Cloning Games, Black Holes and Cryptography
Abstract
In this work, we introduce a new toolkit for analyzing cloning games, a notion that captures stronger and more quantitative versions of the celebrated quantum no-cloning theorem. This framework allows us to analyze a new cloning game based on binary phase states. Our results provide evidence that these games may be able to overcome important limitations of previous candidates based on BB84 states and subspace coset states: in a model where the adversaries are restricted to making a single oracle query, we show that the binary phase variant is -copy secure when . Moreover, for constant , we obtain the first optimal bounds of , asymptotically matching the value attained by a trivial adversarial strategy. We also show a worst-case to average-case reduction which allows us to show the same quantitative results for the new and natural notion of Haar cloning games.
Our analytic toolkit, which we believe will find further applications, is based on binary subtypes and uses novel bounds on the operator norms of block-wise tensor products of matrices. To illustrate the effectiveness of these new techniques, we present two applications: first, in black-hole physics, where our asymptotically optimal bound offers quantitative insights into information scrambling in idealized models of black holes; and second, in unclonable cryptography, where we (a) construct succinct unclonable encryption schemes from the existence of pseudorandom unitaries, and (b) propose and provide evidence for the security of multi-copy unclonable encryption schemes.
Keywords and phrases:
Unclonable cryptography, quantum pseudorandomness, black hole physicsFunding:
Alexander Poremba: Supported by the U.S. Department of Energy, Office of Science, National Quantum Information Science Research Centers, Co-design Center for Quantum Advantage (C2QA) under contract number DE-SC0012704.Copyright and License:
2012 ACM Subject Classification:
Theory of computation Cryptographic primitivesAcknowledgements:
The authors would like to thank Aditya Nema, Aparna Gupte, Aram Harrow, Fermi Ma, Henry Yuen, Jiahui Liu, John Bostanci, Jonas Haferkamp, Jonathan Lu, Joseph Carolan, Lisa Yang, Makrand Sinha, Netta Engelhardt, Peter Shor, Prabhanjan Ananth, Ran Canetti, Saachi Mutreja, Soonwon Choi, Thomas Vidick, Tony Metger, William Kretschmer, and Yael Tauman Kalai for useful discussions.Editor:
Shubhangi SarafSeries and Publisher:
Leibniz International Proceedings in Informatics, Schloss Dagstuhl – Leibniz-Zentrum für Informatik
1 Introduction
Quantum no-cloning [59] is one of the most fundamental properties of quantum information. Roughly speaking, it states that no quantum procedure can create an exact copy of an arbitrary unknown quantum state. The principle of no-cloning has profound implications in quantum information processing [13, 15, 50, 26] and has even inspired entirely new cryptographic primitives, starting with Wiesner’s remarkable quantum money scheme [58] and many subsequent primitives which are collectively known as unclonable cryptography [51]; these include unclonable quantum encryption [19, 6, 42, 7], encryption with unclonable decryption keys [31, 9], quantum copy-protection [5, 25, 24], unclonable commitments and proofs [32], and many more.
These cryptographic applications require one to prove unclonability guarantees that are much stronger than those implied by the no-cloning theorem, or even stronger variants stating that an unknown quantum state cannot be approximately copied to high fidelity [20, 47]. Take the example of unclonable encryption, where a classical message is encrypted into a quantum state, which an adversarial cloner then operates on arbitrarily and forwards to two isolated adversaries and . Later, the decryption key is revealed and and attempt to recover the original message; they win if they both succeed. The adversaries will certainly succeed if can clone a ciphertext state, but could also conceivably succeed by generating two completely different states that merely reveal enough information to later decrypt. The no-cloning theorem and even its approximate variants can only rule out the first type of attack.
1.1 Cloning Games
Following a long-standing tradition of studying quantum mechanical phenomena through the lens of interactive games [45, 33, 49, 56, 39], the field of unclonable cryptography today relies on abstract cloning games [6] as a means of capturing the desired strong unclonability guarantees. These types of games first emerged in the context of unclonable encryption schemes [19] but the general framework111We note that our notion of a basic cloning game is slightly more specific than the general framework studied in [6]; we discuss these differences in more detail in Remark 8 of the full version. also applies to many other fundamental unclonable primitives, such as copy-protection, single-decryptor encryption, quantum money, and more [6].
A basic cloning game with respect to the question set , answer set , and ensemble of unitaries of dimension is the following interactive game played by a trusted challenger, say Alice, as well as an adversary consisting of a cloner and two additional players, say Bob and Charlie.
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1.
(Setup phase) Alice samples random and , and sends to the cloner .
The cloner splits the state into two registers and , which he then forwards to Bob and Charlie, respectively. Afterwards, the players may no longer communicate for the rest of the game.
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2.
(Question phase) Bob and Charlie both receive the string .
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3.
(Answer phase) Bob and Charlie independently output a guess for the element .
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4.
(Outcome phase) Bob and Charlie win if they both guess correctly.
