Spooky Signals

The mailroom rules

Your choices change the outcome

Courier: test a few retained bits, then deliver or discard the rest. Testing reveals both values publicly, so every tested bit is removed from the key. Spy: secretly choose how many signals to intercept. More listening can reveal more bits, but usually causes more detectable errors.

A shift has four packets. The Courier and Spy compare their total points at the end. All messages and bits are fictional; this game does not create a real encryption key.

What happensGame points
Deliver a correct bit Eve does not knowCourier +1
Deliver a bit Eve knows or Bob reads incorrectlyCourier −2, counted once
Eve knows a delivered bitSpy +2
Discard after finding a mismatchCourier +4; Spy 0
Discard without finding a mismatchBoth 0

What is actually quantum here?

Alice prepares each bit in basis Z or X. Bob independently chooses a basis. Matching bases preserve the prepared bit in the ideal model; different bases give a random measurement result. They publicly compare bases and keep only matching positions. Eve does not know their bases when she intercepts.

If Eve measures in a different basis, her re-prepared signal can change Bob’s later result. The full random-basis intercept-and-resend attack produces a 25% average error rate among retained bits in the ideal model. A small sample can miss it. In Noisy Night, an additional 6% independent detector readout error can also cause mismatches.

Evidence has limits

No mismatches does not prove that no one listened. A mismatch shows disturbance; it need not identify its cause. The after-round replay reveals the simulator’s hidden information to explain the score. Real players cannot see that information during a real protocol.

The scoring system is a game rule, not a security calculation. Real quantum key distribution also needs an authenticated classical channel, reconciliation, privacy amplification, and a finite-key security analysis.

Play together on one phone

Choose Pass & Play. The Spy privately sets a plan, then passes the covered phone to the Courier team. Two players can take one role each; with three players, one Courier teammate chooses tests and the other makes the delivery decision. Swap roles after a shift. This is a classroom honor system.

Physics: Bennett and Brassard’s BB84 protocol. Educational precedents include DeVore and Singh’s tutorial and CrypTool’s BB84 activity. Game design and code prepared for SpookyQubits.

Signal lab

Prepare a bit, choose who measures it, then run 200 fresh signals. Each signal is a new preparation. See how the results change when the bases match—or do not.

Start with matching bases and no Eve, then change one choice.