40 research outputs found

    Card-Based Zero-Knowledge Proof for Sudoku

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    In 2009, Gradwohl, Naor, Pinkas, and Rothblum proposed physical zero-knowledge proof protocols for Sudoku. That is, for a puzzle instance of Sudoku, their excellent protocols allow a prover to convince a verifier that there is a solution to the Sudoku puzzle and that he/she knows it, without revealing any information about the solution. The possible drawback is that the existing protocols have a soundness error with a non-zero probability or need special cards (such as scratch-off cards). Thus, in this study, we propose new protocols to perform zero-knowledge proof for Sudoku that use a normal deck of playing cards and have no soundness error. Our protocols can be easily implemented by humans with a reasonable number of playing cards

    Card-based Protocols Using Triangle Cards

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    Suppose that three boys and three girls attend a party. Each boy and girl have a crush on exactly one of the three girls and three boys, respectively. The following dilemma arises: On one hand, each person thinks that if there is a mutual affection between a girl and boy, the couple should go on a date the next day. On the other hand, everyone wants to avoid the possible embarrassing situation in which their heart is broken "publicly." In this paper, we solve the dilemma using novel cards called triangle cards. The number of cards required is only six, which is minimal in the case where each player commits their input at the beginning of the protocol. We also construct multiplication and addition protocols based on triangle cards. Combining these protocols, we can securely compute any function f: {0,1,2}^n --> {0,1,2}

    Secure Grouping Protocol Using a Deck of Cards

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    We consider a problem, which we call secure grouping, of dividing a number of parties into some subsets (groups) in the following manner: Each party has to know the other members of his/her group, while he/she may not know anything about how the remaining parties are divided (except for certain public predetermined constraints, such as the number of parties in each group). In this paper, we construct an information-theoretically secure protocol using a deck of physical cards to solve the problem, which is jointly executable by the parties themselves without a trusted third party. Despite the non-triviality and the potential usefulness of the secure grouping, our proposed protocol is fairly simple to describe and execute. Our protocol is based on algebraic properties of conjugate permutations. A key ingredient of our protocol is our new techniques to apply multiplication and inverse operations to hidden permutations (i.e., those encoded by using face-down cards), which would be of independent interest and would have various potential applications

    Using graph distances for named-entity linking

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    Entity-linking is a natural-language-processing task that consists in identifying strings of text that refer to a particular item in some reference knowledge base. When the knowledge base is Wikipedia, the problem is also referred to as wikification (in this case, items are Wikipedia articles). Entity-linking consists conceptually of many different phases: identifying the portions of text that may refer to an entity (sometimes called "entity detection"), determining a set of concepts (candidates) from the knowledge base that may match each such portion, and choosing one candidate for each set; the latter step, known as candidate selection, is the phase on which this paper focuses. One instance of candidate selection can be formalized as an optimization problem on the underlying concept graph, where the quantity to be optimized is the average distance between the selected items. Inspired by this application, we define a new graph problem which is a natural variant of the Maximum Capacity Representative Set. We prove that our problem is NP-hard for general graphs; we propose several heuristics trying to optimize similar easier objective functions; we show experimentally how these approaches perform with respect to some baselines on a real-world dataset. Finally, in the appendix, we show an exact linear time algorithm that works under some more restrictive assumptions

    VR Technologies in Cultural Heritage

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    This open access book constitutes the refereed proceedings of the First International Conference on VR Technologies in Cultural Heritage, VRTCH 2018, held in Brasov, Romania in May 2018. The 13 revised full papers along with the 5 short papers presented were carefully reviewed and selected from 21 submissions. The papers of this volume are organized in topical sections on data acquisition and modelling, visualization methods / audio, sensors and actuators, data management, restoration and digitization, cultural tourism

    VR Technologies in Cultural Heritage

    Get PDF
    This open access book constitutes the refereed proceedings of the First International Conference on VR Technologies in Cultural Heritage, VRTCH 2018, held in Brasov, Romania in May 2018. The 13 revised full papers along with the 5 short papers presented were carefully reviewed and selected from 21 submissions. The papers of this volume are organized in topical sections on data acquisition and modelling, visualization methods / audio, sensors and actuators, data management, restoration and digitization, cultural tourism

    Algorithmic and Combinatorial Results in Selection and Computational Geometry

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    This dissertation investigates two sets of algorithmic and combinatorial problems. Thefirst part focuses on the selection problem under the pairwise comparison model. For the classic “median of medians” scheme, contrary to the popular belief that smaller group sizes cause superlinear behavior, several new linear time algorithms that utilize small groups are introduced. Then the exact number of comparisons needed for an optimal selection algorithm is studied. In particular, the implications of a long standing conjecture known as Yao’s hypothesis are explored. For the multiparty model, we designed low communication complexity protocols for selecting an exact or an approximate median of data that is distributed among multiple players. In the second part, three computational geometry problems are studied. For the longestspanning tree with neighborhoods, approximation algorithms are provided. For the stretch factor of polygonal chains, upper bounds are proved and almost matching lower bound constructions in \mathbb{R}^2 and higher dimensions are developed. For the piercing number τ and independence number ν of a family of axis-parallel rectangles in the plane, a lower bound construction for ν = 4 that matches Wegner’s conjecture is analyzed. The previous matching construction for ν = 3, due to Wegner himself, dates back to 1968
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