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Mohammad Ali Maddah-Ali

Publications and source records attributed to Mohammad Ali Maddah-Ali.

At least 19 recordsLinked to original sources

Manifold-Aware General Coded Computing for Straggler-Resilient Distributed Computing

Existing coded-computing designs do not explicitly exploit the intrinsic structure of the input data. In communication systems, statistical structure and redundancy are often removed through source coding (or compression) before channel coding is applied. This principle, however, does not transfer directly to coded computation. In many computational tasks, particularly in machine learning, the structure of the data is precisely what the computation seeks to exploit to infer outputs or learn meaningful patterns. Consequently, coded-computing schemes should preserve and leverage this structure in their code design, rather than ignoring or eliminating it through source coding. This observation motivates a different perspective on code construction. In many channel-coding schemes, such as Reed-Solomon codes, coded symbols are generated by evaluating a low-dimensional algebraic representation at selected points. In contrast, many high-dimensional datasets naturally concentrate near low-dimensional manifolds. In this paper, we exploit this intrinsic geometry by designing coded samples that follow the natural manifold of the data, rather than imposing an artificial low-dimensional structure unrelated to the data distribution. Inspired by graph-based manifold learning, we propose a manifold-aware encoding strategy for general coded computing (GCC). Experiments on neural network inference and high-dimensional polynomial evaluation demonstrate that the proposed strategy consistently and significantly reduces the mean squared recovery error under straggling compared with standard GCC.

cs.LG↗

Learning-Theoretic Foundation for General Coded Computing: The Straggler Setting

Coded computing has emerged as a powerful paradigm for mitigating the impact of straggling workers in distributed computing systems. However, existing coded-computing schemes are predominantly designed for the exact recovery of highly structured computations, such as polynomial evaluation and matrix multiplication, and typically rely on strict recovery thresholds. These assumptions significantly limit their applicability to modern machine-learning workloads, particularly deep neural networks (DNNs), whose computations generally lack rigid algebraic structure and, in many applications, require only accurate approximations rather than exact recovery. To address this gap, we revisit coded computing from a learning-theoretic perspective and introduce General Coded Computing (GCC). Rather than adopting existing algebraic tools, GCC formulates coded computing through a natural end-to-end mean-squared error loss that directly measures the discrepancy between the desired computations and their recovered estimates. By deriving suitable upper bounds and restricting the encoder and decoder to a reproducing kernel Hilbert space (RKHS) with mild smoothness constraints, we show that both the encoder and decoder admit specific representations as linear combinations of RKHS kernel functions. This representation allows the corresponding coefficients to be computed efficiently. Moreover, this framework enables us to establish theoretical performance guarantees for GCC under two complementary straggler regimes. In the worst-case setting with $N$ worker nodes, and at most $S$ stragglers, we show that the end-to-end loss decays at least at rate $O(S^3N^{-3})$ for standard configurations. We then study a probabilistic setting in which each worker independently straggles with probability $p$. We prove that the expected loss can still converge at rate $O(\log_{1/p}^3(N)N^{-3})$.

cs.LG↗

Game of Coding under Computation-Dependent Adversarial Noise

The game of coding framework was introduced to extend coding-theoretic recovery beyond its traditional limit, under which the number of honest reports must exceed the number of adversarial or corrupted reports. It does so by exploiting the rational behavior of adversarial participants and their incentive to keep the system live. Existing game-of-coding formulations, however, assume that the adversarial-noise distribution is independent of the realized ground-truth computation. This assumption may be restrictive when an informed adversary can adapt its reports to the value being computed. In this paper, we study the game of coding with input-dependent adversarial noise. We introduce a unified multi-node, multidimensional formulation. For every family of conditional adversarial-noise distributions, we construct an input-independent joint noise distribution, and prove that this reduction exactly preserves the probability of acceptance and the accepted mean-squared estimation error. Consequently, the input-dependent and input-independent models have identical achievable performance regions, and the same equilibrium utilities.

cs.IT↗

\texttt{Range-Arithmetic}: Verifiable Deep Learning Inference on an Untrusted Party

Verifiable computing (VC) has gained prominence in decentralized machine learning systems, where resource-intensive tasks like deep neural network (DNN) inference are offloaded to external participants due to blockchain limitations. This creates a need to verify the correctness of outsourced computations without re-execution. We propose \texttt{Range-Arithmetic}, a novel framework for efficient and verifiable DNN inference that transforms non-arithmetic operations, such as rounding after fixed-point matrix multiplication and ReLU, into arithmetic steps verifiable using sum-check protocols and concatenated range proofs. Our approach avoids the complexity of Boolean encoding, high-degree polynomials, and large lookup tables while remaining compatible with finite-field-based proof systems. Experimental results show that our method not only matches the performance of existing approaches, but also reduces the computational cost of verifying the results, the computational effort required from the untrusted party performing the DNN inference, and the communication overhead between the two sides.

