Editing Byzantine Agreement
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'''Tags:''' [[:Category: Quantum Enhanced Classical Functionality|Quantum Enhanced Classical Functionality]][[Category: Quantum Enhanced Classical Functionality]], [[:Category: Multi Party Protocols|Multi Party Protocols]] [[Category: Multi Party Protocols]], [[:Category:Specific Task|Specific Task]][[Category:Specific Task]], consensus task, failure-resilient distributed computing. | '''Tags:''' [[:Category: Quantum Enhanced Classical Functionality|Quantum Enhanced Classical Functionality]][[Category: Quantum Enhanced Classical Functionality]], [[:Category: Multi Party Protocols|Multi Party Protocols]] [[Category: Multi Party Protocols]], [[:Category:Specific Task|Specific Task]][[Category:Specific Task]], consensus task, failure-resilient distributed computing. | ||
==Protocols== | ==Protocols== | ||
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*''Termination'': The protocol will eventually terminate. | *''Termination'': The protocol will eventually terminate. | ||
In Byzantine Agreement, node failures are | In Byzantine Agreement, node failures are modeled as [[Byzantine Failures]]. In this failure model, the failed nodes are allowed to behave arbitrarily, including maliciously trying to prevent the non-faulty nodes from reaching agreement. In particular, failed nodes can collude together. | ||
==Further Information== | ==Further Information== | ||
* Agreement problems are also studied in weaker failure models such as crash-failures. | * Agreement problems are also studied in weaker failure models such as crash-failures. | ||
* Byzantine agreement is equivalent to the closely related problems of Byzantine Generals (in which only one player gets an input bit, which must be correctly communicated to all non-faulty players) and Interactive Consistency (in which all non-faulty players must correctly know the received input bit of each non-faulty player). | * Byzantine agreement is equivalent to the closely related problems of Byzantine Generals (in which only one player gets an input bit, which must be correctly communicated to all non-faulty players) and Interactive Consistency (in which all non-faulty players must correctly know the received input bit of each non-faulty player). | ||
* It is known that no | * It is known that no protocol can solve Byzantine Agreement if the number of failures <math> t > n/3</math>. | ||
<div style='text-align: right;'>''*contributed by Bas Dirke''</div> | <div style='text-align: right;'>''*contributed by Bas Dirke''</div> |