We relate Connes' embedding problem in operator algebras to the Brown algebra Unc(n), which is defined as the universal unital C*-algebra generated by the entries of an n x n unitary matrix. In particular, we show that the embedding problem is equivalent to determining whether or not the algebra Unc(n) has the weak expectation property for any (equivalently, all) n at least 2. From this perspective, we develop a theory of what we call unitary correlation sets. These sets are analogous to the usual sets of bipartite probabilistic correlations arising from the typical models in quantum information theory. We show that the analogue of the weak Tsirelson problem for unitary correlation sets is again equivalent to Connes' embedding problem. Moreover, we show that as long as Alice and Bob's unitaries are of size at least 2, the set of spatial unitary correlations is never a closed set. This result is analogous to a recent theorem of Slofstra, which states that the set of quantum probabilistic correlations is not closed, so long as the input and output sets are large enough. \n \nWe also discuss several applications of the theory of unitary correlation sets. First, we show that the class of extended non-local games known as quantum XOR games is a rich enough class to detect the validity of Connes' embedding problem. That is, the embedding problem has a positive answer if and only if the value of every quantum XOR game in the commuting model agrees with the value of the game in the approximate finite-dimensional model. Second, we use a C*-algebraic analogue of the quantum teleportation and super-dense coding maps from quantum information theory to obtain separations between the tensor product model (or "quantum spatial" model) and the approximate finite-dimensional model (or "quantum approximate" model), for matrix-valued generalizations of the usual Tsirelson corrleation sets. We use some of the intermediate results to also obtain separations between the matrix versions of the finite-dimensional model (or "quantum model") and the tensor product model.
Tsirelson’s problem asks whether the commuting operator model for two-party quantum correlations is equivalent to the tensor-product model. We give a negative answer to this question by showing that there are non-local games which have perfect commuting-operator strategies, but do not have perfect tensor-product strategies. The weak Tsirelson problem, which is known to be equivalent to the Connes embedding problem, remains open. The examples we construct are instances of (binary) linear system games. For such games, previous results state that the existence of perfect strategies is controlled by the solution group of the linear system. Our main result is that every finitely-presented group embeds in some solution group. As an additional consequence, we show that the problem of determining whether a linear system game has a perfect commuting-operator strategy is undecidable.
Tsirelson once claimed that the set of quantum correlations, defined by strategies of non-local two-player games, does not depend on which of two possible models is chosen: the tensor product model or the commuting operator model. He later came back from this claim, and the resulting conjecture is now known as Tsirelson’s problem. The problem has since been proven equivalent to notoriously hard problems in operator theory, such as the Connes’ Embedding Problem and the QWEP conjecture. In this master thesis, we look at the finite dimensional case of Tsirelson’s problem, working out all the details of an existing proof and giving a new, shorter proof which also extends to the nuclear case. Moreover, we give an overview of the equivalence of Tsirelson’s problem and two of Kirchberg’s conjectures, including the QWEP conjecture. Finally, we give some results and considerations for the three-player case of Tsirelson’s problem. The appendix contains proofs of many related results used throughout the thesis, and also a beginner’s introduction to quantum mechanics.
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
Ckunsat 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
Ckunsatn. 5. A lower bound of
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
n-th level of the sum-of-squares hierarchy is equivalent to brute-force enumeration of all possible solutions.
Linear system games are a generalization of Mermin’s magic square game introduced by Cleve and Mittal. They show that perfect strategies for linear system games in the tensor-product model of entanglement correspond to finite-dimensional operator solutions of a certain set of non-commutative equations. We investigate linear system games in the commuting-operator model of entanglement, where Alice and Bob’s measurement operators act on a joint Hilbert space, and Alice’s operators must commute with Bob’s operators. We show that perfect strategies in this model correspond to possibly infinite-dimensional operator solutions of the non-commutative equations. The proof is based around a finitely presented group associated with the linear system which arises from the non-commutative equations.
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.