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				<title level="a" type="main">Efficient Light Source Placement using Quantum Computing</title>
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							<persName><forename type="first">Sascha</forename><surname>Mücke</surname></persName>
							<email>sascha.muecke@tu-dortmund.de</email>
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								<orgName type="department">Lamarr Institute</orgName>
								<orgName type="institution">TU Dortmund University</orgName>
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									<settlement>Dortmund</settlement>
									<country key="DE">Germany</country>
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							<persName><forename type="first">Thore</forename><surname>Gerlach</surname></persName>
							<email>thore.gerlach@iais.fraunhofer.de</email>
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								<orgName type="institution">Fraunhofer IAIS</orgName>
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									<settlement>Sankt-Augustin</settlement>
									<country key="DE">Germany</country>
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						<title level="a" type="main">Efficient Light Source Placement using Quantum Computing</title>
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						<idno type="ISSN">1613-0073</idno>
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					<term>Quantum Computing</term>
					<term>QUBO</term>
					<term>Constrained Optimization</term>
					<term>ADMM</term>
					<term>Minecraft</term>
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<div xmlns="http://www.tei-c.org/ns/1.0"><p>NP-hard problems regularly come up in video games, with interesting connections to real-world problems. In the game Minecraft, players place torches on the ground to light up dark areas. Placing them in a way that minimizes the total number of torches to save resources is far from trivial. In this paper, we use Quantum Computing to approach this problem. To this end, we derive a QUBO formulation of the torch placement problem, which we uncover to be very similar to another NP-hard problem. We employ a solution strategy that involves learning Lagrangian weights in an iterative process, adding to the ever growing toolbox of QUBO formulations. Finally, we perform experiments on real quantum hardware using real game data to demonstrate that our approach yields good torch placements.</p></div>
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<div xmlns="http://www.tei-c.org/ns/1.0"><p>Intriguing scientific problems pop up when you would rather take your mind off them for a while, e.g., when playing video games -although, of course, it comes as no complete surprise to encounter them in this domain. Video games, by nature, pose a wide range of problems that players are expected to solve in order to progress, such as slaying enemies, traversing mazes or solving logical puzzles. Some games have even been shown to be NP-complete <ref type="bibr" target="#b0">[1]</ref>. It is, however, a mild surprise to encounter them in Minecraft, which is an exceptionally serene open-world sandbox game developed by Mojang and first published around 2010 1 . In Minecraft, players can roam around a vast world containing mountains, oceans and caves made up entirely of cubic blocks, giving the game its unique and slightly retro visual quality (see Fig. <ref type="figure" target="#fig_1">1</ref>). The game has been praised for fostering creativity in children (and adults) and has even been used as a tool for teaching <ref type="bibr" target="#b1">[2]</ref>.