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Mark H. M. Winands

Publications and source records attributed to Mark H. M. Winands.

At least 19 recordsLinked to original sources

A 1-bit quantum filter for particle trajectory reconstruction

The transition to the High-Luminosity Large Hadron Collider (HL-LHC) presents a computational challenge where particle reconstruction complexity may outpace classical computing resources. While quantum computing offers potential speedups, standard algorithms like Harrow-Hassidim-Lloyd (HHL) require prohibitive circuit depths for near-term hardware. Here, we introduce the 1-Bit Quantum Filter, a domain-specific adaptation of HHL that reformulates tracking from matrix inversion to binary ground-state filtering. By replacing high-precision phase estimation with a single-ancilla spectral threshold and exploiting the Hamiltonian's sparsity, we achieve an asymptotic gate complexity of $O(\sqrt{N} \log N)$, given Hamiltonian dimension $N$. We validate this approach by simulating LHCb Vertex Locator events with a toy model, and benchmark performance using the noise models of Quantinuum H2 trapped-ion and IBM Heron superconducting processors. This work establishes a resource-efficient track reconstruction method capable of solving realistic event topologies on noise-free simulators and smaller tracking scenarios within the current constraints of the Noisy Intermediate Scale Quantum (NISQ) era.

quant-ph↗

Dynamic Resource Allocation for Ensemble Determinization MCTS

Simulation-based algorithms are especially suited for high-uncertainty environments such as adversarial board games with significant elements of randomness and hidden information. In particular, several Monte Carlo Tree Search (MCTS) variants are commonly used in such domains. In this paper, we propose a series of enhancements for Ensemble Determinization MCTS, introducing two axes for dynamic resource allocation. First, Dynamic Number of Determinizations, increases or decreases the number of currently used determinization trees depending on the behavior of so-far search. Second, Dynamic Simulation Allocation, splits the simulation budget nonuniformly across the determinization trees, using simulation-to-simulation decisions to choose the tree with potentially the best knowledge gain. As benchmark domains, we used three popular tabletop games: Jaipur, Lost Cities, and Splendor. Testing our proposed enhancements in iteration- and time-based settings showed that particular configurations yield a statistically significant increase in the algorithm's strength.

cs.AI↗

Magic-Informed Quantum Architecture Search

Nonstabilizerness, commonly referred to as magic, is a fundamental resource underpinning quantum advantage. In this paper, we propose a magic-informed quantum architecture search (QAS) technique that enables control over a quantum resource within the general framework of circuit design. Inspired by the AlphaGo approach, we tackle the problem with a Monte Carlo Tree Search technique equipped with a Graph Neural Network (GNN) that estimates the magic of candidate quantum circuits. The GNN model induces a magic-based bias that steers the search toward either high- or low-magic regimes, depending on the target objective. We benchmark the proposed magic-informed QAS technique on both the structured ground-state energy problem and on the more general quantum state approximation problem, spanning different sizes and target magic levels. Experimental results show that the proposed technique effectively influences the magic across the search tree and notably also on the resulting final circuit, even in regimes where the GNN operates on out-of-distribution instances. Although introducing a problem-agnostic magic bias could, in principle, constrain the search dynamics, we observe consistent improvements in solution quality across all problems tested.

quant-ph↗

StratFormer: Adaptive Opponent Modeling and Exploitation in Imperfect-Information Games

We present StratFormer, a transformer-based meta-agent that learns to simultaneously model and exploit opponents in imperfect-information games through a two-phase curriculum. The first phase trains an opponent modeling head to identify behavioral patterns from action histories while the agent plays a game-theoretic optimal (GTO) policy. The second phase progressively shifts the policy toward best-response (BR) exploitation, guided by a per-opponent regularization schedule tied to exploitability. Our architecture introduces dual-turn tokens -- feature vectors constructed at both agent and opponent decision points -- coupled with bucket-rate features that encode opponent tendencies across five strategic contexts. On Leduc Hold'em, a small poker variant with six cards and two betting rounds, we test against six opponent archetypes at two strength levels each, with exploitability ranging from 0.15 to 1.26 Big Blinds (BB) per hand. StratFormer achieves an average exploitation gain of +0.106 BB per hand over GTO, with peak gains of +0.821 against highly exploitable opponents, while maintaining near-equilibrium safety.

