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    Interactive Channel Capacity Revisited

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    We provide the first capacity approaching coding schemes that robustly simulate any interactive protocol over an adversarial channel that corrupts any ϵ\epsilon fraction of the transmitted symbols. Our coding schemes achieve a communication rate of 1O(ϵloglog1/ϵ)1 - O(\sqrt{\epsilon \log \log 1/\epsilon}) over any adversarial channel. This can be improved to 1O(ϵ)1 - O(\sqrt{\epsilon}) for random, oblivious, and computationally bounded channels, or if parties have shared randomness unknown to the channel. Surprisingly, these rates exceed the 1Ω(H(ϵ))=1Ω(ϵlog1/ϵ)1 - \Omega(\sqrt{H(\epsilon)}) = 1 - \Omega(\sqrt{\epsilon \log 1/\epsilon}) interactive channel capacity bound which [Kol and Raz; STOC'13] recently proved for random errors. We conjecture 1Θ(ϵloglog1/ϵ)1 - \Theta(\sqrt{\epsilon \log \log 1/\epsilon}) and 1Θ(ϵ)1 - \Theta(\sqrt{\epsilon}) 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

    Interactive Coding Resilient to an Unknown Number of Erasures

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    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
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