</p><p>However, in the darkness of a cave, hostile monsters can spawn on top of blocks that are insufficiently lit, either by the sun or a light source such as a torch or lantern. These monsters will attack the player, who therefore wants to light up dark areas as best as they can while exploring. At the same time, building torches requires valuable resources, which is why the   <ref type="figure" target="#fig_1">1a</ref> two players are running towards a village through a landscape with a river on the left. The entire game world is made up of cubes called "blocks". Figure <ref type="figure" target="#fig_1">1b</ref> shows a cave with a few torches that illuminate the floor partly. In the foreground, a hostile creature called "Creeper" is searching for players to attack. Such creatures spawn on the surface of blocks that are below a certain light level.</p><p>player wants to use them sparingly, which leaves us with an interesting constrained optimization problem: Where should we place torches to properly light up an area using as few torches as possible?</p><p>The first key observation is that, given the discrete nature of Minecraft, solutions to this problem can be described by binary variables 𝑥 𝑠 ∈ {0, 1} = . . B, where 𝑥 𝑠 = 1 indicates that we should place a torch at location 𝑠. Problems of this kind can be approached with Quantum Computing, which has been a promising focus of research in recent years. Quantum Computers use Qubits to perform computations, which can take values 0 and 1, but also be in a superposition of both at once. In particular, Quantum Annealers are being built that can be used to find the ground state of Ising models by means of quantum tunneling effects <ref type="bibr" target="#b2">[3,</ref><ref type="bibr" target="#b3">4]</ref>. This model is equivalent to a class of quadratic binary optimization problems called Qubo: Given an upper triangular weight matrix 𝑄 ∈ R 𝑛×𝑛 , we want to find a binary vector 𝑥 * such that</p><formula xml:id="formula_0">𝑥 * = arg min 𝑥∈B 𝑛 𝑓 𝑄 (𝑥) with 𝑓 𝑄 (𝑥) . . = 𝑥 ⊤ 𝑄𝑥 = ∑︁ 1≤𝑖≤𝑗≤𝑛 𝑄 𝑖𝑗 𝑥 𝑖 𝑥 𝑗 ,<label>(1)</label></formula><p>where 𝑓 𝑄 is called the energy function. This problem is NP-hard, and numerous problems have been re-formulated to be solvable in the form of Qubo, ranging from economics and finance <ref type="bibr" target="#b4">[5,</ref><ref type="bibr" target="#b5">6,</ref><ref type="bibr" target="#b6">7]</ref> over satisfiability <ref type="bibr" target="#b7">[8]</ref>, resource allocation and routing problems <ref type="bibr" target="#b8">[9,</ref><ref type="bibr" target="#b9">10]</ref> to machine learning <ref type="bibr" target="#b10">[11,</ref><ref type="bibr" target="#b11">12,</ref><ref type="bibr" target="#b12">13,</ref><ref type="bibr" target="#b13">14,</ref><ref type="bibr" target="#b14">15,</ref><ref type="bibr" target="#b15">16]</ref>. The promise of efficient solvability on Quantum Hardware has renewed and intensified research efforts for finding Qubo formulations of various problems.</p><p>In this paper, we derive a formulation for the TorchPlacement problem. Due to the large number of constraints, our method involves a learning procedure for Lagrangian weights. This is performed in an iterative fashion on a real quantum computer, similar to <ref type="bibr" target="#b16">[17]</ref>. We demonstrate our method in a range of experiments, using both generated and actual game data from a Minecraft world. Further, we discuss the surprising connection to another optimization problem that we uncovered in the process of working on this article.</p><p>In Section 2, we give a formal description of the TorchPlacement problem. In Section 3, we develop a Qubo formulation that attempts to solve it, combining quantum-enhanced optimization with an iterative learning scheme. In Section 4, we use our method to solve a range of example instances of TorchPlacement and discuss our observations. Section 5 puts our work in the context of similar work and related problems. Finally, in Section 6 we summarize our findings.