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Journal articles on the topic 'Pseudo-Telepathy'

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1

Brassard, Gilles, Anne Broadbent, and Alain Tapp. "Quantum Pseudo-Telepathy." Foundations of Physics 35, no. 11 (November 2005): 1877–907. http://dx.doi.org/10.1007/s10701-005-7353-4.

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2

FIALÍK, IVAN. "SEPARATION BETWEEN CLASSICAL AND QUANTUM WINNING STRATEGIES FOR THE MATCHING GAME." International Journal of Foundations of Computer Science 19, no. 06 (December 2008): 1449–59. http://dx.doi.org/10.1142/s0129054108006388.

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Communication complexity is an area of classical computer science which studies how much communication is necessary to solve various distributed computational problems. Quantum information processing can be used to reduce the amount of communication required to carry out some distributed problems. We speak of pseudo-telepathy when it is able to completely eliminate the need for communication. The matching game is the newest member of the family of pseudo-telepathy games. After introducing a general model for pseudo-telepathy games, we focus on the question what the smallest size of inputs is for which the matching game is a pseudo-telepathy game.
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3

Gawron, P., and Ł. Pawela. "Relativistic Quantum Pseudo-telepathy." Acta Physica Polonica B 47, no. 4 (2016): 1147. http://dx.doi.org/10.5506/aphyspolb.47.1147.

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4

GISIN, NICOLAS, ANDRÉ ALLAN MÉTHOT, and VALERIO SCARANI. "PSEUDO-TELEPATHY: INPUT CARDINALITY AND BELL-TYPE INEQUALITIES." International Journal of Quantum Information 05, no. 04 (August 2007): 525–34. http://dx.doi.org/10.1142/s021974990700289x.

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Pseudo-telepathy is the most recent form of rejection of locality. Many of its properties have already been discovered: for instance, the minimal entanglement, as well as the minimal cardinality of the output sets, have been characterized. This paper contains two main results. First, we prove that no bipartite pseudo-telepathy game exists, in which one of the partners receives only two questions; as a corollary, we show that the minimal "input cardinality", that is, the minimal number of questions required in a bipartite pseudo-telepathy game, is 3 × 3. Second, we study the Bell-type inequality derived from the pseudo-telepathy game known as the Magic Square game: we demonstrate that it is a tight inequality for 3 inputs and 4 outputs on each side and discuss its weak resistance to noise.
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5

Brassard, G., A. A. Methot, and A. Tapp. "Minimum entangled state dimension required for pseudo-telepathy." Quantum Information and Computation 5, no. 4&5 (July 2005): 275–84. http://dx.doi.org/10.26421/qic5.45-2.

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Pseudo-telepathy provides an intuitive way of looking at Bell's inequalities, in which it is often obvious that feats achievable by use of quantum entanglement would be classically impossible. A~two-player pseudo-telepathy game proceeds as follows: Alice and Bob are individually asked a question and they must provide an answer. They are \emph{not} allowed any form of communication once the questions are asked, but they may have agreed on a common strategy prior to the execution of the game. We~say that they \emph{win} the game if the questions and answers fulfil a specific relation. A~game exhibits \emph{pseudo-telepathy} if there is a quantum strategy that makes Alice and Bob win the game for all possible questions, provided they share prior entanglement, whereas it would be impossible to win this game systematically in a classical setting. In~this paper, we show that any two-player pseudo-telepathy game requires the quantum players to share an entangled quantum system of dimension at least~\mbox{$3 \times 3$}. This is optimal for two-player games, but the most efficient pseudo-telepathy game possible, in terms of total dimension, involves \emph{three} players who share a quantum system of dimension~\mbox{$2 \times 2 \times 2$}.
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6

Kunkri, S., G. Kar, S. Ghosh, and A. Roy. "Winning strategies for pseudo-telepathy games using single non-local box." Quantum Information and Computation 7, no. 4 (May 2007): 319–28. http://dx.doi.org/10.26421/qic7.4-3.

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Using a single NL-box, a winning strategy is given for the impossible colouring pseudo-telepathy game for the set of vectors having Kochen-Specker property in four dimension. A sufficient condition given regarding the structure of the impossible colouring pseudo-telepathy game for general $d$-dimension. A winning strategy for this game is then described with single use of NL-box.
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7

Anshu, Anurag, and Mehdi Mhalla. "Pseudo-telepathy games using graph states." Quantum Information and Computation 13, no. 9&10 (September 2013): 833–45. http://dx.doi.org/10.26421/qic13.9-10-6.

