交互式通信的确定性编码

L. Schulman
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引用次数: 118

摘要

在促成当前几代计算机的速度和存储容量增加的因素中,有两个突出的因素。首先是不断增加的并行性——无论是在实际的并行和分布式计算机中,还是在顺序机器中数量越来越多的组件中。第二是逻辑器件和线路的急剧小型化。第一个因素大大增加了在任何计算过程中执行的处理器间通信的数量,而第二个因素增加了影响传输的噪声水平。由于这些原因,并且基于噪声在物理过程模型中的作用应该被理解,以下问题最近被确定为基本问题[10]。考虑这样一个问题,它的输入被两个由通信链路连接的处理器分割;并且存在一种交互式协议,该协议解决了在任何输入上的T传输中的问题,前提是信道是无噪声的。如果信道上确实存在一些噪声,那么为了可靠地解决通信问题所需的传输次数会受到什么影响?我们描述了一种确定性的方法来模拟噪声信道上的无噪声信道协议,只有一个恒定的慢速。这是对香农编码定理的一般交互协议的类比,它只处理数据传输,即单向协议[11]。该研究结果是由美国国家科学基金会博士后奖学金资助的。允许免费复制本材料的全部或部分内容,前提是这些复制不是为了直接的商业利益而制作或分发的,ACM版权声明、出版物标题和出版日期必须出现,并且要注明复制是由计算机协会许可的。以其他方式复制或重新发布需要付费和/或特定许可。25 ACM STOC ' 93-51931CA,USA 01993 ACM 0-89791 -591 -71931000510747 ..S1.50对最近的工作进行了验证,该工作为交互式协议提供了一种随机模拟方法。因此,香农定理在一般的相互作用情况下,除了常数因素外,在所有情况下都是适用的。随机化的方法根本不适合进一步的非随机化,而确定性的解决方案则完全不同。树码在本研究中发挥了关键作用,最初由wozraft[13]考虑,目的是为了对噪声数据传输进行计算效率解码。在他们的新设定中,树代码被重新解释为一种将高度交互的协议转换为行为类似于一对单向协议的协议的方式,因此可以以高速率和高可靠性实现。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Deterministic coding for interactive communication
Two factors are prominent among those contributing to the increases in speed and storage capacity in current generations of computers. The first is increasing parallelism — whether in actual parallel and distributed computers, or among the steadily more numerous components of a sequential machine. The second is the dramatic miniaturization of logical devices and wires. The first of these factors greatly magnifies the number of interprocessor communications performed during any computation, while the second increases the noise level affecting transmissions. For these reasons, and on the basis that the role of noise should be understood in a model of a physical process, the following concern was recently identified as basic [10]. Consider a problem whose input is split between two processors connect ed by a communication link; and for which an interactive protocol exists which solves the problem in T transmissions on any input, provided the channel is noiseless. If in fact there is some noise on the channel, what is the effect upon the number of transmissions needed in order to solve the communication problem reliably? We describe a deterministic method for simulating noiseless-channel protocols on noisy channels, with only a constant slow-down. This is an analog for general interactive protocols of Shannon’s coding theorem, which dealt only with data transmission, i.e. one-way protocols [11]. This result im*Research supported by an NSF postdoctoral fellowship. Permission to copy without fee all or part of this material is granted provided that the copias are not made or distributed for direct commercial advantage, the ACM copyright notice and tha title of the publication and its date appear, and notioe is given that copying is by permission of the Association for Computing Machinery. To copy otherwise, or to republish, requires a fee and/or specific permission. 25th ACM STOC ‘93-51931CA,USA 01993 ACM 0-89791 -591 -71931000510747 . .. S1.50 proves on recent work which provided a randomized simulation method for interactive protocols. The Shannon theorem is thus reproduced for the general interactive case, in all but the constant factor. The randomized method was fundamentally unsuited to further derandomization, and the deterministic solution is entirely different. A key role in the present work is played by tree codes, originally considered by Wozencraft [13] for the sake of comput ationally efficient decoding of noisy data transmissions. In their new setting tree codes are reinterpreted as a way of transforming a highly interactive protocol into one that behaves like a pair of one-way protocols, and which therefore can be implemented at both high rate and reliability y.
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