Sample Title Slide - CROSSING · Magic Square A magic square is a 3 × 3 matrix with elements in...
Transcript of Sample Title Slide - CROSSING · Magic Square A magic square is a 3 × 3 matrix with elements in...
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Quantum Nonlocality
by Anne Broadbent
Department of Mathematics
and Statistics
University of Ottawa
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THE MAGIC SQUARE GAME*
first game
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* P.K. Aravind (2004)
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Magic Square
A magic square is a 3 × 3 matrix with
elements in {0, 1} that satisfies:
Row Rule :
0 0 0 even
0 1 1 even
1 1 0 even
Column Rule :
0 0 1
0 1 1
1 0 1
odd
odd
odd
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Can a Magic Square exist?
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0 0 0
0 1 1
1 0 1 ?
0 0 0
0 0 0
1 1 ?
a b c
d e f
g h i
a+b+c+d+e+f+g+h+i is even (row rule)
a+d+g+b+e+h+c+f+i is odd (column rule)
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Magic square game
Alice
Bob
r =1
c =3 0
1
0
0 0 0
•row rule
•column rule
•intersection
pick a
row
pick a
column
create
row r
create
column c
0
1
1
0 0 0
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Success probability •Let w(G) be the maximum success
probability for Alice and Bob who play a
game G, and where the questions are asked
uniformly at random.
•Do Alice et Bob have a winning strategy for
the Magic Square game? (w(G) = 1?)
•row rule
•column rule
•intersection
•A classical
winning strategy
corresponds to a
magic square,
hence w(G) ≠ 1 .
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Maximum success probability
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•The best deterministic strategy wins on
8 out of the 9 possible questions:
•A probabilistic strategy is a probability
distribution on deterministic strategies:
•w(G) = 8/9
0 0 0
0 0 0
1 1 0
0 0 0
0 0 0
1 1 1 1 1 0
0
0
1
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What if?
What would you think if you were the referee
and you saw that Alice and Bob were always
winning?
•Are they cheating?
•Are they being really lucky?
•Do the laws of physics forbid this?
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An explanation
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Quantum Winning Strategy
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Starting with
Alice applies transformation Ar and Bob applies
transformation Bc :
For instance, if r=1 and c=2, the result will be:
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Magic Square game
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Alice Bob Probability
00 00 1/8
00 01 1/8
01 10 1/8
01 11 1/8
10 00 1/8
10 01 1/8
11 10 1/8
11 11 1/8
• Alice and Bob measure to get:
They compute their third bit in order to satisfy
the row or column rule, respectively.
Alice Bob Probability
000 001 1/8
000 010 1/8
011 100 1/8
011 111 1/8
101 001 1/8
101 010 1/8
110 100 1/8
110 111 1/8
• if r=1 and c=2,
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Magic Square game
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So for r=1 and c=2, Alice and Bob appear to
be sharing one of the following partial magic
squares, with equal probability:
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Review of Quantum Winning Strategy
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•Alice and Bob share the entangled state
•Alice applies transformation Ar and Bob
applies transformation Bc (depending on their
input).
•Alice et Bob mesure their system and obtain 2
bits each.
•The third bit is computed so that the row rule,
or column rule (whichever is the case) is
satisfied.
This is a winning
strategy
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THE GHZ* GAME
second game
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*Greenberger-Horne-Zeilinger (1989),
Mermin (1990)
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Alice
Mermin-GHZ game
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promise:
is even
winning condition
Bob Charlie
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Input (x,y,z) Winning outputs (a,b,c)
(0,0,0) : even (0,0,0),(0,1,1), (1,0,1), (1,1,0) : even
(0,1,1) : odd (0,0,1),(0,1,0), (1,0,0), (1,1,1) : odd
(1,0,1) : odd (0,0,1),(0,1,0), (1,0,0), (1,1,1) : odd
(1,1,0) : odd (0,0,1),(0,1,0), (1,0,0), (1,1,1) : odd
A winning strategy?
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winning condition
general deterministic strategy: a winning strategy must satisfy:
best success
probability: ¾
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Alice Charlie
Alice
Bob Charlie
Quantum Winning Strategy
The player’s strategy is to share the
entangled state:
Bob
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Quantum winning strategy Starting with , each
player does the following:
1.If the player’s input is 1, apply the unitary: transformation:
2. Apply the Hadamard transform.
3. Measure, and output the result to the referee.
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winning condition
result:
result:
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Pseudotelepathy
Any classical winning strategy would require communication
Quantum winning strategy achieved without communication
Called pseudotelepathy or nonlocal games
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Local theory:
Bell’s Theorem (1964): “The
predictions of quantum mechanics
are incompatible with any local
physical theory”