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Separating pseudo-telepathy games and two-local theories

Mathieu, Louis, Mehdi Mhalla

Published Mar 25, 2019• 0 citations
OpenAlex

Abstract

We give an $\dfrac{1}{54}$ separation between 5-party pseudo-telepathy games and two-local theories. We define the notion of strategy in a k-local theory for a game, and extend the method of Chao and Reichardt. We also study variation of the game to minimize the classical winning probability.

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Separating pseudo-telepathy games and two-local theories

Mathieu, Louis, Mehdi Mhalla

We give an $\dfrac{1}{54}$ separation between 5-party pseudo-telepathy games and two-local theories. We define the notion of strategy in a k-local theory for a game, and extend the method of Chao and Reichardt. We also study variation of the game to minimize the classical winning probability.

arXiv:1806.08661•Jun 22, 2018•3 citations

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Indranil Chakrabarty

In this work we have introduced two party pseudo telepathy games with respective winning conditions. One cannot win these games deterministically by any kind of classical protocols. Interestingly we find out that in quantum world, these winning conditions can be achieved if the players share an entangled state. We also introduced a game which is impossible to win if the players are form classical world, (both probabilistically and deterministically) yet there exists a perfect quantum strategy by following which, one can attain the winning condition of the game.

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Noise and the Mermin-GHZ Game

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A pseudo-telepathy game is a game for two or more players for which there is no classical winning strategy, but there is a winning strategy based on sharing quantum entanglement by the players. Since it is generally very hard to perfectly implement a quantum winning strategy for a pseudo-telepathy game, quantum players are almost certain to make errors even though they use a winning strategy. After introducing a model for pseudo-telepathy games, we investigate the impact of several basic noisy quantum channels on the quantum winning strategy for the Mermin-GHZ game. The question of how strong the noise can be so that quantum players would still be better than classical ones is also dealt with.

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Pseudo-telepathy provides an intuitive way of looking at Bell's inequalities, in which it is often obvious that feats achievable by use of quantum entanglement would be classically impossible. A~two-player pseudo-telepathy game proceeds as follows: Alice and Bob are individually asked a question and they must provide an answer. They are \emph{not} allowed any form of communication once the questions are asked, but they may have agreed on a common strategy prior to the execution of the game. We~say that they \emph{win} the game if the questions and answers fulfil a specific relation. A~game exhibits \emph{pseudo-telepathy} if there is a quantum strategy that makes Alice and Bob win the game for all possible questions, provided they share prior entanglement, whereas it would be impossible to win this game systematically in a classical setting. In~this paper, we show that any two-player pseudo-telepathy game requires the quantum players to share an entangled quantum system of dimension at least~\mbox{$3 \times 3$}. This is optimal for two-player games, but the most efficient pseudo-telepathy game possible, in terms of total dimension, involves \emph{three} players who share a quantum system of dimension~\mbox{$2 \times 2 \times 2$}.

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Maximally entangled states in pseudo-telepathy games

Laura Mančinska

A pseudo-telepathy game is a nonlocal game which can be won with probability one using some finite-dimensional quantum strategy but not using a classical one. Our central question is whether there exist two-party pseudo-telepathy games which cannot be won with probability one using a maximally entangled state. Towards answering this question, we develop conditions under which maximally entangled states suffice. In particular, we show that maximally entangled states suffice for weak projection games which we introduce as a relaxation of projection games. Our results also imply that any pseudo-telepathy weak projection game yields a device-independent certification of a maximally entangled state. In particular, by establishing connections to the setting of communication complexity, we exhibit a class of games $G_n$ for testing maximally entangled states of local dimension $Ω(n)$. We leave the robustness of these self-tests as an open question.

