Documentation

MIPRE.Tailored.Game

Tailored games and Z-aligned permutation strategies #

Paper II of the Aldous–Lyons track (Bowen–Chapman–Vidick, arXiv:2501.00173), §2.2–2.4 (II:1008–1290); the plan is planning/aldous-lyons-track.md. This file is the library-side vocabulary of the track: the statement file MIPRE.TailoredGameValue has its own first-order copy, written against Mathlib only, which the library is to be bridged to.

One thing is proved, that the definitions are not vacuous: a game that accepts the all-zero answers has a perfect ZPC strategy, the trivial one (hasPerfectZPC_of_accepts_zero). Phase 1 of the plan proves that a permutation strategy is a synchronous strategy commuting on the support with the same value (ZPC → PCC), and the transports between this file and MIPRE.TailoredGameValue.

Linear constraints over F₂ #

A bit vector v satisfies the linear constraint c when they have the same length and ⟨c, v⟩ = 0 over F₂. A constraint of the wrong length is never satisfied, as the paper's canonical decider rejects malformed constraints.

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    The constraint J = 0 on d variables and the affine coordinate: never satisfied by a vector whose last coordinate is 1, so a constraint list containing it rejects.

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      A vector whose last coordinate is 1 never satisfies the rejecting constraint J = 0.

      Tailored games #

      structure MIPRE.Tailored.TailoredGame (X : Type u_1) [Fintype X] :
      Type u_1

      A tailored game (II:1243) on the finite question set X.

      • μ : X → X → ℝ

        The probability of the question pair (x, y).

      • μ_nonneg (x y : X) : 0 ≤ self.μ x y
      • μ_sum_one : ∑ x : X, ∑ y : X, self.μ x y = 1
      • lenR : X → ℕ

        The number of readable variables at a question.

      • lenL : X → ℕ

        The number of linear variables at a question.

      • cons : X → X → Cost.BitStr → Cost.BitStr → List Cost.BitStr

        The controlled linear constraints L_xy(a^R, b^R): vectors over the variables at x (readable, then linear), those at y, and the affine coordinate J.

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        def MIPRE.Tailored.TailoredGame.len {X : Type u_1} [Fintype X] (G : TailoredGame X) (x : X) :

        The number of variables at a question, the length of its answers.

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          The largest answer length.

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            def MIPRE.Tailored.TailoredGame.Accepts {X : Type u_1} [Fintype X] (G : TailoredGame X) (x y : X) (a b : Cost.BitStr) :

            The canonical decider (II:1757–1787): both answers have their lengths, and every constraint of L_xy(a^R, b^R) is satisfied by the two answers followed by J = 1.

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              @[instance_reducible]
              instance MIPRE.Tailored.TailoredGame.instDecidableAccepts {X : Type u_1} [Fintype X] (G : TailoredGame X) (x y : X) (a b : Cost.BitStr) :
              Decidable (G.Accepts x y a b)
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              The bipartite game: answers the bit strings of length at most maxLen, accepted by the canonical decider.

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                noncomputable def MIPRE.Tailored.TailoredGame.valStar {X : Type u_1} [Fintype X] (G : TailoredGame X) :

                The quantum value of a tailored game.

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                  The game on the doubled question set: Alice is asked (false, x), Bob (true, y), with the weight of (x, y); every other pair has no weight. The variables and constraints are those of the underlying questions.

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                    Z-aligned permutation strategies commuting along edges #

                    (-1)^b, as a complex number.

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                      def MIPRE.Tailored.signedPermMatrix {Ω : Type u_1} [DecidableEq Ω] (σ : Equiv.Perm Ω) (s : Ω → Bool) :
                      Matrix Ω Ω ℂ

                      The signed permutation matrix e_j ↦ (-1)^{s j} e_{σ j} (II:1043–1053): the action of the signed permutation (σ, s) of Ω_± = {±} × Ω on the anti-symmetric functions, in their standard basis. The combinatorial object and its algebra are MIPRE.Tailored.SignedPerm.

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                        def MIPRE.Tailored.IsSignedPerm {Ω : Type u_1} [DecidableEq Ω] (M : Matrix Ω Ω ℂ) :

                        A signed permutation matrix.

