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National Science Review

The complexity-theoretic Bell inequality

Zhengfeng Ji

Published Jul 23, 2018• 0 citations
Publisher

Abstract

Forty years later, a group of computer scientists, Richard Cleve, Peter Høyer, Ben Toner and John Watrous [1], provided a computer science perspective on Bell inequalities in the framework of multi-player one-round games. In a multi-player one-round game, a referee samples and asks questions to multiple non-communicating players and checks the validity of the answers according to some rule. The classical value of the game is the maximum success probability with which the players can pass the referee's check. Multi-player one-round games form a well-studied topic in theoretical computer science and have connections to constraint satisfaction problems, interactive proof systems, probabilistically checkable proof (PCP) and the celebrated PCP theorem. Cleve et al. reformulated Bell inequalities as multi-player one-round games such that the players can achieve a higher success probability, called the quantum value, when they measure a shared entangled state to obtain the answers. They also pointed out that shared entanglement may cause the so-called soundness problem in quantum interactive proof systems, an intriguing phenomenon that leads to a series of investigations on the limitation and power of entanglement in multi-player games. It is well known that it is NP-hard to approximate the classical value of a game to inverse polynomial precision where NP stands for nondeterministic polynomial time. Just how hard is it to approximate the quantum value of a game? We do not know the answer after a decade of research efforts, mainly because the players measure on an arbitrarily high dimensional quantum system. Because of the soundness problem pointed out by Cleve et al., we did not even know how to establish that the quantum value is NP-hard until Kempe et al. finally proved it in 2007 [2]. Very recently, the author established that the quantum value of a game is NEXP-hard to approximate [3,4] where NEXP stands for nondeterministic exponential time. This can be seen as a complexity-theoretic Bell inequality. The standard Bell inequality tells us that the classical and quantum values can be different for a fixed game; our result instead establishes that the computational complexities for approximating the classical and quantum values are different, since NP ≠ NEXP. The complexity of Bell inequalities or the quantum values of multi-player one-round games has deep connections to quantum physics and theoretical computer science as we have already discussed. It is also related to the Connes embedding conjecture in mathematics. Using a group theory approach, Slofstra proved that the problem of determining whether a game has quantum value 1 or not is undecidable [5]. Is the quantum value approximation problem also undecidable or can we establish any complexity upper bound? Only time will tell.

