Challenges
Datasets
Workspaces
Papers
Discussions
Leaderboard
Log inSign up
Challenges
Datasets
Workspaces
Papers
Discussions
Leaderboard
Blog
Job Board
Q3AS

© 2026 Aqora Quantum S.A.S.

TermsPrivacyLegal Notice

arXiv:1609.01652 · Quantum Information and Computation

Entanglement of approximate quantum strategies in XOR games

Dimiter Ostrev, Thomas Vidick

Published Jun 1, 2018• 10 citations
arXivHTMLPDF

Abstract

We characterize the amount of entanglement that is sufficient to play any XOR game near-optimally. We show that for any XOR game G and \eps>0 there is an \eps-optimal strategy for G using \lceil \eps^{-1} \rceil ebits of entanglement, irrespective of the number of questions in the game. By considering the family of XOR games CHSH(n) introduced by Slofstra (Jour. Math. Phys. 2011), we show that this bound is nearly tight: for any \eps>0 there is an n=\Theta(\eps^{-1/5}) such that \Omega(\eps^{-1/5}) ebits are required for any strategy achieving bias that is at least a multiplicative factor (1-\eps) from optimal in CHSH(n).

DOI
10.26421/qic18.7-8-6

Related papers

Lower bounds on the entanglement needed to play XOR non-local games

William Slofstra

We give an explicit family of XOR games with O(n)-bit questions requiring 2n ebits to play near-optimally. More generally, we introduce a new technique for proving lower bounds on the amount of entanglement required by an XOR game: we show that near-optimal strategies for an XOR game G correspond to approximate representations of a certain C*-algebra associated to G. Our results extend an earlier theorem of Tsirelson characterising the set of quantum strategies which implement extremal quantum correlations.

arXiv:1007.2248•Journal of Mathematical Physics•Oct 1, 2011•33 citations

The structure of optimal and nearly-optimal quantum strategies for non-local XOR games

Dimiter Ostrev

We study optimal and nearly-optimal quantum strategies for non-local XOR games. First, we prove the following general result: for every non-local XOR game, there exists a set of relations with the properties: (1) a quantum strategy is optimal for the game if and only if it satisfies the relations, and (2) a quantum strategy is nearly optimal for the game if and only if it approximately satisfies the relations. Next, we focus attention on a specific infinite family of XOR games: the CHSH(n) games. This family generalizes the well-known CHSH game. We describe the general form of CHSH(n) optimal strategies. Then, we adapt the concept of intertwining operator from representation theory and use that to characterize nearly-optimal CHSH(n) strategies.

arXiv:1506.00607•Jun 1, 2015•0 citations

Algorithms, Bounds, and Strategies for Entangled XOR Games

Adam Bene Watts, Aram W. Harrow, Gurtej Kanwar +1 more

Entangled games are a quantum analog of constraint satisfaction problems and have had important applications to quantum complexity theory, quantum cryptography, and the foundations of quantum mechanics. Given a game, the basic computational problem is to compute its entangled value: the supremum success probability attainable by a quantum strategy. We study the complexity of computing the (commuting-operator) entangled value omega^* of entangled XOR games with any number of players. Based on a duality theory for systems of operator equations, we introduce necessary and sufficient criteria for an XOR game to have omega^* = 1, and use these criteria to derive the following results: 1) An algorithm for symmetric games that decides in polynomial time whether omega^* = 1 or omega^* < 1, a task that was not previously known to be decidable, together with a simple tensor-product strategy that achieves value 1 in the former case. The only previous candidate algorithm for this problem was the Navascués-Pironio-Acín (also known as noncommutative Sum of Squares or ncSoS) hierarchy, but no convergence bounds were known. 2) A family of games with three players and with omega^* < 1, where it takes doubly exponential time for the ncSoS algorithm to witness this. By contrast, our algorithm runs in polynomial time. 3) Existence of an unsatisfiable phase for random (non-symmetric) XOR games. We show that there exists a constant C_k^{unsat} depending only on the number k of players, such that a random k-XOR game over an alphabet of size n has omega^* < 1 with high probability when the number of clauses is above C_k^{unsat} n. 4) A lower bound of Omega(n log(n)/log log(n)) on the number of levels in the ncSoS hierarchy required to detect unsatisfiability for most random 3-XOR games. This is in contrast with the classical case where the (3n)^{th} level of the sum-of-squares hierarchy is equivalent to brute-force enumeration of all possible solutions.

