Quantum Mechanics of the Crap Shoot

The purpose of this is to show some of the fundamentals of QM for a beginner in quantum theory or for someone planning to get into it soon. Like QM, the crap shoot (rolling dice) is a game of chance, so it is a handy vehicle for explaining the basics. When I studied QM, it was not always clear to me what was math and what was physics. This is all math in this note. Also I found that sometimes the symbolism could be a roadblock to understanding some simple ideas. I hope this little exercise helps you.

I will stick to real numbers here. In QM there are a lot of complex numbers.

Your mother will think that getting involved with a crap shoot is not very discreet, but tell her that this is a discrete case. You can have continuous eigenvalues in physics, but not in the crap game.

A reminder about vectors in space: We have unit vectors (or basis vectors) i, j, and k which could also be labeled (1,0,0), (0,1,0), and (0,0,1). Then any vector is a linear combination of these. If A = 3i + 2j -k, note that the dot product i×A = 3, the component of A in the i direction. A QM vector has these two properties also. To ease into the QM symbols, that dot product is written <iï A> = 3. The unit vectors i, j, k are called eigenvectors in QM.

In QM we have an abstract vector "space." The vector A above could be regarded as simply a list of numbers, (3, 2, -1), and that is the way to think of vectors in QM, nothing to do with directions or the space we live in. The state vector in QM is a list of "amplitudes:" the square roots of the probabilities of all the possible outcomes of a measurement. When you flip a coin, the amplitude for getting heads is 0.51/2.

We use Dirac's bra - ket (bracket) notation; < is called a bra vector and ïy> a ket vector. In the language of matrix algebra, bras and kets are row and column vectors. Each component of one is the complex conjugate of the corresponding component of the other, but for the crap game we can use all real numbers, so they are the same. More on this later.

In the crap game, a pair of dice is thrown, and the outcome could be 2, 3, 4, …,12. There is one way to get a 2, two ways to get 3, and the number of ways increases by one until we have six ways to get 7. Then we decline by one each step: five ways to get 8, etc. until we end with one way to get a 12. If you add these up you get 36 ways. (It is no coincidence that this is 62; look it up in a statistics book, or figure it out.). So the probability of throwing a 7 is 6 out of 36 or 1/6, and the amplitude for getting a 7 is the square root of 1/6.

The state vector ïy>:
While the dice are flying through the air, we assume the above probabilities are in effect, and each component of the state vector is an amplitude, the square root of the probability of getting a 2, 3, …, 12. So
<
= (1/6, 21/2/6, 31/2/6, 2/6, 51/2/6, 61/2/6, 51/2/6, 2/6, 31/2/6, 21/2/6, 1/6), and the ket ïy> is the same list, but written as a column vector. When the dice come to rest, the state vector "collapses" into an eigenvector. If you throw a seven, the state is now (0,0,0,0,0,1,0,0,0,0,0). The dice show seven with probability 1.

Eigenvalues and eigenvectors:
The eigenvalues are the possible results of a "measurement": 2, 3, 4,…,12. For each eigenvalue there is an eigenvector which is a unit vector for that value. This set of vectors defines an eleven dimensional "space." The eigenvalues are the eleven numbers, and like the vector in 3 space, which can be written as a linear combination of 3 unit vectors, any vector in our eleven space can be written as a linear combination of the eigenvectors.

People usually name the eigenvectors after their eigenvalues. Thus
<2
ï = (1,0,0,0,0,0,0,0,0,0,0)
<3
ï = (0,1,0,0,0,0,0,0,0,0,0)
etc., but you do not always need to write out the list of components like this. The corresponding ket vectors
ï2> and ï3> are column vectors in matrix algebra. If you know about that, fine. If not, at the bottom of this document I have some stuff on that.

Dot products (inner products):
In QM the dot product of the two vectors in the previous paragraph is written
<2
ï3>. It is the sum of the products of corresponding components, and obviously for eigenvectors the result is zero if they are different, one if they are the same. Note that <yïy> = 1, because it is the sum of the probabilities of all the possibilities. Note also that (for example)
<5
ï y > = the component of ï y > in the 5 "direction." So if you square it, you find the probability of getting a 5. In QM, the component could be complex, so square the absolute value: Probability of getting n is
ï <nï y >ï 2.

