1,729 research outputs found

    Quantum Arthur-Merlin Games

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    This paper studies quantum Arthur-Merlin games, which are Arthur-Merlin games in which Arthur and Merlin can perform quantum computations and Merlin can send Arthur quantum information. As in the classical case, messages from Arthur to Merlin are restricted to be strings of uniformly generated random bits. It is proved that for one-message quantum Arthur-Merlin games, which correspond to the complexity class QMA, completeness and soundness errors can be reduced exponentially without increasing the length of Merlin's message. Previous constructions for reducing error required a polynomial increase in the length of Merlin's message. Applications of this fact include a proof that logarithmic length quantum certificates yield no increase in power over BQP and a simple proof that QMA is contained in PP. Other facts that are proved include the equivalence of three (or more) message quantum Arthur-Merlin games with ordinary quantum interactive proof systems and some basic properties concerning two-message quantum Arthur-Merlin games.Comment: 22 page

    Generalized Quantum Arthur-Merlin Games

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    This paper investigates the role of interaction and coins in public-coin quantum interactive proof systems (also called quantum Arthur-Merlin games). While prior works focused on classical public coins even in the quantum setting, the present work introduces a generalized version of quantum Arthur-Merlin games where the public coins can be quantum as well: the verifier can send not only random bits, but also halves of EPR pairs. First, it is proved that the class of two-turn quantum Arthur-Merlin games with quantum public coins, denoted qq-QAM in this paper, does not change by adding a constant number of turns of classical interactions prior to the communications of the qq-QAM proof systems. This can be viewed as a quantum analogue of the celebrated collapse theorem for AM due to Babai. To prove this collapse theorem, this paper provides a natural complete problem for qq-QAM: deciding whether the output of a given quantum circuit is close to a totally mixed state. This complete problem is on the very line of the previous studies investigating the hardness of checking the properties related to quantum circuits, and is of independent interest. It is further proved that the class qq-QAM_1 of two-turn quantum-public-coin quantum Arthur-Merlin proof systems with perfect completeness gives new bounds for standard well-studied classes of two-turn interactive proof systems. Finally, the collapse theorem above is extended to comprehensively classify the role of interaction and public coins in quantum Arthur-Merlin games: it is proved that, for any constant m>1, the class of problems having an m-turn quantum Arthur-Merlin proof system is either equal to PSPACE or equal to the class of problems having a two-turn quantum Arthur-Merlin game of a specific type, which provides a complete set of quantum analogues of Babai's collapse theorem.Comment: 31 pages + cover page, the proof of Lemma 27 (Lemma 24 in v1) is corrected, and a new completeness result is adde

    Quantum proofs can be verified using only single qubit measurements

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    QMA (Quantum Merlin Arthur) is the class of problems which, though potentially hard to solve, have a quantum solution which can be verified efficiently using a quantum computer. It thus forms a natural quantum version of the classical complexity class NP (and its probabilistic variant MA, Merlin-Arthur games), where the verifier has only classical computational resources. In this paper, we study what happens when we restrict the quantum resources of the verifier to the bare minimum: individual measurements on single qubits received as they come, one-by-one. We find that despite this grave restriction, it is still possible to soundly verify any problem in QMA for the verifier with the minimum quantum resources possible, without using any quantum memory or multiqubit operations. We provide two independent proofs of this fact, based on measurement based quantum computation and the local Hamiltonian problem, respectively. The former construction also applies to QMA1_1, i.e., QMA with one-sided error.Comment: 7 pages, 1 figur