We illustrate the cloning game in Figure 1. Formally, a strategy for the game consists of a cloning map and positive operator-valued measurements and . The value of a particular strategy for the cloning game is defined as the average winning probability
Here, denotes the optimal winning probability over all strategies specified by , and . Note that there exists a trivial strategy that succeeds with probability : the cloner simply forwards to Bob, who can easily recover once becomes available, whereas Charlie simply guesses at random.
Remark 1 (Cloning games capture much stronger forms of no-cloning).
At first glance, it appears that establishing an upper bound on the winning probability of Bob and Charlie just boils down to the no-cloning theorem [59] or perhaps its approximate variant [20]. Indeed, if the cloner can copy the state , then can certainly also send the two copies to Bob and Charlie and ensure that they win the game. However, there could be other strategies which do not involve direct cloning but may nevertheless provide the players with enough information to win the game.222We provide an example of such a game and strategy at the beginning of Section 2.1. In fact, the only property of that needs to clone are the measurement statistics with respect to the unknown basis specified by (or more weakly, just itself). As it turns out, this stronger notion of unclonability is required for most applications in unclonable cryptography [51], and is significantly more challenging to prove.
To this day, the majority of unclonable cryptography is rooted in either -qubit BB84 states where [56, 19] or subspace coset states over , where encodes a shift of a random -dimensional subspace [24, 27, 52]. In both cases, the optimal winning probability for the corresponding cloning game decays exponentially in the number of qubits [19, 27, 52].
1.2 Our Contributions
Despite extensive study and multiple successful applications in unclonable cryptography, several important gaps in our understanding of cloning games remain. Our contributions to this effect are several fold:
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1.
We show that existing techniques for analyzing cloning games are severely limited; in particular, they prevent us from making progress on many fundamental open questions in the field. We formally expose these limitations with counterexamples and concrete, quantitative proofs.
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2.
We study new cloning games and develop a suite of techniques for analyzing them; these techniques allow us to circumvent some of the limitations of previous approaches (in some cases, at the expense of restricting Bob’s and Charlie’s access to down to only a single query to or ).
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3.
Finally, we present two applications of our results which have previously been out of reach; one in the area of black hole physics and one in the field of unclonable cryptography. Both of these applications provably require us to overcome several technical barriers which are inherent in prior work.
We now discuss each of these contributions in more detail.
Exposing Limitations on Cloning Games
Our first contribution is to expose several important gaps in our understanding of cloning games; more importantly, we also show that existing techniques for analyzing cloning games appear fundamentally insufficient at addressing them. We list some of these gaps below:
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1.
Optimal games: Prior work on cloning games over has shown the upper bounds of and in the case of BB84 states [56] and subspace coset states [27, 52], respectively. In contrast, a trivial strategy always succeeds with probability , and this holds for any cloning game. Are there especially hard cloning games which admit no non-trivial strategies and have asymptotically optimal bounds of the form ? Closing this gap is not merely an intellectual and aesthetic curiosity; it has important consequences for an application of cloning games to black hole physics which we introduce and study in our work. We outline this application in Section 1.3 of the full version.
Not only are all known cloning games far from optimal, we prove that existing techniques can at best only produce upper bounds of the form . We discuss this limitation in detail in Section 2.1.
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2.
Unclonable encryption in MicroCrypt: A number of recent works [41, 10, 3, 17] showed how to build quantum cryptography from pseudorandom states and unitaries, which exist in “MicroCrypt” and are potentially even weaker than one-way functions [41]. To this day, however, the worlds of unclonable cryptography and MicroCrypt have been somewhat disconnected333This is with the notable exception of private-key quantum money, which is implied by pseudorandom states [38]., as was recently observed in [46, 8]. Do pseudorandom unitaries, which have so far eluded major cryptographic application, give rise to interesting unclonable cryptography?
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3.
Multi-copy games: Can we extend cloning games to cloning games, where the cloner receives many copies and where players simultaneously seek to recover ? Although multi-copy variants of no-cloning have been studied before [57], these are far from sufficient to understand multi-copy cloning games, as we previously noted in Remark 1. The natural notion of multi-copy games was raised as an open problem in [46, 8], where the latter initiated the study of multi-copy security in the context of revocable cryptography.
Not only is prior work limited to cloning games, all existing unclonable cryptography is based on highly learnable classes of states and becomes completely insecure if is allowed to grow polynomially in the number of qubits; this is in stark contrast with most quantum states which require exponentially many copies to be learned, as the literature on quantum tomography suggests [11]. We discuss the limitations of current approaches in Section 2.1 and provide strong evidence that existing techniques seem fundamentally insufficient for analyzing multi-copy games more generally.
We remark that prior works [43, 21] studied a variant of multi-copy security in the context of quantum copy-protection and unclonable decryption, where each “copy” of the program or key is an i.i.d. mixed state, and thus effectively an independent sample rather than an identical copy of a pure state. While this setting allows one to generically reduce notions of multi-copy security to security (using a “quantum pigeonhole argument”), it fails to capture the natural – and significantly more quantum – notion of identical pure state copies; in particular, the same techniques do not carry over in this setting. The pure state notion of unclonability is clearly more desirable in practice; not only does it allow one to send copies of the same exact state to multiple recipients without compromising security, many identical copies also allow the recipients to approximately reflect around the state [54], thereby offering an additional “public verification feature” which is unavailable for mixed states, and which has found many use-cases in unclonable cryptography [12, 8].