</p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head n="2.">Problem Statement</head><p>As input, we are given a heightmap of a room, consisting of a rectangular grid of tiles, as shown in Fig. <ref type="figure">2</ref>. The grid has integer width 𝑤 and height ℎ. Additionally, each grid site 𝑠 = (𝑖, 𝑗) ∈ [ℎ] × [𝑤] has an elevation value 𝑧(𝑠) ∈ N 0 ∪ {∞}, where N 0 denotes the set of natural numbers including 0. We use the notation [𝑛] . . = {1, . . . , 𝑛}. Intuitively, 𝑧(𝑠) is the "floor level" of 𝑠. If 𝑧(𝑠) = ∞, the tile is considered to be a wall. Let 𝒮 = {𝑠 ∈ [ℎ] × [𝑤] | 𝑧(𝑠) &lt; ∞} the set of all grid sites that are not walls.</p><p>Intuitively, the height map describes the top-down view of a 3-dimensional room consisting of cubic blocks that can be either empty or non-empty (see Fig. <ref type="figure" target="#fig_4">4</ref>). Assuming a discrete coordinate system, each block has a location (𝑖, 𝑗, 𝑘) ⊤ ∈ Z 3 . If 𝑧(𝑖, 𝑗) = 𝑟, then ∀𝑟 ′ &lt; 𝑟 ≤ 𝑟 ′′ : (𝑖, 𝑗, 𝑟 ′′ ) ⊤ is empty and (𝑖, 𝑗, 𝑟 ′ ) ⊤ is non-empty. Let the predicate E(𝑝) ≡ ⊤ (true) if and only if the block at 𝑝 is empty. Two blocks at 𝑝 and 𝑝 ′ are considered neighbors if ‖𝑝 − 𝑝 ′ ‖ 1 = 1, i.e., if they </p><formula xml:id="formula_1">(𝑝) = {𝑝+𝑢 | 𝑢 ∈ Z 3 , ‖𝑢‖ 1 = 1, E(𝑝+𝑢)}.</formula><p>Finally, the distance between two sites 𝑠 = (𝑖, 𝑗) and 𝑡 = (𝑖 ′ , 𝑗 ′ ), denoted by 𝑑(𝑠, 𝑡), is the shortest path from (𝑖, 𝑗, 𝑧(𝑠)) ⊤ to (𝑖 ′ , 𝑗 ′ , 𝑧(𝑡)) ⊤ moving through empty neighboring blocks:</p><formula xml:id="formula_2">𝑑(𝑠, 𝑡) = {︃ 0 if 𝑠 = 𝑡, 1 + min 𝑠 ′ ∈𝒩 (𝑠) 𝑑(𝑠 ′ , 𝑡) otherwise (2)</formula><p>If there is no path between the two blocks, we set 𝑑(𝑠, 𝑡) = ∞. Examples of heightmaps with distances are shown in Fig. <ref type="figure" target="#fig_3">3</ref>.</p><p>Given a heightmap, our objective is to place torches on some of the tiles in such a way that all tiles have a minimal light level of 𝐿 min , using as few torches as possible. Light levels are integers 𝑙 ∈ N 0 , where 0 indicates complete darkness. If a torch is placed on a tile, the tile itself receives a light level of 𝐿 torch . The light spreads to surrounding tiles and decreases gradually with distance 𝑑 described in Eq. ( <ref type="formula">2</ref>), both horizontally and with elevation. If a tile is illuminated by multiple nearby torches, it assumes the maximum over all light levels. Note that the way that light spreads in Minecraft does not at all align with physical reality, but is game-specific.</p><p>Where in reality we would expect light to move in straight lines and be blocked by obstacles, light in Minecraft has no sense of direction, but spreads evenly to all neighboring blocks, and can even "creep around corners". Let 𝒯 ⊆ 𝒮 be the set of all tile sites that have a torch. The light level of each tile 𝑠 can then be described mathematically as</p><formula xml:id="formula_3">𝑙(𝑠 | 𝒯 , 𝐿 torch ) = max 𝑡∈𝒯 max{0, 𝐿 torch − 𝑑(𝑠, 𝑡)} .</formula><p>If 𝒯 = ∅, then we set ∀𝑠 : 𝑙(𝑠 | ∅) = 0. Overall, the problem we are trying to solve can be formalized as</p><formula xml:id="formula_4">min |𝒯 | with 𝒯 ⊆ 𝒮 (3) subject to 𝑙(𝑠 | 𝒯 , 𝐿 torch ) ≥ 𝐿 min ∀𝑠 ∈ 𝒮 .<label>(4)</label></formula><p>In this article, we set 𝐿 torch = 14 and 𝐿 min = 8, which are the same values as in Minecraft.</p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head n="3.">A QUBO formulation for TorchPlacement</head><p>As hinted at in the introduction to this article, TorchPlacement lends itself to Qubo as its candidate solution space is the set of binary vectors B 𝑛 . In order to derive a Qubo formulation for TorchPlacement, we need to (1) embed the candidate solutions into binary vectors and (2) formulate a 2nd order polynomial whose minimizing binary vector corresponds to a solution of our original problem. The latter is done by computing the Qubo parameter values 𝑄 𝑖𝑗 (see Eq. ( <ref type="formula" target="#formula_0">1</ref>)) from our problem instance at hand, which in our case is a heightmap with tiles 𝒮 and its corresponding distance function 𝑑 : 𝒮 × 𝒮 → N 0 as described in Section 2.