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Bulletin of the American Physical Society

The quantum computer game: citizen science

Sidse Damgaard Hansen, Klaus Mølmer, Jacob Friis Sherson

Published Jun 7, 2013• 0 citations
OpenAlex

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Abstract This article provides an overview of existing quantum physics-related games, referred to as quantum games, that serve citizen science research in quantum physics. Additionally, we explore the connection between citizen science and quantum computer games, games played on quantum computers. The information presented is derived from academic references and supplemented by diverse sources, including social media publications, conference presentations and blog posts from research groups and developers associated with the presented games. We observe that the current landscape of quantum games is shaped by three distinct driving forces: the serious application of games, the evolution of quantum computers and open game development events such as Quantum Game Jams. Notably, citizen science plays an influential role in all three aspects. The article points to existing design guides for citizen science quantum games and views future prospects of citizen science projects and quantum games through collaborative endeavours, human–machine collaboration and open access quantum computers.

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In this research article, we survey existing quantum physics-related games and, based on this survey, propose a definition for the concept of quantum games. We define a quantum game as any type of rule-based game that either employs the principles of quantum physics or references quantum phenomena or the theory of quantum physics through any of three proposed dimensions: the perceivable dimension of quantum physics, the dimension of quantum technologies, and the dimension of scientific purposes, such as citizen science or education. We also discuss the concept of quantum computer games, which are games on quantum computers, as well as definitions for the concept of science games. Various games explore quantum physics and quantum computing through digital, analogue, and hybrid means, with various incentives driving their development. As interest in games as educational tools for supporting quantum literacy grows, understanding the diverse landscape of quantum games becomes increasingly important. We propose that the three dimensions of quantum games identified in this article be used for designing, analysing, and defining the phenomenon of quantum games.

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We introduce a remote interface to control and optimize the experimental production of Bose-Einstein condensates (BECs) and find improved solutions using two distinct implementations. First, a team of theoreticians used a remote version of their dressed chopped random basis optimization algorithm (RedCRAB), and second, a gamified interface allowed 600 citizen scientists from around the world to participate in real-time optimization. Quantitative studies of player search behavior demonstrated that they collectively engage in a combination of local and global searches. This form of multiagent adaptive search prevents premature convergence by the explorative behavior of low-performing players while high-performing players locally refine their solutions. In addition, many successful citizen science games have relied on a problem representation that directly engaged the visual or experiential intuition of the players. Here we demonstrate that citizen scientists can also be successful in an entirely abstract problem visualization. This is encouraging because a much wider range of challenges could potentially be opened to gamification in the future.

arXiv:1709.02230•Proceedings of the National Academy of Sciences•Nov 9, 2018•78 citations
Abstract This article provides an overview of existing quantum physics-related games, referred to as quantum games, that serve citizen science research in quantum physics. Additionally, we explore the connection between citizen science and quantum computer games, games played on quantum computers. The information presented is derived from academic references and supplemented by diverse sources, including social media publications, conference presentations and blog posts from research groups and developers associated with the presented games. We observe that the current landscape of quantum games is shaped by three distinct driving forces: the serious application of games, the evolution of quantum computers and open game development events such as Quantum Game Jams. Notably, citizen science plays an influential role in all three aspects. The article points to existing design guides for citizen science quantum games and views future prospects of citizen science projects and quantum games through collaborative endeavours, human–machine collaboration and open access quantum computers.
In this research article, we survey existing quantum physics-related games and, based on this survey, propose a definition for the concept of quantum games. We define a quantum game as any type of rule-based game that either employs the principles of quantum physics or references quantum phenomena or the theory of quantum physics through any of three proposed dimensions: the perceivable dimension of quantum physics, the dimension of quantum technologies, and the dimension of scientific purposes, such as citizen science or education. We also discuss the concept of quantum computer games, which are games on quantum computers, as well as definitions for the concept of science games. Various games explore quantum physics and quantum computing through digital, analogue, and hybrid means, with various incentives driving their development. As interest in games as educational tools for supporting quantum literacy grows, understanding the diverse landscape of quantum games becomes increasingly important. We propose that the three dimensions of quantum games identified in this article be used for designing, analysing, and defining the phenomenon of quantum games.
We introduce a remote interface to control and optimize the experimental production of Bose-Einstein condensates (BECs) and find improved solutions using two distinct implementations. First, a team of theoreticians used a remote version of their dressed chopped random basis optimization algorithm (RedCRAB), and second, a gamified interface allowed 600 citizen scientists from around the world to participate in real-time optimization. Quantitative studies of player search behavior demonstrated that they collectively engage in a combination of local and global searches. This form of multiagent adaptive search prevents premature convergence by the explorative behavior of low-performing players while high-performing players locally refine their solutions. In addition, many successful citizen science games have relied on a problem representation that directly engaged the visual or experiential intuition of the players. Here we demonstrate that citizen scientists can also be successful in an entirely abstract problem visualization. This is encouraging because a much wider range of challenges could potentially be opened to gamification in the future.