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Compressed Per-Player Local Methods for Multiplayer Federated Learning: Exact Convergence via Increment Sharing

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Abstract

Multiplayer Federated Learning (MpFL), introduced by Yoon et al. (2025), extends classical federated learning to settings where clients are rational players in a game with individual objectives and strategies, seeking an equilibrium. A natural baseline is Per-Player Local SGD (PEARL-SGD), where each player performs several local SGD steps before exchanging strategies through a central server. However, the original PEARL-SGD formulation does not extend cleanly to compressed communication. Directly compressing the players' strategies can prevent convergence to the equilibrium, even with deterministic gradients. To address this issue, we reformulate PEARL-SGD so that players communicate local strategy increments rather than the strategies themselves. Without compression, the two formulations are equivalent, but with compression, increment sharing preserves exact convergence, allowing us to design the communication-efficient compressed PEARL-SGD (C-PEARL-SGD). Beyond compression, we also consider variance reduction as another axis of improvement, introducing PEARL-SVRG and its compressed variant C-PEARL-SVRG. Under the original MpFL assumptions, we establish convergence guarantees for all variants through a unified parametric inequality. Numerical experiments, including distributed spectrum sensing, demonstrate the practical benefits of our methods over vanilla PEARL-SGD.

Introduction

Federated Learning (FL) has emerged as a powerful collaborative learning framework in which multiple clients jointly train machine learning models without sharing their local data [17, 22, 24, 28]. In classical FL, clients perform local computations on private data and periodically communicate through a central server to optimize a shared global model, often using methods such as Local SGD [12, 21, 28, 39]. While it is typically assumed that clients in FL work toward a common objective, it can be restrictive in multi-agent systems where participants have distinct or competing objectives. In such settings, the goal is no longer to find a shared minimizer, but an equilibrium of a multiplayer game. Such problems arise naturally in economic competition, network resource allocation, electricity markets, energy systems, and control [1, 18, 33, 35, 44].

Multiplayer Federated Learning (MpFL) was recently introduced by [45] to model this setting. In MpFL, clients are viewed as rational players with individual objectives, seeking an equilibrium while keeping their training data decentralized. A natural baseline algorithm for MpFL is Per-Player Local SGD (PEARL-SGD) [45], which extends the idea of local updates to the multiplayer game setting. In each communication round, each player performs several local stochastic gradient steps on its own strategy while keeping the strategies of the other players fixed at the latest synchronization point, after which the server collects the updated strategies, concatenates them, and broadcasts the synchronized joint strategy back to all players.

Local updates reduce the frequency of communication, but synchronization is still a significant overhead because the full joint strategy has to be shared. A natural way to further reduce this communication cost is to compress the communicated information, as is commonly done in distributed [2, 9, 20, 25, 38, 40] and federated optimization [15, 34]. However, PEARL-SGD synchronizes the players’ updated strategies, and directly compressing the strategy vectors can prevent convergence, even when deterministic gradients are used (Figure 2). This can be addressed by letting the players instead communicate the strategy increments, i.e., changes in local strategies from the local descent loops, rather than the updated strategies themselves. Mathematically, without compression, the strategy-sharing and increment-sharing formulations of PEARL-SGD are equivalent, producing the exact same iterates. However, the distinction is critical when compression is applied; it turns out that increment sharing is a correct reformulation allowing the compressed variant C-PEARL-SGD to converge to equilibrium in the deterministic setting.

Figure 2. Comparison of convergence for versions of C-PEARL-SGD compressing xτpix_{\tau_p}^{i} (Naive) vs. xτ(p+1)i−xτpix_{\tau(p+1)}^{i}-x_{\tau_p}^{i} (Δ\Delta) in the nn-player quadratic game setting of § 5 with deterministic gradients.

In this work, we take this new formulation of PEARL-SGD as a starting point and design more advanced PEARL-type algorithms. We provide a unified framework for convergence analysis that incorporates both compression and standard variance reduction techniques. Consequently, we show that exact convergence is achievable under both compression errors and gradient stochasticity, significantly reducing the communication overhead and improving the learning dynamics of MpFL.

Main contributions

Our main contributions are summarized as follows.

Exact Convergence via Increment Sharing. We introduce an increment-sharing reformulation of PEARL-SGD, and show that it is equivalent to the original formulation without compression (Proposition 2.1). On the other hand, we show that the increment-sharing variant allows exact convergence to the equilibrium with compression in the deterministic setting (Corollary 4.6).

Advanced MpFL methods. Building on increment sharing, we design new per-player local (PEARL) methods for MpFL. We develop a generalized PEARL-SGD (Algorithm 1) algorithm and a unified convergence framework that allows different local gradient estimators and compression maps. Consequently, we analyze PEARL-SGD, PEARL-SVRG and their compressed variants C-PEARL-SGD and C-PEARL-SVRG in a unified manner (all as corollaries of the main result Theorem 4.3), the latter three being new methods.

