Before you can read a single line of the parent note the TQBF topic, you need a pile of small symbols. This page defines every one of them from nothing — plain words, a picture, and the reason the topic needs it. Read top to bottom; each block uses only what came before it.
Picture it. A light switch. Up = 1, down = 0. Nothing in between.
Why the topic needs it. Every formula in this chapter is built out of these switches. When the parent note says "assignment," it means choosing an up/down position for every switch. With n switches there are 2n possible arrangements — that explosion is the whole reason the topic cares about time vs. space.
∧ = two valves in series: water flows only if both are open.
∨ = two valves in parallel: water flows if either is open.
Why the topic needs it. The inner formula ϕ in a QBF is just switches wired with these three operations. The recursive evaluator in the parent note leans on one fact you can now see in the picture: for OR, one open valve already lets water through (so ∃ can stop early); for AND, one closed valve blocks everything (so ∀ can fail early).
a→b ("aimpliesb") is false only when a=1 and b=0; it equals ¬a∨b.
a↔b ("aiffb") is 1 when a and b are equal.
Why the topic needs it. The worked examples in the parent (x∨y, x↔y, x∧y) are exactly these tiny ϕ's. And SAT is nothing but the question "can we make some ϕ equal 1?"
Picture it.ϕ(x)=x∨0 still has a blank x; you can't say if it's "true" until someone fills it. That x is free.
Why the topic needs it. A QBF puts a quantifier in front of every variable, so no blanks remain. That is why the parent can say a QBF "is either true or false" — there is nothing left to plug in. Keep this: quantified = no free variables = a definite truth value.
Here ψ[x=0] means "the formula ψ with every x replaced by 0."
Picture it as players. Read left to right as turns in a game:
at an ∃x, the Proverchoosesx to help make ϕ true;
at a ∀x, the Spoilerchoosesx to try to break it.
Why the topic needs it. This is the whole subject. Alternating ∃/∀ is what separates TQBF from SAT (all-∃), and it is the bridge to game trees and the polynomial hierarchy (which counts alternations).
Picture it. A line of players queued up (Q1 moves first), each grabbing one switch xi, and only at the very end does the wired circuit ϕ light up or stay dark.
Why the topic needs it. Reading the queue left-to-right is the recursive algorithm: peel off Q1, branch on its two switch values, recurse on the rest.
Why the topic needs it. "Is ψ∈TQBF?" is the precise yes/no problem the whole chapter solves. Phrasing it as a language is what lets us compare it to SAT and place it in a complexity class.
Why the topic needs it. "TQBF is PSPACE-complete" means (a) it lives in this class and (b) every PSPACE problem reduces to it. The reused-memory recursion gives (a); Savitch's theorem's ∀-folding gives (b). Where NP sits relative to all this is its own open question.