| Site Map | Path: Novatia . Paradigm Puzzles . QT3 . For Teachers . Ascertainity |
The Ascertainity Principle
However, the classical listing of moves (shown to the right of the game board) makes no tactical sense at all. O could have easily won the classical game on move six simply by playing in square 4, and X should have played there previously on move five to prevent it, but neither X nor O could force these outcomes in the Quantum game. These are not the only poor moves in the classical version. O should have played her first move in the center, and when she didn’t, X should have played his second move in either remaining corner. Of the first six moves in the implied classical game, four of them were tactically dumb. If all an observer has access to is the classical listing, this is a very mysterious result. If the observer is persuaded that X and O are both competent Tic-Tac-Toe players intent on winning, he must conclude that the classical game he witnessed was actually played under quantum rules. Thus it is possible in general, just from the classical listings, to ascertain whether a game of Tic-Tac-Toe was played under quantum or classical rules. Although we usually take it for granted, it is actually a little remarkable that we have been able to deduce that we live in a quantum universe and not a classical one. As it is, this revelation is less than 100 years old. Call this the ascertainity principle. |