Re: [math-fun] Toss Up Komi
As Neller and Presser say, "There is no known general method for solving equations of the form x = max(Ax+b, A'x+b')." Assuming A, A', b, b' are fixed given numbers, the graph of y = max(Ax+b, A'x+b') is continuous, piecewise linear, and consists of two segments. Its intersection with y = x consists of 0, 1, 2 or points or a continuum, and these are the solutions. Gene ____________________________________________________________________________________ Got a little couch potato? Check out fun summer activities for kids. http://search.yahoo.com/search?fr=oni_on_mail&p=summer+activities+for+kids&c...
Gene says:
As Neller and Presser say, "There is no known general method for solving equations of the form x = max(Ax+b, A'x+b')."
Assuming A, A', b, b' are fixed given numbers, the graph of y = max(Ax+b, A'x+b') is continuous, piecewise linear, and consists of two segments. Its intersection with y = x consists of 0, 1, 2 or points or a continuum, and these are the solutions.
Sorry, I should have beeb clearer. Here x is a vector -- the vector of winning probabilities from every possible game state -- and Ax+b is a linear transformation. And max() is the coordinate-wise maximum of its two vector arguments. Of course it is still piecewise linear, but of 2^dim pieces now... --Michael Kleber -- It is very dark and after 2000. If you continue you are likely to be eaten by a bleen.
The original paper wants x to be a vector, A to be a matrix, and b,b' to be vectors. Two obvious methods of solving it are (a) assume Left or Right for each component of Max, solve the resulting linear system, and select out the combinations which match the Left/Right choices; (b) assume a starting guess for the vector x, and iterate, hoping for convergence. I actually did something similar once-upon-a-time, solving 2-checker Backgammon. I assigned upper and lower bounds for the probability of winning, to each Backgammon position. These were initialized to 1.0 and 0.0, and then a routine calculated updated probabilities based on the Backgammon rules. I had to leave out the doubling cube (memory constraint). The loop converged very quickly, with upper & lower probabilities being equal or adjacent. But then I faced the problem of making sense of the data, which I never really solved. Rich -----Original Message----- From: math-fun-bounces+rschroe=sandia.gov@mailman.xmission.com [mailto:math-fun-bounces+rschroe=sandia.gov@mailman.xmission.com] On Behalf Of Eugene Salamin Sent: Monday, August 27, 2007 1:57 PM To: math-fun Subject: Re: [math-fun] Toss Up Komi As Neller and Presser say, "There is no known general method for solving equations of the form x = max(Ax+b, A'x+b')." Assuming A, A', b, b' are fixed given numbers, the graph of y = max(Ax+b, A'x+b') is continuous, piecewise linear, and consists of two segments. Its intersection with y = x consists of 0, 1, 2 or points or a continuum, and these are the solutions. Gene ________________________________________________________________________ ____________ Got a little couch potato? Check out fun summer activities for kids. http://search.yahoo.com/search?fr=oni_on_mail&p=summer+activities+for+ki ds&cs=bz _______________________________________________ math-fun mailing list math-fun@mailman.xmission.com http://mailman.xmission.com/cgi-bin/mailman/listinfo/math-fun
I offer this Toss Up scoresheet, in which I'm proud to say I figure as "T", the winner of a three-way game against my two sons: http://www.flickr.com/photos/thane/1263170453/ I play a conservative game, never rolling 3 or fewer dice, and when in the lead, never fewer than 4. After I have the lead, the boys feel compelled to "catch up" after their rash bankruptcies and are then led into repeated subsequent bankruptcies. In most games I plod inexorably to victory. * * On the "original" rules pointed out by Michael Kleber: suppose two players both have 99 points. I think both players would want to "pass", since it's got to be better to let the other guy cross 100 first, and see where he lands up before rolling your own dice? Or maybe not? On 8/27/07, Schroeppel, Richard <rschroe@sandia.gov> wrote:
The original paper wants x to be a vector, A to be a matrix, and b,b' to be vectors. Two obvious methods of solving it are (a) assume Left or Right for each component of Max, solve the resulting linear system, and select out the combinations which match the Left/Right choices; (b) assume a starting guess for the vector x, and iterate, hoping for convergence.
