Search arXivSearch

arXiv · 2606.00426

Canonicalized Stable-List Replay for Private Federated Continual Learning over Language-Model Embeddings

Abstract

Federated continual learning (FCL) lets distributed clients adapt language-model heads to evolving NLP tasks without sharing raw text. Under user-level differential privacy (DP), replay-based continual learning faces a structural obstacle: clients can release only small noisy lists of candidate replay summaries, and those lists are unordered across clients. We introduce Canonicalized Stable-List Replay (CSLR), where clients privately produce candidate replay distributions over a shared sentence-embedding space and the server aligns them using signatures induced by public anchor sentences. The anchors provide identifiability for aggregation rather than additional replay data. We prove that, under an observable anchor-signature margin, $O(\log(N/η)/p)$ anchors distinguish $N$ candidate list elements with probability at least $1-η$, and we give a scoped anchorless non-identifiability result for unordered-label oracle models. Across five seeds on continual classification, NER, and dialogue benchmarks, CSLR improves the final average task metric by 3.9--5.6 points over the strongest non-CSLR DP baseline at $\eps=4$ under the reported replay-release budget, while also outperforming Hungarian and optimal-transport matchers. The formal privacy guarantee covers replay release; end-to-end private training additionally requires composition with a private optimizer for task-head updates.

Explore related subjects

Keep this discovery

Explore connections, maps & timelines

BibTeXRIS

Ibne Farabi Shihab, Abu Sa-Adat Mohamed Moon-Im Al Ahsan, Anuj Sharma. 2026-05-29. Canonicalized Stable-List Replay for Private Federated Continual Learning over Language-Model Embeddings. https://arxiv.org/abs/2606.00426

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

Rollout Total Correlation for Deep Reinforcement Learning

Learning task-relevant representations is crucial for reinforcement learning. Recent approaches aim to learn such representations by improving the temporal consistency in the observed transitions. However, they only consider individual transitions and can fail to achieve long-term consistency. Instead, we argue that capturing aspects of the state that correlate with other states and actions of the trajectory---even more distant in the future---could further help in extracting task-relevant information. Hence, in this paper we investigate how to learn representations by maximizing the rollout total correlation, the correlation among all learned representations and actions within the trajectories produced by the agent. For improving rollout total correlation, we propose to combine two complementary lower bounds based on a generative and a discriminative model, combined with a simple and effective technique of chunk-wise mini-batching. Furthermore, we propose an intrinsic reward based on the learned representation for better exploration. Experimental evaluations on a set of challenging image-based simulated control tasks show that our method achieves better sample efficiency, and robustness to both white noise and natural video backgrounds compared to leading baselines.

cs.LG

Reward Shaping to Mitigate Reward Hacking in RLHF

Reinforcement learning from human feedback (RLHF) is widely used to align large language models (LLMs) with human preferences. However, RLHF remains vulnerable to \emph{reward hacking}, whereby a policy exploits imperfections in the reward function instead of learning the intended behavior, thereby undermining alignment. Although reward shaping can stabilize RLHF training and partially mitigate reward hacking, shaping methods and their underlying design principles have not been systematically investigated. To address this gap, we conduct a comprehensive study of prevalent reward-shaping techniques. Our analysis identifies two key design principles: (1) the reinforcement-learning reward should be bounded, and (2) it should grow rapidly at first and then gradually saturate. Motivated by these principles, we propose Preference as Reward (PAR), a novel method that uses the latent preferences encoded in the reward model as the reinforcement-learning signal. We further show that PAR possesses two variance-reduction properties that stabilize RLHF training and substantially widen the practical window for early stopping. Our evaluation consists of two parts. First, we compare PAR with several other reward-shaping strategies using Proximal Policy Optimization (PPO) as the reinforcement-learning algorithm and Gemma2-2B as the base model. Second, we compare PAR with the vanilla baseline (i.e., unshaped reward) across four base models and four reinforcement-learning algorithms. In the first set of experiments, PAR consistently outperforms other reward-shaping methods and also reflects high data efficiency and robustness. The second set of experiments shows that PAR is particularly effective for actor-critic RL algorithms when value estimates become unstable and demonstrates its effectiveness across different base models. The code is available at https://github.com/PorUna-byte/PAR.

cs.LG

Trajectory Entropy Reinforcement Learning for Robust Robot Motor Skill Learning

Simplicity is a critical inductive bias for designing data-driven controllers, especially when robustness is important. Despite the impressive results of deep reinforcement learning in complex control tasks, it is prone to capturing intricate and spurious correlations between observations and actions, leading to failure under slight perturbations to the environment. To tackle this problem, in this work we introduce a novel inductive bias towards simple policies in reinforcement learning. The simplicity inductive bias is introduced by minimizing the entropy of entire action trajectories, corresponding to the number of bits required to describe information in action trajectories after the agent observes state trajectories. Our reinforcement learning agent, Trajectory Entropy Reinforcement Learning, is optimized to minimize the trajectory entropy while maximizing rewards. We show that the trajectory entropy can be effectively estimated by learning a variational parameterized action prediction model, and use the prediction model to construct an information-regularized reward function. Furthermore, we construct a practical algorithm that enables the joint optimization of models, including the policy and the prediction model. Experimental evaluations on several high-dimensional locomotion tasks show that our learned policies produce more cyclical and consistent action trajectories, and achieve superior performance, and robustness to noise and dynamic changes than the state-of-the-art.

cs.LG