George Siopsis

Benchmarking trigonometric continuous-variable gate primitives with trapped ions

Tommaso Rainaldi, Jake Montgomery, Christopher G. Yale, Brian K. McFarland, Melissa C. Revelle, Daniel Lobser, Edward C. Tortorici, Susan Clark, George Siopsis, Matt Grau, Felix Ringer

Abstract

Hybrid continuous-discrete-variable quantum processors can represent bosonic degrees of freedom directly in oscillator modes, or qumodes, while using qubits for control, readout, and nonlinear operations. Recently proposed trigonometric continuous-variable (CV) gate sets promote periodic functions of oscillator quadratures to elementary operations, making them natural primitives for compact variables, rotor models, lattice gauge theories, and anharmonic dynamics. Here we experimentally demonstrate and benchmark one-qumode cosine gates, and perform a mode-resolved marginal benchmark of two-qumode cosine-gate implementations, on the QSCOUT trapped-ion quantum platform. Our implementation uses collective motional modes of three- and four-ion $^{171}{\rm Yb}^{+}$ chains and realizes finite-step trigonometric-gate circuits through hybrid qubit-qumode operations and conditional phase-space displacements. In contrast to previous theoretical and compilation work, we focus on the gate-level characterization of the trigonometric primitives. We measure Fock-space transition probabilities, study their dependence on gate parameters and Trotter step number, and compare with simulations incorporating thermal initialization and motional dephasing. We also derive ideal gate matrix elements and phase-space diagnostics, connecting the measurements to the non-Gaussian structure generated by these gates. These results establish trigonometric CV gates as reusable building blocks for bosonic Hamiltonian simulations and hybrid quantum algorithms requiring intrinsically non-polynomial operations.

Efficient Simulation of Open Quantum Systems on NISQ Trapped-Ion Hardware

Colin Burdine [1], Nora Bauer [2], George Siopsis [2], Enrique P. Blair [1]

Abstract

Simulating open quantum systems, which interact with external environments, presents significant challenges on noisy intermediate-scale quantum (NISQ) devices due to limited qubit resources and noise. In this paper, we propose an efficient framework for simulating open quantum systems on NISQ hardware by leveraging a time-perturbative Kraus operator representation of the system's dynamics. Our approach avoids the computationally expensive Trotterization method and exploits the Lindblad master equation to represent time evolution in a compact form, particularly for systems satisfying specific commutation relations. We demonstrate the efficiency of our method by simulating quantum channels, such as the continuous-time Pauli channel and damped harmonic oscillators, on NISQ trapped-ion hardware, including IonQ Harmony and Quantinuum H1-1. Additionally, we introduce hardware-agnostic error mitigation techniques, including Pauli channel fitting and quantum depolarizing channel inversion, to enhance the fidelity of quantum simulations. Our results show strong agreement between the simulations on real quantum hardware and exact solutions, highlighting the potential of Kraus-based methods for scalable and accurate simulation of open quantum systems on NISQ devices. This framework opens pathways for simulating more complex systems under realistic conditions in the near term.

Graph decomposition techniques for solving combinatorial optimization problems with variational quantum algorithms

Moises Ponce [1], Rebekah Herrman [1], Phillip C. Lotshaw, Sarah Powers [3], George Siopsis [4], Travis Humble [5], James Ostrowski [1]

Abstract

The quantum approximate optimization algorithm (QAOA) has the potential to approximately solve complex combinatorial optimization problems in polynomial time. However, current noisy quantum devices cannot solve large problems due to hardware constraints. In this work, we develop an algorithm that decomposes the QAOA input problem graph into a smaller problem and solves MaxCut using QAOA on the reduced graph. The algorithm requires a subroutine that can be classical or quantum--in this work, we implement the algorithm twice on each graph. One implementation uses the classical solver Gurobi in the subroutine and the other uses QAOA. We solve these reduced problems with QAOA. On average, the reduced problems require only approximately 1/10 of the number of vertices than the original MaxCut instances. Furthermore, the average approximation ratio of the original MaxCut problems is 0.75, while the approximation ratios of the decomposed graphs are on average of 0.96 for both Gurobi and QAOA. With this decomposition, we are able to measure optimal solutions for ten 100-vertex graphs by running single-layer QAOA circuits on the Quantinuum trapped-ion quantum computer H1-1, sampling each circuit only 500 times. This approach is best suited for sparse, particularly $k$-regular graphs, as $k$-regular graphs on $n$ vertices can be decomposed into a graph with at most $\frac{nk}{k+1}$ vertices in polynomial time. Further reductions can be obtained with a potential trade-off in computational time. While this paper applies the decomposition method to the MaxCut problem, it can be applied to more general classes of combinatorial optimization problems.

Demonstration of Bayesian quantum game on an ion trap quantum computer

Neal Solmeyer [1], Norbert M. Linke [2], Caroline Figgatt [2], Kevin A. Landsman [2], Radhakrishnan Balu [4], George Siopsis [5], Christopher Monroe [2,6]

Abstract

We demonstrate a Bayesian quantum game on an ion trap quantum computer with five qubits. The players share an entangled pair of qubits and perform rotations on their qubit as the strategy choice. Two five-qubit circuits are sufficient to run all 16 possible strategy choice sets in a game with four possible strategies. The data are then parsed into player types randomly in order to combine them classically into a Bayesian framework. We exhaustively compute the possible strategies of the game so that the experimental data can be used to solve for the Nash equilibria of the game directly. Then we compare the payoff at the Nash equilibria and location of phase-change-like transitions obtained from the experimental data to the theory, and study how it changes as a function of the amount of entanglement.