Teleportation Game: Quantum Teleportation in Multi-Agent Systems for Interactive Music
Authors: Eduardo Reck Miranda, Scott Yeiichi Oshiro
Organizations: University of Plymouth, Interdisciplinary Centre for Computer Music Research (CCMR), Plymouth, UK · Stanford University, Anesthesiology, Perioperative and Pain Medicine, Stanford, CA, USA
Abstract
This paper introduces an interactive music system with quantum musical agents that communicate by teleporting quantum states to one another. Human performers interact in real time with agents whose melodic and rhythmic behaviours are encoded as quantum states using Single Qubit Probability Amplitude Modulation (SQPAM) and structured through Quantum Phase Estimation (QPE). Up to three agents are combined within a single quantum circuit, with directed communication via quantum teleportation. We are interested in supporting ambiguous, transformative interactions reminiscent of free Jazz improvisation. Therefore, rather than treating noise and decoherence as limitations, the system embraces NISQ-era constraints as creative affordances, framing agent communication as quantum whispers, that is, deliberate, musically expressive imperfections in state transfer. We provide demonstrations and analyses based on melodic correlation, pitch-set distance, and state fidelity, where a continuum between imitation and divergence can be observed. We developed a tunable interpretation method to assess how agents reinterpret teleported states. This work positions teleportation as a promising interaction mechanism for agent-based quantum computer music and outlines future directions toward distributed ensembles connected via the Quantum Internet.
Quantum computing instructors face a compounding problem: the concepts are counterintuitive, the mathematical formalism is dense, and qualified faculty are scarce outside a small number of well-resourced institutions. Our prior work introduced a knowledge-graph-augmented tutoring prototype with two specialized LLM agents: a Teaching Agent for dynamic interaction and a Lesson Planning Agent for lesson generation. Validated on simulated runs rather than in a real course, that prototype left open whether more aggressive agent specialization would be needed to handle the full range of quantum education tasks under real student load. This paper answers the three questions that the prototype could not answer. Can agent specialization solve the reliability problem in a domain as technically demanding as quantum information science? Can the system run in a real course, not a demonstration? Does the instructor gain actionable intelligence from the deployment? We present ITAS (Intelligent Teaching Assistant System), a multi-agent tutoring system built around four contributions: a five-module QIS curriculum grounded in Watrous's information-first framework, a Spoke-and-Wheel teaching architecture with quantum-specialized agents, a cloud infrastructure designed for production use and regulatory compliance, and a conversational analytics layer for instructors and content developers. Piloted in a quantum computing course at Old Dominion University, the system supports all three answers: deployment evidence is consistent with specialization addressing the task-boundary failures observed in the prototype, cloud infrastructure supports classroom-scale concurrency at sub-textbook cost, and the analytics agent surfaces curriculum gaps the instructor could not otherwise see.
Cooperative multi-agent reinforcement learning is well suited to problems with large parameter spaces and exploitable local structure, such as the tuning of electrostatically-defined quantum-dot arrays. However, if parameter cross-talk is strong, a non-stationary environment from the perspective of any individual agent can destabilize learning - the same effect that plagues manual tuning of such systems. We propose using a factored representation of the action space, learned online, to decouple agents and minimize their interference. Our framework, QADAPT, uses this factorization to efficiently learn shared policies based on local measurements and rewards. With this modular strategy, we achieve zero-shot generalization to unseen quantum device sizes and maintain an approximately constant number of convergence steps to reach target regimes. This work provides a scalable route toward the rapid calibration of large-scale quantum processors.
Edwin De Nicolo, Rahul Marchand, Cornelius Carlsson +2
We introduce \emph{Quantum Frog}, a two-player cooperative game built on a novel \emph{quantized-time} mechanic in which the environment advances only when a player acts. Inspired by the classic arcade game Frogger, Quantum Frog requires two frogs to cross an 8×8 grid of traffic and reach the far side together. We use reinforcement learning (RL) as an analytical lens to answer four design questions: (1) how does game difficulty scale with traffic density, (2) what is the optimal single-agent policy and why, (3) how large is the cooperation gap between independent and cooperative two-agent play, and (4) what joint strategy emerges when agents are incentivised to cooperate? We train agents through five escalating stages, Tabular Q-Learning, Deep Q-Network (\DQN), Independent \DQN~(\IDQN), and Multi-Agent Proximal Policy Optimisation (\MAPPO\ with a centralised critic), evaluating each against traffic densities of one to six cars. Our key findings are: (i) the quantized-time mechanic makes a \emph{rush strategy} (moving directly upward at every step) universally optimal, as time exposure to traffic is minimised; (ii) adding an uncoordinated second player is harder than sextupling the traffic for a single expert player; (iii) cooperative training recovers +32--34 percentage points of joint success rate relative to independent agents and reduces episode length from ∼90 to ∼6 steps; and (iv) the emergent cooperative strategy is synchronised rushing, not complex positional coordination, illustrating that shared incentives alone suffice to align agents in time-critical cooperative tasks. These findings provide concrete, empirically grounded guidance for the commercial design of Quantum Frog and offer broader insights into the role of environment mechanics in shaping multi-agent learning dynamics.