How to play Qubits 2048
- Swipe the board, tap the pad, or use the arrow keys.
- Equal tiles combine into the next power of base 2, 3, or 5.
- The run ends when no empty cell and no merge remain.
Predictive Insights AI · interactive sandbox
Merge qubit powers, then play a full chess ruleset. Pattern recognition on a phone-friendly board, with material and move history beside the pieces.
From @predictiveanalyst — pattern recognition in action
Watch: Solved a Rubik’s Cube (YouTube Short)01 · Merge
Slide matching powers together. Pick a base, then keep the board from locking.
Swipe the board, tap the pad, or press the arrow keys.
02 · Strategy
Local chess.js rules for castling and en passant, with live material on the side.
A closed world, on purpose
Chess can be searched because the board is already drawn: 64 squares, six kinds of pieces, and a rule for every legal move. Load a line onto the board, or set a puzzle and find the one move that matters.
1.e4 e5 2.Nf3 Nc6 3.Bb5
Hammer: the bishop stares at the knight that holds e5. Counter: 3…a6 makes the bishop decide, or 3…Nf6 (the Berlin) hits back at e4.
1.e4 e5 2.Nf3 Nf6
The knight goes to f6, not the king. Hammer from Black: answer the attack on e5 by attacking e4. Counter-hammer: 3.Nxe5, then 3…d6 asks the knight to leave.
1.e4 e5 2.f4
Hammer: offer the f-pawn so the f-file and the center open. Counter: take with 2…exf4, or decline and strike back with 2…d5, the Falkbeer.
1.e4 c5 2.Nf3 d6 3.d4 cxd4 4.Nxd4 Nf6 5.Nc3 a6
Hammer from Black: refuse the mirror and take the c-file later. White's hammer is 3.d4. The Najdorf's 5…a6 is the counter-room for …b5.
1.e4 e5 2.Nf3 Nc6 3.Bc4
Hammer: the bishop aims at f7, the weakest square by the king. Counter: 3…Bc5 copies the aim, or 3…Nf6 attacks e4 at once.
1.d4 d5 2.c4
Hammer: the c-pawn offers itself to pull d5 off the center. Counter: 2…e6 keeps the pawn (Queen's Gambit Declined), or 2…dxc4 takes and dares White to prove it.
d4, e4, d5, and e5. Pieces on these squares see both wings. Openings are arguments about who stands there.
King slides two squares toward a rook, and that rook hops over the king. Once per side, and only if the king and that rook have not moved, the squares between are empty, and the king is not in, through, or into check. Kingside is O-O. Queenside is O-O-O.
If a pawn uses its first-move double step and lands beside an enemy pawn, that enemy pawn may capture it as if it had moved one square. The chance lasts one move. The board above can play this: load the en passant puzzle.
Opening: develop, castle, fight for the center. Middlegame: plans, files, and who attacks the king. Endgame: kings wake up, pawns run, and one extra pawn is often the whole story.
Checkmate: the king is in check and no legal move escapes. Stalemate: the side to move is not in check and has no legal move. Stalemate is a draw. A queen that takes the last flight square can throw away a won game.
A vector is an arrow. Direction is which way it points. Magnitude is how long it is. A rook that slides three squares up the file and a rook that slides one square up the file share a direction. The first arrow is longer: magnitude 3 against magnitude 1.
The chessboard is a grid with two axes. Call the files x and the ranks y. From a square, a move is a vector (a, b): a steps along x, b steps along y. Rooks ride the axis vectors, (a, 0) or (0, b). Bishops ride the diagonals, (a, a) or (a, −a). The queen may use either family. The knight’s leap is the fixed arrow (1, 2) or (2, 1), with the signs flipped to reach all eight landings.
Let î = (1, 0) and ĵ = (0, 1). Those two direction vectors span the board. Every square, measured from a chosen origin, is a weighted sum a·î + b·ĵ, with whole-number weights a and b. That pair (a, b) is the coordinate. The coordinate system is nothing more than how much of each direction vector you used.
A scalar is one number and no direction. “White is ahead by 2” is a scalar. A constant keeps its value: the board is 8 by 8, a knight’s leap is always an L. A variable changes during the game: whose turn it is, the square a bishop stands on, the material totals in the sidebar.
