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Adaptive error correcting codes based on cooperative play of the game of 'twenty questions with a liar'

机译:基于“带骗子的二十个问题”游戏的协同游戏的自适应纠错码

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Summary form only given. The existence of a noiseless, delayless feedback channel permits the transmitter to detect transmission errors at the time they occur. Such a feedback channel does not increase channel capacity, but it does permit the use of adaptive codes with significantly enhanced error correction capabilities. It is well known that codes of this type can be based on cooperative play of the game of "twenty questions with a liar". However, it is perhaps not so well appreciated that it is practicable to implement codes of this type on general purpose computers. We describe a simple and fast implementation in which the transmitter makes reference to a fully worked out game tree. In the worst case, storage requirements grow exponentially with block length. For many cases of interest, storage requirements are not excessive. For example, a 4-error correcting code with 8 information bits and 13 check bits requires only 103.2 kilobytes of storage. By contrast, an 8-error correcting code with 6 information bits and 25 check bits requires 21.2 megabytes of storage. However, no nonadaptive code is capable of correcting as many as 8 errors when 6 information bits are encoded in a block of length 31.
机译:仅提供摘要表格。无噪声,无延迟的反馈通道的存在使发射机能够在发生传输错误时对其进行检测。这样的反馈信道不会增加信道容量,但是确实允许使用具有显着增强的纠错能力的自适应代码。众所周知,这种类型的代码可以基于“二十个带有骗子的问题”的游戏的协同玩法。但是,也许没有很好地意识到在通用计算机上实现这种类型的代码是切实可行的。我们描述了一种简单而快速的实现方式,其中发射器引用了完整制定的游戏树。在最坏的情况下,存储需求会随着块的长度呈指数增长。对于许多感兴趣的情况,存储需求并不过度。例如,具有8个信息位和13个校验位的4纠错码仅需要103.2 KB的存储空间。相比之下,具有6个信息位和25个校验位的8纠错码需要21.2 MB的存储空间。但是,当在长度为31的块中编码6个信息位时,没有自适应代码能够校正多达8个错误。

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