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A Rock Paper Scissors Brainteaser

New submitter arsheive (609065) writes with a link to this interesting RPS brainteaser: "How do you play against an opponent who _must_ throw Rock 50% of the time, and how much would you be willing to pay to play against them?"

167 comments

  1. Simple.... Odds are even by Fallen+Kell · · Score: 0

    The odds are even odds. If he must throw rock 50% of the time, and he knows that you know that data, the other 50% of the time he will throw scissors to beat your paper....

    --
    We were all warned a long time ago that MS products sucked, remember the Magic 8 Ball said, "Outlook not so good"
    1. Re:Simple.... Odds are even by Anonymous Coward · · Score: 0

      The odds are even odds. If he must throw rock 50% of the time, and he knows that you know that data, the other 50% of the time he will throw scissors to beat your paper....

      Which means that he won't throw anything that gives points against rock so you should play rock all the time.
      Until he figures that out, then he will have to play paper every now and then.

    2. Re:Simple.... Odds are even by Fallen+Kell · · Score: 1
      Actually now that I think about it more, it is much more difficult that it at first seams... The fact that he plays rock 50% of the time really has no bearing on what he plays the other 50% of the time. If you do the 100% paper, you will eventually only win 50% of the time.

      After that you need to run a probability set on all the possible combinations, with the unknowns for his paper and scissors, only knowing that they total to 50%.

      --
      We were all warned a long time ago that MS products sucked, remember the Magic 8 Ball said, "Outlook not so good"
    3. Re:Simple.... Odds are even by ihtoit · · Score: 0

      actually, as each choice beats one and either ties or is beaten by the other two, the odds of winning any random round of RPS is 33%.

      --
      Political debates have me rolling my eyes so much I think I got optical whiplash. I should sue. - Foamy The Squirrel
    4. Re:Simple.... Odds are even by ShanghaiBill · · Score: 2

      actually, as each choice beats one and either ties or is beaten by the other two, the odds of winning any random round of RPS is 33%.

      But the whole point is that it is not random, since your opponent's choices are constrained. He is forced to play rock 50% of the time. If he plays randomly the other 50%, then you can always play paper and win 2/3rds of the time, lose 1/6 of the time, and tie 1/6th. But then he can adapt, and play rock 50% and scissors the other 50%, resulting in a tie (1/3 win, 1/3 loss, 1/3 tie). But you can adapt to that by playing rock 50% and paper 50%. You will win 50%, lose 25%, and tie 25%.

    5. Re:Simple.... Odds are even by jklovanc · · Score: 1

      Though of the rounds where there is a winner the odds are 50/50.

    6. Re:Simple.... Odds are even by Chris+Mattern · · Score: 1

      But you can adapt to that by playing rock 50% and paper 50%. You will win 50%, lose 25%, and tie 25%.

      But then he adapts by always playing paper when he doesn't have to play rock. Now you win 25%, tie 50%, lose 25%, and you're back to even up.

    7. Re:Simple.... Odds are even by narcc · · Score: 5, Funny

      Actually now that I think about it more

      ... you realize that you're doing the submitter's homework?

    8. Re:Simple.... Odds are even by Anonymous Coward · · Score: 1
      "more difficult that it at first seams"

      Is it harder than spelling seems?

    9. Re:Simple.... Odds are even by Tom · · Score: 3

      ...but...but... but it's interesting homework! :-)

      --
      Assorted stuff I do sometimes: Lemuria.org
    10. Re:Simple.... Odds are even by osu-neko · · Score: 1

      You seriously think that each player in RPS has a 33% chance of winning each round? Think a little bit about that. Oh, I forgot, this is /.

      What do you think the odds are for each player? Keep in mind that there are three possible outcomes for each round: win, lose, or draw.