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4.
Applications beyond cryptography: While cloning games appear quite fundamental, their use case has so far been limited to cryptography. Can cloning games offer new insights in other scenarios where no-cloning and monogamy of entanglement play an important role, such as in black hole physics? Recent works studied idealized models of black holes which rely on Haar random or pseudorandom unitary dynamics [37, 40, 30], which raises the question: can cloning games with Haar random unitaries help us understand how information gets scrambled inside of a black hole?
Given these inherent limitations on cloning games, it seems that fundamentally new techniques are needed in order to advance the field. This is where our next contribution comes in.
A New Suite of Techniques for Analyzing Cloning Games
Our approach towards overcoming both limitations 1 and 3 is to focus on entirely new cloning games altogether. Inspired by the recent literature on pseudorandom quantum states [38, 18, 23], we study a cloning game based on binary phase states. The pseudorandomness of these states makes them excellent candidates for multi-copy unclonability [57], in the sense of a traditional no-cloning theorem. In order to extend this to a stronger cloning game bound as discussed in Remark 1, we take the existing formalism of binary types [3] and extend it to a new notion of binary subtypes, proving new standalone spectral bounds along the way. For technical reasons, our results only apply to a restricted model: rather than receiving the string in the clear, each player receives oracle access and is allowed to make a single query to either or . While this constitutes a weaker model, it already implies something much stronger than a conventional no-cloning bound.444As we explain in Remark 1 and Remark 7 of the full version, approximate no-cloning emerges as a special case of our one-query cloning game, whereby each player makes a single query to and immediately measures in the computational basis (with no post-processing whatsoever). In this case, the value of the cloning game is precisely equal to the maximum average cloning fidelity for .
Ultimately, we prove the following theorem (see Section 2.3 for more details):
Theorem 2 (Informal, see Theorem 5.15 of the full version for a formal statement).
Let . Then, the one-query binary phase cloning game over , where each of the players is allowed to make one oracle query, has a value of .
For constant , this is asymptotically optimal and thus overcomes limitation 1. For , this is still negligible in and thus makes significant progress towards overcoming limitation 3. However, we believe that this construction is plausibly secure when is any polynomial in (unlike previous constructions based on BB84 [56, 19] and coset states [24, 27, 52]), and view our results as providing evidence towards this conjecture. Our justification for the plausible security of this construction is the fact that binary phase states are pseudorandom [38, 18] and hence multi-copy unclonable [57]. We discuss our binary phase state construction more in Section 2.3.
Secondly, we study the new and natural notion of a Haar cloning game. Here, the unitary is sampled according to the Haar measure and the players receive oracle access to and . We show that the Haar cloning game is the hardest cloning game by exhibiting a worst-case to average-case reduction; this allows us to use an upper bound on the value of any cloning game, including our binary phase state game, in order to bound the value of the Haar cloning game. As a consequence, we additionally obtain the following:
Corollary 3 (Informal).
Let . As a consequence of our worst-case to average-case reduction (Theorem 7.5 of the full version), we can show the following bounds on the Haar cloning game:
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In the single-copy setting, the Haar game has a value of .
(Here, the players are free to make arbitrarily many adaptive queries to or .) -
In the multi-copy setting, the Haar game has a value of . (Here, the players are restricted to making only a single query to or .)
We will see next that Haar cloning games are central to the applications previously listed in items 2 and 4. We will discuss Haar cloning games and our worst-case to average-case reduction more in Section 2.2.
Opening Up New Applications
To demonstrate the full potential of our new insights into cloning games, we give two applications of our techniques which help resolve fundamental open questions in the field. We will see that these applications crucially require us to overcome the aforementioned limitations 1 and 3 in the existing constructions and analyses of cloning games.
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Black Hole Cloning Games. In Section 8 of the full version, we analyze a new three-player game which is designed to capture cloning and entanglement monogamy in the context of evaporating black holes. Our results offer new quantitative insights into the black hole information paradox [36, 48, 37] and suggest that, in an idealized model of a black hole which features Haar random (or pseudorandom) scrambling dynamics, the information from infalling qubits can only be recovered from either the interior or the exterior of the black hole, but never from both places at once – even in the presence of powerful observers which can make a single query to the scrambling unitary or its inverse.
At a technical level, this requires us to essentially show a bound of for the Haar cloning game; even an exponentially small bound of for will not suffice. We thus crucially need to overcome the aforementioned limitation 1, and we also need to make use of the aforementioned worst-case to average-case reduction. We discuss this application at a high level in Section 1.3 of the full version, taking care to provide context on relevant prior work in black hole physics.
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Unclonable Encryption: “MicroCrypt” and the Multi-Copy Setting. In Section 9 of the full version, we give an affirmative answer to an open question which was recently posed in [46]; namely: do interesting unclonable cryptographic primitives – other than private-key quantum money which is implied by pseudorandom states [38] – exist, even in a world in which ? We construct succinct unclonable encryption schemes from the existence of pseudorandom unitaries; thereby continuing to close the gap between the worlds of MicroCrypt and unclonable cryptography. A crucial ingredient for this result is the aforementioned worst-case to average-case reduction.
