16 research outputs found
SudoQ -- a quantum variant of the popular game
We introduce SudoQ, a quantum version of the classical game Sudoku. Allowing
the entries of the grid to be (non-commutative) projections instead of
integers, the solution set of SudoQ puzzles can be much larger than in the
classical (commutative) setting. We introduce and analyze a randomized
algorithm for computing solutions of SudoQ puzzles. Finally, we state two
important conjectures relating the quantum and the classical solutions of SudoQ
puzzles, corroborated by analytical and numerical evidence.Comment: Python code and examples available at
https://github.com/inechita/Sudo
Application of Message Passing and Sinkhorn Balancing Algorithms for Probabilistic Graphical Models
Probabilistic Graphical Models (PGMs) allow us to map real world scenarios to adeclarative representation and use it as a basis for predictive analysis. It is a framework thatallows us to express complex probability distributions in a simple way. PGMs can be applied to avariety of scenarios wherein a model is built to reflect the conditional dependencies betweenrandom variables and then used to simulate the interactions between them to draw conclusions.The framework further provides many algorithms to analyze these models and extractinformation.One of the applications of PGMs is in solving mathematical puzzles such as Sudoku.Sudoku is a popular number puzzle that involves filling in empty cells in an âN x Nâ grid in sucha way that numbers 1 to N appear only once in each row, column and âN 1/2 x N 1/2 â sub-grid. Wecan model this problem as a PGM and represent it in the form of a bipartite graph. The mainconcepts we employ to obtain an algorithm to solve Sudoku puzzles are factor graphs andmessage passing algorithms. In this project we attempt to modify the sum-product messagepassing algorithm to solve the puzzle. Additionally, we implement a solution using Sinkhornbalancing to overcome the impact of loopy propagation and compare its performance with theformer
Density evolution for SUDOKU codes on the erasure channel
Codes based on SUDOKU puzzles are discussed,
and belief propagation decoding introduced for the erasure
channel. Despite the non-linearity of the code constraints, it
is argued that density evolution can be used to analyse code
performance due to the invariance of the code under alphabet
permutation. The belief propagation decoder for erasure channels
operates by exchanging messages containing sets of possible
values. Accordingly, density evolution tracks the probability
mass functions of the set cardinalities. The equations governing
the mapping of those probability mass functions are derived
and calculated for variable and constraint nodes, and decoding
thresholds are computed for long SUDOKU codes with random
interleavers.Funded in part by the European Research Council under ERC grant
agreement 259663 and by the FP7 Network of Excellence NEWCOM# under
grant agreement 318306.This is the accepted manuscript. The final version is available from IEEE at http://dx.doi.org/10.1109/ISTC.2014.6955120
Recurrent Relational Networks
This paper is concerned with learning to solve tasks that require a chain of
interdependent steps of relational inference, like answering complex questions
about the relationships between objects, or solving puzzles where the smaller
elements of a solution mutually constrain each other. We introduce the
recurrent relational network, a general purpose module that operates on a graph
representation of objects. As a generalization of Santoro et al. [2017]'s
relational network, it can augment any neural network model with the capacity
to do many-step relational reasoning. We achieve state of the art results on
the bAbI textual question-answering dataset with the recurrent relational
network, consistently solving 20/20 tasks. As bAbI is not particularly
challenging from a relational reasoning point of view, we introduce
Pretty-CLEVR, a new diagnostic dataset for relational reasoning. In the
Pretty-CLEVR set-up, we can vary the question to control for the number of
relational reasoning steps that are required to obtain the answer. Using
Pretty-CLEVR, we probe the limitations of multi-layer perceptrons, relational
and recurrent relational networks. Finally, we show how recurrent relational
networks can learn to solve Sudoku puzzles from supervised training data, a
challenging task requiring upwards of 64 steps of relational reasoning. We
achieve state-of-the-art results amongst comparable methods by solving 96.6% of
the hardest Sudoku puzzles.Comment: Accepted at NIPS 201
Quantum Permutation Matrices
Quantum permutations arise in many aspects of modern âquantum mathematicsâ.
However, the aim of this article is to detach these objects from their context and to
give a friendly introduction purely within operator theory. We define quantum permutation matrices as matrices whose entries are operators on Hilbert spaces; they obey
certain assumptions generalizing classical permutation matrices. We give a number of
examples and we list many open problems. We then put them back in their original
context and give an overview of their use in several branches of mathematics, such
as quantum groups, quantum information theory, graph theory and free probability
theory
Testing of random matrices
Let be a positive integer and be an
\linebreak \noindent sized matrix of independent random variables
having joint uniform distribution \hbox{Pr} {x_{ij} = k \hbox{for} 1 \leq k
\leq n} = \frac{1}{n} \quad (1 \leq i, j \leq n) \koz. A realization
of is called \textit{good}, if its each row and
each column contains a permutation of the numbers . We present and
analyse four typical algorithms which decide whether a given realization is
good