Turn the board and the coordinates change, not the wood. A rotation by an angle θ sends a vector (x, y) to (x cos θ − y sin θ, x sin θ + y cos θ). A quarter turn has cos 90° = 0 and sin 90° = 1, so (x, y) becomes (−y, x). The 4D button tilts the picture. It does not tilt the rules.
An image is a matrix: rows and columns of pixels, each pixel a few numbers for color. The screen is that matrix, lit. This chessboard is a display of that kind, an 8 by 8 matrix of squares painted by a much finer matrix of pixels. The arrows are the meaning. The pixels are only the picture. Drawing a chessboard does not draw those lines onto a fire, a market, or a mind. Outside this screen the world is not 64 squares with a finished list of legal arrows.
No one person sat down and invented the modern game. Around the 6th century, in India, a war game called chaturanga set four arms of an army on a board: foot soldiers, horses, elephants, and chariots. Persia took it up as shatranj. The name “chess” comes from the Persian shah, the king, by way of old French. The game reached Europe through the Islamic world and Spain and Italy. The queen and the bishop became the long-range pieces we know only in the late 1400s. Castling and en passant settled in that same remaking. What you play now is a late form of a much older argument about armies.
On this board, a gain for one side is a loss for the other. Win a pawn and the opponent has lost a pawn. Checkmate gives one player the game and the other the loss. A draw splits the point so the two scores still add to the same total. That is a zero-sum game, or more carefully a constant-sum game: the pie does not grow. Engines treat the position the same way. White’s evaluation is the negative of Black’s.
A zero-sum contest has a winner only by having a loser. A non-zero-sum game can leave both richer, or both poorer. Trade is the plain case: each person gives something they value less and receives something they value more. A study pair works the same way. Both can understand the Ruy Lopez better than either did alone. A prisoner’s dilemma is the warning inside that family: if each grabs the moment, both can end worse than if they had held back.
In a cooperative game the players may bind themselves to one plan, and the score can be shared. A team can win together. Consultation chess, a lesson, a band arranging a song, a kitchen getting dinner out: the point is the joint result, not a corpse on the other side of the table. Every member can leave up.
In the repeated prisoner’s dilemma, a simple strategy did surprisingly well in Robert Axelrod’s tournaments: start by cooperating, then do what the other person did last time. That is tit for tat. It is not saintly, and it is not vicious. It answers kindness with kindness and a hit with a hit, and it is ready to cooperate again. People can learn to work together by playing, when the game is played more than once and both are allowed to benefit.
Socrates would not take a first answer as knowledge. He asked until the claim survived, or until it broke. Plato, his student, called real knowing epistēmē and set it above mere opinion. The Academy was a place to acquire that knowledge and to pursue mastery of a skill, not a stage where one person is ruined so others can watch. Enlightenment, in that line, is the learner seeing the reason for themselves. A puzzle on this page is that kind of sitting: the gain is the idea you can now hold, which you did not have when you sat down.
Chess can be played as a zero-sum fight and still be used as a cooperative study. You show a line, they show the answer, both leave with a sharper eye. That is tit for tat turned toward teaching. The opponent that matters is the position. The person across from you is a partner in the quest. The longer essay is AI and Greek Philosophy.
Not a show where someone has to lose. A dungeon master will hand you a script that says the only match worth showing is player versus player, so an audience can watch a person brought down. That script is the opposite of the Socratic quest. You do not have to read it. Chess can be a lesson, a puzzle, a joke between friends, a way to hand someone a better move than they had. Play for fun, for growth, for mastery, and for what you both learn. The pieces are enough of an opponent. The person across the board can be your partner in seeing the game.
White to move. Mate in one. The queen on h5 and the bishop on c4 already share the weak square.
Black just played d7–d5 beside your pawn on e5. Capture it the only way the rules allow this turn.
White to move. Mate in one. The black king has its own pawns for a cage.
Black is to move and has no legal move. The king on a8 is not in check. What is the result?
03 · Concepts
Collapse a qubit into a donut, then browse drawings of probability, state, entanglement, and a small circuit.
04 · Qubit Donut Creation
Choose a spin and a qubit type. The same pair always collapses into the same flavor.
|↑⟩ · Superconducting
Awaiting collapse
No flavor yet
Pick a spin and a qubit type, then collapse the wavefunction.
Wave Function Probability
Qubit State (Bloch Sphere)
Particle Entanglement
Circuit Logic (H-Gate & CNOT)