import Mathlib import OAI.Computability.MaxCut.Games.LabelBound namespace OAI /-! Exact interfaces between the information vectors and finite game laws. -/ namespace MaxCutGames.Foundations.Information open scoped BigOperators variable {α β : Type*} [Fintype α] [Fintype β] theorem gameLaw_isProbability (μ : Games.FiniteDistribution α) : IsProbability μ.weight := ⟨μ.nonnegative, μ.normalized⟩ def toGameLaw (p : α → ℝ) (hp : IsProbability p) : Games.FiniteDistribution α where weight := p nonnegative := hp.1 normalized := hp.2 def gameLawEquiv : Games.FiniteDistribution α ≃ {p : α → ℝ // IsProbability p} where toFun μ := ⟨μ.weight, gameLaw_isProbability μ⟩ invFun p := toGameLaw p.1 p.2 left_inv μ := by cases μ; rfl right_inv p := by cases p; rfl theorem totalVariation_gameLaw (μ ν : Games.FiniteDistribution α) : totalVariation μ.weight ν.weight = μ.totalVariation ν := rfl noncomputable def gameConditionalKernel (μ : Games.FiniteDistribution (α × β)) (fallback : Games.FiniteDistribution β) (a : α) : Games.FiniteDistribution β := toGameLaw (conditionalKernel μ.weight fallback.weight a) (conditionalKernel_isProbability μ.weight fallback.weight (gameLaw_isProbability μ) (gameLaw_isProbability fallback) a) theorem gameConditionalKernel_recombine (μ : Games.FiniteDistribution (α × β)) (fallback : Games.FiniteDistribution β) (a : α) (b : β) : firstMarginal μ.weight a * (gameConditionalKernel μ fallback a).weight b = μ.weight (a, b) := marginal_mul_conditionalKernel μ.weight fallback.weight (gameLaw_isProbability μ) a b noncomputable def gameConditionalProduct (μ : Games.FiniteDistribution (α × β)) (fallback : Games.FiniteDistribution β) (newInput : Games.FiniteDistribution α) : Games.FiniteDistribution (α × β) := toGameLaw (fun ab => newInput.weight ab.1 * conditionalKernel μ.weight fallback.weight ab.1 ab.2) (alternativeInput_conditionalProduct_isProbability μ.weight fallback.weight newInput.weight (gameLaw_isProbability μ) (gameLaw_isProbability fallback) (gameLaw_isProbability newInput)) theorem gameConditionalProduct_weight (μ : Games.FiniteDistribution (α × β)) (fallback : Games.FiniteDistribution β) (newInput : Games.FiniteDistribution α) (a : α) (b : β) : (gameConditionalProduct μ fallback newInput).weight (a, b) = newInput.weight a * (gameConditionalKernel μ fallback a).weight b := rfl theorem gameCondition_weight (μ : Games.FiniteDistribution α) (event : α → Bool) (positive : 0 < μ.probability event) : (μ.condition event positive).weight = posterior μ.weight (fun a => if event a then 1 else 0) (μ.probability event) := by funext a cases he : event a <;> simp [Games.FiniteDistribution.condition, posterior, he] theorem gameCondition_relativeEntropy_le (μ : Games.FiniteDistribution α) (event : α → Bool) (positive : 0 < μ.probability event) : relativeEntropy (μ.condition event positive).weight μ.weight ≤ Real.log (1 / μ.probability event) := by rw [gameCondition_weight] apply posterior_relativeEntropy_le μ.weight (fun a => if event a then 1 else 0) (gameLaw_isProbability μ) · intro a cases event a <;> norm_num · intro a cases event a <;> norm_num · exact positive · unfold Games.FiniteDistribution.probability apply Finset.sum_congr rfl intro a _ cases event a <;> simp end MaxCutGames.Foundations.Information end OAI