Related papers: Perfect Quantum Approximate Strategies for Imitati…
We show that given an explicit description of a multiplayer game, with a classical verifier and a constant number of players, it is QMA-hard, under randomized reductions, to distinguish between the cases when the players have a strategy…
Compiling Bell games under cryptographic assumptions replaces the need for physical separation, allowing nonlocality to be probed with a single untrusted device. While Kalai et al. (STOC'23) showed that this compilation preserves quantum…
The two-players N strategies games quantized according to the Eisert-Lewenstein-Wilkens scheme [1] are considered. It is shown that in the case of maximal entanglement no nontrivial pure Nash equilibrium exists. The proof relies on simple…
Pseudo-telepathy provides an intuitive way of looking at Bell's inequalities, in which it is often obvious that feats achievable by use of quantum entanglement would be classically impossible. A two-player pseudo-telepathy game proceeds as…
We present an algorithm that computes approximate pure Nash equilibria in a broad class of constraint satisfaction games that generalize the well-known cut and party affiliation games. Our results improve previous ones by Bhalgat et al.~(EC…
We show that quantum designs characterize the general structure of the optimal approximation of the transpose map on quantum states. Based on this characterization, we propose an implementation of the approximate transpose map by a…
We introduce a simple extensive-form algorithm for finding equilibria of two-player, zero-sum games. The algorithm is realization equivalent to a generalized form of Fictitious Play. We compare its performance to that of a similar…
We construct a correspondence between quantum states and the observable input-output correlations they are compatible with. The problem is framed as a game involving an experimenter, claiming to be able to prepare some family of states, and…
A theory is universal contextual if its prediction cannot be reproduced by an ontological model satisfying both preparation and measurement noncontextuality assumptions. In this report, we first generalize the logical proofs of quantum…
We associate to each synchronous game an algebra whose representations determine if the game has a perfect deterministic strategy, perfect quantum strategy or one of several other perfect strategies. when applied to the graph coloring game,…
We propose an alternative to the tree representation of extensive form games. Games in product form represent information with $\sigma$-fields over a product set, and do not require an explicit description of the play temporality, as…
This paper studies the equilibrium properties of the ``obvious strategy profile'' in large finite-player games. Each player in such a strategy profile simply adopts a randomized strategy as she would have used in a symmetric equilibrium of…
Continuous games are multiplayer games in which strategy sets are compact and utility functions are continuous. These games typically have a highly complicated structure of Nash equilibria, and numerical methods for the equilibrium…
Using the recently introduced universal computing model, called orchestrated machine, that represents computations in a dissipative environment, we consider a new kind of interpretation of Turing's Imitation Game. In addition we raise the…
The fidelity of two pure states (also known as transition probability) is a symmetric function of two operators, and well-founded operationally as an event probability in a certain preparation-test pair. Motivated by the idea that the…
There is a natural equivalence relation on representations of the states of a given quantum system in a Hilbert space, two representations being equivalent iff they are related by a unitary transformation. There are two equivalence classes,…
Whether a PTAS (polynomial-time approximation scheme) exists for game equilibria has been an open question, and its absence has indications and consequences in three fields: the practicality of methods in algorithmic game theory,…
We provide a complete characterization for the computational complexity of finding approximate equilibria in two-action graphical games. We consider the two most well-studied approximation notions: $\varepsilon$-Nash equilibria…
A scheme for optimal Gaussian cloning of optical coherent states is proposed and experimentally demonstrated. Its optical realization is based entirely on simple linear optical elements and homodyne detection. The optimality of the…
We provide a complete characterization of theories of tracial von Neumann algebras that admit quantifier elimination. We also show that the theory of a separable tracial von Neumann algebra $\mathcal{N}$ is never model complete if its…