We show that for any @math there is an XOR game @math with @math inputs for one player and @math inputs for the other player such that @math ebits are required for any strategy achieving bias that is at least a multiplicative factor @math 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 @math the scaling of our bound with @math is tight: for any XOR game there is an @math -optimal strategy using @math ebits, irrespective of the number of questions in the game.
The general study of optimal strategies in XOR games was initiated by Tsirelson, who shows @cite_18 that for any XOR game with @math and @math inputs per party there is an optimal strategy that uses a maximally entangled state of dimension at most @math , where @math is the largest integer that satisfies @math and @math . To establish this Tsirelson first proves that to each player's input in the game can be associated a real @math -dimensional unit vector, @math for Alice and @math for Bob, such that the correlations @math achieve the optimal quantum bias in the game. Tsirelson then uses a clever construction, based on a representation of the Clifford algebra, to show that these vectors can be mapped to observables and a maximally entangled state in dimension @math that achieve precisely the same correlations. Slofstra @cite_24 shows that Tsirelson's bound is tight for a slight variant of the @math game.
@cite_24 @cite_18
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We give an explicit family of XOR games with O(n)-bit questions requiring 2n 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 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 that players can obtain in a given game, both in the case that they have no shared entanglement and that they share unlimited entanglement. As a byproduct of the algorithm, we prove some additional interesting properties of quantum XOR games, such as the fact that sharing a maximally entangled state of arbitrary dimension gives only a small advantage over having no entanglement at all. Tsirelson's problem asks whether the commuting operator model for two-party quantum correlations is equivalent to the tensor-product model. We give a negative answer to this question by showing that there are non-local games which have perfect commuting-operator strategies, but do not have perfect tensor-product strategies. The weak Tsirelson problem, which is known to be equivalent to Connes embedding problem, remains open. The examples we construct are instances of (binary) linear system games. For such games, previous results state that the existence of perfect strategies is controlled by the solution group of the linear system. Our main result is that every finitely-presented group embeds in some solution group. As an additional consequence, we show that the problem of determining whether a linear system game has a perfect commuting-operator strategy is undecidable. We construct a linear system non-local game which can be played perfectly using a limit of finite-dimensional quantum strategies, but which cannot be played perfectly on any finite-dimensional Hilbert space, or even with any tensor-product strategy. In particular, this shows that the set of (tensor-product) quantum correlations is not closed. The constructed non-local game provides another counterexample to the "middle" Tsirelson problem, with a shorter proof than our previous paper (though at the loss of the universal embedding theorem). We also show that it is undecidable to determine if a linear system game can be played perfectly with a finite-dimensional strategy, or a limit of finite-dimensional quantum strategies. We study a model of communication complexity that encompasses many well-studied problems, including classical and quantum communication complexity, the complexity of simulating distributions arising from bipartite measurements of shared quantum states, and XOR games. In this model, Alice gets an input x, Bob gets an input y, and their goal is to each produce an output a, b distributed according to some pre-specified joint distribution p(a, b|x, y). Our results apply to any non-signaling distribution, that is, those where Alice's marginal distribution does not depend on Bob's input, and vice versa. By taking a geometric view of the non-signaling distributions, we introduce a simple new technique based on affine combinations of lower-complexity distributions, and we give the first general technique to apply to all these settings, with elementary proofs and very intuitive interpretations. Specifically, we introduce two complexity measures, one which gives lower bounds on classical communication, and one for quantum communication. These measures can be expressed as convex optimization problems. We show that the dual formulations have a striking interpretation, since they coincide with maximum violations of Bell and Tsirelson inequalities. The dual expressions are closely related to the winning probability of XOR games. Despite their apparent simplicity, these lower bounds subsume many known communication complexity lower bound methods, most notably the recent lower bounds of Linial and Shraibman for the special case of Boolean functions. We