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

E. Lawler, S. Sarkissian
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Abstract

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.
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基于合作玩“说谎者二十问”游戏的自适应纠错码
只提供摘要形式。无噪声、无延迟反馈信道的存在允许发射机在传输错误发生时检测到它们。这样的反馈信道不会增加信道容量,但它确实允许使用具有显著增强的纠错能力的自适应编码。众所周知,这种类型的代码可以基于“与骗子的二十个问题”游戏的合作游戏。然而,在通用计算机上实现这种类型的代码是否可行,可能还没有得到很好的认识。我们描述了一个简单而快速的实现,其中发射器参考了一个完整的游戏树。在最坏的情况下,存储需求会随着块长度呈指数级增长。对于许多感兴趣的情况,存储需求并不过分。例如,一个包含8个信息位和13个校验位的4个纠错码只需要103.2千字节的存储空间。相比之下,一个包含6个信息位和25个校验位的8个纠错码需要21.2兆字节的存储空间。然而,当在长度为31的块中编码6个信息位时,没有任何非自适应码能够纠正多达8个错误。
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