10,188 research outputs found

    Device-Independent Tests of Entropy

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    We show that the entropy of a message can be tested in a device-independent way. Specifically, we consider a prepare-and-measure scenario with classical or quantum communication, and develop two different methods for placing lower bounds on the communication entropy, given observable data. The first method is based on the framework of causal inference networks. The second technique, based on convex optimization, shows that quantum communication provides an advantage over classical, in the sense of requiring a lower entropy to reproduce given data. These ideas may serve as a basis for novel applications in device-independent quantum information processing

    Quantum bounds on multiplayer linear games and device-independent witness of genuine tripartite entanglement

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    Here we study multiplayer linear games, a natural generalization of XOR games to multiple outcomes. We generalize a recently proposed efficiently computable bound, in terms of the norm of a game matrix, on the quantum value of 2-player games to linear games with nn players. As an example, we bound the quantum value of a generalization of the well-known CHSH game to nn players and dd outcomes. We also apply the bound to show in a simple manner that any nontrivial functional box, that could lead to trivialization of communication complexity in a multiparty scenario, cannot be realized in quantum mechanics. We then present a systematic method to derive device-independent witnesses of genuine tripartite entanglement.Comment: 7+8 page

    Entanglement, randomness and chaos

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    Entanglement is not only the most intriguing feature of quantum mechanics, but also a key resource in quantum information science. The entanglement content of random pure quantum states is almost maximal; such states find applications in various quantum information protocols. The preparation of a random state or, equivalently, the implementation of a random unitary operator, requires a number of elementary one- and two-qubit gates that is exponential in the number n_q of qubits, thus becoming rapidly unfeasible when increasing n_q. On the other hand, pseudo-random states approximating to the desired accuracy the entanglement properties of true random states may be generated efficiently, that is, polynomially in n_q. In particular, quantum chaotic maps are efficient generators of multipartite entanglement among the qubits, close to that expected for random states. This review discusses several aspects of the relationship between entanglement, randomness and chaos. In particular, I will focus on the following items: (i) the robustness of the entanglement generated by quantum chaotic maps when taking into account the unavoidable noise sources affecting a quantum computer; (ii) the detection of the entanglement of high-dimensional (mixtures of) random states, an issue also related to the question of the emergence of classicality in coarse grained quantum chaotic dynamics; (iii) the decoherence induced by the coupling of a system to a chaotic environment, that is, by the entanglement established between the system and the environment.Comment: Review paper, 40 pages, 7 figures, added reference

    New Classes of Distributed Time Complexity

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    A number of recent papers -- e.g. Brandt et al. (STOC 2016), Chang et al. (FOCS 2016), Ghaffari & Su (SODA 2017), Brandt et al. (PODC 2017), and Chang & Pettie (FOCS 2017) -- have advanced our understanding of one of the most fundamental questions in theory of distributed computing: what are the possible time complexity classes of LCL problems in the LOCAL model? In essence, we have a graph problem Π\Pi in which a solution can be verified by checking all radius-O(1)O(1) neighbourhoods, and the question is what is the smallest TT such that a solution can be computed so that each node chooses its own output based on its radius-TT neighbourhood. Here TT is the distributed time complexity of Π\Pi. The time complexity classes for deterministic algorithms in bounded-degree graphs that are known to exist by prior work are Θ(1)\Theta(1), Θ(logn)\Theta(\log^* n), Θ(logn)\Theta(\log n), Θ(n1/k)\Theta(n^{1/k}), and Θ(n)\Theta(n). It is also known that there are two gaps: one between ω(1)\omega(1) and o(loglogn)o(\log \log^* n), and another between ω(logn)\omega(\log^* n) and o(logn)o(\log n). It has been conjectured that many more gaps exist, and that the overall time hierarchy is relatively simple -- indeed, this is known to be the case in restricted graph families such as cycles and grids. We show that the picture is much more diverse than previously expected. We present a general technique for engineering LCL problems with numerous different deterministic time complexities, including Θ(logαn)\Theta(\log^{\alpha}n) for any α1\alpha\ge1, 2Θ(logαn)2^{\Theta(\log^{\alpha}n)} for any α1\alpha\le 1, and Θ(nα)\Theta(n^{\alpha}) for any α<1/2\alpha <1/2 in the high end of the complexity spectrum, and Θ(logαlogn)\Theta(\log^{\alpha}\log^* n) for any α1\alpha\ge 1, 2Θ(logαlogn)\smash{2^{\Theta(\log^{\alpha}\log^* n)}} for any α1\alpha\le 1, and Θ((logn)α)\Theta((\log^* n)^{\alpha}) for any α1\alpha \le 1 in the low end; here α\alpha is a positive rational number

    Distributed Computing with Adaptive Heuristics

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    We use ideas from distributed computing to study dynamic environments in which computational nodes, or decision makers, follow adaptive heuristics (Hart 2005), i.e., simple and unsophisticated rules of behavior, e.g., repeatedly "best replying" to others' actions, and minimizing "regret", that have been extensively studied in game theory and economics. We explore when convergence of such simple dynamics to an equilibrium is guaranteed in asynchronous computational environments, where nodes can act at any time. Our research agenda, distributed computing with adaptive heuristics, lies on the borderline of computer science (including distributed computing and learning) and game theory (including game dynamics and adaptive heuristics). We exhibit a general non-termination result for a broad class of heuristics with bounded recall---that is, simple rules of behavior that depend only on recent history of interaction between nodes. We consider implications of our result across a wide variety of interesting and timely applications: game theory, circuit design, social networks, routing and congestion control. We also study the computational and communication complexity of asynchronous dynamics and present some basic observations regarding the effects of asynchrony on no-regret dynamics. We believe that our work opens a new avenue for research in both distributed computing and game theory.Comment: 36 pages, four figures. Expands both technical results and discussion of v1. Revised version will appear in the proceedings of Innovations in Computer Science 201
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