error correction code upper bound - information-theory

If I want to send a d-bit packet and add another r bits for error correction code (d>r)
how many errors I can find and correct at most?

You have 2^d different kinds of packets of length d bits you want to send. Adding your r bits to them makes them into codewords of length d+r, so now you have 2^d possible codewords you could send. The receiver could get 2^(d+r) different received words(codewords with possible errors). The question then becomes, how do you map those 2^(d+r) received words to the 2^d codewords?
This comes down to the minimum distance of the code. That is, for each pair of codewords, find the number of bits where they differ, then take the smallest of those values.
Let's say you had a minimum distance of 3. You received a word and you notice that it isn't one of the codewords. That is, there's an error. So, for the lack of a better decoding algorithm, you flip the first bit, and see if its a codeword. If it isn't you flip it back and flip the next one. Eventually, you get a codeword. Since all codewords differ in 3 positions, you know this codeword is the "closest" to the received word, since you would have to flip 2 bits in the received word to get to another codeword. If you didn't get a codeword from flipping just one bit at a time, you can't figure out where the errors are, since there are multiple codewords you could get to by flipping two bits, but you know there are at least two errors.
This leads to the general principle that for a minimum distance md, you can detect md-1 errors and correct floor((md-1)/2) errors. Calculating the minimum distance depends on the details of how you generate the codewords, otherwise known as the code. There are various bounds you can use to figure out an upper limit on md based on d and (d+r).
Paul mentioned the Hamming Code, which is a good example. It achieves the Hamming bound. For the (7,4) Hamming code, you have 4 bit messages and 7 bit codewords, and you achieve a minimum distance of 3. Obviously*, you are never going to get a minimum distance greater than the number of bits you are adding so this is the very best you can do. Don't get too used to this though. The Hamming code is one of the few examples of a non-trivial perfect code, and most of those have a minimum distance that is less than the number of bits you add.
*It's not really obvious, but I'm pretty sure it's true for non-trivial error correcting codes. Adding one parity bit gets you a minimum distance of two, allowing you to detect an error. The code consisting of {000,111} gets you a minimum distance of 3 by adding just 2 bits, but it's trivial.

You should probably read the wikipedia page on this:
http://en.wikipedia.org/wiki/Error_detection_and_correction
It sounds like you specifically want a Hamming Code:
http://en.wikipedia.org/wiki/Hamming_code#General_algorithm
Using that scheme, you can look up some example values from the linked table.

Related

Find the first root and local maximum/minimum of a function

Problem
I want to find
The first root
The first local minimum/maximum
of a black-box function in a given range.
The function has following properties:
It's continuous and differentiable.
It's combination of constant and periodic functions. All periods are known.
(It's better if it can be done with weaker assumptions)
What is the fastest way to get the root and the extremum?
Do I need more assumptions or bounds of the function?
What I've tried
I know I can use root-finding algorithm. What I don't know is how to find the first root efficiently.
It needs to be fast enough so that it can run within a few miliseconds with precision of 1.0 and range of 1.0e+8, which is the problem.
Since the range could be quite large and it should be precise enough, I can't brute-force it by checking all the possible subranges.
I considered bisection method, but it's too slow to find the first root if the function has only one big root in the range, as every subrange should be checked.
It's preferable if the solution is in java, but any similar language is fine.
Background
I want to calculate when arbitrary celestial object reaches certain height.
It's a configuration-defined virtual object, so I can't assume anything about the object.
It's not easy to get either analytical solution or simple approximation because various coordinates are involved.
I decided to find a numerical solution for this.
For a general black box function, this can't really be done. Any root finding algorithm on a black box function can't guarantee that it has found all the roots or any particular root, even if the function is continuous and differentiable.
The property of being periodic gives a bit more hope, but you can still have periodic functions with infinitely many roots in a bounded domain. Given that your function relates to celestial objects, this isn't likely to happen. Assuming your periodic functions are sinusoidal, I believe you can get away with checking subranges on the order of one-quarter of the shortest period (out of all the periodic components).
Maybe try Brent's Method on the shortest quarter period subranges?
Another approach would be to apply your root finding algorithm iteratively. If your range is (a, b), then apply your algorithm to that range to find a root at say c < b. Then apply your algorithm to the range (a, c) to find a root in that range. Continue until no more roots are found. The last root you found is a good candidate for your minimum root.
Black box function for any range? You cannot even be sure it has the continuous domain over that range. What kind of solutions are you looking for? Natural numbers, integers, real numbers, complex? These are all the question that greatly impact the answer.
So 1st thing should be determining what kind of number you accept as the result.
Second is having some kind of protection against limes of function that will try to explode your calculations as it goes for plus or minus infinity.
Since we are touching the limes topics you could have your solution edge towards zero and look like a solution but never touch 0 and become a solution. This depends on your margin of error, how close something has to be to be considered ok, it's good enough.
I think for this your SIMPLEST TO IMPLEMENT bet for real number solutions (I assume those) is to take an interval and this divide and conquer algorithm:
Take lower and upper border and middle value (or approx middle value for infinity decimals border/borders)
Try to calculate solution with all 3 and have some kind of protection against infinities
remember all 3 values in an array with results from them (3 pair of values)
remember the current best value (one its closest to solution) in seperate variable (a pair of value and result for that value)
STEP FORWARD - repeat above with 1st -2nd value range and 2nd -3rd value range
have a new pair of value and result to be closest to solution.
clear the old value-result pairs, replace them with new ones gotten from this iteration while remembering the best value solution pair (total)
Repeat above for how precise you wish to get and look at that memory explode with each iteration, keep in mind you are gonna to have exponential growth of values there. It can be further improved if you lets say take one interval and go as deep as you wanna, remember best value-result pair and then delete all other memory and go for next interval and dig deep.

