A Sharp Local-Question Threshold for GHZ-Equatorial Completeness in Four-Player XOR Games
Abstract
We determine the smallest number of active questions per player at which a four-player binary exclusive-or (XOR) game of commuting-operator value one need not admit a Greenberger--Horne--Zeilinger (GHZ) equatorial realization. Such a realization uses the four-qubit GHZ state and equatorial qubit observables, reducing perfect play to additive phase equations. We prove that every four-player XOR game with commuting-operator value one and at most three active questions per player has a perfect GHZ-equatorial strategy. Conversely, we construct a uniform eight-clause game with four active questions per player whose commuting-operator value is one but whose phase equations are inconsistent. Thus four is the sharp local-question threshold. The positive result follows by lifting every integral incidence obstruction to an ordered noncommutative refutation, using primitive circuits, forest matchings, and ternary Hamming geometry. For the separating game, a Klein four-group incidence relation obstructs the phase system, while an even-subgroup normal form and degree-one and degree-two Magnus coefficients exclude refutations of arbitrary length.
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Cite
@article{arxiv.2608.11139,
title = {A Sharp Local-Question Threshold for GHZ-Equatorial Completeness in Four-Player XOR Games},
author = {Ziao Tang and Chengkai Zhu and Ge Bai and Xin Wang and Ranyiliu Chen},
journal= {arXiv preprint arXiv:2608.11139},
year = {2026}
}
Comments
19+8 pages, 1 figure