Leibniz international proceedings in informatics•Jan 1, 2019•0 citations

Algorithms, Bounds, and Strategies for Entangled XOR Games

Adam Bene Watts, Aram W. Harrow, Gurtej Kanwar +1 more

We study the complexity of computing the commuting-operator value $ω^*$ of entangled XOR games with any number of players. We introduce necessary and sufficient criteria for an XOR game to have $ω^* = 1$, and use these criteria to derive the following results: 1. An algorithm for symmetric games that decides in polynomial time whether $ω^* = 1$ or $ω^* < 1$, a task that was not previously known to be decidable, together with a simple tensor-product strategy that achieves value 1 in the former case. The only previous candidate algorithm for this problem was the Navascués-Pironio-Acín (also known as noncommutative Sum of Squares or ncSoS) hierarchy, but no convergence bounds were known. 2. A family of games with three players and with $ω^* < 1$, where it takes doubly exponential time for the ncSoS algorithm to witness this (in contrast with our algorithm which runs in polynomial time). 3. A family of games achieving a bias difference $2(ω^* - ω)$ arbitrarily close to the maximum possible value of $1$ (and as a consequence, achieving an unbounded bias ratio), answering an open question of Briët and Vidick. 4. Existence of an unsatisfiable phase for random (non-symmetric) XOR games: that is, we show that there exists a constant $C_k^{\text{unsat}}$ depending only on the number $k$ of players, such that a random $k$-XOR game over an alphabet of size $n$ has $ω^* < 1$ with high probability when the number of clauses is above $C_k^{\text{unsat}} n$. 5. A lower bound of $Ω(n \log(n)/\log\log(n))$ on the number of levels in the ncSoS hierarchy required to detect unsatisfiability for most random 3-XOR games. This is in contrast with the classical case where the $n$-th level of the sum-of-squares hierarchy is equivalent to brute-force enumeration of all possible solutions.

arXiv:1801.00821•ITCS•Jan 2, 2018•3 citations

The structure of nearly-optimal quantum strategies for the non-local XOR games

Dimiter Ostrev

We consider the infinite family of non-local games CHSH(n). We consider nearly-optimal strategies for CHSH(n). We introduce a notion of approximate homomorphism for strategies and show that any nearly-optimal strategy for CHSH(n) is approximately homomorphic to the canonical optimal CHSH(n) strategy. This demonstrates that any nearly-optimal CHSH(n) strategy must approximately contain the algebraic structure of the canonical optimal strategy.

Quantum Information and Computation•Oct 1, 2016•6 citations

Quantum strategies are better than classical in almost any XOR game

Andris Ambainis, Artūrs Bačkurs, Kaspars Balodis +4 more

We initiate a study of random instances of nonlocal games. We show that quantum strategies are better than classical for almost any 2-player XOR game. More precisely, for large n, the entangled value of a random 2-player XOR game with n questions to every player is at least 1.21... times the classical value, for 1-o(1) fraction of all 2-player XOR games.

