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On Completeness and Soundness in Interactive Pro of Systems

Martin Furer Computer Science Dept Pennsylvania state Univ University Park PA

Oded Goldreich Computer Science Dept Technion Haifa Israel

Yishay Mansour Lab for Computer Science MIT Cambridge MA

Michael Sipser Mathematics Dept MIT Cambridge MA

Stathis Zachos Comp and Inform Sci Bro okline College of CUNY Bro okline NY

ABSTRACT An interactive pro of system with Perfect Completeness resp Perfect

Soundness for a language is an interactive pro of for L in which for every x L

resp x L the verier always accepts resp always rejects We show that any

language having an interactive pro of system has one of the ArthurMerlin type with

p erfect completeness On the other hand only languages in NP have interactive

pro ofs with p erfect soundness

Work done while third author was working at the IBMScientic Center Technion City Haifa

Israel Second author was partially supp orted by the Fund for Basic Research Administered by the

Israeli Academy of Sciences and Humanities Fifth author was partially supp orted by PSCCUNY

grant

App eared in Advances in Computing Research A Research Annual Vol Randomness and

Computation S Micali ed pages

Warning Repro duced almost automatically from an old tro le The resulting text was not

pro ofread

Up dated aliation for Department of Computer Science and Applied Math

ematics Weizmann Institute of Science Rehovot Israel Email odedwisdomweizmannil

INTRODUCTION

The two basic notions regarding a pro of system are completeness and soundness Completeness

means that the pro of system is p owerful enough to generate pro ofs for the valid statements

in some class Soundness means that any statement that can b e proved is valid ie no pro ofs

exist for false statements Two computational tasks related to a pro of system are generating

a pro of and verifying the validity of a pro of This naturally suggests the notions of a prover a

party able of generating pro ofs and a verier a party capable of validating pro ofs Typically

the veriers task is easier than the provers task In order to cus on the complexity of the

verication task it is convenient to assume that the prover has unlimited p ower For many

years NP was considered the formulation of whatever can be eciently veried This stemmed

from the asso ciation of deterministic p olynomialtime computation with ecient computation

The growing acceptability of probabilistic p olynomialtime computations as ecting ecient

computations is the basis of more recent formalizations of whatever can b e eciently veried

In these formalizations due to Goldwasser Micali and Racko GMR and Babai B and shown

to b e equivalent by Goldwasser and Sipser GS the p olynomial time verier is allowed to

toss coins and arbitrarily interact with the prover furthermore he can accept or reject based on

overwhelming statistical evidence Ruling by overwhelming statistical evidence means relaxing the

completeness and soundness conditions so that any valid statement can b e proved with a very high

probability while any false statement has only negligible probability to b e proved For a denition

of interactive proof systems we refer the reader to Goldwasser and Sipsers article in this volume

GS We denote by IP the class of languages for which there exists an interactive pro of system

Clearly NP IP P S P AC E It is b elieved that the class NP is strictly contained in IP

Evidence for this may p erhaps b e derived from the fact that relative to some oracle interactive

A A

pro ofs are even not contained in the p olynomialtime hierarchy ie A st IP PH

see AGH It is also interesting to note that natural languages as Graph NonIsomorphism and

Matrix Group NonMembership which are not known to b e in NP where shown to b e in IP

by GMW and B resp ectively Considering an interactive pro of system it seems that in some

sense the prover is resp onsible for the completeness condition while the verier is resp onsible

for the soundness condition If this intuition is correct and the prover has unrestricted p ower

why should the completeness condition b e relaxed Namely can one mo dify the interactive pro of

such that the prover never fails in demonstrating the validity of true statements while maintaining

soundness By perfect completeness we mean that the prover never fails to prove the membership

of inputs that are indeed in the language while perfect soundness means that the verier never

accepts inputs that are not in the language Perfect completeness and p erfect soundness are

not only theoretically interesting but are also of practical imp ortance This is the case since

probabilistic completeness and soundness are dened with resp ect to ideal unbiased coin tosses

and may not hold when using pseudorandom sequences even in the sense of Blum and Micali

BM and Yao Y On the other hand p erfect completeness and soundness are indep endent of

the quality of the verier coin tosses Our main result is that Interactive Proofs with Perfect

Completeness are as p owerful as Interactive Proofs The pro of of the main result is in fact a

transformation that given an interactive pro of for a language L yield an ArthurMerlin interactive

pro of with p erfect completeness for L This transformation preserves the number of interactions of

the original interactive pro of An alternative pro of which uses dierent ideas and in particular a

proto col for random selection app ears in GMS An alternative characterization of complexity

classes dene by b ounded ArthurMerlin games was presented in ZF They use p olynomially