cs.CR↗

Learning from Acceptance: Cumulative Regret in the Game of Coding

Classical coding-theoretic guarantees often rely on trust assumptions, such as requiring sufficiently many honest nodes compared with adversarial ones. These assumptions are difficult to enforce in open decentralized systems where participants are not centrally certified. At the same time, such environments often contain incentive mechanisms: participants may be rewarded only when their submitted data are accepted and the system remains functional. This changes the role of an adversary. Rather than acting as a pure saboteur, a strategic adversary may submit data that are consistent enough to be accepted while still degrading the quality of the final estimate. The game-of-coding framework models this strategic interaction between a data collector (DC) and an adversary. Existing works on the game of coding mostly consider the complete-information case, where the DC knows how the adversary trades off acceptance and estimation error. In this paper, we study an incomplete-information version of the game of coding in which the DC, acting as a Stackelberg leader, does not know the adversary's utility trade-off and must learn through repeated interaction. Prior work on the unknown-adversary setting considered an explore-then-commit objective, where only the final selected acceptance rule is evaluated. In contrast, we study the full learning trajectory: every acceptance rule used during the algorithm is executed and contributes to performance. We propose an algorithm that refines its search around promising acceptance rules, prove that it achieves sublinear cumulative regret, and evaluate its performance through numerical experiments.

cs.IT↗

DReS: Dual Reconstruction Smoothing for Functional Regularization

Smoothness is a key inductive bias in machine learning and is closely related to generalization. Existing smoothness-inducing methods typically rely either on explicit gradient regularization, which often incurs substantial computational and memory overhead, or on data-mixing strategies, which are less naturally applicable to unsupervised and self-supervised settings. In this work, we propose $\textit{Dual Reconstruction Smoothing}$ (DReS), a nonparametric regularization framework that induces smoothness through a spline-based auxiliary branch with shared model parameters. The method introduces no additional trainable parameters and can be applied to arbitrary submodules, making it suitable for unsupervised, self-supervised, and supervised regimes. We show theoretically that the discrepancy between the target function and its DReS approximation is controlled by higher-order smoothness quantities of the function, establishing the method as an implicit higher-order smoothness regularizer. Empirically, DReS improves representation learning across several self-supervised methods, improves generation quality in generative modeling, and achieves strong performance relative to competitive baselines in supervised learning.

cs.LG↗

\mathsf{VISTA}: Decentralized Machine Learning in Adversary Dominated Environments

Decentralized machine learning often relies on outsourcing computations, such as gradient evaluations, to untrusted worker nodes. Existing robust aggregation methods can mitigate malicious behavior under honest-majority assumptions, but may fail when adversaries control a majority of the workers. We study this adversary-dominated setting through an incentive-oriented framework in which reports are accepted and rewarded only when they are mutually consistent up to a threshold. This turns the adversary from a pure saboteur into a rational agent that trades off increasing estimation error against the risk of rejection and loss of reward. We consider iterative optimization under this model. Unlike one-shot computation, iterative learning requires long-horizon decisions: permissive acceptance rules enable faster early progress but admit more adversarial corruption, while strict rules improve estimation accuracy but cause frequent rejections. We propose \mathsf{VISTA}, an adaptive algorithm that tunes the acceptance threshold using the optimization history. Numerical results show that \mathsf{VISTA} improves convergence over static thresholds. We also provide a rigorous convergence analysis showing that, with suitable incentive-aware adaptation, adversary-dominated decentralized learning can retain the asymptotic convergence behavior of standard SGD without relying on an honest majority.

cs.LG↗

Game of Coding for Vector-Valued Computations

Traditional coding theory guarantees valid decoding only if a minority of symbols are adversarially manipulated. In contrast, the game of coding framework ensures reliable decoding, even in the presence of an adversarial majority. This formulation is motivated by emerging permissionless applications, particularly decentralized machine learning (DeML), where computation tasks are outsourced to external volunteer nodes that are predominantly rational and reward-seeking. Prior investigations have analyzed the game of coding in the scalar setting. Since the results of most major computations in machine learning are vectors (e.g., computing the gradient of the loss for a machine learning model), we extend the framework in this paper to the general multi-dimensional Euclidean space. As a first, yet fundamental step, in this paper, we study a two-repetition code in which at least one node is controlled by a rational adversary, and we fully characterize the equilibrium and the optimal strategies of the players. Similar to the scalar case, this result serves as a cornerstone for addressing more general scenarios.

