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Dmitry Kravchenko

Publications and source records attributed to Dmitry Kravchenko.

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Quantum algorithm for Dyck Language with Multiple Types of Brackets

We consider the recognition problem of the Dyck Language generalized for multiple types of brackets. We provide an algorithm with quantum query complexity $O(\sqrt{n}(\log n)^{0.5k})$, where $n$ is the length of input and $k$ is the maximal nesting depth of brackets. Additionally, we show the lower bound for this problem which is $O(\sqrt{n}c^{k})$ for some constant $c$. Interestingly, classical algorithms solving the Dyck Language for multiple types of brackets substantially differ form the algorithm solving the original Dyck language. At the same time, quantum algorithms for solving both kinds of the Dyck language are of similar nature and requirements.

quant-ph

Quantum-over-classical Advantage in Solving Multiplayer Games

We study the applicability of quantum algorithms in computational game theory and generalize some results related to Subtraction games, which are sometimes referred to as one-heap Nim games. In quantum game theory, a subset of Subtraction games became the first explicitly defined class of zero-sum combinatorial games with provable separation between quantum and classical complexity of solving them. For a narrower subset of Subtraction games, an exact quantum sublinear algorithm is known that surpasses all deterministic algorithms for finding solutions with probability $1$. Typically, both Nim and Subtraction games are defined for only two players. We extend some known results to games for three or more players, while maintaining the same classical and quantum complexities: $Θ\left(n^2\right)$ and $\tilde{O}\left(n^{1.5}\right)$ respectively.

quant-ph

Quantum versus Classical Online Streaming Algorithms with Logarithmic Size of Memory

We consider online algorithms with respect to the competitive ratio. Here, we investigate quantum and classical one-way automata with non-constant size of memory (streaming algorithms) as a model for online algorithms. We construct problems that can be solved by quantum online streaming algorithms better than by classical ones in a case of logarithmic or sublogarithmic size of memory.

cs.CC

Quantum versus Classical Online Streaming Algorithms with Advice

We consider online algorithms with respect to the competitive ratio. Here, we investigate quantum and classical one-way automata with non-constant size of memory (streaming algorithms) as a model for online algorithms. We construct problems that can be solved by quantum online streaming algorithms better than by classical ones in a case of logarithmic or sublogarithmic size of memory, even if classical online algorithms get advice bits. Furthermore, we show that a quantum online algorithm with a constant number of qubits can be better than any deterministic online algorithm with a constant number of advice bits and unlimited computational power.

cs.DS

On the Complexity of Solving Subtraction Games

We study algorithms for solving Subtraction games, which sometimes are referred to as one-heap Nim games. We describe a quantum algorithm which is applicable to any game on DAG, and show that its query compexity for solving an arbitrary Subtraction game of $n$ stones is $O(n^{3/2}\log n)$. The best known deterministic algorithms for solving such games are based on the dynamic programming approach. We show that this approach is asymptotically optimal and that classical query complexity for solving a Subtraction game is generally $Θ(n^2)$. This paper perhaps is the first explicit "quantum" contribution to algorithmic game theory.

quant-ph

Parity Oblivious d-Level Random Access Codes and Class of Noncontextuality Inequalities

One of the fundamental results in quantum foundations is the Kochen-Specker no-go theorem. For the quantum theory, the no-go theorem excludes the possibility of a class of hidden variable models where value attribution is context independent. Recently, the notion of contextuality has been generalized for different operational procedures and it has been shown that preparation contextuality of mixed quantum states can be a useful resource in an information-processing task called parity-oblivious multiplexing. Here, we introduce a new class of information processing tasks, namely d-level parity oblivious random access codes and obtain bounds on the success probabilities of performing such tasks in any preparation noncontextual theory. These bounds constitute noncontextuality inequalities for any value of d. For d=3, using a set of mutually asymmetric biased bases we show that the corresponding noncontextual bound is violated by quantum theory. We also show quantum violation of the inequalities for some other higher values of d. This reveals operational usefulness of preparation contextuality of higher level quantum systems.

quant-ph

Quantum Advantages in (n,d)->1 Random Access Codes

A random access code (RAC), corresponding to a communication primitive with various applications in quantum information theory, is an instance of a preparation-and-measurement scenario. In this work, we consider (n,d)-RACs constituting an "n"-length string, constructed from a "d" size set of letters, and send an encoding of the string in a single d-level physical system and present their quantum advantages. We first characterize optimal classical RACs, proving that the well-known classical strategy known as majority-encoding-identity-decoding is indeed optimal. We then construct a quantum protocol by exploiting only two incompatible measurements, the minimal requirement, and show the advantages beyond the classical one. We also discuss the generality of our results and whether quantum advantages are valid for all types of (n, d)->1 RACs.

quant-ph

Grover's search with faults on some marked elements

Grover's algorithm is a quantum query algorithm solving the unstructured search problem of size $N$ using $O(\sqrt{N})$ queries. It provides a significant speed-up over any classical algorithm \cite{Gro96}. The running time of the algorithm, however, is very sensitive to errors in queries. It is known that if query may fail (report all marked elements as unmarked) the algorithm needs $Ω(N)$ queries to find a marked element \cite{RS08}. \cite{AB+13} have proved the same result for the model where each marked element has its own probability to be reported as unmarked. We study the behavior of Grover's algorithm in the model where the search space contains both faulty and non-faulty marked elements. We show that in this setting it is indeed possible to find one of non-faulty marked items in $O(\sqrt{N})$ queries. We also analyze the limiting behavior of the algorithm for a large number of steps and show the existence and the structure of limiting state $ρ_{lim}$.

quant-ph