Numerical evaluation. We complement our theory with experiments showing practical effects of local updates, compression, and variance reduction in MpFL.

Multiplayer Federated Learning and Generalized PEARL-SGD

In this section, we review the MpFL setting and the PEARL-SGD algorithm from [45], and prove its equivalence to our increment-sharing variant. We then introduce a generalized PEARL-SGD framework that incorporates variance reduction and compression.

Multiplayer games and equilibrium. We begin by introducing the concept of a multiplayer game and the corresponding notion of equilibrium. Throughout this work, players are indexed by i∈[n]i \in[n], and their respective strategies are denoted by xi∈Rdix^i \in\mathbb{R}^{d_i}. Let x=(x1,…,xn)∈RD\mathbf{x} = (x^1,\ldots,x^n) \in\mathbb{R}^D, with D=∑i=1ndiD = \sum_{i=1}^n d_i, be the joint strategy vector of all players. Each player i∈[n]i \in[n] tries to minimize its own objective function fi(xi;x−i)=fi(x1,…,xn):RD→Rf_i(x^i;x^{-i}) = f_i(x^1,\ldots,x^n): \mathbb{R}^D \to\mathbb{R} with respect to its strategy xi∈Rdix^i \in\mathbb{R}^{d_i}, given all the other players’ strategies x−i=(x1,…,xi−1,xi+1,…,xn)∈RD−dix^{-i} = (x^1,\ldots,x^{i-1},x^{i+1},\ldots,x^n) \in\mathbb{R}^{D-d_i}. In our setting, the goal is to find an equilibrium x⋆=(x⋆1,…,x⋆n)∈RD\mathbf{x}_\star= (x_\star^1,\ldots,x_\star^n) \in\mathbb{R}^D satisfying

fi(x⋆i;x⋆−i)≤fi(xi;x⋆−i),∀xi∈Rdi,∀i∈[n].(1)f_i(x_\star^i;x_\star^{-i}) \leq f_i(x^i;x_\star^{-i}), \quad\forall x^i \in\mathbb{R}^{d_i}, \quad\forall i \in[n]. \tag*{(1)}

We consider stochastic objectives of the form fi(xi;x−i)=Eξi∼Di[fi,ξi(xi;x−i)]f_i(x^i;x^{-i}) = \mathbb{E}_{\xi^i \sim\mathcal{D}_i}[f_{i,\xi^i}(x^i;x^{-i})]. Here Di\mathcal{D}_i denotes the data distribution of player ii, and fi,ξif_{i,\xi^i} is its loss for a data point ξi\xi^i sampled from Di\mathcal{D}_i. For the variance-reduced methods, we additionally assume that each fi(xi;x−i)=1Mi∑m=1Mifi,m(xi;x−i)f_i(x^i;x^{-i}) = \frac{1}{M_i}\sum_{m=1}^{M_i} f_{i,m}(x^i;x^{-i}) has a finite-sum structure and that player ii has access to stochastic gradients of fif_i via uniform sampling from the data indices 1,…,Mi1,\ldots,M_i.

The algorithms considered in this paper may involve two sources of randomness: the mini-batch ξki\xi_k^i used to construct the local gradient estimator gkig_k^i and, when compression is used, the compressor QiQ^i applied to the local increment upiu_p^i. We assume that the mini-batches are sampled independently of the previous history, and that the compressor randomness is independent of both the previous history and the mini-batch sampling. We use Eξki\mathbb{E}_{\xi_k^i} for expectation over the mini-batch sampling, EQi\mathbb{E}_{Q^i} or EQ\mathbb{E}_Q for expectation over the compressor randomness conditioned on the vector being compressed, and E[⋅]\mathbb{E}[\cdot] for the total expectation over all randomness in the algorithm. Throughout the paper, for simplicity of notation, ∇fi(xi;x−i)\nabla f_i(x^i;x^{-i}) denotes the partial gradient ∇xifi(xi;x−i)\nabla_{x^i}f_i(x^i;x^{-i}), where we differentiate only with respect to xix^i and not x−ix^{-i}. We use the same convention for component and mini-batch gradients.

Multiplayer federated learning (MpFL). The MpFL framework focuses on solving an nn-player game (find an equilibrium point (1)) when the players communicate via a central server to reach an equilibrium. Players exchange their strategy vectors xix^i only when communication/synchronization through the central server occurs. Between synchronizations, each player adjusts their strategies based on the recently received information of the other players’ strategies through local optimization loops. These parallel local computations are called a single communication round.

Illustration of the MpFL setting

Figure 1. Illustration of the MpFL setting. Each player ii controls its own strategy xix^i and has an individual objective fi(x1,…,xn)f_i(x^1,\ldots,x^n). The players exchange information through a central server with the goal of reaching an equilibrium x⋆∈RD\mathbf{x}_\star\in\mathbb{R}^D.

