The Connection between the <i>PQ</i> Penny Flip Game and the Dihedral Groups

This paper is inspired by the PQ penny flip game. It employs group-theoretic concepts to study the original game and its possible extensions. In this paper, it is shown that the PQ penny flip game can be associated, in a precise way, with the dihedral group <inline-formula><math xmlns="...

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Bibliographic Details
Main Authors: Theodore Andronikos, Alla Sirokofskich
Format: Article
Language:English
Published: MDPI AG 2021-05-01
Series:Mathematics
Subjects:
Online Access:https://www.mdpi.com/2227-7390/9/10/1115
Description
Summary:This paper is inspired by the PQ penny flip game. It employs group-theoretic concepts to study the original game and its possible extensions. In this paper, it is shown that the PQ penny flip game can be associated, in a precise way, with the dihedral group <inline-formula><math xmlns="http://www.w3.org/1998/Math/MathML" display="inline"><semantics><msub><mi>D</mi><mn>8</mn></msub></semantics></math></inline-formula> and that within <inline-formula><math xmlns="http://www.w3.org/1998/Math/MathML" display="inline"><semantics><msub><mi>D</mi><mn>8</mn></msub></semantics></math></inline-formula> there exist precisely two classes of equivalent winning strategies for Q. This is achieved by proving that there are exactly two different sequences of states that can guarantee Q’s win with probability <inline-formula><math xmlns="http://www.w3.org/1998/Math/MathML" display="inline"><semantics><mrow><mn>1.0</mn></mrow></semantics></math></inline-formula>. It is demonstrated that the game can be played in every dihedral group <inline-formula><math xmlns="http://www.w3.org/1998/Math/MathML" display="inline"><semantics><msub><mi>D</mi><mrow><mn>8</mn><mi>n</mi></mrow></msub></semantics></math></inline-formula>, where <inline-formula><math xmlns="http://www.w3.org/1998/Math/MathML" display="inline"><semantics><mrow><mi>n</mi><mo>≥</mo><mn>1</mn></mrow></semantics></math></inline-formula>, without any significant change. A formal examination of what happens when Q can draw their moves from the entire <inline-formula><math xmlns="http://www.w3.org/1998/Math/MathML" display="inline"><semantics><mrow><mi>U</mi><mo>(</mo><mn>2</mn><mo>)</mo></mrow></semantics></math></inline-formula>, leads to the conclusion that, again, there are exactly two classes of winning strategies for Q, each class containing an infinite number of equivalent strategies, but all of them sending the coin through the same sequence of states as before. Finally, when general extensions of the game, with the quantum player having <inline-formula><math xmlns="http://www.w3.org/1998/Math/MathML" display="inline"><semantics><mrow><mi>U</mi><mo>(</mo><mn>2</mn><mo>)</mo></mrow></semantics></math></inline-formula> at their disposal, are considered, a necessary and sufficient condition for Q to surely win against Picard is established: Q must make both the first and the last move in the game.
ISSN:2227-7390