幽灵卵石游戏的紧密界限:用测量回收量子位

IF 5.1 2区 物理与天体物理 Q1 PHYSICS, MULTIDISCIPLINARY
Quantum Pub Date : 2025-02-18 DOI:10.22331/q-2025-02-18-1636
Niels Kornerup, Jonathan Sadun, David Soloveichik
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引用次数: 0

摘要

Pebble游戏是分析时空权衡的流行模式。特别是,可逆卵石博弈策略经常应用于量子算法中,如Grover搜索,以有效地模拟叠加输入的经典计算,因为幺正操作基本上是可逆的。然而,可逆卵石游戏无法利用中间测量所带来的额外计算能力,因为中间测量是不可逆的。这个幽灵般的卵石游戏模拟了交错的阿达玛尔基测量和自适应相位校正,它减少了量子比特的数量,超出了纯可逆方法所能达到的水平。虽然幽灵般的鹅卵石游戏并没有减少模拟的总空间(比特加上量子位)复杂性,但它减少了必须存储在量子位中的空间量。我们证明了幽灵卵石博弈在任意卵石界的直线上的渐近紧权衡。这反过来又提供了一个紧凑的时间-量子位权衡,用于在使用令人毛骨悚然的鹅卵石游戏时模拟任意经典顺序计算。例如,对于所有$\epsilon \in (0,1]$,任何需要时间$T$和空间$S$的经典计算都可以在量子计算机上仅使用$O(T/ \epsilon)$门和$O(T^{\epsilon}S^{1-\epsilon})$量子比特来实现。这改进了最著名的使用$O(2^{1/\epsilon} T)$门的可逆鹅卵石游戏的量子比特数的边界。对于较小的空间边界,我们表明幽灵卵石游戏可以用$O(T^{1+\epsilon} S^{-\epsilon}/\epsilon)$门和$O(S / \epsilon)$量子比特模拟任意计算,而通过可逆卵石游戏进行的任何模拟都需要$\Omega(S \cdot (1+\log(T/S)))$量子比特。我们还考虑了更一般的有向无环图(dag)上的幽灵卵石游戏,在计算中捕获细粒度的数据依赖性。我们表明,对于任意DAG来说,即使是接近幽灵鹅卵石游戏中所需鹅卵石的数量也是pspace困难的。尽管如此,我们仍然能够构建一种时间效率高的策略,用于使用最少数量的鹅卵石的鹅卵石二叉树。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Tight Bounds on the Spooky Pebble Game: Recycling Qubits with Measurements
Pebble games are popular models for analyzing time-space trade-offs. In particular, reversible pebble game strategies are frequently applied in quantum algorithms like Grover's search to efficiently simulate classical computation on inputs in superposition, as unitary operations are fundamentally reversible. However, the reversible pebble game cannot harness the additional computational power granted by intermediate measurements, which are irreversible. The spooky pebble game, which models interleaved Hadamard basis measurements and adaptive phase corrections, reduces the number of qubits beyond what purely reversible approaches can achieve. While the spooky pebble game does not reduce the total space (bits plus qubits) complexity of the simulation, it reduces the amount of space that must be stored in qubits. We prove asymptotically tight trade-offs for the spooky pebble game on a line with any pebble bound. This in turn gives a tight time-qubit tradeoff for simulating arbitrary classical sequential computation when using the spooky pebble game. For example, for all $\epsilon \in (0,1]$, any classical computation requiring time $T$ and space $S$ can be implemented on a quantum computer using only $O(T/ \epsilon)$ gates and $O(T^{\epsilon}S^{1-\epsilon})$ qubits. This improves on the best known bound for the reversible pebble game with that number of qubits, which uses $O(2^{1/\epsilon} T)$ gates. For smaller space bounds, we show that the spooky pebble game can simulate arbitrary computation with $O(T^{1+\epsilon} S^{-\epsilon}/\epsilon)$ gates and $O(S / \epsilon)$ qubits whereas any simulation via the reversible pebble game requires $\Omega(S \cdot (1+\log(T/S)))$ qubits.

We also consider the spooky pebble game on more general directed acyclic graphs (DAGs), capturing fine-grained data dependency in computation. We show that for an arbitrary DAG even approximating the number of required pebbles in the spooky pebble game is PSPACE-hard. Despite this, we are able to construct a time-efficient strategy for pebbling binary trees that uses the minimum number of pebbles.
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来源期刊
Quantum
Quantum Physics and Astronomy-Physics and Astronomy (miscellaneous)
CiteScore
9.20
自引率
10.90%
发文量
241
审稿时长
16 weeks
期刊介绍: Quantum is an open-access peer-reviewed journal for quantum science and related fields. Quantum is non-profit and community-run: an effort by researchers and for researchers to make science more open and publishing more transparent and efficient.
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