The Quantum Smooth Label Cover Problem Is Undecidable
Abstract
We show that the quantum smooth label cover problem is undecidable and -hard. This sharply contrasts the quantum unique label cover problem, which can be decided efficiently by a result of Kempe, Regev, and Toner (FOCS’08). On the other hand, our result aligns with the -hardness of the quantum label cover problem, which follows from the celebrated result of Ji, Natarajan, Vidick, Wright, and Yuen (ACM’21). Additionally, we show that the quantum oracularized smooth label cover problem is -hard. Our second result fits with the alternative quantum unique games conjecture recently proposed by Mousavi and Spirig (ITCS’25) on the -hardness of the quantum oracularized unique label cover problem. Our proof techniques include a quantum version of Feige’s reduction from 3SAT to 3SAT5 (STOC’96) for -protocols, which may be of independent interest.
Keywords and phrases:
Complexity Theory, Constraint Satisfaction Problems, Hardness of Approximation, Quantum ComputingCategory:
Track A: Algorithms, Complexity and GamesFunding:
Eric Culf: CGS D scholarship from Canada’s NSERC.Copyright and License:
2012 ACM Subject Classification:
Theory of computation Quantum complexity theoryAcknowledgements:
The authors thank the anonymous ICALP reviewers for valuable comments and feedback. They also thank Anand Natarajan and Honghao Fu for helpful discussions. TS thanks Hamoon Mousavi for initial discussions that motivated this work.Editors:
Sayan Bhattacharya, Danupon Nanongkai, Michael Benedikt, and Gabriele PuppisSeries and Publisher:
Leibniz International Proceedings in Informatics, Schloss Dagstuhl – Leibniz-Zentrum für Informatik
1 Introduction
The unique games conjecture is one of the most important open problems in theoretical computer science. Provided that P , it imposes strict limitations on the existence of efficient algorithms to approximate the value of many NP-hard problems. As an important example, under the unique games conjecture the Goemans and Williamson polynomial-time approximation algorithm for MAXCUT is optimal [17, 24]. Despite enormous attention and effort [36, 27, 26, 11], the conjecture remains unresolved. The conjecture, attributed to Khot [24], informally states that for any , given a large enough alphabet, the unique label cover problem (i.e. a unique game), it is -hard to decide if the classical value is at least or no more than .
Surprisingly, Kempe, Regev, and Toner showed that the quantum analogue of the unique games conjecture is false. In particular, they proved that solutions of a semi-definite program (SDP) relaxation of any unique game can be rounded to entangled strategies that well-approximate the quantum value of the game [22]. At the time, this furthered the idea that the quantum value might be easier to approximate than the classical value of many two-player games. However, in light of the recent result [20], which implies that even approximating the quantum value of two-player (nonlocal) games is -complete, the fact that an efficient approximation algorithm exists for the quantum value of unique games is even more peculiar.
In the classical setting, a source of evidence for the unique games conjecture is the -hardness of the label cover and smooth label cover problems [15, 23, 18]. Hardness of the label cover problem – a less structured variant of unique label cover – follows from the PCP theorem [1, 2]. While smooth label cover is more akin to unique label cover, the smooth variant is not an interpolation between the other two. Nonetheless, the -hardness of smooth label cover has been a powerful tool in its own right, used to establish hardness of approximation results for many problems in [18], even in cases where the unique games conjecture was thought to be necessary.
In the quantum setting of interactive proofs with entangled provers, the story is quite different. Mousavi and Spirig recently pointed out that, by the result, the analogous quantum label cover problem is undecidable and RE-hard [32]. Together with the polynomial time approximation result for quantum unique label cover [22], this leaves us with a natural question: is the quantum smooth label cover problem easy, undecidable, or somewhere in between?
1.1 Results Overview
A two-player one referee game is akin to a two-prover interactive proof system. Here, non-communicating players (or provers) interact with a referee (or verifier) through a single round of question and answer. The players are cooperating and their goal is to win the game by satisfying the rule predicate, a condition checked by the referee. In the quantum setting the players have access to the additional resource of entangled quantum states, and the ability to measure them locally between receiving their questions and returning their answers.
An instance of smooth label cover consists of a bipartite graph with partitioned vertices , edges , and an alphabet of size . Given an instance, the goal is to assign labels to each of the vertices, maximizing the number of valid assignments; the validity of a label assignment is determined by constraints imposed by the edges of the graph. Smoothness is a certain global-to-local property on the constraints, which ensures the assignments satisfying any near-optimal number of constraints have specific local features. Each smooth label cover problem is an instance of a 2-ary constraint satisfaction problem (-), with degree variables corresponding to the vertices, and constraints imposed by edges.
This smooth label cover game can be played as a constraint system nonlocal game . In the game, the referee samples a constraint according to some distribution, and sends one variable to the first player, and the other variable to the second player. The first player responds with an assignment to variable , and the second player with an assignment to variable . Finally, the referee checks that the assignments to and satisfy the constraint . The completeness of the game is clear: if they have an assignment which satisfies a large number of constraints, then they are likely to win the game. The notion of soundness is similar: players with a good strategy will be able to construct a good assignment.