      --
      "Convictions are more dangerous enemies of truth than lies."
    11. Re:Simple.... Odds are even by ShanghaiBill · · Score: 5, Insightful

      The Nash Equilibrium is for you to play paper 2/3rds of the time, and rock 1/3rd. His best counter strategy is to play rock 50% (he cannot go lower) and scissors 50%. He cannot do better. If you deviate from 2/3 paper and 1/3 rock, he can adjust his strategy to do better. With the optimal strategy, you will win 1/2, lose 1/3, and tie 1/6.

      Here is my search for the Nash Equilibrium:

      #include

      struct rps {
          double rock;
          double paper;
          double scissors;
      };

      static double
      eval(struct rps *a, struct rps *b)
      {
          return
              (a->rock * (b->scissors - b->paper)) +
              (a->paper * (b->rock - b->scissors)) +
              (a->scissors * (b->paper - b->rock));
      }

      int
      main(void)
      {
          struct rps you;
          struct rps him;

          him.rock = 0.5;
          double worst_best_eval_for_him = 1.0;
          double best_rock_for_you = 0;
          double best_paper_for_you = 0;
          double worst_best_paper_for_him = 0;
          double dx = 0.001;
          for (you.rock = 0; you.rock best_eval_for_him) {
                          best_eval_for_him = p;
                          best_paper_for_him = him.paper;
                      }
                  }
                  if (worst_best_eval_for_him > best_eval_for_him) {
                      worst_best_eval_for_him = best_eval_for_him;
                      best_rock_for_you = you.rock;
                      best_paper_for_you = you.paper;
                      worst_best_paper_for_him = best_paper_for_him;
                  }
              }
          }
          printf("worst_best_eval_for_him = %f\n", worst_best_eval_for_him);
          printf("best_rock_for_you = %f\n", best_rock_for_you);
          printf("best_paper_for_you = %f\n", best_paper_for_you);
          printf("worst_best_paper_for_him = %f\n", worst_best_paper_for_him);
          return 0;
      }

    12. Re:Simple.... Odds are even by ShanghaiBill · · Score: 1

      Sorry, but Slashdot mangled that code badly because of the angle brackets.

    13. Re:Simple.... Odds are even by Anonymous Coward · · Score: 0

      If I choose 2, there are three outcomes:
        - you choose 1 - I lose
        - you choose 2 - tie
        - you choose 3 - I win.

      This applies for any mapping between {1,2,3} and {rock,paper,scissors}.

      That looks awfully like 33% to me.

    14. Re:Simple.... Odds are even by ShanghaiBill · · Score: 5, Interesting

      Sorry, but Slashdot mangled that code badly because of the angle brackets.

      Let me try again:

      #include <stdio.h>

      struct rps {
          double rock;
          double paper;
          double scissors;
      };

      static double
      eval(struct rps *a, struct rps *b)
      {
          return
              (a->rock * (b->scissors - b->paper)) +
              (a->paper * (b->rock - b->scissors)) +
              (a->scissors * (b->paper - b->rock));
      }

      int
      main(void)
      {
          struct rps you;
          struct rps him;

          him.rock = 0.5;
          double worst_best_eval_for_him = 1.0;
          double best_rock_for_you = 0;
          double best_paper_for_you = 0;
          double worst_best_paper_for_him = 0;
          double dx = 0.001;
          for (you.rock = 0; you.rock < 1.0; you.rock += dx) {
              for (you.paper= 0; (you.paper + you.rock) < 1.0; you.paper+= dx) {
                  you.scissors = 1.0 - you.rock - you.paper;
                  double best_paper_for_him = 0.0;
                  double best_eval_for_him = -1.0;
                  for (him.paper = 0; him.paper < 0.5; him.paper += dx) {
                      him.scissors = 1.0 - him.rock - him.paper;
                      double p = eval(&him, &you);
                      if (p > best_eval_for_him) {
                          best_eval_for_him = p;
                          best_paper_for_him = him.paper;
                      }
                  }
                  if (worst_best_eval_for_him > best_eval_for_him) {
                      worst_best_eval_for_him = best_eval_for_him;
                      best_rock_for_you = you.rock;
                      best_paper_for_you = you.paper;
                      worst_best_paper_for_him = best_paper_for_him;
                  }
              }
          }
          printf("worst_best_eval_for_him = %f\n", worst_best_eval_for_him);
          printf("best_rock_for_you = %f\n", best_rock_for_you);
          printf("best_paper_for_you = %f\n", best_paper_for_you);
          printf("worst_best_paper_for_him = %f\n", worst_best_paper_for_him);
          return 0;
      }

    15. Re:Simple.... Odds are even by Anonymous Coward · · Score: 0

      "Is it harder than spelling seems?"

