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The Spooky Pebble Game.

Niels Kornerup, Jonathan Sadun, David Soloveichik

Published Oct 18, 2021• 0 citations
OpenAlex

Abstract

Pebble games are commonly used to study space-time trade-offs in computation. We present a pebble game that explores this trade-off in quantum simulation of arbitrary classical circuits on non-classical inputs. Many quantum algorithms, such as Shor's algorithm and Grover's search, include subroutines that require simulation of classical functions on inputs in superposition. The current state of the art uses generic reversible simulation through Bennett's pebble game and universal reversible gate sets such as the Toffoli. Using measurement-based uncomputation, we replace many of the ancilla qubits used by existing constructions with classical control bits, which are cheaper. Our pebble game forms a natural framework for reasoning about measurement-based uncomputation, and we prove tight bounds on the time complexity of all algorithms that use our pebble game. For any $\epsilon \in (0,1)$, we present an algorithm that can simulate irreversible classical computation that uses $\mathcal{T}$ time and $\mathcal{S}$ space in $O(\frac{1}{\epsilon}\frac{\mathcal{T}^{1+\epsilon}}{\mathcal{S}^\epsilon})$ time with $O(\frac{1}{\epsilon}\mathcal{S})$ qubits. With access to more qubits we present algorithms that run in $O(\frac{1}{\epsilon}\mathcal{T})$ time with $O(\mathcal{S}^{1-\epsilon}\mathcal{T}^\epsilon)$ qubits. Both of these results show an improvement over Bennett's construction, which requires $O(\frac{\mathcal{T}^{1+\epsilon}}{\mathcal{S}^\epsilon})$ time when using $O(\epsilon2^{1/\epsilon} \mathcal{S} (1+\log \frac{\mathcal{T}}{\mathcal{S}}))$ qubits. Additionally the results in our paper combine with Barrington's theorem to provide a general method to efficiently compute any log-depth circuit on quantum inputs using a constant number of ancilla qubits. We also explore a connection between the optimal structure of our pebbling algorithms and backtracking from dynamic programming.

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Pebble games are popular models for analyzing time-space trade-offs. In particular, reversible pebble game strategies are frequently applied in quantum algorithms like Grover's search to efficiently simulate classical computation on inputs in superposition, as unitary operations are fundamentally reversible. However, the reversible pebble game cannot harness the additional computational power granted by intermediate measurements, which are irreversible. The spooky pebble game, which models interleaved Hadamard basis measurements and adaptive phase corrections, reduces the number of qubits beyond what purely reversible approaches can achieve. While the spooky pebble game does not reduce the total space (bits plus qubits) complexity of the simulation, it reduces the amount of space that must be stored in qubits. We prove asymptotically tight trade-offs for the spooky pebble game on a line with any pebble bound. This in turn gives a tight time-qubit tradeoff for simulating arbitrary classical sequential computation when using the spooky pebble game. For example, for all ϵ∈(0,1] , any classical computation requiring time T and space S can be implemented on a quantum computer using only O(T/ϵ) gates and O(TϵS1−ϵ) qubits. This improves on the best known bound for the reversible pebble game with that number of qubits, which uses O(21/ϵT) gates. For smaller space bounds, we show that the spooky pebble game can simulate arbitrary computation with O(T1+ϵS−ϵ/ϵ) gates and O(S/ϵ) qubits whereas any simulation via the reversible pebble game requires Ω(S⋅(1+log⁡(T/S))) qubits.We also consider the spooky pebble game on more general directed acyclic graphs (DAGs), capturing fine-grained data dependency in computation. We show that for an arbitrary DAG even approximating the number of required pebbles in the spooky pebble game is PSPACE-hard. Despite this, we are able to construct a time-efficient strategy for pebbling binary trees that uses the minimum number of pebbles.

