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Lingjie Duan

Publications and source records attributed to Lingjie Duan.

At least 37 records · Page 2Linked to original sources

To Analyze and Regulate Human-in-the-loop Learning for Congestion Games

In congestion games, selfish users behave myopically to crowd to the shortest paths, and the social planner designs mechanisms to regulate such selfish routing through information or payment incentives. However, such mechanism design requires the knowledge of time-varying traffic conditions and it is the users themselves to learn and report past road experiences to the social planner (e.g., Waze or Google Maps). When congestion games meet mobile crowdsourcing, it is critical to incentivize selfish users to explore non-shortest paths in the best exploitation-exploration trade-off. First, we consider a simple but fundamental parallel routing network with one deterministic path and multiple stochastic paths for users with an average arrival probability $λ$. We prove that the current myopic routing policy (widely used in Waze and Google Maps) misses both exploration (when strong hazard belief) and exploitation (when weak hazard belief) as compared to the social optimum. Due to the myopic policy's under-exploration, we prove that the caused price of anarchy (PoA) is larger than \(\frac{1}{1-ρ^{\frac{1}λ}}\), which can be arbitrarily large as discount factor \(ρ\rightarrow1\). To mitigate such huge efficiency loss, we propose a novel selective information disclosure (SID) mechanism: we only reveal the latest traffic information to users when they intend to over-explore stochastic paths upon arrival, while hiding such information when they want to under-explore. We prove that our mechanism successfully reduces PoA to be less than~\(2\). Besides the parallel routing network, we further extend our mechanism and PoA results to any linear path graphs with multiple intermediate nodes.

cs.GT↗

Lightweight Federated Learning with Differential Privacy and Straggler Resilience

Federated learning (FL) enables collaborative model training through model parameter exchanges instead of raw data. To avoid potential inference attacks from exchanged parameters, differential privacy (DP) offers rigorous guarantee against various attacks. However, conventional methods of ensuring DP by adding local noise alone often result in low training accuracy. Combining secure multi-party computation (SMPC) with DP, while improving the accuracy, incurs high communication and computation overheads as well as straggler vulnerability, in either client-to-server or client-to-client links. In this paper, we propose LightDP-FL, a novel lightweight scheme that ensures provable DP against untrusted peers and server, while maintaining straggler resilience, low overheads and high training accuracy. Our scheme incorporates both individual and pairwise noise into each client's parameter, which can be implemented with minimal overheads. Given the uncertain straggler and colluder sets, we utilize the upper bound on the numbers of stragglers and colluders to prove sufficient noise variance conditions to ensure DP in the worst case. Moreover, we optimize the expected convergence bound to ensure accuracy performance by flexibly controlling the noise variances. Using the CIFAR-10 dataset, our experimental results demonstrate that LightDP-FL achieves faster convergence and stronger straggler resilience compared to baseline methods of the same DP level.

cs.CR↗

Algorithm Design for Continual Learning in IoT Networks

Continual learning (CL) is a new online learning technique over sequentially generated streaming data from different tasks, aiming to maintain a small forgetting loss on previously-learned tasks. Existing work focuses on reducing the forgetting loss under a given task sequence. However, if similar tasks continuously appear to the end time, the forgetting loss is still huge on prior distinct tasks. In practical IoT networks, an autonomous vehicle to sample data and learn different tasks can route and alter the order of task pattern at increased travelling cost. To our best knowledge, we are the first to study how to opportunistically route the testing object and alter the task sequence in CL. We formulate a new optimization problem and prove it NP-hard. We propose a polynomial-time algorithm to achieve approximation ratios of $\frac{3}{2}$ for underparameterized case and $\frac{3}{2} + r^{1-T}$ for overparameterized case, respectively, where $r:=1-\frac{n}{m}$ is a parameter of feature number $m$ and sample number $n$ and $T$ is the task number. Simulation results verify our algorithm's close-to-optimum performance.

