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Bounding Quantum-Classical Separations for Classes of Nonlocal Games

Troy Lee, Bannink, T, Briët, J, Harry Buhrman, Labib, F

Published Jan 1, 2019• 1 citation
OpenAlex

Abstract

We bound separations between the entangled and classical values for several classes of nonlocal t-player games. Our motivating question is whether there is a family of t-player XOR games for which the entangled bias is 1 but for which the classical bias goes down to 0, for fixed t. Answering this question would have important consequences in the study of multi-party communication complexity, as a positive answer would imply an unbounded separation between randomized communication complexity with and without entanglement. Our contribution to answering the question is identifying several general classes of games for which the classical bias can not go to zero when the entangled bias stays above a constant threshold. This rules out the possibility of using these games to answer our motivating question. A previously studied set of XOR games, known not to give a positive answer to the question, are those for which there is a quantum strategy that attains value 1 using a so-called Schmidt state. We generalize this class to mod-m games and show that their classical value is always at least 1/m + (m-1)/m t^{1-t}. Secondly, for free XOR games, in which the input distribution is of product form, we show beta(G) >= beta^*(G)^{2^t} where beta(G) and beta^*(G) are the classical and entangled biases of the game respectively. We also introduce so-called line games, an example of which is a slight modification of the Magic Square game, and show that they can not give a positive answer to the question either. Finally we look at two-player unique games and show that if the entangled value is 1-epsilon then the classical value is at least 1-O(sqrt{epsilon log k}) where k is the number of outputs in the game. Our proofs use semidefinite-programming techniques, the Gowers inverse theorem and hypergraph norms.

Related papers

Bounding Quantum-Classical Separations for Classes of Nonlocal Games

Tom Bannink, Jop Briët, Harry Buhrman +2 more

We bound separations between the entangled and classical values for several classes of nonlocal $t$-player games. Our motivating question is whether there is a family of $t$-player XOR games for which the entangled bias is $1$ but for which the classical bias goes down to $0$, for fixed $t$. Answering this question would have important consequences in the study of multi-party communication complexity, as a positive answer would imply an unbounded separation between randomized communication complexity with and without entanglement. Our contribution to answering the question is identifying several general classes of games for which the classical bias can not go to zero when the entangled bias stays above a constant threshold. This rules out the possibility of using these games to answer our motivating question. A previously studied set of XOR games, known not to give a positive answer to the question, are those for which there is a quantum strategy that attains value 1 using a so-called Schmidt state. We generalize this class to mod-$m$ games and show that their classical value is always at least $\frac{1}{m} + \frac{m-1}{m} t^{1-t}$. Secondly, for free XOR games, in which the input distribution is of product form, we show $β(G) \geq β^*(G)^{2^t}$ where $β(G)$ and $β^*(G)$ are the classical and entangled biases of the game respectively. We also introduce so-called line games, an example of which is a slight modification of the Magic Square game, and show that they can not give a positive answer to the question either. Finally we look at two-player unique games and show that if the entangled value is $1-ε$ then the classical value is at least $1-\mathcal{O}(\sqrt{ε\log k})$ where $k$ is the number of outputs in the game. Our proofs use semidefinite-programming techniques, the Gowers inverse theorem and hypergraph norms.

arXiv:1811.11068•Leibniz international proceedings in informatics•Nov 27, 2018•2 citations

Algorithms, Bounds, and Strategies for Entangled XOR Games

Adam Bene Watts, Aram W. Harrow, Gurtej Kanwar +1 more

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 $C_k^{\text{unsat}}$ 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 $C_k^{\text{unsat}} n$. 5. A lower bound of $Ω(n \log(n)/\log\log(n))$ 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 $n$-th level of the sum-of-squares hierarchy is equivalent to brute-force enumeration of all possible solutions.