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Pebble games are commonly used to study space-time trade-offs in computation. We present a pebble game that explores this trade-off in quantum simulation of arbitrary classical circuits on non-classical inputs. Many quantum algorithms, such as Shor's algorithm and Grover's search, include subroutines that require simulation of classical functions on inputs in superposition. The current state of the art uses generic reversible simulation through Bennett's pebble game and universal reversible gate sets such as the Toffoli. Using measurement-based uncomputation, we replace many of the ancilla qubits used by existing constructions with classical control bits, which are cheaper. Our pebble game forms a natural framework for reasoning about measurement-based uncomputation, and we prove tight bounds on the time complexity of all algorithms that use our pebble game. For any ϵ∈(0,1)\epsilon \in (0,1)ϵ∈(0,1), we present an algorithm that can simulate irreversible classical computation that uses T\mathcal{T}T time and S\mathcal{S}S space in O(1ϵT1+ϵSϵ)O(\frac{1}{\epsilon}\frac{\mathcal{T}^{1+\epsilon}}{\mathcal{S}^\epsilon})O(ϵ1​SϵT1+ϵ​) time with O(1ϵS)O(\frac{1}{\epsilon}\mathcal{S})O(ϵ1​S) qubits. With access to more qubits we present algorithms that run in O(1ϵT)O(\frac{1}{\epsilon}\mathcal{T})O(ϵ1​T) time with O(S1−ϵTϵ)O(\mathcal{S}^{1-\epsilon}\mathcal{T}^\epsilon)O(S1−ϵTϵ) qubits. Both of these results show an improvement over Bennett's construction, which requires O(T1+ϵSϵ)O(\frac{\mathcal{T}^{1+\epsilon}}{\mathcal{S}^\epsilon})O(SϵT1+ϵ​) time when using O(ϵ21/ϵS(1+log⁡TS))O(\epsilon2^{1/\epsilon} \mathcal{S} (1+\log \frac{\mathcal{T}}{\mathcal{S}}))O(ϵ21/ϵS(1+logST​)) qubits. Additionally the results in our paper combine with Barrington's theorem to provide a general method to efficiently compute any log-depth circuit on quantum inputs using a constant number of ancilla qubits. We also explore a connection between the optimal structure of our pebbling algorithms and backtracking from dynamic programming.
Hierarchical reversible logic synthesis can find quantum circuits for large combinational functions. The price for a better scalability compared to functional synthesis approaches is the requirement for many additional qubits to store temporary results of the hierarchical input representation. However, implementing a quantum circuit with large number of qubits is a major hurdle. In this paper, we demonstrate and establish how reversible pebble games can be used to reduce the number of stored temporary results, thereby reducing the qubit count. Our proposed algorithm can be constrained with number of qubits, which is aimed to meet. Experimental studies show that the qubit count can be significantly reduced (by up to 63.2%) compared to the state-of-the-art algorithms, at the cost of additional gate count.
In this paper, we report efficient quantum circuits for integer multiplication using the Toom-Cook algorithm. By analyzing the recursive tree structure of the algorithm, we obtained a bound on the count of Toffoli gates and qubits. These bounds are further improved by employing reversible pebble games through uncomputing the intermediate results. The asymptotic bounds for different performance metrics of the proposed quantum circuit are superior to the prior implementations of multiplier circuits using schoolbook and Karatsuba algorithms.
Quantum memory management is becoming a pressing problem, especially given the recent research effort to develop new and more complex quantum algorithms. The only existing automatic method for quantum states clean-up relies on the availability of many extra resources. In this work, we propose an automatic tool for quantum memory management. We show how this problem exactly matches the reversible pebbling game. Based on that, we develop a SAT-based algorithm that returns a valid clean-up strategy, taking the limitations of the quantum hardware into account. The developed tool empowers the designer with the flexibility required to explore the trade-off between memory resources and number of operations. We present two show-cases to prove the validity of our approach. First, we apply the algorithm to straight-line programs, widely used in cryptographic applications. Second, we perform a comparison with the existing approach, showing an average improvement of 52.77%.
We develop a framework for resource efficient compilation of higher-level programs into lower-level reversible circuits. Our main focus is on optimizing the memory footprint of the resulting reversible networks. This is motivated by the limited availability of qubits for the foreseeable future. We apply three main techniques to keep the number of required qubits small when computing classical, irreversible computations by means of reversible networks: first, wherever possible we allow the compiler to make use of in-place functions to modify some of the variables. Second, an intermediate representation is introduced that allows to trace data dependencies within the program, allowing to clean up qubits early. This realizes an analog to "garbage collection" for reversible circuits. Third, we use the concept of so-called pebble games to transform irreversible programs into reversible programs under space constraints, allowing for data to be erased and recomputed if needed. We introduce REVS, a compiler for reversible circuits that can translate a subset of the functional programming language F# into Toffoli networks which can then be further interpreted for instance in LIQui|>, a domain-specific language for quantum computing and which is also embedded into F#. We discuss a number of test cases that illustrate the advantages of our approach including reversible implementations of SHA-2 and other cryptographic hash-functions, reversible integer arithmetic, as well as a test-bench of combinational circuits used in classical circuit synthesis. Compared to Bennett's method, REVS can reduce space complexity by a factor of 444 or more, while having an only moderate increase in circuit size as well as in the time it takes to compile the reversible networks.
