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arXiv:2011.01490 · Scientific Reports

Surpassing the classical limit in magic square game with distant quantum dots coupled to optical cavities

Sinan Bugu, Fatih Ozaydin, Tetsuo Kodera

Published Dec 17, 2020• 25 citations
arXivHTMLPDF

Abstract

The emergence of quantum technologies is heating up the debate on quantum supremacy, usually focusing on the feasibility of looking good on paper algorithms in realistic settings, due to the vulnerability of quantum systems to myriad sources of noise. In this vein, an interesting example of quantum pseudo-telepathy games that quantum mechanical resources can theoretically outperform classical resources is the Magic Square game (MSG), in which two players play against a referee. Due to noise, however, the unit winning probability of the players can drop well below the classical limit. Here, we propose a timely and unprecedented experimental setup for quantum computation with quantum dots inside optical cavities, along with ancillary photons for realizing interactions between distant dots to implement the MSG. Considering various physical imperfections of our setup, we first show that the MSG can be implemented with the current technology, outperforming the classical resources under realistic conditions. Next, we show that our work gives rise to a new version of the game. That is, if the referee has information on the physical realization and strategy of the players, he can bias the game through filtered randomness, and increase his winning probability. We believe our work contributes to not only quantum game theory, but also quantum computing with quantum dots.

DOI
10.1038/s41598-020-79295-x

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The emergence of quantum technologies is heating up the debate on quantum supremacy, usually focusing on the feasibility of looking good on paper algorithms in realistic settings, due to the vulnerability of quantum systems to myriad sources of noise. In this vein, an interesting example of quantum pseudo-telepathy games that quantum mechanical resources can theoretically outperform classical resources is the Magic Square game (MSG), in which two players play against a referee. Due to noise, however, the unit winning probability of the players can drop well below the classical limit. Here, we propose a timely and unprecedented experimental setup for quantum computation with quantum dots inside optical cavities, along with ancillary photons for realizing interactions between distant dots to implement the MSG. Considering various physical imperfections of our setup, we first show that the MSG can be implemented with the current technology, outperforming the classical resources under realistic conditions. Next, we show that our work gives rise to a new version of the game. That is, if the referee has information on the physical realization and strategy of the players, he can bias the game through filtered randomness, and increase his winning probability. We believe our work contributes to not only quantum game theory, but also quantum computing with quantum dots.
Quantum pseudotelepathy is a strong form of nonlocality. Different from the conventional nonlocal games where quantum strategies win statistically, e.g., the Clauser-Horne-Shimony-Holt game, quantum pseudotelepathy in principle allows quantum players to with probability 1. In this Letter, we report a faithful experimental demonstration of quantum pseudotelepathy via playing the nonlocal version of Mermin-Peres magic square game, where Alice and Bob cooperatively fill in a 3×3 magic square. We adopt the hyperentanglement scheme and prepare photon pairs entangled in both the polarization and the orbital angular momentum degrees of freedom, such that the experiment is carried out in a resource-efficient manner. Under the locality and fair-sampling assumption, our results show that quantum players can simultaneously win all the queries over any classical strategy.
Abstract Quantum pseudo-telepathy games, such as the Mermin–Peres magic square and the doily game (DG), theoretically allow players to win with unit probability when using entangled quantum strategies. We quantitatively characterize the quantum advantage in these games and compare it with violations of two Bell inequalities: the Clauser–Horne–Shimony–Holt and the Collins–Gisin inequalities. The analysis is restricted to two families of two-qubit states: modified Werner states and Bell-diagonal states. For each case, we identify and quantify the regions of quantum state space that exhibit either a quantum advantage or a Bell inequality violation, relative to the set of all entangled states. Within these families, the DG encompasses a larger fraction of entangled states than the Mermin–Peres magic square game, although both cover significantly smaller regions of entangled states compared to those where Bell inequalities are violated. Although both approaches are fundamentally linked to quantum contextuality, our analysis of the examined two-qubit state families suggests that Bell inequalities are more effective at revealing entanglement, even if pseudo-telepathy games offer a more intuitive and conceptually appealing perspective.
Abstract It is known that Mermin-Peres like proofs of quantum contextuality can furnish non-local games with a guaranteed quantum strategy, when classically no such guarantee can exist. This phenomenon, also called quantum pseudo-telepathy, has been studied in the case of the so-called Mermin Magic square game. In this paper we review in detail two different ways of implementing on a quantum computer such a game and propose a new Doily game based on the geometry of 2-qubit Pauli group. We show that the quantumness of these games are almost revealed when we play them on the IBM Quantum Experience, however the inherent noise in the available quantum machines prevents a full demonstration of the non-classical aspects.
It is known that Mermin-Peres like proofs of quantum contextuality can furnish non-local games with a guaranteed quantum strategy, when classically no such guarantee can exist. This phenomenon, also called quantum pseudo-telepathy, has been studied in the case of the so-called Mermin Magic square game. In this paper we review in detail two different ways of implementing on a quantum computer such a game and propose a new Doily game based on the geometry of 2-qubit Pauli group. We show that the quantumness of these games are almost revealed when we play them on the IBM Quantum Experience, however the inherent noise in the available quantum machines prevents a full demonstration of the non-classical aspects.
Prior to this work, the largest known gap between the entangled value and the classical value for a one-round two-player nonlocal game with a perfect entangled strategy using two Bell states of entanglement was 19\frac{1}{9}91​, achieved by the Mermin-Peres magic square game. A larger gap of 215\frac{2}{15}152​ has been claimed for the related doily game of Kelleher, Roomy, and Holweck (Quant. Inf. Proc., 2024). However, this value assumes that the classical players use identical local strategies, and we show that dropping this assumption reduces the gap back to 19\frac{1}{9}91​. We then demonstrate that 19\frac{1}{9}91​ is not optimal by explicitly constructing a new nonlocal game with gap 435\frac{4}{35}354​.
The Morra game, an age-old noncooperative game, traditionally played on one's hand, has proved to be a rich setting to study game-theoretic strategies, both classically and within the quantum realm. In this paper, we study a faithful translation of a two-player quantum Morra game, which builds on previous study by including the classical game as a special case. We propose a natural deformation of the game in the quantum regime in which Alice has a winning advantage, breaking the balance of the classical game. A Nash equilibrium can be found in some cases by employing a pure strategy, which is impossible in the classical game where a mixed strategy is always required. We prepared our states using photonic qubits on a linear optics setup, with an average deviation ≤2% with respect to the measured outcome probabilities. Finally, we discuss potential applications of the quantum Morra game to the study of quantum information and communication. Published by the American Physical Society 2024