</p><p>We firstly arrange the elements of 𝒮 in an arbitrary but fixed order 𝑆, such that 𝑆 𝑖 denotes the location of the 𝑖-th tile for all 𝑖 ∈ [𝑛] with 𝑛 . . = |𝒮|. A subset 𝒯 ⊆ 𝒮 then corresponds to a binary vector</p><formula xml:id="formula_5">𝑥 ∈ B 𝑛 via 𝒯 = ∧ (1{𝑆 𝑖 ∈ 𝒯 }) ⊤ 𝑖∈[𝑛] , where 1{•} is the indicator function defined as 1{B} . . = {︃ 1 if B ≡ ⊤, 0 otherwise .</formula><p>for some Boolean expression B. Equation ( <ref type="formula">3</ref>) can now be written as</p><formula xml:id="formula_6">min ‖𝑥‖ 1 with 𝑥 ∈ B 𝑛 .</formula><p>It is easy to see that if we set 𝑄 𝑖𝑖 = 𝑃 ∀𝑖 ∈ [𝑛] with some arbitrary positive value 𝑃 &gt; 0, the energy function 𝑓 𝑄 will only be minimal for the binary vector 0 with 𝑓 𝑄 (0) = 0 = ‖0‖ 1 .</p><p>Embedding the constraints from Eq. ( <ref type="formula" target="#formula_4">4</ref>) into Qubo is far more challenging: Given a candidate solution 𝑥, we need to ensure that the light level is at least 𝐿 min , which is equivalent to saying that the distance to the nearest torch must be short enough that the light coming from it is still bright enough. To ensure this, the torch's distance can be at most 𝐿 torch − 𝐿 min :</p><formula xml:id="formula_7">min 𝑗∈[𝑛], 𝑥 𝑗 =1 𝑑(𝑆 𝑖 , 𝑆 𝑗 ) ≤ 𝐿 torch − 𝐿 min ∀𝑖 ∈ [𝑛] .<label>(5)</label></formula><p>There are two problems with this set of inequalities: Firstly, max is a non-linear operation, and Qubo can only represent quadratic energy functions. Secondly, Qubo is unconstrained by definition, which is why we need to employ techniques to embed the constraints directly into the weight matrix 𝑄 such that the unconstrained solution still obeys our constraints. In the following subsections we describe how we approached both of these challenges.</p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head n="3.1.">Eliminating the Maximum Function</head><p>There are several smooth approximations of the max functions, such as the LogSumExp, 𝑝-norm or the Boltzmann operator. As an example, consider the first-mentioned function</p><formula xml:id="formula_8">LSE 𝛼 (𝑎 1 , . . . , 𝑎 𝑛 ) . . = 1 𝛼 log 𝑛 ∑︁ 𝑖=1 𝑒 𝛼𝑎 𝑖 .</formula><p>We can re-write our inequality constraints in Eq. ( <ref type="formula" target="#formula_7">5</ref>) by inverting the sign and incorporating the condition</p><formula xml:id="formula_9">𝑥 𝑗 = 1 to max 𝑗∈[𝑛] ((𝑃 𝑖 − 𝑑(𝑆 𝑖 , 𝑆 𝑗 ))𝑥 𝑗 − 𝑃 𝑖 ) ≥ 𝐿 min − 𝐿 torch for some 𝑃 𝑖 &gt; min 𝑗̸ =𝑖 𝑑(𝑆 𝑖 , 𝑆 𝑗 ), which using LSE 𝛼 yields 1 𝛼 log ∑︁ 𝑗 𝑒 𝛼(𝑃 𝑖 −𝑑(𝑆 𝑖 ,𝑆 𝑗 ))𝑥 𝑗 −𝛼𝑃 𝑖 ≥ 𝐿 min − 𝐿 torch ⇔ ∑︁ 𝑗 𝑒 −𝛼𝑃 𝑖 𝑒 𝛼(𝑃 𝑖 −𝑑(𝑆 𝑖 ,𝑆 𝑗 ))𝑥 𝑗 ≥ 𝑒 𝛼(𝐿 min −𝐿 torch )</formula><p>Thanks to all 𝑥 𝑗 being binary, we can re-write 𝑒 𝑎𝑥 𝑗 as (𝑒 𝑎 − 1)𝑥 𝑗 + 1, which yields a linear constraint</p><formula xml:id="formula_10">𝑛 + ∑︁ 𝑗 𝑒 −𝛼𝑃 𝑖 (𝑒 𝛼(𝑃 𝑖 −𝑑(𝑆 𝑖 ,𝑆 𝑗 )) − 1)𝑥 𝑗 ≥ 𝑒 𝛼(𝐿 min −𝐿 torch ) ⇔ 𝑥 ⊤ 𝑢 (𝑖) + 𝑣 𝑖 ≤ 0 ,</formula><p>where 𝑢</p><formula xml:id="formula_11">(𝑖) 𝑗 = 𝑒 −𝛼𝑃 𝑖 − 𝑒 −𝛼𝑑(𝑆 𝑖 ,𝑆 𝑗 )</formula><p>and 𝑣 𝑖 = 𝑒 𝛼(𝐿 min −𝐿 torch ) − 𝑛. LSE 𝛼 approaches max better the larger we choose 𝛼. We implemented these constraints and found that approximations of max lead to numerical instability due to the large magnitude differences between the coefficients, rendered solutions output from the Qubo solvers useless.</p><p>However, there is a simpler formulation that exploits the binary nature of our constraints. For that, we define the matrix 𝐷 ∈ {0, 1} 𝑛×𝑛 with entries 𝑑 𝑖𝑗 to be</p><formula xml:id="formula_12">𝑑 𝑖𝑗 = 1{𝑑(𝑆 𝑖 , 𝑆 𝑗 ) ≤ 𝐿 torch − 𝐿 min }, ∀𝑖, 𝑗 ∈ [𝑛] .</formula><p>In order to ensure that min 𝑗 𝑑(𝑆 𝑖 , 𝑆 𝑗 ) ≤ 𝐿 torch − 𝐿 min , we can check whether</p><formula xml:id="formula_13">∑︁ 𝑗 𝑥 𝑗 𝑑 𝑖𝑗 = (𝐷𝑥) 𝑖 ≥ 1 ,<label>(6)</label></formula><p>which immediately yields linear constraints and circumvents the max function entirely. Using Eq. ( <ref type="formula" target="#formula_13">6</ref>) the optimization problem in Eqs. ( <ref type="formula">3</ref>) and ( <ref type="formula" target="#formula_4">4</ref>) can be reformulated to</p><formula xml:id="formula_14">min 𝑥∈{0,1} 𝑛 1 ⊤ 𝑥 (7) subject to 𝐷𝑥 ≥ 1 ,<label>(8)</label></formula><p>where 1 is the 𝑛-dimensional vector consisting only of ones, and ≥ is applied element-wise.