Introduction to Low-Density Parity
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Transcript Introduction to Low-Density Parity
Optimizing LDPC Codes for
message-passing decoding.
Jeremy Thorpe
Ph.D. Candidacy
2/26/03
Overview
Research Projects
Background to LDPC Codes
Randomized Algorithms for designing LDPC
Codes
Open Questions and Discussion
Data Fusion for Collaborative
Robotic Exploration
Developed a version of the Mastermind game
as a model for autonomous inference.
Applied the Belief Propagation algorithm to
solve this problem.
Showed that the algorithm had an interesting
performance-complexity tradeoff.
Published in JPL's IPN Progress Reports.
Dual-Domain Soft-in Soft-out
Decoding of Conv. Codes
Studied the feasibility of using the Dual
SISO algorithm for high rate turbo-codes.
Showed that reduction in state-complexity
was offset by increase in required numerical
accuracy.
Report circulated internally at DSDD/HIPL
S&S Architecture Center, Sony.
Short-Edge Graphs for
Hardware LDPC Decoders.
Developed criteria to predict performance and
implementational simplicity of graphs of Regular
(3,6) LDPC codes.
Optimized criteria via randomized algorithm
(Simulated Annealing).
Achieved codes of reduced complexity and superior
performance to random codes.
Published in ISIT 2002 proceedings.
Evalutation of Probabilistic
Inference Algorithms
Characterize the performance of probabilistic
algorithms based on observable data
Axiomatic definition of "optimal
characterization"
Existence, non-existence, and uniqueness
proofs for various axiom sets
Unpublished
Optimized Coarse Quantizers
for Message-Passing Decoding
Mapped 'additive' domains for variable and
check node operations
Defined quantized message passing rule in
these domains
Optimized quantizers for 1-bit to 4-bit
messages
Submitted to ISIT 2003
Graph Optimization using
Randomized Algorithms
Introduce Proto-graph framework
Use approximate density evolution to predict
performance of particular graphs
Use randomized algorithms to optimize
graphs (Extends short-edge work)
Achieves new asymptotic performancecomplexity mark
Bacground to LDPC codes
The Channel Coding Strategy
Encoder chooses the mth
codeword in codebook C
and transmits it across the
channel
Decoder observes the
channel output y and
generates m’ based on the
knowledge of the codebook
C and the channel
statistics.
x C X n
m {0,1}k
Encoder
Channel
Decoder
m'{0,1}k
y Y n
Linear Codes
A linear code C (over a finite field) can be
defined in terms of either a generator matrix
or parity-check matrix.
Generator matrix G (k×n)
C {mG}
Parity-check matrix H (n-k×n)
C {c : cH' 0}
LDPC Codes
LDPC Codes -- linear codes defined in terms
of H
H has a small average number of non-zero
elements per row or column.
0 1 1 0 0 1 0 0 0 0
1 0 1 1 0 0 0 0 1 1
H 1 1 0 0 1 0 1 1 1 0
0 1 0 1 1 1 0 0 1 0
1 0 0 1 0 0 1 1 0 1
Graph Representation of LDPC
Codes
c
...
v|c
Variable nodes
v
...
H is represented by a
bipartite graph.
There is an edge from
v to c if and only if:
H (v, c) 0
A codeword is an
assignment of v's s.t.:
c, xv 0
Check nodes
Message-Passing Decoding of
LDPC Codes
Message Passing (or Belief Propagation)
decoding is a low-complexity algorithm
which approximately answers the question
“what is the most likely x given y?”
MP recursively defines messages mv,c(i) and
mc,v(i) from each node variable node v to each
adjacent check node c, for iteration i=0,1,...
Two Types of Messages...
