A four-player potential game for barren-plateau-aware quantum ansatz design
Abstract
We cast the design of parameterized quantum circuits as a four-player potential game whose state is a circuit directed acyclic graph (DAG) and whose players encode trainability, non-stabilizerness, task performance, and hardware cost. Per-player restricted action sets factorize the move space into append, remove, retype, and rewire operations; a block-coordinate -Nash residual certifies that no single player can improve unilaterally. A single weight sweep on MaxCut traces a Pareto frontier from a Clifford endpoint to a non-Clifford endpoint . On three four-qubit hardware topologies (heavy-hex, grid, Rydberg all-to-all), Nash search achieves the highest mean potential; on the grid Nash reaches the theoretical ceiling on two of five seeds while the simulated-annealing baseline does so on one; paired Wilcoxon tests over five seeds cannot reject the null on any single topology (). On LiH/STO-3G, seeding Nash from a 58-gate Givens-doubles ansatz produces a 48-operation, depth-25 circuit retaining of the correlation energy while simultaneously reducing gate count, increasing non-stabilizerness, and controlling trainability. The framework is complementary to energy-only searches such as ADAPT-VQE and k-UpCCGSD, which reach chemical accuracy with fewer operations but do not optimize the other three axes.
Cite
@article{arxiv.2604.21955,
title = {A four-player potential game for barren-plateau-aware quantum ansatz design},
author = {Rubén Darío Guerrero},
journal= {arXiv preprint arXiv:2604.21955},
year = {2026}
}
Comments
8 pages, 4 figures