    Testing product states, quantum Merlin-Arthur games and tensor optimisation

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    We give a test that can distinguish efficiently between product states of n quantum systems and states which are far from product. If applied to a state psi whose maximum overlap with a product state is 1-epsilon, the test passes with probability 1-Theta(epsilon), regardless of n or the local dimensions of the individual systems. The test uses two copies of psi. We prove correctness of this test as a special case of a more general result regarding stability of maximum output purity of the depolarising channel. A key application of the test is to quantum Merlin-Arthur games with multiple Merlins, where we obtain several structural results that had been previously conjectured, including the fact that efficient soundness amplification is possible and that two Merlins can simulate many Merlins: QMA(k)=QMA(2) for k>=2. Building on a previous result of Aaronson et al, this implies that there is an efficient quantum algorithm to verify 3-SAT with constant soundness, given two unentangled proofs of O(sqrt(n) polylog(n)) qubits. We also show how QMA(2) with log-sized proofs is equivalent to a large number of problems, some related to quantum information (such as testing separability of mixed states) as well as problems without any apparent connection to quantum mechanics (such as computing injective tensor norms of 3-index tensors). As a consequence, we obtain many hardness-of-approximation results, as well as potential algorithmic applications of methods for approximating QMA(2) acceptance probabilities. Finally, our test can also be used to construct an efficient test for determining whether a unitary operator is a tensor product, which is a generalisation of classical linearity testing.Comment: 44 pages, 1 figure, 7 appendices; v6: added references, rearranged sections, added discussion of connections to classical CS. Final version to appear in J of the AC

    NP vs QMA_log(2)

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    Although it is believed unlikely that \NP-hard problems admit efficient quantum algorithms, it has been shown that a quantum verifier can solve \NP-complete problems given a "short" quantum proof; more precisely, \NP\subseteq \QMA_{\log}(2) where \QMA_{\log}(2) denotes the class of quantum Merlin-Arthur games in which there are two unentangled provers who send two logarithmic size quantum witnesses to the verifier. The inclusion \NP\subseteq \QMA_{\log}(2) has been proved by Blier and Tapp by stating a quantum Merlin-Arthur protocol for 3-coloring with perfect completeness and gap 124n6\frac{1}{24n^6}. Moreover, Aaronson {\it et al.} have shown the above inclusion with a constant gap by considering O~(n)\widetilde{O}(\sqrt{n}) witnesses of logarithmic size. However, we still do not know if \QMA_{\log}(2) with a constant gap contains \NP. In this paper, we show that 3-SAT admits a \QMA_{\log}(2) protocol with the gap 1n3+ϵ\frac{1}{n^{3+\epsilon}} for every constant ϵ>0\epsilon>0.Comment: 10 pages. Thanks to referees, the main result is now stated in terms of 3-SAT instead of NP. Clearer proofs. To appear in Quantum Information and Computatio

    QIP = PSPACE

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    We prove that the complexity class QIP, which consists of all problems having quantum interactive proof systems, is contained in PSPACE. This containment is proved by applying a parallelized form of the matrix multiplicative weights update method to a class of semidefinite programs that captures the computational power of quantum interactive proofs. As the containment of PSPACE in QIP follows immediately from the well-known equality IP = PSPACE, the equality QIP = PSPACE follows.Comment: 21 pages; v2 includes corrections and minor revision

    AM with Multiple Merlins

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    We introduce and study a new model of interactive proofs: AM(k), or Arthur-Merlin with k non-communicating Merlins. Unlike with the better-known MIP, here the assumption is that each Merlin receives an independent random challenge from Arthur. One motivation for this model (which we explore in detail) comes from the close analogies between it and the quantum complexity class QMA(k), but the AM(k) model is also natural in its own right. We illustrate the power of multiple Merlins by giving an AM(2) protocol for 3SAT, in which the Merlins' challenges and responses consist of only n^{1/2+o(1)} bits each. Our protocol has the consequence that, assuming the Exponential Time Hypothesis (ETH), any algorithm for approximating a dense CSP with a polynomial-size alphabet must take n^{(log n)^{1-o(1)}} time. Algorithms nearly matching this lower bound are known, but their running times had never been previously explained. Brandao and Harrow have also recently used our 3SAT protocol to show quasipolynomial hardness for approximating the values of certain entangled games. In the other direction, we give a simple quasipolynomial-time approximation algorithm for free games, and use it to prove that, assuming the ETH, our 3SAT protocol is essentially optimal. More generally, we show that multiple Merlins never provide more than a polynomial advantage over one: that is, AM(k)=AM for all k=poly(n). The key to this result is a subsampling theorem for free games, which follows from powerful results by Alon et al. and Barak et al. on subsampling dense CSPs, and which says that the value of any free game can be closely approximated by the value of a logarithmic-sized random subgame.Comment: 48 page
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