cs.LG↗

Online Learning from Strategic Human Feedback in LLM Fine-Tuning

Reinforcement learning from human feedback (RLHF) has become an essential step in fine-tuning large language models (LLMs) to align them with human preferences. However, human labelers are selfish and have diverse preferences. They may strategically misreport their online feedback to influence the system's aggregation towards their own preferences. Current practice simply averages labelers' feedback per time and fails to identify the most accurate human labeler, leading to linear regret $\mathcal{O}(T)$ for $T$ time slots. To our best knowledge, we are the first to study online learning mechanisms against strategic human labelers in the LLM fine-tuning process. We formulate a new dynamic Bayesian game and dynamically adjust human labelers' weights in the preference aggregation, ensuring their truthful feedback and sublinear regret $\mathcal{O}(T^{1/2})$. Simulation results demonstrate our mechanism's great advantages over the existing benchmark schemes.

cs.AI↗

Human-in-the-loop Learning for Dynamic Congestion Games

Today mobile users learn and share their traffic observations via crowdsourcing platforms (e.g., Waze). Yet such platforms simply cater to selfish users' myopic interests to recommend the shortest path, and do not encourage enough users to travel and learn other paths for future others. Prior studies focus on one-shot congestion games without considering users' information learning, while our work studies how users learn and alter traffic conditions on stochastic paths in a human-in-the-loop manner. Our analysis shows that the myopic routing policy leads to severe under-exploration of stochastic paths. This results in a price of anarchy (PoA) greater than $2$, as compared to the socially optimal policy in minimizing the long-term social cost. Besides, the myopic policy fails to ensure the correct learning convergence about users' traffic hazard beliefs. To address this, we focus on informational (non-monetary) mechanisms as they are easier to implement than pricing. We first show that existing information-hiding mechanisms and deterministic path-recommendation mechanisms in Bayesian persuasion literature do not work with even (\text{PoA}=\infty). Accordingly, we propose a new combined hiding and probabilistic recommendation (CHAR) mechanism to hide all information from a selected user group and provide state-dependent probabilistic recommendations to the other user group. Our CHAR successfully ensures PoA less than (\frac{5}{4}), which cannot be further reduced by any other informational (non-monetary) mechanism. Besides the parallel network, we further extend our analysis and CHAR to more general linear path graphs with multiple intermediate nodes, and we prove that the PoA results remain unchanged. Additionally, we carry out experiments with real-world datasets to further extend our routing graphs and verify the close-to-optimal performance of our CHAR.

cs.GT↗

To Optimize Human-in-the-loop Learning in Repeated Routing Games

Today navigation applications (e.g., Waze and Google Maps) enable human users to learn and share the latest traffic observations, yet such information sharing simply aids selfish users to predict and choose the shortest paths to jam each other. Prior routing game studies focus on myopic users in oversimplified one-shot scenarios to regulate selfish routing via information hiding or pricing mechanisms. For practical human-in-the-loop learning (HILL) in repeated routing games, we face non-myopic users of differential past observations and need new mechanisms (preferably non-monetary) to persuade users to adhere to the optimal path recommendations. We model the repeated routing game in a typical parallel transportation network, which generally contains one deterministic path and $N$ stochastic paths. We first prove that no matter under the information sharing mechanism in use or the latest routing literature's hiding mechanism, the resultant price of anarchy (PoA) for measuring the efficiency loss from social optimum can approach infinity, telling arbitrarily poor exploration-exploitation tradeoff over time. Then we propose a novel user-differential probabilistic recommendation (UPR) mechanism to differentiate and randomize path recommendations for users with differential learning histories. We prove that our UPR mechanism ensures interim individual rationality for all users and significantly reduces $\text{PoA}=\infty$ to close-to-optimal $\text{PoA}=1+\frac{1}{4N+3}$, which cannot be further reduced by any other non-monetary mechanism. In addition to theoretical analysis, we conduct extensive experiments using real-world datasets to generalize our routing graphs and validate the close-to-optimal performance of UPR mechanism.

