QUANT-PHJan 18, 2024Code
Qadence: a differentiable interface for digital-analog programsDominik Seitz, Niklas Heim, João P. Moutinho et al.
Digital-analog quantum computing (DAQC) is an alternative paradigm for universal quantum computation combining digital single-qubit gates with global analog operations acting on a register of interacting qubits. Currently, no available open-source software is tailored to express, differentiate, and execute programs within the DAQC paradigm. In this work, we address this shortfall by presenting Qadence, a high-level programming interface for building complex digital-analog quantum programs developed at Pasqal. Thanks to its flexible interface, native differentiability, and focus on real-device execution, Qadence aims at advancing research on variational quantum algorithms built for native DAQC platforms such as Rydberg atom arrays.
GTDec 20, 2021
Revisiting Game Representations: The Hidden Costs of Efficiency in Sequential Decision-making AlgorithmsVojtěch Kovařík, David Milec, Michal Šustr et al.
Recent advancements in algorithms for sequential decision-making under imperfect information have shown remarkable success in large games such as limit- and no-limit poker. These algorithms traditionally formalize the games using the extensive-form game formalism, which, as we show, while theoretically sound, is memory-inefficient and computationally intensive in practice. To mitigate these challenges, a popular workaround involves using a specialized representation based on player specific information-state trees. However, as we show, this alternative significantly narrows the set of games that can be represented efficiently. In this study, we identify the set of large games on which modern algorithms have been benchmarked as being naturally represented by Sequential Bayesian Games. We elucidate the critical differences between extensive-form game and sequential Bayesian game representations, both theoretically and empirically. We further argue that the impressive experimental results often cited in the literature may be skewed, as they frequently stem from testing these algorithms only on this restricted class of games. By understanding these nuances, we aim to guide future research in developing more universally applicable and efficient algorithms for sequential decision-making under imperfect information.
AIMay 31, 2019
Value Functions for Depth-Limited Solving in Zero-Sum Imperfect-Information GamesVojtěch Kovařík, Dominik Seitz, Viliam Lisý et al.
We provide a formal definition of depth-limited games together with an accessible and rigorous explanation of the underlying concepts, both of which were previously missing in imperfect-information games. The definition works for an arbitrary extensive-form game and is not tied to any specific game-solving algorithm. Moreover, this framework unifies and significantly extends three approaches to depth-limited solving that previously existed in extensive-form games and multiagent reinforcement learning but were not known to be compatible. A key ingredient of these depth-limited games are value functions. Focusing on two-player zero-sum imperfect-information games, we show how to obtain optimal value functions and prove that public information provides both necessary and sufficient context for computing them. We provide a domain-independent encoding of the domains that allows for approximating value functions even by simple feed-forward neural networks, which are then able to generalize to unseen parts of the game. We use the resulting value network to implement a depth-limited version of counterfactual regret minimization. In three distinct domains, we show that the algorithm's exploitability is roughly linearly dependent on the value network's quality and that it is not difficult to train a value network with which depth-limited CFR's performance is as good as that of CFR with access to the full game.