+ +

b ounded quantiers where means roughly for most For all quantier strings

+

Q Q of equal length over f g the notation Q Q represents the classes of languages

1 2 1 2

satisfying

x L Q y P x y

1

x L Q y P x y

2

+ + +

for some p olytime computable predicate P In this notation resp

+

denotes the class of languages that are accepted by a general resp p erfect com

pleteness p erfect soundness twomove ArthurMerlin pro of system MODEL AND DEF

INITIONS

We state and prove our main result for the Arthur Merlin games introduced by Babai B Using

the result of GS our main result applies also to the interactive pro of systems of GMR In this

section we provide a precise denition of Arthur Merlin games and auxiliary terminology in order

to facilitate the presentation of our result Since we are interested only in the complexity theoretic

asp ects of pro of systems we may assume that the prover Merlin uses an optimal strategy and

therefore with no loss of generality is deterministic In the following denition we assume that in

all interactions of Arthur and Merlin on inputs of the same length the same number of messages

are exchanged and that all these messages are of the same length Clearly this condition is

immaterial and is only placed in order to facilitate the analysis

Denition Arthur Merlin games

An ArthurMerlin game is a pair of interactive programs A and M and a predicate such that

On common input x exactly q jxj messages of length mjxj each are exchanged where q

and m are xed p olynomials and jxj denotes the length of x

Arthur A go es rst and at iteration i q jxj chooses at random a string of length

i

mjxj with uniform probability distribution

Merlins reply in the ith iteration denoted y is a function of all the previous choices of

i

Arthur and the common input x More formally y Mx r r In other words M is

i 1 i

the strategy of Merlin

For every program M a conversation b etween A and M on input x is a string r y r y

1 1 q (jxj) q (jxj)

0

M

where for every i q jxj y M x r r We denote by CONV the set of all

i 1 i

x

0

M q (jxj)m(jxj)

conversations b etween A and M on input x Note that jCONV j x

The predicate is a p olynomialtime computable predicate This predicate maps the input x

and a conversation r y r y to a Bo olean value called the value of the conversation

1 1 q (jxj) q (jxj)

We asso ciate tr ue with accept and f al se with r ej ect The predicate is called the value

ofthegame predicate

Notation Let A and M b e programs and b e a predicate as ab ove

0

M

Then AC C denotes the set

x

0

M

fr r jy y st r y r y CONV r y r y accept g

1 q (jxj) 1 q (jxj) 1 1 q (jxj) q (jxj) q (jx j) q (jx j)

x

0

M

Intuitively AC C is the set of all the random choices leading A to accept x when interacting

x

0

M

with M Note that AC C dep ends only on Merlin M and the predicate since we assume

x

0

M

jAC C j

x

that Arthur follows the proto col The ratio is the probability that Arthur accepts x

0

M

jCONV j

x

when interacting with M

Denition Arthur Merlin pro of systems An ArthurMerlin proof system for language

L is an ArthurMerlin game satisfying the following two conditions

M

jAC C j

2

x

This condition There exists a strategy for Merlin M such that for all x L

M

jCONV j 3

x

is hereafter referred to as probabilisticcompleteness

0

M

jAC C j

1

x

This condition is hereafter For every strategy M and for any x L

0

M

3

jCONV j

x

referred to as probabilisticsoundness

p(jxj) p(jxj)

An equivalent denition is obtained by replacing by and by where

p is an arbitrary p olynomial satisfying pn n

Denition p erfect completeness An ArthurMerlin pro of system with perfectcompleteness

for a language L is an ArthurMerlin pro of system for L satisfying

M

x L jAC C j CONVSIZE

x

Perfectcompleteness of an ArthurMerlin pro of system means that Merlin always succeeds in

convincing Arthur to accept inputs in the language

Denition p erfect soundness An ArthurMerlin pro of system with perfectsoundness for

a language L is an ArthurMerlin pro of system for L satisfying

0

M

M x L AC C

x

Perfectsoundness of an ArthurMerlin pro of system means that no matter what Merlin do es

Arthur never accepts an input not in the language

ARTHUR MERLIN PROOF SYSTEMS WITH PERFECT COMPLETENESS

In this section we transform an ArthurMerlin pro of system to an ArthurMerlin pro of system with

p erfect completeness This transformation preserves the number of interactions in the original