cs.GT↗

Age of Information Diffusion on Social Networks

To promote viral marketing, major social platforms (e.g., Facebook Marketplace and Pinduoduo) repeatedly select and invite different users (as seeds) in online social networks to share fresh information about a product or service with their friends. Thereby, we are motivated to optimize a multi-stage seeding process of viral marketing in social networks, and adopt the recent notions of the peak and the average age of information (AoI) to measure the timeliness of promotion information received by network users. Our problem is different from the literature on information diffusion in social networks, which limits to one-time seeding and overlooks AoI dynamics or information replacement over time. As a critical step, we manage to develop closed-form expressions that characterize and trace AoI dynamics over any social network. For the peak AoI problem, we first prove the NP-hardness of our multi-stage seeding problem by a highly non-straightforward reduction from the dominating set problem, and then present a new polynomial-time algorithm that achieves good approximation guarantees (e.g., less than 2 for linear network topology). To minimize the average AoI, we also prove that our problem is NP-hard by properly reducing it from the set cover problem. Benefiting from our two-sided bound analysis on the average AoI objective, we build up a new framework for approximation analysis and link our problem to a much simplified sum-distance minimization problem. This intriguing connection inspires us to develop another polynomial-time algorithm that achieves a good approximation guarantee. Additionally, our theoretical results are well corroborated by experiments on a real social network.

cs.SI↗

Fair Computation Offloading for RSMA-Assisted Mobile Edge Computing Networks

Rate splitting multiple access (RSMA) provides a flexible transmission framework that can be applied in mobile edge computing (MEC) systems. However, the research work on RSMA-assisted MEC systems is still at the infancy and many design issues remain unsolved, such as the MEC server and channel allocation problem in general multi-server and multi-channel scenarios as well as the user fairness issues. In this regard, we study an RSMA-assisted MEC system with multiple MEC servers, channels and devices, and consider the fairness among devices. A max-min fairness computation offloading problem to maximize the minimum computation offloading rate is investigated. Since the problem is difficult to solve optimally, we develop an efficient algorithm to obtain a suboptimal solution. Particularly, the time allocation and the computing frequency allocation are derived as closed-form functions of the transmit power allocation and the successive interference cancellation (SIC) decoding order, while the transmit power allocation and the SIC decoding order are jointly optimized via the alternating optimization method, the bisection search method and the successive convex approximation method. For the channel and MEC server allocation problem, we transform it into a hypergraph matching problem and solve it by matching theory. Simulation results demonstrate that the proposed RSMA-assisted MEC system outperforms current MEC systems under various system setups.

eess.SP↗

When NOMA Meets AIGC: Enhanced Wireless Federated Learning

Wireless federated learning (WFL) enables devices to collaboratively train a global model via local model training, uploading and aggregating. However, WFL faces the data scarcity/heterogeneity problem (i.e., data are limited and unevenly distributed among devices) that degrades the learning performance. In this regard, artificial intelligence generated content (AIGC) can synthesize various types of data to compensate for the insufficient local data. Nevertheless, downloading synthetic data or uploading local models iteratively takes a lot of time, especially for a large amount of devices. To address this issue, we propose to leverage non-orthogonal multiple access (NOMA) to achieve efficient synthetic data and local model transmission. This paper is the first to combine AIGC and NOMA with WFL to maximally enhance the learning performance. For the proposed NOMA+AIGC-enhanced WFL, the problem of jointly optimizing the synthetic data distribution, two-way communication and computation resource allocation to minimize the global learning error is investigated. The problem belongs to NP-hard mixed integer nonlinear programming, whose optimal solution is intractable to find. We first employ the block coordinate descent method to decouple the complicated-coupled variables, and then resort to our analytical method to derive an efficient low-complexity local optimal solution with partial closed-form results. Extensive simulations validate the superiority of the proposed scheme compared to the existing and benchmark schemes such as the frequency/time division multiple access based AIGC-enhanced schemes.

