Parallel Approximation of Min-max Problems with Applications to Classical and Quantum Zero-Sum Games

Gus Gutoski, Xiaodi Wu
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引用次数: 16

Abstract

This paper presents an efficient parallel algorithm for a new class of min-max problems based on the matrix multiplicative weights update method. Our algorithm can be used to find near-optimal strategies for competitive two-player classical or quantum games in which a referee exchanges any number of messages with one player followed by any number of additional messages with the other. This algorithm considerably extends the class of games which admit parallel solutions, demonstrating for the first time the existence of a parallel algorithm for a game in which one player reacts adaptively to the other. As a consequence, we prove that several competing-provers complexity classes collapse to PSPACE such as QRG(2), SQG and two new classes called DIP and DQIP. A special case of our result is a parallel approximation scheme for a new class of semi definite programs whose feasible region consists of lists of semi definite matrices that satisfy a ``transcript-like'' consistency condition. Applied to this special case, our algorithm yields a direct polynomial-space simulation of multi-message quantum interactive proofs resulting in a first-principles proof of QIP=PSPACE.
最小-最大问题的并行逼近及其在经典和量子零和博弈中的应用
本文提出了一种基于矩阵乘法权值更新法的求解一类新的最小-最大问题的高效并行算法。我们的算法可以用来为竞争的双人经典游戏或量子游戏找到近乎最优的策略,在这种游戏中,裁判与一个玩家交换任意数量的信息,然后与另一个玩家交换任意数量的附加信息。该算法极大地扩展了允许并行解决方案的游戏类别,首次证明了一个玩家对另一个玩家做出适应性反应的游戏存在并行算法。因此,我们证明了几个竞争证明复杂性类,如QRG(2), SQG和两个称为DIP和DQIP的新类,崩溃为PSPACE。我们的结果的一个特例是一类新的半定规划的并行逼近格式,其可行域由满足“类转录”一致性条件的半定矩阵列表组成。应用于这种特殊情况,我们的算法产生了多消息量子交互证明的直接多项式空间模拟,从而得到QIP=PSPACE的第一性原理证明。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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