I actually did something similar once-upon-a-time, solving 2-checker Backgammon. I assigned upper and lower bounds for the probability of winning, to each Backgammon position. These were initialized to 1.0 and 0.0, and then a routine calculated updated probabilities based on the Backgammon rules. I had to leave out the doubling cube (memory constraint). The loop converged very quickly, with upper & lower probabilities being equal or adjacent. But then I faced the problem of making sense of the data, which I never really solved.
Rich
-----Original Message----- From: math-fun-bounces+rschroe=sandia.gov@mailman.xmission.com [mailto:math-fun-bounces+rschroe=sandia.gov@mailman.xmission.com] On Behalf Of Eugene Salamin Sent: Monday, August 27, 2007 1:57 PM To: math-fun Subject: Re: [math-fun] Toss Up Komi
As Neller and Presser say, "There is no known general method for solving equations of the form x = max(Ax+b, A'x+b')."
Assuming A, A', b, b' are fixed given numbers, the graph of y = max(Ax+b, A'x+b') is continuous, piecewise linear, and consists of two segments. Its intersection with y = x consists of 0, 1, 2 or points or a continuum, and these are the solutions.
Gene
________________________________________________________________________ ____________ Got a little couch potato? Check out fun summer activities for kids. http://search.yahoo.com/search?fr=oni_on_mail&p=summer+activities+for+ki ds&cs=bz
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-- Thane Plambeck tplambeck@gmail.com http://www.plambeck.org/ehome.htm
should have said "never 4 or fewer" instead of "never fewer than 4" On 8/28/07, Thane Plambeck <tplambeck@gmail.com> wrote:
I offer this Toss Up scoresheet, in which I'm proud to say I figure as "T", the winner of a three-way game against my two sons:
http://www.flickr.com/photos/thane/1263170453/
I play a conservative game, never rolling 3 or fewer dice, and when in the lead, never fewer than 4. After I have the lead, the boys feel compelled to "catch up" after their rash bankruptcies and are then led into repeated subsequent bankruptcies.
In most games I plod inexorably to victory. * * On the "original" rules pointed out by Michael Kleber: suppose two players both have 99 points. I think both players would want to "pass", since it's got to be better to let the other guy cross 100 first, and see where he lands up before rolling your own dice? Or maybe not?
On 8/27/07, Schroeppel, Richard <rschroe@sandia.gov> wrote:
The original paper wants x to be a vector, A to be a matrix, and b,b' to be vectors. Two obvious methods of solving it are (a) assume Left or Right for each component of Max, solve the resulting linear system, and select out the combinations which match the Left/Right choices; (b) assume a starting guess for the vector x, and iterate, hoping for convergence.
I actually did something similar once-upon-a-time, solving 2-checker Backgammon. I assigned upper and lower bounds for the probability of winning, to each Backgammon position. These were initialized to 1.0 and 0.0, and then a routine calculated updated probabilities based on the Backgammon rules. I had to leave out the doubling cube (memory constraint). The loop converged very quickly, with upper & lower probabilities being equal or adjacent. But then I faced the problem of making sense of the data, which I never really solved.
Rich
-----Original Message----- From: math-fun-bounces+rschroe=sandia.gov@mailman.xmission.com [mailto:math-fun-bounces+rschroe=sandia.gov@mailman.xmission.com] On Behalf Of Eugene Salamin Sent: Monday, August 27, 2007 1:57 PM To: math-fun Subject: Re: [math-fun] Toss Up Komi
As Neller and Presser say, "There is no known general method for solving equations of the form x = max(Ax+b, A'x+b')."
Assuming A, A', b, b' are fixed given numbers, the graph of y = max(Ax+b, A'x+b') is continuous, piecewise linear, and consists of two segments. Its intersection with y = x consists of 0, 1, 2 or points or a continuum, and these are the solutions.
Gene
________________________________________________________________________ ____________ Got a little couch potato? Check out fun summer activities for kids. http://search.yahoo.com/search?fr=oni_on_mail&p=summer+activities+for+ki ds&cs=bz
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-- Thane Plambeck tplambeck@gmail.com http://www.plambeck.org/ehome.htm
-- Thane Plambeck tplambeck@gmail.com http://www.plambeck.org/ehome.htm
Oh! Looking at Thane's score sheet, I realize I completely misunderstood the basic rule of the game! I was under the impression that if you rolled zero-green-nonzero-red, then you forfeited your *accumulated score for this turn* and passed the dice to the next player. But rereading Thane's original message, it seems like much more is in jeopardy: one bad roll bankrupts your entire score for the game! So choosing to stop doesn't "protect" the points you've accumulated; all it does is resets to ten the number of dice you get to roll (when it's next your turn). My misinterpretation matches the usual rules for pig and the paradigm of other similar jeopardy dice games like the excellent but long out of print Can't Stop ( http://www.boardgamegeek.com/game/41 ), and the description of the rules at the link I posted earlier. I'd like to see the official rules of Toss Up, just to be sure of the facts this time, but I can't seem to find them on-line.
