Title: | Mathematics at DEC |
Moderator: | RUSURE::EDP |
Created: | Mon Feb 03 1986 |
Last Modified: | Fri Jun 06 1997 |
Last Successful Update: | Fri Jun 06 1997 |
Number of topics: | 2083 |
Total number of notes: | 14613 |
Below are the rules for GOPS, a simple card game. Care to try to find a winning method of play? John ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** One player gets A, 2, 3, 4, 5, 6 of one suit (say hearts). The other player gets A, 2, 3, 4, 5, 6 of another suit (say diamonds). Shuffled and set on the table face down are A, 2, 3, 4, 5, 6 of a third suit (say clubs). Someone turns over a club. Each player makes a sealed bid for the exposed club by placing a card (heart or diamond) face down on the table. After a simultaneous exposure of the bids, the higher bidder wins, and takes the club. The heart and the diamond that were used for bids are removed from the rest of the play. Repeat for the five other clubs. The player with more club points at the end wins (e.g. A + 4 + 6 = 11 wins, beating 2 + 3 + 5 = 10.) If bids are equal, another club is turned over, and the exposed clubs are bid for as a unit. If there are no more clubs to turn over, players just count the club points that they already have. Example game: Club Player A Player B Result 4 5 4 A 4, B 0 2 2 2 A 4, B 0 3 A 5 A 4, B 5 6 6 A A 10, B 5 A 3 (bad) 3 A 10, B 5 5 4 6 A 10, B 11 Alternative ending: A 4 (good) 3 A 11, B 5 5 3 6 A 10, B 10 Another alternative ending: A 4 (good) 6 A 10, B 6 5 3 3 A 10, B 6
T.R | Title | User | Personal Name | Date | Lines |
---|---|---|---|---|---|
771.1 | = | AKQJ10::YARBROUGH | Why is computing so labor intensive? | Fri Oct 16 1987 17:54 | 13 |
I haven't thought about this enough, but I have a gut feeling that the optimal strategy leads to a draw, with each player making the same bid at each turn. It also seems likely that the best play at each turn is to bid the value of the Club currently faced. The game is entirely too symettrical: what is optimum for one player is also optimum for the other, and once a good strategy is found I see no reason why both players should not make the same plays. It's likely that there is a strategy that will win over all other strategies, but if both players know it the game will get very dull very quickly! No rule is included to resolve the game in the case where both players play alike; I assume that's a draw. Lynn Yarbrough | |||||
771.2 | Strategies may include elements of chance | ZFC::DERAMO | Daniel V. D'Eramo | Fri Oct 16 1987 19:50 | 7 |
A stategy for this game may be probabilistic, e.g., at a given play a strategy may specify to take one action with probability p and to take the alternative with probability 1-p. If an optimal strategy were of this form, then both players could follow it without necessarily making identical plays. Dan | |||||
771.3 | Straight Play loses... | CHOVAX::YOUNG | Back from the Shadows Again, | Fri Oct 16 1987 23:55 | 7 |
Re .1: Lynn I have played this game (with the full deck) for many years, and I can assure you that just playing straight face value is a big loser. -- Barry | |||||
771.4 | CLT::GILBERT | Builder | Sat Oct 17 1987 12:04 | 11 | |
Yes. For example: Card Bid A Bid B 1 1 2 B wins 1 2 2 3 B wins 2 3 3 4 B wins 3 4 4 5 B wins 4 5 5 6 B wins 5 6 6 1 A wins 6 ---------- A wins 6, B wins 15 | |||||
