Documentation

MIPRE.Background.QLD.CLPresentation

The actual three-level Pauli question presentations #

The ambient coordinates are precisely the two points, the seed, the raw direction, and the two scalars in Content. The presentation reads the seed, then the selected direction, then the point and scalar registers. Its full evaluation is the question map of the existing twenty-six-type Pauli game. These are concrete field-valued presentations; uniform binary execution is a separate layer.

The 3m+3 field coordinates in the actual Pauli sample.

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    def MIPRE.QLD.PauliCL.instDecidableEqCoord.decEq {m✝ : ℕ} (x✝ x✝¹ : Coord m✝) :
    Decidable (x✝ = x✝¹)
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        def MIPRE.QLD.PauliCL.vectorContent {F : Type u_1} {m : ℕ} (x : Coord m → F) :
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          def MIPRE.QLD.PauliCL.contentEquiv {F : Type u_1} {m : ℕ} :
          Content F m ≃ (Coord m → F)
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            noncomputable def MIPRE.QLD.PauliCL.directionSet (m : ℕ) :
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              def MIPRE.QLD.PauliCL.pointMap {F : Type u_1} [Field F] {m : ℕ} (W : Bas) (L : (Fin m → F) →ₗ[F] Fin m → F) :

              A point-register linear map, zero on all other content coordinates.

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                  @[simp]
                  theorem MIPRE.QLD.PauliCL.pointMap_apply {F : Type u_1} [Field F] [Fintype F] [DecidableEq F] {m : ℕ} (W : Bas) (L : (Fin m → F) →ₗ[F] Fin m → F) (x : Coord m → F) (c : Coord m) :
                  (pointMap W L) x c = match c with | Coord.point W' i => if W' = W then L (fun (j : Fin m) => x (Coord.point W j)) i else 0 | x => 0
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                  theorem MIPRE.QLD.PauliCL.directionMap_apply {F : Type u_1} [Field F] [Fintype F] [DecidableEq F] {m : ℕ} (i : Fin m) (x : Coord m → F) (c : Coord m) :
                  (directionMap i) x c = match c with | Coord.direction j => if j < i then 0 else x (Coord.direction j) | x => 0
                  noncomputable def MIPRE.QLD.PauliCL.presentation {F : Type u_1} [Field F] [Fintype F] {m : ℕ} [NeZero m] (hm : m ∣ Fintype.card F) (t : Ty) :
                  CL.CLFun F (Coord m) 3

                  All twenty-six full question maps, with an explicit three-stage register partition. Trivial stages are retained for the lower-level question types.

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                    Full evaluation produces exactly the seeded question in QLD.Game, including its seed-dependent diagonal direction and canonical base point.

                    theorem MIPRE.QLD.PauliCL.presentation_pauli_eval {F : Type u_1} [Field F] [Fintype F] [DecidableEq F] {m : ℕ} [NeZero m] (hm : m ∣ Fintype.card F) (W : Bas) (x : Coord m → F) :

                    Full Pauli questions have the literal zero content needed by the introspection sampling and first-hiding edges.

                    def MIPRE.QLD.PauliCL.sampleEquiv {F : Type u_1} {m : ℕ} :
                    Sample F m ≃ TyEdge × (Coord m → F)

                    Numbering the existing random content preserves its uniform law.

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                      theorem MIPRE.QLD.PauliCL.qldGame_mu_presentation {F : Type u_1} [Field F] [Fintype F] [DecidableEq F] {m : ℕ} [NeZero m] [Algebra (ZMod 2) F] {d : ℕ} (hm : m ∣ Fintype.card F) (x y : Question F m) :
                      (qldGame hm).μ x y = SampledGame.dist (fun (p : TyEdge × (Coord m → F)) => questionOfVector (↑p.1).1 ((presentation hm (↑p.1).1).eval p.2)) (fun (p : TyEdge × (Coord m → F)) => questionOfVector (↑p.1).2 ((presentation hm (↑p.1).2).eval p.2)) x y

                      The actual Pauli game's question law is generated by the constructed CL family, using a uniformly chosen graph edge and a common ambient vector.