Cited by 318Privacy-Preserving Technologies in DataMobile Crowdsensing and CrowdsourcingIoT and Edge/Fog Computing

A Crowdsourcing Framework for On-Device Federated Learning

Open access
Pandey, Shashi Raj, Tran, Nguyen H., Bennis, Mehdi, Tun, Yan Kyaw, Manzoor, Aunas, Hong, Choong Seon·2020·IEEE Transactions on Wireless Communications

Abstract

Federated learning (FL) rests on the notion of training a global model in a decentralized manner. Under this setting, mobile devices perform computations on their local data before uploading the required updates to improve the global model. However, when the participating clients implement an uncoordinated computation strategy, the difficulty is to handle the communication efficiency (i.e., the number of communications per iteration) while exchanging the model parameters during aggregation. Therefore, a key challenge in FL is how users participate to build a high-quality global model with communication efficiency. We tackle this issue by formulating a utility maximization problem, and propose a novel crowdsourcing framework to leverage FL that considers the communication efficiency during parameters exchange. First, we show an incentive-based interaction between the crowdsourcing platform and the participating client's independent strategies for training a global learning model, where each side maximizes its own benefit. We formulate a two-stage Stackelberg game to analyze such scenario and find the game's equilibria. Second, we formalize an admission control scheme for participating clients to ensure a level of local accuracy. Simulated results demonstrate the efficacy of our proposed solution with up to 22% gain in the offered reward.

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Crossref · 10.1109/twc.2020.2971981

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  • Works [5] and [6] do not discuss the important challenges pertaining to incentive design and network optimization under edge-based FL.

    “However, the works in [5] and [6] do not discuss the important challenges pertaining to incentive design and network optimization under edge-based FL.”

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Research works printed but not linked: 1

  1. [14][14] R. Kelly, 'Internet of things data to top 1.6 zettabytes by 2022,' Campus Technology, Accessed on Dec 2019 , vol. 9, pp. 1536-1233, 2016. -

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Authors
Pandey, S. R., Tran, N. H., Bennis, M., Tun, Y. K., Manzoor, A., & Hong, C. S.
Affiliations
  • Kyung Hee University (KR)
  • The University of Sydney (AU)
Venue
IEEE Transactions on Wireless Communications
Published
2020-05
Volume
19
Issue
5
Pages
3241-3256
ISSN
  • 1536-1276 (ISSN-L)
  • 1558-2248
OpenAlex
W2989120265
Cited by
318
References
49
Citations by year
2026: 15 · 2025: 34 · 2024: 59 · 2023: 57 · 2022: 71 · 2021: 62 · 2020: 20
FWCI
20.62
Type
journal article
Language
en
Open access
Locations
  • IEEE Transactions on Wireless Communications (publishedVersion)
  • arXiv (Cornell University) (submittedVersion)
  • VBN Forskningsportal (Aalborg Universitet) (submittedVersion)
  • arXiv (Cornell University)
Funders
  • Institute of Information and Communications Technology Planning and Evaluation (IITP) funded by the Korea Government (2019-0-01287)
  • Evolvable Deep Learning Model Generation Platform for Edge Computing
  • National Research Foundation of Korea (NRF) funded by the Korea Government (NRF-2017R1A2A2A05000995)
Topics
  • Physical Sciences › Computer Science › Artificial Intelligence › Privacy-Preserving Technologies in Data
  • Physical Sciences › Computer Science › Computer Science Applications › Mobile Crowdsensing and Crowdsourcing
  • Physical Sciences › Computer Science › Computer Networks and Communications › IoT and Edge/Fog Computing
Keywords
federated learning, crowdsourcing, on-device learning, communication efficiency, utility maximization, Stackelberg game, incentive mechanisms, admission control, client participation, reward allocation, local accuracy

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