LDPC: Hard_decision decoding algorithm

I am working with Bit-flipping decoding [Hard_decision] for one bit flip.
I have followed for below H_matrix :"For the bit-flipping algorithm the messages passed along the Tanner graph edges are also binary: a bit node sends a message declaring if it is a one or a zero, and each check node sends a message to each connected bit node, declaring what value the bit is based on the information available to the check node.
The check node determines that its parity-check equation is satisfied if the modulo-2 sum of the incoming bit values is zero. If the majority of the messages received by a bit node are different from its received value the bit node changes (flips) its current value. This process is repeated until all of the parity-check equations are satisfied.
Correct codeword = [10010101]
H matrix[4][8] = {{0,1,0,1,1,0,0,1},{1,1,1,0,0,1,0,0},{0,0,1,0,0,1,1,1}, {1,0,0,1,1,0,1,0}};
ReceivedCodeWord[8]={1,0,1,1,0,1,0,1}; //Error codeword
I need to get [10010101] but instead i am getting [10010001] for ReceivedCodeWord[8] = {1,0,1,1,0,1,0,1}.
But for other possible ReceivedCodeWord i am getting correct.
e.g. ReceivedCodeWord [00010101] i am getting correct codeword [10010101]
ReceivedCodeWord [11010101] i am getting correct codeword [10010101].
Doubt: why for ReceivedCodeWord {1,0,1,1,0,1,0,1} i am getting [10010001], its totally wrong. Please explain me.
Here's a link
Thanks
This is caused by the liner block code you used. Firstly, this code isn't a LDPC code, since the H martix doesn't satisfy the row-column constraint (e.g., the 3-th colmun and the 6-th column have 1s in two same poistions).
(1) When {1,0,1,1,0,1,0,1} is received , the check sums are {0,1,1,0}. If you use multiple bit flipping decoding algorithm, which means more than one bit can be flipped during one iteration, the 3-th variable node and 6-th variable node will be flipped together since both of them connect two unsatisfied check nodes, then the result will be {1,0,0,1,0,0,0,1} after first iteration. During the second iteration, the check sums are still {0,1,1,0}, so the 3-th variable node and 6-th variable node will be flipped again, this process will be recurrent in later iterations.
(2) The minimum Hamming distance of this code is 2, so this code can dectect 1 erros and correct 0.5 errors. Even you use single bit flipping decoding algorithm, it will has 50% probability to decode the received codeword {1,0,1,1,0,1,0,1} as another vaild codeword {1,0,1,1,0,0,0,1}.

Largest number of bits in error that is guaranteed to be detected in CRC

I have a few questions about CRC:
How can I tell, for a given CRC polynom and a n-bits data, what is the largest number of bits in error that is guaranteed to be detected?
Is it true that ALWAYS - the bigger the polynom degree, the more errors that can be detected from that CRC?
Thanks!
I will assume that "How many errors can it detect" is the largest number of bits in error that is always guaranteed to be detected.
You would need to search for the minimum weight codeword of length n for that polynomial, also referred to as its Hamming distance. The number of bit errors that that CRC is guaranteed to detect is one less than that minimum weight. There is no alternative to what essentially amounts to a brute-force search. See Table 1 in this paper by Koopman for some results. As an example, for messages 2974 or fewer bits in length, the standard CRC-32 has a Hamming distance of no less than 5, so any set of 4 bit errors would be detected.
Not necessarily. Polynomials can vary widely in quality. Given the performance of a polynomial on a particular message length, you can always find a longer polynomial that has worse performance. However a well-chosen longer polynomial should in general perform better than a well-chosen shorter polynomial. However even there, for long message lengths you may find that both have a Hamming distance of two.
It's not a question of 'how many'. It's a question of what proportion and what kind. 'How many' depends on those things and on the length of the input.
Yes.

