modulated by prior knowledge and experience: unlimited priors or unlimited training data allow experimenters to "buy" arbitrary levels of skills for a system, in a way that masks the system's own generalization power. We then articulate a new formal definition of intelligence based on Algorithmic Information Theory, describing intelligence as skill-acquisition efficiency and highlighting the concepts of scope, generalization difficulty, priors, and experience. Using this definition, we propose a set of guidelines for what a general AI benchmark should look like. Finally, we present a benchmark closely following these guidelines, the Abstraction and Reasoning Corpus (ARC), built upon an explicit set of priors designed to be as close as possible to innate human priors. We argue that ARC can be used to measure a human-like form of general fluid intelligence and that it enables fair general intelligence comparisons between AI systems and humans.

Detection of malicious behavior is a fundamental problem in security. One of the major challenges in using detection systems in practice is in dealing with an overwhelming number of alerts that are triggered by normal behavior (the so-called false positives), obscuring alerts resulting from actual malicious activity. While numerous methods for reducing the scope of this issue have been proposed, ultimately one must still decide how to prioritize which alerts to investigate, and most existing prioritization methods are heuristic, for example, based on suspiciousness or priority scores. We introduce a novel approach for computing a policy for prioritizing alerts using adversarial reinforcement learning. Our approach assumes that the attackers know the full state of the detection system and dynamically choose an optimal attack as a function of this state, as well as of the alert prioritization policy. The first step of our approach is to capture the interaction between the defender and attacker in a game theoretic model. To tackle the computational complexity of solving this game to obtain a dynamic stochastic alert prioritization policy, we propose an adversarial reinforcement learning framework. In this framework, we use neural reinforcement learning to compute best response policies for both the defender and the adversary to an arbitrary stochastic policy of the other. We then use these in a double-oracle framework to obtain an approximate equilibrium of the game, which in turn yields a robust stochastic policy for the defender. Extensive experiments using case studies in fraud and intrusion detection demonstrate that our approach is effective in creating robust alert prioritization policies.

We detail a new framework for privacy preserving deep learning and discuss its assets. The framework puts a premium on ownership and secure processing of data and introduces a valuable representation based on chains of commands and tensors. This abstraction allows one to implement complex privacy preserving constructs such as Federated Learning, Secure Multiparty Computation, and Differential Privacy while still exposing a familiar deep learning API to the end-user. We report early results on the Boston Housing and Pima Indian Diabetes datasets. While the privacy features apart from Differential Privacy do not impact the prediction accuracy, the current implementation of the framework introduces a significant overhead in performance, which will be addressed at a later stage of the development. We believe this work is an important milestone introducing the first reliable, general framework for privacy preserving deep learning.

We train a recurrent neural network language model using a distributed, on-device learning framework called federated learning for the purpose of next-word prediction in a virtual keyboard for smartphones. Server-based training using stochastic gradient descent is compared with training on client devices using the Federated Averaging algorithm. The federated algorithm, which enables training on a higher-quality dataset for this use case, is shown to achieve better prediction recall. This work demonstrates the feasibility and benefit of training language models on client devices without exporting sensitive user data to servers. The federated learning environment gives users greater control over their data and simplifies the task of incorporating privacy by default with distributed training and aggregation across a population of client devices.

Existing multi-agent reinforcement learning methods are limited typically to a small number of agents. When the agent number increases largely, the learning becomes intractable due to the curse of the dimensionality and the exponential growth of agent interactions. In this paper, we present Mean Field Reinforcement Learning where the interactions within the population of agents are approximated by those between a single agent and the average effect from the overall population or neighboring agents; the interplay between the two entities is mutually reinforced: the learning of the individual agent's optimal policy depends on the dynamics of the population, while the dynamics of the population change according to the collective patterns of the individual policies. We develop practical mean field Q-learning and mean field Actor-Critic algorithms and analyze the convergence of the solution to Nash equilibrium. Experiments on Gaussian squeeze, Ising model, and battle games justify the learning effectiveness of our mean field approaches. In addition, we report the first result to solve the Ising model via model-free reinforcement learning methods.

Machine Learning is a widely-used method for prediction generation. These predictions are more accurate when the model is trained on a larger dataset. On the other hand, the data is usually divided amongst different entities. For privacy reasons, the training can be done locally and then the model can be safely aggregated amongst the participants. However, if there are only two participants in \textit{Collaborative Learning}, the safe aggregation loses its power since the output of the training already contains much information about the participants. To resolve this issue, they must employ privacy-preserving mechanisms, which inevitably affect the accuracy of the model. In this paper, we model the training process as a two-player game where each player aims to achieve a higher accuracy while preserving its privacy. We introduce the notion of \textit{Price of Privacy}, a novel approach to measure the effect of privacy protection on the accuracy of the model. We develop a theoretical model for different player types, and we either find or prove the existence of a Nash Equilibrium with some assumptions. Moreover, we confirm these assumptions via a Recommendation Systems use case: for a specific learning algorithm, we apply three privacy-preserving mechanisms on two real-world datasets. Finally, as a complementary work for the designed game, we interpolate the relationship between privacy and accuracy for this use case and present three other methods to approximate it in a real-world scenario.

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