eess.SP↗

Distributed Learning for Dynamic Congestion Games

Today mobile users learn and share their traffic observations via crowdsourcing platforms (e.g., Google Maps and Waze). Yet such platforms myopically recommend the currently shortest path to users, and selfish users are unwilling to travel to longer paths of varying traffic conditions to explore. Prior studies focus on one-shot congestion games without information learning, while our work studies how users learn and alter traffic conditions on stochastic paths in a distributed manner. Our analysis shows that, as compared to the social optimum in minimizing the long-term social cost via optimal exploration-exploitation tradeoff, the myopic routing policy leads to severe under-exploration of stochastic paths with the price of anarchy (PoA) greater than \(2\). Besides, it fails to ensure the correct learning convergence about users' traffic hazard beliefs. To mitigate the efficiency loss, we first show that existing information-hiding mechanisms and deterministic path-recommendation mechanisms in Bayesian persuasion literature do not work with even \(\text{PoA}=\infty\). Accordingly, we propose a new combined hiding and probabilistic recommendation (CHAR) mechanism to hide all information from a selected user group and provide state-dependent probabilistic recommendations to the other user group. Our CHAR successfully ensures PoA less than \(\frac{5}{4}\), which cannot be further reduced by any other informational mechanism. Additionally, we experiment with real-world data to verify our CHAR's good average performance.

cs.GT↗

Adaptive Federated Learning via New Entropy Approach

Federated Learning (FL) has emerged as a prominent distributed machine learning framework that enables geographically discrete clients to train a global model collaboratively while preserving their privacy-sensitive data. However, due to the non-independent-and-identically-distributed (Non-IID) data generated by heterogeneous clients, the performances of the conventional federated optimization schemes such as FedAvg and its variants deteriorate, requiring the design to adaptively adjust specific model parameters to alleviate the negative influence of heterogeneity. In this paper, by leveraging entropy as a new metric for assessing the degree of system disorder, we propose an adaptive FEDerated learning algorithm based on ENTropy theory (FedEnt) to alleviate the parameter deviation among heterogeneous clients and achieve fast convergence. Nevertheless, given the data disparity and parameter deviation of heterogeneous clients, determining the optimal dynamic learning rate for each client becomes a challenging task as there is no communication among participating clients during the local training epochs. To enable a decentralized learning rate for each participating client, we first introduce the mean-field terms to estimate the components associated with other clients' local parameters. Furthermore, we provide rigorous theoretical analysis on the existence and determination of the mean-field estimators. Based on the mean-field estimators, the closed-form adaptive learning rate for each client is derived by constructing the Hamilton equation. Moreover, the convergence rate of our proposed FedEnt is proved. The extensive experimental results on the real-world datasets (i.e., MNIST, EMNIST-L, CIFAR10, and CIFAR100) show that our FedEnt algorithm surpasses FedAvg and its variants (i.e., FedAdam, FedProx, and FedDyn) under Non-IID settings and achieves a faster convergence rate.

cs.DC↗

Incentivizing Massive Unknown Workers for Budget-Limited Crowdsensing: From Off-Line and On-Line Perspectives

How to incentivize strategic workers using limited budget is a very fundamental problem for crowdsensing systems; nevertheless, since the sensing abilities of the workers may not always be known as prior knowledge due to the diversities of their sensor devices and behaviors, it is difficult to properly select and pay the unknown workers. Although the uncertainties of the workers can be addressed by the standard Combinatorial Multi-Armed Bandit (CMAB) framework in existing proposals through a trade-off between exploration and exploitation, we may not have sufficient budget to enable the trade-off among the individual workers, especially when the number of the workers is huge while the budget is limited. Moreover, the standard CMAB usually assumes the workers always stay in the system, whereas the workers may join in or depart from the system over time, such that what we have learnt for an individual worker cannot be applied after the worker leaves. To address the above challenging issues, in this paper, we first propose an off-line Context-Aware CMAB-based Incentive (CACI) mechanism. We innovate in leveraging the exploration-exploitation trade-off in an elaborately partitioned context space instead of the individual workers, to effectively incentivize the massive unknown workers with a very limited budget. We also extend the above basic idea to the on-line setting where unknown workers may join in or depart from the systems dynamically, and propose an on-line version of the CACI mechanism. We perform rigorous theoretical analysis to reveal the upper bounds on the regrets of our CACI mechanisms and to prove their truthfulness and individual rationality, respectively. Extensive experiments on both synthetic and real datasets are also conducted to verify the efficacy of our mechanisms.