show that as in the case of Boolean functions, the gap between the quantum and classical lower bounds is at most linear in the size of the support of the distribution, and does not depend on the size of the inputs. This translates into a bound on the gap between maximal Bell and Tsirelson inequality violations, which was previously known only for the case of distributions with Boolean outcomes and uniform marginals. It also allows us to show that for some distributions, information theoretic methods are necessary to prove strong lower bounds. Finally, we give an exponential upper bound on quantum and classical communication complexity in the simultaneous messages model, for any non-signaling distribution. One consequence of this is a simple proof that any quantum distribution can be approximated with a constant number of bits of communication. We show that any language in nondeterministic time @math , where the number of iterated exponentials is an arbitrary function @math , can be decided by a multiprover interactive proof system with a classical polynomial-time verifier and a constant number of quantum entangled provers, with completeness @math and soundness @math , where the number of iterated exponentials is @math and @math is a universal constant. The result was previously known for @math and @math ; we obtain it for any time-constructible function @math . The result is based on a compression technique for interactive proof systems with entangled provers that significantly simplifies and strengthens a protocol compression result of Ji (STOC'17). As a separate consequence of this technique we obtain a different proof of Slofstra's recent result (unpublished) on the uncomputability of the entangled value of multiprover games. Finally, we show that even minor improvements to our compression result would yield remarkable consequences in computational complexity theory and the foundations of quantum mechanics: first, it would imply that the class MIP* contains all computable languages; second, it would provide a negative resolution to a multipartite version of Tsirelson's problem on the relation between the commuting operator and tensor product models for quantum correlations. We study network design games where @math self-interested agents have to form a network by purchasing links from a given set of edges. We consider Shapley cost sharing mechanisms that split the cost of an edge in a fair manner among the agents using the edge. It is well known that the price of anarchy of these games is as high as @math . Another line of research has focused on evaluating the price of stability, i.e., the cost of the best Nash equilibrium relative to the social optimum. In this paper we investigate to which extent coordination among agents can improve the quality of solutions. We resort to the concept of strong Nash equilibria, which were introduced by Aumann and are resilient to deviations by coalitions of agents. We analyze the price of anarchy of strong Nash equilibria and develop lower and upper bounds for unweighted and weighted games in both directed and undirected graphs. These bounds are tight or nearly tight for many scenarios. It shows that, by using coordination, the price of anarchy drops from linear to logarithmic bounds. We complement these results by also proving the first superconstant lower bound on the price of stability of standard equilibria (without coordination) in undirected graphs. More specifically, we show a lower bound of @math for weighted games, where @math is the total weight of all the agents. This almost matches the known upper bound of @math . Our results imply that, for most settings, the worst-case performance ratios of strong coordinated equilibria are essentially always as good as the performance ratios of the best equilibria achievable without coordination. These settings include unweighted games in directed graphs as well as weighted games in both directed and undirected graphs. Bell inequality violations correspond to behavior of entangled quantum systems that cannot be simulated classically. 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 quantum strategy using a maximally entangled state with local dimension n (e.g., log n EPR-pairs), while we show that the winning probability of any classical strategy differs from 1 2 by at most O(log(n) sqrt(n)).The second game is based on the integrality gap for Unique Games by Khot and Vishnoi and the quantum rounding procedure of Kempe, Regev, and Toner. Here n-dimensional entanglement allows to win the game with probability 1 (log n)^2, while the best winning probability without entanglement is 1 n. This near-linear ratio ( Bell inequality violation'') is near-optimal, both in terms of the local dimension of the entangled state, and in terms of the number of possible outputs of the two players. In the generalized Russian cards problem, we have a card deck @math of @math cards and three participants, Alice, Bob, and Cathy, dealt @math , @math , and @math cards, respectively. Once the cards are dealt, Alice and Bob wish to privately communicate their hands to each other via public announcements, without the advantage of a shared secret or