The optimal classical value of the smooth label cover game , denoted by , will be directly related to the optimal fraction of satisfied constraints in the smooth label cover instance. The classical hardness of the smooth label cover problem is the statement that for all , there is an large enough, such that the following decision problem is -hard: given decide if or , promised that one holds333Unlike for unique label cover, smooth label cover with perfect completeness is not necessarily easy.. By allowing quantum strategies for the corresponding 2-CSP game, the quantum smooth label cover problem is the following: given and , decide if or , promised that one holds. Where the quantum value is the supremum over all quantum strategies for . We establish the following result.
Theorem (Informal).
For any soundness parameter, there exists a sufficiently large alphabet such that the quantum smooth label cover problem is -hard.
With this result, it seems as though quantum unique label cover problem is the most strange, effectively switching from hard to easy. See Theorem 6 for the formal statement. One can take the perspective that the result is a quantum version of the classical PCP theorem444Although, there are some good reasons to not compare these statements directly, see [33]. for succinctly presented constraint satisfaction problems (CSPs). Unlike with the classical result [4], computable reductions between problems in are not sensitive to whether we have a compact presentation of the CSP. In other words, if a succinctly presented CSP is undecidable, then so is the non-succinct version of the problem. In this sense, the result of [20] puts significant limitations on the existence of any approximation algorithms for the quantum value of nonlocal games. Still, understanding which games admit approximation algorithms for the quantum value is a very interesting problem. Here, little is known compared to the classical case, beyond the setting of XOR games [7, 39, 5], and some other partial results [9].
Mousavi and Spirig point out that the result implies that the quantum oracularized label cover problem is also -hard. Oracularizable quantum strategies are a restricted class of quantum synchronous strategies which have convenient properties in the context of reductions between protocols for CSPs. In particular, they are necessary for the answer reduction portion of the proof [20, 13]. This led Mousavi and Spirig to provide an alternative quantum unique games conjecture, based on the quantum oracularized value, for which the approximation algorithm of [22] does not readily apply. Assuming their conjecture, they established a hardness of approximation result for the quantum oracularized value for families of CSPs from and which resemble those established in the classical case under the unique games conjecture by Khot and others [24, 25].
Our results for quantum smooth label cover aligns with their quantum unique games conjecture. Moreover, we were able to extend our result to the oracularized setting. Accordingly, our second main result extends the hardness of quantum smooth label cover to the quantum oracularized value. In other words, we show that the problem of deciding if or , is RE-hard, where is the supremum over all quantum oracularizable strategies. For concreteness, one can consider the smooth label cover game, where one of the players must reply with an assignment to both vertices and , and the other player obtains only one of or chosen at random by the verifier, and replies with an assignment to that vertex.
Theorem (Informal).
For any soundness parameter, there is a sufficiently large alphabet such that the quantum oracularized smooth label cover problem is -hard.
The formal result can be found in Corollary 13. Oracularizable quantum strategies for 2-CSPs, like smooth label cover, are more akin to quantum strategies for CSPs where each constraint contains more than two variables. In two-player protocols for CSPs where the constraints contain more than two variables, at least one of the players must be forced to respond with an assignments to multiple variables, otherwise the protocol lacks soundness. As such, that player’s measurement operators for the variables in that constraint must commute. On the other hand, in a non-oracularizable strategy for a -CSP protocol, each player is sent only one variable, and yet the protocol is still sound. Unlike before, the player’s measurements for these variables need not commute, since a single player only measures one variable. Such sound noncommutative quantum protocols only exist for 2-CSPs! Making this constraint-noncommutativity a behaviour unique to entangled 2-CSP protocols.
In an oracularizable strategy for a -CSP game, measurements for the variables in each constraint always commute. This is similar to the quantum strategies for CSP protocols with constraints involving more than 2 variables, such as the constraint-constraint and constraint-variable games, see for example [6, 19, 3, 34, 8]. The existence of non-oracularizable strategies for 2-CSPs is one of the reasons why the authors of [32] suggest a unique games conjecture based on the hardness of the quantum oracularized value, as it fits with the general theory of entangled CSP protocols of higher arity. In particular, the entangled strategies produced by efficient procedure of [22] are not oracularizable and therefore the RE-hardness of the quantum oracularized label cover problem is entirely plausible.
1.2 Technical Outline
Several of the proof ideas in this work are inspired by classical reductions between decision problems. Establishing completeness of a classical reduction in the quantum case is often more straightforward, and it is establishing the quantum soundness which often presents a new challenge. To overcome this obstacle in many cases, we make use of the powerful algebraic formalism for handling soundness arguments for protocols for CSPs that was recently introduced in [31] and expanded on in [8]. The weighted algebra formalism examines how reductions change the quantum synchronous value. One of the main observations used throughout this work (as well as, for instance [31, 8, 16]) is that we can reduce questions about the hardness of the quantum value to the hardness of the quantum synchronous value.