771.5 | AKQJ10::YARBROUGH | Why is computing so labor intensive? | Mon Oct 19 1987 20:02 | 15 | |
< Note 771.4 by CLT::GILBERT "Builder" > Yes. For example: Card Bid A Bid B 1 1 2 B wins 1 2 2 3 B wins 2 3 3 4 B wins 3 4 4 5 B wins 4 5 5 6 B wins 5 6 6 1 A wins 6 ---------- A wins 6, B wins 15 | |||||
771.6 | etc. | VINO::JMUNZER | Tue Oct 20 1987 13:00 | 13 | |
Re .4: Card Bid C Bid B 1 3 2 C wins 1 2 4 3 C wins 2 3 5 4 C wins 3 4 6 5 C wins 4 5 1 6 B wins 5 6 2 1 C wins 6 ---------- B wins 5, C wins 16 John | |||||
771.7 | CLT::GILBERT | Builder | Thu Oct 22 1987 20:49 | 62 | |
Based on the first card shown, we have the folowing games matrices. If the first card displayed is a 1, then all bids except 1 are recessive; if the first card displayed is a 2 or 3, then bids of 5 or 6 are recessive. if the first card displayed is a 4, then a bids of 6 is recessive. I've not yet calculated the probabilities with which other bids should be made. (1) 1 2 3 4 5 6 1 0.0 0.0449762 0.329673 0.611329 0.838422 1.0 2 -0.0449762 0.0 0.0799245 0.406259 0.719465 1.0 3 -0.329673 -0.0799245 0.0 0.100166 0.479419 0.980173 4 -0.611329 -0.406259 -0.100166 0.0 0.157973 0.768317 5 -0.838422 -0.719465 -0.479419 -0.157973 0.0 0.273276 6 -1.0 -1.0 -0.980173 -0.768317 -0.273276 0.0 (2) 1 2 3 4 5 6 1 0.0 -0.255224 0.0230925 0.353442 0.708391 1.00000 2 0.255224 0.0 -0.185813 0.195183 0.593423 1.00000 3 -0.0230925 0.185813 0.0 -0.114204 0.326654 0.940266 4 -0.353442 -0.195183 0.114204 0.0 -0.0542997 0.690646 5 -0.708391 -0.593423 -0.326654 0.0542997 0.0 0.0767811 6 -1.00000 -1.00000 -0.940266 -0.690646 -0.0767811 0.0 (3) 1 2 3 4 5 6 1 0.0 -0.360723 -0.0659593 0.262770 0.657126 1.00000 2 0.360723 0.0 -0.301670 0.111189 0.539346 1.00000 3 0.0659593 0.301670 0.0 -0.207589 0.277646 0.934999 4 -0.262770 -0.111189 0.207589 0.0 -0.107977 0.679171 5 -0.657126 -0.539347 -0.277646 0.107977 0.0 0.0460065 6 -1.00000 -1.00000 -0.934999 -0.679171 -0.0460065 0.0 (4) 1 2 3 4 5 6 1 0.0 -0.577227 -0.327183 -0.0101114 0.413511 1.00000 2 0.577227 0.0 -0.557823 -0.180881 0.254398 1.00000 3 0.327183 0.557823 0.0 -0.485288 0.0232754 0.883010 4 0.0101113 0.180881 0.485288 0.0 -0.346608 0.604607 5 -0.413511 -0.254398 -0.0232754 0.346608 0.0 -0.0546824 6 -1.00000 -1.00000 -0.883010 -0.604607 0.0546824 0.0 (5) 1 2 3 4 5 6 1 0.0 -0.839281 -0.595172 -0.285680 0.208484 0.800117 2 0.839281 0.0 -0.819912 -0.462126 0.0317561 0.726742 3 0.595172 0.819912 0.0 -0.731584 -0.233658 0.504729 4 0.285680 0.462126 0.731584 0.0 -0.587593 0.137049 5 -0.208484 -0.0317561 0.233658 0.587593 0.0 -0.332484 6 -0.800117 -0.726742 -0.504729 -0.137049 0.332484 0.0 (6) 1 2 3 4 5 6 1 0.0 -0.937100 -0.786428 -0.557211 -0.162860 0.501976 2 0.937100 0.0 -0.929834 -0.712169 -0.340816 0.407651 3 0.786428 0.929834 0.0 -0.889544 -0.571833 0.183575 4 0.557211 0.712169 0.889544 0.0 -0.819470 -0.277414 5 0.162860 0.340816 0.571833 0.819470 0.0 -0.661133 6 -0.501976 -0.407651 -0.183575 0.277414 0.661133 0.0 | |||||
771.8 | A variation | EAGLE1::DANTOWITZ | David - BXB1-1/E11 DTN: 293-5356 | Mon Oct 26 1987 12:08 | 8 |
My experience playing GOPS has been with a full deck (suit) rather than just A-6. I've also found the game to be much more interesting with 3 or more players. One variation on resolving tie bids (when playing with more than two players) is to award the card to the next highest bid. | |||||