PEARL-SGD algorithm. In order to find x⋆\mathbf{x}_\star satisfying (1) in a communication-efficient manner, [45] proposed PEARL-SGD, where each player runs a fixed number of iterations τ\tau within each communication round. At the beginning of the pp-th round, a synchronization step occurs in which the server collects all players’ current strategies xτpix_{\tau p}^i (i∈[n]i \in[n]) and then concatenates and distributes the joint strategy vector xτp\mathbf{x}_{\tau p} to all players. Each player i∈[n]i \in[n] then locally runs τ\tau SGD steps to update their strategy xix^i with respect to their local objective function fif_i, while keeping the strategies x−ix^{-i} of other players obtained from the previous synchronization step fixed. After these local updates, the algorithm proceeds to the next round.

One limitation of PEARL-SGD is that the full joint strategy vector x\mathbf{x} must be transmitted to every player at each synchronization. Unlike classical FL, where local vectors from clients are averaged at the server and only the average is distributed back to the clients, direct communication of x\mathbf{x} to all players in MpFL incurs significant communication overhead. This motivates us to equip each player i∈[n]i \in[n] with compressor maps QiQ^{i} and communicate the vectors compressed by QiQ^{i} rather than the full information. However, when we directly apply compression to the strategy vectors x~τpi\widetilde{x}_{\tau_p}^{i} shared in the original PEARL-SGD formulation, it may not converge even for well-conditioned deterministic problems, as illustrated by the “Naive” version of Compressed PEARL-SGD (C-PEARL-SGD) in Figure 2.

Instead, we use an increment-sharing reformulation of PEARL-SGD. In this form, after the local training round pp, player ii communicates the local increment upi=x~τ(p+1)i−x~τpiu_{p}^{i}=\widetilde{x}_{\tau(p+1)}^{i}-\widetilde{x}_{\tau_p}^{i}, rather than the updated strategy x~τ(p+1)i\widetilde{x}_{\tau(p+1)}^{i}. Motivated by the empirical behavior of C-PEARL-SGD (Δ\Delta) in Figure 2, we introduce the Generalized PEARL-SGD (Algorithm 1) update rule based on this increment-sharing mechanism and provide its convergence analysis.

Equivalence between strategy and increment sharing

Let us consider the special case of the generalized PEARL-SGD (Algorithm 1) where Qi=IdQ^{i}=\mathrm{Id} (no compression) and gkig_{k}^{i} is the mini-batch gradient

gki=∇fi,ξki(x~ki;xτp−i):=1∣ξki∣∑m∈ξki∇fi,m(x~ki;xτp−i).(2)g_{k}^{i}=\nabla f_{i,\xi_{k}^{i}}(\widetilde{x}_{k}^{i};x_{\tau_p}^{-i}) := \frac{1}{\lvert\xi_{k}^{i}\rvert}\sum_{m\in\xi_{k}^{i}}\nabla f_{i,m}(\widetilde{x}_{k}^{i};x_{\tau_p}^{-i}). \tag*{(2)}

Here ξki\xi_{k}^{i} denotes a mini-batch of data points sampled from Di\mathcal{D}_{i}. In the finite-sum setting, its elements are sampled component indices. The resulting no-compression increment-sharing algorithm, which we refer to as PEARL-SGD-Δ\Delta, differs from the original form of PEARL-SGD from [45] only in what is communicated. In PEARL-SGD, the vectors sent from player ii to the master server and from the server to each player are respectively xτ(p+1)ix_{\tau(p+1)}^{i} and xτ(p+1)x_{\tau(p+1)}, rather than the update vectors qpi=upi=x~τ(p+1)i−x~τpiq_{p}^{i}=u_{p}^{i}=\widetilde{x}_{\tau(p+1)}^{i}-\widetilde{x}_{\tau_p}^{i} and qpq_{p} used in PEARL-SGD-Δ\Delta. The following proposition states that this difference does not change the iterates generated by the algorithm.

Proposition 2.1. PEARL-SGD-Δ\Delta, obtained by letting Qi=IdQ^{i}=\mathrm{Id} and gki=∇fi,ξki(x~ki;xτp−i)g_{k}^{i}=\nabla f_{i,\xi_{k}^{i}}(\widetilde{x}_{k}^{i};x_{\tau_p}^{-i}) in Algorithm 1, is equivalent to PEARL-SGD in the sense that, with the same initialization, step-sizes, synchronization interval, and mini-batch realizations, they generate the same sequence of local strategy vectors

x~ki for all k=0,…,τR and i=1,…,n.\tilde{x}^{i}_{k}\text{ for all }k=0,\ldots,\tau R\text{ and }i=1,\ldots,n.

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