</p><p>Realizing this, we find that TorchPlacement has striking similarity to the SetCover problem:</p><p>Theorem 1. TorchPlacement is a special case of SetCover.</p><p>Proof. In SetCover, we are given a set 𝐴 and a collection of subsets 𝐵 𝑖 with 𝐵 𝑖 ⊆ 𝐴 for each 𝑖 ∈ 𝐼, and ⋃︀ 𝑖∈𝐼 𝐵 𝑖 = 𝐴. The objective is to find a 𝐽 ⊆ 𝐼 such that |𝐽| is minimal and ⋃︀ 𝑗∈𝐽 𝐵 𝑗 = 𝐴. Given a heightmap with tiles 𝒮 and distance function 𝑑 as defined in Eq. ( <ref type="formula">2</ref>), we set 𝐴 = 𝒮, 𝐼 = [𝑛] and 𝐵 𝑖 = {𝑠 ∈ 𝒮 : 𝑑(𝑆 𝑖 , 𝑠) ≤ 𝐿 torch − 𝐿 min } for all 𝑖 ∈ [𝑛]. Thus, a solution 𝐽 ⊆ 𝐼 with minimal |𝐽| is a minimal set of torches that illuminates all other tiles.</p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head n="3.2.">Handling Inequality Constraints</head><p>The question remains how to obtain a Qubo from the constrained formulation in Eqs. ( <ref type="formula">7</ref>) and ( <ref type="formula" target="#formula_14">8</ref>).</p><p>To answer this question, we remark that the linear inequality constraint in Eq. ( <ref type="formula" target="#formula_14">8</ref>) can be reformulated with using an auxiliary vector 𝑧 ∈ N 𝑛 0 with positive integer entries</p><formula xml:id="formula_15">𝐷𝑥 ≥ 1 ⇔ 𝐷𝑥 − 1 = 𝑧 ,</formula><p>leading to the slightly different but equivalent problem formulation</p><formula xml:id="formula_16">min 𝑥∈{0,1} 𝑛 1 ⊤ 𝑥 (9) subject to 𝐷𝑥 − 1 − 𝑧 = 0, 𝑧 ∈ N 𝑛 0 .<label>(10)</label></formula><p>A common way of solving an optimization problem with equality constraints as in Eqs. ( <ref type="formula">9</ref>) and ( <ref type="formula" target="#formula_16">10</ref>) is to introduce a matrix of binary slack variables 𝑆 ∈ {0, 1} 𝑛×𝑚 with 𝑚 . . = ⌈log 2 𝑛⌉ <ref type="bibr" target="#b17">[18]</ref>.</p><p>Considering the vector 𝑟 corresponding to all powers of two up to 2 𝑚 , i.e., 𝑟 = (1, 2, 4, . . . , 2 𝑚 ) ⊤ , we find that 𝑧 = 𝑆𝑟. The constrained problem in Eqs. ( <ref type="formula">9</ref>) and ( <ref type="formula" target="#formula_16">10</ref>) can then be reformulated to an equivalent unconstrained problem by introducing a penalty parameter 𝛽 &gt; 0 min</p><formula xml:id="formula_17">𝑥∈{0,1} 𝑛 ,𝑆∈{0,1} 𝑛×𝑚 1 ⊤ 𝑥 + 𝛽 ‖𝐷𝑥 − 1 − 𝑆𝑟‖ 2 . (<label>11</label></formula><formula xml:id="formula_18">)</formula><p>Using this formulation, however, comes with the overhead of introducing 𝑛𝑚 additional binary variables leading to a total Qubo dimension of 𝑛(𝑚 + 1). As we are still in the era of noisy intermediate-scale quantum (NISQ) computers <ref type="bibr" target="#b18">[19]</ref>, it is better to resort to a Qubo formulation that uses fewer qubits.</p><p>To this end, we use an iterative method called Alternating Direction Method of Multipliers (ADMM) <ref type="bibr" target="#b19">[20]</ref>. Firstly, we establish a new problem formulation min 𝑥∈{0,1} 𝑛 ,𝑧∈Z 𝑛</p><formula xml:id="formula_19">1 ⊤ 𝑥 + 𝛾1 ⊤ Θ(𝑧)<label>(12)</label></formula><p>subject to 𝑐 (𝑥, 𝑧) = 0 ,</p><p>with 𝛾 &gt; 0, 𝑐 (𝑥, 𝑧) . . = 𝐷𝑥 − 1 − 𝑧, and Θ being an element-wise step function defined as Θ(𝑧) . . = (1{𝑧 1 &lt; 0}, . . . , 1{𝑧 𝑛 &lt; 0}). The term 1 ⊤ Θ(𝑧) penalizes vectors 𝑧 ∈ Z 𝑛 with negative entries, since we want 𝑧 ∈ N 𝑛 0 . Note that optimal solution vectors 𝑥 ∈ {0, 1} 𝑛 , 𝑧 ∈ Z 𝑛 of Eq. ( <ref type="formula" target="#formula_20">13</ref>) are also optimal for the problem in Eqs. ( <ref type="formula">9</ref>) and <ref type="bibr" target="#b9">(10)</ref>. We then introduce the augmented Lagrangian <ref type="bibr" target="#b20">[21,</ref><ref type="bibr" target="#b21">22]</ref> 𝐿 (𝑥, 𝑧, 𝜆, 𝜇)</p><formula xml:id="formula_21">. . = 1 ⊤ 𝑥 + 𝛾1 ⊤ Θ(𝑧) + 𝜆 ⊤ 𝑐 (𝑥, 𝑧) + 𝜇 2 ‖𝑐 (𝑥, 𝑧)‖ 2 , (<label>14</label></formula><formula xml:id="formula_22">)</formula><p>with 𝜆 and 𝜇 being coefficients and multipliers for the penalty terms. For minimizing Eq. ( <ref type="formula" target="#formula_21">14</ref>), we use ADMM, which is outlined in Algorithm 1. The vectors 𝑥 and 𝑧 are