We analyze optimal, and approximately optimal, quantum strategies in two non-local settings based upon previous investigations of the XOR and CHSH games. By building upon previous arguments due to Ostrev in 2016, {\color{blue}[37]}, which characterized approximately optimal, and optimal, strategies that players Alice and Bob can adopt for increasing their respective winning probabilities, we identify additional applications of the framework for analyzing prospective quantum advantage in other game-theoretic settings. In particular, while it is possible for Alice and Bob to realize quantum advantage if they adopt strategies that are dependent upon entanglement, two-dimensional resource systems, and reversible transformations, the magnitude of the duality gap between the performance of classical and quantum strategies has not yet been classified from the perspective of error bounds. Such bounds are not only dependent upon the winning probability if Alice and Bob leverage entanglement in their strategies but also upon a suitably defined representation-theoretic intertwining operation.
Optimal, and approximately optimal, quantum strategies for XOR∗ and FFL games
We analyze optimal, and approximately optimal, quantum strategies in two non-local settings based upon previous investigations of the XOR and CHSH games. By building upon previous arguments due to Ostrev in 2016, {\color{blue}[37]}, which characterized approximately optimal, and optimal, strategies that players Alice and Bob can adopt for increasing their respective winning probabilities, we identify additional applications of the framework for analyzing prospective quantum advantage in other game-theoretic settings. In particular, while it is possible for Alice and Bob to realize quantum advantage if they adopt strategies that are dependent upon entanglement, two-dimensional resource systems, and reversible transformations, the magnitude of the duality gap between the performance of classical and quantum strategies has not yet been classified from the perspective of error bounds. Such bounds are not only dependent upon the winning probability if Alice and Bob leverage entanglement in their strategies but also upon a suitably defined representation-theoretic intertwining operation.
Quantum strategies, error bounds, optimality, and duality gaps for multiplayer XOR, XOR∗, compiled XOR, XOR∗, and strong parallel repetiton of 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∗, compiled XOR∗, and strong parallel repetition variants of XOR∗ games.
How much entanglement does near-optimal play of a two-player nonlocal game require? We give an explicit binary linear system game, with 1687 equations in 1993 variables and at most three variables in each equation, whose quantum value is one, and in which every strategy that wins with probability 1−ε needs entanglement entropy ε−1+o(1), hence local dimension exp(ε−1+o(1)). The same bound holds for the entanglement of formation of mixed strategies, and a strategy on a maximally entangled state of local dimension exp(Cε−1log(1/ε)) suffices, so the exponent is sharp. For explicit two-player games of quantum value one, the best previous lower bound was polynomial in 1/ε. The game comes from a finitely generated, elementary amenable group: a lamplighter whose lamps are Pauli pairs indexed by finite sets of points on the three rays on which Houghton's group acts. Exponentially many of these pairs share one central involution, yet the relation that any two of them commute can be derived from a fixed finite set of relations in a number of steps only quasi-polynomial in the number of points. Two tools may be of independent use. The first counts qubits from approximate Pauli relations measured in an arbitrary state, with the errors of different pairs adding in squares. The second identifies, in both directions and at the natural precision ε, the near-optimal strategies of a linear system game with approximate representations of its solution group measured in the players' actual state, so that no power of ε is lost by passing to a flat state. The same tools give sharp rates for two earlier examples: the CHSH(n) games need Θ(min(n,1/ε)) ebits, and the linear system game of Slofstra and Vidick needs local dimension Θ(ε−1/2).
In this paper, the CHSH quantum game is extended to four players. This is achieved by exploring all possible 4-variable Boolean functions to identify those that yield a game scenario with a quantum advantage using a specific entangled state. Notably, two new four-player quantum games are presented. In one game, the optimal quantum strategy is achieved when players share a GHZ-state, breaking the traditional 10\% gain observed in 2 and 3 qubit CHSH games and achieving a 22.5\% gap. In the other game, players gain a greater advantage using a W-state as their quantum resource. Quantum games with other four-qubit entangled states are also explored. To demonstrate the results, these game scenarios are implemented on an online quantum computer, and the advantage of the respective quantum resource for each game is experimentally verified.
In a recently introduced coset guessing game, Alice plays against Bob and Charlie, aiming to meet a joint winning condition. Bob and Charlie can only communicate before the game starts to devise a joint strategy. The game we consider begins with Alice preparing a 2m-qubit quantum state based on a random selection of three parameters. She sends the first m qubits to Bob and the rest to Charlie, and then reveals to them her choice for one of the parameters. Bob is supposed to guess one of the hidden parameters, Charlie the other, and they win if both guesses are correct. From previous work, we know that the probability of Bob’s and Charlie’s guesses being simultaneously correct goes to zero exponentially as m increases. We derive a tight upper bound on this probability and show how Bob and Charlie can achieve it. While developing an optimal strategy, we devised an encoding circuit using only and Hadamard gates, which builds CSS codes from EPR pairs using only local operations. We found that the role of quantum information that Alice communicates to Bob and Charlie is to make their responses correlated rather than improve their individual (marginal) correct guessing rates.
Abstract In this paper, the CHSH quantum game is extended to four players. This is achieved by exploring all possible 4-variable Boolean functions to identify those that yield a game scenario with a quantum advantage using a specific entangled state. Notably, two new four-player quantum games are presented. In one game, the optimal quantum strategy is achieved when players share a ∣GHZ4⟩=21(∣0000⟩+∣1111⟩) | G H Z 4 ⟩ = 1 2 ( | 0000 ⟩ + | 1111 ⟩ ) state, breaking the traditional 10% gain observed in 2- and 3-qubit CHSH games and achieving a 22.5% gap. In the other game, players gain a greater advantage using a ∣W4⟩=21(∣0001⟩+∣0010⟩+∣0100⟩+∣1000⟩) | W 4 ⟩ = 1 2 ( | 0001 ⟩ + | 0010 ⟩ + | 0100 ⟩ + | 1000 ⟩ ) state as their quantum resource. Quantum games with other four-qubit entangled states are also explored. To demonstrate the results, these game scenarios are implemented on an online quantum computer, and the advantage of the respective quantum resource for each game is experimentally verified.
In this work we focus on two classes of games: xor nonlocal games and xor* sequential games with monopartite resources. xor games have been widely studied in the literature of nonlocal games, and we introduce xor* games as their natural counterpart within the class of games where a resource system is subjected to a sequence of controlled operations and a final measurement. Examples of xor* games are $2\ensuremath{\rightarrow}1$ quantum random access codes (QRAC) and the chsh* game introduced by Henaut et al. [Phys. Rev. A 98, 060302 (2018)]. We prove, using the diagrammatic language of process theories, that under certain assumptions these two classes of games can be related via an explicit theorem that connects their optimal strategies, and so their classical (Bell) and quantum (Tsirelson) bounds. We also show that two of such assumptions, the reversibility of transformations and the bidimensionality of the resource system in the xor* games, are strictly necessary for the theorem to hold by providing explicit counterexamples. We conclude with several examples of pairs of xor/xor* games and by discussing in detail the possible resources that power the quantum computational advantages in xor* games.