Recasting mermin's multi-player game into the framework of pseudo-telepathy

Recasting mermin's multi-player game into the framework of pseudo-telepathy
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发表时间:
2004-08
期刊:
Quantum Inf. Comput.
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通讯作者:
G. Brassard;Anne Broadbent;Alain Tapp
G. Brassard;Anne Broadbent;Alain Tapp
中科院分区:
其他
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作者:
G. Brassard;Anne Broadbent;Alain Tapp

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纠缠也许是量子力学最非经典的表现形式。在其对信息处理的许多有趣应用中,它可以用来减少处理各种分布式计算任务所需的通信量。它可以用来完全消除沟通吗?尽管它不能在远程各方之间传递信息,但只要各方共享先前的纠缠,就可以执行不需要任何通信的分布式任务:这是伪心灵感应的领域。 Mermin 于 1990 年提出了多方纠缠的最早用途之一。在这里,我们用伪心灵感应的方式重塑了他的想法:我们为这个游戏提供了一种新的计算机科学家友好的分析。我们证明了尝试玩这个游戏的最佳经典策略的上限,以及新颖的匹配下限。这导致我们考虑不完美的量子力学装置必须表现得有多好才能表现出经典上无法解释的行为。我们的结果包括改进的边界,可以帮助克服臭名昭著的检测漏洞。
Entanglement is perhaps the most non-classical manifestation of quantum mechanics. Among its many interesting applications to information processing, it can be harnessed to reduce the amount of communication required to process a variety of distributed computational tasks. Can it be used to eliminate communication altogether? Even though it cannot serve to signal information between remote parties, there are distributed tasks that can be performed without any need for communication, provided the parties share prior entanglement: this is the realm of pseudo-telepathy. One of the earliest uses of multi-party entanglement was presented by Mermin in 1990. Here we recast his idea in terms of pseudo-telepathy: we provide a new computer-scientist-friendly analysis of this game. We prove an upper bound on the best possible classical strategy for attempting to play this game, as well as a novel, matching lower bound. This leads us to considerations on how well imperfect quantum-mechanical apparatus must perform in order to exhibit a behaviour that would be classically impossible to explain. Our results include improved bounds that could help vanquish the infamous detection loophole.