updated in an alternating fashion. In our case, line 5 can be written as arg min Update 𝜇 * 9: until a convergence criterium is met</p><formula xml:id="formula_23">= arg min 𝑥∈{0,1} 𝑛 1 ⊤ 𝑥 + 𝜆 ⊤ 𝐷𝑥 + 𝜇 2 (︁ 𝑥 ⊤ 𝐷 ⊤ 𝐷𝑥 − (1 + 𝑧) ⊤ 𝐷𝑥 )︁ ,</formula><p>corresponding to a Qubo formulation in Eq. ( <ref type="formula" target="#formula_0">1</ref>), which can be solved with a quantum computer. Line 6 can be reduced to arg min</p><formula xml:id="formula_24">𝑧∈Z 𝑛 𝐿 (𝑥, 𝑧, 𝜆, 𝜇) = arg min 𝑧∈Z 𝑛 𝛾1 ⊤ Θ(𝑧) + 𝜆 ⊤ 𝑐 (𝑥, 𝑧) + 𝜇 2 ‖𝑐 (𝑥, 𝑧)‖ 2 = arg min 𝑧∈Z 𝑛 𝛾1 ⊤ Θ(𝑧) + 𝜇 2 ⃦ ⃦ ⃦ ⃦ 𝐷𝑥 − 1 − 𝑧 + 1 𝜇 𝜆 ⃦ ⃦ ⃦ ⃦ 2 = max{0, 𝐷𝑥 − 1} ,</formula><p>where 0 is the 𝑛-dimensional vector consisting only of zeros and max is taken element-wise. For solving our original problem in Eqs. ( <ref type="formula">7</ref>) and ( <ref type="formula" target="#formula_14">8</ref>) we solve a sequence of Qubo problems and update the other parameters according to Algorithm 1. Using a quantum computer for the Qubo instances results in a hybrid quantum-classical algorithm. Let the subscript 𝑘 denote the state of the parameters 𝑥 * , 𝑧, * 𝜆 * , 𝜇 * after the 𝑘-th iteration of ADMM. We choose the following update rule for 𝜇 * 𝑘 in line 8</p><formula xml:id="formula_25">𝜇 𝑘+1 = ⎧ ⎪ ⎨ ⎪ ⎩ 𝜌𝜇 𝑘 , if ‖𝑐 (𝑥 𝑘 , 𝑧 𝑘 )‖ &gt; 10𝜇 𝑘 ‖𝐷 (𝑧 𝑘 − 𝑧 𝑘+1 )‖ , 𝜇 𝑘 /𝜌, if ‖𝐷 (𝑧 𝑘 − 𝑧 𝑘+1 )‖ &gt; 10𝜇 𝑘 ‖𝑐 (𝑥 𝑘 , 𝑧 𝑘 )‖ , 𝜇 𝑘 , else ,</formula><p>with a fixed learning rate 𝜌 ≥ 1, following <ref type="bibr" target="#b19">[20]</ref>. In place of a convergence criterium in line 9 we use a fixed budget of 𝑁 of calls to the quantum computer.</p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head n="4.">Experimental Evaluation</head><p>We conduct experiments on different exemplary heightmaps. Some heightsmaps are randomly generated from 2D Perlin noise <ref type="bibr" target="#b22">[23]</ref>, others are created from cave sections within a Minecraft Python package, parellelizing both methods, leading to better performance. For all solvers we use the standard parameters. As a pre-processing step we perform parameter compression <ref type="bibr" target="#b23">[24]</ref>, which leads to improved results for QA. The ADMM is repeated 10 times for every solver and heightmap and we plot the mean performance along with the 95%-confidence intervals. We found the hyperparameters 𝜇 0 = 0.01 and 𝜌 = 1.1 to yield the best results, hence we fix these values for the upcoming experiments. In Fig. <ref type="figure" target="#fig_5">5</ref>, we compare the performances of the different Qubo solvers for one real Minecraft cave from Fig. <ref type="figure" target="#fig_4">4</ref> (right) with 𝑛 = 67. For this, we plot the number of torches as well as the number of violated constraints over the iterations of ADMM. We can see that the four Qubo solvers converge to fulfilling all constraints, while QA places the most torches. This indicates that its solution quality falls behind the other methods, which is a common problem of NISQ devices. However, in Fig. <ref type="figure" target="#fig_6">6</ref> we depict the result of ADMM with QA for a particular run, after 2, 5 and 10 iterations. After 10 iterations, an optimal solution is found, such that every block is lit.</p><p>From now on, we use TabuSA, since the dimension of the upcoming problems is too large to obtain useful results with QA. Fig. <ref type="figure" target="#fig_7">7</ref> depicts solutions after a certain number of ADMM iterations on the heightmaps of the other real Minecraft cave from Fig. <ref type="figure" target="#fig_4">4</ref> (left) with 𝑛 = 195. Again, we can see that with more iterations, more torches are placed and the constraints become fulfilled. In Figs. 8 to 11 we depict ADMM solutions for randomly generated heightmaps of varying sizes, using the TabuSA solver. For every map, two intermediate results during the Lagrangian learning phase are shown. We can see that fewer and fewer constraints are violated, until finally all tiles are lit with a small number of torches.  </p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head n="5.">Related Work</head><p>Analyzing games in terms of their computational complexity has been part of computer science research for decades <ref type="bibr" target="#b0">[1,</ref><ref type="bibr" target="#b24">25,</ref><ref type="bibr" target="#b25">26]</ref>. Minecraft, in particular, has been used as a tool for research <ref type="bibr" target="#b1">[2]</ref>. As mentioned in Section 3.1, it turns out that TorchPlacement is a special case of SetCover, where the subsets have a spatial interpretation in discrete 3D space. A Qubo formulation of SetCover is given in <ref type="bibr" target="#b26">[27]</ref>, where auxiliary qubits are used to encode inequality constraints. We chose a different strategy by employing ADMM <ref type="bibr" target="#b19">[20]</ref> to learn the Lagrange multipliers 𝜆 iteratively in a hybrid quantum-classical fashion, which leads to smaller Qubo instances with fewer qubits. A similar approach is followed in <ref type="bibr" target="#b27">[28]</ref> using a custom iterative Lagrangian algorithm, which we tried and found not to yield good results with our inequality constraints. ADMM, which we chose instead, is more firmly grounded in theory.</p><p>We also find that TorchPlacement and SetCover are similar to other problems such   as MaximumCoverage, where an upper limit 𝑘 is given, and -staying in the context of TorchPlacement-we are looking to light up the largest possible area using at most 𝑘 torches.</p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head n="6.">Conclusion</head><p>In this article, we showed that the TorchPlacement problem arising from the video game Minecraft can be solved on quantum computers. To this end, we used an ADMM-based procedure to learn Lagrange multipliers in a Qubo formulation, which we then solved on a quantum  annealer. In contrast to other methods for solving the more general SetCover problem we require no auxiliary variables. The results demonstrated that the method works well for heightmaps with up to 700 floor tiles. Due to limitations of today's noisy quantum hardware, we were able to solve the problem on an actual quantum annealer with heightmaps up to 𝑛 ≤ 100. While we considered TorchPlacement from a video game perspective, it generalizes to similar setups, where we want to cover a certain area by using as few resources as possible: Sensors or surveillance cameras with a fixed finite set of possible locations come to mind. When we can define a distance between these locations, and we require a maximum distance from each location to the nearest resource, our method is applicable.</p><p>To the best of our knowledge, this article is the first instance of quantum computing being applied to solving a problem arising from Minecraft. While this is a more lighthearted context to employ this relatively new computing resource, it has the potential to grant us insights that may be useful for applications to real-word problems, and serve as an illustrative example of how to approach problems from a quantum computing perspective.</p></div><figure xmlns="http://www.tei-c.org/ns/1.0" xml:id="fig_0"><head></head><label></label><figDesc>(a) Players approaching a village (b) Dimly lit cave with hostile creature</figDesc></figure>
<figure xmlns="http://www.tei-c.org/ns/1.0" xml:id="fig_1"><head>Figure 1 :</head><label>1</label><figDesc>Figure 1: Screenshots of Minecraft gameplay: In Fig. 1a two players are running towards a village through a landscape with a river on the left. The entire game world is made up of cubes called "blocks".Figure1bshows a cave with a few torches that illuminate the floor partly. In the foreground, a hostile creature called "Creeper" is searching for players to attack. Such creatures spawn on the surface of blocks that are below a certain light level.</figDesc><graphic coords="2,101.80,84.19,187.51,105.50" type="bitmap" /></figure>
