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PreprintCC BY 4.0arXiv

The right entanglement for perfect nonlocality and zero-error communication

Abstract

We identify a structural mechanism by which perfect play in a nonlocal game requires and self-tests a specific non-maximally entangled state. To this end, we construct a Flagged Magic-Square game by extending the standard Magic-Square game with an additional ``flag'' outcome and two additional questions for each player. The game admits a perfect strategy using a state with Schmidt coefficients proportional to (1,√2,√2,√2,√2). We give a direct algebraic proof that maximally entangled strategies have winning probability bounded away from one, independently of dimension. Moreover, the game self-tests this state, providing an example of a two-party pseudo-telepathy game that certifies a specific non-maximally entangled state. Our construction illustrates how adding suitable constraints to a rigid measurement geometry can enforce specific Schmidt ratios and provides a modular route to further self-tests based on other rigid pseudo-telepathy games. We establish a general game-to-channel reduction that transfers separations in the game model to one-shot zero-error communication over classical channels. Applied to the Flagged Magic-Square game, it yields a classical channel for which entanglement permits the zero-error transmission of ten messages in a single use, whereas any finite-dimensional maximally entangled resource permits at most nine. Thus, maximally entangled states are not a universally optimal entanglement resource for zero-error communication over classical noisy channels.

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BibTeX
@misc{mancinska2026right,
  title = {{The right entanglement for perfect nonlocality and zero-error communication}},
  author = {Laura Mančinska},
  howpublished = {arXiv},
  year = {2026},
  month = oct,
  doi = {10.48550/arxiv.2610.06512},
  eprint = {2610.06512},
  archivePrefix = {arXiv},
  url = {https://arxiv.org/abs/2610.06512},
  note = {CC BY 4.0},
}
RIS
TY  - UNPB
TI  - The right entanglement for perfect nonlocality and zero-error communication
AU  - Laura Mančinska
PY  - 2026
DA  - 2026/10/05
PB  - arXiv
DO  - 10.48550/arxiv.2610.06512
UR  - https://arxiv.org/abs/2610.06512
AB  - We identify a structural mechanism by which perfect play in a nonlocal game requires and self-tests a specific non-maximally entangled state. To this end, we construct a Flagged Magic-Square game by extending the standard Magic-Square game with an additional ``flag'' outcome and two additional questions for each player. The game admits a perfect strategy using a state with Schmidt coefficients proportional to (1,√2,√2,√2,√2). We give a direct algebraic proof that maximally entangled strategies have winning probability bounded away from one, independently of dimension. Moreover, the game self-tests this state, providing an example of a two-party pseudo-telepathy game that certifies a specific non-maximally entangled state. Our construction illustrates how adding suitable constraints to a rigid measurement geometry can enforce specific Schmidt ratios and provides a modular route to further self-tests based on other rigid pseudo-telepathy games. We establish a general game-to-channel reduction that transfers separations in the game model to one-shot zero-error communication over classical channels. Applied to the Flagged Magic-Square game, it yields a classical channel for which entanglement permits the zero-error transmission of ten messages in a single use, whereas any finite-dimensional maximally entangled resource permits at most nine. Thus, maximally entangled states are not a universally optimal entanglement resource for zero-error communication over classical noisy channels.
ER  -