cs.AI↗

Nonstabilizerness Estimation using Graph Neural Networks

This article proposes a Graph Neural Network (GNN) approach to estimate nonstabilizerness in quantum circuits, measured by the stabilizer Rényi entropy (SRE). Nonstabilizerness is a fundamental resource for quantum advantage, and efficient SRE estimations are highly beneficial in practical applications. We address the nonstabilizerness estimation problem through three supervised learning formulations starting from easier classification tasks to the more challenging regression task. Experimental results show that the proposed GNN manages to capture meaningful features from the graph-based circuit representation, resulting in robust generalization performances achieved across diverse scenarios. In classification tasks, the GNN is trained on product states and generalizes on circuits evolved under Clifford operations, entangled states, and circuits with higher number of qubits. In the regression task, the GNN significantly improves the SRE estimation on out-of-distribution circuits with higher number of qubits and gate counts compared to previous work, for both unstructured random quantum circuits and structured circuits derived from the transverse-field Ising model. Moreover, the graph representation of quantum circuits naturally integrates hardware-specific information. Simulations on noisy quantum hardware highlight the potential of the proposed GNN to predict the SRE measured on quantum devices.

quant-ph↗

Asymmetric regularization mechanism for GAN training with Variational Inequalities

We formulate the training of generative adversarial networks (GANs) as a Nash equilibrium seeking problem. To stabilize the training process and find a Nash equilibrium, we propose an asymmetric regularization mechanism based on the classic Tikhonov step and on a novel zero-centered gradient penalty. Under smoothness and a local identifiability condition induced by a Gauss-Newton Gramian, we obtain explicit Lipschitz and (strong)-monotonicity constants for the regularized operator. These constants ensure last-iterate linear convergence of a single-call Extrapolation-from-the-Past (EFTP) method. Empirical simulations on an academic example show that, even when strong monotonicity cannot be achieved, the asymmetric regularization is enough to converge to an equilibrium and stabilize the trajectory.

cs.GT↗

Variational Quantum Algorithms for Particle Track Reconstruction

Quantum Computing is a rapidly developing field with the potential to tackle the increasing computational challenges faced in high-energy physics. In this work, we explore the potential and limitations of variational quantum algorithms in solving the particle track reconstruction problem. We present an analysis of two distinct formulations for identifying straight-line tracks in a multilayer detection system, inspired by the LHCb vertex detector. The first approach is formulated as a ground-state energy problem, while the second approach is formulated as a system of linear equations. This work addresses one of the main challenges when dealing with variational quantum algorithms on general problems, namely designing an expressive and efficient quantum ansatz working on tracking events with fixed detector geometry. For this purpose, we employed a quantum architecture search method based on Monte Carlo Tree Search to design the quantum circuits for different problem sizes. We provide experimental results to test our approach on both formulations for different problem sizes in terms of performance and computational cost.

quant-ph↗

TrackHHL: A Quantum Computing Algorithm for Track Reconstruction at the LHCb

In the future high-luminosity LHC era, high-energy physics experiments face unprecedented computational challenges for event reconstruction. Employing the LHCb vertex locator as a case study we investigate a novel approach for charged particle track reconstruction. The algorithm hinges on minimizing an Ising-like Hamiltonian using matrix inversion. Solving this matrix inversion classically achieves reconstruction efficiencies akin to current state-of-the-art algorithms. Exploiting the Harrow-Hassidim-Lloyd (HHL) quantum algorithm for linear systems holds the promise of an exponential speedup in the number of input hits over its classical counterpart, contingent on the conditions of efficient quantum phase estimation (QPE) and effectively reading out the algorithm's output. This contribution builds on previous work by Nicotra et al and strives to fulfill these conditions and further streamlines the algorithm's circuit depth by a factor up to $10^4$. Our version of the HHL algorithm restricts the QPE precision to one bit, largely reducing circuit depth and addressing HHL's readout issue. Furthermore, this allows for the implementation of a post-processing algorithm that reconstructs event Primary Vertices (PVs). The findings presented here aim to further illuminate the potential of harnessing quantum computing for the future of particle track reconstruction in high-energy physics.

quant-ph↗

A Study on Stabilizer Rényi Entropy Estimation using Machine Learning

Nonstabilizerness is a fundamental resource for quantum advantage, as it quantifies the extent to which a quantum state diverges from those states that can be efficiently simulated on a classical computer, the stabilizer states. The stabilizer Rényi entropy (SRE) is one of the most investigated measures of nonstabilizerness because of its computational properties and suitability for experimental measurements on quantum processors. Because computing the SRE for arbitrary quantum states is a computationally hard problem, we propose a supervised machine-learning approach to estimate it. In this work, we frame SRE estimation as a regression task and train a Random Forest Regressor and a Support Vector Regressor (SVR) on a comprehensive dataset, including both unstructured random quantum circuits and structured circuits derived from the physics-motivated one-dimensional transverse Ising model (TIM). We compare the machine-learning models using two different quantum circuit representations: one based on classical shadows and the other on circuit-level features. Furthermore, we assess the generalization capabilities of the models on out-of-distribution instances. Experimental results show that an SVR trained on circuit-level features achieves the best overall performance. On the random circuits dataset, our approach converges to accurate SRE estimations, but struggles to generalize out of distribution. In contrast, it generalizes well on the structured TIM dataset, even to deeper and larger circuits. In line with previous work, our experiments suggest that machine learning offers a viable path for efficient nonstabilizerness estimation.