cs.IT↗

Coded Computing for Resilient Distributed Computing: A Learning-Theoretic Framework

Coded computing has emerged as a promising framework for tackling significant challenges in large-scale distributed computing, including the presence of slow, faulty, or compromised servers. In this approach, each worker node processes a combination of the data, rather than the raw data itself. The final result then is decoded from the collective outputs of the worker nodes. However, there is a significant gap between current coded computing approaches and the broader landscape of general distributed computing, particularly when it comes to machine learning workloads. To bridge this gap, we propose a novel foundation for coded computing, integrating the principles of learning theory, and developing a framework that seamlessly adapts with machine learning applications. In this framework, the objective is to find the encoder and decoder functions that minimize the loss function, defined as the mean squared error between the estimated and true values. Facilitating the search for the optimum decoding and functions, we show that the loss function can be upper-bounded by the summation of two terms: the generalization error of the decoding function and the training error of the encoding function. Focusing on the second-order Sobolev space, we then derive the optimal encoder and decoder. We show that in the proposed solution, the mean squared error of the estimation decays with the rate of $\mathcal{O}(S^3 N^{-3})$ and $\mathcal{O}(S^{\frac{8}{5}}N^{\frac{-3}{5}})$ in noiseless and noisy computation settings, respectively, where $N$ is the number of worker nodes with at most $S$ slow servers (stragglers). Finally, we evaluate the proposed scheme on inference tasks for various machine learning models and demonstrate that the proposed framework outperforms the state-of-the-art in terms of accuracy and rate of convergence.

cs.LG↗

General Coded Computing in a Probabilistic Straggler Regime

Coded computing has demonstrated promising results in addressing straggler resiliency in distributed computing systems. However, most coded computing schemes are designed for exact computation, requiring the number of responding servers to exceed a certain recovery threshold. Additionally, these schemes are tailored for highly structured functions. Recently, new coded computing schemes for general computing functions, where exact computation is replaced with approximate computation, have emerged. In these schemes, the availability of additional results corresponds to more accurate estimation of computational tasks. This flexibility introduces new questions that need to be addressed. This paper addresses the practically important scenario in the context of general coded computing, where each server may become a straggler with a probability $p$, independently from others. We theoretically analyze the approximation error of two existing general coded computing schemes: Berrut Approximate Coded Computing (BACC) and Learning Theoretic Coded Computing (LeTCC). Under the probabilistic straggler configuration, we demonstrate that the average approximation error for BACC and LeTCC converge to zero with the rate of at least $\mathcal{O}(\log^3_{\frac{1}{p}}(N)\cdot{N^{-3}})$ and $\mathcal{O}(\log^4_{\frac{1}{p}}(N)\cdot{N^{-2}})$, respectively. This is perhaps surprising, as earlier results does not indicate a convergence when the number of stragglers scales with the total number of servers $N$. However, in this case, despite the average number of stragglers being $Np$, the independence of servers in becoming stragglers allows the approximation error to converge to zero. These theoretical results are validated through experiments on various computing functions, including deep neural networks.

cs.DC↗

Game of Coding: Sybil Resistant Decentralized Machine Learning with Minimal Trust Assumption

Coding theory plays a crucial role in ensuring data integrity and reliability across various domains, from communication to computation and storage systems. However, its reliance on trust assumptions for data recovery, which requires the number of honest nodes to exceed adversarial nodes by a certain margin, poses significant challenges, particularly in emerging decentralized systems where trust is a scarce resource. To address this, the game of coding framework was introduced, offering insights into strategies for data recovery within incentive-oriented environments. In such environments, participant nodes are rewarded as long as the system remains functional (live). This incentivizes adversaries to maximize their rewards (utility) by ensuring that the decoder, as the data collector (DC), successfully recovers the data, preferably with a high estimation error. This rational behavior is leveraged in a game-theoretic framework, where the equilibrium leads to a robust and resilient system, referred to as the game of coding. The focus of the earliest version of the game of coding was limited to scenarios involving only two nodes. In this paper, we generalize the game of coding framework to scenarios with $N \ge 2$ nodes, exploring critical aspects of system behavior. Specifically, we (i) demonstrate that the adversary's utility at equilibrium is non-increasing with additional adversarial nodes, ensuring no gain for the adversary and no pain for the DC, thus establishing the game of coding framework's Sybil resistance; (ii) show that increasing the number of honest nodes does not always enhance the DC's utility, providing examples and proposing an algorithm to identify and mitigate this counterintuitive effect; and (iii) outline the optimal strategies for both the DC and the adversary, demonstrating that the system achieves enhanced liveness at equilibrium.

