base code
Discovering highly efficient low-weight quantum error-correcting codes with reinforcement learning
The realization of scalable fault-tolerant quantum computing is expected to hinge on quantum error-correcting codes. In the quest for more efficient quantum fault tolerance, a critical code parameter is the weight of measurements that extract information about errors to enable error correction: as higher measurement weights require higher implementation costs and introduce more errors, it is important in code design to optimize measurement weight. This underlies the surging interest in quantum low-density parity-check (qLDPC) codes, the study of which has primarily focused on the asymptotic (large-code-limit) properties. In this work, we introduce a versatile and computationally efficient approach to stabilizer code weight reduction based on reinforcement learning (RL), which produces new low-weight codes that substantially outperform the state of the art in practically relevant parameter regimes, extending significantly beyond previously accessible small distances. For example, our approach demonstrates savings in physical qubit overhead compared to existing results by 1 to 2 orders of magnitude for weight 6 codes and brings the overhead into a feasible range for near-future experiments. We also investigate the interplay between code parameters using our RL framework, offering new insights into the potential efficiency and power of practically viable coding strategies. Overall, our results demonstrate how RL can effectively advance the crucial yet challenging problem of quantum code discovery and thereby facilitate a faster path to the practical implementation of fault-tolerant quantum technologies.
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Cross Language Soccer Framework: An Open Source Framework for the RoboCup 2D Soccer Simulation
Zare, Nader, Sayareh, Aref, Sadraii, Alireza, Firouzkouhi, Arad, Soares, Amilcar
RoboCup Soccer Simulation 2D (SS2D) research is hampered by the complexity of existing Cpp-based codes like Helios, Cyrus, and Gliders, which also suffer from limited integration with modern machine learning frameworks. This development paper introduces a transformative solution a gRPC-based, language-agnostic framework that seamlessly integrates with the high-performance Helios base code. This approach not only facilitates the use of diverse programming languages including CSharp, JavaScript, and Python but also maintains the computational efficiency critical for real time decision making in SS2D. By breaking down language barriers, our framework significantly enhances collaborative potential and flexibility, empowering researchers to innovate without the overhead of mastering or developing extensive base codes. We invite the global research community to leverage and contribute to the Cross Language Soccer (CLS) framework, which is openly available under the MIT License, to drive forward the capabilities of multi-agent systems in soccer simulations.
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- Oceania > Australia > New South Wales > Sydney (0.04)
- North America > United States > Massachusetts > Suffolk County > Boston (0.04)
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Pyrus Base: An Open Source Python Framework for the RoboCup 2D Soccer Simulation
Zare, Nader, Sayareh, Aref, Amini, Omid, Sarvmaili, Mahtab, Firouzkouhi, Arad, Matwin, Stan, Soares, Amilcar
Soccer, also known as football in some parts of the world, involves two teams of eleven players whose objective is to score more goals than the opposing team. To simulate this game and attract scientists from all over the world to conduct research and participate in an annual computer-based soccer world cup, Soccer Simulation 2D (SS2D) was one of the leagues initiated in the RoboCup competition. In every SS2D game, two teams of 11 players and one coach connect to the RoboCup Soccer Simulation Server and compete against each other. Over the past few years, several C++ base codes have been employed to control agents' behavior and their communication with the server. Although C++ base codes have laid the foundation for the SS2D, developing them requires an advanced level of C++ programming. C++ language complexity is a limiting disadvantage of C++ base codes for all users, especially for beginners. To conquer the challenges of C++ base codes and provide a powerful baseline for developing machine learning concepts, we introduce Pyrus, the first Python base code for SS2D. Pyrus is developed to encourage researchers to efficiently develop their ideas and integrate machine learning algorithms into their teams.
- Asia > Middle East > Iran (0.05)
- Oceania > Australia > New South Wales > Sydney (0.04)
- North America > United States > Massachusetts > Suffolk County > Boston (0.04)
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Cyrus2D base: Source Code Base for RoboCup 2D Soccer Simulation League
Zare, Nader, Amini, Omid, Sayareh, Aref, Sarvmaili, Mahtab, Firouzkouhi, Arad, Rad, Saba Ramezani, Matwin, Stan, Soares, Amilcar
Soccer Simulation 2D League is one of the major leagues of RoboCup competitions. In a Soccer Simulation 2D (SS2D) game, two teams of 11 players and one coach compete against each other. Several base codes have been released for the RoboCup soccer simulation 2D (RCSS2D) community that have promoted the application of multi-agent and AI algorithms in this field. In this paper, we introduce "Cyrus2D Base", which is derived from the base code of the RCSS2D 2021 champion. We merged Gliders2D base V2.6 with the newest version of the Helios base. We applied several features of Cyrus2021 to improve the performance and capabilities of this base alongside a Data Extractor to facilitate the implementation of machine learning in the field. We have tested this base code in different teams and scenarios, and the obtained results demonstrate significant improvements in the defensive and offensive strategy of the team.
- Asia > Middle East > Iran (0.05)
- Europe > United Kingdom > England > Greater London > London (0.04)
- Europe > Germany > Saxony > Leipzig (0.04)
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RoboCup 3d Simulation League: Interview with Marco Simões
From 24-27 June, the 3d Soccer Simulation League will be taking place, as part of RoboCup 2021. The league first started in 2004 and teams compete in simulated soccer matches, with an emphasis on the low-level control of humanoid robots. Executive committee member Marco Simões told us about the league, how the competition will work, and how they strive to advance research every year. The 3d Soccer Simulation League is part of the RoboCup Soccer Simulation League, which is a larger league that includes two sub-leagues: the 2d Simulation League and the 3d Simulation League. The 2d Simulation League is about high-level research, AI and the strategies of soccer.