import Mathlib import OAI.Computability.MaxCut.Model namespace OAI /-! Finite occurrence presentations used by the v2 rounding/subdivision construction. An occurrence has its own identifier: its endpoints need not be distinct and different occurrences may have the same endpoints. The bipartite target records injectivity of the pair of endpoints, which is precisely the required simplicity. No hardness or analytic premise enters these structures. -/ namespace MaxCutGames.Explicit structure OccurrenceGame (V E A : Type*) where source : E → V target : E → V permutation : E → Equiv.Perm A structure BipartiteGame (L R E A : Type*) where left : E → L right : E → R permutation : E → Equiv.Perm A simple : Function.Injective (fun e => (left e, right e)) namespace OccurrenceGame def Satisfied {V E A : Type*} (G : OccurrenceGame V E A) (labeling : V → A) (e : E) : Prop := labeling (G.target e) = G.permutation e (labeling (G.source e)) instance satisfiedDecidable {V E A : Type*} [DecidableEq A] (G : OccurrenceGame V E A) (labeling : V → A) (e : E) : Decidable (G.Satisfied labeling e) := inferInstanceAs (Decidable (_ = _)) def IsTranslation {V E A : Type*} [Add A] (G : OccurrenceGame V E A) : Prop := ∃ offset : E → A, ∀ e a, G.permutation e a = a + offset e end OccurrenceGame namespace BipartiteGame def Satisfied {L R E A : Type*} (G : BipartiteGame L R E A) (leftLabeling : L → A) (rightLabeling : R → A) (e : E) : Prop := rightLabeling (G.right e) = G.permutation e (leftLabeling (G.left e)) instance satisfiedDecidable {L R E A : Type*} [DecidableEq A] (G : BipartiteGame L R E A) (a : L → A) (b : R → A) (e : E) : Decidable (G.Satisfied a b e) := inferInstanceAs (Decidable (_ = _)) def IsTranslation {L R E A : Type*} [Add A] (G : BipartiteGame L R E A) : Prop := ∃ offset : E → A, ∀ e a, G.permutation e a = a + offset e end BipartiteGame end MaxCutGames.Explicit end OAI