Likelihood Ratio
x , y
p( y | x 1)
p( y | x 0)
Probability Difference
x, y p( x 1 | y) p( x 0 | y)
For y1,...yn independent For x1,...xn
conditionally on x:
independent:
x , y x , y
n
1
i
i
x , y x , y
i
i
i
i
...Related by the Biliniear
Transform
Definition:
1 x
B( x)
1 x
Properties:
p ( y | x 1)
)
p ( y | x 0)
p ( y | x 0) p ( y | x 1)
p ( y | x 0) p ( y | x 1)
p ( y | x 0) p ( y | x 1)
2 p( y)
2 p( x 0 | y) p( y ) 2 p( x 1 | y ) p( y)
2 p( y )
p( x 0 | y) p( x 1 | y)
B ( x , y ) B (
B ( B ( x )) x
B ( x , y ) x , y
B( x, y ) x, y
x, y
Message Domains
Probability Difference
Likelihood Ratio
B()
P( x 0 | y ) P( x 1 | y )
e
P( y | x 0)
P( y | x 1)
e
log()
Log Prob. Difference
log()
Log Likelihood Ratio
B' ()
Variable to Check Messages
On any iteration i, the
message from v to c is:
mv,c
(i )
v B(mc ',v
( i 1)
v
c
)
c '|v c
...
c '|v c
...
In the additive domain:
(i )
(i 1)
mv,c log(v ) B' (mc',v )
Check to Variable Messages
On any iteration, the
message from c to v is:
v
mc,v B' (mv',c )
(i )
(i )
c
v '|c v
B' (m
v '|c v
v ',c
(i )
)
...
mc,v
(i )
...
In the additive domain:
Decision Rule
After sufficiently many iterations, return the
likelihood ratio:
0, if x , y B(mc ,v (i 1) ) 0
v v
c|v
xˆ
otherwise
1,
Theorem about MP Algorithm
r
...
v
...
If the algorithm stops after r
iterations, then the algorithm
returns the maximum a
posteriori probability estimate
of xv given y within radius r of
v.
However, the variables within
a radius r of v must be
dependent only by the
equations within radius r of v,
...
Regular (λ,ρ) LDPC codes
Every variable node has degree λ, every
check node has degree ρ.
Best rate 1/2 code is (3,6), with threshold
1.09 dB.
This code had been invented by 1962 by
Robert Gallager.
Regular LDPC codes look the
same from anywhere!
The neighborhood of every
edge looks the same.
If the all-zeros codeword is
sent, the distribution of any
message depends only on
its neighborhood.
We can calculate a single
message distribution once
and for all for each
iteration.
Analysis of Message Passing
Decoding (Density Evolution)
We assume that the all-zeros codeword was
transmitted (requires a symmetric channel).
We compute the distribution of likelihood
ratios coming from the channel.
For each iteration, we compute the message
distributions from variable to check and
check to variable.
D.E. Update Rule
The update rule for Density Evolution is
defined in the additive domain of each type
of node.
Whereas in B.P, we add (log) messages:
mc,v
(i )
B' (m
v '|c v
(i )
v ',c
)
mv,c log(v )
(i )
B' (m
c '|v c
(i 1)
c ',v
In D.E, we convolve message densities:
PM
(i )
c ,v
*P
B '( M
v '|c v
(i )
v ',c
)
PM
(i )
v ,c
Plog(v ) * PB '( M
c '|v c
( i 1 )
c ',v
)
)
Familiar Example:
If one die has density function given by:
1 2 3 4 5 6
The density function for the sum of two dice
is given by the convolution:
2 3 4 5 6 7 8 9 10 11 12
D.E. Threshold
Fixing the channel message densities, the
message densities will either "converge" to
minus infinity, or they won't.
For the gaussian channel, the smallest SNR
for which the densities converge is called the
density evolution threshold.
D.E. Simulation of (3,6) codes
Threshold for regular
(3,6) codes is 1.09 dB
Set SNR to 1.12 dB
(.03 above threshold)
Watch fraction of
"erroneous messages"
from check to variable
Improvement vs. current error
fraction for Regular (3,6)
Improvement per
iteration is plotted
against current error
fraction
Note there is a single
bottleneck which took
most of the decoding
iterations
Irregular (λ, ρ) LDPC codes
...
...
a fraction λi of variable Variable nodes
nodes have degree i. ρi
of check nodes have
λ2
degree i.
ρ4
Edges are connected by
λ3
π
a single random
permutation.
ρm
λn
Nodes have become
Check nodes
specialized.
D.E. Simulation of Irregular
Codes (Maximum degree 10)
Set SNR to 0.42 dB
(~.03 above threshold)
Watch fraction of
erroneous check to
variable messages.
This Code was
designed by
Richardson et. al.
