1 00:00:03,060 --> 00:00:07,030 we begin with a problem 2 00:00:14,326 --> 00:00:16,348 Alice and Bob leave in tree forts 3 00:00:16,348 --> 00:00:20,509 which are far apart with no line of sight between them 4 00:00:20,509 --> 00:00:23,209 and they need to communicate 5 00:00:23,209 --> 00:00:27,529 so they decide to run a wire between the two houses 6 00:00:40,190 --> 00:00:41,773 they pull a wire tight 7 00:00:41,773 --> 00:00:44,563 and attach it tin can to each end 8 00:00:51,739 --> 00:00:56,129 allowing them to send their voices faintly along the wire 9 00:01:14,730 --> 00:01:17,680 however there is a problem 10 00:01:17,917 --> 00:01:20,707 noise 11 00:01:20,716 --> 00:01:22,516 whenever there is a high wind 12 00:01:22,516 --> 00:01:26,623 it becomes impossible to hear the signal over the noise 13 00:01:28,913 --> 00:01:32,361 so they need a way to increase the energy level of the signal 14 00:01:32,361 --> 00:01:34,940 to separate it from the noise 15 00:01:34,940 --> 00:01:37,730 this gives bob an idea 16 00:01:40,382 --> 00:01:42,778 they can simply pluck the wire 17 00:01:42,778 --> 00:01:46,188 which is much easier to detect over the noise 18 00:01:46,188 --> 00:01:48,985 but this leads to a new problem 19 00:01:48,985 --> 00:01:53,205 how do they encode their messages as plucks? 20 00:01:56,587 --> 00:02:00,124 well since they want to play board games across a distance 21 00:02:00,124 --> 00:02:03,329 they tackle the most common messages first 22 00:02:03,329 --> 00:02:06,168 the outcome of two dice rolls 23 00:02:06,168 --> 00:02:08,709 in this case the messages they are sending 24 00:02:08,709 --> 00:02:13,784 can be thought of as a selection from a finite number of symbols 25 00:02:13,784 --> 00:02:16,792 in this case the 11 possible numbers 26 00:02:16,792 --> 00:02:20,772 which we call a discrete source 27 00:02:24,012 --> 00:02:27,066 at first they decide to use the simplest method 28 00:02:27,066 --> 00:02:30,656 they send the result as the number of plucks 29 00:02:30,656 --> 00:02:33,927 so to send a 3 they send three plucks 30 00:02:33,927 --> 00:02:37,547 9 is nine plucks and 12 is twelve plucks 31 00:02:37,939 --> 00:02:42,669 however they soon realize that this takes much longer than it needs to 32 00:02:44,417 --> 00:02:48,539 from practice they find that their maximum plucks speed is 33 00:02:48,539 --> 00:02:50,864 two plucks per second 34 00:02:50,864 --> 00:02:53,536 any faster and they will get confused 35 00:02:53,536 --> 00:02:57,400 so two plucks per second can be thought of as the rate 36 00:02:57,400 --> 00:03:01,310 or capacity for sending information in this way 37 00:03:05,746 --> 00:03:09,445 and it turns out that the most common roll is a 7 38 00:03:09,445 --> 00:03:14,165 so it takes 3.5 seconds to send the number seven 39 00:03:21,529 --> 00:03:24,677 Alice then realizes they can do much better 40 00:03:24,677 --> 00:03:27,179 if they change their coding strategy 41 00:03:27,179 --> 00:03:31,389 she realizes that the odds of each number being sent follow a simple pattern 42 00:03:31,394 --> 00:03:35,805 there is one way to roll a 2, two ways to roll a 3 43 00:03:35,805 --> 00:03:39,885 three ways to roll a 4, four ways to roll a 5 44 00:03:39,885 --> 00:03:46,270 five ways to roll a 6 and six ways to roll a 7, the most common 45 00:03:46,270 --> 00:03:48,446 and five ways to roll an 8 46 00:03:48,446 --> 00:03:51,119 four ways for a 9 and so on 47 00:03:51,119 --> 00:03:53,652 back to one way for a twelve 48 00:03:53,652 --> 00:03:57,802 and this is the graph showing the number of ways each result can occur 49 00:03:57,802 --> 00:04:00,007 and the pattern is obvious 50 00:04:00,007 --> 00:04:05,077 so now let's change the graph to number of plucks versus each symbol 51 00:04:05,077 --> 00:04:08,808 she proceeds by mapping the most common number, seven 52 00:04:08,808 --> 00:04:13,518 to the shortest signal one pluck 53 00:04:13,912 --> 00:04:17,142 she then proceeds to the next most probable number 54 00:04:17,142 --> 00:04:20,099 and if there is a tie she picks one at random 55 00:04:20,099 --> 00:04:22,856 in this case she selects six to be two plucks 56 00:04:22,856 --> 00:04:25,250 and then eight to be three plucks 57 00:04:25,250 --> 00:04:28,449 and then back to five to be four plucks 58 00:04:28,449 --> 00:04:30,399 and nine as five plucks 59 00:04:30,399 --> 00:04:33,889 and back and forth until we reach 12 60 00:04:33,889 --> 00:04:36,404 which is assigned to 11 plucks 61 00:04:36,404 --> 00:04:39,394 now the most common number seven 62 00:04:39,394 --> 00:04:41,692 can be sent in less than a second 63 00:04:41,692 --> 00:04:43,821 a huge improvement 64 00:04:43,821 --> 00:04:47,704 this symbol change allows them to send more information 65 00:04:47,704 --> 00:04:52,023 in the same amount of time on average 66 00:04:52,023 --> 00:04:55,887 in fact this coding strategy is optimal for this simple example 67 00:04:55,887 --> 00:04:59,788 in that it impossible for you to come up with a shorter method 68 00:04:59,788 --> 00:05:04,698 of sending two dice rolls using identical plucks 69 00:05:04,698 --> 00:05:08,877 however after playing with the wire for some time 70 00:05:08,877 --> 00:05:12,907 Bob hit on a new idea