To prove our first main result, we give a reduction from the halting problem to the quantum smooth label cover problem. Our starting point is the -hardness for established by Culf and Mastel [8], where denotes the protocol for . Next, we exhibit a reduction from this RE-hard problem to , the corresponding protocol where every variable appears in (exactly) constraints. From here, we employ the classical construction of Guruswami, Raghavendra, Saket, and Wu [18], building on the work of Khot [23], to obtain a smooth label cover instance. One of our technical contributions is ensuring the completeness and soundness of the Guruswami, Raghavendra, Saket, and Wu construction in the quantum case. This involves considering a variant of the -dummy variable game (see Definition 7) where the questions and answers are ordered, since completeness of parallel repetition in the quantum setting depends on the players knowing which round of the repeated game they are playing. However, the primary technical contribution of this work is establishing the reduction from to .
Our approach is inspired by the classical reductions from to (where every variable appears in constraints for some constant ) by Papadimitriou and Yannakakis [35] and Arora et al. [1], and then from to by Feige [14]. This involves modifying the system by first labelling each variable by its constraint and then adding equality constraints between these labelled variables. One can think of the labelled variables and equality constraints between them as the vertices and edges of a graph. Unfortunately, this reduction does not decrease the degree of the instance. To overcome this issue, as in the classical reductions, we modify the construction by adding equality constraints only along the edges of an expander graph. Unlike in the classical setting, analysing the soundness of the expander construction is less straightforward, however we are able to prove that it remains sound in the quantum setting. The key observation is that we can employ a nice result from [21] (Lemma 22) to obtain a constant soundness drop-off in the quantum case.
The soundness proof of the expander graph construction hinges on a certain uniformity assumption for the question distribution of the initial protocol. Hence, to complete the proof of -hardness for , we need to establish RE-hardness for such uniform protocols. Unfortunately, this is not clear a priori via polynomial-time reductions. Nevertheless, we modify the halting problem so that the required uniformity condition is baked in. This modified halting problem is -hard by an exponential-time reduction from the halting problem. Then, the -hardness of uniform follows by a polynomial-time reduction from the modified halting problem.
Our second main result, establishing undecidability in the oracularized case, follows by a modification of the protocol described above. This modification results in a protocol, in which the quantum assignments are what we call 2-oracularizable. That is, pairs of observables corresponding to variables, say and , will commute not only if they are in the same constraint, but also whenever another variable appears in separate constraints with each of and , respectively. The 2-oracularizable property of the quantum assignments to the protocol ensures that in the construction of the smooth label cover game , the quantum strategies will be fully oracularizable. The construction is such that quantum assignments to the protocol will give assignments to the protocols. Lastly, the soundness of the construction follows by observing that the entire modification is an instance of a “constraint subdivision” transformation, and therefore quantum soundness follows by a result of [8], using the weighted algebra formalism.
2 Decision Problems for Constraint Satisfaction Games
2.1 Nonlocal Games
A two-player nonlocal game consists of a finite set of questions , a collection of finite answer sets , a probability distribution on , and a family of functions for . In the game, the players, often called Alice and Bob, receive questions and , respectively, from with probability , and, without communicating with one another, reply with answers and , respectively. They win if and lose otherwise. We have assumed without loss of generality that the players’ question and answer sets are the same.
Although they cannot communicate during the game, the players can coordinate a strategy beforehand. The players’ strategy in a nonlocal game is described by the probability distributions of their answers conditioned on the question pair they receive. Such distributions are known as correlations for the game . Depending on the resources available to the players, they can only employ certain correlations. A correlation is quantum if there are:
-
(i)
finite-dimensional Hilbert spaces and ,
-
(ii)
a projective measurement on for every ,
-
(iii)
a projective measurement on for every , and
-
(iv)
a state
such that for all , , and . The collection is called a quantum strategy. Quantum strategies capture the scenario where the players share some bipartite quantum state and sample their answers via measurements of that state. If the players instead only have access to classical resources such as shared randomness, their correlation and strategy are called classical.
The winning probability of a correlation in a nonlocal game is
Sometimes we denote a strategy by , and write for the winning probability. Let be the set of quantum correlations, then the quantum value of is .
A nonlocal game is synchronous if for all and . A correlation is synchronous if for all and . The set of synchronous classical and quantum correlations are denoted and , respectively. We define the synchronous quantum value analogously to by replacing with . If is a synchronous quantum correlation, then there is a single projective measurement for each on a single finite dimensional Hilbert space , and the state is tracial, in the sense that for all and in the -algebra generated by the operators , , . Moreover, the correlation can be written as for all , , and . The collection is called a synchronous quantum strategy. A synchronous strategy is called oracularizable if for all , , and with . Similarly, we call a correlation oracularizable if it admits an oracularizable strategy. Let be the set of oracularizable quantum correlations, then the quantum oracularizable value of is . In some previous work on 2-CSP games, namely [32], the quantum synchronous value of a synchronous game has been called the non-commutative value, and the oracularized synchronous quantum value has been called the quantum value. Every quantum correlation that is approximately synchronous, in the sense that for all and , is close to an exactly synchronous quantum correlation [38, 28, 30]. Because of this, we work mainly with the synchronous value.