DOI
10.1093/nsr/nwy075

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Forty years later, a group of computer scientists, Richard Cleve, Peter Høyer, Ben Toner and John Watrous [1], provided a computer science perspective on Bell inequalities in the framework of multi-player one-round games. In a multi-player one-round game, a referee samples and asks questions to multiple non-communicating players and checks the validity of the answers according to some rule. The classical value of the game is the maximum success probability with which the players can pass the referee's check. Multi-player one-round games form a well-studied topic in theoretical computer science and have connections to constraint satisfaction problems, interactive proof systems, probabilistically checkable proof (PCP) and the celebrated PCP theorem. Cleve et al. reformulated Bell inequalities as multi-player one-round games such that the players can achieve a higher success probability, called the quantum value, when they measure a shared entangled state to obtain the answers. They also pointed out that shared entanglement may cause the so-called soundness problem in quantum interactive proof systems, an intriguing phenomenon that leads to a series of investigations on the limitation and power of entanglement in multi-player games. It is well known that it is NP-hard to approximate the classical value of a game to inverse polynomial precision where NP stands for nondeterministic polynomial time. Just how hard is it to approximate the quantum value of a game? We do not know the answer after a decade of research efforts, mainly because the players measure on an arbitrarily high dimensional quantum system. Because of the soundness problem pointed out by Cleve et al., we did not even know how to establish that the quantum value is NP-hard until Kempe et al. finally proved it in 2007 [2]. Very recently, the author established that the quantum value of a game is NEXP-hard to approximate [3,4] where NEXP stands for nondeterministic exponential time. This can be seen as a complexity-theoretic Bell inequality. The standard Bell inequality tells us that the classical and quantum values can be different for a fixed game; our result instead establishes that the computational complexities for approximating the classical and quantum values are different, since NP ≠ NEXP. The complexity of Bell inequalities or the quantum values of multi-player one-round games has deep connections to quantum physics and theoretical computer science as we have already discussed. It is also related to the Connes embedding conjecture in mathematics. Using a group theory approach, Slofstra proved that the problem of determining whether a game has quantum value 1 or not is undecidable [5]. Is the quantum value approximation problem also undecidable or can we establish any complexity upper bound? Only time will tell.
We establish the first hardness results for the problem of computing the value of one-round games played by a referee and a team of players who can share quantum entanglement. In particular, we show that it is NP-hard to approximate within an inverse polynomial the value of a one-round game with (i) quantum referee and two entangled players or (ii) classical referee and three entangled players. Previously it was not even known if computing the value exactly is NP-hard. We also describe a mathematical conjecture, which, if true, would imply hardness of approximation to within a constant.We start our proof by describing two ways to modify classical multi-player games to make them resistant to entangled players. We then show that a strategy for the modified game that uses entanglement can be "rounded'' to one that does not. The results then follow from classical inapproximability bounds. Our work implies that, unless P = NP, the values of entangled-player games cannot be computed by semidefinite programs that are polynomial in the size of the referee's system, a method that has been successful for more restricted quantum games.
We establish the first hardness results for the problem of computing the value of one-round games played by a verifier and a team of provers who can share quantum entanglement. In particular, we show that it is NP-hard to approximate within an inverse polynomial the value of a one-round game with (i) a quantum verifier and two entangled provers or (ii) a classical verifier and three entangled provers. Previously it was not even known if computing the value exactly is NP-hard. We also describe a mathematical conjecture, which, if true, would imply hardness of approximation of entangled-prover games to within a constant. Using our techniques we also show that every language in PSPACE has a two-prover one-round interactive proof system with perfect completeness and soundness 1−1/ poly1-1/\,\mathrm{poly}1−1/poly even against entangled provers. We start our proof by describing two ways to modify classical multiprover games to make them resistant to entangled provers. We then show that a strategy for the modified game that uses entanglement can be “rounded” to one that does not. The results then follow from classical inapproximability bounds. Our work implies that, unless P=NP\mathrm{P}=\mathrm{NP}P=NP, the values of entangled-prover games cannot be computed by semidefinite programs that are polynomial in the size of the verifier's system, a method that has been successful for more restricted quantum games.
Entanglement is at the heart of quantum mechanics. The nonlocal correlations that can be obtained from space-time separated measurements on an entangled state are a central feature which provably distinguish it from local theories. This dissertation studies entanglement through a computational viewpoint. We develop new insights into the complex nature of entanglement by studying its role in multiplayer games, in which cooperating, but non-communicating, players interact with a referee in an attempt to win a pre-specified game. On the one hand, the nonlocal correlations that entanglement allows may enable players using it to develop new colluding strategies, defeating previously secure protocols. On the other, the richness of this new resource may also be exploited in order to design new protocols, providing solutions to problems previously deemed impossible. We explore both aspects of this dual nature of entanglement, putting limits on its strength while at the same time showing how it can be put to profit to solve new computational problems. A major unresolved question on the computational complexity of multiplayer entangled games is the power of MIP*, the class of languages having entangled multi-prover interactive proofs: how does it relate to its purely classical analogue MIP, which was completely characterized through the fundamental equation MIP=NEXP? Since the players may use