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We define a family of pseudo-telepathy games using graph states that extends the Mermin games. This family also contains a game used to define a quantum probability distribution that cannot be simulated by any number of nonlocal boxes. We extend this result, proving that the probability distribution obtained by the Paley graph state on 13 vertices (each vertex corresponds to a player) cannot be simulated by any number of 4-partite nonlocal boxes and that the Paley graph states on $k^{2}2^{2k-2}$ vertices provide a probability distribution that cannot be simulated by $k$-partite nonlocal boxes, for any $k$.
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8

Anshu, Anurag, Peter Høyer, Mehdi Mhalla, and Simon Perdrix. "Contextuality in multipartite pseudo-telepathy graph games." Journal of Computer and System Sciences 107 (February 2020): 156–65. http://dx.doi.org/10.1016/j.jcss.2019.06.005.

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9

Veljković, Bojan M. "Nauka ili pseudonauka – primer istraživanja telepatije." Узданица 18, no. 1 (June 2021): 83–101. http://dx.doi.org/10.46793/uzdanica18.1.083v.

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It is not always easy to draw a dividing line between true scientific theo- ries, erroneous but verifiable scientific theories and pseudo-scientific ones that are impos- sible to verify. As an example, this paper presents researches on various phenomena of extra-sensory perception, precognition, clairvoyance, distance communication, premonition for receiving SMS messages, phone calls or e-mails, which are classified in the domain of telepathy research. They were conducted within different paradigms, with diverse re- search methodologies and approaches, from anecdotal experiences, case studies and intui- tive reasoning, to careful recording of data and their statistical processing. In recent years, researches have been conducted using state-of-the-art “brain-to-brain” technology, which is used to register brain activities of the research participants. Telepathy has not remained uninteresting even to some modern physicists who find in Einstein’s theory of relativity and the laws of quantum physics the possibility of postulating a new quantum model of telepathy. This new, unconventional approach to the research of telepathy is conditioned by the paradigm shift in the research of this phenomenon and significant shifts from the pseudo-scientific to the scientific approach. This paper aims to point out the necessity of setting a clear demarcation line between scientific and pseudo-scientific research and building the ability of critical thinking, which is a condition for differentiating science from pseudoscience. Using a specific example of the phenomenon of telepathy, we underlined the importance of research in the development of scientific knowledge, but the kind of research that meets the reproducibility and verifiability criteria that clearly differentiate science from pseudoscience.
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10

Pawela, Łukasz, Piotr Gawron, Zbigniew Puchała, and Jan Sładkowski. "Enhancing Pseudo-Telepathy in the Magic Square Game." PLoS ONE 8, no. 6 (June 6, 2013): e64694. http://dx.doi.org/10.1371/journal.pone.0064694.

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11

Situ, Haozhen, Cai Zhang, and Fang Yu. "Quantum advice enhances social optimality in three-party conflicting interest games." Quantum Information and Computation 16, no. 7&8 (May 2016): 588–96. http://dx.doi.org/10.26421/qic16.7-8-2.

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Quantum pseudo-telepathy games are good examples of explaining the strangeness of quantum mechanics and demonstrating the advantage of quantum resources over classical resources. Most of the quantum pseudo-telepathy games are common interest games, nevertheless conflicting interest games are more widely used to model real world situations. Recently Pappa et al. (Phys. Rev. Lett. 114, 020401, 2015) proposed the first two-party conflicting interest game where quantum advice enhances social optimality. In the present paper we give two new three-party conflicting interest games and show that quantum advice can enhance social optimality in a three-party setting. The first game we propose is based on the famous GHZ game which is a common interest game. The second game we propose is related to the Svetlichny inequality which demonstrates quantum mechanics cannot be explained by the local hidden variable model in a three-party setting.
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12

GAWRON, PIOTR, JAROSŁAW MISZCZAK, and JAN SŁADKOWSKI. "NOISE EFFECTS IN QUANTUM MAGIC SQUARES GAME." International Journal of Quantum Information 06, supp01 (July 2008): 667–73. http://dx.doi.org/10.1142/s0219749908003931.

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In the article we analyse how noisiness of quantum channels can influence the magic squares quantum pseudo-telepathy game. We show that the probability of success can be used to determine characteristics of quantum channels. Therefore the game deserves more careful study aiming at its implementation.
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13

Brassard, G., A. Broadbent, and A. Tapp. "Recasting Mermin's multi-player game into the framework of pseudo-telepathy." Quantum Information and Computation 5, no. 7 (November 2005): 538–50. http://dx.doi.org/10.26421/qic5.7-2.