Secondly, we propose a candidate multi-copy unclonable encryption scheme based on the aforementioned binary phase cloning game. We view Theorem 2 as evidence and a first step towards proving its security in the stronger setting where can be an a priori unbounded polynomial in and the players are free to make polynomially many queries to the encryption and decryption functionality (or even more strongly, are given the secret key in the clear). Considering the pseudorandomness of the binary phase states that we use as ciphertexts, we believe this stronger security guarantee to be plausible. Obtaining multi-copy security clearly requires us to overcome limitation 3.
We discuss these applications to unclonable cryptography in some more detail in Section 1.4 of the full version.
We now turn to a detailed overview of our techniques.
2 Technical Overview
This technical overview is organized as follows:
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In Section 2.2, we discuss a natural construction using Haar random unitaries, the obstacles to directly analyzing this construction, and our worst-case to average-case reduction as a means of indirectly studying this construction.
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In Section 2.3, we present our construction based on binary phase states (previously put forth by [38, 18] as a quantum pseudorandom state), and our new tools for analyzing this. Our tools significantly extend the previous notion of binary types introduced by [3] for analyzing binary phase states.
We remark at the outset that, when considering cloning games, we will consider a few different models for how the players (Bob and Charlie) access :
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Strong cloning games: Bob and Charlie are given in the clear;
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Oracular cloning games: Bob and Charlie are given oracle access to and , and are free to make an a priori unbounded polynomial number of queries.
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Bounded-query-oracular cloning games: Bob and Charlie are given some a priori bound on the number of queries they can adaptively make.
We note that, even when , this model is still quite expressive; as noted in Remark 7 of the full version, it captures conventional and approximate no-cloning bounds as a special case.
We will also sometimes consider Bob and Charlie who are required to run in quantum polynomial time.
2.1 Previous Techniques and Their Limitations
Let us now dive a little deeper into the shortcomings of our current understanding of cloning games. Here, it is instructive to start with limitation 3; namely, that of multi-copy games.
Multi-Copy Insecurity of BB84 and Coset States
One can extend cloning games as defined in Figure 1 to multi-copy cloning games: in this variant, the cloner receives copies i.e. the state . In the place of Bob and Charlie, there are now players who wish to all simultaneously guess . It is easy to see that this game becomes provably easier for the adversaries as increases.
In the case of BB84 states, where , we claim that the adversaries can win with probability 1 for any . The attack is simple: will measure one copy in the standard basis and one copy in the Hadamard basis, and forward these results to all players. Upon receiving , the players can mix-and-match these results to recover . The intuitive issue here is that the measurement basis is entirely disentangled across qubits; in fact, [4] describes a generic attack on cloning games with this disentangled structure.
The case of coset states [24, 27, 52] is similar, albeit only after becomes larger than . Here, we will interpret the basis as a subspace of dimension , and the input as a pair of cosets . Then the cloner will receive copies of the state
The cloner can measure half the copies in the standard basis and half the copies in the Hadamard basis, and forward these results to all players. Upon receiving , they can all identify the cosets and with high probability.
As stated, the above attacks only apply in the strong cloning setting. However, the situation is more grim for a very simple reason: these families of states are both learnable given copies, whereas most states require exponentially many copies to become learnable, as the state of the art in quantum tomography [11] suggests. Hence, the cloner can simply learn a classical description of the state and subsequently forward both the basis and the message to the players; the players do not even require the challenger to send them . In other words, these attacks even hold in the bounded-query-oracular model with or . Nevertheless, our technical starting point, which we discuss next, is the toolkit used by previous works to analyze cloning games in the single copy () case. We will pin down where exactly it fails to work in the multi-copy case and remedy these problems. To provide the necessary background, we begin by introducing the notion of a monogamy of entanglement game.
Monogamy of Entanglement Games
We now take a brief detour and discuss the concept of monogamy of entanglement games; we will see shortly that they are closely related to cloning games. Monogamy of entanglement games were introduced by Tomamichel, Fehr, Kaniewski and Wehner [56] in order to characterize entanglement monogamy [55] using the language of non-local games. Informally, quantum correlations are “monogamous”, and thus cannot be shared freely among multiple parties.
A monogamy of entanglement (MOE) game with respect to the question set , answer set and measurement set is an interactive game played by three players: a trusted referee called Alice, as well as two colluding and adversarial parties called Bob and Charlie.
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(Setup phase) Bob and Charlie prepare a tripartite quantum state . They send register to Alice, and hold onto registers and , respectively. Afterwards, they are no longer allowed to communicate for the remainder of the game.
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(Question phase) Alice samples a random question , and then applies the corresponding measurement to her register . Afterwards, Alice announces the question to both Bob and Charlie, and keeps the measurement outcome in to herself.
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(Answer phase) Bob and Charlie independently output a guess for Alice’s outcome by applying the measurements and to their registers and , respectively.
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(Outcome phase) Bob and Charlie win if they both guess Alice’s outcome correctly.
