Possible Q# integration?

So I just heard this is a thing…

…and had the idea of “tricking” my kid into learning some quantum computing by creating some lil’ games. She’s been mentioning she’d like to make one lately after seeing dad tinker around for years and I think it’d be fun to teach her how to use these new “qubits” as variables for the functions.

From what I gathered from the new videos and documentation Q# classes work with C# by design and use simulated entangled particles to do their thing so my thoughts were something like…

1: A simple 2D movement script written in C# sends a mssg to a Q# class about what WASD button is being held down-

2: The Q# class mssgs it virtual “entangled particles” system and alters a single qubit’s value based on what WASD variable was passed through (fun fact: a single qubit holds the same info of two bits if I’m understanding this right)-

3: The Q# passes the qubit’s value back to the C# movement class-

4: Character movement is based off the value of the received qubit’s value-

5: Boom…kids making lil games written in a friggin’ quantum computing language!

Now I know I know what I have in mind is unnecessarily inefficient but I’m thinking that’s some serious teaching potential and would looooove to do this.

So um…“nudge nudge” official Unity devs lol.

I imagine by the time this starts turning mainstream having an integrated, functional,community tested class library would be pretty damn advantageous “nudge…”

Thoughts?

Way, way down the line.

You should check the requirements. It needs about 1GB RAM per qubit. A gigabyte here, a gigabyte there - it all adds up to some serious memory usage when you also add a game to it :slight_smile:

Yeah they are RAM hungry for sure, saw in that video 40 (I could be off my count) qubits require 32gb and 41 require 64gb.

I imagine keeping track of maybe 4 or so qubit-states would give the opportunity to get used to toying with the concepts. Not having every function be dependent on Q# but put it in where it fits…given they have four states per qubit maybe one for WASD movement, one that is updated periodically for changing seasons…etc’

Yeah it would be resource heavy lol but worth it imo.

…also wouldn’t this mean there needs to be a new “Hexidecimal-ish” standard for qubits like there is for bits/bytes?

Most machine learning systems have a separate client for doing queries that is much lighter weight. You wouldn’t want to actually do the training in Unity regardless of what system you used. And once you abstract stuff out you probably just want a simple api call from unity to a server to get the information you actually care about. Which means you don’t need any machine learning specific code in Unity.

Makes sense, and tbh you could just use the Visual Studio Q# as intended. I just thought the allure of making lil’ games (which Unity makes easy) could be a good intro and maybe others would dig some integration…but yeah I s’pose it really don’t make sense as something to be literally coded via Unity given what this is likely gonna be used for.

Coming in Unity 2117.0.b1

how about you buy a quantum computer first? Your idea is like using paper and pencil to learn creating Unity games

Qbits modeled as quantum dots can be created using traditional chip making techniques in a recent breakthrough. If you add a qbit then the amount of calculating power is squared as opposed to linear. Get 50 qbits and you have more calculating power than atoms in the universe…to slam metaphorical ratios around…Both neural network chips and quantum computing simulator chips will be available alongside CPU’s and GPU’s in the near future. Since an adiabatic quantum computer is fed data and algorithms that cause bit flipping and then settle into a rest state I am thinking that this may be the route to solving unbiased rendering as it is similar in that it converges into a rest state or final render which is as close to actual light transport as can be shown on a monitor. How to even start going about that i have no clue. i am still trying to digest the implications of Shor’s Algorithm.