Introduction to QUDO, Tensor QUDO and HOBO formulations: Qudits, Equivalences, Knapsack Problem, Traveling Salesman Problem and Combinatorial Games

This paper introduces and reviews QUDO, T-QUDO, and HOBO formulations for combinatorial optimization, demonstrating their explicit encodings and applications to problems like the knapsack and traveling salesman problems, as well as various logic games, to facilitate their use in quantum and quantum-inspired algorithms.

Original authors: Alejandro Mata Ali

Published 2026-05-04
📖 6 min read🧠 Deep dive

Original authors: Alejandro Mata Ali

Original paper licensed under CC BY 4.0 (http://creativecommons.org/licenses/by/4.0/). This is an AI-generated explanation of the paper below. It is not written or endorsed by the authors. For technical accuracy, refer to the original paper. Read full disclaimer

Imagine you are trying to solve a massive, complicated puzzle. In the world of computers, this is called combinatorial optimization. It's like trying to find the single best way to arrange a set of items to get the highest score, while following strict rules.

For a long time, computers have been taught to solve these puzzles using a specific language called QUBO (Quadratic Unconstrained Binary Optimization). Think of QUBO as a strict language where every piece of the puzzle can only be in one of two states: ON or OFF (like a light switch). While this works for many things, it's often like trying to describe a complex painting using only black and white pixels. You have to use thousands of tiny switches to represent just one color, which makes the puzzle huge and hard to solve.

This paper introduces three new, more flexible "languages" that allow computers to speak in richer colors, making it easier to solve these puzzles. The author, Alejandro Mata Ali, shows how these new languages work using famous math problems and logic games.

Here is a breakdown of the three new languages and the games used to test them:

1. QUDO: The "Dial" Instead of the "Switch"

The Concept:
In the old QUBO language, variables are binary switches (0 or 1). QUDO (Quadratic Unconstrained D-ary Optimization) upgrades these switches to dials. Instead of just being ON or OFF, a dial can be set to any number from 0 up to a specific limit (like a volume knob that goes from 0 to 10).

The Analogy:
Imagine you are packing a suitcase.

  • QUBO approach: You have to decide for every single sock, shirt, and pair of shoes whether to pack it (1) or not (0). If you want to pack 5 shirts, you need 5 separate switches.
  • QUDO approach: You have a single dial for "Shirts." You just turn the dial to "5," and the computer knows you are packing five shirts.

The Paper's Examples:

  • The Knapsack Problem: This is the classic "what fits in the bag" puzzle. The paper shows that using QUDO dials is much more efficient than using hundreds of binary switches to count how many items of each type you take.
  • Hashiwokakero (Bridges): A puzzle where you connect islands with bridges. Since you can build 0, 1, or 2 bridges between islands, a dial (0, 1, or 2) fits the problem perfectly, whereas binary switches would require extra tricks to count up to 2.

2. T-QUDO: The "Smart Relationship" Map

The Concept:
Sometimes, the rules of a puzzle aren't just about the value of one dial, but about the relationship between two dials. T-QUDO (Tensor QUDO) is a language that understands these complex relationships directly.

The Analogy:
Imagine a party where you have to seat guests.

  • QUDO: You can tell the computer, "Guest A is happy if they sit in Chair 1."
  • T-QUDO: You can tell the computer, "Guest A is happy if they sit in Chair 1 AND Guest B sits in Chair 3. But if Guest B sits in Chair 4, Guest A gets angry."
    T-QUDO allows the computer to understand these specific "if-then" pairings without needing to break them down into tiny, clumsy binary steps.

The Paper's Examples:

  • Traveling Salesman Problem: A salesman must visit every city exactly once. T-QUDO makes it easy to say, "If you are in City A at step 1, you cannot be in City A at step 2."
  • N-Queens: The goal is to place queens on a chessboard so none attack each other. T-QUDO handles the rule "If Queen A is in Row 1, Column 3, then Queen B cannot be in Row 2, Column 4" very naturally.
  • Kakuro & Inshi no Heya: These are number puzzles (like Sudoku but with sums and products). T-QUDO allows the computer to check sums and products of groups of numbers directly, rather than forcing them into binary math.

3. HOBO: The "Group Hug"

The Concept:
Sometimes, a rule involves three or more variables acting together at once. HOBO (Higher-Order Binary Optimization) is a language that allows variables to interact in groups, not just pairs.

The Analogy:
Imagine a game of musical chairs.

  • Binary/Pairwise: You can only check if Person A is sitting next to Person B.
  • HOBO: You can check if Person A, Person B, and Person C are all sitting in a specific triangle formation at the same time. It captures the "group dynamic" in one go.

The Paper's Example:

  • Peg Solitaire: This is the game where you jump pegs over each other to remove them. A move involves three specific spots: the starting peg, the jumped peg, and the landing spot. HOBO is perfect for describing this three-way interaction in a single step, making the solution much cleaner.

Why Does This Matter?

The paper argues that while these new languages (QUDO, T-QUDO, HOBO) are more complex to learn than the old binary language, they are often much more efficient for specific types of problems.

  • Less Clutter: They use fewer variables (fewer "switches" or "dials") to describe the same problem.
  • Better Hardware: The paper notes that future quantum computers (which use "qudits" instead of just "qubits") are being built to speak these languages natively. By formulating problems this way now, we are preparing for that future hardware.
  • The Trade-off: You can translate these new languages back into the old binary language (QUBO), but it often makes the problem bigger and messier. It's like translating a poem from English to a language with only 26 letters, then trying to force it back into English—it loses its elegance.

Summary

The paper is a guidebook for mathematicians and computer scientists. It says: "Stop trying to force every complex problem into a simple ON/OFF box. Sometimes, you need a dial (QUDO), a relationship map (T-QUDO), or a group hug (HOBO) to solve the puzzle efficiently."

The author proves this by taking difficult logic games (like Hashiwokakero, N-Queens, and Peg Solitaire) and showing how these new formulations solve them with fewer resources and clearer rules than the traditional methods.

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