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Knowledge-Preserving Interactive Coding

机译:保留知识的交互式编码

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How can we encode a communication protocol between two parties to become resilient to adversarial errors on the communication channel? If we encode each message in the communication protocol with a "good" error-correcting code (ECC), the error rate of the encoded protocol becomes poor (namely Õ(1/m) where m is the number of communication rounds). Towards addressing this issue, Schulman (FOCS'92, STOC'93) introduced the notion of interactive coding. We argue that whereas the method of separately encoding each message with an ECC ensures that the encoded protocol carries the same amount of information as the original protocol, this may no longer be the case if using interactive coding. In particular, the encoded protocol may completely leak a player's private input, even if it would remain secret in the original protocol. Towards addressing this problem, we introduce the notion of knowledge-preserving interactive coding, where the interactive coding protocol is required to preserve the "knowledge" transmitted in the original protocol. Our main results are as follows. The method of separately applying ECCs to each message has essentially optimal error rate: No knowledge-preserving interactive coding scheme can have an error rate of 1/m, where m is the number of rounds in the original protocol. If restricting to computationally-bounded (polynomial-time) adversaries, then assuming the existence of one-way functions (resp. sub exponentially-hard one-way functions), for every ε>0, there exists a knowledge-preserving interactive coding schemes with constant error rate and information rate n-ε (resp. 1/polylog(n)) where n is the security parameter; additionally to achieve an error of even 1/m requires the existence of one-way functions. Finally, even if we restrict to computationally-bounded adversaries, knowledge-preserving interactive coding schemes with constant error rate can have an - nformation rate of at most o(1 log n). This results applies even to non-constructive interactive coding schemes.
机译:我们如何对两方之间的通信协议进行编码,以使其能够抵抗通信信道上的对抗性错误?如果我们在通信协议中使用“良好”纠错码(ECC)对每个消息进行编码,则编码协议的错误率会变差(即Õ(1 / m),其中m是通信回合数)。为了解决这个问题,舒尔曼(FOCS'92,STOC'93)引入了交互式编码的概念。我们认为,尽管用ECC分别编码每个消息的方法可确保编码协议携带的信息量与原始协议相同,但是如果使用交互式编码,情况可能就不再如此。特别是,即使编码协议在原始协议中仍然是秘密的,它也可能会完全泄漏玩家的私人输入。为了解决这个问题,我们引入了知识保留交互式编码的概念,其中需要交互式编码协议来保留原始协议中传输的“知识”。我们的主要结果如下。将ECC分别应用于每个消息的方法具有实质上最佳的错误率:保留知识的交互式编码方案的错误率不能为1 / m,其中m是原始协议中的回合数。如果限制为计算界(多项式时间)的对手,则假定存在单向函数(分别为次指数硬单向函数),对于ε> 0,存在一个保存知识的交互式编码具有恒定错误率和信息率n-&epsi的方案; (分别为1 / polylog(n)),其中n是安全性参数;另外,要获得甚至1 / m的误差,还需要单向功能。最后,即使我们限制在计算上受限的对手,具有恒定错误率的保存知识的交互式编码方案也可以具有最多为o(1 log n)的信息率。该结果甚至适用于非建设性的交互式编码方案。

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