Self-testing has been a rich area of study in quantum information theory. It allows an experimenter to interact classically with a black box quantum system and to test that a specific entangled state was present and a specific set of measurements were performed. Recently, self-testing has been central to high-profile results in complexity theory as seen in the work on entangled games PCP of Natarajan and Vidick \cite{low-degree}, iterated compression by Fitzsimons et al. \cite{iterated-compression}, and NEEXP in MIP* due to Natarajan and Wright \cite{neexp}. The most studied self-test is the CHSH game which features a bipartite system with two isolated devices. This game certifies the presence of a single EPR entangled state and the use of anti-commuting Pauli measurements. Most of the self-testing literature has focused on extending these results to self-test for tensor products of EPR states and tensor products of Pauli measurements.In this work, we introduce an algebraic generalization of CHSH by viewing it as a linear constraint system (LCS) game, exhibiting self-testing properties that are qualitatively different. These provide the first example of LCS games that self-test non-Pauli operators resolving an open questions posed by Coladangelo and Stark \cite{RobustRigidityLCS}. Our games also provide a self-test for states other than the maximally entangled state, and hence resolves the open question posed by Cleve and Mittal \cite{BCSTensor}. Additionally, our games have 1 bit question and logn bit answer lengths making them suitable candidates for complexity theoretic application. This work is the first step towards a general theory of self-testing arbitrary groups. In order to obtain our results, we exploit connections between sum of squares proofs, non-commutative ring theory, and the Gowers-Hatami theorem from approximate representation theory. A crucial part of our analysis is to introduce a sum of squares framework that generalizes the solution group of Cleve, Liu, and Slofstra \cite{BCSCommuting} to the non-pseudo-telepathic regime. Finally, we give the first example of a game that is not a self-test. Our results suggest a richer landscape of self-testing phenomena than previously considered.
We investigate the connection between the complexity of nonlocal games and the arithmetical hierarchy, a classification of languages according to the complexity of arithmetical formulas defining them. It was recently shown by Ji, Natarajan, Vidick, Wright and Yuen that deciding whether the (finite-dimensional) quantum value of a nonlocal game is 1 or at most 1 2 is complete for the class Σ 1 (i.e., RE). A result of Slofstra implies that deciding whether the commuting operator value of a nonlocal game is equal to 1 is complete for the class Π 1 (i.e., coRE).We prove that deciding whether the quantum value of a two-player nonlocal game is exactly equal to 1 is complete for Π 2 ; this class is in the second level of the arithmetical hierarchy and corresponds to formulas of the form "∀x ∃y φ(x, y)". This shows that exactly computing the quantum value is strictly harder than approximating it, and also strictly harder than computing the commuting operator value (either exactly or approximately).We explain how results about the complexity of nonlocal games all follow in a unified manner from a technique known as compression. At the core of our Π 2 -completeness result is a new "gapless" compression theorem that holds for both quantum and commuting operator strategies. Our compression theorem yields as a byproduct an alternative proof of Slofstra's result that the set of quantum correlations is not closed. We also show how a "gap-preserving" compression theorem for commuting operator strategies would imply that approximating the commuting operator value is complete for Π 1 .
We study synchronous values of games, especially synchronous games. It is known that a synchronous game has a perfect strategy if and only if it has a perfect synchronous strategy. However, we give examples of synchronous games, in particular graph colouring games, with synchronous value that is strictly smaller than their ordinary value. Thus, the optimal strategy for a synchronous game need not be synchronous.We derive a formula for the synchronous value of an XOR game as an optimization problem over a spectrahedron involving a matrix related to the cost matrix.We give an example of a game such that the synchronous value of repeated products of the game is strictly increasing. We show that the synchronous quantum bias of the XOR of two XOR games is not multiplicative.Finally, we derive geometric and algebraic conditions that a set of projections that yields the synchronous value of a game must satisfy.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.