WEBVTT 00:00:03.060 --> 00:00:07.030 we begin with a problem 00:00:14.326 --> 00:00:16.348 Alice and Bob leave in tree forts 00:00:16.348 --> 00:00:20.509 which are far apart with no line of sight between them 00:00:20.509 --> 00:00:23.209 and they need to communicate 00:00:23.209 --> 00:00:27.529 so they decide to run a wire between the two houses 00:00:40.190 --> 00:00:41.773 they pull a wire tight 00:00:41.773 --> 00:00:44.563 and attach it tin can to each end 00:00:51.739 --> 00:00:56.129 allowing them to send their voices faintly along the wire 00:01:14.730 --> 00:01:17.680 however there is a problem 00:01:17.917 --> 00:01:20.707 noise 00:01:20.716 --> 00:01:22.516 whenever there is a high wind 00:01:22.516 --> 00:01:26.623 it becomes impossible to hear the signal over the noise 00:01:28.913 --> 00:01:32.361 so they need a way to increase the energy level of the signal 00:01:32.361 --> 00:01:34.940 to separate it from the noise 00:01:34.940 --> 00:01:37.730 this gives bob an idea 00:01:40.382 --> 00:01:42.778 they can simply pluck the wire 00:01:42.778 --> 00:01:46.188 which is much easier to detect over the noise 00:01:46.188 --> 00:01:48.985 but this leads to a new problem 00:01:48.985 --> 00:01:53.205 how do they encode their messages as plucks? 00:01:56.587 --> 00:02:00.124 well since they want to play board games across a distance 00:02:00.124 --> 00:02:03.329 they tackle the most common messages first 00:02:03.329 --> 00:02:06.168 the outcome of two dice rolls 00:02:06.168 --> 00:02:08.709 in this case the messages they are sending 00:02:08.709 --> 00:02:13.784 can be thought of as a selection from a finite number of symbols 00:02:13.784 --> 00:02:16.792 in this case the 11 possible numbers 00:02:16.792 --> 00:02:20.772 which we call a discrete source 00:02:24.012 --> 00:02:27.066 at first they decide to use the simplest method 00:02:27.066 --> 00:02:30.656 they send the result as the number of plucks 00:02:30.656 --> 00:02:33.927 so to send a 3 they send three plucks 00:02:33.927 --> 00:02:37.547 9 is nine plucks and 12 is twelve plucks 00:02:37.939 --> 00:02:42.669 however they soon realize that this takes much longer than it needs to 00:02:44.417 --> 00:02:48.539 from practice they find that their maximum plucks speed is 00:02:48.539 --> 00:02:50.864 two plucks per second 00:02:50.864 --> 00:02:53.536 any faster and they will get confused 00:02:53.536 --> 00:02:57.400 so two plucks per second can be thought of as the rate 00:02:57.400 --> 00:03:01.310 or capacity for sending information in this way 00:03:05.746 --> 00:03:09.445 and it turns out that the most common roll is a 7 00:03:09.445 --> 00:03:14.165 so it takes 3.5 seconds to send the number seven 00:03:21.529 --> 00:03:24.677 Alice then realizes they can do much better 00:03:24.677 --> 00:03:27.179 if they change their coding strategy 00:03:27.179 --> 00:03:31.389 she realizes that the odds of each number being sent follow a simple pattern 00:03:31.394 --> 00:03:35.805 there is one way to roll a 2, two ways to roll a 3 00:03:35.805 --> 00:03:39.885 three ways to roll a 4, four ways to roll a 5 00:03:39.885 --> 00:03:46.270 five ways to roll a 6 and six ways to roll a 7, the most common 00:03:46.270 --> 00:03:48.446 and five ways to roll an 8 00:03:48.446 --> 00:03:51.119 four ways for a 9 and so on 00:03:51.119 --> 00:03:53.652 back to one way for a twelve 00:03:53.652 --> 00:03:57.802 and this is the graph showing the number of ways each result can occur 00:03:57.802 --> 00:04:00.007 and the pattern is obvious 00:04:00.007 --> 00:04:05.077 so now let's change the graph to number of plucks versus each symbol 00:04:05.077 --> 00:04:08.808 she proceeds by mapping the most common number, seven 00:04:08.808 --> 00:04:13.518 to the shortest signal one pluck 00:04:13.912 --> 00:04:17.142 she then proceeds to the next most probable number 00:04:17.142 --> 00:04:20.099 and if there is a tie she picks one at random 00:04:20.099 --> 00:04:22.856 in this case she selects six to be two plucks 00:04:22.856 --> 00:04:25.250 and then eight to be three plucks 00:04:25.250 --> 00:04:28.449 and then back to five to be four plucks 00:04:28.449 --> 00:04:30.399 and nine as five plucks 00:04:30.399 --> 00:04:33.889 and back and forth until we reach 12 00:04:33.889 --> 00:04:36.404 which is assigned to 11 plucks 00:04:36.404 --> 00:04:39.394 now the most common number seven 00:04:39.394 --> 00:04:41.692 can be sent in less than a second 00:04:41.692 --> 00:04:43.821 a huge improvement 00:04:43.821 --> 00:04:47.704 this symbol change allows them to send more information 00:04:47.704 --> 00:04:52.023 in the same amount of time on average 00:04:52.023 --> 00:04:55.887 in fact this coding strategy is optimal for this simple example 00:04:55.887 --> 00:04:59.788 in that it impossible for you to come up with a shorter method 00:04:59.788 --> 00:05:04.698 of sending two dice rolls using identical plucks 00:05:04.698 --> 00:05:08.877 however after playing with the wire for some time 00:05:08.877 --> 00:05:12.907 Bob hit on a new idea