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

机译:最小-最大问题的并行近似及其在古典和量子零和游戏中的应用

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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.
机译:本文提出了一种新的基于矩阵乘性权重更新方法的新型最小-最大问题并行算法。我们的算法可用于寻找竞争性两人经典或量子游戏的最佳策略,在这种策略中,裁判与一位玩家交换任意数量的消息,然后与另一位玩家交换任意数量的其他消息。该算法极大地扩展了允许并行解决方案的游戏类别,这首次证明了一种游戏的并行算法的存在,其中一个玩家对另一个玩家做出自适应反应。结果,我们证明了多个竞争者-证明者复杂性类别崩溃到了PSPACE,例如QRG(2),SQG和两个新的类别称为DIP和DQIP。我们的结果的一个特例是一类新的半定程序的并行逼近方案,其可行区域由满足``转录本''一致性条件的半定矩阵列表组成。在这种特殊情况下,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,从而产生了QIP = PSPACE的第一原理证明。

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