Quantum information processing is at the crossroads of physics, mathematics and computer science. It is concerned with what we can and cannot do with quantum information that goes beyond the abilities of classical information processing devices. Communication complexity is an area of classical computer science that aims at quantifying the amount of communication necessary to solve distributed computational problems. Quantum communication complexity uses quantum mechanics to reduce the amount of communication that would be classically required.
Also, Aravind has generalized his own magic square idea @cite_14 to a two-player pseudo-telepathy game in which the players share @math Bell states, @math being an arbitrary odd number larger than 1.
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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. We show that it is NP-hard to approximate, to within an additive constant, the maximum success probability of players sharing quantum entanglement in a two-player game with classical questions of logarithmic length and classical answers of constant length. As a corollary, the inclusion NEXP ⊆ MIP*, first shown by Ito and Vidick (FOCS'12) with three provers, holds with two provers only. The proof is based on a simpler, improved analysis of the low-degree test of Raz and Safra (STOC'97) against two entangled provers. 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 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.