Multiparty Interactive Communication with Private Channels

Abhinav Aggarwal, Varsha Dani, Thomas P. Hayes, Jared Saia
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引用次数: 3

Abstract

A group of n players wants to run a distributed protocol ℘ over a network where communication occurs via private point-to-point channels. Can we efficiently simulate ℘ in the presence of an adversary who knows ℘ and is able to maliciously flip bits on the channels? We show that this is possible, even when L, the number of bits sent in ℘, the average message size α in ℘, and T, the number of bits flipped by the adversary are not known in advance. In particular, we show how to create a robust version of ℘, ℘ such that 1) ℘' fails with probability at most δ, for any δ>0; and 2) ℘' sends O( L (1 + (1/α) łog (n L/δ)) + T) bits. We note that if α is Ω (log (n L/δ), then ℘ sends only O(L+T) bits, and is therefore within a constant factor of optimal. Critically, our result requires that ℘ runs correctly in an asynchronous network and our protocol ℘ must run in a synchronous network.
基于私有通道的多方交互通信
一个由n个参与者组成的小组想要在一个网络上运行一个分布式协议,在这个网络上,通信通过私有的点对点通道进行。我们能否有效地模拟在一个了解p并且能够恶意翻转信道比特的对手存在的情况下的p ?我们证明这是可能的,即使在L,在p中发送的比特数,p中的平均消息大小α,和T,被对手翻转的比特数事先不知道的情况下。特别是,我们展示了如何创建一个健壮的版本的p, p使得1)p在任何δ>0的情况下以最多δ的概率失败;和2)℘发送O (L(1 +(1 /α)łog (n L /δ))+ T)。我们注意到,如果α为Ω (log (n L/δ),那么p只发送O(L+T)位,因此在最优的常数因子内。关键的是,我们的结果要求在异步网络中正确运行,并且我们的协议必须在同步网络中运行。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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