2.2 Constraint System Games and Weighted Algebras
A constraint system (CS) over an alphabet consists of a set of variables and a collection of constraints , where for . Each , called a context, is an ordered subset of , and the relations are nonempty subsets of . When we say that is a -ary constraint, and we write -CS to denote a CS where each constraint has arity . An assignment to is an element of . Given a constraint the satisfying assignments are the elements of , and assignments not in are unsatisfying assignments. In the special case where the alphabet has size two, we say is a boolean constraint system (BCS). A constraint language is the family of constraint systems where each constraint comes from a restricted set of relations. An important example of a constraint language is , where each context contains three variables and each constraint is a disjunction of three literals. Another example we mention here is the language of fixed degree , which we denote by for , where each variable appears in exactly contexts.
A constraint satisfaction problem with completeness and soundness , for , is a promise problem:
| Given a CS where for all and : (yes) there exists a which satisfies at least constraints, (no) each assignment satisfies less than constraints. | (-CSP) |
Similarly, a succinct constraint satisfaction problem with completeness and soundness , for , is a promise problem:
| Given a probabilistic Turing machine that samples the constraints of a CS according to some probability distribution : (yes) there is an assignment such that , (no) for every assignment | () |
For convenience later, we write and for the succinct (and non-succinct) constraint satisfaction problems where each CS is a instance. Additionally, it will be convenient to make use of the following graph associated with a CS, which exhibits which variables appear in which constraints in a constraint system.
Definition 1.
Let be a CS. The connectivity graph of is the bipartite graph with left vertices , right vertices , and edges if and only if .
Given a distribution and a CS , the constraint-variable CS game is the nonlocal game , where when and otherwise (i.e. , for and is 0 on other inputs, and if and and is otherwise. Note that although the players have different question sets, the game can be symmetrized without changing the synchronous winning probability. In this game, one player receives sampled from and the other receives a uniformly random variable . To win, the first player must answer with a satisfying assignment and the second must answer such that . When is boolean, we call that a BCS game.
The constraint-variable game is not naturally synchronous. To make it synchronous, the verifier must randomly choose which player to ask the constraint question and which player to ask the variable question, and also ask consistency check questions with some constant probability. This transformation preserves constant completeness-soundness gaps and guarantees that the players can win near-optimally with synchronous strategies due to Theorem 0.1 of [30], so we do not need to worry about it in practice.
Let be a -CS over an alphabet and be a probability distribution on , define the -CS game as the nonlocal game , where if and otherwise, and iff there exists such that and . In this game, the referee samples from , and then asks each of the players one variable from the constraint. Each player responds with an assignment to the variable she received. They win if they have answered a satisfying assignment.
If the players are classical, then their strategy for either type of CS game can be taken to be deterministic. The responses of the player who received the variable question constitute an assignment to the constraint system. Similarly, the variable player’s measurements in a synchronous strategy constitute a quantum (synchronous) assignment to the CS. If the corresponding strategy is oracularizable, then the assignment is called an oracularizable assignment. One can reason about reductions between classical strategies for CS games by working with global assignments. When the players have access to quantum resources, we can get a similar simplification when thinking about synchronous strategies using the weighted algebra formalism developed in [31] and [8].
For a set of variables , let be the free algebra generated by order- unitaries labelled by the elements , and let be its abelianization. For any order- unitary and with eigenvalues , write for the projector onto the -eigenspace of ; where is clear, we suppress the superscript . Given , we define the element as where as before the superscript is suppressed where clear. We use the same notation for the image of under any homomorphism when the homomorphism is clear. Given a constraint over the alphabet , we write The algebra is isomorphic to the -algebra of functions on the finite set . Consequently, if is a -representation, then is a projective measurement on , and conversely if is a projective measurement on then there is a -representation with .
Let be a CS. The constraint-variable algebra is the free product . Let be the inclusion on the factor, and let be the inclusion on the final factor. To keep our formulas tidy, we’ll often omit the and when it’s clear what subalgebra the element belongs to. By the GNS representation theorem, there is a correspondence between finite dimensional tracial states on the constraint variable algebra and synchronous quantum strategies for the constraint-variable game. A correlation if and only if there is a finite dimensional tracial state on such that . A tracial state on is perfect if it corresponds to a perfect correlation. This happens if and only if whenever . We are now ready to define the weight and defect, which gives us a way of tracking how close players’ strategies are to being perfect at the level of tracial states on algebras.
Definition 2 ([31]).
A (finitely-supported) weight function on a set is a function such that is finite. A weighted -algebra is a pair where is a -algebra and is a weight function on .
If is a tracial state on , then the defect of is
where is the -norm. When the weight function is clear, we just write .
Since is finitely supported, the sum in the definition of the defect is finite, and hence is well-defined. The support of the weight is chosen so that if , then is perfect.
For a probability distribution on , define the weighted constraint-variable algebra to be where the weight function for all , , and on all other elements. Similarly, Given a probability distribution on , we define the weighted assignment algebra to be , along with the weight function for all , and on all other elements.