cs.IT↗

Game of Coding: Coding Theory in the Presence of Rational Adversaries, Motivated by Decentralized Machine Learning

Coding theory plays a crucial role in enabling reliable communication, storage, and computation. Classical approaches assume a worst-case adversarial model and ensure error correction and data recovery only when the number of honest nodes exceeds the number of adversarial ones by some margin. However, in some emerging decentralized applications, particularly in decentralized machine learning (DeML), participating nodes are rewarded for accepted contributions. This incentive structure naturally gives rise to rational adversaries who act strategically rather than behaving in purely malicious ways. In this paper, we first motivate the need for coding in the presence of rational adversaries, particularly in the context of outsourced computation in decentralized systems. We contrast this need with existing approaches and highlight their limitations. We then introduce the game of coding, a novel game-theoretic framework that extends coding theory to trust-minimized settings where honest nodes are not in the majority. Focusing on repetition coding, we highlight two key features of this framework: (1) the ability to achieve a non-zero probability of data recovery even when adversarial nodes are in the majority, and (2) Sybil resistance, i.e., the equilibrium remains unchanged even as the number of adversarial nodes increases. Finally, we explore scenarios in which the adversary's strategy is unknown and outline several open problems for future research.

cs.LG↗

Game of Coding: Beyond Honest-Majority Assumptions

Coding theory revolves around the incorporation of redundancy into transmitted symbols, computation tasks, and stored data to guard against adversarial manipulation. However, error correction in coding theory is contingent upon a strict trust assumption. In the context of computation and storage, it is required that honest nodes outnumber adversarial ones by a certain margin. However, in several emerging real-world cases, particularly, in decentralized blockchain-oriented applications, such assumptions are often unrealistic. Consequently, despite the important role of coding in addressing significant challenges within decentralized systems, its applications become constrained. Still, in decentralized platforms, a distinctive characteristic emerges, offering new avenues for secure coding beyond the constraints of conventional methods. In these scenarios, the adversary benefits when the legitimate decoder recovers the data, and preferably with a high estimation error. This incentive motivates them to act rationally, trying to maximize their gains. In this paper, we propose a game theoretic formulation for coding, called the game of coding, that captures this unique dynamic where each of the adversaries and the data collector (decoder) have respective utility functions to optimize. The utility functions reflect the fact that both the data collector and the adversary are interested in increasing the chance of data being recoverable by the data collector. Moreover, the utility functions express the interest of the data collector to estimate the input with lower estimation error, but the opposite interest of the adversary. As a first, still highly non-trivial step, we characterize the equilibrium of the game for the repetition code with a repetition factor of 2 for a wide class of utility functions with minimal assumptions.

cs.IT↗

Adversarial Robustness of Nonparametric Regression

In this paper, we investigate the adversarial robustness of nonparametric regression, a fundamental problem in machine learning, under the setting where an adversary can arbitrarily corrupt a subset of the input data. While the robustness of parametric regression has been extensively studied, its nonparametric counterpart remains largely unexplored. We characterize the adversarial robustness in nonparametric regression, assuming the regression function belongs to the second-order Sobolev space (i.e., it is square integrable up to its second derivative). The contribution of this paper is two-fold: (i) we establish a minimax lower bound on the estimation error, revealing a fundamental limit that no estimator can overcome, and (ii) we show that, perhaps surprisingly, the classical smoothing spline estimator, when properly regularized, exhibits robustness against adversarial corruption. These results imply that if $o(n)$ out of $n$ samples are corrupted, the estimation error of the smoothing spline vanishes as $n \to \infty$. On the other hand, when a constant fraction of the data is corrupted, no estimator can guarantee vanishing estimation error, implying the optimality of the smoothing spline in terms of maximum tolerable number of corrupted samples.

cs.LG↗

ByzSecAgg: A Byzantine-Resistant Secure Aggregation Scheme for Federated Learning Based on Coded Computing and Vector Commitment