<figure xmlns="http://www.tei-c.org/ns/1.0" xml:id="fig_2"><head>(a) 20 Figure 2 :</head><label>202</label><figDesc>Figure 2: Examples of heightmaps used as input data for our experiments. In the top row, lighter color indicates higher elevation 𝑧. In the bottom row, lighter color indicates light level, and the little torch symboles represent torches placed on the respective tiles. White tiles are walls (𝑧 = ∞). The data is randomly generated from 2D Perlin noise.</figDesc></figure>
<figure xmlns="http://www.tei-c.org/ns/1.0" xml:id="fig_3"><head>Figure 3 :</head><label>3</label><figDesc>Figure 3: Examples of distances in heightmaps: The number in the top right corner is the distance to the tile with the white circle. The distance is the shortest path through empty space moving from neighbor to neighbor. Left: All tiles have the same elevation. Right: The tile with distance 5 has elevation 2, the tile with distance 4 has elevation 1, all the others have elevation 0. A shortest path from the top left to the bottom right tile is indicated by the white line. Changes in elevation are drawn as smaller circles. The shortest path leads over the tile with elevation 1. The number of discrete steps taken gives the distance.</figDesc></figure>
<figure xmlns="http://www.tei-c.org/ns/1.0" xml:id="fig_4"><head>Figure 4 :</head><label>4</label><figDesc>Figure 4: Screenshots of Minecraft caves. In Section 4 we use heightmaps based on these caves for our experiments.</figDesc><graphic coords="9,89.29,84.19,204.17,114.87" type="bitmap" /></figure>
<figure xmlns="http://www.tei-c.org/ns/1.0" xml:id="fig_5"><head>Figure 5 :</head><label>5</label><figDesc>Figure 5: Performance of the four Qubo solvers QA, SA, Tabu and TabuSA on the real Minecraft cave depicted Fig. 4 (bottom).</figDesc></figure>
<figure xmlns="http://www.tei-c.org/ns/1.0" xml:id="fig_6"><head>Figure 6 :</head><label>6</label><figDesc>Figure 6: Real Minecraft cave (Fig. 4, right) with 𝑛 = 67; white crosses signify light level below 𝐿 min . Number of constraint violations in parentheses. The Qubo instances were solved using QA.</figDesc></figure>
<figure xmlns="http://www.tei-c.org/ns/1.0" xml:id="fig_7"><head>Figure 7 :</head><label>7</label><figDesc>Figure 7: Real Minecraft cave (Fig. 4, left) with 𝑛 = 195; white crosses signify light level below 𝐿 min . Number of constraint violations in parentheses. The Qubo instances were solved with TabuSA.</figDesc></figure>
<figure xmlns="http://www.tei-c.org/ns/1.0" xml:id="fig_8"><head>Figure 8 :</head><label>8</label><figDesc>Figure 8: Generated Minecraft cave with 𝑛 = 168; white crosses signify light level below 𝐿 min . Number of constraint violations in parentheses.</figDesc></figure>
<figure xmlns="http://www.tei-c.org/ns/1.0" xml:id="fig_9"><head>Figure 9 :</head><label>9</label><figDesc>Figure 9: Generated Minecraft cave with 𝑛 = 169; white crosses signify light level below 𝐿 min . Number of constraint violations in parentheses.</figDesc></figure>
<figure xmlns="http://www.tei-c.org/ns/1.0" xml:id="fig_10"><head>Figure 10 :</head><label>10</label><figDesc>Figure 10: Generated Minecraft cave with 𝑛 = 711; white crosses signify light level below 𝐿 min . Number of constraint violations in parentheses.</figDesc></figure>
<figure xmlns="http://www.tei-c.org/ns/1.0" xml:id="fig_11"><head>Figure 11 :</head><label>11</label><figDesc>Figure 11: Generated Minecraft cave with 𝑛 = 708; white crosses signify light level below 𝐿 min . Number of constraint violations in parentheses.</figDesc></figure>
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<div xmlns="http://www.tei-c.org/ns/1.0"><head>Acknowledgments</head><p>This research has been funded by the Federal Ministry of Education and Research of Germany and the state of North Rhine-Westphalia as part of the Lamarr Institute for Machine Learning and Artificial Intelligence.</p></div>
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