arXiv:1801.00821•ITCS•Jan 2, 2018•3 citations

Classical vs. quantum communication in XOR games

Marius Junge, Carlos Palazuelos, Ignacio Villanueva

In this work we introduce an intermediate setting between quantum nonlocality and communication complexity problems. More precisely, we study the value of XOR games $G$ when Alice and Bob are allowed to use a limited amount of one-way classical communication $ω_{o.w.-c}(G)$ (resp. one-way quantum communication $ω_{o.w.-c}^*(G)$), where $c$ denotes the number of bits (resp. qubits). The key quantity here is the quotient $ω_{o.w.-c}^*(G)/ω_{o.w.-c}(G)$. We provide a universal way to obtain Bell inequality violations of general Bell functionals from XOR games for which the quotient $ω_{o.w.-c}^*(G)/ω_{o.w.-2c}(G)$ is larger than 1. This allows, in particular, to find (unbounded) Bell inequality violations from communication complexity problems in the same spirit as the recent work by Buhrman et al. (2016). We also provide an example of a XOR game for which the previous quotient is optimal (up to a logarithmic factor) in terms of the amount of information $c$. Interestingly, this game has only polynomially many inputs per player. For the related problem of separating the classical vs quantum communication complexity of a function, the known examples attaining exponential separation require exponentially many inputs per party.

arXiv:1706.02653•Jun 8, 2017•0 citations

Unbounded entanglement in nonlocal games

Laura Mančinska, Thomas Vidick

Quantum entanglement is known to provide a strong advantage in many two-party distributed tasks. We investigate the question of how much entanglement is needed to reach optimal performance. For the first time we show that there exists a purely classical scenario for which no finite amount of entanglement suffices. To this end we introduce a simple two-party nonlocal game H, inspired by Lucien Hardy’s paradox. In our game each player has only two possible questions and can provide bit strings of any finite length as answer. We exhibit a sequence of strategies which use entangled states in increasing dimension d and succeed with probability 1 − O(d−c ) for some c ≥ 0.13. On the other hand, we show that any strategy using an entangled state of local dimension d has success probability at most 1 − Ω(d−2 ). In addition, we show that any strategy restricted to producing answers in a set of cardinality at most d has success probability at most 1 − Ω(d−2 ). Finally, we generalize our construction to derive similar results starting from any game G with two questions per player and finite answers sets in which quantum strategies have an advantage.

Quantum Information and Computation•Nov 1, 2015•0 citations

Algorithms, Bounds, and Strategies for Entangled XOR Games

Adam Bene Watts, Aram W. Harrow, Gurtej Kanwar +1 more

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.

Leibniz international proceedings in informatics•Jan 1, 2019•0 citations

Quantum Free Games

Anand Natarajan, Tina Zhang

The complexity of free games with two or more classical players was essentially settled by Aaronson, Impagliazzo, and Moshkovitz (CCC’14). In the quantum world, there are two complexity classes that can be considered quantum analogues of classical free games: (1) AM*, the multiprover interactive proof class corresponding to free games with entangled players, and, somewhat less obviously, (2) BellQMA(2), the class of quantum Merlin-Arthur proof systems with two unentangled Merlins, whose proof states are separately measured by Arthur. In this work, we make significant progress towards a tight characterization of both of these classes. (1) We show a BellQMA(2) protocol for 3SAT on n variables, where the total amount of communication is Õ(√n). This answers an open question of Chen and Drucker (2010) and also shows, conditional on ETH, that the algorithm of Brandão, Christandl and Yard (STOC’11) for optimizing over separable states is tight up to logarithmic factors. (2) We show that AM* with nprovers = 2, question length O(1), and answer-length log(n) is equal to RE, i.e. that free entangled games with constant-sized questions are as powerful as general entangled games. (In contrast, Aaronson, Impagliazzo and Moshkovitz show that classical free games are much weaker than general classical games.) We show this using a question “hyper-compression” theorem that iteratively applies the introspection technique of Ji et al. (2020). Our result is a significant improvement over the headline result of Ji et al., whose MIP* protocol for the halting problem has (n)-sized questions and answers. (3) By the same techniques, we obtain a zero-gap AM* protocol for a Π2 complete language with constant-size questions and almost logarithmically (O(logn · log* n)) large answers, improving on the headline result of Mousavi, Nezhadi and Yuen (STOC’22). (4) Using a connection to the nonuniform complexity of the halting problem we show that any MIP* protocol for RE requires Ω(logn) bits of communication. It follows that our results in item 3 are optimal up to an O(log* n) factor, and that the gapless compression theorems of Mousavi, Nezhadi and Yuen are asymptotically optimal. We conjecture that these bounds can be saturated in the gapped case as well.

