In many resource allocation problems, a centralized controller needs to award some resource to a user selected from a collection of distributed users with the goal of maximizing the utility the user would receive from the resource. This can be modeled as the controller computing an extremum of the distributed users’ utilities. The overhead rate necessary to enable the controller to reproduce the users’ local state can be prohibitively high. An approach to reduce this overhead is interactive communication wherein rate savings are achieved by tolerating an increase in delay. In this paper, we consider the design of a simple achievable scheme based on successive refinements of scalar quantization at each user. The optimal quantization policy is computed via a dynamic program and we demonstrate that tolerating a small increase in delay can yield significant rate savings. We then consider two simpler quantization policies to investigate the scaling properties of the rate-delay tradeoffs. Using a combination of these simpler policies, the performance of the optimal policy can be closely approximated with lower computational costs.
is a scheme that allows message passing over multiple rounds. At each round, the communicating parties are allowed to send messages based on what they have received in previous rounds as well as their local source observation @cite_30 . The interactive communication literature is roughly divided into two categories: communication complexity and interactive information theory.
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Consider two parties who wish to communicate in order to execute some interactive protocol π. However, the communication channel between them is noisy: An adversary sees everything that is transmitted over the channel and can change a constant fraction of the bits as he pleases, thus interrupting the execution of π (which was designed for an errorless channel). If π only contained one message, then a good error correcting code would have overcame the noise with only a constant overhead in communication, but this solution is not applicable to interactive protocols with many short messages. Schulman (FOCS 92, STOC 93) presented the notion of interactive coding: A simulator that, given any protocol π, is able to simulate it (i.e. produce its intended transcript) even with constant rate adversarial channel errors, and with only constant (multiplicative) communication overhead. Until recently, however, the running time of all known simulators was exponential (or sub-exponential) in the communication complexity of π (denoted N in this work). Brakerski and Kalai (FOCS 12) recently presented a simulator that runs in time poly (N). Their simulator is randomized (each party flips private coins) and has failure probability roughly 2−N. In this work, we improve the computational complexity of interactive coding. While at least N computational steps are required (even just to output the transcript of π), the BK simulator runs in time A set of n players, each holding a private input bit, communicate over a noisy broadcast channel. Their mutual goal is for all players to learn all inputs. At each round one of the players broadcasts a bit to all the other players, and the bit received by each player is flipped with a fixed constant probability (independently for each recipient). How many rounds are needed? This problem was first suggested by El Gamal in 1984. In 1988, Gallager gave an elegant noise-resistant protocol requiring only O(n loglogn) rounds. The problem got resolved in 2005 by a seminal paper of Goyal, Kindler, and Saks, proving that Gallager’s protocol is essentially optimal. We revisit the above noisy broadcast problem and show that O(n) rounds suffice. This is possible due to a relaxation of the model assumed by the previous works. We no longer demand that exactly one player broadcasts in every round, but rather allow any number of players to broadcast. However, if it is not the case that exactly one player chooses to broadcast, each of the other players gets an adversely chosen bit. We generalized the above result and initiate the study of interactive coding over the noisy broadcast channel. We show that any interactive protocol that works over the noiseless broadcast channel can be simulated over our restrictive noisy broadcast model with constant blowup of the communication. Our results also establish that modern techniques for interactive coding can help us make progress on the classical problems. The reduction in communication achievable by interaction is investigated. The model assumes two communicators: an informant having a random variable X, and a recipient having a possibly dependent random variable Y. Both communicators want the recipient to learn X with no probability of error, whereas the informant may or may not learn Y. To that end, they alternate in transmitting messages comprising finite sequences of bits. Messages are transmitted over an error-free channel and are determined by an agreed-upon, deterministic protocol for (X,Y) (i.e. a protocol for transmitting X to a person who knows Y). A two-message protocol is described, and its worst case performance is investigated. > Abstract : The problem of 'assuring interactive consistency' is defined in (PSL). It is assumed that there are n isolated processors, of which at most m are faulty. The processors can communicate by means of two-party messages, using a medium which is reliable and of negligible delay. The sender of a message is always identifiable by the receiver. Each processor p has a private value sigma(p). The problem is to devise an algorithm that will allow each processor p to compute a value for each processor r, such that (a) if p and r are nonfaulty then p computes r's private value sigma(r), and (b) all the nonfaulty processors compute the same value for each processor r. It is shown in (PSL) that if n 3m + 1, then there is no algorithm which assures interactive consistency. On the other hand, if n or = 3m + 1, then an algorithm does exist. The algorithm presented in (PSL) uses m + 1 rounds of communication, and thus can be said to require 'time' m + 1. An obvious question is whether fewer rounds of communication suffice to solve the problem. In this paper, we answer this question in the negative. That is, we show that any algorithm which assures interactive consistency in the presence of m faulty processors requires at least m + 1 rounds of communication. (Author)