quant-ph↗

A Research Agenda for Usability and Generalisation in Reinforcement Learning

It is common practice in reinforcement learning (RL) research to train and deploy agents in bespoke simulators, typically implemented by engineers directly in general-purpose programming languages or hardware acceleration frameworks such as CUDA or JAX. This means that programming and engineering expertise is not only required to develop RL algorithms, but is also required to use already developed algorithms for novel problems. The latter poses a problem in terms of the usability of RL, in particular for private individuals and small organisations without substantial engineering expertise. We also perceive this as a challenge for effective generalisation in RL, in the sense that is no standard, shared formalism in which different problems are represented. As we typically have no consistent representation through which to provide information about any novel problem to an agent, our agents also cannot instantly or rapidly generalise to novel problems. In this position paper, we advocate for a research agenda centred around the use of user-friendly description languages for describing problems, such that (i) users with little to no engineering expertise can formally describe the problems they would like to be tackled by RL algorithms, and (ii) algorithms can leverage problem descriptions to effectively generalise among all problems describable in the language of choice.

cs.AI↗

Towards Explaining Monte-Carlo Tree Search by Using Its Enhancements

Typically, research on Explainable Artificial Intelligence (XAI) focuses on black-box models within the context of a general policy in a known, specific domain. This paper advocates for the need for knowledge-agnostic explainability applied to the subfield of XAI called Explainable Search, which focuses on explaining the choices made by intelligent search techniques. It proposes Monte-Carlo Tree Search (MCTS) enhancements as a solution to obtaining additional data and providing higher-quality explanations while remaining knowledge-free, and analyzes the most popular enhancements in terms of the specific types of explainability they introduce. So far, no other research has considered the explainability of MCTS enhancements. We present a proof-of-concept that demonstrates the advantages of utilizing enhancements.

cs.AI↗

Generalized Proof-Number Monte-Carlo Tree Search

This paper presents Generalized Proof-Number Monte-Carlo Tree Search: a generalization of recently proposed combinations of Proof-Number Search (PNS) with Monte-Carlo Tree Search (MCTS), which use (dis)proof numbers to bias UCB1-based Selection strategies towards parts of the search that are expected to be easily (dis)proven. We propose three core modifications of prior combinations of PNS with MCTS. First, we track proof numbers per player. This reduces code complexity in the sense that we no longer need disproof numbers, and generalizes the technique to be applicable to games with more than two players. Second, we propose and extensively evaluate different methods of using proof numbers to bias the selection strategy, achieving strong performance with strategies that are simpler to implement and compute. Third, we merge our technique with Score Bounded MCTS, enabling the algorithm to prove and leverage upper and lower bounds on scores - as opposed to only proving wins or not-wins. Experiments demonstrate substantial performance increases, reaching the range of 80% for 8 out of the 11 tested board games.

cs.AI↗

Quantum Circuit Design using a Progressive Widening Enhanced Monte Carlo Tree Search

The performance of Variational Quantum Algorithms (VQAs) strongly depends on the choice of the parameterized quantum circuit to optimize. One of the biggest challenges in VQAs is designing quantum circuits tailored to the particular problem. This article proposes a gradient-free Monte Carlo Tree Search (MCTS) technique to automate the process of quantum circuit design. Our proposed technique introduces a novel formulation of the action space based on a sampling scheme and a progressive widening technique to explore the space dynamically. When testing our MCTS approach on the domain of random quantum circuits, MCTS approximates unstructured circuits under different values of stabilizer Rényi entropy. It turns out that MCTS manages to approximate the benchmark quantum states independently from their degree of nonstabilizerness. Next, our technique exhibits robustness across various application domains, including quantum chemistry and systems of linear equations. Compared to previous MCTS research, our technique reduces the number of quantum circuit evaluations by a factor of 10 up to 100 while achieving equal or better results. In addition, the resulting quantum circuits exhibit up to three times fewer CNOT gates, which is important for implementation on noisy quantum hardware.