ArthurMerlin pro of The underlying technique is taken from Lautemanns pro of that BPP is

in the p olynomialtime hierarchy L Lautemanns pro of that BPP is in the p olynomialtime

hierarchy simplies the original pro of of Sipser S The idea is to show that this technique works

also for ArthurMerlin pro of systems We think that this idea seems strange at rst glance

trivial in second thought but in fact is quite surprising and imp ortant Lautemanns technique

is commonly presented as a metho d of expressing a random quantier by a universal and an

k

existential quantier Supp ose we are dealing with a subset W of f g and that this subset

k k k

has cardinality either or The statement most r f g are in W

(1) (2) (k ) k k

can b e substituted by the statement s s s f g such that r f g there

(i)

i i k such that s r W where s r is the bitbybit XOR of the strings

(1) (k ) k

s and r The strings s s are said to cover W The statement most r f g are

(1) (2) (k ) k k

not in W can b e substituted by the statement s s s f g r f g i

(i)

i k s r W Zachos showed that the ab ove simulation can b e used to swap

quantiers in a successive manner for survey see Z Sch Zachos and Fuerer ZF then used

this idea to show that b ounded ArthurMerlin pro ofs equal b ounded ArthurMerlin pro ofs with

p erfect completeness by expressing the former pro ofs as a xed quantier sequence and applying

+ +

a swapping lemma iteratively For example applying the swapping lemma to and

+ + +

using the BPP characterization ZH one gets Each such iteration is

thus a straightforward application of the simulation technique and blows the size of the

ArthurMerlin game by an unbounded amount Thus this idea do es not extend to unbounded

ArthurMerlin pro ofs For our transformation it is necessary to extend the simulation technique

to settings in which the witness set W is not predetermined In fact in ArthurMerlin games the

set of random choices leading Arthur to accept is not dened unless Merlin is sp ecied This fact

is disturbing in the case that the input is not in the language and one has to guarantee that no

matter how Merlin acts he cannot fo ol Arthur except for probability

An overview of the proto col Without loss of generality we assume that the error probability

1

in the original ArthurMerlin game is suciently small ie jxj The transformed

3q (jxj)m(jxj)

ArthurMerlin game will consist of k q jxjmjxj original games played concurrently with

related coin tosses and Arthur will accept i he accepts in one of these games More sp ecically

(1) (2) (k ) k

Merlin starts the game by selecting carefully k strings s s s f g and sending them

M

to Arthur These strings are selected to cover AC C in the case that x is in the language

x

Arthur and Merlin now start to play k copies of the original game In round j Arthur sends

only one mbit string r and his move in the ith game is dened as the bitbybit XOR of r

j j

(i) (i)

(i)

and the j th segment in s ie Arthurs j th move in the ith copy is r r s where

j

j j

(i)

(i)

is the j th mbit blo ck in s Merlin answers by k strings so that the ith string equals the s

j

answer the original Merlin would have given in the ith copy ie the ith mbit blo ck in Merlins

(i) (i) (i)

j th message equals Mx r r r where M is the original Merlin Clearly the p erfect

1 2 j

completeness condition is satised It is less easy to see that probabilistic soundness is satised

as well Note that a cheating Merlin may select his answers for one copy of the game dep ending

M

is not sucient on his prosp ects in the other copies and in particular arguing ab out AC C x

Our argument instead consists of two claims the probability of winning the transformed

game is b ounded by the sum of the probabilities of winning each copy and the probability of

winning a particular copy is b ounded by the probability of winning the original game Trying to

incorp orate b oth claims in one counting argument leads to diculties which are not encountered

in Lautemanns original pro of

The Proto col We denote the original Arthur by A the original Merlin by M and the

original valueofthegame predicate by Let b e the error probability ie for x L the

ProbA accepts jxj and for x L the ProbA accepts jxj On input of size n

q n iterations are p erformed at each iteration Arthur sends a message of length mn When

clear from the text we use q m for n q n mn resp ectively Let k q m Without loss of

1

generality we assume that This can b e achieved by p erforming suciently many copies of

3k

the original Arthur Merlin game in parallel and ruling by the ma jority see B GS and BHZ

Program for an honest Merlin Merlins program consists of two stages First Merlin

computes k sampling p oints that are favorable to him and sends them to Arthur The second

stage is a simulation of k related copies of the original Arthur Merlin game

Preprocessing stage Let AC C b e the set of random choices leading Arthur to accept in the

^

^ M

original AM game on input x L ie AC C is a shorthand for AC C Merlin selects k strings

x

(1) (2) (k ) k k (i)

s s s f g so that for every r f g there exists an i such that s r AC C

(i)

The prepro cessing is said to have failed if no such set of s s exist If the prepro cessing do es not

(i)

fail then Merlin sends the s s to Arthur For sake of simplicity we let Merlin send k arbitrary

strings of length k bit each in case the prepro cessing fails

Simulation stage Merlin plays concurrently k copies of the original game and computes Arthurs

