133,245 research outputs found
Interactive Channel Capacity Revisited
We provide the first capacity approaching coding schemes that robustly
simulate any interactive protocol over an adversarial channel that corrupts any
fraction of the transmitted symbols. Our coding schemes achieve a
communication rate of over any
adversarial channel. This can be improved to for
random, oblivious, and computationally bounded channels, or if parties have
shared randomness unknown to the channel.
Surprisingly, these rates exceed the interactive channel capacity bound
which [Kol and Raz; STOC'13] recently proved for random errors. We conjecture
and to be the optimal rates for their respective settings
and therefore to capture the interactive channel capacity for random and
adversarial errors.
In addition to being very communication efficient, our randomized coding
schemes have multiple other advantages. They are computationally efficient,
extremely natural, and significantly simpler than prior (non-capacity
approaching) schemes. In particular, our protocols do not employ any coding but
allow the original protocol to be performed as-is, interspersed only by short
exchanges of hash values. When hash values do not match, the parties backtrack.
Our approach is, as we feel, by far the simplest and most natural explanation
for why and how robust interactive communication in a noisy environment is
possible
Optimal Error Rates for Interactive Coding II: Efficiency and List Decoding
We study coding schemes for error correction in interactive communications.
Such interactive coding schemes simulate any -round interactive protocol
using rounds over an adversarial channel that corrupts up to
transmissions. Important performance measures for a coding scheme are its
maximum tolerable error rate , communication complexity , and
computational complexity.
We give the first coding scheme for the standard setting which performs
optimally in all three measures: Our randomized non-adaptive coding scheme has
a near-linear computational complexity and tolerates any error rate with a linear communication complexity. This improves over
prior results which each performed well in two of these measures.
We also give results for other settings of interest, namely, the first
computationally and communication efficient schemes that tolerate adaptively, if only one party is required to
decode, and if list decoding is allowed. These are the
optimal tolerable error rates for the respective settings. These coding schemes
also have near linear computational and communication complexity.
These results are obtained via two techniques: We give a general black-box
reduction which reduces unique decoding, in various settings, to list decoding.
We also show how to boost the computational and communication efficiency of any
list decoder to become near linear.Comment: preliminary versio
Optimal Error Rates for Interactive Coding I: Adaptivity and Other Settings
We consider the task of interactive communication in the presence of
adversarial errors and present tight bounds on the tolerable error-rates in a
number of different settings.
Most significantly, we explore adaptive interactive communication where the
communicating parties decide who should speak next based on the history of the
interaction. Braverman and Rao [STOC'11] show that non-adaptively one can code
for any constant error rate below 1/4 but not more. They asked whether this
bound could be improved using adaptivity. We answer this open question in the
affirmative (with a slightly different collection of resources): Our adaptive
coding scheme tolerates any error rate below 2/7 and we show that tolerating a
higher error rate is impossible. We also show that in the setting of Franklin
et al. [CRYPTO'13], where parties share randomness not known to the adversary,
adaptivity increases the tolerable error rate from 1/2 to 2/3. For
list-decodable interactive communications, where each party outputs a constant
size list of possible outcomes, the tight tolerable error rate is 1/2.
Our negative results hold even if the communication and computation are
unbounded, whereas for our positive results communication and computation are
polynomially bounded. Most prior work considered coding schemes with linear
amount of communication, while allowing unbounded computations. We argue that
studying tolerable error rates in this relaxed context helps to identify a
setting's intrinsic optimal error rate. We set forward a strong working
hypothesis which stipulates that for any setting the maximum tolerable error
rate is independent of many computational and communication complexity
measures. We believe this hypothesis to be a powerful guideline for the design
of simple, natural, and efficient coding schemes and for understanding the
(im)possibilities of coding for interactive communications
Synchronization Strings: Channel Simulations and Interactive Coding for Insertions and Deletions
We present many new results related to reliable (interactive) communication over insertion-deletion channels. Synchronization errors, such as insertions and deletions, strictly generalize the usual symbol corruption errors and are much harder to protect against.
We show how to hide the complications of synchronization errors in many applications by introducing very general channel simulations which efficiently transform an insertion-deletion channel into a regular symbol corruption channel with an error rate larger by a constant factor and a slightly smaller alphabet. We utilize and generalize synchronization string based methods which were recently introduced as a tool to design essentially optimal error correcting codes for insertion-deletion channels. Our channel simulations depend on the fact that, at the cost of increasing the error rate by a constant factor, synchronization strings can be decoded in a streaming manner that preserves linearity of time. Interestingly, we provide a lower bound showing that this constant factor cannot be improved to 1+epsilon, in contrast to what is achievable for error correcting codes. Our channel simulations drastically and cleanly generalize the applicability of synchronization strings.
We provide new interactive coding schemes which simulate any interactive two-party protocol over an insertion-deletion channel. Our results improve over the interactive coding schemes of Braverman et al. [TransInf `17] and Sherstov and Wu [FOCS `17] which achieve a small constant rate and require exponential time computations with respect to computational and communication complexities. We provide the first computationally efficient interactive coding schemes for synchronization errors, the first coding scheme with a rate approaching one for small noise rates, and also the first coding scheme that works over arbitrarily small alphabet sizes. We also show tight connections between synchronization strings and edit-distance tree codes which allow us to transfer results from tree codes directly to edit-distance tree codes.
