Efficient techniques to GPU Accelerations of Multi-Shot Quantum
Computing Simulations
- URL: http://arxiv.org/abs/2308.03399v1
- Date: Mon, 7 Aug 2023 08:32:36 GMT
- Title: Efficient techniques to GPU Accelerations of Multi-Shot Quantum
Computing Simulations
- Authors: Jun Doi, Hiroshi Horii, Christopher Wood
- Abstract summary: Current quantum computers are limited because of computer resources, hardware limits, instability, and noises.
Improving quantum computing simulation performance in classical computers will contribute to the development of quantum computers and their algorithms.
- Score: 0.0
- License: http://arxiv.org/licenses/nonexclusive-distrib/1.0/
- Abstract: Quantum computers are becoming practical for computing numerous applications.
However, simulating quantum computing on classical computers is still demanding
yet useful because current quantum computers are limited because of computer
resources, hardware limits, instability, and noises. Improving quantum
computing simulation performance in classical computers will contribute to the
development of quantum computers and their algorithms. Quantum computing
simulations on classical computers require long performance times, especially
for quantum circuits with a large number of qubits or when simulating a large
number of shots for noise simulations or circuits with intermediate measures.
Graphical processing units (GPU) are suitable to accelerate quantum computer
simulations by exploiting their computational power and high bandwidth memory
and they have a large advantage in simulating relatively larger qubits
circuits. However, GPUs are inefficient at simulating multi-shots runs with
noises because the randomness prevents highly parallelization. In addition,
GPUs have a disadvantage in simulating circuits with a small number of qubits
because of the large overheads in GPU kernel execution. In this paper, we
introduce optimization techniques for multi-shot simulations on GPUs. We gather
multiple shots of simulations into a single GPU kernel execution to reduce
overheads by scheduling randomness caused by noises. In addition, we introduce
shot-branching that reduces calculations and memory usage for multi-shot
simulations. By using these techniques, we speed up x10 from previous
implementations.
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