In this work we give an example of exponential separation between quantum and classical resources in the setting of XOR games assisted with communication.
Specifically, we show an example of a XOR game for which $O(n)$ bits of two way classical communication are needed in order to achieve the same value as can be attained with $\log n$ qubits of one way communication.
We also find a characterization for the value of a XOR game assisted with a limited amount of two way communication in terms of tensor norms of normed spaces.
We give an explicit family of XOR games with O(n)-bit questions requiring 2^n ebits to play near-optimally. More generally we introduce a new technique for proving lower bounds on the amount of entanglement required by an XOR game: we show that near-optimal strategies for an XOR game G correspond to approximate representations of a certain C^*-algebra associated to G. Our results extend an earlier theorem of Tsirelson characterising the set of quantum strategies which implement extremal quantum correlations.
We study optimal and nearly-optimal quantum strategies for non-local XOR games. First, we prove the following general result: for every non-local XOR game, there exists a set of relations with the properties: (1) a quantum strategy is optimal for the game if and only if it satisfies the relations, and (2) a quantum strategy is nearly optimal for the game if and only if it approximately satisfies the relations. Next, we focus attention on a specific infinite family of XOR games: the CHSH(n) games. This family generalizes the well-known CHSH game. We describe the general form of CHSH(n) optimal …
Non-local games are widely studied as a model to investigate the properties of quantum mechanics as opposed to classical mechanics. In this paper, we consider a subset of non-local games: symmetric XOR games of $n$ players with 0-1 valued questions. For this class of games, each player receives an input bit and responds with an output bit without communicating to the other players. The winning condition only depends on XOR of output bits and is constant w.r.t. permutation of players. We prove that for almost any $n$-player symmetric XOR game the entangled value of the game is $Θ(\frac{\sqrt{\l…
We show that for any $\varepsilon>0$ there is an XOR game $G=G(\varepsilon)$ with $Θ(\varepsilon^{-1/5})$ inputs for one player and $Θ(\varepsilon^{-2/5})$ inputs for the other player such that $Ω(\varepsilon^{-1/5})$ ebits are required for any strategy achieving bias that is at least a multiplicative factor $(1-\varepsilon)$ from optimal. This gives an exponential improvement in both the number of inputs or outputs and the noise tolerance of any previously-known self-test for highly entangled states. Up to the exponent $-1/5$ the scaling of our bound with $\varepsilon$ is tight: for any XOR g…
The non-local game scenario provides a powerful framework to study the limitations of classical and quantum correlations, by studying the upper bounds of the winning probabilities those correlations offer in cooperation games where communication between players is prohibited. Building upon results presented in the seminal work of Cleve et al. [1], a straightforward construction to compute the Tsirelson bounds for simple 2-player XOR games is presented. The construction is applied explicitly to some examples, including the Entanglement Assisted Orientation in Space (EAOS) game of Brukner et al.…
A natural generalization of the binary XOR games to the class of XOR-d games with $d > 2$ outcomes is studied. We propose an algebraic bound to the quantum value of these games and use it to derive several interesting properties of these games. As an example, we re-derive in a simple manner a recently discovered bound on the quantum value of the CHSH-d game for prime $d$. It is shown that no total function XOR-d game with uniform inputs can be a pseudo-telepathy game, there exists a quantum strategy to win the game only when there is a classical strategy also. We then study the principle of la…
XOR games are a simple computational model with connections to many areas of complexity theory. Perhaps the earliest use of XOR games was in the study of quantum correlations. XOR games also have an interesting connection to Grothendieck's inequality, a fundamental theorem of analysis, which shows that two players sharing entanglement can achieve at most a constant factor advantage over players following classical strategies in an XOR game. Perez-Garcia et al. show that when the players share GHZ states, this advantage is bounded by a constant. We use a multilinear generalization of Grothendie…
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}^*(…
We initiate a study of random instances of nonlocal games. We show that quantum strategies are better than classical for almost any 2-player XOR game. More precisely, for large n, the entangled value of a random 2-player XOR game with n questions to every player is at least 1.21... times the classical value, for 1-o(1) fraction of all 2-player XOR games.