The point of these algebras is the following lemma.
Lemma 3 ([8]).
Let be a CS, and let be a probability distribution on . A tracial state on is an -perfect strategy for if and only if . If is a -CS, then a tracial state on is an -perfect strategy for if and only if
See [8] for a more complete treatment of the weighted algebra formalism.
3 The quantum smooth label cover game
A two-prover one-round protocol consists of a probabilistic Turing machine and another Turing machine , along with a family of nonlocal games for , such that
-
on input , the Turing machine outputs with probability , and
-
on input , the Turing machine outputs .
If the bit lengths of the questions and answers are bounded by functions and of , respectively, and is a set of games indexed by strings , we denote the problem of deciding whether the quantum value of the game or by . In general for protocols, the completeness parameter , and the soundness parameter , may also depend on in an efficiently computable way. When we restrict the nonlocal games to be BCS games, we denote the decision problem by BCS-. When we further restrict the BCS games to be constraint-variable games we denote the decision problem by and we write for the succinctly presented version.
As mentioned in the previous section, the synchronous quantum value and the quantum value of synchronous nonlocal games are closely related. In our proofs of hardness, we deal with the synchronous quantum value as it is easier to reason about mathematically. This simplification is okay, since by Theorem 0.1 of [30], for constant , the hardness of deciding if , or for a synchronous game will be the same as that of deciding whether , or where is also a constant.
Let be an protocol, and let and be functions from instances of to . Denote by the decision problem where is a yes instance if and a no instances if and with the promise that one of these is the case. For a synchronous nonlocal game , we have
| (1) |
which implies the trivial reductions in Figure 1.
Remark 4.
Note that there are always trivial reductions from relaxing in the definition of no instances to . However, we don’t have trivial reductions from relaxing to without the assumption that , as it could be possible that and . In particular, the intersection of the no instances of and the yes instances of could be non-empty. The definitions of gapped decision problems appearing in [32] are incorrect, as we need to ensure that the yes and no instances are disjoint.
The main decision problems that we study centre around the -CS smooth label cover. Although we introduced the smooth label cover problem in the context of bipartite graphs, the problem can be generalized to any regular connected graph. That is, an instance of Smooth Label Cover is given by a tuple consisting of a (undirected) regular connected graph , a label set (for positive integer ), and a set
consisting of pairs of maps both from to associated with the endpoints of the edges in . Given an assignment , we say that an edge is satisfied if . For a given , the maps are -smooth (or just smooth when ) in the sense that, for every vertex and every pair with , we have
Let be the protocol in which every instance is a -CS game for a smooth label cover instance. The game is a yes instance if , and a no instance if . When , we write .
3.1 The Hardness of Quantum Smooth Label Cover
In this section, we establish the -hardness of smooth label cover. Our reduction is based on the following hardness result involving the quantum value of a instance.
Theorem 5.
There exists a constant such that it is -hard to distinguish whether the clause-variable game associated to a instance has quantum value 1 or at most .
Theorem 6.
For any , there exists large enough alphabets over which is -hard.
The proof can be seen as a quantum analog of Theorem 3.5 in [18]. In particular, the proof of Theorem 6 is based on the construction in Section 2.2 of [23], and in Appendix A of [18]. Before we give the proof, we require several intermediary results and definitions.
Definition 7.
Let be a BCS. The -dummy clause-variable game is the nonlocal game with question set
answer set
probability distribution , obtained by sampling uniformly and then sampling by sampling a subset of size and for all uniformly and then letting if and if , and predicate iff if and else.
Verifying the predicate function can be simplified by introducing the projection defined as
Then .
The purpose of the -dummy variable game is twofold. It both amplifies the soundness of the original BCS game and ensures the smoothness property with respect to any assignments of the BCS. We start by establishing how the -dummy variable game exponentially amplifies the soundness with respect to the quantum synchronous value.
Lemma 8.
If the quantum value of the constraint-variable game of a BCS is , there exists such that the quantum value of is upper-bounded by . If the synchronous quantum value of the constraint-variable game of a BCS is , then the synchronous quantum value of is .
Proof.
Consider the modified version of where the predicate only checks that for those such that , and does not check for consistency on the remaining . Then, it is easy to see that the quantum value of this game is an upper bound on the quantum value of ; and that this game is equivalent to the -fold parallel repetition of the constraint-variable game of . Hence, if the quantum value of a constraint-variable game of a BCS is less than , then by the parallel repetition theorem for entangled projection games [12], the quantum value of the parallel repetition is upper-bounded by . Hence, the same bound applies to .
Now, consider the case that the synchronous quantum value of the constraint-variable game of is . Then there exists a perfect (quantum-approximate) strategy for this game consisting of Alice’s PVMs for and Bob’s PVMs , and a tracial state . Then, construct the following strategy for : let the PVMs where if and if . With respect to the tracial state , it is clear that this is a perfect synchronous quantum approximate strategy, since it passes each of the consistency checks perfectly term-by-term.
Corollary 9.
There exists an inverse exponential such that it is -hard to decide whether for a instance has synchronous quantum value or quantum value that is .
