An Interactive Information Odometer and Applications

M. Braverman, Omri Weinstein
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引用次数: 28

Abstract

We introduce a novel technique which enables two players to maintain an estimate of the internal information cost of their conversation in an online fashion without revealing much extra information. We use this construction to obtain new results about communication complexity and information-theoretic privacy. As a first corollary, we prove a strong direct product theorem for communication complexity in terms of information complexity: If I bits of information are required for solving a single copy of f under μ with probability 2/3, then any protocol attempting to solve n independent copies of f under μn using o(n • I) communication, will succeed with probability 2-Ω(n). This is tight, as Braverman and Rao [BR11] previously showed that O(n • I) communication suffice to succeed with probability ~(2/3)n. We then show how the information odometer can be used to achieve the best possible information-theoretic privacy between two untrusted parties: If the players' goal is to compute a function f(x,y), and f admits a protocol with information cost is I and communication cost C, then our odometer can be used to produce a "robust" protocol which: (i) Assuming both players are honest, computes f with high probability, and (ii) Even if one party is malicious, then for any k∈N, the probability that the honest player reveals more than O(k • (I+log C)) bits of information to the other player is at most 2-Ω(k). Finally, we outline an approach which uses the odometer as a proxy for breaking state of the art interactive compression results: We show that our odometer allows to reduce interactive compression to the regime where I=O(log C), thereby opening a potential avenue for improving the compression result of [BBCR10] and to new direct sum and product theorems in communication complexity.
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交互式信息里程表及其应用
我们引入了一种新颖的技术,使两名玩家在不透露太多额外信息的情况下,以在线方式保持对他们谈话的内部信息成本的估计。我们利用这种结构得到了关于通信复杂性和信息论隐私的新结果。作为第一个推论,我们从信息复杂度的角度证明了通信复杂度的一个强直接积定理:如果以2/3的概率在μ下求解f的一个副本需要I位信息,那么任何试图使用o(n•I)通信在μn下求解f的n个独立副本的协议将以2-Ω(n)的概率成功。这是紧密的,因为Braverman和Rao [BR11]先前表明,O(n•I)通信足以以概率~(2/3)n成功。然后,我们展示了如何使用信息里程表来实现两个不可信方之间最好的信息理论隐私:如果玩家的目标是计算函数f(x,y),并且f承认一个信息成本为I,通信成本为C的协议,那么我们的里程表可以用来产生一个“鲁棒”协议,它:(i)假设两个玩家都是诚实的,以高概率计算f, (ii)即使一方是恶意的,那么对于任何k∈N,诚实的玩家向另一个玩家透露超过O(k•(i +log C))位信息的概率最多为2-Ω(k)。最后,我们概述了一种方法,该方法使用里程表作为打破最先进的交互式压缩结果的代理:我们表明,我们的里程表允许将交互式压缩减少到I=O(log C)的状态,从而为改善[BBCR10]的压缩结果以及通信复杂性中的新直接求和和乘积定理开辟了一条潜在的途径。
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