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This folder holds games: random systems whose replies carry a bit, the MBO, which once set stays
set. It defines the visible system, winning, conditional equivalence and equivalence as games;
proves that distinguishing is bounded by winning, the fundamental lemma and the until-bad bound
for games; lifts converters to games; and presents games by discrete games and by sampled
functions with a hidden condition. The random systems, distinguishers and distances it uses are
those of RandomSystems and Distance. Citations refer to
the numbered references of THEORY.md.
Games, winning and conditional equivalence
A game is a random system whose replies carry a bit, the MBO,
which once set stays set [3, §3.7.1]. Its visible system$G^-$ ignores
the MBO [3, Definition 4.18]: the probability of a transcript, whatever the MBOs. A distinguisher
used as a winner does not see the MBO, and its
winning probability is the probability that the MBO is set when
it stops [3, Definition 4.5]. A game is conditionally equivalent
to a random system $T$, $G \mathrel{|\!\equiv} T$, when it replies as $T$ as long as the MBO is
unset [3, Definition 4.19], [5, Definition 13]. The advantage between the visible system and $T$
is then at most the winning probability
[3, Lemma 4.16 and the proof of Theorem 4.17]:
Before the MBO is set, the winner sees the replies of $T$, which carry no information about the
MBO. If the MBO is set with probability at most $\varepsilon$ on every fixed query sequence,
every winner wins with probability at most$\varepsilon$.
The transcript distance is the largest advantage (Distance), so the
visible system is then
within$\varepsilon$ of $T$
[3, Theorem 4.17], [5, Theorem 3], for $G$ and $T$ replying at the queried label:
Two games are equivalent as games, $G \overset{g}{\equiv} H$,
when they behave alike as long as the MBO is unset: they give every transcript with every MBO
unset the same probability [3, Definition 4.16], [4, Definition 5]. A distinguisher then
wins both alike [3, Lemma 4.15], and
by the fundamental lemma its advantage between their visible systems is
at most its winning probability
[3, Lemma 4.16], [4, Lemma 7 and Theorem 1 (i)]: to tell them apart, it must set the MBO. For
games replying at the queried label:
For games, identical until bad rests on the systems-level bound of
Distance: two random systems whose transcript
probabilities lie above a common part are within $\varepsilon$ of each other when each step
loses little of it. On a game $G$, the part with every MBO unset lies below the visible
system, and a step loses from it the probability that $G$ sets the MBO at that step. Suppose
that, from every transcript with every MBO unset, $G$ sets the MBO at the next query $x$ with
probability at most $\beta(h, x)$ times the probability of the transcript. The mass missing from
the unset part along the transcripts of a winner is the winning probability, so every winner
wins with probability at most$\varepsilon$. Two games equivalent as games have the same unset part, which is therefore a
common part of their visible systems, and the per-step costs bound its missing mass: the visible
systems are within$\varepsilon$ of
each other. Two discrete games are equivalent as games when they are
coupled: a joint law of the two [1, Theorem 2] whose
pairs have one condition and systems that answer alike while the condition does not hold.
Attachment
The library defines the action of a PDC $\alpha$ on a game by its
MBO-forwarding lift$\hat\alpha$: the lift runs $\alpha$, which does not see
the inside MBOs, and gives each outside reply the MBO of the latest inside reply. The source states
this action informally: a converter turns a game into a game, the MBO being neither seen nor
affected by the converter [3, §4.7.2]. The lift is functorial: it
preserves identities, $\hat{\mathrm{id}} = \mathrm{id}$, and
composition, $\widehat{\alpha \beta} = \hat\alpha \hat\beta$. It
keeps games games and
commutes with the visible system,
$(\hat\alpha G)^- = \alpha\, G^-$. A winner with $\alpha$ absorbed
wins $G$as the winner wins$\hat\alpha G$
[3, §4.7.2, equation (4.9)]. A solver behavior pairs a probabilistic
distinguisher's probability of outputting 1 on each random system with its winning probability
for each game, and absorbing a PDC into a solver behavior gives a
solver behavior.