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Joined 1 year ago
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Cake day: June 6th, 2024

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  • I went ahead and read the article. I know a bit about quantum computing. Here’s my summary of it:

    Entanglement is a useful resource for quantum networking, enabling things like quantum-secure communication and distributed quantum computing.

    TLDR The paper describes algorithms to more efficiently create a form of entanglement that’s useful from the error-prone “dirty” entanglement you get from entanglement-generating hardware.

    When you make entanglement, it often doesn’t come out perfect, and you need a technique to “distill” “good” entangled states out of a collection of “dirty” entangled states.

    The typical “rules” for this involve two parties that create dirty shared entanglement (shared entanglement means a pair of entangled qubits, but each party has one of the qubits). They can then do whatever they like with their qubits individually and can communicate (over classical channels e.g. the internet) but they can’t do anything “quantum” between the two of them.

    This paper analyzes the case where there is a 3rd party that follows these same rules but has been previously set up as an “entanglement battery”, which means preparing it in a special state from which entanglement can be “borrowed” or “returned” to the battery using only local operations and classical communication.

    In particular it’s looking for “reversible” (meaning no loss in total entanglement over the process) “entanglement manipulation” (changing the entanglement from one form into another, presumably more useful form). It goes into a lot of analysis as to what the limits on this process are, and makes analogies to how engines work in thermodynamics.











  • Private servers are not always a viable alternative option for players as the protections we put in place to secure players’ data, remove illegal content, and combat unsafe community content would not exist and would leave rights holders liable.

    Then it sounds like the legislation enforcing leaving private servers on the table should also move the liability to whoever is hosting the servers. I’d be surprised if it doesn’t work that way already tbh.


  • Supporters seem to be under the impression that companies have a “sever.exe” file they purposefully don’t provide players because they’re evil and hate you.

    There is some truth to this

    They could also be contracting out matchmaking services to a third party and don’t actually do it in-house. Software development is complex and building something that will be used by 100,000 people simultaneously isn’t easy.

    There is some truth to this too.

    Making an MMO maintainable by the userbase might be complicated. But way more common are games that could easily have LAN based multiplayer but the company decides not to add it, or even singleplayer games that require an internet connection, just so the company can put limits on how and when the game is played.