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arXiv:2610.12001

Exact value and rigidity of the $2\times3$ magic rectangle

Isaac Barouch Essayag, Aryeh Lev Zabokritskiy

quant-phSubmitted Oct 8, 2026• Announced Oct 9, 2026• 0 citations• Revised Oct 27, 2026 (v2)
v1 · Oct 8, 2026v2 · Oct 27, 2026
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Abstract

The $2\times3$ magic rectangle is a nonlocal game in which two players match entries subject to incompatible parity constraints. Its quantum value was suggested by numerical bounds and known quantum random access codes. We prove that this value is $(1+\sqrt{2/3})/2$ and classify all optimal strategies in arbitrary finite local dimensions, allowing general measurements: up to local isometries and ancillary systems, each contains a maximally entangled pair of four-dimensional systems with fixed measurements on the local state supports. The same value holds for commuting-operator strategies and for the almost-quantum relaxation, confirming the Adamson--Wallden conjecture for this rectangle. For finite-dimensional magic-square strategies, the largest score compatible with perfect prediction of Alice's complete first row by an adversary with quantum side information is one third plus two thirds of the rectangle value. We classify the strategies attaining this threshold with perfect prediction and give linear-order upper and lower bounds on one minus the best compatible guessing probability above it. The rectangle value is also the optimal average success probability of finite-dimensional three-bit random access codes that hide the full input parity, and we classify all optimal codes.

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25 pages, 1 figure

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In a nonlocal game of quantum value one that no finite-dimensional strategy wins, near-perfect play needs growing dimension, which separable states can have. We ask how much usable entanglement it needs: the demand at loss ε\varepsilonε is the least one-way distillable entanglement of the original state of a strategy of loss at most ε\varepsilonε. For synchronous games with tested diagonals and for constraint-variable consistency games, demand diverges exactly when no finite-dimensional strategy is perfect; then, for any number of Bell pairs and any fidelity below one, every sufficiently good mixed strategy yields that many at that fidelity by local isometries. For rational synchronous or binary constraint games, a loss guaranteeing this is computable under a promise, but boundedness of demand is undecidable among games of value one. Demand is at least logarithmic if near-winners have a sign relation and an even dilation mirrored by both players, as in a game from Abels' group. For agreement games the directions agree up to a factor three in loss, optimal among Bob-fixed deterministic local symmetrizations. The geometry of the group behind a game, not its presentation, sets the rates. Fixed games demand αlog⁡(1/ε)\alpha\log(1/\varepsilon)αlog(1/ε) for every α=12∑ilog⁡miqi\alpha=\frac12\sum_i\log_{m_i}q_iα=21​∑i​logmi​​qi​ with qi≥2q_i\ge2qi​≥2 a power of two dividing mim_imi​, a dense set containing all positive rationals and some transcendentals, such as 12log⁡62\frac12\log_6221​log6​2; a configuration-lamp game demands ε−1+o(1)\varepsilon^{-1+o(1)}ε−1+o(1); Pauli lamps on the points of Houghton's three rays give demand between ε−0.0690\varepsilon^{-0.0690}ε−0.0690 and ε−1/4\varepsilon^{-1/4}ε−1/4. If group relations hold exactly and Alice matches Bob to error eee, demand counts qubits addressable by short words: Θ(1/e)\Theta(1/e)Θ(1/e), Θ(e−k)\Theta(e^{-k})Θ(e−k) for integers k≥1k\ge1k≥1, or 2Θ(1/e)2^{\Theta(1/e)}2Θ(1/e). Conditional on our attainment and tail bounds, the I3322I_{3322}I3322​ optimum needs bounded usable entanglement.
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