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Information Value of Two-Prover Games

Author(s): Braverman, Mark; Ko, Young K

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dc.contributor.authorBraverman, Mark-
dc.contributor.authorKo, Young K-
dc.date.accessioned2021-10-08T19:44:56Z-
dc.date.available2021-10-08T19:44:56Z-
dc.date.issued2018en_US
dc.identifier.citationBraverman, Mark, and Young Kun Ko. "Information value of two-prover games." In 9th Innovations in Theoretical Computer Science Conference (ITCS) 94 (2018): pp. 12:1-12:15. doi:10.4230/LIPIcs.ITCS.2018.12en_US
dc.identifier.issn1868-8969-
dc.identifier.urihttp://arks.princeton.edu/ark:/88435/pr1rc0g-
dc.description.abstractWe introduce a generalization of the standard framework for studying the difficulty of two-prover games. Specifically, we study the model where Alice and Bob are allowed to communicate (with information constraints) – in contrast to the usual two-prover game where they are not allowed to communicate after receiving their respective input. We study the trade-off between the information cost of the protocol and the achieved value of the game after the protocol. In particular, we show the connection of this trade-off and the amortized behavior of the game (i.e. repeated value of the game). We show that if one can win the game with at least (1− )-probability by communicating at most bits of information, then one can win n copies with probability at least 2 −O( n) . This gives an intuitive explanation why Raz’s counter-example to strong parallel repetition [16] (the odd cycle game) is a counter-example to strong parallel repetition – one can win the odd-cycle game on a cycle of length m by communicating O(m−2 )-bits where m is the number of vertices. Conversely, for projection games, we show that if one can win n copies with probability larger than (1 − ) n, then one can win one copy with at least (1 − O( ))-probability by communicating O( ) bits of information. By showing the equivalence between information value and amortized value, we give an alternative direction for further works in studying amortized behavior of the two-prover games. The main technical tool is the “Chi-Squared Lemma” which bounds the information cost of the protocol in terms of Chi-Squared distance, instead of usual divergence. This avoids the square loss from using Pinsker’s Inequality.en_US
dc.format.extent12:1 - 12:15en_US
dc.language.isoen_USen_US
dc.relation.ispartof9th Innovations in Theoretical Computer Science Conference (ITCS)en_US
dc.relation.ispartofseriesLeibniz International Proceedings in Informatics (LIPIcs);-
dc.rightsFinal published version. This is an open access article.en_US
dc.titleInformation Value of Two-Prover Gamesen_US
dc.typeConference Articleen_US
dc.identifier.doi10.4230/LIPIcs.ITCS.2018.12-
pu.type.symplectichttp://www.symplectic.co.uk/publications/atom-terms/1.0/conference-proceedingen_US

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