577 research outputs found
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
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
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
Communication with Partial Noiseless Feedback
We introduce the notion of one-way communication schemes with partial noiseless feedback. In this setting, Alice wishes to communicate a message to Bob by using a communication scheme that involves sending a sequence of bits over a channel while receiving feedback bits from Bob for delta fraction of the transmissions. An adversary is allowed to corrupt up to a constant fraction of Alice\u27s transmissions, while the feedback is always uncorrupted. Motivated by questions related to coding for interactive communication, we seek to determine the maximum error rate, as a function of 0 <= delta <= 1, such that Alice can send a message to Bob via some protocol with delta fraction of noiseless feedback. The case delta = 1 corresponds to full feedback, in which the result of Berlekamp [\u2764] implies that the maximum tolerable error rate is 1/3, while the case delta = 0 corresponds to no feedback, in which the maximum tolerable error rate is 1/4, achievable by use of a binary error-correcting code.
In this work, we show that for any delta in (0,1] and gamma in [0, 1/3), there exists a randomized communication scheme with noiseless delta-feedback, such that the probability of miscommunication is low, as long as no more than a gamma fraction of the rounds are corrupted. Moreover, we show that for any delta in (0, 1] and gamma < f(delta), there exists a deterministic communication scheme with noiseless delta-feedback that always decodes correctly as long as no more than a gamma fraction of rounds are corrupted. Here f is a monotonically increasing, piecewise linear, continuous function with f(0) = 1/4 and f(1) = 1/3. Also, the rate of communication in both cases is constant (dependent on delta and gamma but independent of the input length)
Tiny Codes for Guaranteeable Delay
Future 5G systems will need to support ultra-reliable low-latency
communications scenarios. From a latency-reliability viewpoint, it is
inefficient to rely on average utility-based system design. Therefore, we
introduce the notion of guaranteeable delay which is the average delay plus
three standard deviations of the mean. We investigate the trade-off between
guaranteeable delay and throughput for point-to-point wireless erasure links
with unreliable and delayed feedback, by bringing together signal flow
techniques to the area of coding. We use tiny codes, i.e. sliding window by
coding with just 2 packets, and design three variations of selective-repeat ARQ
protocols, by building on the baseline scheme, i.e. uncoded ARQ, developed by
Ausavapattanakun and Nosratinia: (i) Hybrid ARQ with soft combining at the
receiver; (ii) cumulative feedback-based ARQ without rate adaptation; and (iii)
Coded ARQ with rate adaptation based on the cumulative feedback. Contrasting
the performance of these protocols with uncoded ARQ, we demonstrate that HARQ
performs only slightly better, cumulative feedback-based ARQ does not provide
significant throughput while it has better average delay, and Coded ARQ can
provide gains up to about 40% in terms of throughput. Coded ARQ also provides
delay guarantees, and is robust to various challenges such as imperfect and
delayed feedback, burst erasures, and round-trip time fluctuations. This
feature may be preferable for meeting the strict end-to-end latency and
reliability requirements of future use cases of ultra-reliable low-latency
communications in 5G, such as mission-critical communications and industrial
control for critical control messaging.Comment: to appear in IEEE JSAC Special Issue on URLLC in Wireless Network
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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