Examples of games between two partners with mixed strategies, calculated by the use of the probability amplitude are given. The first game is described by the quantum formalism of spin one half system for which two noncommuting observables are measured.
The second game corresponds to the spin one case.
Quantum logical orthocomplemented nondistributive lattices for these two games are presented. Interference terms for the probability amplitudes are analyzed by using so called contextual approach to probability (in the von Mises frequency approach). We underline that our games are not based on using of some microscopic systems. The whole scenario is macroscopic.
We study the effect of quantum noise on history dependent quantum Parrondo's games by taking into account different noise channels. Our calculations show that entanglement can play a crucial role in quantum Parrondo's games. It is seen that for the maximally entangled initial state in the presence of decoherence, the quantum phases strongly influence the payoffs for various sequences of the game. The effect of amplitude damping channel leads to winning payoffs. Whereas the depolarizing and phase damping channels lead to the losing payoffs. In case of amplitude damping channel, the payoffs are …
In 1990, Mermin presented a n player game that is won with certainty using n spin-1/2 particles in a GHZ state whilst no classical strategy (or local theory) can win with probability higher than ${1/2} + \frac{1}{2^{\lceil n/2 \rceil}}$ (which is larger than 1/2). This article first introduces a class of arithmetic games containing Mermin's and gives a quantum algorithm based on a generalized n party GHZ state that wins those games with certainty. It is then proved for a subclass of those games where each player is given a single bit of input that no classical strategy can win with a probabili…
We consider an application of the mathematical formalism of quantum mechanics (QM) outside physics, namely, to game theory. We present a simple game between macroscopic players, say Alice and Bob (or in a more complex form - Alice, Bob and Cecilia), which can be represented in the quantum-like (QL) way -- by using a complex probability amplitude (game's ``wave function'') and noncommutative operators. The crucial point is that games under consideration are so called extensive form games. Here the order of actions of players is important, such a game can be represented by the tree of actions. T…
Quantum games are usually considered as games with strategies defined not by the standard Kolmogorovian probabilistic measure but by the probability amplitude used in quantum physics. The reason for the use of the probability amplitude or "quantum probabilistic measure", is the nondistributive lattice occurring in physical situations with quantum microparticles. In our paper we give examples of getting nondistributive orthomodular lattices in some special macroscopic situations without use of quantum microparticles.
We study the effect of quantum memory in magic squares game when played in quantum domain. We consider different noisy quantum channels and analyze their influence on the magic squares quantum pseudo-telepathy game. We show that the probability of success can be used to distinguish the quantum channels. It is seen that the mean success probability decreases with increase of quantum noise. Where as the mean success probability increases with increase of quantum memory. It is also seen that the behaviour of amplitude damping and phase damping channels is similar. On the other hand, the behaviour…
The effect of entanglement and correlated noise in a four-player quantum Minority game is investigated. Different time correlated quantum memory channels are considered to analyze the Nash equilibrium payoff of the 1st player. It is seen that the Nash equilibrium payoff is substantially enhanced due to the presence of correlated noise. The behaviour of damping channels (amplitude damping and phase damping) is approximately similar. However, bit-phase flip channel heavily influences the minority game as compared to other channels in the presence of correlated noise. On the other hand, phase fli…
We define a family of pseudo-telepathy games using graph states that extends the Mermin games. This family also contains a game used to define a quantum probability distribution that cannot be simulated by any number of PR boxes. We extend this result proving that the probability distribution obtained by the Paley graph state on 13 vertices cannot be simulated by any number of 4-partite non local boxes and that the Paley graph states on more than $k^{2}2^{2k-2}$ vertices provides a probability distribution that cannot be simulated by k-partite nonlocal boxes
