84 research outputs found

    Constructions and Noise Threshold of Hyperbolic Surface Codes

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    We show how to obtain concrete constructions of homological quantum codes based on tilings of 2D surfaces with constant negative curvature (hyperbolic surfaces). This construction results in two-dimensional quantum codes whose tradeoff of encoding rate versus protection is more favorable than for the surface code. These surface codes would require variable length connections between qubits, as determined by the hyperbolic geometry. We provide numerical estimates of the value of the noise threshold and logical error probability of these codes against independent X or Z noise, assuming noise-free error correction

    The Small Stellated Dodecahedron Code and Friends

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    We explore a distance-3 homological CSS quantum code, namely the small stellated dodecahedron code, for dense storage of quantum information and we compare its performance with the distance-3 surface code. The data and ancilla qubits of the small stellated dodecahedron code can be located on the edges resp. vertices of a small stellated dodecahedron, making this code suitable for 3D connectivity. This code encodes 8 logical qubits into 30 physical qubits (plus 22 ancilla qubits for parity check measurements) as compared to 1 logical qubit into 9 physical qubits (plus 8 ancilla qubits) for the surface code. We develop fault-tolerant parity check circuits and a decoder for this code, allowing us to numerically assess the circuit-based pseudo-threshold.Comment: 19 pages, 14 figures, comments welcome! v2 includes updates which conforms with the journal versio

    One Tile to Rule Them All: Simulating Any Tile Assembly System with a Single Universal Tile

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    In the classical model of tile self-assembly, unit square tiles translate in the plane and attach edgewise to form large crystalline structures. This model of self-assembly has been shown to be capable of asymptotically optimal assembly of arbitrary shapes and, via information-theoretic arguments, increasingly complex shapes necessarily require increasing numbers of distinct types of tiles. We explore the possibility of complex and efficient assembly using systems consisting of a single tile. Our main result shows that any system of square tiles can be simulated using a system with a single tile that is permitted to flip and rotate. We also show that systems of single tiles restricted to translation only can simulate cellular automata for a limited number of steps given an appropriate seed assembly, and that any longer-running simulation must induce infinite assembly

    Sweeps, arrangements and signotopes

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    AbstractSweeping is an important algorithmic tool in geometry. In the first part of this paper we define sweeps of arrangements and use the “Sweeping Lemma” to show that Euclidean arrangements of pseudolines can be represented by wiring diagrams and zonotopal tilings. In the second part we introduce a further representation for Euclidean arrangements of pseudolines. This representation records an “orientation” for each triple of lines. It turns out that a “triple orientation” corresponds to an arrangement exactly if it obeys a generalized transitivity law. Moreover, the “triple orientations” carry a natural order relation which induces an order relation on arrangements. A closer look on the combinatorics behind this leads to a series of signotope orders closely related to higher Bruhat orders. We investigate the structure of higher Bruhat orders and give new purely combinatorial proofs for the main structural properties. Finally, we reconnect the combinatorics of the second part to geometry. In particular, we show that the maximum chains in the higher Bruhat orders correspond to sweeps
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