arXiv:1506.07080•Jun 23, 2015•0 citations

Winning strategies for pseudo-telepathy games using single non-local box

Samir Kunkri, Gouri Sankar Kar, Sibasish Ghosh A +1 more

Using a single NL-box, a winning strategy is given for the impossible colouring pseudo-telepathy game for the set of vectors having Kochen-Specker property in four dimension. A sufficient condition given regarding the structure of the impossible colouring pseudo-telepathy game for general $d$-dimension. A winning strategy for this game is then described with single use of NL-box.

arXiv:quant-ph/0602064•Quantum Information and Computation•May 1, 2007•0 citations
We give an 154\dfrac{1}{54}541​ separation between 5-party pseudo-telepathy games and two-local theories. We define the notion of strategy in a k-local theory for a game, and extend the method of Chao and Reichardt. We also study variation of the game to minimize the classical winning probability.
We give an 154\dfrac{1}{54}541​ separation between 5-party pseudo-telepathy games and two-local theories. We define the notion of strategy in a k-local theory for a game, and extend the method of Chao and Reichardt. We also study variation of the game to minimize the classical winning probability.
In this work we have introduced two party pseudo telepathy games with respective winning conditions. One cannot win these games deterministically by any kind of classical protocols. Interestingly we find out that in quantum world, these winning conditions can be achieved if the players share an entangled state. We also introduced a game which is impossible to win if the players are form classical world, (both probabilistically and deterministically) yet there exists a perfect quantum strategy by following which, one can attain the winning condition of the game.
A pseudo-telepathy game is a game for two or more players for which there is no classical winning strategy, but there is a winning strategy based on sharing quantum entanglement by the players. Since it is generally very hard to perfectly implement a quantum winning strategy for a pseudo-telepathy game, quantum players are almost certain to make errors even though they use a winning strategy. After introducing a model for pseudo-telepathy games, we investigate the impact of several basic noisy quantum channels on the quantum winning strategy for the Mermin-GHZ game. The question of how strong the noise can be so that quantum players would still be better than classical ones is also dealt with.
Pseudo-telepathy provides an intuitive way of looking at Bell's inequalities, in which it is often obvious that feats achievable by use of quantum entanglement would be classically impossible. A~two-player pseudo-telepathy game proceeds as follows: Alice and Bob are individually asked a question and they must provide an answer. They are \emph{not} allowed any form of communication once the questions are asked, but they may have agreed on a common strategy prior to the execution of the game. We~say that they \emph{win} the game if the questions and answers fulfil a specific relation. A~game exhibits \emph{pseudo-telepathy} if there is a quantum strategy that makes Alice and Bob win the game for all possible questions, provided they share prior entanglement, whereas it would be impossible to win this game systematically in a classical setting. In~this paper, we show that any two-player pseudo-telepathy game requires the quantum players to share an entangled quantum system of dimension at least~\mbox{3×33 \times 33×3}. This is optimal for two-player games, but the most efficient pseudo-telepathy game possible, in terms of total dimension, involves \emph{three} players who share a quantum system of dimension~\mbox{2×2×22 \times 2 \times 22×2×2}.
A pseudo-telepathy game is a nonlocal game which can be won with probability one using some finite-dimensional quantum strategy but not using a classical one. Our central question is whether there exist two-party pseudo-telepathy games which cannot be won with probability one using a maximally entangled state. Towards answering this question, we develop conditions under which maximally entangled states suffice. In particular, we show that maximally entangled states suffice for weak projection games which we introduce as a relaxation of projection games. Our results also imply that any pseudo-telepathy weak projection game yields a device-independent certification of a maximally entangled state. In particular, by establishing connections to the setting of communication complexity, we exhibit a class of games GnG_nGn​ for testing maximally entangled states of local dimension Ω(n)Ω(n)Ω(n). We leave the robustness of these self-tests as an open question.
Using a single NL-box, a winning strategy is given for the impossible colouring pseudo-telepathy game for the set of vectors having Kochen-Specker property in four dimension. A sufficient condition given regarding the structure of the impossible colouring pseudo-telepathy game for general ddd-dimension. A winning strategy for this game is then described with single use of NL-box.