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Quandoom: A port of DOOM for a quantum computer

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41–49 of 49 posts

Re: Quandoom: A port of DOOM for a quantum computer

#41
post #7

Earlier quoted context omitted.

Meanwhile, you can run the Z-Machine, at least up to v3 games (most of Infocom games) under a PostScript interpreter like PostScript. So, it might run under 1GB or ram and less.

The Z-machine could run under 64k or RAM, or less, back in the day. 1GB is probably more than you'd need to store all the Infocom releases!

All Infocom releases PLUS all scanned manuals and Invisiclues...

Re: Quandoom: A port of DOOM for a quantum computer

#42

The interesting part of this project is compiling doom into a weird target architecture: a .qasm circuit file. This requires you to do things like decompose additions into TOFFOLI gates. But the code in the repo doesn't include that part, it only includes the code for interpreting the circuit and the produced qasm file. The author is aware of this (from the readme): > For now I'm still tidying up the engine code, but…

> You could maybe make it so that enemies in rooms not being rendered were undergoing a quantum walk, so their positions behaved sort of analogous to an electron in a potential well. So entering the room at different times would result in different distributions of positions.

I look forward to the day Nintendo sues a student for their quantum pokemon clone

Re: Quandoom: A port of DOOM for a quantum computer

#43

I was all on board until I saw the video. Black and white! Has this been designed for a quantum gameboy? I don't think you can claim this to be truly useful until you've achieved 8 bit colour depth.

pfft gameboy, this was clearly designed to run on a quantum virtualboy

Re: Quandoom: A port of DOOM for a quantum computer

#45
post #30

The interesting part of this project is compiling doom into a weird target architecture: a .qasm circuit file. This requires you to do things like decompose additions into TOFFOLI gates. But the code in the repo doesn't include that part, it only includes the code for interpreting the circuit and the produced qasm file. The author is aware of this (from the readme): > For now I'm still tidying up the engine code, but…

> Given that there's only 174 qubytes of storage (72376 qubits total - 6986 qubits ancilla - 64Kqb screen) it's clear that almost the entire world state is in the series of gates rather than in qubits. So, like, the wall locations are probably implicit in the series of instructions rather than being data-driven, so you wouldn't be able to make a wall that was in a superposition of two places. I'm also wondering how m…

Well, certainly, no computation has ever been quantum in nature or concrete reality.

I guess it’s fun to imagine or simulate though.

Re: Quandoom: A port of DOOM for a quantum computer

#46
post #27

I was all on board until I saw the video. Black and white! Has this been designed for a quantum gameboy? I don't think you can claim this to be truly useful until you've achieved 8 bit colour depth.

Gameboy wasn't black and white, it was a mushy greenish gray. Thank you very much. I've seen some nice monochrome screens with 8-bit depth, but the Gameboy was only 2-bits. Maybe you could do some time based dithering...

[deleted]

Re: Quandoom: A port of DOOM for a quantum computer

#47
post #32

Earlier quoted context omitted.

The Z-machine could run under 64k or RAM, or less, back in the day. 1GB is probably more than you'd need to store all the Infocom releases!

I know, there are even ports for the original Game Boy (not even the Color, the less powerful B/W one). I ran Calypso and Tristam Island on these as an experiment. But I meant 1GB for the quantum computer OFC.

I've never seen the GB port. Are you sure? A quick google didn't return anything.

Re: Quandoom: A port of DOOM for a quantum computer

#48

The interesting part of this project is compiling doom into a weird target architecture: a .qasm circuit file. This requires you to do things like decompose additions into TOFFOLI gates. But the code in the repo doesn't include that part, it only includes the code for interpreting the circuit and the produced qasm file. The author is aware of this (from the readme): > For now I'm still tidying up the engine code, but…

cyberdemons in superposition? no thanks :O

Re: Quandoom: A port of DOOM for a quantum computer

#49
post #20

Quantum computers are a superset of normal computers, so im not sure what the fuss is here.

This is not strictly correct. Quantum computers can do some things normal computers can't, but the reverse is also true.

i think essentially it's translating from classical logic gates operations to these weird gate types they have on quantum computers. This atleast, i think, is what 'compilers' do which target quantum computers or simulations.

https://en.wikipedia.org/wiki/Quantum_logic_gate

There's a few types, and I imagine most things can be translated between them.

I think the most things are possible between the two, either will just be faster / more optimized for certain things, so it's less ideal to pick one or the other depending on what you're doing.

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