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arXiv:1406.0995 · Physical Review Letters

Characterizing the Performance of xor Games and the Shannon Capacity of Graphs

Ravishankar Ramanathan, Alastair Kay, Gláucia Murta, Paweł Horodecki

Published Dec 8, 2014• 12 citations
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Abstract

In this Letter we give a set of necessary and sufficient conditions such that quantum players of a two-party XOR game cannot perform any better than classical players. With any such game, we associate a graph and examine its zero-error communication capacity. This allows us to specify a broad new class of graphs for which the Shannon capacity can be calculated. The conditions also enable the parametrization of new families of games that have no quantum advantage for arbitrary input probability distributions, up to certain symmetries. In the future, these might be used in information-theoretic studies on reproducing the set of quantum nonlocal correlations.

DOI
10.1103/physrevlett.113.240401

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In this Letter we give a set of necessary and sufficient conditions such that quantum players of a two-party XOR game cannot perform any better than classical players. With any such game, we associate a graph and examine its zero-error communication capacity. This allows us to specify a broad new class of graphs for which the Shannon capacity can be calculated. The conditions also enable the parametrization of new families of games that have no quantum advantage for arbitrary input probability distributions, up to certain symmetries. In the future, these might be used in information-theoretic studies on reproducing the set of quantum nonlocal correlations.
Two-party xor games (correlation Bell inequalities with two outcomes per party) are the most studied Bell inequalities, and one of the few classes for which the optimal quantum value is known to be exactly calculable. We study a natural generalization of the binary xor games to the class of linear games with d>2d>2d>2 outcomes, and propose an easily computable bound on the quantum value of these games. Many interesting properties such as the impossibility of a quantum strategy to win these games, and the quantum bound on the CHSH game generalized to ddd outcomes are derived. We also use the proposed bound to prove a large-alphabet generalization of the principle of no quantum advantage in nonlocal computation, showing that quantum theory provides no advantage in the task of nonlocal distributed computation of a class of functions with ddd outcomes for prime ddd, while general no-signaling boxes do. This task is one of the information-theoretic principles attempting to characterize the set of quantum correlations from amongst general no-signaling ones.
In this work we introduce an intermediate setting between quantum nonlocality and communication complexity problems. More precisely, we study the value of XOR games GGG when Alice and Bob are allowed to use a limited amount of one-way classical communication ωo.w.−c(G)ω_{o.w.-c}(G)ωo.w.−c​(G) (resp. one-way quantum communication ωo.w.−c∗(G)ω_{o.w.-c}^*(G)ωo.w.−c∗​(G)), where ccc denotes the number of bits (resp. qubits). The key quantity here is the quotient ωo.w.−c∗(G)/ωo.w.−c(G)ω_{o.w.-c}^*(G)/ω_{o.w.-c}(G)ωo.w.−c∗​(G)/ωo.w.−c​(G). We provide a universal way to obtain Bell inequality violations of general Bell functionals from XOR games for which the quotient ωo.w.−c∗(G)/ωo.w.−2c(G)ω_{o.w.-c}^*(G)/ω_{o.w.-2c}(G)ωo.w.−c∗​(G)/ωo.w.−2c​(G) is larger than 1. This allows, in particular, to find (unbounded) Bell inequality violations from communication complexity problems in the same spirit as the recent work by Buhrman et al. (2016). We also provide an example of a XOR game for which the previous quotient is optimal (up to a logarithmic factor) in terms of the amount of information ccc. Interestingly, this game has only polynomially many inputs per player. For the related problem of separating the classical vs quantum communication complexity of a function, the known examples attaining exponential separation require exponentially many inputs per party.
We bound separations between the entangled and classical values for several classes of nonlocal ttt-player games. Our motivating question is whether there is a family of ttt-player XOR games for which the entangled bias is 111 but for which the classical bias goes down to 000, for fixed ttt. 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-mmm games and show that their classical value is always at least 1m+m−1mt1−t\frac{1}{m} + \frac{m-1}{m} t^{1-t}m1​+mm−1​t1−t. Secondly, for free XOR games, in which the input distribution is of product form, we show β(G)≥β∗(G)2tβ(G) \geq β^*(G)^{2^t}β(G)≥β∗(G)2t where β(G)β(G)β(G) and β∗(G)β^*(G)β∗(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−ε1-ε1−ε then the classical value is at least 1−O(εlog⁡k)1-\mathcal{O}(\sqrt{ε\log k})1−O(εlogk​) where kkk is the number of outputs in the game. Our proofs use semidefinite-programming techniques, the Gowers inverse theorem and hypergraph norms.
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.
Quantum strategies, error bounds, optimality, and duality gaps for multiplayer XOR, XOR∗\mathrm{XOR}^{*}XOR∗, compiled XOR, XOR∗\mathrm{XOR}^{*}XOR∗, and strong parallel repetiton of XOR, XOR∗\mathrm{XOR}^{*}XOR∗, and FFL games
We characterize exact, and approximate, optimality of games that players can interact with using quantum strategies. In comparison to a previous work of the author, arXiv: 2311.12887, which applied a 2016 framework due to Ostrev for constructing error bounds beyond CHSH and XOR games, in addition to the existence of well-posed semidefinite programs for determining primal feasible solutions, along with quantum-classical duality gaps, it continues to remain of interest to further develop the construction of error bounds, and related objects, to game-theoretic settings with several participants. In such settings, one encounters a rich information theoretic landscape, not only from the fact that there exists a significantly larger combinatorial space of possible strategies for each player, but also several opportunities for pronounced quantum advantage. We conclude this effort by describing other variants of other possible strategies, as proposed sources for quantum advantage, in XOR∗\mathrm{XOR}^{*}XOR∗, compiled XOR∗\mathrm{XOR}^{*}XOR∗, and strong parallel repetition variants of XOR∗\mathrm{XOR}^{*}XOR∗ games.