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.
game: the questions are the six constraints (rows(false, r), columns(true, c)) and the nine cells; an edge joins a constraint to one of its three cells, with weight1/18; each edge checks consistency (a_t = b) and the constraint (a₀ + a₁ + a₂ = parity, rows0, columns1) as two linear constraints.obs: the paper's grid of signed permutations ofF₂² ≅ Fin 4(II:1363), built from the bit flippXand the conditional sign flippZon one bit. Its group identities — involutions, commuting along rows and columns, rows multiplying toIdand columns to-Id— are checked bydecide, in the groupSignedPerm (Fin 4), and transported to matrices bySignedPerm.toMatrixHom.strategy,value_strategy: the perfect ZPC strategy;hasPerfectZPC, and through the doubled gamevalStar_eq_one.
The game #
The constraints: rows (false, r) and columns (true, c).
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The variables: the cells of the grid.
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- MIPRE.Tailored.MagicSquare.Var = (Fin 3 × Fin 3)
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The questions: a constraint, or a cell.
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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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- MIPRE.Tailored.MagicSquare.isEdge (Sum.inl c) (Sum.inr v) = (List.finRange 3).any fun (t : Fin 3) => MIPRE.Tailored.MagicSquare.cell c t == v
- MIPRE.Tailored.MagicSquare.isEdge x✝¹ x✝ = false
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The number of linear variables: three at a constraint, one at a cell.
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- MIPRE.Tailored.MagicSquare.lenL (Sum.inl val) = 3
- MIPRE.Tailored.MagicSquare.lenL (Sum.inr val) = 1
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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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The strategy #
The bit flip X on one bit.
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- MIPRE.Tailored.MagicSquare.pX = { perm := Equiv.swap 0 1, sign := fun (x : Fin 2) => false }
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The conditional sign flip Z on one bit.
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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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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 observables at each question.
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- MIPRE.Tailored.MagicSquare.obsAt (Sum.inl val) = fun (i : Fin (MIPRE.Tailored.MagicSquare.game.len (Sum.inl val))) => MIPRE.Tailored.MagicSquare.obs (MIPRE.Tailored.MagicSquare.cell val i)
- MIPRE.Tailored.MagicSquare.obsAt (Sum.inr val) = fun (x : Fin (MIPRE.Tailored.MagicSquare.game.len (Sum.inr val))) => MIPRE.Tailored.MagicSquare.obs val
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The perfect ZPC strategy (II:1362): every variable is unreadable, so Z-alignment is vacuous.
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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).