In this paper, we propose a Quantum variation of combinatorial games, generalizing the Quantum Tic-Tac-Toe proposed by Allan Goff. A combinatorial game is a two-player game with no chance and no hidden information, such as Go or Chess. In this paper, we consider the possibility of playing superpositions of moves in such games. We propose different rulesets depending on when superposed moves should be played, and prove that all these rulesets may lead similar games to different outcomes. We then consider Quantum variations of the game of Nim. We conclude with some discussion on the relative interest of the different rulesets.
In this paper, we propose a Quantum variation of combinatorial games, generalizing the Quantum Tic-Tac-Toe proposed by Allan Goff. A combinatorial game is a two-player game with no chance and no hidden information, such as Go or Chess. In this paper, we consider the possibility of playing superpositions of moves in such games. We propose different rulesets depending on when superposed moves should be played, and prove that all these rulesets may lead similar games to different outcomes. We then consider Quantum variations of the game of Nim. We conclude with some discussion on the relative interest of the different rulesets.
A combinatorial game is a deterministic game with no hidden information played between two opponents such as tic-tac-toe, checkers or chess. In this paper we extend combinatorial games to the quantum setting, by first revisiting and reformulating existing theory of classical combinatorial games. We investigate in which case a quantum opponent has an advantage over a classical one. Surprisingly, our instantiation of Zermelo's classical theorem in the quantum setting shows that the effects of quantum mechanics do not convey an advantage against a classical player that plays a perfect classical strategy. In a more realistic scenario, when the classical player makes mistakes, we show how the quantum opponent can amplify the mistake to increase their chance of winning. Our theory has application beyond the mere playing of board games and can be used as a tool in finite deterministic adversarial models with perfect information.
In this paper, we perform a minimalistic quantization of the classical game of tic-tac-toe, by allowing superpositions of classical moves. In order for the quantum game to reduce properly to the classical game, we require legal quantum moves to be orthogonal to all previous moves. We also admit interference effects, by squaring the sum of amplitudes over all moves by a player to compute his or her occupation level of a given site. A player wins when the sum of occupations along any of the eight straight lines we can draw in the 3 × 3 grid is greater than or equal to 3. We play the quantum tic-tac-toe first randomly, and then deterministically, to explore the impact different opening moves, end games and different combinations of offensive and defensive strategies have on the outcome of the game. In contrast to the classical tic-tac-toe, the deterministic quantum game does not always end in a draw. In contrast also to most classical two-player games of no chance, it is possible for player 2 to win. More interestingly, we find that player 1 enjoys an overwhelming quantum advantage when he opens with a quantum move, but loses this advantage when he opens with a classical move. We also find the quantum blocking move, which consists of a weighted superposition of moves that the opponent could use to win the game, to be very effective in denying the opponent his or her victory. We then speculate what implications these results might have on quantum information transfer and portfolio optimization.
Recently, a standardized framework was proposed for introducing quantum-inspired moves in mathematical games with perfect information and no chance. The beauty of quantum games-succinct in representation, rich in structures, explosive in complexity, dazzling for visualization, and sophisticated for strategic reasoning-has drawn us to play concrete games full of subtleties and to characterize abstract properties pertinent to complexity consequence. Going beyond individual games, we explore the tractability of quantum combinatorial games as whole, and address fundamental questions including: Quantum Leap in Complexity: Are there polynomial-time solvable games whose quantum extensions are intractable? Quantum Collapses in Complexity: Are there PSPACE-complete games whose quantum extensions fall to the lower levels of the polynomial-time hierarchy? Quantumness Matters: How do outcome classes and strategies change under quantum moves? Under what conditions doesn't quantumness matter? PSPACE Barrier for Quantum Leap: Can quantum moves launch PSPACE games into outer polynomial space We show that quantum moves not only enrich the game structure, but also impact their computational complexity. In settling some of these basic questions, we characterize both the powers and limitations of quantum moves as well as the superposition of game configurations that they create. Our constructive proofs-both on the leap of complexity in concrete Quantum Nim and Quantum Undirected Geography and on the continuous collapses, in the quantum setting, of complexity in abstract PSPACE-complete games to each level of the polynomial-time hierarchy-illustrate the striking computational landscape over quantum games and highlight surprising turns with unexpected quantum impact. Our studies also enable us to identify several elegant open questions fundamental to quantum combinatorial game theory (QCGT).
Quantum tic-tac-toe was developed as a metaphor for the counterintuitive nature of superposition exhibited by quantum systems. It offers a way of introducing quantum physics without advanced mathematics, provides a conceptual foundation for understanding the meaning of quantum mechanics, and is fun to play. A single superposition rule is added to the child’s game of classical tic-tac-toe. Each move consists of a pair of marks subscripted by the number of the move (“spooky” marks) that must be placed in different squares. When a measurement occurs, one spooky mark becomes real and the other disappears. Quantum tic-tac-toe illustrates a number of quantum principles including states, superposition, collapse, nonlocality, entanglement, the correspondence principle, interference, and decoherence. The game can be played on paper or on a white board. A Web-based version provides a refereed playing board to facilitate the mechanics of play, making it ideal for classrooms with a computer projector.
We propose a quantum version of Tic-Tac-Toe which accurately reflects the inherent probabilistic nature of the measurement principle in quantum mechanics. We then formulate a quantum strategy which allows a quantum player to consistently win over a classical player, with a certain probability. This result can be seen as another proof of the superior computational power of a quantum system with respect to a classical one. Our investigation also reveals that the non-determinism and complexity introduced by the principles of quantum mechanics into even the most simple games make brute-force strategies considerably more difficult to implement. Consequently, games in which machines have gained the upper hand over humans may be made fair again by upgrading them to a quantum level.
Quantum phenomena have remained largely inaccessible to the general public. This can be attributed to the fact that we do not experience quantum mechanics on a tangible level in our daily lives. Games can provide an environment in which people can experience the strange behavior of the quantum world in a fun and mentally engaging way. Games could also offer an interesting test bed for near term quantum devices because they can be tailored to support varying amounts of quantum behavior through simple rule changes, which can be useful when dealing with limited resources. This paper explores the design of a variant of Chess which is built on top of unitary dynamics and includes non-trivial quantum effects such as superposition, entanglement, and interference. A movement ruleset is introduced which allows players to create superposition, entanglement, and interference effects. A measurement rule is also introduced which helps limit the size of the superposition, so the game remains tractable for a classical computer, and also helps make the game more comprehensible for a player.