Self-testing a quantum device means verifying the existence of a certain quantum state as well as the effect of the associated measurements based only on the statistics of the measurement outcomes. Robust, i.e., error-tolerant, self-testing quantum devices are critical building blocks for quantum cryptographic protocols that rely on imperfect or untrusted quantum devices. We give a criterion which determines whether a given binary XOR game is robust self-testing with the asymptotically optimal error parameter. As an application, we prove that the celebrated CHSH game is an optimally robust sel…
We consider quantum XOR games, defined in [11], from the perspective of unitary correlations defined in [7]. We show that Connes' embedding problem has a positive answer if and only if every quantum XOR game has entanglement bias equal to the commuting bias. In particular, the embedding problem is equivalent to determining whether every quantum XOR game $G$ with a winning strategy in the commuting model also has a winning strategy in the approximate finite-dimensional model.
We introduce quantum XOR games, a model of two-player one-round games that extends the model of XOR games by allowing the referee's questions to the players to be quantum states. We give examples showing that quantum XOR games exhibit a wide range of behaviors that are known not to exist for standard XOR games, such as cases in which the use of entanglement leads to an arbitrarily large advantage over the use of no entanglement. By invoking two deep extensions of Grothendieck's inequality, we present an efficient algorithm that gives a constant-factor approximation to the best performance play…
Suppose Alice and Bob make local two-outcome measurements on a shared entangled state. For any d, we show that there are correlations that can only be reproduced if the local dimension is at least d. This resolves a conjecture of Brunner et al. Phys. Rev. Lett. 100, 210503 (2008) and establishes that the amount of entanglement required to maximally violate a Bell inequality must depend on the number of measurement settings, not just the number of measurement outcomes. We prove this result by establishing the first lower bounds on a new generalization of Grothendieck's constant.
The discrepancy method is widely used to find lower bounds for communication complexity of XOR games. It is well known that these bounds can be far from optimal. In this context Disjointness is usually mentioned as a case where the method fails to give good bounds, because the increment of the value of the game is linear (rather than exponential) in the number of communicated bits. We show in this paper the existence of XOR games where the discrepancy method yields bounds as poor as one desires. Indeed, we show the existence of such games with any previously prescribed value. To prove this res…
In this paper we show that, given $k\geq 3$, there exist $k$-player quantum XOR games for which the entangled bias can be arbitrarily larger than the bias of the game when the players are restricted to separable strategies. In particular, quantum entanglement can be a much more powerful resource than local operations and classical communication to play these games. This result shows a strong contrast to the bipartite case, where it was recently proved that the entangled bias is always upper bounded by a universal constant times the one-way classical communication bias.
We study the classical and quantum values of one- and two-party linear games, an important class of unique games that generalizes the well-known XOR games to the case of non-binary outcomes. We introduce a ``constraint graph" associated to such a game, with the constraints defining the linear game represented by an edge-coloring of the graph. We use the graph-theoretic characterization to relate the task of finding equivalent games to the notion of signed graphs and switching equivalence from graph theory. We relate the problem of computing the classical value of single-party anti-correlation …
In this work we show that, given a linear map from a general operator space into the dual of a C$^*$-algebra, its completely bounded norm is upper bounded by a universal constant times its $(1,cb)$-summing norm. This problem is motivated by the study of quantum XOR games in the field of quantum information theory. In particular, our results imply that for such games entangled strategies cannot be arbitrarily better than those strategies using one-way classical communication.
Quantum strategies, error bounds, optimality, and duality gaps for multiplayer XOR, $\mathrm{XOR}^{*}$, compiled XOR, $\mathrm{XOR}^{*}$, and strong parallel repetiton of XOR, $\mathrm{XOR}^{*}$, and FFL games
XOR games are the simplest model in which the nonlocal properties of entanglement manifest themselves. When there are two players, it is well known that the bias --- the maximum advantage over random play --- of entangled players can be at most a constant times greater than that of classical players. Recently, Pérez-García et al. [Comm. Math. Phys. 279 (2), 2008] showed that no such bound holds when there are three or more players: the advantage of entangled players over classical players can become unbounded, and scale with the number of questions in the game. Their proof relies on non-trivia…
Buhrman showed that an efficient communication protocol implies a reliable XOR game protocol. This idea rederives Linial and Shraibman's lower bounds of communication complexity, which was derived by using factorization norms, with worse constant factor in much more intuitive way. In this work, we improve and generalize Buhrman's idea, and obtain a class of lower bounds for classical communication complexity including an exact Linial and Shraibman's lower bound as a special case. In the proof, we explicitly construct a protocol for XOR game from a classical communication protocol by using a co…
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 know…
