Quantum Backtracking in Qrisp Applied to Sudoku Problems
Raphael Seidel, René Zander, Matic Petrič, Niklas Steinmann, David Q. Liu, Nikolay Tcholtchev, Manfred Hauswirth
TL;DR
This work systematically implements Montanaro's quantum backtracking algorithm within the Qrisp framework and demonstrates its applicability to Sudoku. By encoding backtracking as a quantum walk with accept/reject oracles, the authors provide a complete pipeline including psi_prep, qstep_diffuser, and phase-estimation-based search, together with Sudoku-specific encodings via graph coloring and batched checks. They show practical feasibility by simulating 4x4 Sudoku instances with up to 9 empty cells on IBM's MPS backend, using 91 qubits and a circuit depth of 3968 for the hardest case, and make the code publicly available. The combination of high-level software engineering, phase-tolerant synthesis, and modular backtracking primitives highlights a viable path toward scalable quantum optimization for CSPs and complex search problems.
Abstract
The quantum backtracking algorithm proposed by Ashley Montanaro raised considerable interest, as it provides a quantum speed-up for a large class of classical optimization algorithms. It does not suffer from Barren-Plateaus and transfers well into the fault-tolerant era, as it requires only a limited number of arbitrary angle gates. Despite its potential, the algorithm has seen limited implementation efforts, presumably due to its abstract formulation. In this work, we provide a detailed instruction on implementing the quantum step operator for arbitrary backtracking instances. For a single controlled diffuser of a binary backtracking tree with depth n, our implementation requires only $6n+14$ CX gates. We detail the process of constructing accept and reject oracles for Sudoku problems using our interface to quantum backtracking. The presented code is written using Qrisp, a high-level quantum programming language, making it executable on most current physical backends and simulators. Subsequently, we perform several simulator based experiments and demonstrate solving 4x4 Sudoku instances with up to 9 empty fields. This is, to the best of our knowledge, the first instance of a compilable implementation of this generality, marking a significant and exciting step forward in quantum software engineering.