arXiv:2302.04322•ACM Symposium on Theory of Computing (STOC)•May 16, 2023•5 citations
We bound separations between the entangled and classical values for several classes of nonlocal t-player games. Our motivating question is whether there is a family of t-player XOR games for which the entangled bias is 1 but for which the classical bias goes down to 0, for fixed t. Answering this question would have important consequences in the study of multi-party communication complexity, as a positive answer would imply an unbounded separation between randomized communication complexity with and without entanglement. Our contribution to answering the question is identifying several general classes of games for which the classical bias can not go to zero when the entangled bias stays above a constant threshold. This rules out the possibility of using these games to answer our motivating question. A previously studied set of XOR games, known not to give a positive answer to the question, are those for which there is a quantum strategy that attains value 1 using a so-called Schmidt state. We generalize this class to mod-m games and show that their classical value is always at least 1/m + (m-1)/m t^{1-t}. Secondly, for free XOR games, in which the input distribution is of product form, we show beta(G) >= beta^(G)^{2^t} where beta(G) and beta^(G) are the classical and entangled biases of the game respectively. We also introduce so-called line games, an example of which is a slight modification of the Magic Square game, and show that they can not give a positive answer to the question either. Finally we look at two-player unique games and show that if the entangled value is 1-epsilon then the classical value is at least 1-O(sqrt{epsilon log k}) where k is the number of outputs in the game. Our proofs use semidefinite-programming techniques, the Gowers inverse theorem and hypergraph norms.
We bound separations between the entangled and classical values for several classes of nonlocal ttt-player games. Our motivating question is whether there is a family of ttt-player XOR games for which the entangled bias is 111 but for which the classical bias goes down to 000, for fixed ttt. Answering this question would have important consequences in the study of multi-party communication complexity, as a positive answer would imply an unbounded separation between randomized communication complexity with and without entanglement. Our contribution to answering the question is identifying several general classes of games for which the classical bias can not go to zero when the entangled bias stays above a constant threshold. This rules out the possibility of using these games to answer our motivating question. A previously studied set of XOR games, known not to give a positive answer to the question, are those for which there is a quantum strategy that attains value 1 using a so-called Schmidt state. We generalize this class to mod-mmm games and show that their classical value is always at least 1m+m−1mt1−t\frac{1}{m} + \frac{m-1}{m} t^{1-t}m1​+mm−1​t1−t. Secondly, for free XOR games, in which the input distribution is of product form, we show β(G)≥β∗(G)2tβ(G) \geq β^*(G)^{2^t}β(G)≥β∗(G)2t where β(G)β(G)β(G) and β∗(G)β^*(G)β∗(G) are the classical and entangled biases of the game respectively. We also introduce so-called line games, an example of which is a slight modification of the Magic Square game, and show that they can not give a positive answer to the question either. Finally we look at two-player unique games and show that if the entangled value is 1−ε1-ε1−ε then the classical value is at least 1−O(εlog⁡k)1-\mathcal{O}(\sqrt{ε\log k})1−O(εlogk​) where kkk is the number of outputs in the game. Our proofs use semidefinite-programming techniques, the Gowers inverse theorem and hypergraph norms.
We study the complexity of computing the commuting-operator value ω∗ω^*ω∗ of entangled XOR games with any number of players. We introduce necessary and sufficient criteria for an XOR game to have ω∗=1ω^* = 1ω∗=1, and use these criteria to derive the following results: 1. An algorithm for symmetric games that decides in polynomial time whether ω∗=1ω^* = 1ω∗=1 or ω∗<1ω^* < 1ω∗<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∗<1ω^* < 1ω∗<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)2(ω^* - ω)2(ω∗−ω) arbitrarily close to the maximum possible value of 111 (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 CkunsatC_k^{\text{unsat}}Ckunsat​ depending only on the number kkk of players, such that a random kkk-XOR game over an alphabet of size nnn has ω∗<1ω^* < 1ω∗<1 with high probability when the number of clauses is above CkunsatnC_k^{\text{unsat}} nCkunsat​n. 5. A lower bound of Ω(nlog⁡(n)/log⁡log⁡(n))Ω(n \log(n)/\log\log(n))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 nnn-th level of the sum-of-squares hierarchy is equivalent to brute-force enumeration of all possible solutions.
