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arXiv:1007.2952 · International Journal of Foundations of Computer Science

SEPARATION BETWEEN CLASSICAL AND QUANTUM WINNING STRATEGIES FOR THE MATCHING GAME

Ivan Fialík

Published Dec 1, 2008• 1 citation
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Abstract

Communication complexity is an area of classical computer science which studies how much communication is necessary to solve various distributed computational problems. Quantum information processing can be used to reduce the amount of communication required to carry out some distributed problems. We speak of pseudo-telepathy when it is able to completely eliminate the need for communication. The matching game is the newest member of the family of pseudo-telepathy games. After introducing a general model for pseudo-telepathy games, we focus on the question what the smallest size of inputs is for which the matching game is a pseudo-telepathy game.

DOI
10.1142/s0129054108006388

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•Jan 1, 2004•20 citations
Communication complexity is an area of classical computer science which studies how much communication is necessary to solve various distributed computational problems. Quantum information processing can be used to reduce the amount of communication required to carry out some distributed problems. We speak of pseudo-telepathy when it is able to completely eliminate the need for communication. The matching game is the newest member of the family of pseudo-telepathy games. After introducing a general model for pseudo-telepathy games, we focus on the question what the smallest size of inputs is for which the matching game is a pseudo-telepathy game.
Communication complexity is an area of classical computer science which studies how much communication is necessary to solve various distributed computational problems. Quantum information processing can be used to reduce the amount of communication required to carry out some distributed problems. We speak of pseudo-telepathy when it is able to completely eliminate the need for communication. Since it is generally very hard to perfectly implement a quantum winning strategy for a pseudo-telepathy game, quantum players are almost certain to make errors even though they use a winning strategy. After introducing a model for pseudo-telepathy games, we investigate the impact of erroneously performed unitary transformations on the quantum winning strategy for the Mermin-GHZ game. The question of how strong the unitary noise can be so that quantum players would still be better than classical ones is also dealt with.
Abstract. Quantum information processing is at the crossroads of physics, mathematics and computer science. It is concerned with that we can and cannot do with quantum information that goes beyond the abilities of classical information processing devices. Communication complexity is an area of classical computer science that aims at quantifying the amount of communication necessary to solve distributed computational problems. Quantum communication complexity uses quantum mechanics to reduce the amount of communication that would be classically required. Pseudo-telepathy is a surprising application of quantum information processing to communication complexity. Thanks to entanglement, perhaps the most nonclassical manifestation of quantum mechanics, two or more quantum players can accomplish a distributed task with no need for communication whatsoever, which would be an impossible feat for classical players. After a detailed overview of the principle and purpose of pseudo-telepathy, we present a survey of recent and no-so-recent work on the subject. In particular, we describe and analyse all the pseudo-telepathy games currently known to the authors. 1.
Pseudo-telepathy provides an intuitive way of looking at Bell's inequalities, in which it is often obvious that feats achievable by use of quantum entanglement would be classically impossible. A~two-player pseudo-telepathy game proceeds as follows: Alice and Bob are individually asked a question and they must provide an answer. They are \emph{not} allowed any form of communication once the questions are asked, but they may have agreed on a common strategy prior to the execution of the game. We~say that they \emph{win} the game if the questions and answers fulfil a specific relation. A~game exhibits \emph{pseudo-telepathy} if there is a quantum strategy that makes Alice and Bob win the game for all possible questions, provided they share prior entanglement, whereas it would be impossible to win this game systematically in a classical setting. In~this paper, we show that any two-player pseudo-telepathy game requires the quantum players to share an entangled quantum system of dimension at least~\mbox{3×33 \times 33×3}. This is optimal for two-player games, but the most efficient pseudo-telepathy game possible, in terms of total dimension, involves \emph{three} players who share a quantum system of dimension~\mbox{2×2×22 \times 2 \times 22×2×2}.
Pseudo-telepathy provides an intuitive way of looking at Bell's inequalities, in which it is often obvious that feats achievable by use of quantum entanglement would be classically impossible. A two-player pseudo-telepathy game proceeds as follows: Alice and Bob are individually asked a question and they must provide an answer. They are not allowed any form of communication once the questions are asked, but they may have agreed on a common strategy prior to the execution of the game. We say that they win the game if the questions and answers fulfil a specific relation. A game exhibits pseudo-telepathy if there is a quantum strategy that makes Alice and Bob win the game for all possible questions, provided they share prior entanglement, whereas it would be impossible to win this game systematically in a classical setting. In this paper, we show that any two-player pseudo-telepathy game requires the quantum players to share an entangled quantum system of dimension at least 3x3. This is optimal for two-player games, but the most efficient pseudo-telepathy game possible, in terms of total dimension, involves three players who share a quantum system of dimension 2x2x2.
A pseudo-telepathy game is a game for two or more players for which there is no classical winning strategy, but there is a winning strategy based on sharing quantum entanglement by the players. Since it is generally very hard to perfectly implement a quantum winning strategy for a pseudo-telepathy game, quantum players are almost certain to make errors even though they use a winning strategy. After introducing a model for pseudo-telepathy games, we investigate the impact of several basic noisy quantum channels on the quantum winning strategy for the Mermin-GHZ game. The question of how strong the noise can be so that quantum players would still be better than classical ones is also dealt with.
Pseudo-telepathy provides an intuitive way of looking at Bell's inequalities, in which it is often obvious that feats achievable by use of quantum entanglement would be classically impossible. A two-player pseudo-telepathy game proceeds as follows: Alice and Bob are individually asked a question and they must provide an answer. They are not allowed any form of communication once the questions are asked, but they may have agreed on a common strategy prior to the execution of the game. We say that they win the game if the questions and answers fulfil a specific relation. A game exhibits pseudo-telepathy if there is a quantum strategy that makes Alice and Bob win the game for all possible questions, provided they share prior entanglement, whereas it would be impossible to win this game systematically in a classical setting. In this paper, we show that any two-player pseudo-telepathy game requires the quantum players to share an entangled quantum system of dimension at least 3x3. This is optimal for two-player games, but the most efficient pseudo-telepathy game possible, in terms of total dimension, involves three players who share a quantum system of dimension 2x2x2.