From the mathematical point of view, it actually makes a big difference. The game is hard to solve because it is potentially loopy: to decide whether to stop or roll again, you need to compare P(win|stop) with P(win|roll) = P(going bankrupt)*P(win|state after bankruptcy) + other terms. In the small-penalty version that I was thinking about, state-after-bankruptcy is not so far from current state; you can do an induction on the total number of "banked" points of both players and only need to solve a handful of piecewise-linear equations each time.
But in Thane's big-penalty version, every single decision depends on the probability associated with a bankrupt state in which your total score has reverted to zero, so there's no stratification to help tame the dependencies. In this case solving formally really is hopeless, and the iterative methods we were talking about earlier probably are your only hope. --Michael Kleber On 8/29/07, Thane Plambeck <tplambeck@gmail.com> wrote:
I offer this Toss Up scoresheet, in which I'm proud to say I figure as "T", the winner of a three-way game against my two sons:
http://www.flickr.com/photos/thane/1263170453/
I play a conservative game, never rolling 3 or fewer dice, and when in the lead, never fewer than 4. After I have the lead, the boys feel compelled to "catch up" after their rash bankruptcies and are then led into repeated subsequent bankruptcies.
In most games I plod inexorably to victory. * * On the "original" rules pointed out by Michael Kleber: suppose two players both have 99 points. I think both players would want to "pass", since it's got to be better to let the other guy cross 100 first, and see where he lands up before rolling your own dice? Or maybe not?
On 8/27/07, Schroeppel, Richard <rschroe@sandia.gov> wrote:
The original paper wants x to be a vector, A to be a matrix, and b,b' to be vectors. Two obvious methods of solving it are (a) assume Left or Right for each component of Max, solve the resulting linear system, and select out the combinations which match the Left/Right choices; (b) assume a starting guess for the vector x, and iterate, hoping for convergence.
I actually did something similar once-upon-a-time, solving 2-checker Backgammon. I assigned upper and lower bounds for the probability of winning, to each Backgammon position. These were initialized to 1.0 and 0.0, and then a routine calculated updated probabilities based on the Backgammon rules. I had to leave out the doubling cube (memory constraint). The loop converged very quickly, with upper & lower probabilities being equal or adjacent. But then I faced the problem of making sense of the data, which I never really solved.
Rich
-----Original Message----- From: math-fun-bounces+rschroe=sandia.gov@mailman.xmission.com [mailto:math-fun-bounces+rschroe=sandia.gov@mailman.xmission.com] On Behalf Of Eugene Salamin Sent: Monday, August 27, 2007 1:57 PM To: math-fun Subject: Re: [math-fun] Toss Up Komi
As Neller and Presser say, "There is no known general method for solving equations of the form x = max(Ax+b, A'x+b')."
Assuming A, A', b, b' are fixed given numbers, the graph of y = max(Ax+b, A'x+b') is continuous, piecewise linear, and consists of two segments. Its intersection with y = x consists of 0, 1, 2 or points or a continuum, and these are the solutions.
Gene
________________________________________________________________________ ____________ Got a little couch potato? Check out fun summer activities for kids. http://search.yahoo.com/search?fr=oni_on_mail&p=summer+activities+for+ki ds&cs=bz
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-- Thane Plambeck tplambeck@gmail.com http://www.plambeck.org/ehome.htm
_______________________________________________ math-fun mailing list math-fun@mailman.xmission.com http://mailman.xmission.com/cgi-bin/mailman/listinfo/math-fun
-- It is very dark and after 2000. If you continue you are likely to be eaten by a bleen.
I'd like to see the official rules of Toss Up, just to be sure of the facts this time, but I can't seem to find them on-line.
