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.
MIPRE.Tailored.TailoredGame X: a game on the question setXwhose questionxhaslenR xreadable andlenL xlinear formal variables, and whose decision is given by controlled linear constraints: for questionsx, yand readable answersa^R, b^R, a listcons x y a^R b^Rof vectors overS_x ⊔ S_y ⊔ {J}. The answers are bit strings, the answer atxof length exactlylen x = lenR x + lenL x, readable bits first.TailoredGame.Accepts: the paper's canonical decider (II:1757–1787): both answers have the right length, and every constraintcsatisfies⟨c, a b 1⟩ = 0overF₂(Satisfies), the last coordinateJbeing set to1. The empty list accepts,[rejectConstraint _]rejects.TailoredGame.toGame,valStar: the bipartite game, with answers the bit strings of length at mostmaxLen, and its quantum value. Answers of the wrong length are rejected, so the alphabet is the paper'sF₂^{S_x}up to answers that lose.TailoredGame.doubled: the game on the doubled question set, Alice asked(false, x)and Bob(true, y)— again a tailored game, bipartite, with no weight on loops; it is the game in which the pipeline's completeness clauses are read, asVerifier.HasPerfectPCCreads the completeness of the existing pipeline onVerifier.doubledGame.PermStrategy,HasPerfectZPC(II:1043–1057, II:1279–1283): a strategy whose observables are signed permutation matrices — one per formal variable, involutions, commuting at each question — with diagonal observables for the readable variables (Z-aligned) and commuting across the edges of positive weight (commuting along edges); its measurements are the Fourier transformsP^x_a = ∏_i (1 + (-1)^{a_i} U(x, i)) / 2, and it is perfect when its value is1. The answer alphabet atxis literallyF₂^{len x}here, as in the paper.
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.
Equations
- MIPRE.Tailored.Satisfies c v = (List.length c = List.length v ∧ Even (List.count true (List.zipWith (fun (x1 x2 : Bool) => x1 && x2) c v)))
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Equations
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 #
A tailored game (II:1243) on the finite question set X.
- μ : X → X → ℝ
The probability of the question pair
(x, y). - 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 atx(readable, then linear), those aty, and the affine coordinateJ.
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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.
Equations
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- G.instDecidableAccepts x y a b = id inferInstance
The bipartite game: answers the bit strings of length at most maxLen, accepted by the
canonical decider.
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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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- One or more equations did not get rendered due to their size.
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Z-aligned permutation strategies commuting along edges #
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.
Equations
- MIPRE.Tailored.signedPermMatrix σ s i j = if σ j = i then MIPRE.Tailored.bitSign (s j) else 0
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A signed permutation matrix.
Equations
- MIPRE.Tailored.IsSignedPerm M = ∃ (σ : Equiv.Perm Ω) (s : Ω → Bool), M = MIPRE.Tailored.signedPermMatrix σ s
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The factor (1 + (-1)^b u) / 2 of a Fourier transform: for an involution u, the
projection onto its (-1)^b-eigenspace.
Equations
- MIPRE.Tailored.fourierFactor u b = (1 / 2) • (1 + MIPRE.Tailored.bitSign b • u)
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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).
Equations
- MIPRE.Tailored.fourierProj U a = (List.map (fun (i : Fin k) => MIPRE.Tailored.fourierFactor (U i) (a i)) (List.finRange k)).prod
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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.
- m : ℕ
The dimension.
The observables.
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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}.
Equations
- S.proj x a = MIPRE.Tailored.fourierProj (S.U x) a
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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.
Equations
- One or more equations did not get rendered due to their size.
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The game has a perfect Z-aligned permutation strategy commuting along edges (II:1279).
Equations
- G.HasPerfectZPC = ∃ (S : MIPRE.Tailored.PermStrategy G), S.value = 1
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The trivial strategy #
½(1 + 1) = 1, a factor of the measurement at the answer bit 0 of an observable equal
to the identity.
½(1 - 1) = 0, the factor at the answer bit 1.
The trivial permutation strategy: one dimension, every observable the identity.
Equations
- One or more equations did not get rendered due to their size.
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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.