In this paper we give a set of necessary and sufficient conditions such that quantum players of a two-party {\sc xor} game cannot perform any better than classical players. With any such game, we associate a graph and examine its zero-error communication capacity. This allows us to specify a broad new class of graphs for which the Shannon capacity can be calculated. The conditions also enable the parametrisation of new families of games which have no quantum advantage, for arbitrary input probability distributions up to certain symmetries. In the future, these might be used in information-theo…
We propose a family of non-locality unique games for 2 parties based on a square lattice on an arbitrary surface. We show that, due to structural similarities with error correction codes of Kitaev for fault tolerant quantum computation, the games have classical values computable in polynomial time for $d=2$ measurement outcomes. By representing games in their graph form, for arbitrary $d$ and underlying surface we provide their classification into equivalence classes with respect to relabeling of measurement outcomes, for a selected set of permutations which define the winning conditions. A ca…
We show that for any eps>0 the problem of finding a factor (2-eps) approximation to the entangled value of a three-player XOR game is NP-hard. Equivalently, the problem of approximating the largest possible quantum violation of a tripartite Bell correlation inequality to within any multiplicative constant is NP-hard. These results are the first constant-factor hardness of approximation results for entangled games or quantum violations of Bell inequalities shown under the sole assumption that P \neq NP. They can be thought of as an extension of Hastad's optimal hardness of approximation results…
An XOR function is a function of the form g(x,y) = f(x + y), for some boolean function f on n bits. We study the quantum and classical communication complexity of XOR functions. In the case of exact protocols, we completely characterise one-way communication complexity for all f. We also show that, when f is monotone, g's quantum and classical complexities are quadratically related, and that when f is a linear threshold function, g's quantum complexity is Theta(n). More generally, we make a structural conjecture about the Fourier spectra of boolean functions which, if true, would imply that th…
We consider a class of two-prover interactive proof systems where each prover returns a single bit to the verifier and the verifier's verdict is a function of the XOR of the two bits received. We show that, when the provers are allowed to coordinate their behavior using a shared entangled quantum state, a perfect parallel repetition theorem holds in the following sense. The prover's optimal success probability for simultaneously playing a collection of XOR proof systems is exactly the product of the individual optimal success probabilities. This property is remarkable in view of the fact that,…
We call $F:\{0, 1\}^n\times \{0, 1\}^n\to\{0, 1\}$ a symmetric XOR function if for a function $S:\{0, 1, ..., n\}\to\{0, 1\}$, $F(x, y)=S(|x\oplus y|)$, for any $x, y\in\{0, 1\}^n$, where $|x\oplus y|$ is the Hamming weight of the bit-wise XOR of $x$ and $y$. We show that for any such function, (a) the deterministic communication complexity is always $Θ(n)$ except for four simple functions that have a constant complexity, and (b) up to a polylog factor, the error-bounded randomized and quantum communication complexities are $Θ(r_0+r_1)$, where $r_0$ and $r_1$ are the minimum integers such that…
A Sharp Local-Question Threshold for GHZ-Equatorial Completeness in Four-Player XOR Games
The Hong Kong University of Science and Technology (Guangzhou)(香港科技大学(广州));QudeLeap Research;Quantum Science Center of Guangdong-Hong Kong-Macao Greater Bay Area(粤港澳大湾区量子科学中心)
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 sever…
A two-player one-round binary game consists of two cooperative players who each replies by one bit to a message that he receives privately; they win the game if both questions and answers satisfy some predetermined property. A game is called entangled if the players are allowed to share a priori entanglement. It is well-known that the maximum winning probability (value) of entangled XOR-games (binary games in which the predetermined property depends only on the XOR of the two output bits) can be computed by a semidefinite program. In this paper we extend this result in the following sense; if …
A physical theory is called non-local when observers can produce instantaneous effects over distant systems. Non-local theories rely on two fundamental effects: local uncertainty relations and steering of physical states at a distance. In quantum mechanics, the former one dominates the other in a well-known class of non-local games known as XOR games. In particular, optimal quantum strategies for XOR games are completely determined by the uncertainty principle alone. This breakthrough result has yielded the fundamental open question whether optimal quantum strategies are always restricted by l…
We define and study XOR games in the framework of general probabilistic theories, which encompasses all physical models whose predictive power obeys minimal requirements. The bias of an XOR game under local or global strategies is shown to be given by a certain injective or projective tensor norm, respectively. The intrinsic (i.e.\ model-independent) advantage of global over local strategies is thus connected to a universal function $r(n,m)$ called 'projective-injective ratio'. This is defined as the minimal constant $ρ$ such that $\|\cdot\|_{X\otimes_πY}\leqρ\,\|\cdot\|_{X\otimes_\varepsilon …