I take it back: they're at http://www.patchproducts.com/pdf/7367_TossUprules.pdf and it looks like my version is the official one: * Once your points are entered on the score sheet, they are safe, and you cannot lose them. Here "entered on the score sheet" is what happens to points when you voluntarily end your turn. It's okay, Thane, I won't tell your kids if you won't. --Michael Kleber
From the mathematical point of view, it actually makes a big difference. The game is hard to solve because it is potentially loopy: to decide whether to stop or roll again, you need to compare P(win|stop) with P(win|roll) = P(going bankrupt)*P(win|state after bankruptcy) + other terms. In the small-penalty version that I was thinking about, state-after-bankruptcy is not so far from current state; you can do an induction on the total number of "banked" points of both players and only need to solve a handful of piecewise-linear equations each time.
But in Thane's big-penalty version, every single decision depends on the probability associated with a bankrupt state in which your total score has reverted to zero, so there's no stratification to help tame the dependencies. In this case solving formally really is hopeless, and the iterative methods we were talking about earlier probably are your only hope.
--Michael Kleber
On 8/29/07, Thane Plambeck <tplambeck@gmail.com> wrote:
I offer this Toss Up scoresheet, in which I'm proud to say I figure as "T", the winner of a three-way game against my two sons:
http://www.flickr.com/photos/thane/1263170453/
I play a conservative game, never rolling 3 or fewer dice, and when in the lead, never fewer than 4. After I have the lead, the boys feel compelled to "catch up" after their rash bankruptcies and are then led into repeated subsequent bankruptcies.
In most games I plod inexorably to victory. * * On the "original" rules pointed out by Michael Kleber: suppose two players both have 99 points. I think both players would want to "pass", since it's got to be better to let the other guy cross 100 first, and see where he lands up before rolling your own dice? Or maybe not?
On 8/27/07, Schroeppel, Richard <rschroe@sandia.gov> wrote:
The original paper wants x to be a vector, A to be a matrix, and b,b' to be vectors. Two obvious methods of solving it are (a) assume Left or Right for each component of Max, solve the resulting linear system, and select out the combinations which match the Left/Right choices; (b) assume a starting guess for the vector x, and iterate, hoping for convergence.
I actually did something similar once-upon-a-time, solving 2-checker Backgammon. I assigned upper and lower bounds for the probability of winning, to each Backgammon position. These were initialized to 1.0 and 0.0, and then a routine calculated updated probabilities based on the Backgammon rules. I had to leave out the doubling cube (memory constraint). The loop converged very quickly, with upper & lower probabilities being equal or adjacent. But then I faced the problem of making sense of the data, which I never really solved.
Rich
-----Original Message----- From: math-fun-bounces+rschroe=sandia.gov@mailman.xmission.com [mailto:math-fun-bounces+rschroe=sandia.gov@mailman.xmission.com] On Behalf Of Eugene Salamin Sent: Monday, August 27, 2007 1:57 PM To: math-fun Subject: Re: [math-fun] Toss Up Komi
As Neller and Presser say, "There is no known general method for solving equations of the form x = max(Ax+b, A'x+b')."
Assuming A, A', b, b' are fixed given numbers, the graph of y = max(Ax+b, A'x+b') is continuous, piecewise linear, and consists of two segments. Its intersection with y = x consists of 0, 1, 2 or points or a continuum, and these are the solutions.
Gene
________________________________________________________________________ ____________ Got a little couch potato? Check out fun summer activities for kids. http://search.yahoo.com/search?fr=oni_on_mail&p=summer+activities+for+ki ds&cs=bz
_______________________________________________ math-fun mailing list math-fun@mailman.xmission.com http://mailman.xmission.com/cgi-bin/mailman/listinfo/math-fun
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-- Thane Plambeck tplambeck@gmail.com http://www.plambeck.org/ehome.htm
_______________________________________________ math-fun mailing list math-fun@mailman.xmission.com http://mailman.xmission.com/cgi-bin/mailman/listinfo/math-fun
-- It is very dark and after 2000. If you continue you are likely to be eaten by a bleen.
-- It is very dark and after 2000. If you continue you are likely to be eaten by a bleen.
People should Speak Up if they want me to Shut Up about Toss Up. Thane wrote:
On the "original" rules pointed out by Michael Kleber: suppose two players both have 99 points. I think both players would want to "pass", since it's got to be better to let the other guy cross 100 first, and see where he lands up before rolling your own dice? Or maybe not?