Comparison of Regular and
Irregular codes
Notice that the
Irregular graph is much
flatter
Note: Capacity
achieving LDPC codes
for the erasure channel
were designed by
making this line
exactly flat
Constructing LDPC code
graphs from a proto-graph
Consider a bipartite graph
G, called a "proto-graph"
Generate a graph G α called
an "expanded graph"
replace each node by α
nodes.
replace each edge by α
edges, permuted at random
=G
α=2
=G2
Local Structure of
The structure of the
neighborhood of any
edge in Gα can be
found by examining G
The neighborhod of
radius r of a random
edge is increasingly
probably loop-free as
α→∞.
α
G
Density Evolution on G
For each edge (c,v) in
G, compute:
PM
(i )
v ,c
*
Pv * PB '( M
c '|v c
and:
PM
(i )
c ,v
*
v '|c v
PB '( M
( i 1 )
v ',c
)
(i )
c ',v
)
Density Evolution without
convolution
One-dimensional approximation to D.E, which
requires:
A statistic that is approximately additive for check nodes
A statistic that is approximately additive for variable
nodes
A way to go between these two statistics
A way to characterize the message distribution from the
channel
Optimizing a Proto Graph using
Simulated Annealing
Simulated Annealing is an iterative algorithm
that approximately minimizes an energy
function
Requirements:
A space S over which to find the optimum point
An energy function E(s):S→R
A random perturbation function p(s):S→S
A "temperature profile" t(i)
Optimization Space
Graphs with a fixed number of variable and check
nodes (rate is fixed)
Optionally, we can add untransmitted (state)
variables to the code
Typical Parameters
32 transmitted variables
5 untransmitted variables
21 parity checks
Energy function
Ideal: density evolution threshold.
Practical:
Approximate density evolution threshold
Number of iterations to converge to fixed error
probability at fixed SNR
Perturbations
Types of operation
Add an edge
Delete an edge
Swap two edges
Note: Edge swapping
operation not necessary
to span the space
Basic Simulated Annealing
Algorithm
Take s0 = a random point in S
For each iteration i, define si' = p(si)
if E(si') < E(si) set si+1 = si'
E ( s ') E ( s )
if E(si ') > E(si) set si+1 = si' w.p. e t (i )
i
i
Degree Profile of Optimized
Code
The optimized graph
has a large fraction of
degree 1 variables
Check variables range
from degree 3 to
degree 8
(recall that the graph is
not defined by the
degree profile)
12
10
8
Variable
nodes
Check
nodes
6
4
2
0
1 2 3 4 5 6 7 8
Threshold vs. Complexity
Designed codes of rate
.5 with threshold 8 mB
from channel capacity
on AWGN channel
Low complexity
(maximum degree = 8)
Improvement vs. Error Fraction
Comparison to Regular (3,6)
The regular (3,6) code has
a dramatic bottleneck.
The irregular code with
maximum degree 10 is
flatter, but has a bottleneck.
The optimized proto-graph
based code is nearly flat for
a long stretch.
Simulation Results
n=8192, k=4096
Achieves bit error rate
of about 4×10-4 at
SNR=0.8dB.
Beats the performance
of n=10000 code in [1]
by a small margin.
There is evidence that
there is an error floor
Review
We Introduced the idea of LDPC graphs
based on a proto-graph
We designed proto-graphs using the
Simulated Annealing algorithm, using a fast
approximation to density evolution
The design handily beats other published
codes of similar maximum degree
Open Questions
What's the ultimate limit to the performance
vs. maximum degree tradeoff?
Can we find a way to achieve the same
tradeoff without randomized algorithms?
Why do optimizing distributions sometimes
force the codes to have low-weight
codewords?
A Big Question
Can we derive the shannon limit in the
context of MP decoding of LDPC codes, so
that we can meet the inequalities with
equality?
Free Parameters within S.A.
Rate
Maximum check, variable degrees
Proto-graph size
Fraction of untransmitted variables
Channel Parameter (SNR)
Number of iterations in Simulated Annealing
Performance of Designed MET
Codes
Shows performance
competitive with best
published codes
Block error probability
<10-5 at 1.2 dB
a soft error floor is
observed at very high
SNR, but not due to
low-weight codewords
Multi-edge-type construction
Edges of a particular
"color" are connected
through a permutation.
Edges become
specialized. Each edge
type has a different
message distribution
each iteration.
MET D.E. vs. decoder
simulation