Proof.
By Theorem 5, there exists such that it is -hard to decide if the synchronous quantum value of the constraint-variable game of a instance is or . By Theorem 0.1 of [30], there is a constant such that it is -hard to decide if the quantum value of a is or . Using Lemma 8 gives the wanted reduction.
Definition 10.
Let be a nonlocal game. The connectivity graph of is the bipartite graph with left vertices , right vertices , and edges if and only if .
Let be the uniform distribution on the constraints of a CS . The connectivity graph of the constraint-variable game is equal to the connectivity graph of the CS (see Definition 1). Hence, the connectivity graph for a instance with variables has left vertices and right vertices. In the following, we often equate the left vertices of with and the right vertices with .
As mentioned earlier the other role of and is to ensure -smoothness of the assignments to the newly constructed game . The proof follows along the lines of the lemma from [23].
Lemma 11 ([23], Lemma 2.4).
For fixed and any two distinct assignments and to ,
where is distributed according to the conditional distribution of for fixed , i.e. .
Proof.
By assumption, there exists some such that . As such, if , then , since the projection preserves the -th term. Let be a set-valued random variable. Then, we have the lower bound . The number of subsets of size in is and the number that do no include is , so the probability
We state the following lemma for later use.
Proposition 12.
For any and such that , we have for any assignment to that .
Proof.
For any , there are at most ways to extend it to a satisfying clause. Hence, since there are indices of to be extended to a satisfying assignment to , there are at most ways to do it.
Proof of Theorem 6.
Our goal is to reduce to . We start by constructing a Smooth Label Cover instance along the lines of [18, Appendix A]. As above, consider a bipartite graph . Associated to each edge there is a map which satisfies the smoothness property (Lemma 11). Moreover, the graph is bi-regular as the instances we started with have the property that every variable appears exactly in 5 clauses, giving that right degree is . For each fixed left vertex, one must choose which of coordinates are chosen from and then which of the 3 variables are chosen from each clause. Hence, the left degree is .
Now, let be the set of left vertices of , and connect by an edge labelled by if is a right vertex that is adjacent to both of them in . For each edge , define the projection maps and , where is the corresponding right vertex. By Lemma 11, we see that smoothness property holds. That is, for every vertex and distinct , we have
| (2) |
We move on to show that it is -hard to distinguish between the following two cases: , or . For completeness, let denote a quantum strategy winning perfectly at the synchronous version of the clause variable -dummy game associated to as in Section 2.1. Since the game is synchronous, there must exist a perfect quantum synchronous assignment . Let us denote it , is a PVM for every and is a PVM for every . Then we have
| (3) |
Now consider the quantum assignment for given by the operators . We compute its value:
where we defined and similarly for .
Now we note that defines a PVM. Indeed, . Moreover, since forms an orthonormal set of projections, it is clear that will as well form an orthonormal set of projections. Therefore, we can use Lemma 34 of [32]:
where is the set of vertices adjacent to , and we used that
along with the assumption from equation (3). This completes the proof of completeness.
For soundness, let be a quantum synchronous assignment for which satisfies:
| (4) |
for some . Define the operators . These operators form a POVM as they are clearly positive and satisfy
as is a PVM. Using Naimark’s dilation theorem, we can replace with a PVM that performs at least as well. Now, consider the strategy for . This assignment has value:
using the assumption from equation (4). By Lemma 8 we conclude that the and the claim follows.
3.2 The Hardness of Quantum Oracularized Smooth Label Cover
In this section, we show an analog of Theorem 6 where we consider the quantum oracularized value instead of the quantum synchronous value.
Corollary 13.
For any , there exists large enough alphabets over which is -hard.
This result follows directly from the following theorem and the trivial reduction from .
Theorem 14.
For any , there exists large enough alphabets over which is -hard.
To prove this theorem, we start from a slightly altered version of Theorem 5. In particular, the following lemma shows that we can alter the game so that the resulting optimal strategies for the SLC instance obtained by the reduction outlined in the proof of Theorem 6 will be oracularizable.
Lemma 15.
There exists a constant such that it is -hard to distinguish whether the clause-variable game associated with a instance has synchronous quantum value 1 or at most . Moreover, when the value is 1, there exists binary observables corresponding to each variable in the instance which satisfy:
-
1.
the observables satisfy the constraints
-
2.
if there exists such that ,
-
3.
if there exist and such that and .
Proof.
The only non-trivial part of the statement is the third property. Let be a instance and be its constraint graph with constraint (left) vertices and (right) variables vertices . Starting from consider the following graph which is constructed as follows: Let be the neighbourhood of . These represent the variables in the corresponding constraint. For each , add a “local” copy to for each “global” vertex (i.e. 5 copies for each variable vertex, as is a instance). For each copy of added to , we remove and add 7 copies of the vertex to and, for each new copy , an edge from to each vertex in the copy of . Now, for each added variable vertex , add 2 vertices and to the constraint vertices , and edges connecting both and to and . We now observe that each vertex in has degree 10. For convenience later, we let denote the vertices in incident to only “local” variable vertices. Likewise, we let and denote the subsets of vertices and , respectively. Notably, are the constraint vertices of .
