
2
puts. The already mentioned CHSH game is the most
famous example of an XOR game, but other examples
within this class exist in the literature, such as the EAOS
game [40, 41] where Alice and Bob have to compute a
Kronecker-delta function of the input trits. Regarding
XOR* games, examples are the 2→1quantum random
access codes (QRACs)[36], 2→1parity oblivious multi-
plexing (POM) [9] and CHSH* [38] games. By virtue of
our categorisation, the CHSH* game emerges as the nat-
ural XOR* version of the CHSH game and the QRACs
read as the XOR* versions of an XOR game which is dif-
ferent from the CHSH game. This may sound surprising,
as the 2→1QRAC is usually associated to the CHSH
game in that it shares the same values for the Bell and
Tsirelson bounds [42].
Crucial in our work is Theorem 1: it allows us to con-
nect the optimal quantum strategies for the classes of
XOR and XOR* games. The theorem involves certain
assumptions: bounding the cardinalities of the inputs
(as a consequence of the use of a lemma due to Cleve
et al. [39]) and restricting the XOR* games to those
involving only two-dimensional (2D) resource systems.
These constraints do not prevent the result to apply to
a number of known XOR and XOR* games present in
the literature. We describe the main ones in subsection
III C and, as a consequence of our framework, we also
define the XOR versions of known XOR* games such as
the 2→1QRAC [36], the binary output Torpedo game
[33], and the Gallego et al. [43] dimensional witness.
Theorem 1 also assumes that the strategies of the XOR*
games involve only reversible gates. We show how this
assumption is strictly necessary for the theorem to hold
by providing an example of XOR* game where the use of
(irreversible) reset gates can create a quantum-classical
performance gap that does not arise if considering only
reversible gates. We refer to this feature as reset-induced
gap activation. The mapping described in Theorem 1 can
be used to show that preparation contextuality [44] is a
resource for outperforming classical strategies in certain
XOR* games (see B). The reason is that the established
proofs of nonlocality as a resource for outperforming clas-
sical strategies in XOR nonlocal games can be mapped
to proofs of preparation contextuality in monopartite se-
quential games (interpreted as prepare and measure sce-
narios) via the mapping of the theorem. However, this
argument does not apply to all the XOR* games that
mimic the quantum over classical computational advan-
tages of the XOR games and, crucially, does not apply to
what we define as dual XOR* games of the XOR games
under consideration. For example, it does not apply to
the CHSH* game. We provide a thorough analysis of
this fact and of why other typical candidates employed
to explain the origin of the quantum advantage do not
work in the case of XOR* games. We conclude by outlin-
ing a proposal to develop a new notion of nonclassicality
in the spirit of generalized contextuality that applies to
these games.
The remainder of the paper is structured as follows.
In section II we describe nonlocal games and monopar-
tite sequential games, focusing specifically on XOR and
XOR* games. In section III we relate XOR and XOR*
games via Theorem 1, which establishes a mapping be-
tween these two classes. In particular, we prove Theo-
rem 1 using a diagrammatic approach according to the
formalism of process theories [45], and we give various
examples of games within these classes. In section IV we
discuss why the typical features employed to explain the
quantum computational advantage in information pro-
cessing tasks do not apply in the case of XOR* games
and we advance a proposal to overcome this problem. In
section V we discuss the significance of the results and we
outline future challenges. Finally, we relegate all proofs
of the stated lemmas to A.
II. XOR NONLOCAL GAMES AND XOR*
SEQUENTIAL GAMES
Acooperative game consists of a protocol involving
some number of agents (players) that cooperate to per-
form a certain task. In order to win the game the play-
ers have to come up with a strategy to produce outputs
which successfully compute a task function of the inputs
provided by a referee. We formulate the winning condi-
tion as a predicate that equates the task function with
a function of the outputs. A game is also specified by
the setup it is played in. The setup is defined by a list
of elements that compose the protocol, e.g., the kind
and number of resource systems involved, the number
and cardinalities of inputs and outputs, and the number
and sequential order of operations like transformations
or measurements (controlled by the players). The list
of actions that each player has to adopt given particular
values of the inputs defines a strategy for the game. Each
strategy has to obey possible restrictions that, given the
specification of the setup, the protocol posits. The typi-
cal example of such a restriction, in the context of nonlo-
cal games where the players are spatially separated and
cannot communicate, is the principle of no-signaling. No-
tice that these restrictions are theory-independent, in the
sense that they must be obeyed independently of the pre-
cise operational theory (e.g., classical or quantum theory)
that the strategies of the players are formulated in.1
Finally, a game, in general, can also be specified by ex-
tra constraints that do not emerge from the setup, but are
artificial constraints that are imposed on the set of pos-
sible strategies. Examples of these are the parity oblivi-
ousness in the parity oblivious multiplexing game [9], the
dimensional constraint in quantum random access codes
1The term “theory-independent” is standard in the literature of
device-independent protocols (see for example [46]). With this
it is meant that the restrictions have to be obeyed by all the
operational theories that are under comparison (e.g., classical,
quantum and GPTs).