Classical mechanics, whose approach was developed based on Newton’s new mathematics, was contemporaneously formulated alongside calculus. Both topics moved from academic investigation into undergraduate lecture halls, and in the case of Newtonian mechanics, earlier still, with its concepts being introduced prior to high school. Quantum mechanics, developed in the 20th century, was required to adequately describe such experimental phenomena as blackbody radiation, the photoelectric effect, and the atomic spectrum of hydrogen. The development of quantum mechanics has led to description of phenomena such as the superposition principle, the ability of an unobserved quantum object to exist in a superposition of multiple states simultaneously; entanglement, spooky action at a distance where the state of one system affects that of another without a direct observable relationship connecting them; and interference, as matter exists in both particle and waveform within quantum theory, matter interactions present wave phenomenon such as diffraction and the properties of constructive and destructive matter–wave addition. Just as a rudimentary understanding, at minimum, of classical mechanics became necessary for so many fields, an introduction into the concepts of quantum mechanics is of growing importance.
A student’s first excursion into quantum mechanics can be both overwhelming and daunting, even to an upper-division science student. Understanding such concepts as wave functions, overlap integrals, and probability amplitudes are vital in mastering the subsequent material within the course. A typical first semester course in quantum mechanics focuses on the Schrödinger picture and equation.
(1-3) Herein we present several activities using quantum tic-tac-toe (QTTT), which is a quantum analogue of classical tic-tac-toe (CTTT), presented by Allen Goff,
(4-6) as a means of introducing and enforcing early topics in an introductory quantum mechanics course. The activities allow for introduction and discussion of probability amplitude, probability density, normalization, overlap, the inner product, and separability of states. It is the belief of the authors that QTTT can be used as an approachable, fun, and intuitive means of introducing these topics. It is the hope of the authors that this tool could act as a companion throughout instruction; after the students have been taught the game, the instructor can use it as a stepping-stone to new topics and as an avenue for intuitive activities.
The activities described, as well as other similar activities, have been used to assist the understanding of various audiences in anything from a brief understanding of concepts necessary to quantum computing to furthering a student’s understanding of topics in their quantum mechanics classroom. The bulk of the material was used as assignments and
Supporting Information in an undergraduate quantum mechanics classroom to great avail with students who did not grasp some early concepts within the course.
Activity
We present the following work as an instructor-guided inquiry activity
(14, 15) with the students divided into groups of two. We present specific board examples as a means of discussion and instructional guidance examples, as introductory courses have been shown to benefit from strong instructor guidance.
(16) A more natural experience would be allowing the students (postinstruction on the rules and teaching a specific phenomenon) to play the game and come across these phenomena on their own in an inductive learning style similar to a lab exercise.
(17-20) QTTT could also be used as a continuing-themed homework exercise as it can be used to exemplify many of the introductory topics in quantum mechanics.
Introducing the game rules and running a small example game can take up to 15 min, whereas the average time to play a single game is roughly 4 min. In the experience of these authors, the use of quantum tic-tac-toe lowers the level of fear associated with introducing these early concepts, as it both builds student confidence and gives them a foothold on the material through a familiar mechanism. Students took to the game enthusiastically and divorced of the quantum mechanical concepts, learning the game rules comes quickly. The most difficult part in learning the game is recognizing the closed loops; it is suggested that the instructor select a student to act as a representative for all the students as the class plays against the instructor for a game; this method seems to reveal the present thought processes of the students, which can benefit instruction. These authors also found that the notions to be discussed within the following sections of this paper benefitted from introduction through QTTT as they are, at times, early signs of student understanding of quantum mechanics.
We will maintain the use of Alice as player X and Bob as player O, which is appropriate as the groups are of two players. Player names, Alice and Bob, were purposefully chosen, as discussion of pairs entangled particles uses the notation particles A and B; from this notation, observers at each end of the system are often referred to as Alice (for A) and Bob (for B).
(13)
Probability Amplitude, Sign Symmetry, and Probability Density
The fundamental quantity within the Schrödinger picture of quantum mechanics is the wave function, Ψ(
x). Ψ(
x) are the solutions to the second-order differential wave equation describing the total system energy of a particle.
