Refactor the intro to numerical results

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2026-05-02 10:38:51 +02:00
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@@ -1114,32 +1114,16 @@ messages, pass decimation info}
\section{Numerical Results} \section{Numerical Results}
\label{sec:Numerical Results} \label{sec:Numerical Results}
% Simulation setup % Intro
In this section, we perform numerical experiments to evaluate the In this section, we perform numerical experiments to evaluate the
modification to sliding-window decoding we introduced in modification to sliding-window decoding we introduced in
\Cref{sec:warm_start_bp}. \Cref{sec:warm_start_bp}.
We chose to carry out our simulations on \ac{bb} codes, as they have For the practical aspects of implementation, several layers of
recently emerged as particularly promising candidates for practical abstraction must be considered.
\ac{qec}, offering high encoding rates and large minimum distances
while admitting short-depth syndrome extraction circuits
\cite[Sec.~1]{bravyi_high-threshold_2024}.
Specifically, we chose the $\llbracket 144, 12, 12 \rrbracket$ BB
code, as it represents a good trade-off between code size and
simulation tractability \cite{gong_toward_2024}.
We employ standard circuit-based depolarizing noise as described in
\Cref{subsec:Choice of Noise Model}, and report performance in terms
of the per-round \ac{ler} as defined in
\Cref{subsec:Per-Round Logical Error Rate}.
All datapoints have been generated by simulating at least $200$
logical error events.
\content{Mention the number of syndrome extraction rounds}
% Software stack: Layer 1 % Software stack: Layer 1
For the practical aspects of implementation, several layers of
abstraction must be considered.
The lowest layer is the circuit-level simulator. The lowest layer is the circuit-level simulator.
This serves as the backbone of all further simulations, handling the This serves as the backbone of all further simulations, handling the
quantum mechanical aspects of the system, including the modeling of quantum mechanical aspects of the system, including the modeling of
@@ -1183,6 +1167,29 @@ reimplementation in Rust to achieve higher simulation speeds due to
the compiled nature of the language. the compiled nature of the language.
We reimplemented both the window splitting and the decoders themselves. We reimplemented both the window splitting and the decoders themselves.
% Simulation setup
We chose to carry out our simulations on \ac{bb} codes, as they have
recently emerged as particularly promising candidates for practical
\ac{qec}, offering high encoding rates and large minimum distances
while admitting short-depth syndrome extraction circuits
\cite[Sec.~1]{bravyi_high-threshold_2024}.
Specifically, we chose the $\llbracket 144, 12, 12 \rrbracket$ BB
code, as it represents a good trade-off between code size and
simulation tractability.
For the generation of the \ac{dem} we set the number of syndrome
extraction rounds to $12$, similarly to \cite{gong_toward_2024}, and
we defined our detectors as in the example in
\Cref{subsec:Detector Error Matrix}.
We employed circuit-lose noise as described in
\Cref{subsec:Choice of Noise Model} as our noise model, specifically standard
ciruit-based depolarizing noise \cite[Sec.~VIII]{fowler_high-threshold_2009},
i.e., all error locations in the circuit get assigned the same
physical error probability.
We report performance in terms of the per-round \ac{ler} as defined
in \Cref{subsec:Per-Round Logical Error Rate} and all datapoints were
generated by simulating at least $200$ logical error events.
%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%
\subsection{Belief Propagation} \subsection{Belief Propagation}
\label{subsec:Belief Propagation} \label{subsec:Belief Propagation}