arXiv:1112.3330•Dec 14, 2011•0 citations
We characterize the amount of entanglement that is sufficient to play any XOR game near-optimally. We show that for any XOR game G and \eps>0 there is an \eps-optimal strategy for G using \lceil \eps^{-1} \rceil ebits of entanglement, irrespective of the number of questions in the game. By considering the family of XOR games CHSH(n) introduced by Slofstra (Jour. Math. Phys. 2011), we show that this bound is nearly tight: for any \eps>0 there is an n=\Theta(\eps^{-1/5}) such that \Omega(\eps^{-1/5}) ebits are required for any strategy achieving bias that is at least a multiplicative factor (1-\eps) from optimal in CHSH(n).
We give an explicit family of XOR games with O(n)-bit questions requiring 2n ebits to play near-optimally. More generally, we introduce a new technique for proving lower bounds on the amount of entanglement required by an XOR game: we show that near-optimal strategies for an XOR game G correspond to approximate representations of a certain C*-algebra associated to G. Our results extend an earlier theorem of Tsirelson characterising the set of quantum strategies which implement extremal quantum correlations.
We study optimal and nearly-optimal quantum strategies for non-local XOR games. First, we prove the following general result: for every non-local XOR game, there exists a set of relations with the properties: (1) a quantum strategy is optimal for the game if and only if it satisfies the relations, and (2) a quantum strategy is nearly optimal for the game if and only if it approximately satisfies the relations. Next, we focus attention on a specific infinite family of XOR games: the CHSH(n) games. This family generalizes the well-known CHSH game. We describe the general form of CHSH(n) optimal strategies. Then, we adapt the concept of intertwining operator from representation theory and use that to characterize nearly-optimal CHSH(n) strategies.
Entangled games are a quantum analog of constraint satisfaction problems and have had important applications to quantum complexity theory, quantum cryptography, and the foundations of quantum mechanics. Given a game, the basic computational problem is to compute its entangled value: the supremum success probability attainable by a quantum strategy. We study the complexity of computing the (commuting-operator) entangled value omega^* of entangled XOR games with any number of players. Based on a duality theory for systems of operator equations, we introduce necessary and sufficient criteria for an XOR game to have omega^* = 1, and use these criteria to derive the following results: 1) An algorithm for symmetric games that decides in polynomial time whether omega^* = 1 or omega^* < 1, a task that was not previously known to be decidable, together with a simple tensor-product strategy that achieves value 1 in the former case. The only previous candidate algorithm for this problem was the Navascués-Pironio-Acín (also known as noncommutative Sum of Squares or ncSoS) hierarchy, but no convergence bounds were known. 2) A family of games with three players and with omega^* < 1, where it takes doubly exponential time for the ncSoS algorithm to witness this. By contrast, our algorithm runs in polynomial time. 3) Existence of an unsatisfiable phase for random (non-symmetric) XOR games. We show that there exists a constant C_k^{unsat} depending only on the number k of players, such that a random k-XOR game over an alphabet of size n has omega^* < 1 with high probability when the number of clauses is above C_k^{unsat} n. 4) A lower bound of Omega(n log(n)/log log(n)) on the number of levels in the ncSoS hierarchy required to detect unsatisfiability for most random 3-XOR games. This is in contrast with the classical case where the (3n)^{th} level of the sum-of-squares hierarchy is equivalent to brute-force enumeration of all possible solutions.
We study the complexity of computing the commuting-operator value ω∗ω^*ω∗ of entangled XOR games with any number of players. We introduce necessary and sufficient criteria for an XOR game to have ω∗=1ω^* = 1ω∗=1, and use these criteria to derive the following results: 1. An algorithm for symmetric games that decides in polynomial time whether ω∗=1ω^* = 1ω∗=1 or ω∗<1ω^* < 1ω∗<1, a task that was not previously known to be decidable, together with a simple tensor-product strategy that achieves value 1 in the former case. The only previous candidate algorithm for this problem was the Navascués-Pironio-Acín (also known as noncommutative Sum of Squares or ncSoS) hierarchy, but no convergence bounds were known. 2. A family of games with three players and with ω∗<1ω^* < 1ω∗<1, where it takes doubly exponential time for the ncSoS algorithm to witness this (in contrast with our algorithm which runs in polynomial time). 3. A family of games achieving a bias difference 2(ω∗−ω)2(ω^* - ω)2(ω∗−ω) arbitrarily close to the maximum possible value of 111 (and as a consequence, achieving an unbounded bias ratio), answering an open question of Briët and Vidick. 4. Existence of an unsatisfiable phase for random (non-symmetric) XOR games: that is, we show that there exists a constant CkunsatC_k^{\text{unsat}}Ckunsat​ depending only on the number kkk of players, such that a random kkk-XOR game over an alphabet of size nnn has ω∗<1ω^* < 1ω∗<1 with high probability when the number of clauses is above CkunsatnC_k^{\text{unsat}} nCkunsat​n. 5. A lower bound of Ω(nlog⁡(n)/log⁡log⁡(n))Ω(n \log(n)/\log\log(n))Ω(nlog(n)/loglog(n)) on the number of levels in the ncSoS hierarchy required to detect unsatisfiability for most random 3-XOR games. This is in contrast with the classical case where the nnn-th level of the sum-of-squares hierarchy is equivalent to brute-force enumeration of all possible solutions.