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At the beginning of the 20th century the so-called Bar-Kochba game was very popular in Budapest. In this game, one player has to find out, by asking yes/no-questions, what the second player has in mind. In 1956 [[Claude Shannon]] introduced the discrete memoryless channel with noiseless feedback. He proved that the forward capacity is the same as without feedback, but the zero-error capacity is in some cases bigger with feedback than without.
In 1961
non-sequential version of the game in the introduction of the paper. He solved the non-sequential problem to find the minimal number of questions to determine the searched number with a certain probability, if the answers are correct with a given probability and the questions are chosen at random. He also remarked that the problem is connected with the coding problem in information theory. In 1964 [[Elwyn Berlekamp]] considered in his dissertation error correcting codes with noiseless feedback.
A sender wants to transmit a message
a noisy binary channel.
the set of possible messages
and
that means that the sender always knows what has been received. The codewords
are elements of
:
▲: <math> c\left(x,y^{n-1}\right)=\left(c_1\left(x\right), \dots,c_n\left(x,y^{n-1}\right)\right),</math>
where
▲: <math> c_i : \mathcal{X} \times Y^{i-1} \to Y</math>
▲is a function for the $i$-th code letter which depends on the message we want to
Berlekamp's idea was to consider each transmission as the following quiet-question-noisy-answer-game:▼
▲transmit and the $(i-1)$ bits which have been received before. We suppose that the
:The sender and the receiver have a common partition strategy. After the sender has chosen a message, the receiver chooses a subset
▲noise does not change more than $l\in \N_0$ bits of a codeword.
was among the subset
▲Berlekamp's idea was to consider each transmission as the following
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.
▲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
Later in 1976 [[Stanislaw Ulam]] suggested independently an interesting two-person search game:
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quiet-question-noisy-answer-game and to the Bar-Kochba game with lies.
Ulam raised this problem in 1976; that was twelve years after
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 Rényi. For this reasons it is called the Ulam-Rényi game.
In 1992 [[Joel Spencer]] presented another aspect of Ulam-Rényi'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
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-
players. This idea goes back to Spencer, who also explained:
▲Erd\"os, who always asked questions and Carole corresponds to an ORACLE, whose
[[Category:Error detection and correction]]
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