cs.AI↗

To Save Mobile Crowdsourcing from Cheap-talk: A Game Theoretic Learning Approach

Today mobile crowdsourcing platforms invite users to provide anonymous reviews about service experiences, yet many reviews are found biased to be extremely positive or negative. The existing methods find it difficult to learn from biased reviews to infer the actual service state, as the state can also be extreme and the platform cannot verify the truthfulness of reviews immediately. Further, reviewers can hide their (positive or negative) bias types and proactively adjust their anonymous reviews against the platform's inference. To our best knowledge, we are the first to study how to save mobile crowdsourcing from cheap-talk and strategically learn from biased users' reviews. We formulate the problem as a dynamic Bayesian game, including users' service-type messaging and the platform's follow-up rating/inference. Our closed-form PBE shows that an extremely-biased user may still honestly message to convince the platform of listening to his review. Such Bayesian game-theoretic learning obviously outperforms the latest common schemes especially when there are multiple diversely-biased users to compete. For the challenging single-user case, we further propose a time-evolving mechanism with the platform's commitment inferences to ensure the biased user's truthful messaging all the time, whose performance improves with more time periods to learn from more historical data.

cs.GT↗

Multi-Objective Optimization for UAV Swarm-Assisted IoT with Virtual Antenna Arrays

Unmanned aerial vehicle (UAV) network is a promising technology for assisting Internet-of-Things (IoT), where a UAV can use its limited service coverage to harvest and disseminate data from IoT devices with low transmission abilities. The existing UAV-assisted data harvesting and dissemination schemes largely require UAVs to frequently fly between the IoTs and access points, resulting in extra energy and time costs. To reduce both energy and time costs, a key way is to enhance the transmission performance of IoT and UAVs. In this work, we introduce collaborative beamforming into IoTs and UAVs simultaneously to achieve energy and time-efficient data harvesting and dissemination from multiple IoT clusters to remote base stations (BSs). Except for reducing these costs, another non-ignorable threat lies in the existence of the potential eavesdroppers, whereas the handling of eavesdroppers often increases the energy and time costs, resulting in a conflict with the minimization of the costs. Moreover, the importance of these goals may vary relatively in different applications. Thus, we formulate a multi-objective optimization problem (MOP) to simultaneously minimize the mission completion time, signal strength towards the eavesdropper, and total energy cost of the UAVs. We prove that the formulated MOP is an NP-hard, mixed-variable optimization, and large-scale optimization problem. Thus, we propose a swarm intelligence-based algorithm to find a set of candidate solutions with different trade-offs which can meet various requirements in a low computational complexity. We also show that swarm intelligence methods need to enhance solution initialization, solution update, and algorithm parameter update phases when dealing with mixed-variable optimization and large-scale problems. Simulation results demonstrate the proposed algorithm outperforms state-of-the-art swarm intelligence algorithms.

cs.NE↗

Average-Case Analysis of Greedy Matching for Large-Scale D2D Resource Sharing

Given the proximity of many wireless users and their diversity in consuming local resources (e.g., data-plans, computation and energy resources), device-to-device (D2D) resource sharing is a promising approach towards realizing a sharing economy. This paper adopts an easy-to-implement greedy matching algorithm with distributed fashion and only sub-linear O(log n) parallel complexity (in user number n) for large-scale D2D sharing. Practical cases indicate that the greedy matching's average performance is far better than the worst-case approximation ratio 50% as compared to the optimum. However, there is no rigorous average-case analysis in the literature to back up such encouraging findings and this paper is the first to present such analysis for multiple representative classes of graphs. For 1D linear networks, we prove that our greedy algorithm performs better than 86.5% of the optimum. For 2D grids, though dynamic programming cannot be directly applied, we still prove this average performance ratio to be above 76%. For the more challenging Erdos-Renyi random graphs, we equivalently reduce to the asymptotic analysis of random trees and successfully prove a ratio up to 79%. Finally, we conduct experiments using real data to simulate realistic D2D networks, and show that our analytical performance measure approximates well practical cases.