That appealed to me at first, but upon sober reflection I don't think it's true. The game doesn't end just because I cross the 100 line during my turn; it only ends if I *stop rolling* when over. So if it's 99 to 99 and my turn, I think I'd want to roll aggressively: if I bust, it's the other guy's turn, but if my aggressive chance-taking pays off, I'll stop with a big score and it's very likely I'll win. Of course, if I'm too aggressive, the other guy will likely get his chance to do the same, and I've lost the advantage of getting the first bite at the apple. So I should moderate my aggression. Here, let's play a simpler game, which I'll call "Tail". The goal of Tail is to "earn" the higher number in [0,1]. The two players take turns naming arbitrary numbers p in [0,1], and then picking a point x uniformly in [0,1]; if you pick an x which is larger than your chosen p, then you have earned p. Once you earn a number, the other player gets just one chance to earn a higher one, and then the game ends. As long as neither player has earned a number, play passes back and forth. So the higher a p you pick, the less likely that you will earn it, but if you do then the more likely it will result in your winning. I think this does a decent job modelling 99-99 Toss Up, where p stands in for "how likely is it that someone playing the strategy 'N points or bust' will bust?" Not quite, because in Toss Up you can aim for N points and end up over, but it's pretty close. So what p should you pick in Tail? Well, there is some optimal p, and we can assume both players will use it, which simplifies things. I go first, earn p with probability 1-p = q, and if I do, my opponent tries to earn p (well, p+epsilon) and fails with probability p. So I win with probability q p and lose with probability p p on my turn. If I fail, then my opponent does the same. At the end of our two turns, my probability of having won is qp + pqq, and my probability of having lost is qq + pqp; if neither of these two has happened (probability pp), we're right back where we started. Overall, then, I win with probability (qp+pqq)/(1-pp), which has a local maximum at... (<scribble>)... p = sqrt(3) - 1 =~ .732. The probability of winning is approx 0.535898. For Toss Up, it's easy to inductively calculate the probability that the strategy 'N or bust' leads to a bust. The probability that '39 or bust' fails is .711, while '40 or bust' goes sour with probability .763. Plugging both into (qp+pqq)/(1-pp), it looks like '39 or bust' is better. So if you're in a game of Toss Up tied 99-99, I think you should roll until you gain 39 or more points. Against an optimal player (who does the same thing), whoever goes first will win with probability 0.535639. Of course, if your opponent is too tame, you're even more likely to win! --Michael Kleber -- It is very dark and after 2000. If you continue you are likely to be eaten by a bleen.
This argument (that going first is good) doesn't make sense. The second player won't adopt the same strategy as the first: the second player adopts the strategy of stopping when they get at least one point past the first player (or maybe stopping on a tie, if the first player was ambitious enough Knowing how many points the first player earned is a huge advantage. If the first player busts, you have an almost automatic win by just rolling once. --Joshua Zucker
Joshua Zucker wrote, about Toss Up at 99-to-99:
This argument (that going first is good) doesn't make sense.
The second player won't adopt the same strategy as the first: the second player adopts the strategy of stopping when they get at least one point past the first player (or maybe stopping on a tie, if the first player was ambitious enough Knowing how many points the first player earned is a huge advantage. If the first player busts, you have an almost automatic win by just rolling once.
If the first player busts, then the game isn't yet about to end! It becomes the second player's turn, and the score is still 99-to-99, and we're back in the original game state with the players' identities swapped. (Perhaps I wasn't clear that I'm analyzing the original rules, in which busting only loses you the tentative points you've accumulated so far this turn. Points you've "banked" by voluntarily passing the dice are yours forever.) If the first player doesn't bust, then of course player 2 will adopt the strategy "beat player 1 or bust trying." But p2's probability of busting trying is just the same as was p1's of busting before reaching that point value in the first place. --Michael Kleber -- It is very dark and after 2000. If you continue you are likely to be eaten by a bleen.
On 8/31/07, Michael Kleber <michael.kleber@gmail.com> wrote:
If the first player busts, then the game isn't yet about to end! It becomes the second player's turn, and the score is still 99-to-99, and we're back in the original game state with the players' identities swapped.