quant-ph↗

Anytime Sequential Halving in Monte-Carlo Tree Search

Monte-Carlo Tree Search (MCTS) typically uses multi-armed bandit (MAB) strategies designed to minimize cumulative regret, such as UCB1, as its selection strategy. However, in the root node of the search tree, it is more sensible to minimize simple regret. Previous work has proposed using Sequential Halving as selection strategy in the root node, as, in theory, it performs better with respect to simple regret. However, Sequential Halving requires a budget of iterations to be predetermined, which is often impractical. This paper proposes an anytime version of the algorithm, which can be halted at any arbitrary time and still return a satisfactory result, while being designed such that it approximates the behavior of Sequential Halving. Empirical results in synthetic MAB problems and ten different board games demonstrate that the algorithm's performance is competitive with Sequential Halving and UCB1 (and their analogues in MCTS).

cs.LG↗

Enhancements for Real-Time Monte-Carlo Tree Search in General Video Game Playing

General Video Game Playing (GVGP) is a field of Artificial Intelligence where agents play a variety of real-time video games that are unknown in advance. This limits the use of domain-specific heuristics. Monte-Carlo Tree Search (MCTS) is a search technique for game playing that does not rely on domain-specific knowledge. This paper discusses eight enhancements for MCTS in GVGP; Progressive History, N-Gram Selection Technique, Tree Reuse, Breadth-First Tree Initialization, Loss Avoidance, Novelty-Based Pruning, Knowledge-Based Evaluations, and Deterministic Game Detection. Some of these are known from existing literature, and are either extended or introduced in the context of GVGP, and some are novel enhancements for MCTS. Most enhancements are shown to provide statistically significant increases in win percentages when applied individually. When combined, they increase the average win percentage over sixty different games from 31.0% to 48.4% in comparison to a vanilla MCTS implementation, approaching a level that is competitive with the best agents of the GVG-AI competition in 2015.

cs.AI↗

Towards a Characterisation of Monte-Carlo Tree Search Performance in Different Games

Many enhancements to Monte-Carlo Tree Search (MCTS) have been proposed over almost two decades of general game playing and other artificial intelligence research. However, our ability to characterise and understand which variants work well or poorly in which games is still lacking. This paper describes work on an initial dataset that we have built to make progress towards such an understanding: 268,386 plays among 61 different agents across 1494 distinct games. We describe a preliminary analysis and work on training predictive models on this dataset, as well as lessons learned and future plans for a new and improved version of the dataset.

cs.AI↗

Proof Number Based Monte-Carlo Tree Search

This paper proposes a new game-search algorithm, PN-MCTS, which combines Monte-Carlo Tree Search (MCTS) and Proof-Number Search (PNS). These two algorithms have been successfully applied for decision making in a range of domains. We define three areas where the additional knowledge provided by the proof and disproof numbers gathered in MCTS trees might be used: final move selection, solving subtrees, and the UCB1 selection mechanism. We test all possible combinations on different time settings, playing against vanilla UCT on several games: Lines of Action ($7$$\times$$7$ and $8$$\times$$8$ board sizes), MiniShogi, Knightthrough, and Awari. Furthermore, we extend this new algorithm to properly address games with draws, like Awari, by adding an additional layer of PNS on top of the MCTS tree. The experiments show that PN-MCTS is able to outperform MCTS in all tested game domains, achieving win rates up to 96.2% for Lines of Action.

cs.AI↗

Monte-Carlo Tree-Search for Leveraging Performance of Blackbox Job-Shop Scheduling Heuristics

In manufacturing, the production is often done on out-of-the-shelf manufacturing lines, whose underlying scheduling heuristics are not known due to the intellectual property. We consider such a setting with a black-box job-shop system and an unknown scheduling heuristic that, for a given permutation of jobs, schedules the jobs for the black-box job-shop with the goal of minimizing the makespan. Here, the jobs need to enter the job-shop in the given order of the permutation, but may take different paths within the job shop, which depends on the black-box heuristic. The performance of the black-box heuristic depends on the order of the jobs, and the natural problem for the manufacturer is to find an optimum ordering of the jobs. Facing a real-world scenario as described above, we engineer the Monte-Carlo tree-search for finding a close-to-optimum ordering of jobs. To cope with a large solutions-space in planning scenarios, a hierarchical Monte-Carlo tree search (H-MCTS) is proposed based on abstraction of jobs. On synthetic and real-life problems, H-MCTS with integrated abstraction significantly outperforms pure heuristic-based techniques as well as other Monte-Carlo search variants. We furthermore show that, by modifying the evaluation metric in H-MCTS, it is possible to achieve other optimization objectives than what the scheduling heuristics are designed for -- e.g., minimizing the total completion time instead of the makespan. Our experimental observations have been also validated in real-life cases, and our H-MCTS approach has been implemented in a production plant's controller.

cs.AI↗