Here, we associate a particular strategy employed by Bob and Charlie with the tuple consisting of the initial shared state and the positive operator-valued measurements and . The value of a particular strategy for the monogamy game is defined as the average winning probability
We let denote the maximal value of the game, i.e., the optimal winning probability over all strategies. An upper bound on the value of a monogamy game therefore limits the extent to which Bob and Charlie can simultaneously maintain a quantum correlation with Alice who holds a register outside of their view. We emphasize that, in general monogamy of entanglement games, the shared state is completely arbitrary and adversarially chosen by Bob and Charlie; as we will see, this is the main way in which cloning games deviate from the monogamy of entanglement setting.
Appendix A of the Full Version: Connecting Cloning and Monogamy Games
The standard tool for analyzing cloning games is to recast them as a special type of monogamy game. Together with the techniques laid out by [56] for analyzing monogamy games, this has found numerous applications in unclonable cryptography, including unclonable encryption [19], quantum copy-protection [1, 25, 24, 5], unclonable decryption keys [31], and unclonable proofs [32].
We now explain this connection between cloning and MOE games. In a cloning game, Alice sends the cloner the state . Instead, we could imagine that Alice and share several EPR pairs, and later on in the game (even after the cloning phase) Alice can apply a measurement on her side to induce the state on the cloner’s side, where denotes the complex conjugate of . This yields a monogamy of entanglement game with the following two restrictions:
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As already mentioned, Alice’s measurements must take the form .
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The tripartite state shared by Alice, Bob, and Charlie is the Choi state of the cloning channel . Concretely, we must have the special form
(1) In words, can be adversarially chosen subject to the constraint that its marginal state on Alice’s system is maximally mixed.
This equivalence, which we formally show in Lemma A.1 of the full version, was first observed in the context of BB84 states by Broadbent and Lord [19]. On a high level, the statement is a consequence of the ricochet property of EPR pairs, which we formally state in Section 2.1 of the full version. The technical benefit of doing this is that it enables us to get a handle on the cloning channel by absorbing it into the state shared by the players in the equivalent monogamy game. Now we can focus on Bob and Charlie’s measurements which, as we will see, can be handled using spectral bounds as first observed by [56].
Although the equivalence observed by [19] is in the single-copy setting, it turns out that this idea readily generalizes to the multi-copy setting, as we show in Lemma A.2 of the full version. The differences are as follows:
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In the cloning game, Alice and the cloner now share EPR pairs, and Alice will measure each of the copies in the basis specified by .
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In the equivalent monogamy-like555We say “monogamy-like” because monogamy-of-entanglement games traditionally involve just three parties [56]. game, we only say that the adversaries win if Alice’s measurements and the players’ outputs are all equal to the same string . In other words, we need to essentially post-select on Alice’s measured string being the same for each of the copies, which means the value of this monogamy-like game is immediately upper bounded by .
Because of this post-selection, what we end up with is an equality of the following form:
| (2) |
Note that when , the term is 1 and we recover the equivalence used by [19]. Our goal is hence to upper bound the value of by , ideally even .
Section 6 of the Full Version: TFKW13 and its Limitations
The work by Tomamichel, Fehr, Kaniewski and Wehner [56] analyzes MOE games and later focuses on the BB84 case (i.e. ) and uses two beautiful ideas, which for simplicity we state in the single-copy setting:
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The value of a particular monogamy game can be bounded independently of the state shared by the 3 players, noting that is PSD and has trace 1. Concretely, one can show that
This reduces the task of bounding the value of a monogamy game to bounding an operator norm. In general monogamy games as formulated by [56], the shared state is adversarially chosen so this step is tight. However, we will see soon that this step is too lossy when restricting attention to the special monogamy-like games that are equivalent to cloning games.
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2.
This operator norm can in turn be bounded just in terms of pairwise overlaps between the ’s, which the designer of the game is free to choose. As we restate in Theorem 6.1 of the full version, the authors of [56] show that
We refer the reader to Theorem 6.1 of the full version for a formal statement.
In the BB84 monogamy game where and , it is straightforward to see that , and hence . The work by [56] also extends this to “parallel-repeated” BB84 games with (see Theorem 3.4 of the full version for a formal definition), and show that
Hence the BB84 monogamy game has value , and in fact this is tight; [56] exhibits a simple strategy achieving this bound. Similar techniques were used by [27] and improved upon by [52] to analyze subspace coset states, ultimately proving an upper bound of ; it is not known whether or not this is tight.666Previous work [53] proved an upper bound of in a setting where the cloner is restricted to splitting the state as is into two equal-sized halves, sending one to Bob and the other to Charlie. We cite as the state of the art, as we are interested in games where the cloner is unrestricted. However, the techniques laid out by [56] provably do not suffice for our applications:
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In the multi-copy case, recall from Equation (2) that we need to prove a bound on of . Item 1 of the [56] methodology proposes to ignore the structure of the state shared by Alice and , in order to reduce our task to bounding an operator norm.