(21) The use of either QTTT or CTTT does not lend itself to the introduction of the Schrödinger equation as there are no intuitive nor appropriate methods for the student to connect game play to energy. Yet use of QTTT has proven beneficial in the explanation and discussion of several properties of the wave function, especially topics such as normalization and sign symmetry of the probability amplitude.
Wave functions, as stated by the first postulate of quantum mechanics,
(1) show how the state of their system evolves in time. The use of Gaussian-type functions in the description of moves lends itself immediately as a means of emphasizing the sign invariance of the probability density. We will begin by defining:
(1)where
j denotes the board space in which the Gaussian function resides (
j ∈ [1, 9]), α is the normalization constant of the function, η denotes which player’s move is described by the Gaussian, μ is the full width at half max of the Gaussian function and
x0,,j is the center of the board square
j. Defining each board square to be of unit length, then μ
jx ∈ {0.5, 1.5, 2.5}; μ
jy ∈ {0.5, 1.5, 2.5}; σ = 0.2; and α = 1/[σ (2π)
1/2]. In this scheme the center of the fifth board square would be (μ
5x, μ
5y) = (1.5, 1.5). By using Gaussian functions to represent the wave function describing a player’s move, we afforded an opportunity to teach the Gaussian integrals that are vital in quantum chemistry
(22) while exploiting the ease of the integral forms.
(23) Students seem to take to this introduction to the use of Gaussian functions more so than a typical introduction in atomic or molecular calculations. This may be due to the less intimidating or esoteric application.
One could assign to Alice a normalized wave function that is a Gaussian-type function for her pieces with a negative (−) leading sign and to Bob a Gaussian-type wave function with positive (+) leading sign. Beginning a classical game of tic-tac-toe, allow both Alice and Bob to make their first move. Both players will recognize that the X and O represent game pieces, yet they have opposing signs. This will frame a discussion of the sign invariance of the wave function. During this discussion, these authors have found it appropriate to emphasize that it is the magnitude of the function’s displacement from zero that is of significance and draw an analogue to waves in fluids while pointing out that the Laplacian term of the Schrödinger equation is used to describe fluid waves as well.
As these probability amplitudes can differ in both sign and complexity (real vs imaginary), it is here that these authors have introduced the magnitude (in fact, the squared magnitude) to the students as the valuable and physically interpretable quantity. As the function is possibly complex, one should remind the student that magnitude of a general complex number is given by |z| = (z·z*)1/2 and that the wave function acts in a similar fashion. We may now introduce the probability density, |Ψ|2, of the system as the physical quantity.
In both the quantum and classical analogues of tic-tac-toe, the system could either be described through a series of single player’s moves, |ψ
iη⟩
j or the total state of the board,Ψ. In terms of the classical game, each move represents a complete particle on the board. These single particles each inhabit a principal square within the board, in this manner any function describing a specific particle would be linearly independent of a function describing another. This example can be seen in Figure
4A; this linearly independent set of moves can be described through the following function for the total state of the board:
(2)
Similarly, a spooky marker represents a single particle that exists in two different board square simultaneously and the moves seen in Figure
4B can be described through a total board wave function:
(3)
We reserve explaining the factor of 1/√8 to the student until later.
Our decision to use Gaussian functions lends itself to instruction of these introductory concepts through CTTT alone; this allows the instructor to choose to reserve the use of QTTT for times when it is more comprehendible to the student and more necessary for the course material. The instructor can choose to show that a classical game piece is representable by a Gaussian function that can be of either sign. Both signs equally represent a particle and lead to a properly signed (+) probability density for the system. At this point it is also at the instructor’s discretion to employ imaginary exponents in the Gaussian functions to show a properly signed magnitude for the probability density and proving the need for taking the complex conjugate of the wave function.
The Inner Product, Normalization, and Overlap
Extending the discussions framed within the previous section allows for the introduction of the inner product whose general form is:
(4)where τ̃ refers to all coordinates within the function and Ω
e is the bounds of the space defined by a specific problem. The inner product may be exercised within the confines of the game in ways that exemplify its two early uses: the normalization and the overlap.
