We study the behavior of the entangled value of two-player one-round projection games under parallel repetition. We show that for any projection game @math of entangled value 1-eps < 1, the value of the @math -fold repetition of G goes to zero as O((1-eps^c)^k), for some universal constant c 1. Previously parallel repetition with an exponential decay in @math was only known for the case of XOR and unique games. To prove the theorem we extend an analytical framework recently introduced by Dinur and Steurer for the study of the classical value of projection games under parallel repetition. Our proof, as theirs, relies on the introduction of a simple relaxation of the entangled value that is perfectly multiplicative. The main technical component of the proof consists in showing that the relaxed value remains tightly connected to the entangled value, thereby establishing the parallel repetition theorem. More generally, we obtain results on the behavior of the entangled value under products of arbitrary (not necessarily identical) projection games. Relating our relaxed value to the entangled value is done by giving an algorithm for converting a relaxed variant of quantum strategies that we call "vector quantum strategy" to a quantum strategy. The algorithm is considerably simpler in case the bipartite distribution of questions in the game has good expansion properties. When this is not the case, rounding relies on a quantum analogue of Holenstein's correlated sampling lemma which may be of independent interest. Our "quantum correlated sampling lemma" generalizes results of van Dam and Hayden on universal embezzlement.
After the completion of this work two new results established an exponential parallel repetition theorem for two-player one-round games with entangled players in which the distribution on questions is a product distribution. @cite_16 it is shown that the entangled value of games in which the distribution on questions is uniform decreases as @math Very recently @cite_15 extended the result to arbitrary product distributions on the questions, while also removing the dependence on the number of questions: they obtained the bound @math Both results are based on the use of information-theoretic techniques. They are incomparable to ours, as they apply to games in which the acceptance predicate is general but the input distribution is required to be product. In addition, both bounds above have a dependence on the number of answers in the game; while for the case of the classical value such a dependence is necessary @cite_33 , for the entangled value it is not yet known whether it can be avoided.
@cite_15 @cite_16 @cite_33
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We show a parallel repetition theorem for the entangled value @math of any two-player one-round game @math where the questions @math to Alice and Bob are drawn from a product distribution on @math . We show that for the @math -fold product @math of the game @math (which represents the game @math played in parallel @math times independently), @math , where @math and @math represent the sets from which the answers of Alice and Bob are drawn. We propose an analytical framework for studying parallel repetition, a basic product operation for one-round twoplayer games. In this framework, we consider a relaxation of the value of projection games. We show that this relaxation is multiplicative with respect to parallel repetition and that it provides a good approximation to the game value. Based on this relaxation, we prove the following improved parallel repetition bound: For every projection game G with value at most ρ, the k-fold parallel repetition G⊗k has value at most [EQUATION] This statement implies a parallel repetition bound for projection games with low value ρ. Previously, it was not known whether parallel repetition decreases the value of such games. This result allows us to show that approximating set cover to within factor (1 --- e) ln n is NP-hard for every e > 0, strengthening Feige's quasi-NP-hardness and also building on previous work by Moshkovitz and Raz. In this framework, we also show improved bounds for few parallel repetitions of projection games, showing that Raz's counterexample to strong parallel repetition is tight even for a small number of repetitions. Finally, we also give a short proof for the NP-hardness of label cover(1, Δ) for all Δ > 0, starting from the basic PCP theorem. 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 consider the problem of 20 questions with noise for multiple players under the minimum entropy criterion in the setting of stochastic search, with application to target localization. Each player yields a noisy response to a binary query governed by a certain error probability. First, we propose a sequential policy for constructing questions that queries each player in sequence and refines the posterior of the target location. Second, we consider a joint policy that asks all players questions in parallel at each time instant and characterize the structure of the optimal policy for constructing the sequence of questions. This generalizes the single player probabilistic bisection method for stochastic search problems. Third, we prove an equivalence between the two schemes showing that, despite the fact that the sequential scheme has access to a more refined filtration, the joint scheme performs just as well on average. Fourth, we establish convergence rates of the mean-square error and derive error exponents. Finally, we obtain an extension to the case of unknown error probabilities. This framework provides a mathematical model for incorporating a human in the loop for active machine learning systems.