Operators:
An operator does something to a vector or to another operator. For example in our crap game we might need an operator to tell us the number that has come up (an eigenvalue). Let
ïn> represent an eigenvector, where n = integers 2 to 12, and let D be a dice-value operator that multiplies the eigenvector (a unit vector) by n.
Thus D
ï n> = nï n>.
If you have had a course in linear algebra (matrices and all that), you will recognize that
ïDï could be regarded as a square matrix with the eigenvalues 2 through 12 on the diagonal (from upper left) and zeros elsewhere. ï n> could be regarded as a unit column vector.

(If you have not studied the matrix methods of linear algebra, do it before a course on QM, unless your course is strictly wave mechanics. Check out the nature of the course. There is a minimal discussion of matrices at the bottom of this page.)

You will find that <nï is a row vector, and S ï n><nï = I, the identity matrix, which has all ones on the diagonal and zeros elsewhere.

Even without knowing about matrices, you can see why S ï n><nï acts as an identity operator:
Recall that <n
ï y > is the component of ï y > in the n "direction," and by the same reasoning, <f ï n> is the component of <f ï . Now a vector is simply a list of its components (amplitudes), and if we let S mean to combine them as a vector sum over all n, not add components as scalars,
then
S <nï y > = ï y > and S <f ï n> = < .
Hence
S <f ï n><nï y > = <fïy >.
So
S ú n><nï = 1
Where the heck did
f come from? It's any vector. You might have unbalanced dice, thus changing the odds, hence changing the state vector. I did not use y for both because that would be a special case.

Expectation value:
Or average value of a large number of identical measurements. For any observable there is an operator (hermitian operator in QM), the D operator in our game, such that when it operates on an eigenvector, the result is the appropriate eigenvalue. The expectation value of the measurement, the dice throw in this case, is calculated using D and ïy >. In the crap game the expectation value for throwing the dice is 7, because 2 and 12 have the same probability, and the average of 2 and 12 is 7; the same can be said of 3 and 11; etc. Now let's see how to do it with D and ïy >. We need the sum of each dice value times its probability: The beast that does the job is
<
Dïy >. Here it is:
(1/36)(2+6+12+20+30+42+40+36+30+22+12) = 7 . We symbolize the expectation of D as <D>, (It really is the expectation of the eigenvalues of D, but I am using the conventional terminology.) Anyway, <D> = <
y ï Dï y > is a useful thing in QM.

Degeneracy:
Include a coin with the dice, and then with each number you have a head or a tail. Call heads + and tails - or up and down (like electron spin). Then for each eigenvector there are two different states. This is degeneracy. You can remove the degeneracy by expanding to 22 "dimensions." The new eigenvectors would be labeled ï2,+>, ï2,-> , etc.

Your mother thinks the game itself is degenerate.

Continuous eigenvectors and eigenvalues:
There are cases in which things do not need to take quantum jumps- there can be continuous change, so we need infinitely many infinitesimal steps. I discuss this in another document. If you know why <xïy > = y(x), for example, do not go there.

Matrix Multiplication

Addition and subtraction are the way you would expect. Let's multiply. A row vector on the left times a column vector on the right is the sum of the corresponding products: the first in the row times the first in the column + the 2nd times the 2nd, etc. The result is a single number called the dot product or scalar product or inner product. Example:

For matrix multiplication, follow the same row times column pattern as with the vectors above. That is, row 1 on the left is multiplied by column 1 on the right in the manner above to give you a single number which is the row 1, column 1 entry in the product matrix. Continue this row-column game: the ij entry in the product matrix is the ith row of the first times the jth column of the 2nd. With matrices, the pattern is always row-column. (In the Excel spreadsheet, b3 is column b, row 3. Go figure.) Example:

From the above discussion you know that if A and B are matrices, in order for the product AB to exist, the number of rows of A must equal the number of columns of B. You can also conclude, if you think about it, that if A is a column vector with n components and B is a row vector with n components then BA is a single number, but AB is an n by n matrix! In QM symbols, <BïA> = a number and ïA><Bï = a matrix. Example:

Now leave this crap (the game, that is), and go to the main quantum page, or send hate mail or comments, questions: fredrick.gram at tri-c.edu (but remove “at” and spaces and insert @) but if you are very far along in QM, I probably won't be of any help.

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