This is likely too lossy in our setting, as evidenced by the following simple counterexample (assume is even for simplicity) that holds against any cloning game where the unitaries have real entries. Alice will hold EPR pairs (which are unentangled from the states held by ). The players will each deterministically output as their guess (note that once again this strategy does not depend at all on ). The winning probability is now just the probability that Alice measures on each of her EPR pairs (in whatever basis she samples), which is . We formalize this counterexample in Section 6.1 of the full version.
We note that this does not rule out the possibility of the [56] technique being adaptable to the multi-copy setting for a construction that uses unitaries with complex entries. However, the pre-existing constructions based on BB84 states or coset states – as well as our main construction based on binary phase states (which we sketch in Section 2.3) – only use unitaries with real entries. Thus we still view our result as a bound against the adaptability of existing construction and techniques to the multi-copy setting.
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Even in the single-copy case, there is another inherent limitation that arises from using Item 2 of the [56] methodology: the maximal pairwise overlap is provably at least for any monogamy game, as we show in Section 6.2 of the full version. For completeness, we also show in Section 6.3 of the full version that our binary phase state construction (which we will discuss more in Section 2.3) essentially attains this maximum pairwise overlap.
Howeover, we would ideally like to prove a tight bound (up to constant factors) of . This is not just a matter of aesthetic taste; this is actually crucial for our application to black hole physics, as we explain in Section 1.3 of the full version.
We next turn our attention to our construction and our new techniques for analyzing it, which make progress towards overcoming both of these barriers.
2.2 Section 7 of the Full Version: Haar Cloning Games and Worst-Case to Average-Case Reductions
Given our previous observations on the multi-copy insecurity of BB84 and coset states, it is clear that we need to look for entirely new constructions. Ideally, such a candidate ensemble of states would also remain unlearnable in the presence of an arbitrary polynomial amount of identical copies. A natural idea is to consider Haar random states, which Werner [57] showed to be multi-copy unclonable. This suggests the following very natural approach: Alice will take 777The Haar random ensemble is infinite so this is not well-defined; this technicality can be circumvented by using a higher order unitary design or a pseudorandom unitary [46, 44] in its place. to be a Haar random ensemble and send the cloner . We call this the Haar cloning game. However, existing techniques for analyzing the Haar measure, which we outline below, appear severely limited for our purposes:
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Prior works [46, 22, 2] often rely on representation-theoretic techniques. In our setting, we would roughly need to prove spectral bounds on the mixed Haar twirl of a certain operator ; informally, in the case, these amount to expressions of the form:
General expressions of this form have been studied by [29, 35, 34] using the machinery of mixed Schur-Weyl duality, but their techniques appear to be very unwieldy in our more complicated setting with multiple non-communicating parties.
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Finally, the recent beautiful work by Bhattacharya and Culf [16] analyzes the Haar measure in the single-copy case using a modular application of the one-shot decoupling theorem [28], but in the process only establishes a cloning bound of , whereas we would like a bound that is or at the very least exponentially small in .
Instead, we take a two-step approach which is based on the following insight: cloning games instantiated with a Haar (pseudo)random unitary are, in some sense, strictly harder to win than any other cloning game. We prove this via a worst-case to average-case reduction which, at a high level, follows from Haar invariance and some additional new insights into mixed unitary designs, which we explain in more detail below.
Our observation immediately suggests the following approach for analyzing a Haar cloning game:
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1.
Argue that for any distribution supported on , we have:
(3) -
2.
Find a convenient distribution such that we can more easily show that
perhaps by passing first to an equivalent monogamy game as stated earlier.
We prove the aforementioned worst-case-to-average-case reduction which is captured in Item 1 in Section 7 of the full version. To instantiate this argument, we need to be able to sample that appears Haar random, together with a classical description of it. This can be done using either a mixed unitary design (in the bounded-query-oracular setting) or a pseudorandom unitary [46, 44] (in the oracular setting with computationally bounded players). We formally define mixed unitary designs in Section 7.1 of the full version, and – as a bonus – we also prove that the standard notion of an exact unitary -design will also work as a mixed unitary design without modification. To the best of our knowledge, this was not previously observed in the literature, and we hope that this contribution might be of independent interest. We leave the task of adapting this reduction to the strong cloning game setting – that is, where a description of the unitary is revealed to the players in the clear rather than embedded in an oracle – as a direction for future work.
It now remains to address Item 2 i.e. find some other cloning game that we can more easily show an upper bound of for. We address this next.
2.3 Sections 4 and 5 of the Full Version: Construction and Analysis from Binary Phase States
Our Construction Inspired by Quantum Pseudorandom States
We begin from a simple starting point: in Section 2.2, we suggested having Alice send a Haar random state to the cloner. Instead, what if Alice were to send a pseudorandom state [38, 18]? These are also multi-copy unclonable by a trivial hybrid argument combined with Werner’s result [57] in the Haar case. The advantage of working with binary phase states is that we have much simpler constructions that, as we will see, are easier to analyze.
