13,039 research outputs found
Optimized Compilation of Aggregated Instructions for Realistic Quantum Computers
Recent developments in engineering and algorithms have made real-world
applications in quantum computing possible in the near future. Existing quantum
programming languages and compilers use a quantum assembly language composed of
1- and 2-qubit (quantum bit) gates. Quantum compiler frameworks translate this
quantum assembly to electric signals (called control pulses) that implement the
specified computation on specific physical devices. However, there is a
mismatch between the operations defined by the 1- and 2-qubit logical ISA and
their underlying physical implementation, so the current practice of directly
translating logical instructions into control pulses results in inefficient,
high-latency programs. To address this inefficiency, we propose a universal
quantum compilation methodology that aggregates multiple logical operations
into larger units that manipulate up to 10 qubits at a time. Our methodology
then optimizes these aggregates by (1) finding commutative intermediate
operations that result in more efficient schedules and (2) creating custom
control pulses optimized for the aggregate (instead of individual 1- and
2-qubit operations). Compared to the standard gate-based compilation, the
proposed approach realizes a deeper vertical integration of high-level quantum
software and low-level, physical quantum hardware. We evaluate our approach on
important near-term quantum applications on simulations of superconducting
quantum architectures. Our proposed approach provides a mean speedup of
, with a maximum of . Because latency directly affects the
feasibility of quantum computation, our results not only improve performance
but also have the potential to enable quantum computation sooner than otherwise
possible.Comment: 13 pages, to apper in ASPLO
Network Creation Games: Think Global - Act Local
We investigate a non-cooperative game-theoretic model for the formation of
communication networks by selfish agents. Each agent aims for a central
position at minimum cost for creating edges. In particular, the general model
(Fabrikant et al., PODC'03) became popular for studying the structure of the
Internet or social networks. Despite its significance, locality in this game
was first studied only recently (Bil\`o et al., SPAA'14), where a worst case
locality model was presented, which came with a high efficiency loss in terms
of quality of equilibria. Our main contribution is a new and more optimistic
view on locality: agents are limited in their knowledge and actions to their
local view ranges, but can probe different strategies and finally choose the
best. We study the influence of our locality notion on the hardness of
computing best responses, convergence to equilibria, and quality of equilibria.
Moreover, we compare the strength of local versus non-local strategy-changes.
Our results address the gap between the original model and the worst case
locality variant. On the bright side, our efficiency results are in line with
observations from the original model, yet we have a non-constant lower bound on
the price of anarchy.Comment: An extended abstract of this paper has been accepted for publication
in the proceedings of the 40th International Conference on Mathematical
Foundations on Computer Scienc
On Local Regret
Online learning aims to perform nearly as well as the best hypothesis in
hindsight. For some hypothesis classes, though, even finding the best
hypothesis offline is challenging. In such offline cases, local search
techniques are often employed and only local optimality guaranteed. For online
decision-making with such hypothesis classes, we introduce local regret, a
generalization of regret that aims to perform nearly as well as only nearby
hypotheses. We then present a general algorithm to minimize local regret with
arbitrary locality graphs. We also show how the graph structure can be
exploited to drastically speed learning. These algorithms are then demonstrated
on a diverse set of online problems: online disjunct learning, online Max-SAT,
and online decision tree learning.Comment: This is the longer version of the same-titled paper appearing in the
Proceedings of the Twenty-Ninth International Conference on Machine Learning
(ICML), 201
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