10,188 research outputs found
Device-Independent Tests of Entropy
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
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 players. As an example, we bound the quantum
value of a generalization of the well-known CHSH game to players and
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
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
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 in which a solution can be verified by checking all
radius- neighbourhoods, and the question is what is the smallest such
that a solution can be computed so that each node chooses its own output based
on its radius- neighbourhood. Here is the distributed time complexity of
.
The time complexity classes for deterministic algorithms in bounded-degree
graphs that are known to exist by prior work are , , , , and . It is also known
that there are two gaps: one between and , and
another between and . 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
for any , for any , and
for any in the high end of the complexity
spectrum, and for any ,
for any , and
for any in the low end; here
is a positive rational number
Distributed Computing with Adaptive Heuristics
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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