Algorithms, Bounds, and Strategies for Entangled XOR Games
Abstract
We study the complexity of computing the commuting-operator value of entangled XOR games with any number of players. We introduce necessary and sufficient criteria for an XOR game to have , and use these criteria to derive the following results: 1. An algorithm for symmetric games that decides in polynomial time whether or , a task that was not previously known to be decidable, together with a simple tensor-product strategy that achieves value 1 in the former case. The only previous candidate algorithm for this problem was the Navascu\'{e}s-Pironio-Ac\'{i}n (also known as noncommutative Sum of Squares or ncSoS) hierarchy, but no convergence bounds were known. 2. A family of games with three players and with , where it takes doubly exponential time for the ncSoS algorithm to witness this (in contrast with our algorithm which runs in polynomial time). 3. A family of games achieving a bias difference arbitrarily close to the maximum possible value of (and as a consequence, achieving an unbounded bias ratio), answering an open question of Bri\"{e}t and Vidick. 4. Existence of an unsatisfiable phase for random (non-symmetric) XOR games: that is, we show that there exists a constant depending only on the number of players, such that a random -XOR game over an alphabet of size has with high probability when the number of clauses is above . 5. A lower bound of on the number of levels in the ncSoS hierarchy required to detect unsatisfiability for most random 3-XOR games. This is in contrast with the classical case where the -th level of the sum-of-squares hierarchy is equivalent to brute-force enumeration of all possible solutions.
Keywords
Cite
@article{arxiv.1801.00821,
title = {Algorithms, Bounds, and Strategies for Entangled XOR Games},
author = {Adam Bene Watts and Aram W. Harrow and Gurtej Kanwar and Anand Natarajan},
journal= {arXiv preprint arXiv:1801.00821},
year = {2019}
}
Comments
55 pages