We study the behavior of cooperative multiplayer quantum games [35,36] in the presence of decoherence using different quantum channels such as amplitude damping, depolarizing and phase damping. It is seen that the outcomes of the games for the two damping channels with maximum values of decoherence reduce to same value. However, in comparison to phase damping channel, the payoffs of cooperators are strongly damped under the influence\ amplitude damping channel for\ the lower values of decoherence parameter. In the case of depolarizing channel, the game is a no-payoff game irrespective of the d…
We consider a game in which two separate laboratories collaborate to prepare a quantum system and are then asked to guess the outcome of a measurement performed by a third party in a random basis on that system. Intuitively, by the uncertainty principle and the monogamy of entanglement, the probability that both players simultaneously succeed in guessing the outcome correctly is bounded. We are interested in the question of how the success probability scales when many such games are performed in parallel. We show that any strategy that maximizes the probability to win every game individually i…
We are considering a quantum version of the penny flip game, whose implementation is influenced by the environment that causes decoherence of the system. In order to model the decoherence we assume Markovian approximation of open quantum system dynamics. We focus our attention on the phase damping, amplitude damping and amplitude raising channels. Our results show that the Pauli strategy is no longer a Nash equilibrium under decoherence. We attempt to optimize the players' control pulses in the aforementioned setup to allow them to achieve higher probability of winning the game compared to the…
A Bayesian game is a game of incomplete information in which the rules of the game are not fully known to all players. We consider the Bayesian game of Battle of Sexes that has several Bayesian Nash equilibria and investigate its outcome when the underlying probability set is obtained from generalized Einstein-Podolsky-Rosen experiments. We find that this probability set, which may become non-factorizable, results in a unique Bayesian Nash equilibrium of the game.
A new class of stochastic variables, governed by a specifice set of rules, is introduced. These rules force them to loose some properties usually assumed for this kind of variables. We demonstrate that stochastic processes driven by these random sources must be described using an probability amplitude formalism in a close resemblance to Quantum Theory. This fact shows, for the first time, that probability amplitudes are a general concept and is not exclusive to the formalism of Quantum Theory. Application of these rules to a noisy, one-dimensional motion, leds to a probability structure homomo…
Dzyaloshinskii-Moriya (DM) interaction has been proven to excite entanglement of spin systems, enhancing the capability of realizing various quantum tasks such as teleportation. In this work, we consider the DM interaction -to the best of our knowledge, for the first time in quantum game theory. We study the winning probability of magic square game played with the thermal entangled state of spin models under external magnetic fields and DM interaction. We analytically show that although DM interaction excites the entanglement of the system as expected, it surprizingly reduces the winning proba…
We study the effect of quantum noise in 3 by 3 entangled quantum games. By considering different noisy quantum channels we analyze that how a two-player, three-strategy Rock-Scissor-Paper game is influenced by the quantum noise. We consider the winning non-transitive strategies R, S and P such as R beats S, S beats P, and P beats R. The game behaves as a noiseless game for maximum value of the quantum noise parameter. It is seen that Alice's payoff is heavily influenced by the depolarizing noise as compared to the amplitude damping noise. Depolarizing channel causes a monotonic decrease in pla…
The optimal success probability of a communication game sets fundamental limitations on an operational theory. Quantum advantage of parity oblivious random access code (PORAC), a communication game, over classical resources reveals the preparation contextuality of quantum theory [Phys. Rev. Lett. 102, 010401 (2009)]. Optimal quantum advantage in the N-dit PORAC game for finite dimensions is an open problem. Here, we show that the degree of uncertainty allowed in an operational theory determines the amount of preparation contextuality. We connect the upper bound of fine-grained uncertainty rela…
Quantum games with incomplete information can be studied within a Bayesian framework. We consider a version of prisoner's dilemma (PD) in this framework with three players and characterize the Nash equilibria. A variation of the standard PD game is set up with two types of the second prisoner and the first prisoner plays with them with probability p and 1-p respectively. The Bayesian nature of the game manifests in the uncertainty that the first prisoner faces about his opponent's type which is encoded either in a classical probability or in the amplitudes of a wave function. Here, we consider…
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.