Now, consider the CS and the connectivity graph built from as above. From and we construct a new CS as follows. For each , there is a clause from that was copied to create . Add to a copy of that constraint with taking the role of for each . Next, for the vertices , add the constraint to . Finally, for the vertices , add the constraint to .
We now observe that for the constructed CS we have that . Next, suppose there exists a quantum perfect strategy for the constraint-variable game corresponding to . Denote for the observable corresponding to in this perfect strategy. Now, extend this quantum assignment to the variables of by taking the observables for to be . By construction, this satisfies both the 3CNF constraints on the labelled variables and the new equality constraints. Hence, it gives a quantum satisfying assignment to – hence the reduction is complete. Moreover, we note that this assignment also satisfies conditions (2) and (3) of the statement. First, if and belong to the same context of , then either and for some belonging to the same context of and hence ; or (or vice-versa) so and hence they commute. Second, suppose and are variables of that each share a constraint with a variable . By construction, either the constraint containing and or the constraint containing and must contain a “global” variable . Without loss of generality, let us assume we are in the first case. That implies that or , and or , so . As is in the same constraint as , this means .
For soundness, one can observe that the transformation between to is an instance of subdivision, and therefore we can appeal to [8, Theorem 5.2]. In particular, this implies that if the constraint-variables CS games corresponding to has quantum synchronous value less than , then the constraint variable game corresponding to has quantum synchronous value less than , for some universal constant .
Proof of Theorem 14.
This proof is similar to the proof of Theorem 6. The only difference is we start the reduction from the instances in Lemma 15 rather than Theorem 5. The proof of soundness is exactly the same. We only need to show that in the completeness argument that the assignment we construct for the smooth label cover instance is a quantum oracularizable assignment.
Consider an instance of from Lemma 15 which has quantum value 1. Let denote the operators as in the statement of Lemma 15, and let denote the corresponding PVMs. Then, by the construction in the proof of Lemma 8, Alice’s operators in the corresponding perfect strategy for are We have that, for questions of such that there exists with , . This is because, for all , either or , and therefore for each and either and are in the same context, or there exists that shares a context with both and . Hence, by properties (2) and (3) of the strategy induced by the from Lemma 15, . Then, using the construction of Theorem 6, the strategy for is given by , where corresponding to and corresponding to . It follows from the above commutation relation on the that this strategy is oracularizable. This is a perfect strategy for by the same argument as in the proof of Theorem 6.
4 RE-hardness of 3SAT* with fixed degree
In this section, we establish the -hardness of and prove Theorem 5. Our starting point is the following undecidability result for succinctly presented protocols.
Theorem 16 ([8]).
There exists a constant such that there is a polynomial-time reduction from the halting problem to .
There are two technical issues we need to resolve before we can prove Theorem 5. Firstly, we need to resolve the issue of succinctness. In particular, our result requires a direct presentation of the protocol, rather than the succinct presentation from the protocol in Theorem 16. Secondly, due to technical limitations of our proof techniques (see e.g. in the proof of Theorem 28), we require that the question distribution to our protocol be uniform, another property not guaranteed a priori from the protocols in Theorem 16. Fortunately, we can resolve both of these issues.
Definition 17.
Fix a universal Turing machine . The halting problem is the language of all strings such that halts on input . For a function such that , the -padded halting problem is the language .
In particular, there is a -time reduction from the halting problem to the padded halting problem by padding with , and a polynomial-time reduction from the padded-halting problem to the halting problem by truncating. Therefore is -complete. Hence, to deal with the succinctness issue, we push the exponential-time reduction to the realm of , where the computation time is immaterial. In fact, we can exploit this idea further, and use it to enforce our uniformity conditions on the resulting instances. More explicitly, we show that constraint-variable BCS nonlocal games with uniform distribution are -complete in the following sense.
Lemma 18.
There exists such that there is a polynomial-time reduction from the -padded halting problem to with uniform question distribution.
Proof.
From Theorem 16 there exists a polynomially-bounded function such that the reduction to succinct entangled 3SAT maps from a string – seen as input to a universal Turing machine – to Turing machines that sample a probability distribution on constraints from a 3SAT instance . Now consider the reduction from the -padded halting problem defined as follows. For any string , truncate it to the first bits and call that substring . If , then map to a fixed unsatisfiable constraint system . Else, since is an instance of the halting problem, the reduction of Theorem 16 maps it to a probability distribution on constraints of a 3SAT instance with constraints. Now, by deterministically enumerating over random seeds for the Turing machine that samples , we obtain the distribution in time. Next, let be the SAT instance defined from by repeating each constraint times. has constraints, which is bounded as and .