I thought that the game ends after player 2's turn if at least one player has more than 100 points. You're saying that even if player 2 breaks 100, then player 1 gets one extra last turn? That hardly seems fair, for player 1 to get an extra turn ... shouldn't both players get an equal number of turns? I guess what this really shows is that I'm not sure what the ending condition is. OK, I looked at the official rules from the web site, and now I understand that Michael was right and I was wrong: after one player reaches 100, everyone gets another turn (except the player over 100). --Joshua
Joshua Zucker wrote:
That hardly seems fair, for player 1 to get an extra turn ...
Quite right, and I guess Thane's original komi question asks just how unfair this really is. It all depends on how quickly the play tends to forget who went first. The fact that player 1 only has a 53%-47% advantage with optimal play from 99-99 makes it much more plausible, to me, that the game is close to fair from the beginning. Actually, I think the ending condition Joshua brought up, where player 2 gets to go again after player 1 crosses 100 but not the other way around, is probably *less* fair, for just the reason he mentioned: player 2 has a much easier time winning, since he could safely stop at 100, while player 1 would need to go much higher out of fear. So "fair ups" isn't so fair after all. (Sort of the equivalent of baseball's home field advantage...) --Michael -- It is very dark and after 2000. If you continue you are likely to be eaten by a bleen.
Michael Kleber wrote
If the first player doesn't bust, then of course player 2 will adopt the strategy "beat player 1 or bust trying." But p2's probability of busting trying is just the same as was p1's of busting before reaching that point value in the first place.
Presumably p2 wants to win. So wouldn't the probability of p2 surpassing p1's score be less than the probability of p1 reaching it in the first place? On the other hand, as the number of players grows, the player who goes out first is at an increasing disadvantage. When there are six or eight people around the table the probability that no one will beat the "first out" score can be kind of crappy. If it is a close game with a lot of players, you don't want to go out with a mediocre roll. You'll lose. I have a large family. In our house we play a similar game, but the scoring is more volatile and we arbitrarily changed the ending condition to something that makes more sense given the number of kids usually playing. When one player goes out, the game play changes somewhat. When one player goes out their score becomes the high score, the score to beat. The next player in turn attempts to beat the high score. If they do, their score becomes the high score. If they don't, they are out. This cycles around the table eliminating players until only one player is left. The player who went out first is not treated any different than the others. When play returns to the player who went out first, they either have the high score and win or they get a chance to beat the current high score. Either way, the play continues around and around until there is a winner. Since the player who went out first gets another chance, it removes the almost certain loss associated with going out first. Maybe the biggest benefit with this ending condition is that it removes a good deal of pouting associated with children who are quick to perceive something that is "not fair". The scoring in our game is a little different than in Toss Up Komi, so it seldom takes long for a winner to emerge after someone goes out. I'm not sure how our ending conditions would work with Toss Up Komi. I can see a couple of conservative players going back and forth for hours... Mark -----Original Message----- From: math-fun-bounces@mailman.xmission.com [mailto:math-fun-bounces@mailman.xmission.com] On Behalf Of Michael Kleber Sent: Friday, August 31, 2007 6:06 PM To: math-fun Subject: Re: [math-fun] Toss Up Komi Joshua Zucker wrote, about Toss Up at 99-to-99:
This argument (that going first is good) doesn't make sense.
The second player won't adopt the same strategy as the first: the second player adopts the strategy of stopping when they get at least one point past the first player (or maybe stopping on a tie, if the first player was ambitious enough Knowing how many points the first player earned is a huge advantage. If the first player busts, you have an almost automatic win by just rolling once.
If the first player busts, then the game isn't yet about to end! It becomes the second player's turn, and the score is still 99-to-99, and we're back in the original game state with the players' identities swapped. (Perhaps I wasn't clear that I'm analyzing the original rules, in which busting only loses you the tentative points you've accumulated so far this turn. Points you've "banked" by voluntarily passing the dice are yours forever.) If the first player doesn't bust, then of course player 2 will adopt the strategy "beat player 1 or bust trying." But p2's probability of busting trying is just the same as was p1's of busting before reaching that point value in the first place. --Michael Kleber -- It is very dark and after 2000. If you continue you are likely to be eaten by a bleen. _______________________________________________ math-fun mailing list math-fun@mailman.xmission.com http://mailman.xmission.com/cgi-bin/mailman/listinfo/math-fun
participants (6)
-
Eugene Salamin -
Joshua Zucker -
Michael Kleber -
Schroeppel, Richard -
Thane Plambeck -
Torgerson, Mark D