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arXiv:2604.23819

Playing Dice with the Universe: Programming Quantum Computers to Play Traditional Games

Tristan Zaborniak, Vikram Khipple Mulligan

cs.ETquant-phSubmitted Apr 26, 2026• Announced Apr 28, 2026• 0 citations
v1 · Apr 26, 2026v2 · Jul 26, 2026
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Abstract

The challenge of programming classical computers to play traditional, competitive games against human players has helped to advance classical hardware and software. Quantum computers have the potential to play games in a unique way: programmed only with the rules of a game, they should be able to implicitly represent all future paths of a game leading to wins, losses, or draws, and sample from this path set to identify moves that maximize the likelihood of a win. This permits skilled play without hard-coded or machine-learned strategy. As a proof of principle, we present early results obtained after programming the D-Wave quantum annealer with the rules of tic-tac-toe, enabling it to play against a human opponent. We anticipate that, as it has for classical computers, game-playing will serve as an important real-world benchmark for quantum computers.

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7 pages, 2 figures

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The challenge of programming classical computers to play traditional, competitive games against human players has helped to advance classical hardware and software. Quantum computers have the potential to play games in a unique way: programmed only with the rules of a game, they should be able to implicitly represent all future paths of a game leading to wins, losses, or draws, and sample from this path set to identify moves that maximize the likelihood of a win. This permits skilled play without hard-coded or machine-learned strategy. As a proof of principle, we present early results obtained after programming the D-Wave quantum annealer with the rules of tic-tac-toe, enabling it to play against a human opponent. We anticipate that, as it has for classical computers, game-playing will serve as an important real-world benchmark for quantum computers.
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 Computing is widely perceived to be one of the ways forward in the future of computation as the end of Moore’s law is almost here. Instead of using bits in classical computers, quantum computers manipulate qubits which are governed by the phenomena of superposition and entanglement. In this paper, we demonstrate the relevance of quantum computing in game theory and database search applications. Through a simple example of coin tossing, we show how it is possible to organise a game where one player adopting a quantum strategy is guaranteed to win. It is also shown that the other player, using a second coin (qubit), can subvert this action to award the wins to themselves without the first player’s knowledge. In another application, a modified Grover’s database search algorithm is applied to clone an arbitrary quantum state of a qubit to a duplicate qubit. In both cases, the comparison of simulated and actual results emphasises on the hardware limitations of the current error-prone quantum computers. The quantum computer programs are designed using quantum gates and simulated in the Quantum Information Software Kit before testing on the IBM Q 5.1 (ibmqx4) quantum computer.
In role-playing games (RPGs), players are called upon to assume the role of a character moving in an imaginary environment and facing several challenges. Their success or failure often depends on randomizers like cards or dice. Regarding the latter, the most commonly used in RPGs are the Platonic solids with the addition of the ten-sided die. They are commonly simulated through classical computers, however, since true randomness is not in their nature, they can only generate pseudorandom numbers. On the contrary, quantum computers exploit the nondeterministic nature of quantum mechanics, so they are perfect candidates for truly random simulations in games of chance. For this reason, this paper proposes and tests various quantum circuits for sampling uniformly distributed discrete values within a fixed range, corresponding to the number of faces of the dice. The simulations reveal the pure randomness of the output of the implemented circuits. They were then used to generate random numbers within a three-dimensional dice-rolling game.
Quantum computing represents a fundamental shift in computation, promising to solve problems currently intractable for classical computers. However, misconceptions persist; quantum computers are not universally faster, nor do they replace classical systems. Current Noisy Intermediate-Scale Quantum (NISQ) devices face significant challenges, including decoherence, high error rates, and limited scalability. Additionally, leveraging quantum systems requires rethinking traditional computing principles, adopting different programming models, and addressing the complexities of integrating quantum and classical workflows, making their practical use in computer science both demanding and non-trivial. This article provides a system-level perspective on quantum computing for computer scientists, software engineers, and IT professionals, examining its current capabilities, key architectural and software challenges, and potential paths toward quantum advantage in real-world applications within hybrid quantum-classical environments.
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.
The high public attention given to quantum computing shows that it is perceived as an interesting topic. We want to utilize this motivating effect for the teaching and learning of quantum physics. Specifically, we want to take advantage of the access to real quantum computers, which various providers make available free of charge. We show a direct and straightforward way to use quantum computers in an introductory course on quantum physics. We use an algorithm that solves a simple and easily understandable problem while providing a quantum advantage. The algorithm we propose is a simple game in which the use of quantum physics offers a winning advantage. The game is called Quantum Penny Flip and was proposed by David A. Meyer back in 1999. It can be easily reformulated to be described by quantum gates. We can therefore use it to teach the programming of a quantum computer. We demonstrate its implementation in IBM's Quantum Composer.