public key infrastructure. Cathy should remain ignorant of all but her own cards after Alice and Bob have made their announcements. Notions for Cathy's ignorance in the literature range from Cathy not learning the fate of any individual card with certainty (weak @math -security) to not gaining any probabilistic advantage in guessing the fate of some set of @math cards (perfect @math -security). As we demonstrate, the generalized Russian cards problem has close ties to the field of combinatorial designs, on which we rely heavily, particularly for perfect security notions. Our main result establishes an equivalence between perfectly @math -secure strategies and @math -designs on @math points with block size @math , when announcements are chosen uniformly at random from the set of possible announcements. We also provide construction methods and example solutions, including a construction that yields perfect @math -security against Cathy when @math . We leverage a known combinatorial design to construct a strategy with @math , @math , and @math that is perfectly @math -secure. Finally, we consider a variant of the problem that yields solutions that are easy to construct and optimal with respect to both the number of announcements and level of security achieved. Moreover, this is the first method obtaining weak @math -security that allows Alice to hold an arbitrary number of cards and Cathy to hold a set of @math cards. Alternatively, the construction yields solutions for arbitrary @math , @math and any @math . This paper investigates various aspects of the nonlocal effects that can arise when entangled quantum information is shared between two parties. A natural framework for studying nonlocality is that of cooperative games with incomplete information, where two cooperating players may share entanglement. Here, nonlocality can be quantified in terms of the values of such games. We review some examples of non-locality and show that it can profoundly affect the soundness of two-prover interactive proof systems. We then establish limits on nonlocal behavior by upper-bounding the values of several of these games. These upper bounds can be regarded as generalizations of the so-called Tsirelson inequality. We also investigate the amount of entanglement required by optimal and nearly optimal quantum strategies. Two players A and B are randomly placed on a line. The distribution of the distance between them is unknown except that the expected initial distance of the (two) players does not exceed some constant @math The players can move with maximal velocity 1 and would like to meet one another as soon as possible. Most of the paper deals with the asymmetric rendezvous in which each player can use a different trajectory. We find rendezvous trajectories which are efficient against all probability distributions in the above class. (It turns out that our trajectories do not depend on the value of @math ) We also obtain the minimax trajectory of player A if player B just waits for him. This trajectory oscillates with a geometrically increasing amplitude. It guarantees an expected meeting time not exceeding @math We show that, if player B also moves, then the expected meeting time can be reduced to @math The expected meeting time can be further reduced if the players use mixed strategies. We show that if player B rests, then the optimal strategy of player A is a mixture of geometric trajectories. It guarantees an expected meeting time not exceeding @math This value can be reduced even more (below @math ) if player B also moves according to a (correlated) mixed strategy. We also obtain a bound for the expected meeting time of the corresponding symmetric rendezvous problem. We present the first formal mathematical presentation of the generalized Russian cards problem, and provide rigorous security definitions that capture both basic and extended versions of weak and perfect security notions. In the generalized Russian cards problem, three players, Alice, Bob, and Cathy, are dealt a deck of @math cards, each given @math , @math , and @math cards, respectively. The goal is for Alice and Bob to learn each other's hands via public communication, without Cathy learning the fate of any particular card. The basic idea is that Alice announces a set of possible hands she might hold, and Bob, using knowledge of his own hand, should be able to learn Alice's cards from this announcement, but Cathy should not. Using a combinatorial approach, we are able to give a nice characterization of informative strategies (i.e., strategies allowing Bob to learn Alice's hand), having optimal communication complexity, namely the set of possible hands Alice announces must be equivalent to a large set of @math -designs, where @math . We also provide some interesting necessary conditions for certain types of deals to be simultaneously informative and secure. That is, for deals satisfying @math for some @math , where @math and the strategy is assumed to satisfy a strong version of security (namely perfect @math -security), we show that @math and hence @math . We also give a precise characterization of informative and perfectly @math -secure deals of the form @math satisfying @math involving @math -designs. We propose a simple yet rich model to extend strategic games to the quantum setting, in which we define quantum Nash and correlated equilibria and study the relations between classical and quantum equilibria. Unlike all previous work that focused on qualitative questions on specific games of very small sizes, we quantitatively address the following fundamental question for general games of growing sizes: How much "advantage" can playing quantum strategies provide, if any? Two measures of the advantage are studied. 