In this paper, we propose ByzSecAgg, an efficient secure aggregation scheme for federated learning that is resistant to Byzantine attacks and privacy leakages. Processing individual updates to manage adversarial behavior, while preserving the privacy of the data against colluding nodes, requires some sort of secure secret sharing. However, the communication load for secret sharing of long vectors of updates can be very high. In federated settings, where users are often edge devices with potential bandwidth constraints, excessive communication overhead is undesirable. ByzSecAgg solves this problem by partitioning local updates into smaller sub-vectors and sharing them using ramp secret sharing. However, this sharing method does not admit bilinear computations, such as pairwise distances calculations, which are needed for distance-based outlier-detection algorithms, and effective methods for mitigating Byzantine attacks. To overcome this issue, each user runs another round of ramp sharing, with a different embedding of the data in the sharing polynomial. This technique, motivated by ideas from coded computing, enables secure computation of pairwise distance. In addition, to maintain the integrity and privacy of the local update, ByzSecAgg also uses a vector commitment method, in which the commitment size remains constant (i.e., does not increase with the length of the local update), while simultaneously allowing verification of the secret sharing process. In terms of communication load, ByzSecAgg significantly outperforms the related baseline scheme, known as BREA.

cs.CR↗

General Coded Computing: Adversarial Settings

Conventional coded computing frameworks are predominantly tailored for structured computations, such as matrix multiplication and polynomial evaluation. Such tasks allow the reuse of tools and techniques from algebraic coding theory to improve the reliability of distributed systems in the presence of stragglers and adversarial servers. This paper lays the foundation for general coded computing, which extends the applicability of coded computing to handle a wide class of computations. In addition, it particularly addresses the challenging problem of managing adversarial servers. We demonstrate that, in the proposed scheme, for a system with $N$ servers, where $\mathcal{O}(N^a)$, $a \in [0,1)$, are adversarial, the supremum of the average approximation error over all adversarial strategies decays at a rate of $N^{\frac{6}{5}(a-1)}$, under minimal assumptions on the computing tasks. Furthermore, we show that within a general framework, the proposed scheme achieves optimal adversarial robustness, in terms of maximum number of adversarial servers it can tolerate. This marks a significant step toward practical and reliable general coded computing. Implementation results further validate the effectiveness of the proposed method in handling various computations, including inference in deep neural networks.

cs.DC↗

Game of Coding With an Unknown Adversary

Motivated by emerging decentralized applications, the \emph{game of coding} framework has been recently introduced to address scenarios where the adversary's control over coded symbols surpasses the fundamental limits of traditional coding theory. Still, the reward mechanism available in decentralized systems, motivates the adversary to act rationally. While the decoder, as the data collector (DC), has an acceptance and rejection mechanism, followed by an estimation module, the adversary aims to maximize its utility, as an increasing function of (1) the chance of acceptance (to increase the reward), and (2) estimation error. On the other hand, the decoder also adjusts its acceptance rule to maximize its own utility, as (1) an increasing function of the chance of acceptance (to keep the system functional), (2) decreasing function of the estimation error. Prior works within this framework rely on the assumption that the game is complete, that is, both the DC and the adversary are fully aware of each other's utility functions. However, in practice, the decoder is often unaware of the utility of the adversary. To address this limitation, we develop an algorithm enabling the DC to commit to a strategy that achieves within the vicinity of the equilibrium, without knowledge of the adversary's utility function. Our approach builds on an observation that at the equilibrium, the relationship between the probability of acceptance and the mean squared error (MSE) follows a predetermined curve independent of the specific utility functions of the players. By exploiting this invariant relationship, the DC can iteratively refine its strategy based on observable parameters, converging to a near-optimal solution. We provide theoretical guarantees on sample complexity and accuracy of the proposed scheme.

cs.IT↗

Bitcoin-Enhanced Proof-of-Stake Security: Possibilities and Impossibilities

Bitcoin is the most secure blockchain in the world, supported by the immense hash power of its Proof-of-Work miners. Proof-of-Stake chains are energy-efficient, have fast finality but face several security issues: susceptibility to non-slashable long-range safety attacks, low liveness resilience and difficulty to bootstrap from low token valuation. We show that these security issues are inherent in any PoS chain without an external trusted source, and propose a new protocol, Babylon, where an off-the-shelf PoS protocol checkpoints onto Bitcoin to resolve these issues. An impossibility result justifies the optimality of Babylon. A use case of Babylon is to reduce the stake withdrawal delay: our experimental results show that this delay can be reduced from weeks in existing PoS chains to less than 5 hours using Babylon, at a transaction cost of less than 10K USD per annum for posting the checkpoints onto Bitcoin.

cs.CR↗