It was shown by [38, 18] that if is a family of post-quantum pseudorandom functions [61] , then the binary phase state
is pseudorandom. To use this in a cloning game, we follow the approach in [23] in order to encode into this state, which we do by taking:
is a phase oracle for . In other words, we are proposing to define a cloning game with and . Thus in the equivalent monogamy game, Alice’s projectors will be defined by
The question is now how one should go about analyzing this game. As mentioned in Section 2.1, the usual [56] methodology for analyzing cloning games is firstly limited to the single-copy setting, and secondly even in this setting can only prove a bound of . For completeness, we show in Section 6.3 of the full version that plugging our binary phase construction into [56] “saturates” this technique and yields a single-copy cloning bound of , which is stronger than the previous results on BB84 [56, 19] and coset [24, 27, 52] states.
Compressed Oracles and Binary Types
The techniques discussed up to this point draw on the machinery of [56] and thus suffice to establish cloning bounds even in the setting where a classical description of the measurement basis (in the binary phase case, the function ) is sent to all players in the clear. To our knowledge, the only other technique that works in this strong regime is the decoupling technique by [16]. However, as we explained in Sections 2.1 and 2.2, both of these techniques run into limitations with respect to the multi-copy setting and/or attaining an optimal bound of .
We hence propose to migrate to the oracular setting, where each player can make oracle queries to , but is not given a description of in the clear. Note that this still suffices to recover from . In fact, we only need one query: a single query to would leave us with , and now measuring in the Hadamard basis yields . We explain this in the case of general cloning games in Remark 7 of the full version.
We now want to reason about algorithms that make oracle queries to for a random (or pseudorandom) function . The natural candidate technique for such a task is Zhandry’s compressed oracle technique [60]. The crucial idea is to purify the cloning game by adding a register that stores the function . One can then argue that queries to for a random can be simulated as follows:
-
We will add a purifying “database” register to the system that we initialize to . In general, it will store some subset .
-
If the algorithm wishes to query the string , simply update (note that if is in before the query, this will remove from .)
Let us see how this technique would play out in our setting. Alice and all share some global state, and act as follows:
-
Alice queries each of her -qubit states, then applies a Hadamard to each copy. Her local transformation can be written as , and she will XOR into the database register.
-
For each , let the adversary make adaptive queries represented by unitaries . Their local transformation can be written as a sum of terms of the form
and they will XOR into the database register.
In summary, the database register will contain the set:
| (4) |
At this point, it is unclear how to proceed, for the following simple conceptual reason: the utility of Zhandry’s compressed oracle technique [60] lies in the fact that it connects an algorithm’s success probability with the contents of the database register in some way. For example, when reproving the [14] lower bound showing the optimality of Grover search, Zhandry shows that the success probability of the algorithm is essentially upper bounded by the probability of a solution to the search problem appearing in the database register. However, there is no analogous notion in our setting, because we are considering a problem with inherently quantum inputs; a successful adversary likely needs to query on every input in superposition.
Instead, we will deviate from Zhandry’s compressed oracle formalism by simply tracing out (or equivalently, measuring) the database register. This effectively conditions our superposition on the collection of strings that are listed an odd number of times in Equation (4). This is exactly the notion of binary types introduced by [3]. In order to get a better handle on the binary type’s combinatorial structure, we will restrict each of the players to only make one oracle query to ; as explained in Remark 7 of the full version, this is still sufficiently expressive to admit a trivial strategy attaining value .
In this case, a binary type is specified by a subset with . For , we say that , or equivalently that matches , if every string in appears an odd number of times in , while every string outside appears an even number of times in . Thus, if Alice and the players jointly hold a standard basis state , a simultaneous query to by all parties will write into the database register. Finally, we let denote the projector onto standard basis vectors that match . We provide more precise definitions and properties of binary types in Section 4.2 of the full version. We now model each player’s projector as follows:
for unitaries .888In reality, we later also allow these players additional ancillary workspace qubits; we define this generalization in Definition 3.8 of the full version. Moreover, we assume without loss of generality that the players do not perform any preprocessing before making their query to , by absorbing this preprocessing into the cloning channel that constructs their initial states. This simplification together with the aforementioned binary type formalism allows us to succinctly characterize the value of the cloning game: if we define
where is the shared state from the monogamy-like game that we introduced in Section 2.1. We face two challenges in bounding expressions of this form. We state them below and then describe how we address these challenges:
-
1.
The [56] paradigm of discarding the tripartite state and simply bounding this expression by 999This bound holds by noting that the projectors are mutually orthogonal. is provably too lossy, as we explained in Section 2.1.
-
2.
Even if it were somehow sufficient to bound for each , to the best of our knowledge, it appears difficult to directly establish such a bound. Informally, the reason is that the combinatorial structure arising from a type entangles registers together; if we consider the case and the type defined by for some string , then strings of the form or would all match . It would be much cleaner if we could just analyze strings from one of these categories at a time.
Idea 1 (Section 5.4 of the Full Version): Staring at the Shared State
To address Item 1, we take a closer look at the structure of the shared state . It is the result of applying some (adversarially chosen) channel to the right half of pairs. This can be seen from Equation (1) (appropriately generalized to the multi-copy setting). In other words, if we apply a partial trace to remove the registers of the players, the residual state on Alice’s register will always be proportional to .