Non-local games are studied in quantum information because they provide a simple way for proving the difference between the classical world and the quantum world. A non-local game is a cooperative game played by 2 or more players against a referee. The players cannot communicate but may share common random bits or a common quantum state. A referee sends an input $x_i$ to the $i^{th}$ player who then responds by sending an answer $a_i$ to the referee. The players win if the answers $a_i$ satisfy a condition that may depend on the inputs $x_i$. Typically, non-local games are studied in a framewo…
We analyse Selten's concept of trembling hand perfect equilibria in the context of quantum game theory. We define trembles as mixed quantum strategies by replacing discrete probabilities with probability distribution functions. Explicit examples of analysis are given.
In previous work, we have shown how the description of spin may be generalized and we have worked out this generalization for the cases spin 1/2 and spin 1. In this paper, we deal with the case of spin 2 and give the generalized probability amplitudes.
Conventional quantum mechanics describes a pre- and post-selected system in terms of virtual (Feynman) paths via which the final state can be reached. In the absence of probabilities, a weak measurement (WM) determines the probability amplitudes for the paths involved. The weak values (VW) can be identified with these amplitudes, or their linear combinations. This allows us to explain the "unusual" properties of the VW, and avoid the "paradoxes" often associated with the WM.
We introduce a three-player nonlocal game, with a finite number of classical questions and answers, such that the optimal success probability of $1$ in the game can only be achieved in the limit of strategies using arbitrarily high-dimensional entangled states. Precisely, there exists a constant $0 <c\leq 1$ such that to succeed with probability $1-\varepsilon$ in the game it is necessary to use an entangled state of at least $Ω(\varepsilon^{-c})$ qubits, and it is sufficient to use a state of at most $O(\varepsilon^{-1})$ qubits. The game is based on the coherent state exchange game of Leung …
Entangled quantum systems can exhibit correlations that cannot be simulated classically. For historical reasons such correlations are called "Bell inequality violations." We give two new two-player games with Bell inequality violations that are stronger, fully explicit, and arguably simpler than earlier work. The first game is based on the Hidden Matching problem of quantum communication complexity, introduced by Bar-Yossef, Jayram, and Kerenidis. This game can be won with probability 1 by a strategy using a maximally entangled state with local dimension $n$ (e.g., $\log n$ EPR-pairs), while w…
This paper is a sequel to the series of papers [gr-qc/9409010, gr-qc/9505034, gr-qc/9603022, gr-qc/9609035, gr-qc/9609046, gr-qc/9704033, gr-qc/9704038, gr-qc/9708014, gr-qc/9802016]. The problem of the meaning of objective a priori probability for individual random trials without repetition is considered. A sequence of such trials, namely quantum jumps, is realized in indeterministic dynamics of the universe. A hidden selector for the quantum jumps is constructed.
How to achieve an arbitrary real-valued probability amplitude in the general single-partite or multipartite quantum system without measuring any other quantum state's probability amplitude? How to achieve an arbitrary real-valued probability amplitude with the deterministic polynomial time's complexity under a small given error? In this paper, one novel quantum measurement scheme is proposed to solve these questions based on the idea of binary searching. First, the measurement algorithm with the exponential speed-up on the quantum state with one single qubit is well-designed. Then, the measure…
We discuss reasons why a probability amplitude, which becomes a probability density after squaring, is considered as one of the most basic ingredients of quantum mechanics. First, the Heisenberg/Schrodinger equation, an equation of motion in quantum mechanics, describes a time evolution of the probability amplitude rather than of a probability density. There may be reasons why dynamics of a physical system are described by amplitude. In order to investigate one role of the probability amplitude in quantum mechanics, specialized codeword-transfer experiments are designed using classical informa…
Introducing the simplest of all No-Signalling Games: the RGB Game where two verifiers interrogate two provers, Alice and Bob, far enough from each other that communication between them is too slow to be possible. Each prover may be independently queried one of three possible colours: Red, Green or Blue. Let $a$ be the colour announced to Alice and $b$ be announced to Bob. To win the game they must reply colours $x$ (resp. $y$) such that $a \neq x \neq y \neq b$. This work focuses on this new game mainly as a pedagogical tool for its simplicity but also because it triggered us to introduce a ne…
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-t…