771.9 | CLT::GILBERT | Builder | Mon Oct 26 1987 14:05 | 101 | |
I suppose I should describe how 771.7 was generated (perhaps someone wants to double-check the figures). The program is recursive, and uses the following two functions: V := VALUE0 (C, A, B, S, D); VALUE0 calculates the value (expectation) of the position for player A C is the set of cards remaining in the deck to be bid upon A is the set of cards remaining in the A player's hand B is the set of cards remaining in the B player's hand |C| = |A| = |B| S is the current 'stake' -- usually this is 0, but it may not be if the previous cards played by A and B were equal. D is the number of points on cards 'won' by A less those won by B V := VALUE1 (C, A, B, S, D); VALUE1 calculates the value (expectation) of the position for player A The parameters are as above, except that |C|+1 = |A| = |B|, and S is non-zero. The recursion is as follows: VALUE0 (C, A, B, S, D) if |C| = 0 then V := signum(D) else V := the average of VALUE1 (C - {i}, A, B, S+i, D), where i varies over all cards in the set C VALUE1 (C, A, B, S, D) V := the value of the games matrix Z[i,j], where i ranges over the cards in A's hand and j ranges over the cards in B's hand, and Z[i,j] = VALUE0 (C, A-{i}, B-{j}, (if i=j then s else 0), ! still at stake if tied (d + signum(i-j)*s)); ! award s to higher card Unfortunately, I don't have a good program for solving games matrices. Can somebody else supply one? For what it's worth, here's a short description of matrix games. The approach to solving a game matrix is as follows. There is a matrix of values. Player R chooses a row, and player C chooses a column. This determines an element in the matrix, and that value is the amount R wins from C (if positive) or that C wins from R (if negative). Thus, R wants to choose rows (with probabilities) that maximize his expectation, and C chooses columns to minimize R's expectation. With each player playing an optimal strategy, there is a single 'value' for the game. The solution of the following matrix game: 3 -4 -1 1 would usually proceed as follows. First, a value is added to each element so that all table entries are non-negative. Here, we add 5 -- this simply increases the 'value' of the game by 5. 8 1 4 6 Now supposing that C chooses columns 1 and 2 with probabilities c1 and c2 respectively, C wants to ensure that if R chooses the first row, then 8 * c1 + 1 * c2 <= v where v is the value of the game, and if R chooses the second row, then 4 * c1 + 6 * c2 <= v We also have c1 + c2 = 1. Usually, we solve the above equations for c1/v and c2/v (since v > 0). 8 * (c1/v) + 1 * (c2/v) <= 1 4 * (c1/v) + 6 * (c2/v) <= 1 c1/v + c2/v = 1/v Here, we find that (c1/v,c2/v) = (5/44,4/44) gives equality in the first two equations (the best that C can hope for), and the third equation yields v = 44/9. Thus, C should choose the first column with probability 5/9, and the second with probability 4/9. If you're thinking 'Simplex algorithm', you're following along nicely. The analysis for R is similar: 8 * (r1/v) + 4 * (r2/v) >= 1 1 * (r1/v) + 6 * (r2/v) >= 1 r1/v + r2/v = 1/v We find (r1/v,r2/v) = (2/44,7/44), and v = 44/9 (again, of course), so (r1,r2) = (2/9,7/9). The original game: 3 -4 -1 1 has a value of 44/9 - 5 = -1/9. Thus, R should expect to lose 1/9 on every play. To make this a fair game, C should pay R 1/9 before every play. |