150 research outputs found
What Storage Access Privacy is Achievable with Small Overhead?
Oblivious RAM (ORAM) and private information retrieval (PIR) are classic
cryptographic primitives used to hide the access pattern to data whose storage
has been outsourced to an untrusted server. Unfortunately, both primitives
require considerable overhead compared to plaintext access. For large-scale
storage infrastructure with highly frequent access requests, the degradation in
response time and the exorbitant increase in resource costs incurred by either
ORAM or PIR prevent their usage. In an ideal scenario, a privacy-preserving
storage protocols with small overhead would be implemented for these heavily
trafficked storage systems to avoid negatively impacting either performance
and/or costs. In this work, we study the problem of the best $\mathit{storage\
access\ privacy}\mathit{small\ overhead}\mathit{differential\ privacy\ access}\mathit{oblivious\ access}\epsilon = \Omega(\log n)\epsilon = \Theta(\log n)O(1)\epsilon = \Theta(\log n)O(\log\log n)$
overhead. This construction uses a new oblivious, two-choice hashing scheme
that may be of independent interest.Comment: To appear at PODS'1
Metastability of Logit Dynamics for Coordination Games
Logit Dynamics [Blume, Games and Economic Behavior, 1993] are randomized best
response dynamics for strategic games: at every time step a player is selected
uniformly at random and she chooses a new strategy according to a probability
distribution biased toward strategies promising higher payoffs. This process
defines an ergodic Markov chain, over the set of strategy profiles of the game,
whose unique stationary distribution is the long-term equilibrium concept for
the game. However, when the mixing time of the chain is large (e.g.,
exponential in the number of players), the stationary distribution loses its
appeal as equilibrium concept, and the transient phase of the Markov chain
becomes important. It can happen that the chain is "metastable", i.e., on a
time-scale shorter than the mixing time, it stays close to some probability
distribution over the state space, while in a time-scale multiple of the mixing
time it jumps from one distribution to another.
In this paper we give a quantitative definition of "metastable probability
distributions" for a Markov chain and we study the metastability of the logit
dynamics for some classes of coordination games. We first consider a pure
-player coordination game that highlights the distinctive features of our
metastability notion based on distributions. Then, we study coordination games
on the clique without a risk-dominant strategy (which are equivalent to the
well-known Glauber dynamics for the Curie-Weiss model) and coordination games
on a ring (both with and without risk-dominant strategy)
Tight Static Lower Bounds for Non-Adaptive Data Structures
In this paper, we study the static cell probe complexity of non-adaptive data
structures that maintain a subset of points from a universe consisting of
points. A data structure is defined to be non-adaptive when
the memory locations that are chosen to be accessed during a query depend only
on the query inputs and not on the contents of memory. We prove an static cell probe complexity lower bound for
non-adaptive data structures that solve the fundamental dictionary problem
where denotes the space of the data structure in the number of cells and
is the cell size in bits. Our lower bounds hold for all word sizes
including the bit probe model () and are matched by the upper bounds of
Boninger et al. [FSTTCS'17].
Our results imply a sharp dichotomy between dictionary data structures with
one round of adaptive and at least two rounds of adaptivity. We show that
, or , overhead dictionary constructions are
only achievable with at least two rounds of adaptivity. In particular, we show
that many dictionary constructions with two rounds of adaptivity such as
cuckoo hashing are optimal in terms of adaptivity. On the other hand,
non-adaptive dictionaries must use significantly more overhead.
Finally, our results also imply static lower bounds for the non-adaptive
predecessor problem. Our static lower bounds peak higher than the previous,
best known lower bounds of for the dynamic
predecessor problem by Boninger et al. [FSTTCS'17] and Ramamoorthy and Rao
[CCC'18] in the natural setting of linear space where each
point can fit in a single cell . Furthermore, our results
are stronger as they apply to the static setting unlike the previous lower
bounds that only applied in the dynamic setting.Comment: 15 page
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Minimal Path Length of Trees with Known Fringe
In this paper we continue the study of the path length of trees with known fringe as initiated by [1] and [2]. We compute the path length of the minimal tree with given number of leaves N and fringe â for the case â â„ N/2. This complements the result of [2] that studied the case â †N/2. Our methods also yields a linear time algorithm for constructing the minimal tree when â â„ N/2
Convergence to Equilibrium of Logit Dynamics for Strategic Games
We present the first general bounds on the mixing time of the Markov chain
associated to the logit dynamics for wide classes of strategic games. The logit
dynamics with inverse noise beta describes the behavior of a complex system
whose individual components act selfishly and keep responding according to some
partial ("noisy") knowledge of the system, where the capacity of the agent to
know the system and compute her best move is measured by the inverse of the
parameter beta.