Many early students beginning their studies in quantum mechanics find that the first hurdle to their understanding is normalization. We have used this game and presented methods to successfully introduce this topic to students who are struggling in their undergraduate quantum mechanics course; the authors feel that the student benefits from the initial removal of the concept from atomic and molecular systems. This allows the student to understand the concept intuitively, learn the mathematical statement and then transplant all of this back into quantum mechanics. Starting with the boards expressed in Figure
5, we have used a series of activities to test the student’s comprehension of normalization.
Students, from experience, recognize that when a classical marker is placed in a square of the game board the marker is completely contained within that space and does not exist within any other space on the board. In an effort to prove that which the student already knows, we can perform the following inner product using the wave function for just the X in Figure
5A:
(5)
The inner product will be evaluated three times for Figure
5A. For the first evaluation of eq
4 we shall define Ω
e = Ω
Board; in this instance the student’s intuition that the marker is somewhere within the board is verified through the value of the integral being 1, thus permitting the student to solve for α by following intuition. We can further impress upon the student this point by the reevaluation of eq
4 with Ω
e = Ω
5 and then again with Ω
e = Ω
9 The first of these evaluations again leads the student to accept that the marker is exactly where they think it should be, in square 5. The later of these two activities merely shows the student that the marker that is not in square 9.
Shifting focus to evaluations of eq
3 on the board shown in Figure
5A, we can now generate the linear combination, ψ
1X = 1/√2(|φ
1X⟩
1 + |φ
1X⟩
4) describing the state of spooky marker in a manner consistent with eq
3. Reverting to Dirac notation and the student’s intuition, we can complete the following simplifications and evaluations with Ω
e = Ω
Board:
(6)
The students by now have recognized that a spooky marker has the same weight as a classical marker in the totality of the board. These authors also chose to commit the inner product of the spooky marker in Figure
5 with Ω
e = Ω
4, revealing that square 4 contains half of the spooky marker.
In a similar fashion, the instructor can impress both the meaning and mechanism of the overlap integral onto the student through activities definable on game boards. Here, the use of the Spooky Marker in this exercise is highlighted as they are capable of overlapping with other spooky markers. The provided board and marker combinations in Figure
5 hold the potential for a variety of activities for the student. Board
5A works as an example of the difference between spooky markers and classical markers. Board
5B can be used to instruct overlap of both types of markers.
Separability and Entanglement
If an instructor wishes to introduce the concept of entanglement within the course, as we did, they may do so by introducing the most fundamental necessity for entanglement: inseparability of wave functions.
(24-26) To this end, a series of moves can be shown to the student, such as those seen in Figure
6. As the game hinges on the generation of the entangled cycles through generation of inseparable states through marker placement, this is a great opportunity to forge into this topic.
It can be shown that the moves in Figure
6 are linearly independent as the series of moves fails to generate a state whose collapse into classicality is forbidden. This is clarified by example, observe Figure
6A; this series of moves can be described by the following expression for the wave function of the board (Ψ):
(7)Here we pointed out to the students that the density of particle X is not cohabitating with any fraction of the density of particle O; this indicates that the classically collapsed state of particle X has no effect on the classically collapsed state of particle O. The expanded total state expression seen in equality 3 of eq
6 can be recollected back into equality 2; this state function can be said to display the property of separability imbued on systems comprised of states that are linearly independent of each other. This linear independence is forfeit if density fractions of the two particles share the same state (or position on the board), as seen in Figure
6B and whose functional description is here:
(8)It is clearly noted that the expanded form of the states describing the board in eq
8 includes states that are forbidden on the board, noted by the loss of the |φ
1X⟩
5 |φ
2O⟩
5 state, which is classically forbidden. Due to the loss of this mathematical state, the expression cannot be recollected as a product of the two individual moves; this is referred to as inseparability of functions is a fundamental property for systems that possess and exhibit entanglement. Similarly, individual electrons can be in the |↑⟩ state or the |↓⟩ state, yet when in a coupled pair, the electron system can only be in the |↑↓⟩ state or the |↓↑⟩ state, noting the loss of the |↑↑⟩ state and the |↓↓⟩ state.