Here we study multiplayer linear games, a natural generalization of XOR games to multiple outcomes. We generalize a recently proposed efficiently computable bound, in terms of the norm of a game matrix, on the quantum value of 2-player games to linear games with $n$ players. As an example, we bound the quantum value of a generalization of the well-known CHSH game to $n$ players and $d$ outcomes. We also apply the bound to show in a simple manner that any nontrivial functional box, that could lead to trivialization of communication complexity in a multiparty scenario, cannot be realized in quan…
We study tensor norms over Banach spaces and their relations to quantum information theory, in particular their connection with two-prover games. We consider a version of the Hilbertian tensor norm $γ_2$ and its dual $γ_2^*$ that allow us to consider games with arbitrary output alphabet sizes. We establish direct-product theorems and prove a generalized Grothendieck inequality for these tensor norms. Furthermore, we investigate the connection between the Hilbertian tensor norm and the set of quantum probability distributions, and show two applications to quantum information theory: firstly, we…
A communication game consists of distributed parties attempting to jointly complete a task with restricted communication. Such games are useful tools for studying limitations of physical theories. A theory exhibits preparation contextuality whenever its predictions cannot be explained by a preparation noncontextual model. Here, we show that communication games performed in operational theories reveal the preparation contextuality of that theory. For statistics obtained in a particular family of communication games, we show a direct correspondance with correlations in space-like separated event…
Communication games are collaborative information processing tasks involving a number of players with limited communication. Such games are useful tools for studying physical theories. A physical theory exhibits preparation contextuality whenever observed behaviour cannot be explained by a preparation noncontextual model. Here we show that there is a fundamental connection between the performance in communication games and the degree of preparation (non)contextuality. For this purpose, we present a general framework that allows us to construct communication games such that the game performance…
We study the relation between the quantum games, communication complexity problems and Bell inequalities. In particular we are interested in answering the question whether for every element of one of these groups there is a corresponding element in the other two. We show that there are cases where there is no such relation. Moreover, in the communication complexity problems for which there is no Bell inequality the advantage of the quantum strategies over the classical ones is much higher.
Bell nonlocality is a cornerstone of quantum theory with applications in information processing ranging from cryptography to distributed computing and game theory. Indeed, it is known that Bell's theorem can be formally linked to Bayesian games, allowing the use of nonlocal correlations to advise players and thereby achieve new points of equilibrium that are unavailable classically. Here we generalize this link, proving the connection between multistage games of incomplete information with Bell scenarios involving the communication of measurement outcomes between the parties. We apply the gene…
Communication complexity is an area of classical computer science which studies how much communication is necessary to solve various distributed computational problems. Quantum information processing can be used to reduce the amount of communication required to carry out some distributed problems. We speak of pseudo-telepathy when it is able to completely eliminate the need for communication. The matching game is the newest member of the family of pseudo-telepathy games. After introducing a general model for pseudo-telepathy games, we focus on the question what the smallest size of inputs is f…
We present a quantization scheme for a three-player Prisoner's Dilemma game. It is shown that entanglement plays a dominant role in the three-player quantum game. Four different types of payoffs are identified on the basis of different combinations of initial state and measurement basis entanglement parameters. A relation among these different payoffs is also established. We also study the communication aspects of the three-player game. By exploiting different combinations of initial state and measurement basis entanglement parameters, we establish a relationship for the information shared amo…
This paper describes how to perform contract signature in a fair way using quantum information. The protocol proposed permits two partners, users of a communication network, to perform a contract signature based on the RSA security. The authentication of the signers is based on the use of a non-local XOR function of two classical bits.
A theory is universal contextual if its prediction cannot be reproduced by an ontological model satisfying both preparation and measurement noncontextuality assumptions. In this report, we first generalize the logical proofs of quantum preparation and measurement contextuality for qubit system for any odd number of preparations and measurements. Based on the logical proof, we derive testable universally non-contextual inequalities violated by quantum theory. We then propose a class of two-party communication games and show that the average success probability of winning such games is solely li…
Communication games are one of the widely used tools that are designed to demonstrate quantum supremacy over classical resources. In that, two or more parties collaborate to perform an information processing task to achieve the highest success probability of winning the game. We propose a specific two-party communication game in the prepare-measure scenario that relies on an encoding-decoding task of specific information. We first demonstrate that quantum theory outperforms the classical preparation non-contextual theory, and the optimal quantum success probability of such a communication game…