1. Since game mainly is about each player trying to maximize individual payoff, a natural measure is the increase of payoff by playing quantum strategies. We consider natural mappings between classical and quantum states, and study how well those mappings preserve equilibrium properties. Among other results, we exhibit a correlated equilibrium p whose quantum superposition counterpart [EQUATION] is far from being a quantum correlated equilibrium; actually a player can increase her payoff from almost 0 to almost 1 in a [0, 1]-normalized game. We achieve this by a tensor product construction on carefully designed base cases. The result can also be interpreted as in Meyer's comparison [47]: In a state no classical player can gain, one player using quantum computers has an huge advantage than continuing to play classically. 2. Another measure is the hardness of generating correlated equilibria, for which we propose to study correlation complexity, a new complexity measure for correlation generation. We show that there are n-bit correlated equilibria which can be generated by only one EPR pair followed by local operation (without communication), but need at least log2(n) classical shared random bits plus communication. The randomized lower bound can be improved to n, the best possible, assuming (even a much weaker version of) a recent conjecture in linear algebra. We believe that the correlation complexity, as a complexity-theoretical counterpart of the celebrated Bell's inequality, has independent interest in both physics and computational complexity theory and deserves more explorations. In the generalized Russian cards problem, the three players Alice, Bob and Cath draw @math a , b and @math c cards, respectively, from a deck of @math a + b + c cards. Players only know their own cards and what the deck of cards is. Alice and Bob are then required to communicate their hand of cards to each other by way of public messages. For a natural number @math k , the communication is said to be @math k -safe if Cath does not learn whether or not Alice holds any given set of at most @math k cards that are not Cath's, a notion originally introduced as weak @math k -security by Swanson and Stinson. An elegant solution by Atkinson views the cards as points in a finite projective plane. We propose a general solution in the spirit of Atkinson's, although based on finite vector spaces rather than projective planes, and call it the geometric protocol'. Given arbitrary @math c , k > 0 , this protocol gives an informative and @math k -safe solution to the generalized Russian cards problem for infinitely many values of @math ( a , b , c ) with @math b = O ( a c ) . This improves on the collection of parameters for which solutions are known. In particular, it is the first solution which guarantees @math k -safety when Cath has more than one card. We show for the first time, to our knowledge, that it is possible to reconcile in online learning in zero-sum games two seemingly contradictory objectives: vanishing time-average regret and non-vanishing step sizes. This phenomenon, that we coin fast and furious" learning in games, sets a new benchmark about what is possible both in max-min optimization as well as in multi-agent systems. Our analysis does not depend on introducing a carefully tailored dynamic. Instead we focus on the most well studied online dynamic, gradient descent. Similarly, we focus on the simplest textbook class of games, two-agent two-strategy zero-sum games, such as Matching Pennies. Even for this simplest of benchmarks the best known bound for total regret, prior to our work, was the trivial one of @math , which is immediately applicable even to a non-learning agent. Based on a tight understanding of the geometry of the non-equilibrating trajectories in the dual space we prove a regret bound of @math matching the well known optimal bound for adaptive step sizes in the online setting. This guarantee holds for all fixed step-sizes without having to know the time horizon in advance and adapt the fixed step-size accordingly. As a corollary, we establish that even with fixed learning rates the time-average of mixed strategies, utilities converge to their exact Nash equilibrium values. Given @math noisy samples with @math dimensions, where @math , we show that the multi-step thresholding procedure based on the Lasso -- we call it the Thresholded Lasso , can accurately estimate a sparse vector @math in a linear model @math , where @math is a design matrix normalized to have column @math norm @math , and @math . We show that under the restricted eigenvalue (RE) condition (Bickel-Ritov-Tsybakov 09), it is possible to achieve the @math loss within a logarithmic factor of the ideal mean square error one would achieve with an oracle while selecting a sufficiently sparse model -- hence achieving sparse oracle inequalities ; the oracle would supply perfect information about which coordinates are non-zero and which are above the noise level. In some sense, the Thresholded Lasso recovers the choices that would have been made by the @math penalized least squares estimators, in that it selects a sufficiently sparse model without sacrificing the accuracy in estimating @math and in predicting @math . We also show for the Gauss-Dantzig selector (Cand e s-Tao 07), if @math obeys a uniform uncertainty principle and if the true parameter is sufficiently sparse, one will achieve the sparse oracle inequalities as above, while allowing at most @math irrelevant variables in the model in the worst case, where @math is the smallest integer such that for @math , @math . Our simulation results on the Thresholded Lasso match our theoretical analysis excellently. We study the problem of approximating the commuting-operator value of a two-player non-local game. It is well-known that it is @math -complete to decide whether the classical value of a non-local game is 1 or @math . Furthermore, as long as @math is small enough, this result does not depend on the gap @math . In contrast, a recent result of Fitzsimons, Ji, Vidick, and Yuen shows that the complexity of computing the quantum value grows without bound as the gap @math decreases. In this paper, we show that this also holds for the commuting-operator value of a game. Specifically, in the language of multi-prover interactive proofs, we show that the power of @math (proofs with two provers, one round, completeness probability @math , soundness probability @math , and commuting-operator strategies) can increase without bound as the gap @math gets arbitrarily small. Our results also extend naturally in two ways, to perfect zero-knowledge protocols, and to lower bounds on the complexity of computing the approximately-commuting value of a game. Thus we get lower bounds on the complexity class @math - @math of perfect zero-knowledge multi-prover proofs with approximately-commuting operator strategies, as the gap @math gets arbitrarily small. While we do not know any computable time upper bound on the class @math , a result of the first author and Vidick shows that for @math and @math , the class @math , with constant communication from the provers, is contained in @math . We give a lower bound of @math (ignoring constants inside the function) for this class, which is tight up to polynomial factors assuming the exponential time hypothesis. In a two-player game, two cooperating but non communicating players, Alice and Bob, receive inputs taken from a probability distribution. Each of them produces an output and they win the game if they satisfy some predicate on their inputs outputs. The entangled value ω *(G) of a game G is the maximum probability that Alice and Bob can win the game if they are allowed to share an entangled state prior to receiving their inputs. We consider the maximum independent set problem on sparse graphs with maximum degree d. The best known result for the problem is an SDP based O(d log log d log d) approximation due to Halperin. It is also known that no o(d log2 d) approximation exists assuming the Unique Games Conjecture. We show the following two results: (i) The natural LP formulation for the problem strengthened by O(log4(d)) levels of the mixed-hierarchy has an integrality gap of O(d log2 d), where O(·) ignores some log log d factors. However, our proof is non-constructive, in particular it uses an entropy based approach due to Shearer, and does not give a O(d log2 d) approximation algorithm with sub-exponential running time. (ii) We give an O(d log d) approximation based on polylog(d)-levels of the mixed hierarchy that runs in nO(1) exp(logO(1) d) time, improving upon Halperin's bound by a modest log log d factor. Our algorithm is based on combining Halperin's approach together with an idea used by Ajtai, Erdos, Komlos and Szemeredi to show that Kr-free, degree-d graphs have independent sets of size Ωr(n log log d d). In a pursuit-evasion game, a team of pursuers attempt to capture an evader. The players alternate turns, move with equal speed, and have full information about the state of the game. We consider the most restrictive capture condition: a pursuer must become colocated with the evader to win the game. We prove two general results about this adversarial motion planning problem in geometric spaces. First, we show that one pursuer has a winning strategy in any compact CAT(0) space. This complements a result of Alexander, Bishop and Ghrist, who provide a winning strategy for a game with positive capture radius. Second, we consider the game played in a compact domain in Euclidean two-space with piecewise analytic boundary and arbitrary Euler characteristic. We show that three pursuers always have a winning strategy by extending recent work of Bhadauria, Klein, Isler and Suri from polygonal environments to our more general setting.