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The Veiled Box · Lab · 5 of 9 · from pages 16 and 17

When possibilities cancel. Add first, square last

Ordinary chances can only pile up. Quantum possibilities meet like ripples before they become chances, so a second way in can make a spot darker.

Choose your level. Each one adds to the one before.
From the book: in a misty ink landscape, a lamp sends a line of gold dots to a wooden wall with two slits. Gold ripples spread from both slits and cross, and the screen beyond shows bright and dark gold stripes. Lettering: In the double slit, each electron reaches the screen in two ways at once, as two ripples of possibility. In step, they build a bright stripe. Out of step, they cancel to dark. So opening a second slit can make a spot darker. No ordinary chance does that.
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Ordinary chances only add

From the book: people stream into a wooden hall through two open doors under a hanging lantern. Lettering: Ordinary chances only add. Open a second door into a hall, and more people get in. Never fewer.

A chance runs from 0, never, to 1, certain. It can never be less than nothing. So when there are two separate ways into the same place, their chances simply add. Open a second door into a hall and more people get in, never fewer. Each person uses one door or the other, and a door can only let people in. Open the second door and set how busy each one is. Watch the total bar: it can only grow.

25 in 100 come in
A chance of 0.25, all through door 1.
P = 0.25
Going further

The maths of chance began with dice games. In 1654 Blaise Pascal and Pierre de Fermat worked out a gambling puzzle in letters to each other. Since then one rule has held for every everyday kind of chance, from dice to weather forecasts: for two ways that cannot both happen, add the chances. Because no chance is ever below zero, adding a way in can never make an arrival rarer. Keep that in mind. The double slit breaks it.

The maths

For two ways that cannot both happen:

P(A or B) = P(A) + P(B), 0 ≤ P ≤ 1

So P(A or B) ≥ P(A): a second way in can never lower the total.

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Ripples can cancel

From the book: two stones in a still pond send out rings of ripples that cross in a criss-cross pattern. Lettering: Waves are different. Where two ripples meet crest to crest, the water rises higher. Where a crest meets a trough, it goes flat.

Waves are different. A ripple has a height that can be up, at a crest, or down, at a trough. When two ripples meet, their heights add. Crest on crest, the water rises twice as high. Crest on trough, up plus down makes nothing, and the water goes flat. Noise cancelling headphones do this on purpose with sound. Slide ripple 2 along. At half a wave, every crest lands on a trough and the sum goes flat.

in stephalf a wavea whole wave
Twice as tall
Crest meets crest and trough meets trough.
Going further

Noise cancelling headphones carry a small microphone that hears the noise outside. A chip makes the same wave flipped upside down and plays it into your ear, and the two cancel. It works best on steady low hums, like an engine or a train. Sudden and high-pitched sounds are harder, which is why voices still get through. On a pond, the energy is not destroyed, only moved: the high places gain exactly what the flat places lose. Thin coatings on glasses and camera lenses cancel reflections the same way.

The maths

Two equal waves, the second one behind by a phase φ (a whole wave is 360°):

A sin(kx − ωt) + A sin(kx − ωt − φ) = 2A cos(φ/2) · sin(kx − ωt − φ/2)

The combined height is 2A|cos(φ/2)|: 2A in step, zero at φ = 180°.

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Add first, square last

Now the quantum part. Each electron reaches a spot on the screen in two ways at once, as two ripples of possibility, one from each slit. Each ripple's height, its amplitude, can be up or down. The rule: add the heights first, then square to get the chance. Square first and every number turns positive, so nothing could cancel: that is just ordinary adding. Here chances are scored so the brightest band is 1, and one slit alone gives height ½, chance ¼. Drag the spot and compare.

Chance at each spot on the screen add first, square lastordinary: add the chancesone slit alone

leftmiddleright

From this spot, one slit is 0.50 of a wave further away than the other.

The two ripples arriving at your spot

Ordinary adding0.50¼ + ¼ = ½. Chances add, so it is ½ at every spot.
Add first, square last0.00

Averaged across the screen, both rules give 0.50. Nothing is lost overall: the bright bands gain exactly what the dark bands lose.

Going further

Max Born proposed in 1926 that the chance is the square of the height. In his first paper the square appears only in a footnote, added just before printing. He won a Nobel Prize in 1954, mainly for this idea. To keep the numbers simple, this page uses a scale where the brightest band scores 1, and shows only the middle of the screen, where each slit alone spreads its electrons evenly. The bright bands get twice what simple adding gives, and the dark bands get nothing.

The maths

Born's rule for two amplitudes a₁ and a₂ with a phase difference φ:

P = |a₁ + a₂|² = |a₁|² + |a₂|² + 2|a₁||a₂| cos φ

The last term is interference. Here |a₁| = |a₂| = ½, and the extra path d sin θ sets the phase:

P = ½ (1 + cos φ) = cos²(φ/2), φ = 2π d sin θ / λ

cos φ averages to zero across the screen, so the average stays ½.

