• Open Access

Looped Pipelines Enabling Effective 3D Qubit Lattices in a Strictly 2D Device

Zhenyu Cai, Adam Siegel, and Simon Benjamin
PRX Quantum 4, 020345 – Published 16 June 2023

Abstract

Many quantum computing platforms are based on a two-dimensional (2D) physical layout. Here we explore a concept called looped pipelines, which permits one to obtain many of the advantages of a three-dimensional (3D) lattice while operating a strictly 2D device. The concept leverages qubit shuttling, a well-established feature in platforms like semiconductor spin qubits and trapped-ion qubits. The looped-pipeline architecture has similar hardware requirements to other shuttling approaches, but can process a stack of qubit arrays instead of just one. Even a stack of limited height is enabling for diverse schemes ranging from NISQ-era error mitigation through to fault-tolerant codes. For the former, protocols involving multiple states can be implemented with a space-time resource cost comparable to preparing one noisy copy. For the latter, one can realize a far broader variety of code structures; as an example we consider layered 2D codes within which transversal cnots are available. Under reasonable assumptions this approach can reduce the space-time cost of magic state distillation by 2 orders of magnitude. Numerical modeling using experimentally motivated noise models verifies that the architecture provides this benefit without significant reduction to the code’s threshold.

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  • Received 25 March 2022
  • Accepted 19 April 2023

DOI:https://doi.org/10.1103/PRXQuantum.4.020345

Published by the American Physical Society under the terms of the Creative Commons Attribution 4.0 International license. Further distribution of this work must maintain attribution to the author(s) and the published article's title, journal citation, and DOI.

Published by the American Physical Society

Physics Subject Headings (PhySH)

Quantum Information, Science & Technology

Authors & Affiliations

Zhenyu Cai1,2,*, Adam Siegel1,2, and Simon Benjamin1,2,†

  • 1Quantum Motion, 9 Sterling Way, London N7 9HJ, United Kingdom
  • 2Department of Materials, University of Oxford, Parks Road, Oxford OX1 3PH, United Kingdom

  • *cai.zhenyu.physics@gmail.com
  • simon.benjamin@materials.ox.ac.uk

Popular Summary

The key challenge in building useful quantum computers is to tackle “noise”—the tendency of the computer's internal state to degrade because of unwanted or imperfect interactions. Solutions are known, such as quantum error correction in the long term and error mitigation for near-future machines. But these come at high cost, requiring many times more qubits and/or a much longer run-time than would be needed in the absence of noise. This paper shows how it is possible to greatly reduce these costs. The method applies to types of quantum hardware where qubits interact at short range but can be physically “shuttled” from place to place. Several promising approaches of this type exist, including systems involving electron spins in semiconductors and also certain kinds of ion-trap devices.

Shuttling is a natural solution for moving qubits around a 2D array so that they can interact wherever required. We show that by changing from previously studied linear shuttling paths to shuttling orbits and by adopting the concept of pipelining from classical computing, the resulting looped-pipeline architecture can act as if there were a finite third dimension to the array. We can then process an entire stack of logical qubits in each 2D region. This allows for higher qubit density and more efficient logical gates utilizing transversal operations. Meanwhile for devices employing error mitigation rather than correction, our architecture greatly reduces the cost of virtual distillation, which is one of the most powerful such schemes.

In general, our architecture is a way to attain many of the advantages of a 3D lattice while operating a strictly 2D device. It will be interesting to look at other ways to make use of this newfound 3D connectivity, for example, a more practical implementation of 3D codes or algorithms with a natural 3D embodiment.

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Vol. 4, Iss. 2 — June - August 2023

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It is not necessary to obtain permission to reuse this article or its components as it is available under the terms of the Creative Commons Attribution 4.0 International license. This license permits unrestricted use, distribution, and reproduction in any medium, provided attribution to the author(s) and the published article's title, journal citation, and DOI are maintained. Please note that some figures may have been included with permission from other third parties. It is your responsibility to obtain the proper permission from the rights holder directly for these figures.

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