Quantum computers were initially proposed to surpass the limitations of classical computers in simulating physical systems. Soon after, the field of quantum computing advanced through landmark discoveries of quantum algorithms, with some conjectured to provide exponential advantages over classical counterparts. These include Shor’s factoring algorithm, which has profound implications in cryptography. Additionally, moderate yet significant polynomial separations have further increased interest in the field. However, despite this progress, unconditional proofs confirming quantum superiority on the theoretical side remain elusive. At the same time, large, noise-resilient quantum computations on the experimental side, which could challenge the extended Church-Turing thesis by potentially breaking classical computational barriers, have yet to be achieved. Meanwhile, our understanding of the differences between classical and quantum mechanics has deepened. We now possess rigorous theoretical tools, such as Bell inequalities and nonlocal games, to describe behaviors unique to these theories. Moreover, the main loopholes for observing non-classical correlations have been closed experimentally, showing that correlations in the physical world exceed those predicted by classical mechanics. This thesis investigates computational complexity differences between quantum and classical models by studying shallow-depth circuits. The primary focus lies in identifying, elucidating, and proving computational quantum advantages. Additionally, the analysis delves into the bijection between these circuits and foundational non-local game constructions, exploring how quantum-classical deviations in multi-party correlation settings translate to computational advantages. A key question addressed is how to synthesize constant-depth quantum circuits for various problems to leverage quantum advantages. To this end, circuit synthesis techniques tailored to measurement-based quantum computation are developed, enabling simultaneously optimal quantum strategies for certain nonlocal games based on a particular bijection between this model and XOR non-local games. Building on this work, we confront a pivotal challenge: If a candidate quantum circuit potentially provides a computational advantage, how can we prove that no classical circuit surpasses it? This work presents new unconditional quantum-classical separations within shallow-depth settings, distinguishing for the first time constant-depth quantum circuits with one- and two-qubit gates from biased polynomial threshold circuits, which incorporate neural-network-type functionalities. These separations extend to prime-dimensional quantum systems, and we conjecture to have identified Razborov-Smolensky-type problems uniquely solvable by specific prime dimensions. The thesis also differentiates constant-depth quantum circuits with multi-qubit Toffoli gates from their classical counterparts, emphasizing the power of parallel quantum computation. Finally, verifying shallow-depth quantum computations is challenging due to conjectured exponential separations from classical computations, limiting correctness verification through simulation. While specific quantum algorithms within BQP have been addressed, we explore whether a quantum computer can reliably execute any instance from a fixed class of quantum circuits. Moving beyond heuristic-based solutions, we propose a benchmarking protocol that certifies, with exponentially high confidence, the execution of arbitrary circuits of specified dimensions, widths, and depths.
Pebble games are popular models for analyzing time-space trade-offs. In particular, reversible pebble game strategies are frequently applied in quantum algorithms like Grover's search to efficiently simulate classical computation on inputs in superposition, as unitary operations are fundamentally reversible. However, the reversible pebble game cannot harness the additional computational power granted by intermediate measurements, which are irreversible. The spooky pebble game, which models interleaved Hadamard basis measurements and adaptive phase corrections, reduces the number of qubits beyond what purely reversible approaches can achieve. While the spooky pebble game does not reduce the total space (bits plus qubits) complexity of the simulation, it reduces the amount of space that must be stored in qubits. We prove asymptotically tight trade-offs for the spooky pebble game on a line with any pebble bound. This in turn gives a tight time-qubit tradeoff for simulating arbitrary classical sequential computation when using the spooky pebble game. For example, for all ϵ∈(0,1] , any classical computation requiring time T and space S can be implemented on a quantum computer using only O(T/ϵ) gates and O(TϵS1−ϵ) qubits. This improves on the best known bound for the reversible pebble game with that number of qubits, which uses O(21/ϵT) gates. For smaller space bounds, we show that the spooky pebble game can simulate arbitrary computation with O(T1+ϵS−ϵ/ϵ) gates and O(S/ϵ) qubits whereas any simulation via the reversible pebble game requires Ω(S⋅(1+log⁡(T/S))) qubits.We also consider the spooky pebble game on more general directed acyclic graphs (DAGs), capturing fine-grained data dependency in computation. We show that for an arbitrary DAG even approximating the number of required pebbles in the spooky pebble game is PSPACE-hard. Despite this, we are able to construct a time-efficient strategy for pebbling binary trees that uses the minimum number of pebbles.