2,526 research outputs found
Grover's Quantum Search Algorithm and Diophantine Approximation
In a fundamental paper [Phys. Rev. Lett. 78, 325 (1997)] Grover showed how a
quantum computer can find a single marked object in a database of size N by
using only O(N^{1/2}) queries of the oracle that identifies the object. His
result was generalized to the case of finding one object in a subset of marked
elements. We consider the following computational problem: A subset of marked
elements is given whose number of elements is either M or K, M<K, our task is
to determine which is the case. We show how to solve this problem with a high
probability of success using only iterations of Grover's basic step (and no
other algorithm). Let m be the required number of iterations; we prove that
under certain restrictions on the sizes of M and K the estimation m <
(2N^{1/2})/(K^{1/2}-M^{1/2}) obtains. This bound sharpens previous results and
is known to be optimal up to a constant factor. Our method involves
simultaneous Diophantine approximations, so that Grover's algorithm is
conceptualized as an orbit of an ergodic automorphism of the torus. We comment
on situations where the algorithm may be slow, and note the similarity between
these cases and the problem of small divisors in classical mechanics.Comment: 8 pages, revtex, Title change
Deviation from Snell's Law for Beams Transmitted Near the Critical Angle: Application to Microcavity Lasers
We show that when a narrow beam is incident upon a dielectric interface near
the critical angle for total internal reflection it will be transmitted into
the far-field with an angular deflection from the direction predicted by
Snell's Law, due to a phenomenon we call "Fresnel Filtering". This effect can
be quite large for the parameter range relevant to dielectric microcavity
lasers.Comment: 4 pages, 3 figures (eps), RevTeX 3.1, to be published in Optics
Letter
Continuous atom laser with Bose-Einstein condensates involving three-body interactions
We demonstrate, through numerical simulations, the emission of a coherent
continuous matter wave of constant amplitude from a Bose-Einstein Condensate in
a shallow optical dipole trap. The process is achieved by spatial control of
the variations of the scattering length along the trapping axis, including
elastic three body interactions due to dipole interactions. In our approach,
the outcoupling mechanism are atomic interactions and thus, the trap remains
unaltered. We calculate analytically the parameters for the experimental
implementation of this CW atom laser.Comment: 11 pages, 4 figure
A generalized light-driven model of community transitions along coral reef depth gradients
Aim: Coral reefs shift between distinct communities with depth throughout the world. Yet, despite over half a century of research on coral reef depth gradients, researchers have not addressed the driving force of these patterns. We present a theoretical, process-based model of light’s influence on the shallow to mesophotic reef transition as a single quantitative framework. We also share an interactive web application. Moving beyond depth as an ecological proxy will enhance research conducted on deeper coral reefs. Location: Global; subtropical and tropical coral reefs, oligotrophic and turbid coastal waters. Time period: Present day (2020). Major taxa: Scleractinia. Methods: We constructed ordinary differential equations representing the preferred light environments of shallow and mesophotic Scleractinia. We projected these as depth bands using light attenuation coefficients from around the world, and performed a sensitivity analysis. Results: We found light relationships alone are sufficient to capture major ecological features across coral reef depth gradients. Our model supports the depth limits currently used in coral reef ecology, predicting a global range for the shallow-upper mesophotic boundary at 36.1 m ± 5.6 and the upper-lower mesophotic boundary at 61.9 m ± 9.6. However, our model allows researchers to move past these fixed depth limits, and quantitatively predict the depths of reef zones in locations around the world. Main conclusions: The use of depth as a proxy for changes in coral reef communities offers no guidance for environmental variation between sites. We have shown it is possible to use light to predict the depth boundaries of reef zones as a continuous variable, and to accommodate this variability. Predicting the depths of reef zones in unusual light environments suggests that shallow-water turbid reefs should be considered as mesophotic coral ecosystems. Nonetheless, the current depth-based heuristics are relatively accurate at a global level
PKIS deep dive yields a chemical starting point for dark kinases and a cell active BRSK2 inhibitor
A Survey on Approximation Mechanism Design without Money for Facility Games
In a facility game one or more facilities are placed in a metric space to
serve a set of selfish agents whose addresses are their private information. In
a classical facility game, each agent wants to be as close to a facility as
possible, and the cost of an agent can be defined as the distance between her
location and the closest facility. In an obnoxious facility game, each agent
wants to be far away from all facilities, and her utility is the distance from
her location to the facility set. The objective of each agent is to minimize
her cost or maximize her utility. An agent may lie if, by doing so, more
benefit can be obtained. We are interested in social choice mechanisms that do
not utilize payments. The game designer aims at a mechanism that is
strategy-proof, in the sense that any agent cannot benefit by misreporting her
address, or, even better, group strategy-proof, in the sense that any coalition
of agents cannot all benefit by lying. Meanwhile, it is desirable to have the
mechanism to be approximately optimal with respect to a chosen objective
function. Several models for such approximation mechanism design without money
for facility games have been proposed. In this paper we briefly review these
models and related results for both deterministic and randomized mechanisms,
and meanwhile we present a general framework for approximation mechanism design
without money for facility games
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