We claim that the map is a polynomial-time reduction from the -padded halting problem to . It is clear that the reduction is polynomial-time in . If is a yes instance of the -padded halting problem, then is a yes instance of the halting problem, so has a perfect quantum satisfying assignment. Since has the same constraints as , it is also perfectly quantum satisfiable. Now, if is a no instance of the halting problem, either or is a no instance of the halting problem. In the former case, can be chosen to have large enough defect. In the latter case, for any finite-dimensional tracial state on . Now, let be a finite-dimensional tracial state on , and let be the GNS representation, with tracial state . Now, let be the representation of defined as and for the that minimizes ; let . Since is a tracial state on , and the PVMs are extremal within the POVMs, the defect is bounded by
Now, , so
Hence, . Hence, for every , , giving the desired gap.
Now, we show that the protocol can be reduced to an instance of entangled , which denotes a CSP where every variable appears exactly in clauses, equivalently the degree of every left vertex in its connectivity graph (see Definition 1) is . In other words, we show that we can fix the degree of while preserving a constant soundness gap. Although our approach is inspired by the classical proof in [14], establishing the proof in the quantum case requires some additional technical results, in particular a novel use of expander graphs, which is not needed to establish the classical analogue.
Definition 19.
A graph is an -spectral expander if , the degree of is , is connected, and the second-largest eigenvalue of the adjacency matrix is at most . A -expander family is a sequence of graphs such that is a -spectral expander for each , and a description of can be generated in time polynomial in .
It will also be useful to know the expansion of the cycle graph, which is a very weak expander, but has minimal degree and nonzero expansion.
Lemma 21.
Let be the cycle on vertices. is a -spectral expander.
Proof.
Let be a primitive -th root of unity. It is easy to see that for any , the vector is an eigenvector of the adjacency matrix with eigenvalue , and that these eigenvectors provide an eigenbasis. As such, the largest eigenvalue is the degree and the second-largest eigenvalue is . Thus, the expansion coefficient is .
Lemma 22 (Lemma A.2 [21]).
Let be an -spectral expander, let be a -algebra, let be a state on , and let be a collection of operators in . Then,
Corollary 23.
For each , suppose is a PVM in some finite-dimensional von Neumann algebra such that for some tracial state on . Then, there exists a PVM such that .
Proof.
By Lemma 22 we know that . Then, note that
and hence . Writing the POVM , we have that
so by [10][Theorem 1], there exists a PVM such that . This gives that
With these results and definitions established we now move onto the reduction. To reduce the number of constraints that each variable appears in, we modify the constraint system by labelling each variable by the constraint it appears in and adding equality constraints between these labelled variables, one for each edge of an expander graph, see Figure 2. We use the properties of the expanders (defined above) to ensure equality while maintaining the low degree. We formalize this in the following definition.
Definition 24.
Let be a sequence of graphs such that , and let be a -ary CS. For each variable , let and fix a bijection . We call the -replacement of the -ary CS with variables and two types of constraints: for each , the constraint where ; and for each and edge , the constraint , where and is the -ary equality constraint. Given a probability distribution on , define the probability distribution via and where .
Remark 25.
If is a -expander family, then the left degree of the connectivity graph of is ; the right degree is simply the largest number of variables in a constraint, that is . In particular, if is a 3SAT instance, we have that the left vertices all have degree and the right vertices have degree or . Also, the equality constraint between two boolean variables can be represented by the gadget . If is a BCS which is a 3SAT instance, we call the 3SAT instance constructed by replacing all the equality constraints in by the two constraints given in the above gadget. Then, the left vertices of all have degree and the right vertices all have degree .
Lemma 26.
Let be a CS, let be a probability distribution on , and let be a tracial state on . Then,
Proof.
In fact,
To finish the proof, note that for any projectors , we have that
and therefore
Lemma 27.
Consider the BCS , where , and and the 3CNF constraints given by and , respectively. Then, for a state on , .
Proof.
For a variable , write , , , and . Due to the constraints, we have and . Note that and hence using Lemma 26,
Next,
where the first inequality is [31, Lemma 7.2].
Theorem 28.
Let be a -ary CS, and be a -expander family. For every tracial state on , there exists a tracial state on such that , where .
Proof.
Write . Write and
We have . Since is the equality constraint between and , so that
Let be a -representation and be a state such that is the GNS representation of . Using Corollary 23, there exists an order- unitary such that
Take to be the -homomorphism defined via and . Take . Using the fact that is uniform, note that and . Then, the defect
Proof of Theorem 5.
Due to Lemma 18, there is a polynomial-time reduction from the -padded halting problem, an -complete problem, to for some . Let be a 3SAT instance and let be a -expander family. Next, using Theorem 28, for every trace on , there exists a trace on with defect . We have and , hence we can replace by the uniform distribution on the constraints of while incurring only a constant penalty. Explicitly, there exists a constant such that for every trace on , there exists a trace on with defect . Consider the family of graphs where is the cycle on vertices. By Lemma 21, is a expander, so is not an expander family. However, since each variable in is contained in at most constraints, behaves like an expander family with with respect to . As such, using Theorem 28 again, for every trace on , there exists a trace on with defect . To finish, note that has 3CNF or equality constraints. Using Lemma 27, we can replace all the equality constraints by gadgets built out of 3CNF constraints. As such, there exists a 3SAT-5 instance , a probability distribution and a constant such that for every trace on , there exists a trace on such that .
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