Related papers: Oblivious Collaboration
In this work, we study the fundamental naming and counting problems (and some variations) in networks that are anonymous, unknown, and possibly dynamic. In counting, nodes must determine the size of the network n and in naming they must end…
Population protocols have been introduced by Angluin et {al.} as a model of networks consisting of very limited mobile agents that interact in pairs but with no control over their own movement. A collection of anonymous agents, modeled by…
We introduce new models and new information theoretic measures for the study of communication complexity in the natural peer-to-peer, multi-party, number-in-hand setting. We prove a number of properties of our new models and measures, and…
A user who does not have a quantum computer but wants to perform quantum computations may delegate his computation to a quantum cloud server. In order that the delegation works, it must be assured that no evil server can obtain any…
We investigate definitions of and protocols for multi-party quantum computing in the scenario where the secret data are quantum systems. We work in the quantum information-theoretic model, where no assumptions are made on the computational…
This paper studies the distributed linearly separable computation problem, which is a generalization of many existing distributed computing problems such as distributed gradient descent and distributed linear transform. In this problem, a…
We study the multi-party randomized communication complexity of computing a fair allocation of $m$ indivisible goods to $n < m$ equally entitled agents. We first consider MMS allocations, allocations that give every agent at least her…
Population protocols are a model of distributed computing where $n$ agents, each a simple finite-state machine, interact in pairs to solve a common task against a (adversarial) interaction scheduler. This model was intensively studied in…
The Massively Parallel Computation (MPC) model is an emerging model which distills core aspects of distributed and parallel computation. It has been developed as a tool to solve (typically graph) problems in systems where the input is…
Revision game is a very new model formulating the real-time situation where players dynamically prepare and revise their actions in advance before a deadline when payoffs are realized. It is at the cutting edge of dynamic game theory and…
We introduce a simple model illustrating the role of context in communication and the challenge posed by uncertainty of knowledge of context. We consider a variant of distributional communication complexity where Alice gets some information…
We study cost-effective communication strategies that can be used to improve the performance of distributed learning systems in resource-constrained environments. For distributed learning in sequential decision making, we propose a new…
We propose a coalition game model for the problem of communication for omniscience (CO). In this game model, the core contains all achievable rate vectors for CO with sum-rate being equal to a given value. Any rate vector in the core…
In the inference attacks studied in Quantitative Information Flow (QIF), the adversary typically tries to interfere with the system in the attempt to increase its leakage of secret information. The defender, on the other hand, typically…
Oblivious transfer (OT) is an important tool in cryptography. It serves as a subroutine to other complex procedures of both theoretical and practical significance. Common attribute of OT protocols is that one party (Alice) has to send a…
Fairness is a desirable and crucial property of many protocols that handle, for instance, exchanges of message. It states that if at least one agent engaging in the protocol is honest, then either the protocol will unfold correctly and…
Online learning algorithms that minimize regret provide strong guarantees in situations that involve repeatedly making decisions in an uncertain environment, e.g. a driver deciding what route to drive to work every day. While regret…
We examine sequential equilibrium in the context of computational games, where agents are charged for computation. In such games, an agent can rationally choose to forget, so issues of imperfect recall arise. In this setting, we consider…
In content-oblivious computation, n nodes wish to compute a given task over an asynchronous network that suffers from an extremely harsh type of noise, which corrupts the content of all messages across all channels. In a recent work,…
Partial-monitoring games constitute a mathematical framework for sequential decision making problems with imperfect feedback: The learner repeatedly chooses an action, opponent responds with an outcome, and then the learner suffers a loss…