The Gaussian Watermarking Game (2000)
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BibTeX
@MISC{Cohen00thegaussian,
author = {Aaron S. Cohen and Amos Lapidoth and Dedicated Aaron and D. Wyner},
title = {The Gaussian Watermarking Game},
year = {2000}
}
Years of Citing Articles
OpenURL
Abstract
Watermarking models a copyright protection mechanism where an original source sequence or "covertext" is modified before distribution to the public in order to embed some extra information. The embedding should be transparent (i.e., the modified data sequence or "stegotext" should be similar to the covertext) and robust (i.e., the extra information should be recoverable even if the stegotext is modified further, possibly by a malicious "attacker"). We compute the coding capacity of the watermarking game for a Gaussian covertext and squared-error distortions. Both the public version of the game (covertext known to neither attacker nor decoder) and the private version of the game (covertext unknown to attacker but known to decoder) are treated. While the capacity of the former cannot, of course, exceed the capacity of the latter, we show that the two are, in fact, identical. These capacities depend critically on whether the distortion constraints are required to be met in expectation or with probability one. In the former case the coding capacity is zero, whereas in the latter it coincides with the value of related zero-sum dynamic mutual informations games of complete and perfect information. # Parts of this work were presented at the 2000 Conference on Information Sciences and Systems (CISS '00), Princeton University, Princeton, NJ, March 15--17, 2000, and at the 2000 IEEE International Symposium on Information Theory (ISIT '00), Sorrento, Italy, June 25--30, 2000.







