Related papers: Algorithms Clearly Beat Gamers at Quantum Moves. A…
Dries Sels and Allan Gr{\o}nlund have demonstrated numerical algorithms that outperform the players of our Quantum Moves game and they call the conclusions of our article Exploring the Quantum Speed Limit with Computer Games, Nature, 532,…
In a recent work on quantum state preparation, S{\o}rensen and colleagues explore the possibility of using video games to help design quantum control protocols. The authors present a game called "Quantum Moves" in which gamers have to move…
The Gradient Ascent Pulse Engineering (GRAPE) is a celebrated control algorithm with excellent converging rates, owing to a piece-wise-constant ansatz for the control function that allows for cheap objective gradients. However, the…
The game Quantum Moves was designed to pit human players against computer algorithms, combining their solutions into hybrid optimization to control a scalable quantum computer. In this midstream report, we open our design process and…
In the quest to achieve scalable quantum information processing technologies, gradient-based optimal control algorithms (e.g., GRAPE) are broadly used for implementing high-precision quantum gates, but their performance is often hindered by…
By investigating the code for the KASS algorithm implementation used in the paper "Exploring the quantum speed limit with computer games" [1, arXiv:1506.09091] by S{\o}rensen et al. (provided by the authors), we describe how the poor…
Games on graphs provide a natural and powerful model for reactive systems. In this paper, we consider generalized reachability objectives, defined as conjunctions of reachability objectives. We first prove that deciding the winner in such…
Decoding how rational agents should behave in shared systems remains a critical challenge within theoretical computer science, artificial intelligence and economics studies. Central to this challenge is the task of computing the solution…
Gradient ascent pulse engineering algorithm (GRAPE) is a typical method to solve quantum optimal control problems. However, it suffers from an exponential resource in computing the time evolution of quantum systems with the increasing…
We introduce a new algorithm for the numerical computation of Nash equilibria of competitive two-player games. Our method is a natural generalization of gradient descent to the two-player setting where the update is given by the Nash…
We provide a distributed algorithm to learn a Nash equilibrium in a class of non-cooperative games with strongly monotone mappings and unconstrained action sets. Each player has access to her own smooth local cost function and can…
Nash equilibrium is a central concept in game theory. Several Nash solvers exist, yet none scale to normal-form games with many actions and many players, especially those with payoff tensors too big to be stored in memory. In this work, we…
We report some improvements to the gradient ascent pulse engineering (GRAPE) algorithm for optimal control of quantum systems. These include more accurate gradients, convergence acceleration using the BFGS quasi-Newton algorithm as well as…
This paper studies sequential quantum games under the assumption that the moves of the players are drawn from groups and not just plain sets. The extra group structure makes possible to easily derive some very general results characterizing…
Gradient Ascent Pulse Engineering (GRAPE) is a popular technique in quantum optimal control, and can be combined with automatic differentiation (AD) to facilitate on-the-fly evaluation of cost-function gradients. We illustrate that the…
Humans routinely solve problems of immense computational complexity by intuitively forming simple, low-dimensional heuristic strategies. Citizen science exploits this ability by presenting scientific research problems to non-experts.…
Simple stochastic games are turn-based 2.5-player zero-sum graph games with a reachability objective. The problem is to compute the winning probability as well as the optimal strategies of both players. In this paper, we compare the three…
Existing reasoning data curation pipelines score whole samples, treating every intermediate step as equally valuable. In reality, steps within a trace contribute very unevenly, and selecting reasoning data well requires assessing them…
Generalized Rapid Action Value Estimation (GRAVE) has been shown to be a strong variant within the Monte-Carlo Tree Search (MCTS) family of algorithms for General Game Playing (GGP). However, its reliance on storing additional win/visit…
The GRadient Ascent Pulse Engineering (GRAPE) method is widely used for optimization in quantum control. GRAPE is gradient search method based on exact expressions for gradient of the control objective. It has been applied to coherently…