(i) (i)

resp onses by XORing them with segments of the s s Each s is partitioned into q segments of

(i) (i)

(i) (i)

m bits each corresp onding to the q iteration of the original game Namely s s s s

1 2

q

(i)

m

where s f g Formally at each iteration j j q n Merlin preforms

j

(k ) (2) (1) (i) (i) (i) (i) (i)

y y End Send y Mx r r r y s Receive r For i to k do b egin r

j j

1

j j j j j j j

Arthurs program Arthurs program is identical to the original program of Arthur Formally

for each iteration j j q n Arthur p erforms

(1) (2) (k )

m

Cho ose r at random in f g Send r Receive y y y

j j

j j j

The value of a conversation

(k ) (2) (1) (i) (i)

(1) (2) (k )

and s s s s We denote by y y y y r s Let r

j j

j j j j j

(i) (i)

(i) (i)

x s r y r y x r y r y the value of the ith game The predicate maps a

i 1 1 q q i

1 1

q q

conversations to if and only if the conversation induced on the ith copy of the original game

is an accepting one The value of a conversation is determined by the following p olynomialtime

predicate

k

x s r y r y or x s r y r y

1 1 q q i 1 1 q q

i=1

The PerfectCompleteness of the proto col We show that if the input x is in L then an

honest Merlin Merlin following the strategy outlined in subsection always convinces Arthur

The argument is almost identical to the one in Lautemann since AC C is xed and is given

here for sake of selfcontainment see also ZH

Lemma If x L then the prepro cessing do es not fail

1

k

Pro of We have to show that if jAC C j and then there exists a sequence

3k

(1) (2) (k ) (i) k k

s s s s s f g such that for every string r f g at least one of the

(i)

r s is in AC C Furthermore we will show that the statement holds for most sequences s

(1) (2) (k ) k

We call a sequence s s s s good if for every r f g there exists an i i k

(i)

such that r s AC C We consider the probability that a randomly selected sequence s is not

go o d

(i)

P r obs is not go o d P r obr i r s AC C

X

(i)

P r ob i r s AC C

k

r f01g

k (i)

P r ob i s AC C

k k

k

k

k

The Lemma follows 2

Lemma If x L then Arthur always accepts

(i)

Pro of By Lemma Merlin can nd s s so that when Merlin follows his program any

sequence of choices made by Arthur leads to acceptance in at least one of the copies of the

original game The Lemma follows 2

The Probabilistic Soundness of the proto col We now show that for every input x

not in L no matter what Merlin do es the probability that he convinces Arthur is less then

We consider the probabilities that Merlin M leads Arthur to accept in the ith copy of

the original game We rst b ound by the probability that M leads Arthur to accept in the

ith copy of the original game see Lemma Hence the probability that Merlin fo ols Arthur

is b ounded by k Lemma Let M b e any arbitrary program for Merlin Recall that

0

^ M

AC C denotes the set of random choices leading Arthur A to accept in the original game

x

with game value predicate We denote the set of random choices leading Arthur to accept in

0 0

M M

i i

the ith game of the transformed game by AC C Namely r r r AC C if and only

1 2 q

x x

0 0

M ^ M

i

if x r M x r r M x r r Note that b oth AC C and AC C are subsets of

i 1 1 q 1 q

x x

k

f g

Lemma Supp ose that x L Then for every Merlin M and for every i i k

0

M k

i

jAC C j

x

Pro of The idea of the pro of is that a Merlin which do es well on a particular copy of the original

game can b e easily transformed into a Merlin which do es at least as well in the original game

The transformed Merlin which plays the original game simulates the actions of the Merlin

which plays k games concurrently using the real game as the ith copy A detailed pro of follows

Assume on the contrary to the statement of the lemma that there exists an M and an i such

0

M k

i

that jAC C j We reach a contradiction by constructing a Merlin M which do es as well

x

(1) (2) (k )

in the original game First M runs M on input x to get the k sample p oints s s s

(i)

and saves s Let r r r b e the rst j messages that M has received To compute the j th

1 2 j

(i)

ie r r r s for t j and runs M on input x and r message M computes r

t

t

j 2 1 t

M x r r is the ith mbit blo ck of M x r r We now claim that

1 j

1 j

0 00

M (i) ^ M

i

Claim r AC C if and only if r s AC C

x x

0

M

i

Pro of Supp ose that r r AC C Then x sr y r y is true where s

1 q i 1 1 q q

(i) (i)

(1) (k ) (i) (i)

s s M x and y M x r r j It follows that x r y r y

j 1 j

1 1

q q

(i) (i) (i)

