Error-correcting codes with feedback: Difference between revisions

Content deleted Content added
Adding a category
Dead-end pages clean up project; you can help! using AWB
Line 1:
{{Wikify|date=September 2007}}
{{Unreferenced|date=September 2007}}
In [[mathematics]], [[computer science]], telecommunication, information theory, and searching theory '''error correcting codes with noiseless feedback''' has great practical importance. An error correcting code with noiseless feedback is equivalent to an adaptive searching strategy with errors.
In the vast literature regarding this
problem, many papers simultaneously deal with
Line 37:
In 1964 Berlekamp considered in his dissertation error correcting codes with noiseless feedback.
 
A sender wants to transmit a message $x\in {\cal X}$ over
a noisy binary channel. ${\cal X} = \left\{1,\dots,N\right\}$ denotes
the set of possible messages
and $Y~=~\left\{~0,1~\right\}$ the binary coding alphabet. We have a passive feedback,
that means that the sender always knows what has been received. The codewords
are elements of $Y^n$ and a codeword is in the form of :
$c\left(x,y^{n-1}\right)=\left(c_1\left(x\right), \dots,c_n\left(x,y^{n-1}\right)\right)$, where $c_i:{\cal X} \times Y^{i-1} \to Y$
is a function for the $i$-th code letter which depends on the message we want to
transmit and the $(i-1)$ bits which have been received before. We suppose that the
Line 50:
quiet-question-noisy-answer-game:
The sender and the receiver have a
common partition strategy. After the sender has chosen a message, the
receiver chooses a subset $S$ of the set of messages and asks if the message
was among the subset $S$ $(S\subset {\cal X})$. The sender sends ``1" for yes and
``0" for no over the noisy channel. Then the receiver chooses a new subset
where his choice depends on the answer etc. . The receiver
tries to get the message with $n$ questions and a jammer (the noise) wants
to avoid this by changing at most $l$ answers.
 
Later in 1976 Ulam suggested
 
 
Later in 1976 Ulam suggested
independently an interesting two-person search
game:
Line 76 ⟶ 74:
Berlekamp considered
the block coding with feedback and fifteen years after R\'enyi's
paper.
At first the authors did not remember
that the problem was much earlier known and have been considered by
Berlekamp and R\'enyi. For this reasons it is called the Ulam-R{\'e}nyi game.
In 1992 Spencer presented another aspect of Ulam-R{\'e}nyi's game.
He considered the following two person
game. We take a board with two columns and $l+1$ rows.
The rows are numbered from $l$ to 0 and the columns
by two and one.
A field with some chips on it corresponds to every row. Each round of the game is played in
three steps.
At the first step Paul distributes the chips of the field on the corresponding columns. At the
second step Carole chooses one column. All chips in this column are shifted by
one row down.
The chips in row 0
and the selected column are removed.
At step three all chips of one row are taken on its
corresponding field. Then the round is finished.
The game is terminated if every chip up to one is removed.
The aim of Carole is to get the number of rounds
as large as possible whereas Paul wants to get a small number of rounds.
Also this game is equivalent to the Ulam-R{\'e}nyi
game. Throughout this paper we shall call Carole and Paul the two
players. This idea goes back to Spencer, who also explained:
Paul corresponds to Paul
Erd\"os, who always asked questions and Carole corresponds to an ORACLE, whose
answers need to be wisely evaluated.
 
[[Category: Error detection and correction]]