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The Bell game: can a plan beat 75%?

The Entanglement lesson describes a game for two players who can't talk to each other. No plan they agree in advance can win more than 75% of rounds on average, but with suitable measuring directions, quantum theory predicts that players sharing entangled pairs can win about 85% on average. Here you can try every possible plan, then share entangled pairs, and see where the difference comes from. (Read the lesson first)

The game

Asha and Ben sit in separate rooms and can't communicate. Each round, a referee hands each of them a card with a random letter, either X or Y. Each must answer with 0 or 1. They win the round if their answers match, except when both were handed Y. In that case they win only if their answers are different.

The rule for each pair of letters (Asha's letter first)
LettersTo win, the answers must
XXmatch
XYmatch
YXmatch
YYdiffer

Each letter is picked at random, independently, so each of the four pairs turns up a quarter of the time on average.

Show the maths

The plans. A plan fixes each player's answer to X and to Y. Winning all four pairs would need a₀ ⊕ b₀ = 0, a₀ ⊕ b₁ = 0, a₁ ⊕ b₀ = 0 and a₁ ⊕ b₁ = 1. Adding all four, each answer appears twice on the left, giving 0, but the right-hand sides add to 1. So every plan fails at least one pair: 8 of the 16 plans win 3 pairs (75%) and 8 win 1 pair (25%). Mixing plans at random averages their scores, so nothing agreed in advance averages more than 75%.

All 16 plans: average score (Asha's card in rows, Ben's in columns)
Asha's card · Ben's cardAlways 0Always 1Same as the letterOpposite of the letter
Always 075%25%75%25%
Always 125%75%25%75%
Same as the letter75%25%25%75%
Opposite of the letter25%75%75%25%

The entangled pair. The shared state is (|00⟩ + |11⟩)/√2. A measuring direction t means: apply the rotation Ry(−t) to your own qubit, then measure 0 or 1; the result 0 corresponds to cos(t/2)|0⟩ + sin(t/2)|1⟩. With Δ = tAsha − tBen, the chances are P(0,0) = P(1,1) = ½cos²(Δ/2) and P(0,1) = P(1,0) = ½sin²(Δ/2). So the answers agree with chance cos²(Δ/2), and each player's own answers are 0 half the time whatever the other does.

The best-known directions. Asha 0° and 90°, Ben 45° and 315°. XX: Δ = −45°, agree cos²(22.5°) ≈ 0.854, win. XY: Δ = −315°, agree cos²(157.5°) ≈ 0.854, win. YX: Δ = 45°, agree ≈ 0.854, win. YY: Δ = −225°, agree cos²(112.5°) ≈ 0.146, so they differ ≈ 0.854, win. Every pair is won with probability cos²(π/8) = (2 + √2)/4 ≈ 85.4%.

The CHSH score. Coding answers as +1 and −1, the correlation is E = cos Δ, and S = E(XX) + E(XY) + E(YX) − E(YY). The win chance is exactly ½ + S/8; this is also the conversion used for the CHSH-equivalent figures from real experiments. Plans give S ≤ 2 (75%). Quantum theory gives S ≤ 2√2 for any state and any measurements (Tsirelson's bound), so no quantum strategy averages more than about 85.4%. These are limits on the average over many rounds; a short run can score above either one by chance. The best-known directions reach S = 2√2.

Angles and noise. These are globe angles; photon experiments usually quote polariser angles, which are half these numbers (0°, 45°, 22.5° and −22.5°). With imperfect pairs of “visibility” V between 0 and 1, the best average becomes ½ + V√2/4, which exceeds 75% only if V is above 1/√2, about 0.71.

A link to Interference. The Interference experiment's result P(0) = cos²(φ/2) has the same shape. There the turn is about the vertical axis, followed by recombining. Here the measuring direction tilts in a plane through the poles.

What this shows

No plan agreed in advance can beat 75% on average, and 8 of the 16 possible plans reach it. Entangled pairs measured in suitable directions are predicted to win about 85.4% on average, and no quantum strategy does better on average. Each player's own results stay 50/50 whatever the other does, so nothing is signalled. A short run can land above or below either average by chance, so telling 75% from 85% takes many rounds.