cs.DC↗

Regulating Clients' Noise Adding in Federated Learning without Verification

In federated learning (FL), clients cooperatively train a global model without revealing their raw data but gradients or parameters, while the local information can still be disclosed from local outputs transmitted to the parameter server. With such privacy concerns, a client may overly add artificial noise to his local updates to compromise the global model training, and we prove the selfish noise adding leads to an infinite price of anarchy (PoA). This paper proposes a novel pricing mechanism to regulate privacy-sensitive clients without verifying their parameter updates, unlike existing privacy mechanisms that assume the server's full knowledge of added noise. Without knowing the ground truth, our mechanism reaches the social optimum to best balance the global training error and privacy loss, according to the difference between a client's updated parameter and all clients' average parameter. We also improve the FL convergence bound by refining the aggregation rule at the server to account for different clients' noise variances. Moreover, we extend our pricing scheme to fit incomplete information of clients' privacy sensitivities, ensuring their truthful type reporting and the system's ex-ante budget balance. Simulations show that our pricing scheme greatly improves the system performance especially when clients have diverse privacy sensitivities.

cs.GT↗

Location Privacy Protection Game against Adversary through Multi-user Cooperative Obfuscation

In location-based services(LBSs), it is promising for users to crowdsource and share their Point-of-Interest(PoI) information with each other in a common cache to reduce query frequency and preserve location privacy. Yet most studies on multi-user privacy preservation overlook the opportunity of leveraging their service flexibility. This paper is the first to study multiple users' strategic cooperation against an adversary's optimal inference attack, by leveraging mutual service flexibility. We formulate the multi-user privacy cooperation against the adversary as a max-min adversarial game and solve it in a linear program. Unlike the vast literature, even if a user finds the cached information useful, we prove it beneficial to still query the platform to further confuse the adversary. As the linear program's computational complexity still increases superlinearly with the number of users' possible locations, we propose a binary obfuscation scheme in two opposite spatial directions to achieve guaranteed performance with only constant complexity. Perhaps surprisingly, a user with a greater service flexibility should query with a less obfuscated location to add confusion. Finally, we provide guidance on the optimal query sequence among LBS users. Simulation results show that our crowdsourced privacy protection scheme greatly improves users' privacy as compared with existing approaches.

cs.CR↗

When Congestion Games Meet Mobile Crowdsourcing: Selective Information Disclosure

In congestion games, users make myopic routing decisions to jam each other, and the social planner with the full information designs mechanisms on information or payment side to regulate. However, it is difficult to obtain time-varying traffic conditions, and emerging crowdsourcing platforms (e.g., Waze and Google Maps) provide a convenient way for mobile users travelling on the paths to learn and share the traffic conditions over time. When congestion games meet mobile crowdsourcing, it is critical to incentive selfish users to change their myopic routing policy and reach the best exploitation-exploration trade-off. By considering a simple but fundamental parallel routing network with one deterministic path and multiple stochastic paths for atomic users, we prove that the myopic routing policy's price of anarchy (PoA) is larger than $\frac{1}{1-ρ}$, which can be arbitrarily large as discount factor $ρ\rightarrow1$. To remedy such huge efficiency loss, we propose a selective information disclosure (SID) mechanism: we only reveal the latest traffic information to users when they intend to over-explore the stochastic paths, while hiding such information when they want to under-explore. We prove that our mechanism reduces PoA to be less than $\frac{1}{1-\fracρ{2}}$. Besides the worst-case performance, we further examine our mechanism's average-case performance by using extensive simulations.

cs.GT↗