Quantum Telepathy Saves the World
Interactive Supplements for the Article, "Quantum Telepathy Saves the World"
(submitted to Analog Science Fiction and Science Fact)
by Michael Main

The article "Quantum Telepathy Saves the World" [1] describes a game based on the Mermin-GHZ game [2,3] In the game, three players (Alice, Bob and Charlie) are separated by a large distance, and then each is given an smooth boulder or a jagged boulder. The number of smooth boulders will always be three (the 3-smooth case) or one (the 1-smooth case). Each of the players must then make a choice: to keep his or her boulder or to give it back.

In order to win the 1-smooth case, the three players must keep an odd number of boulders. In order to win the 3-smooth case, the players must give back an odd number of boulders.

Alice, Bob and Charlie are allowed to agree on a strategy ahead of time, but once they are given the boulders, they may no longer communicate. A classical strategy is an agreement they make that dictates which colors of boulders they will keep and which they will give back. A classical strategy cannot win the game, but the article describes an always winning strategy in which the players share three entangled qubits of a quantum computation.

  • Test a Classical Strategy
  • Run the Quantum Programs
  • Linear Algebra Versions of the Quantum Programs


    [1] Michael Main, "Quantum Telepathy Saves the World." Submitted for publication (2008).

    main@colorado.edu