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  • We begin with a problem.

  • [WIND BLOWING]

  • Alice and Bob live in tree forts,

  • which are far apart,

  • with no line of sight between them.

  • And they need to communicate.

  • So they decide to run a wire

  • between the two houses.

  • They pull the wire tight,

  • and attach a tin can to each end --

  • allowing them to send their voices

  • faintly along the wire.

  • [BOB - MUFFLED] "Hello?"

  • [ALICE - MUFFLED] Hello? I can't hear you.

  • [BOB - MUFFLED] I can hear you, but just barely.

  • [ALICE - MUFFLED] 1. 2. 3. 4. 5.

  • However, there is a problem:

  • 'noise.'

  • Whenever there is a high wind,

  • it becomes impossible to hear

  • the signal over the noise.

  • So they need a way to increase

  • the energy level of the signal,

  • to separate it from the noise.

  • This gives Bob an idea.

  • They can simply pluck the wire,

  • which is much easier to detect over the noise.

  • But this leads to a new problem.

  • How do they encode their messages as plucks?

  • Well, since they want to play

  • board games across a distance,

  • they tackle the most common messages first --

  • the outcome of two dice rolls.

  • In this case, the messages they are sending

  • can be thought of as a selection

  • from a finite number of 'symbols' --

  • in this case, the eleven possible numbers,

  • which we call a 'discrete source.'

  • At first, they decide to use the simplest method.

  • They send the result as the number of plucks.

  • So, to send a '3,' they send three plucks.

  • '9' is nine plucks.

  • And '12' is twelve plucks.

  • However, they soon realize that this takes

  • much longer than it needs to.

  • From practice, they find that their maximum pluck speed

  • is two plucks per second.

  • Any faster, and they will get confused.

  • So two plucks per second can be thought of as the 'rate' --

  • or 'capacity' -- for sending information in this way.

  • [SOUND OF PLUCKING]

  • And it turns out that

  • the most common roll is a 7 --

  • so it takes 3.5 seconds to send the number 7.

  • [THE SOUND OF 7 PLUCKS]

  • Alice then realizes they can do much better

  • if they change their coding strategy.

  • She realizes that the odds of each number being sent

  • [follow] a simple pattern.

  • There is one way to roll a 2.

  • [There are] two ways to roll a 3.

  • Three ways to roll a 4.

  • Four ways to roll a 5.

  • Five ways to roll a 6.

  • And six ways to roll a 7 --

  • the most common [result].

  • And five ways to roll an 8.

  • Four ways for a 9 --

  • and so on, back to one way for a 12.

  • This is a graph showing

  • the number of ways each result can occur.

  • And the pattern is obvious.

  • So now, let's change the graph to

  • 'number of plucks versus each symbol.'

  • She proceeds by mapping

  • the most common number --

  • 7 -- to the shortest signal -- one pluck.

  • [SOUND OF ONE PLUCK]

  • She then proceeds to the next most probable number.

  • And if there is a tie, she picks one at random.

  • In this case, she selects 6 to be two plucks,

  • and then 8 to be three plucks,

  • and then back to 5 to be four plucks,

  • and 9 is five plucks,

  • and back and forth, until we reach 12,

  • which is assigned to 11 plucks.

  • Now, the most common number, 7,

  • can be sent in less than a second --

  • a huge improvement.

  • This simple change allows them to send

  • more information in the same amount of time, on average.

  • In fact, this coding strategy is optimal

  • for this simple example --

  • in that it's impossible for you

  • to come up with a shorter method

  • of sending two dice rolls -- using identical plucks.

  • However, after playing with the wire for some time,

  • Bob hits on a new idea.

  • [PLUCKING SOUNDS BEING PLAYED BACKWARDS]

  • [PLUCKS SHOWN IN SLOW MOTION -- NO SOUND]

We begin with a problem.

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