4,342 research outputs found

    Better Non-Local Games from Hidden Matching

    Full text link
    We construct a non-locality game that can be won with certainty by a quantum strategy using log n shared EPR-pairs, while any classical strategy has winning probability at most 1/2+O(log n/sqrt{n}). This improves upon a recent result of Junge et al. in a number of ways.Comment: 11 pages, late

    Bounding quantum-classical separations for classes of nonlocal games

    Get PDF
    We bound separations between the entangled and classical values for several classes of nonlocal t-player games. Our motivating question is whether there is a family of t-player XOR games for which the entangled bias is 1 but for which the classical bias goes down to 0, for fixed t. Answering this question would have important consequences in the study of multi-party communication complexity, as a positive answer would imply an unbounded separation between randomized communication complexity with and without entanglement. Our contribution to answering the question is identifying several general classes of games for which the classical bias can not go to zero when the entangled bias stays above a constant threshold. This rules out the possibility of using these games to answer our motivating question. A previously studied set of XOR games, known not to give a positive answer to the question, are those for which there is a quantum strategy that attains value 1 using a so-called Schmidt state. We generalize this class to mod-m games and show that their classical value is always at least 1/m + (m-1)/m t^{1-t}. Secondly, for free XOR games, in which the input distribution is of product form, we show beta(G) >= beta^*(G)^{2^t} where beta(G) and beta^*(G) are the classical and entangled biases of the game respectively. We also introduce so-called line games, an example of which is a slight modification of the Magic Square game, and show that they can not give a positive answer to the question either. Finally we look at two-player unique games and show that if the entangled value is 1-epsilon then the classical value is at least 1-O(sqrt{epsilon log k}) where k is the number of outputs in the game. Our proofs use semidefinite-programming techniques, the Gowers inverse theorem and hypergraph norms

    Bounding Quantum-Classical Separations for Classes of Nonlocal Games

    Get PDF
    We bound separations between the entangled and classical values for several classes of nonlocal t-player games. Our motivating question is whether there is a family of t-player XOR games for which the entangled bias is 1 but for which the classical bias goes down to 0, for fixed t. Answering this question would have important consequences in the study of multi-party communication complexity, as a positive answer would imply an unbounded separation between randomized communication complexity with and without entanglement. Our contribution to answering the question is identifying several general classes of games for which the classical bias can not go to zero when the entangled bias stays above a constant threshold. This rules out the possibility of using these games to answer our motivating question. A previously studied set of XOR games, known not to give a positive answer to the question, are those for which there is a quantum strategy that attains value 1 using a so-called Schmidt state. We generalize this class to mod-m games and show that their classical value is always at least 1/m + (m-1)/m t^{1-t}. Secondly, for free XOR games, in which the input distribution is of product form, we show beta(G) >= beta^*(G)^{2^t} where beta(G) and beta^*(G) are the classical and entangled biases of the game respectively. We also introduce so-called line games, an example of which is a slight modification of the Magic Square game, and show that they can not give a positive answer to the question either. Finally we look at two-player unique games and show that if the entangled value is 1-epsilon then the classical value is at least 1-O(sqrt{epsilon log k}) where k is the number of outputs in the game. Our proofs use semidefinite-programming techniques, the Gowers inverse theorem and hypergraph norms

    Classical and quantum partition bound and detector inefficiency

    Full text link
    We study randomized and quantum efficiency lower bounds in communication complexity. These arise from the study of zero-communication protocols in which players are allowed to abort. Our scenario is inspired by the physics setup of Bell experiments, where two players share a predefined entangled state but are not allowed to communicate. Each is given a measurement as input, which they perform on their share of the system. The outcomes of the measurements should follow a distribution predicted by quantum mechanics; however, in practice, the detectors may fail to produce an output in some of the runs. The efficiency of the experiment is the probability that the experiment succeeds (neither of the detectors fails). When the players share a quantum state, this gives rise to a new bound on quantum communication complexity (eff*) that subsumes the factorization norm. When players share randomness instead of a quantum state, the efficiency bound (eff), coincides with the partition bound of Jain and Klauck. This is one of the strongest lower bounds known for randomized communication complexity, which subsumes all the known combinatorial and algebraic methods including the rectangle (corruption) bound, the factorization norm, and discrepancy. The lower bound is formulated as a convex optimization problem. In practice, the dual form is more feasible to use, and we show that it amounts to constructing an explicit Bell inequality (for eff) or Tsirelson inequality (for eff*). We give an example of a quantum distribution where the violation can be exponentially bigger than the previously studied class of normalized Bell inequalities. For one-way communication, we show that the quantum one-way partition bound is tight for classical communication with shared entanglement up to arbitrarily small error.Comment: 21 pages, extended versio
    • …
    corecore