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                          noncomputable def MIPRE.Tailored.fourierFactor {R : Type u_1} [Ring R] [Algebra ℂ R] (u : R) (b : Bool) :
                          R

                          The factor (1 + (-1)^b u) / 2 of a Fourier transform: for an involution u, the projection onto its (-1)^b-eigenspace.

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                            noncomputable def MIPRE.Tailored.fourierProj {R : Type u_1} [Ring R] [Algebra ℂ R] {k : ℕ} (U : Fin k → R) (a : Fin k → Bool) :
                            R

                            The Fourier transform of a family of commuting involutions U (II:974, II:986): the projective measurement P_a = ∏_i (1 + (-1)^{a_i} U i) / 2, for a ∈ F₂^k, which is the projective form of the measurement whose observable form is U (MIPRE.Tailored.Fourier).

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                              structure MIPRE.Tailored.PermStrategy {X : Type u_1} [Fintype X] (G : TailoredGame X) :
                              Type u_1

                              A Z-aligned permutation strategy commuting along edges (II:1056, II:1279–1283) for a tailored game: on ℂ^m, an observable U x i for each variable i at each question x, a signed permutation matrix and an involution, the observables at a question commuting; the observables of the readable variables are diagonal, and the observables at the two ends of an edge of positive weight commute.

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                                noncomputable def MIPRE.Tailored.PermStrategy.proj {X : Type u_1} [Fintype X] {G : TailoredGame X} (S : PermStrategy G) (x : X) (a : Fin (G.len x) → Bool) :
                                Matrix (Fin S.m) (Fin S.m) ℂ

                                The measurement at x, the Fourier transform of the observables (II:974): P^x_a = ∏_i (1 + (-1)^{a_i} U(x, i)) / 2, for a ∈ F₂^{len x}.

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                                  noncomputable def MIPRE.Tailored.PermStrategy.value {X : Type u_1} [Fintype X] {G : TailoredGame X} (S : PermStrategy G) :

                                  The value of a permutation strategy (II:1130): the players answer (x, y) with (a, b) with probability Tr(P^x_a P^y_b) / m.

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                                    The game has a perfect Z-aligned permutation strategy commuting along edges (II:1279).

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                                      The trivial strategy #

                                      theorem MIPRE.Tailored.half_smul_one_add_one {n : Type u_2} [Fintype n] [DecidableEq n] :
                                      (1 / 2) • (1 + 1 • 1) = 1

                                      ½(1 + 1) = 1, a factor of the measurement at the answer bit 0 of an observable equal to the identity.

                                      theorem MIPRE.Tailored.half_smul_one_add_neg_one {n : Type u_2} [Fintype n] [DecidableEq n] :
                                      (1 / 2) • (1 + -1 • 1) = 0

                                      ½(1 - 1) = 0, the factor at the answer bit 1.

                                      theorem MIPRE.Tailored.trace_one_mul_one_div {m : ℕ} (hm : 0 < m) :
                                      (1 * 1).trace.re / ↑m = 1

                                      The normalized trace of the identity is 1.

                                      noncomputable def MIPRE.Tailored.PermStrategy.trivial {X : Type u_1} [Fintype X] (G : TailoredGame X) :

                                      The trivial permutation strategy: one dimension, every observable the identity.

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                                        theorem MIPRE.Tailored.PermStrategy.trivial_proj {X : Type u_1} [Fintype X] (G : TailoredGame X) (x : X) (a : Fin (G.len x) → Bool) :
                                        (trivial G).proj x a = if a = fun (x : Fin (G.len x)) => false then 1 else 0

                                        The trivial strategy answers 0 to every variable with certainty.

                                        theorem MIPRE.Tailored.hasPerfectZPC_of_accepts_zero {X : Type u_1} [Fintype X] (G : TailoredGame X) (h : ∀ (x y : X), 0 < G.μ x y → G.Accepts x y (List.replicate (G.len x) false) (List.replicate (G.len y) false)) :

                                        A game that accepts the all-zero answers has a perfect ZPC strategy (II:1148, the deterministic strategies): the trivial strategy. This is the case of the halting protocol in which the machine has halted (II:1978, item 1), and it shows the definitions are not vacuous.