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Entanglement is perhaps the most non-classical manifestation of quantum \mbox{mechanics}. Among its many interesting applications to information processing, it can be harnessed to \emph{reduce} the amount of communication required to process a variety of distributed computational tasks. Can it be used to eliminate communication altogether? Even though it cannot serve to signal information between remote parties, there are distributed tasks that can be performed without any need for communication, provided the parties share prior entanglement: this is the realm pseudo-telepathy. One of the earliest uses of multi-party entanglement was presented by Mermin in 1990. Here we recast his idea in terms of pseudo-telepathy: we provide a new computer-scientist-friendly analysis of this game. We prove an upper bound on the best possible classical strategy for attempting to play this game, as well as a novel, matching lower bound. This leads us to considerations on how well imperfect quantum-mechanical apparatus must perform in order to exhibit a behaviour that would be classically impossible to explain. Our results include improved bounds that could help vanquish the infamous detection loophole.
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14

Gao, Fei, Wei Fang, and QiaoYan Wen. "Minimum best success probability by classical strategies for quantum pseudo-telepathy." Science China Physics, Mechanics & Astronomy 57, no. 7 (May 15, 2014): 1244–49. http://dx.doi.org/10.1007/s11433-014-5485-2.

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15

Ozaydin, Fatih. "Quantum pseudo-telepathy in spin systems: the magic square game under magnetic fields and the Dzyaloshinskii–Moriya interaction." Laser Physics 30, no. 2 (January 7, 2020): 025203. http://dx.doi.org/10.1088/1555-6611/ab5f06.

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16

Méthot, A. A. "On local-hidden-variable no-go theorems." Canadian Journal of Physics 84, no. 6-7 (January 15, 2006): 633–38. http://dx.doi.org/10.1139/p06-036.

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The strongest attack against quantum mechanics came in 1935 in the form of a paper by Einstein, Podolsky, and Rosen. It was argued that the theory of quantum mechanics could not be called a complete theory of Nature, for every element of reality is not represented in the formalism as such. The authors then put forth a proposition: we must search for a theory where, upon knowing everything about the system, including possible hidden variables, one could make precise predictions concerning elements of reality. This project was ultimately doomed in 1964 with the work of Bell, who showed that the most general local hidden variable theory could not reproduce correlations that arise in quantum mechanics. There exist mainly three forms of no-go theorems for local hidden variable theories. Although almost every physicist knows the consequences of these no-go theorems, not every physicist is aware of the distinctions between the three or even their exact definitions. Thus, we will discuss here the three principal forms of no-go theorems for local hidden variable theories of Nature. We will define Bell theorems, Bell theorems without inequalities, and pseudo-telepathy. A discussion of the similarities and differences will follow. PACS Nos.: 03.65.–w, 03.65.Ud, 03.65.Ta
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17

Basak, Jyotirmoy, and Subhamoy Maitra. "Clauser–Horne–Shimony–Holt versus three-party pseudo-telepathy: on the optimal number of samples in device-independent quantum private query." Quantum Information Processing 17, no. 4 (February 21, 2018). http://dx.doi.org/10.1007/s11128-018-1849-2.

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18

Bugu, Sinan, Fatih Ozaydin, and Tetsuo Kodera. "Surpassing the classical limit in magic square game with distant quantum dots coupled to optical cavities." Scientific Reports 10, no. 1 (December 2020). http://dx.doi.org/10.1038/s41598-020-79295-x.

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AbstractThe emergence of quantum technologies is heating up the debate on quantum supremacy, usually focusing on the feasibility of looking good on paper algorithms in realistic settings, due to the vulnerability of quantum systems to myriad sources of noise. In this vein, an interesting example of quantum pseudo-telepathy games that quantum mechanical resources can theoretically outperform classical resources is the Magic Square game (MSG), in which two players play against a referee. Due to noise, however, the unit winning probability of the players can drop well below the classical limit. Here, we propose a timely and unprecedented experimental setup for quantum computation with quantum dots inside optical cavities, along with ancillary photons for realizing interactions between distant dots to implement the MSG. Considering various physical imperfections of our setup, we first show that the MSG can be implemented with the current technology, outperforming the classical resources under realistic conditions. Next, we show that our work gives rise to a new version of the game. That is, if the referee has information on the physical realization and strategy of the players, he can bias the game through filtered randomness, and increase his winning probability. We believe our work contributes to not only quantum game theory, but also quantum computing with quantum dots.
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