entanglement to increase their odds at colluding against the verifier, MIP* could potentially be a much weaker class than MIP. Indeed, for a long time it has been an open question whether two entangled provers are more useful than a single prover. In this thesis we resolve this question by showing that the class of languages having multiprover interactive proofs with entangled provers is at least as large as its classical counterpart: NEXP is included in MIP*. At the heart of this result is an analysis of the multilinearity test of Babai, Fortnow, and Lund in the presence of entanglement. The fact that this test remains sound gives a systematic way for a verifier to impose strong limits on the ability of entangled provers to collude against the verifier.Gap amplification is a fundamental primitive in the study of classical multiplayer games. While sequential repetition of a game always decreases the prover's maximum success probability at an exponential rate, the fact that parallel repetition also achieves a gap amplification is a highly non-trivial fact. We show that gap amplification can be performed in parallel even in the presence of entanglement between the provers. We adapt a technique which was originally introduced by Feige and Kilian and results in a polynomial rate of amplification.The phenomenon of monogamy of entanglement states, in first approximation, that if two parties are maximally entangled then they cannot simultaneously be entangled with a third party. We use this phenomenon in two distinct results. In the first, we show that the bits generated in our randomness-expansion protocol are certifiably random even from the point of view of a quantum adversary who may share prior entanglement with the provers. In addition, we prove the security against quantum adversaries of a randomness-efficient extractor construction originally due to Trevisan. This lets us transform the high-entropy bits that are generated in our protocol into ones that are almost indistinguishable from uniform by any adversary. More generally, we show how the monogamy of entanglement can be exploited to design multi-prover interactive proof systems that are partially entanglement-resistant. Quantitative bounds on the monogamy of entanglement have generally been elusive, and the analysis of our protocol demonstrates such a bound in a new context. The nonlocal correlations that can be created by entangled players provide a statistical means of differentiating them from classical, unentangled players. This is the main idea behind Bell inequalities, the violation of which demonstrates the nonlocality of quantum mechanics. We show how this phenomenon may be exploited to design a protocol in which the bits produced by successful players necessarily contain a large quantity of fresh randomness. The presence of randomness is guaranteed irrespective of the provers' actual strategy, as long as the sole constraint of no signaling is respected. Hence a statistical certification for the presence of randomness, a feat easily seen to be impossible to achieve classically. In order to manipulate the random bits produced in our protocol, and make them useful in cryptography, we give the first proof of security of a poly-logarithmic seed extractor secure against quantum adversaries. To achieve this we adapt the reconstruction paradigm originally introduced by Trevisan to the quantum setting. We study other ways in which entanglement may be used in interactive proof systems by also allowing a quantum interaction between the referee and the players. We show that, using entanglement, the class of QMIP* proof systems can be parallelized to only three rounds of interaction, and made public-coin, a property that does not hold in the absence of entanglement between the provers.
We establish the first hardness results for the problem of computing the value of one-round games played by a verifier and a team of provers who can share quantum entanglement. In particular, we show that it is NP-hard to approximate within an inverse polynomial the value of a one-round game with (i) quantum verifier and two entangled provers or (ii) classical verifier and three entangled provers. Previously it was not even known if computing the value exactly is NP-hard. We also describe a mathematical conjecture, which, if true, would imply hardness of approximation to within a constant. We start our proof by describing two ways to modify classical multi-prover games to make them resistant to entangled provers. We then show that a strategy for the modified game that uses entanglement can be ``rounded'' to one that does not. The results then follow from classical inapproximability bounds. Our work implies that, unless P=NP, the values of entangled-prover games cannot be computed by semidefinite programs that are polynomial in the size of the verifier's system, a method that has been successful for more restricted quantum games.
We show that given an explicit description of a multiplayer game, with a classical verifier and a constant number of players, it is QMA-hard, under randomized reductions, to distinguish between the cases when the players have a strategy using entanglement that succeeds with probability 1 in the game, or when no such strategy succeeds with probability larger than 1/2. This proves the “games quantum PCP conjecture” of Fitzsimons and the second author (ITCS'15), albeit under randomized reductions. The core component in our reduction is a construction of a family of two-player games for testing n-qubit maximally entangled states. For any integer n ≥ 2, we give such a game in which questions from the verifier are O(log n) bits long, and answers are poly(loglogn) bits long. We show that for any constant ε ≥ 0, any strategy that succeeds with probability at least 1 - ε in the test must use a state that is within distance δ(ε) = O(εc) from a state that is locally equivalent to a maximally entangled state on n qubits, for some universal constant c > 0. The construction is based on the classical plane-vs-point test for multivariate low-degree polynomials of Raz and Safra (STOC'97). We extend the classical test to the quantum regime by executing independent copies of the test in the generalized Pauli X and Z bases over Fq, where q is a sufficiently large prime power, and combine the two through a test for the Pauli twisted commutation relations. Our main complexity-theoretic result is obtained by combining this family of games with techniques from the classical PCP literature. More specifically, we use constructions of PCPs of proximity introduced by Ben-Sasson et al. (CCC'05), and crucially rely on a linear property of such PCPs. Another consequence of our results is a deterministic reduction from the games quantum PCP conjecture to a suitable formulation of the constraint satisfaction quantum PCP conjecture.