Concepedia

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CHEESE: Distributed Clustering-Based Hybrid Federated Split Learning Over Edge Networks

19

Citations

39

References

2023

Year

Abstract

Implementing either Federated learning (FL) or split learning (SL) over clients with limited computation/communication resources faces challenges on achieving delay-efficient model training. To overcome such challenges, we investigate a novel distributed <underline xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">C</u> lustering-based <underline xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">H</u> ybrid f <underline xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">E</u> d <underline xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">E</u> rated <underline xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">S</u> plit l <underline xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">E</u> arning ( <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">CHEESE</i> ) framework, consolidating distributed resources among clients by device-to-device (D2D) communications, working in an intra-serial inter-parallel manner. In <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">CHEESE</i> , each learning client can form a cluster with its neighboring helping clients via D2D communications to train an FL model collaboratively. Inside each cluster, the model is split into multiple segments via a model splitting and allocation (MSA) strategy, while each cluster member trains one segment. After completing intra-cluster training, a transmission client (TC) is determined from each cluster to upload a complete model to the base station for global model aggregation under allocated bandwidth. Accordingly, an overall training delay cost minimization problem is formulated, involving the following subproblems: client clustering, MSA, TC selection, and bandwidth allocation. Due to its NP-Hardness, the problem is decoupled and solved iteratively. The client clustering problem is first transformed into a distributed clustering game based on potential game theory, where each cluster further investigates the remaining three subproblems to evaluate the utility of each clustering strategy. Specifically, a heuristic algorithm is proposed to solve the MSA problem under a given clustering strategy, while a greedy-based convex optimization approach is introduced to solve the joint TC selection and bandwidth allocation problem. Extensive experiments on practical models and datasets demonstrate that <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">CHEESE</i> can significantly reduce training delay costs.

References

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