Series of numbers with minimized risk of collision

I want to generate some numbers, which should attempt to share as few common bit patterns as possible, such that collisions happen at minimal amount. Until now its "simple" hashing with a given amount of output bits. However, there is another 'constraint'. I want to minimize the risk that, if you take one number and change it by toggling a small amount of bits, you end up with another number you've just generated. Note: I don't want it to be impossible or something, I want to minimize the risk!
How to calculate the probability for a list with n numbers, where each number has m bits? And, of course, what would be a suitable method to generate those numbers? Any good articles about this?
To answer this question precisely, you need to say what exactly you mean by "collision", and what you mean by "generate". If you just want the strings to be far apart from each other in hamming distance, you could hope to make an optimal, deterministic set of such strings. It is true that random strings will have this property with high probability, so you could use random strings instead.
When you say
Note: I don't want it to be impossible or something, I want to minimize the risk!
this sounds like an XY problem. If some outcome is the "bad thing" then why do you want it to be possible, but just low probability? Shouldn't you want it not to happen at all?
In short I think you should look up the term "error correcting code". The codewords of any good error correcting code, with any parameters that you feel like, will have the minimal risk of collision in the presence of random noise, for that number of code words of that length, and they can typically be generated very easily using matrix multiplication.

Statistical best fit for gesture detection

I have a linear regression equation from school , which gives a value between 1 and -1 indicative of whether or not a set of data points are close enough to a linear function
and the equation given here
http://people.hofstra.edu/stefan_waner/realworld/calctopic1/regression.html
under best fit of a line. I would like to use these to do simple gesture detection based on a point in 3-space (x,y,z) - forward, back, left, right, up, down. First I would see if they fall on a line in 2 of the 3 dimensions, then I would see if that line's slope approached zero or infinity.
Is this fast enough for functional gesture recognition? If not, could someone propose an alternative algorithm?
If I've understood your question correctly then (1) the calculation you describe here would probably be plenty fast enough, (2) it may not actually do what you want, and (3) the stuff that'll be slow in an actual implementation would lie elsewhere.
So, I think you're proposing to do this. (1) Identify the positions of ... something ... (the user's hand, perhaps) in three-dimensional space, at several successive times. (2) For (say) each of {x,y} and {x,z}, look at those two coordinates of each point, compute the correlation coefficient (which is what your formula describes) and see whether it's close to +-1. (3) If both correlation coefficients are close to +-1 then the points lie approximately on a straight line; calculate the gradient of that line (using a formula similar to that of the correlation coefficient). (4) If the gradients are both very close to 0 or +- infinity, then your line is approximately parallel to one axis, which is the case you're trying to recognize.
1: Is it fast enough? You might perhaps be sampling at 50 frames per second or thereabouts, and your gestures might take a second to execute. So you'll have somewhere on the order of 50 positions. So, the total number of arithmetic operations you'll need is maybe a few hundred (including a modest number of square roots). In the worst case, you might be doing this in emulated floating-point on a slow ARM processor or something; in that case, each arithmetic operation might take a couple of hundred cycles, so the whole thing might be 100k cycles, which for a really slow processor running at 100MHz would be about a millisecond. You're not going to have any problem with the time taken to do this calculation.
2: Is it the right thing? It's not clear that it's the right calculation. For instance, suppose your user's hand moves back and forth rapidly several times along the x-axis; that will give you a positive result; is that what you want? Suppose the user attempts the gesture you want but moves at slightly the wrong angle; you may get a negative result. Suppose they move exactly along the x-axis for a bit and then along the y-axis for a bit; then the projections onto the {x,y}, {x,z} and {y,z} planes will all pass your test. These all seem like results you might not want.
3: Is it where the real cost will lie? This all assumes you've already got (x,y,z) coordinates. Getting those is probably going to be more expensive than processing them. For instance, if you have a camera-based system of some kind then there'll be some nontrivial image processing for every frame. Or perhaps you're integrating up data from accelerometers (which, by the way, is likely to give nasty inaccurate position results); the chances are that you're doing some filtering and other calculations to get position data. I bet that the cost of performing a calculation like this one will be substantially less than the cost of getting the coordinates in the first place.

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