For every K≥3, random K-XOR game instances switch from almost surely satisfiable to almost surely unsatisfiable at exactly the K-XORSAT threshold c*_K.
Satisfiability Phase Transtion for Random Quantum 3XOR Games
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abstract
Recent results showed it was possible to determine if a modest size 3XOR game has a perfect quantum strategy. We build on these and give an explicit polynomial time algorithm which constructs such a perfect strategy or refutes its existence. This new tool lets us numerically study the behavior of randomly generated 3XOR games with large numbers of questions. A key issue is: how common are pseudotelephathy games (games with perfect quantum strategies but no perfect classical strategies)? Our experiments strongly indicate that the probability of a randomly generated game being pseudotelpathic stays far from 1, indeed it is bounded below 0.15. We also find strong evidence that randomly generated 3XOR games undergo both a quantum and classical "phase transition", transitioning from almost certainly perfect to almost certainly imperfect as the ratio of number of clauses ($m$) to number of questions ($n$) increases. The locations of these two phase transitions appear to coincide at $m/n \approx 2.74$.
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The Satisfiability Threshold for K-XOR Games
For every K≥3, random K-XOR game instances switch from almost surely satisfiable to almost surely unsatisfiable at exactly the K-XORSAT threshold c*_K.