This structure may seem mild, but it turns out to be enough to complete our analysis; we present this in Sections 5.4 and 5.5 of the full version. This is perhaps not surprising; in the counterexample we presented in Section 2.1 showing that just bounding the operator norm would be insufficient, Alice’s local state was very far from maximally mixed. In fact, it was a pure state consisting of EPR qudit pairs.
At a high level, our analysis to use this structure of proceeds by showing that for any type such that has high operator norm, the shared state must place low weight on the image of . These effects roughly cancel each other out.
Idea 2 (Sections 4.3 and 5.3 of the Full Version): From Types to Subtypes
We now turn to the issue stated in Item 2. Continuing with the example, reasoning about directly requires simultaneously handling three categories of strings: or . Instead, we simplify matters by focusing on just one of these categories at a time – we call such a category a subtype, a novel notion we define formally in Section 4.3 of the full version. We denote subtypes by and their corresponding subtype projectors by . In Section 4.3.2 of the full version, we show that instead of bounding for a type , it suffices to bound for a subtype . This added structure allows us to prove better spectral bounds, which we present in Section 5.3 of the full version.
It turns out that this technique allows us to prove the desired bound of for cloning games, albeit with the restriction that Bob and Charlie can only make one query each to . At a very high level, the “product structure” of subtypes enables us to leverage a simple but novel spectral bound on the column-wise tensor product of several matrices, which we present in Lemma 2.18 of the full version.
Technical Tool (Section 2.4 of the Full Version): Spectral Bounds on Blockwise Tensor Products
In order to prove spectral bounds on the norm of for any subtype , and accommodate the possibility of the players using ancilla qubits, we require a novel bound on the norm of a blockwise tensor product of block matrices. As a simple example, the case is the following: we need to show that
provided that are unitary and for all . Proving this turns out to be rather technically challenging; we present this result and its proof in Theorem 2.15 of the full version. We also discuss at the end of Section 2.4.1 of the full version why existing techniques fail to prove the general result we need. Given that this theorem is a purely linear algebraic statement unrelated to monogamy games, we are hopeful that it might be useful elsewhere in quantum information and even in other areas.
Putting these ideas together, we manage to prove a multi-copy cloning bound of , overcoming the limitations of previous techniques explained in 2.1 with a complete overhaul of the technical framework laid out by [56], albeit at the expense of restricting the players to make a single oracle query to .
3 Open Questions
Cloning Games in General
We first list some open questions related to cloning games in general; these would immediately yield applications to either or both of the black hole and unclonable encryption settings. We list some of these questions here:
-
1.
Can the security of the underlying oracular cloning game (i.e., as in Construction 1 of the full version) be proven even if the two players (say, Bob and Charlie) can adaptively make any polynomial number of queries to the encoding underlying unitary and its inverse?
This would immediately imply the security of our black hole cloning game against arbitrary Bob and Charlie strategies, when instantiated with a pseudorandom unitary (PRU) rather than a unitary design. Due to their highly efficient (and yet strong) scrambling properties, pseudorandom unitaries are believed to be an excellent theoretical model of black hole dynamics [40, 30].
-
2.
More tantalizingly, can this security be shown if the measurement basis (either a PRU or PRF secret key, depending on whether we are considering the PRU or binary phase construction) is given to Bob and Charlie in the clear, rather than in the form of an oracle? This still plausibly satisfies unclonable security (as demonstrated by [56, 19, 27, 52] for BB84 and coset state cloning games), but is highly counterintuitive; the PRU/PRF security guarantees do not say anything about what could happen in a game where the secret key is eventually leaked.
In our black hole cloning game, this would allow us to prove much stronger quantitative statements, even in the scenario in which Bob and Charlie have complete knowledge of the internal scrambling dynamics of the black hole.
-
3.
Can we achieve any of the above stronger security guarantees for cloning games? Or as a starting point: can we prove security against players that are free to make multiple non-adaptive queries to ?
Applications to Black Hole Physics and Beyond
Here, we list some questions specific to our black hole application:
-
1.
Can we make our modeling assumptions in our definition of black hole cloning games in Section 8 of the full version more physically realistic? For example, can we model the (initial) internal qubits of the black hole as a more general quantum state (potentially even entangled with the exterior) rather than as the all-zero state ? What if the scrambling dynamics do not just affect internal qubits, but also external qubits? And lastly, what if the scrambling dynamics is in the form of a Haar random isometry?
-
2.
Can we use the language of interactive games to offer new quantitative insights into information scrambling in other chaotic quantum systems, besides black holes?
Applications to Unclonable Cryptography
Finally, we present some questions specific to our applications to unclonable cryptography:
-
1.
What other unclonable cryptography primitives can be instantiated in MicroCrypt?
-
2.
Can we obtain unclonable encryption with the stronger notion of indistinguishability security that we usually require of encryption schemes? (Our notion of unclonable security takes the form of “search security”, which as we argue in Section 1.4 of the full version offers a plausible but not yet proven path towards indistinguishable security.) This is an important but difficult problem that recent works have made some progress on [19, 42, 6, 7].
-
3.
Which unclonable cryptography primitives have natural, constructible, and applicable analogues, besides unclonable encryption?
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