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A tag keeps them apart

From the book: the same lamp and two slits, now with a small detector wired to the wall. The ripples spread from both slits but the screen beyond glows evenly, with no stripes. Lettering: Mark which slit the electron used, and the two ripples can no longer meet. The chances simply add again. The stripes vanish.

Now mark which slit the electron used. Any tag will do, a scratch or a click saying left or right. The two possibilities are no longer alike, so they cannot cancel, any more than a crest in one pond can cancel a trough in another. The chances simply add again, ¼ + ¼ everywhere, and the stripes vanish. Slide the tag from useless to clear. A useless tag lets you guess the slit right only 50 times in 100, like tossing a coin. Watch the stripes fade.

Chance at each spot, with your tag with the tagordinary adding

no tag: a pure guessa clear tag
Full stripes
Going further

Explainers 3 and 4 showed this with a which-path switch. What removes the stripes is difference, not force: one possibility is now tagged left and the other right. The tag only has to exist, and nobody needs to read it. A faint tag, which tells the slits apart only some of the time, leaves fainter stripes, because the parts of the two possibilities that still match can cancel. Berthold-Georg Englert put this trade-off into a formula in 1996. The slider assumes a clean tag, with no extra noise.

The maths

Attach tag states t₁ and t₂ to the two paths (overlap taken real and positive):

P = |a₁|² + |a₂|² + 2|a₁||a₂| ⟨t₁|t₂⟩ cos φ

A clear tag has ⟨t₁|t₂⟩ = 0, so P = |a₁|² + |a₂|². Stripe strength V and how well the tag tells the paths apart, D (a guess is right with chance ½(1 + D)), obey:

V² + D² ≤ 1 (equal for a clean tag)
5 of 6

Arrows, not just heights

Ripples can also arrive partly out of step, say a quarter of a wave apart. Up or down cannot describe that. Richard Feynman drew each possibility as a little arrow, like a clock hand. Its length is the ripple's height, and its direction shows whether the ripple arrives at a crest, a trough or somewhere in between. To combine two, put them nose to tail. The chance is the length of the total arrow, squared. Turn arrow 2: same way is bright, opposite ways is dark.

Total arrow 0.71 long
same wayoppositefull turn
Going further

Feynman explained this in his 1985 book QED, based on lectures for a general audience. Each way something can happen gets an arrow, like a clock hand that turns as the possibility travels. Add all the arrows nose to tail, then square the length of the total. Because chances come from a square, possibilities interfere only in pairs, so three slits should show no extra three-way effect. In 2010 Urbasi Sinha and colleagues sent light through three slits and found none, to within about a hundredth.

The maths

Each arrow is a complex number: a length r and a direction θ.

a = r e^(iθ), P = |a₁ + a₂|² = r₁² + r₂² + 2r₁r₂ cos(θ₂ − θ₁)

Squaring leaves only pair terms. Sorkin's three-path test:

ε = P₁₂₃ − P₁₂ − P₁₃ − P₂₃ + P₁ + P₂ + P₃ = 0

Sinha and colleagues bounded ε to less than about 10⁻² of the two-path interference.

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Waves first, chances at the end

From the book: gold mist pours through two gaps in a mountain ridge and settles across the valley in soft bands. Lettering: The height of each ripple is called its amplitude. The chance follows the square of the combined ripple: twice the height, four times the chance. Possibilities are waves first, and chances only at the end.

Possibilities are waves first, and chances only at the end. While nothing marks the path, the possibilities travel and meet like ripples, adding or cancelling. Only when the electron lands do you square, and the heights become chances. That one order, add first, square last, is what makes quantum chance different from ordinary chance. Arranged on purpose, the same cancelling lets a quantum computer make wrong answers fade away, on pages 70 and 71.

Going further

Born's square rule has passed every test so far, yet nobody can say why nature squares. Some physicists try to derive it from deeper ideas, and others simply take it as a starting rule. The book questions the square itself on pages 27 and 73. What every experiment agrees on is the order: the possibilities add like waves first, and the square comes at the end.

Words to keep

Amplitude
The height of a possibility's ripple. It can be up or down, so possibilities can cancel.
Interference
Ripples meeting: crest on crest builds up, crest on trough cancels. It makes the stripes.
Add first, square last
Add the ripples of all the ways something can happen, then square the total to get the chance.
Born's rule
The chance is the height of the combined ripple, squared. Max Born, 1926.
The Veiled Box Lab · one explainer per idea, each building on the last
  1. p. 6Planck's kiln
  2. p. 7Light in lumps, atoms in steps
  3. p. 11Two slits
  4. p. 12One electron at a time
  5. p. 16When possibilities cancel
  6. p. 19Uncertainty
  7. p. 30Decoherence
  8. p. 52Bertlmann's socks
  9. p. 70How wrong answers cancel

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