(i)

where y is the ith mbit blo ck in y s is the j th mbit blo ck in s and r

j

j j j

00

(i) (i) (i) (i) (i)

(i) ^ M

r s Note that y M x r r Thus r r AC C Noting that

j

j j 1 j 1

q x

(i)

(i) (i)

r r r s one direction follows The pro of of the second direction is similar and

1

q

the claim follows 2

00 0

^ M M k

i

By the ab ove Claim jAC C j jAC C j which contradicts the hypothesis that the

x x

original game has error probability The lemma follows 2

Remark A statement analogue to Lemma is trivial in Lautemanns setting

Lemma Supp ose that x L Then for every Merlin M the probability that Arthur accepts

is at most k

Pro of Clearly for every Merlin M

k

X

0 0 0

k M M M

i i

j j j AC C jAC C j jAC C

x x i=1 x

i=1

Using Lemma the statement follows 2

Main Result Using the equivalence of interactive pro ofs and Arthur Merlin pro ofs GS

and combining Lemmas and we get

Main Theorem Theorem If a language L has an with q

iterations then L has an Arthur Merlin interactive proof system with perfect completeness and

q iterations 2

INTERACTIVE PROOF SYSTEMS WITH PERFECT SOUNDNESS

In the previous section we showed that interactive pro ofs can b e mo died so that the verier

always accepts valid statements What happ ens if we require that the verier never accepts

false statements In this case we show that the set of languages recognized equals NP The

reader should note that the transformation of Goldwasser and Sipser GS do es not preserve

p erfect completeness Thus it is not clear that proving the ab ove statement with resp ect to

Arthur Merlin games yields the same result with resp ect to general interactive pro ofs The

diculty can b e resolved by mo difying the transformation of GS using the approximate lower

b ound proto col of GMS which has the p erfect completeness prop erty We prefer to give

a direct pro of The dierence b etween interactive pro ofs and Arthur Merlin games is that in

interactive pro ofs the veriers ith message is a function of the input x his random coin tosses

i

r and the previous messages of the prover ie V x r y y After the last say

i 1 i1

q th iteration the verier decides whether to accept or reject by evaluating the p olynomialtime

predicate x r y y faccept r ej ectg

1 q

Theorem If a language L has an interactive proof with perfect soundness then L NP

Pro of Assume that for a language L there exists an interactive pro of with p erfect soundness

Since the verier is limited to probabilistic p olynomial time then for any input x L there is

a conversation that convinces him and is of p olynomial length The NP machine guesses this

conversation checks that it is indeed a legitimate one and that it leads the verier to accept

Namely the machine guesses a random tap e r and a conversation y y and checks that

1 1 q q

V x r y y for every i and that x r y y accept If x L then by the

i 1 i1 1 q

probabilistic completeness condition there exist many accepting conversations If x L then

by the p erfectsoundness condition there is no such conversation and any guess of the machine

will fail 2

CONCLUDING REMARKS

Assuming the existence of secure encryption functions in the sense of GM and using the results

of GMW one can easily demonstrate the existence of zeroknowledge interactive pro ofs with

p erfect completeness for every language in IP Given L IP rst present an interactive pro of

with p erfect completeness for L and next apply the techniques in GMW observing that they

preserve p erfect completeness However it is not clear whether every language having a p erfect

resp almost p erfect zeroknowledge interactive pro of see F for denition has a p erfect resp

almost p erfect zeroknowledge interactive pro of with p erfect completeness Weaker statement

can nevertheless b e proven

Every language having an interactive pro of which is almost p erfect zeroknowledge with

respect to the specied verier has an interactive pro of with p erfect completeness which is

almost p erfect zeroknowledge with respect to the specied verier again see F for deni

tion

Every language having an interactive pro of which is almost p erfect zeroknowledge and

remains so under parallel composition see O for denition has an almost p erfect zero

knowledge pro of with p erfect completeness

The key observation in proving b oth statements is that almost all sequencess can serve as sampling

p oints see pro of of Lemma and thus having the prover randomly select and send a good s do es

not yield any knowledge In the simulation we use a randomly selected s which is most likely

but not necessarily go o d Babai B showed that any Arthur Merlin game with a xed number

of interactions can b e simulated by a game with two interactions A similar pro of applies to the

hierarchy of interactive pro ofs with p erfect completeness Goldwasser and Sipser showed that

the p ower of interactive pro ofs is not decreased when restricting the verier to use only public

coins GS We have showed that the p ower of interactive pro ofs is not decreased when further

restricting the system to have p erfect completeness How else can interactive proofs be restricted

without decreasing their power

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