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MIPRE.Tailored.MagicSquare

The Magic Square game has a perfect ZPC strategy #

Paper II, Examples 2.13–2.14 (II:1300–1370): the Mermin–Peres Magic Square, as a linear constraint system game tailored with all variables unreadable, has a perfect Z-aligned permutation strategy commuting along edges, on the signed set (F₂²)_± of eight points — while the system itself has no solution, so the game has no perfect classical strategy, and no perfect ZPC strategy when tailored with all variables readable (Remark II:1250). This is the non-vacuity witness of plan §5, Phase 1: perfect ZPC strategies are not classical strategies in disguise.

The game #

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The constraints: rows (false, r) and columns (true, c).

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    The variables: the cells of the grid.

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      The questions: a constraint, or a cell.

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        The t-th cell of a constraint.

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          The parity of a constraint: rows sum to 0, columns to 1 (II:1342).

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            An edge joins a constraint to one of its cells.

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              theorem MIPRE.Tailored.MagicSquare.isEdge_iff {x y : Question} :
              isEdge x y = true ↔ ∃ (c : Cons) (t : Fin 3), x = Sum.inl c ∧ y = Sum.inr (cell c t)

              The number of linear variables: three at a constraint, one at a cell.

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                The two constraints of an edge (c, v), over the variables of c, of v, and J: consistency, a_t + b = 0 for the position t of v in c; and the constraint itself, a₀ + a₁ + a₂ + parity = 0.

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                  The Magic Square game (II:1335), tailored with all variables unreadable (II:1310).

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                    theorem MIPRE.Tailored.MagicSquare.edge_of_pos {x y : Question} (h : 0 < game.μ x y) :
                    ∃ (c : Cons) (t : Fin 3), x = Sum.inl c ∧ y = Sum.inr (cell c t)

                    The strategy #

                    The bit flip X on one bit.

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                      The conditional sign flip Z on one bit.

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                        g ⊗ h on two bits, as a signed permutation of Fin 4.

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                          The paper's grid (II:1363): X ⊗ I, I ⊗ X, XX; I ⊗ Z, Z ⊗ I, ZZ; and minus the products of the first two rows' cells.

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                            theorem MIPRE.Tailored.MagicSquare.obs_comm (c : Cons) (t t' : Fin 3) :
                            obs (cell c t) * obs (cell c t') = obs (cell c t') * obs (cell c t)
                            theorem MIPRE.Tailored.MagicSquare.obs_consistency (c : Cons) (t : Fin 3) :
                            (List.map (fun (i : Fin 3) => if decide (cell c i = cell c t) = true then obs (cell c i) else 1) (List.finRange 3)).prod * (List.map (fun (x : Fin 1) => if true = true then obs (cell c t) else 1) (List.finRange 1)).prod = 1

                            The two linear constraints of each edge, as identities between signed permutations: consistency squares a cell's observable to Id; the rows multiply to Id and the columns to -Id.

                            The perfect ZPC strategy (II:1362): every variable is unreadable, so Z-alignment is vacuous.

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                              theorem MIPRE.Tailored.MagicSquare.obsChar_toMatrix {Ω : Type u_1} [Fintype Ω] [DecidableEq Ω] {k : ℕ} (g : Fin k → SignedPerm Ω) (α : Fin k → Bool) :
                              obsChar (fun (i : Fin k) => (g i).toMatrix) α = (List.map (fun (i : Fin k) => if α i = true then g i else 1) (List.finRange k)).prod.toMatrix

                              The observable of a linear constraint of signed permutation observables is the matrix of the product of the signed permutations.

                              The Magic Square game has a perfect ZPC strategy (II:1352).

                              Hence its quantum value is 1, through the doubled game (lem:zpc-pcc).