Finally, using on our channel simulations, we provide an explicit low-rate binary insertion-deletion code that improves over the state-of-the-art codes by Guruswami and Wang [TransInf `17] in terms of rate-distance trade-off
Making Asynchronous Distributed Computations Robust to Channel Noise
We consider the problem of making distributed computations robust to noise, in particular to worst-case (adversarial) corruptions of messages. We give a general distributed interactive coding scheme which simulates any asynchronous distributed protocol while tolerating a maximal corruption level of Theta(1/n)-fraction of all messages. Our noise tolerance is optimal and is obtained with only a moderate overhead in the number of messages.
Our result is the first fully distributed interactive coding scheme in which the topology of the communication network is not known in advance. Prior work required either a coordinating node to be connected to all other nodes in the network or assumed a synchronous network in which all nodes already know the complete topology of the network.
Overcoming this more realistic setting of an unknown topology leads to intriguing distributed problems, in which nodes try to learn sufficient information about the network topology in order to perform efficient coding and routing operations for coping with the noise. What makes these problems hard is that these topology exploration computations themselves must already be robust to noise
Interactive Coding Resilient to an Unknown Number of Erasures
We consider distributed computations between two parties carried out over a noisy channel that may erase messages. Following a noise model proposed by Dani et al. (2018), the noise level observed by the parties during the computation in our setting is arbitrary and a priori unknown to the parties.
We develop interactive coding schemes that adapt to the actual level of noise and correctly execute any two-party computation. Namely, in case the channel erases T transmissions, the coding scheme will take N+2T transmissions using an alphabet of size 4 (alternatively, using 2N+4T transmissions over a binary channel) to correctly simulate any binary protocol that takes N transmissions assuming a noiseless channel. We can further reduce the communication to N+T by relaxing the communication model and allowing parties to remain silent rather than forcing them to communicate in every round of the coding scheme.
Our coding schemes are efficient, deterministic, have linear overhead both in their communication and round complexity, and succeed (with probability 1) regardless of the number of erasures T
Synchronization Strings: Explicit Constructions, Local Decoding, and Applications
This paper gives new results for synchronization strings, a powerful
combinatorial object that allows to efficiently deal with insertions and
deletions in various communication settings:
We give a deterministic, linear time synchronization string
construction, improving over an time randomized construction.
Independently of this work, a deterministic time
construction was just put on arXiv by Cheng, Li, and Wu. We also give a
deterministic linear time construction of an infinite synchronization string,
which was not known to be computable before. Both constructions are highly
explicit, i.e., the symbol can be computed in time.
This paper also introduces a generalized notion we call
long-distance synchronization strings that allow for local and very fast
decoding. In particular, only time and access to logarithmically
many symbols is required to decode any index.
We give several applications for these results:
For any we provide an insdel correcting
code with rate which can correct any fraction
of insdel errors in time. This near linear computational
efficiency is surprising given that we do not even know how to compute the
(edit) distance between the decoding input and output in sub-quadratic time. We
show that such codes can not only efficiently recover from fraction of
insdel errors but, similar to [Schulman, Zuckerman; TransInf'99], also from any
fraction of block transpositions and replications.
We show that highly explicitness and local decoding allow for
infinite channel simulations with exponentially smaller memory and decoding
time requirements. These simulations can be used to give the first near linear
time interactive coding scheme for insdel errors
Adaptive Protocols for Interactive Communication
How much adversarial noise can protocols for interactive communication
tolerate? This question was examined by Braverman and Rao (IEEE Trans. Inf.
Theory, 2014) for the case of "robust" protocols, where each party sends
messages only in fixed and predetermined rounds. We consider a new class of
non-robust protocols for Interactive Communication, which we call adaptive
protocols. Such protocols adapt structurally to the noise induced by the
channel in the sense that both the order of speaking, and the length of the
protocol may vary depending on observed noise.
We define models that capture adaptive protocols and study upper and lower
bounds on the permissible noise rate in these models. When the length of the
protocol may adaptively change according to the noise, we demonstrate a
protocol that tolerates noise rates up to . When the order of speaking may
adaptively change as well, we demonstrate a protocol that tolerates noise rates
up to . Hence, adaptivity circumvents an impossibility result of on
the fraction of tolerable noise (Braverman and Rao, 2014).Comment: Content is similar to previous version yet with an improved
presentatio
Coding for interactive communication correcting insertions and deletions
We consider the question of interactive communication, in which two remote
parties perform a computation while their communication channel is
(adversarially) noisy. We extend here the discussion into a more general and
stronger class of noise, namely, we allow the channel to perform insertions and
deletions of symbols. These types of errors may bring the parties "out of
sync", so that there is no consensus regarding the current round of the
protocol.
In this more general noise model, we obtain the first interactive coding
scheme that has a constant rate and resists noise rates of up to
. To this end we develop a novel primitive we name edit
distance tree code. The edit distance tree code is designed to replace the
Hamming distance constraints in Schulman's tree codes (STOC 93), with a
stronger edit distance requirement. However, the straightforward generalization
of tree codes to edit distance does not seem to yield a primitive that suffices
for communication in the presence of synchronization problems. Giving the
"right" definition of edit distance tree codes is a main conceptual
contribution of this work
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