Tight Bounds on the Spooky Pebble Game: Recycling Qubits with Measurements
Niels Kornerup, Jonathan Sadun, David Soloveichik

TL;DR
This paper establishes tight bounds for the spooky pebble game, demonstrating how interleaved measurements can significantly reduce qubit requirements in quantum simulations of classical computations, with implications for quantum space-time trade-offs.
Contribution
It provides asymptotically tight trade-offs for the spooky pebble game, extending understanding of quantum space-time complexity beyond reversible pebbling.
Findings
Tight asymptotic bounds for the spooky pebble game on a line.
Quantum simulation of classical algorithms with reduced qubit usage.
PSPACE-hardness of approximating pebble requirements on general DAGs.
Abstract
Pebble games are popular models for analyzing time-space trade-offs. In particular, the reversible pebble game is often applied in quantum algorithms like Grover's search to efficiently simulate classical computation on inputs in superposition. However, the reversible pebble game cannot harness the additional computational power granted by irreversible intermediate measurements. The spooky pebble game, which models interleaved measurements and adaptive phase corrections, reduces the number of qubits beyond what reversible approaches can achieve. While the spooky pebble game does not reduce the total space (bits plus qubits) complexity of the simulation, it reduces the amount of space that must be stored in qubits. We prove asymptotically tight trade-offs for the spooky pebble game on a line with any pebble bound, giving a tight time-qubit tradeoff for simulating arbitrary classical…
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Taxonomy
TopicsQuantum Computing Algorithms and Architecture · Complexity and Algorithms in Graphs · Stochastic Gradient Optimization Techniques