What the 75% limit assumes

In this game

On this page, the rules make three things true:

  • the referee picks each letter at random, independently of anything the players prepared, so each letter pair turns up a quarter of the time;
  • each player answers using only their own letter and whatever they agreed or brought with them; there's no contact during a round;
  • every round counts, and each player gives one answer, 0 or 1.

Under these rules, no plan agreed in advance can average more than 75%. That's a mathematical fact about the game.

In real experiments

A real Bell test can't simply declare these conditions. It has to build them, check them and argue for them:

  • No contact: the two measurements are made far enough apart, and fast enough, that no signal travelling at the speed of light could carry one side's letter to the other side's answer.
  • Independent letters: the letters come from random-number generators that are assumed to be independent of the source of the pairs. That assumption can be supported, and tested against particular alternatives, but not conclusively proved.
  • Every round counts: missed detections must be counted, or be rare enough that leaving them out couldn't explain the result.
  • Statistics: the score comes from a limited number of rounds, so the conclusion is a statistical confidence, not a certainty.

Since 2015, experiments have addressed the main loopholes together and found scores above the limit. Under these conditions, that rules out answers agreed in advance. It doesn't rule out explanations that break the conditions, and no finite experiment proves the conditions beyond all question.

What it leaves out

This page is an ordinary computer program, not an experiment. It works out both players' answers in one place, from quantum theory's predicted chances, which separated players couldn't do. So it shows what quantum theory predicts. The evidence that nature behaves this way comes from real experiments. The simulation is ideal:

  • no noise;
  • every round gives two answers;
  • no timing or distance;
  • the letters come from the browser's random number generator.

Real tests have to deal with imperfect equipment, missed detections, keeping the two measurements too far apart and too fast for any signal, and choosing the letters independently. Entanglement on its own doesn't make a computer faster.

Check yourself

  1. Why must every plan lose at least one letter pair?
  2. Asked the ordinary question every time, entangled pairs always match. Why is their expected average only 75%?
  3. Ben changes his measuring direction. What changes in Asha's own results?
  4. A team wins 9 of 10 rounds. Have they beaten 75%?
Answers
  1. Every plan has to break one of the four rules (the chain in Step 1 shows why), so it always loses at least one letter pair. The best is 75% on average.
  2. Their answers do always match, but matching loses every Y-and-Y round, where the rule says the answers must differ. Always matching gives an expected average of 75%.
  3. Nothing. Asha's own answers are 0 half the time whatever letter Ben gets and whatever direction he uses. The link appears only when their two lists are compared, and comparing needs an ordinary message.
  4. Not from 10 rounds. A 75% plan wins 9 or more of 10 rounds about one time in four. Short runs vary too much to tell 75% from 85%.

The experiment runs entirely in your browser. Your choices, your predictions and your results aren't stored, and this page's own code doesn't send them anywhere. Cloudflare Web Analytics runs on every Plain Quantum page and measures how each page loads and responds, including to clicks and key presses, and the typefaces load from Google; see Privacy. The model is tested automatically: every plan, every measuring direction and the sampling are checked against an independent calculation.

Sources and further reading

Tags show what kind of source each one is (how this site is made). Spotted an error? Email hello@plainquantum.com.

  1. Peer-reviewed paperProposed experiment to test local hidden-variable theories (the CHSH inequality)Clauser, Horne, Shimony and Holt, Physical Review Letters, 1969
  2. Peer-reviewed paperConsequences and limits of nonlocal strategies (the CHSH game: 3/4 for plans, cos²(π/8) with entanglement)Cleve, Høyer, Toner and Watrous, IEEE Conference on Computational Complexity, 2004
  3. Peer-reviewed paperQuantum generalizations of Bell's inequality (the quantum limit, S at most 2√2)B. S. Cirel'son, Letters in Mathematical Physics, 1980
  4. ExperimentLoophole-free Bell inequality violation using electron spins separated by 1.3 kilometresHensen et al., Nature, 2015
  5. ExperimentLoophole-free Bell inequality violation with superconducting circuitsStorz et al., Nature, 2023
  6. ReferenceThe Nobel Prize in Physics 2022Nobel Prize Outreach, 2022
  7. BookQuantum Computation and Quantum Information (10th anniversary edition)Michael Nielsen and Isaac Chuang, Cambridge University Press, 2010