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LAMARR Efficient Light Source Placement using Quantum Computing tU teetmische universtat Fraunhofer Distance between floor tiles is detined as the fewest rom noise voxespace illustration of the game- specific distance functon Light level decreases linearly with distance; multiple ated with the max function withTss VSES The main optimization problem is to light up all floor ties to a given minimum light level using as few torches as possible estrines Binary Opinication (QUBO) is a of Model iti To bring above pro oblem into QUBO form, we assign fixed indices 1 . n to all floor tiles. al raisin ary variable x to c each tile, which res if a i torch is placed on it This way, a torch placement is re presented by a binary of size n. To use as few torches as possible, we need to if nice more To formulate our constraints, we first define a matrix D u whose entries are Ay -1(45.5) S Lank 6 – Lain), Vi,J (n) Now, to ensure that tiles are property lit, we need to ensure the following vi 27d, (Da), 21 subject to Da 1 optimization problem with n inequality constraints. As QUBO, by definition , we use ADMM to Integrate the constraints into a ing Lagrange multipliers, which we earn a single unconstrained Algorithms 1 Alternating Direction Method of Multipliers (ADM? tagange mutticlars A and u, which we then Solvable or Quantum computer nerated from Perlin noise. Those Instances with few le results with no constraint violations, using b. – QA