In particular, we prove nearly tight bounds for potential games and games
with dominant strategies. Our results show that, for potential games, the
mixing time is upper and lower bounded by an exponential in the inverse of the
noise and in the maximum potential difference. Instead, for games with dominant
strategies, the mixing time cannot grow arbitrarily with the inverse of the
noise.
Finally, we refine our analysis for a subclass of potential games called
graphical coordination games, a class of games that have been previously
studied in Physics and, more recently, in Computer Science in the context of
diffusion of new technologies. We give evidence that the mixing time of the
logit dynamics for these games strongly depends on the structure of the
underlying graph. We prove that the mixing time of the logit dynamics for these
games can be upper bounded by a function that is exponential in the cutwidth of
the underlying graph and in the inverse of noise. Moreover, we consider two
specific and popular network topologies, the clique and the ring. For games
played on a clique we prove an almost matching lower bound on the mixing time
of the logit dynamics that is exponential in the inverse of the noise and in
the maximum potential difference, while for games played on a ring we prove
that the time of convergence of the logit dynamics to its stationary
distribution is significantly shorter
CacheShuffle: A Family of Oblivious Shuffles
We consider oblivious two-party protocols where a client outsources N blocks of private data to a server. The client wishes to access the data to perform operations in such a way that the access pattern does not leak information about the data and the operations. In this context, we consider oblivious shuffling with a focus on bandwidth efficient protocols for clients with small local memory. In the shuffling problem, the N outsourced blocks, B_1,...,B_N, are stored on the server according to an initial permutation pi. The client wishes to reshuffle the blocks according to permutation sigma. Oblivious shuffling is a building block in several applications that hide patterns of data access. In this paper, we introduce a generalization of the oblivious shuffling problem, the K-oblivious shuffling problem, and provide bandwidth efficient algorithms for a wide range of client storage requirements. The task of a K-oblivious shuffling algorithm is to shuffle N encrypted blocks that were previously randomly allocated on the server in such a way that an adversarial server learns nothing about either the new allocation of blocks or the block contents. The security guarantee must hold when an adversary has partial information on the initial placement of a subset of K <=N revealed blocks. The notion of oblivious shuffling is obtained for K=N.
We first study the N-oblivious shuffling problem and start by presenting CacheShuffleRoot, that is tailored for clients with O(sqrt{N}) blocks of memory and uses approximately 4N blocks of bandwidth. CacheShuffleRoot is a 4x improvement over the previous best known N-oblivious shuffle for practical sizes of N. We then generalize CacheShuffleRoot to CacheShuffle that can be instantiated for any client memory size S and requires O(N log_S N) blocks of bandwidth. Next, we present K-oblivious shuffling algorithms that require 2N + f(K,S) blocks of bandwidth for all K and a wide range of S. Any extra bandwidth above the 2N lower bound depends solely on K and S. Specifically, for clients with O(K) blocks of memory, we present KCacheShuffleBasic that uses exactly 2N blocks of bandwidth. For clients with memory S <= K, we present KCacheShuffle, that requires 2N + O(K log_S K) blocks of bandwidth. Finally, motivated by applications to ORAMs, we consider the case where the server stores D dummy blocks whose contents are irrelevant in addition to the N real blocks. For this case, we design algorithm KCacheShuffleDummy that shuffles N+D blocks with K revealed blocks using O(K) blocks of client storage and approximately D+2N blocks of bandwidth
Constant-Round Concurrent Non-Malleable Zero Knowledge in the Bare Public-Key Model
One of the central questions in Cryptography is the design of round-efficient protocols that are secure under concurrent man-in-the- middle attacks. In this paper we present the first constant-round concurrent non-malleable zero-knowledge argument system for NP in the Bare Public-Key model [Canetti et al., STOC 2000], resolving one of the major open problems in this area. To achieve our result, we introduce and study the notion of non-malleable witness indistinguishability, which is of independent interest. Previous results either achieved relaxed forms of concurrency/security or needed stronger setup assumptions or required a non-constant round complexity
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