In this work we introduce an intermediate setting between quantum nonlocality and communication complexity problems. More precisely, we study the value of XOR games GGG when Alice and Bob are allowed to use a limited amount of one-way classical communication ωo.w.−c(G)ω_{o.w.-c}(G)ωo.w.−c​(G) (resp. one-way quantum communication ωo.w.−c∗(G)ω_{o.w.-c}^*(G)ωo.w.−c∗​(G)), where ccc denotes the number of bits (resp. qubits). The key quantity here is the quotient ωo.w.−c∗(G)/ωo.w.−c(G)ω_{o.w.-c}^*(G)/ω_{o.w.-c}(G)ωo.w.−c∗​(G)/ωo.w.−c​(G). We provide a universal way to obtain Bell inequality violations of general Bell functionals from XOR games for which the quotient ωo.w.−c∗(G)/ωo.w.−2c(G)ω_{o.w.-c}^*(G)/ω_{o.w.-2c}(G)ωo.w.−c∗​(G)/ωo.w.−2c​(G) is larger than 1. This allows, in particular, to find (unbounded) Bell inequality violations from communication complexity problems in the same spirit as the recent work by Buhrman et al. (2016). We also provide an example of a XOR game for which the previous quotient is optimal (up to a logarithmic factor) in terms of the amount of information ccc. Interestingly, this game has only polynomially many inputs per player. For the related problem of separating the classical vs quantum communication complexity of a function, the known examples attaining exponential separation require exponentially many inputs per party.
Quantum entanglement is known to provide a strong advantage in many two-party distributed tasks. We investigate the question of how much entanglement is needed to reach optimal performance. For the first time we show that there exists a purely classical scenario for which no finite amount of entanglement suffices. To this end we introduce a simple two-party nonlocal game H, inspired by Lucien Hardy’s paradox. In our game each player has only two possible questions and can provide bit strings of any finite length as answer. We exhibit a sequence of strategies which use entangled states in increasing dimension d and succeed with probability 1 − O(d−c ) for some c ≥ 0.13. On the other hand, we show that any strategy using an entangled state of local dimension d has success probability at most 1 − Ω(d−2 ). In addition, we show that any strategy restricted to producing answers in a set of cardinality at most d has success probability at most 1 − Ω(d−2 ). Finally, we generalize our construction to derive similar results starting from any game G with two questions per player and finite answers sets in which quantum strategies have an advantage.
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.
The complexity of free games with two or more classical players was essentially settled by Aaronson, Impagliazzo, and Moshkovitz (CCC’14). In the quantum world, there are two complexity classes that can be considered quantum analogues of classical free games: (1) AM*, the multiprover interactive proof class corresponding to free games with entangled players, and, somewhat less obviously, (2) BellQMA(2), the class of quantum Merlin-Arthur proof systems with two unentangled Merlins, whose proof states are separately measured by Arthur. In this work, we make significant progress towards a tight characterization of both of these classes. (1) We show a BellQMA(2) protocol for 3SAT on n variables, where the total amount of communication is Õ(√n). This answers an open question of Chen and Drucker (2010) and also shows, conditional on ETH, that the algorithm of Brandão, Christandl and Yard (STOC’11) for optimizing over separable states is tight up to logarithmic factors. (2) We show that AM* with nprovers = 2, question length O(1), and answer-length log(n) is equal to RE, i.e. that free entangled games with constant-sized questions are as powerful as general entangled games. (In contrast, Aaronson, Impagliazzo and Moshkovitz show that classical free games are much weaker than general classical games.) We show this using a question “hyper-compression” theorem that iteratively applies the introspection technique of Ji et al. (2020). Our result is a significant improvement over the headline result of Ji et al., whose MIP* protocol for the halting problem has (n)-sized questions and answers. (3) By the same techniques, we obtain a zero-gap AM* protocol for a Π2 complete language with constant-size questions and almost logarithmically (O(logn · log* n)) large answers, improving on the headline result of Mousavi, Nezhadi and Yuen (STOC’22). (4) Using a connection to the nonuniform complexity of the halting problem we show that any MIP* protocol for RE requires Ω(logn) bits of communication. It follows that our results in item 3 are optimal up to an O(log* n) factor, and that the gapless compression theorems of Mousavi, Nezhadi and Yuen are asymptotically optimal. We conjecture that these bounds can be saturated in the gapped case as well.