      Is it harder than putting referenced words in quotation marks?

    16. Re:Simple.... Odds are even by Anonymous Coward · · Score: 0

      Actually, 50% Rock, 50% Scissors is not the opponent's equilibrium strategy, nor is it the "best response" to 2/3 Paper 1/3 Rock. All responses involving exactly 50% Rock are equally good against 2/3 Paper 1/3 Rock, but if your opponent plays 50% Rock 50% Scissors you can exploit that with 100% Rock, which does better against that strategy than 2/3 Paper 1/3 Rock. So your opponent would be better off with a strategy that cannot be exploited.

      The only strategy for the opponent that cannot be exploited is 1/2 Rock 1/6 Paper 1/3 Scissors. All your strategies are equally good against this unless you stupidly play Scissors with nonzero probability.

    17. Re:Simple.... Odds are even by inhuman_4 · · Score: 1

      If you play 2/3 paper 1/3 rock. He will play 1/2 paper, 1/2 rock.

      Wins for you:
      Paper vs rock: 2/3 * 1/2 = 1/3 win
      Rock vs scissors: 1/3 * 0 = 0 win
      Scissors vs paper: 0 * 1/2 = 0 win

      For him:
      Paper vs rock: 1/2 * 1/3 = 1/6
      Rock vs scissors: 1/2 * 0 = 0
      Scissors vs paper: 0 * 2/3 = 0

      Your optimal strategy (2/3 paper, 1/3 rock) vs his optimal strategy (1/2 paper, 1/2 rock), results 1/3 win not a 1/2 win.

    18. Re:Simple.... Odds are even by Reaper9889 · · Score: 1

      His nash strategy (minimax strategy) is to play rock 1/2, scissors 1/3 and paper 1/6 (it is true that rock 1/2 and scissors 1/2 is a best response to the nash strategy, but that does not mean it is optimal against abitrary strategies). I have a long earlier post showing the strategies and so on :)

    19. Re:Simple.... Odds are even by Anonymous Coward · · Score: 2, Funny

      A hem! I'm a frayed knot.

    20. Re:Simple.... Odds are even by Anonymous Coward · · Score: 0

      We each pick a number between 1 and 10^10^10, and then throw a die whomever guessed it wins...
      I see three outcome I win, you win, we both win, or we both lose.
      so there is a 25% chance that we both guess the number every single time right?

    21. Re:Simple.... Odds are even by abies · · Score: 1

      I'm getting better test results from having around 38.4% rock, rest paper. At this point his scissor and paper strategies become equal and I'm winning (assuming ties are repeated) 61.7% of cases instead of 60% of cases with 1/3 rock rest paper.

      I think that trick is finding a place where any mixture of scissors or paper for him is equally bad. At this moment, his choices doesn't matter anymore (of course, unless he choses rock even at free choice). At 1/3 rock 2/3 paper, scissors are clearly better choice for him, so it is not a perfect place.

    22. Re:Simple.... Odds are even by akozakie · · Score: 1

      Ok, Nash equilibrium, finally the correct approach. But here's an interesting variation, seemingly very similar, but a bit harder: same probabilities, but introduce a third side with a predefined algorithm and infinite budget. The game still looks the same to you as the player: 50% rock, 50% human RPS player, but in fact suddenly the game depends on so many details...

      The setting: you play RPS against a human opponent, but do not communicate with them directly - the interface is operated by the third side and only shows the choices (no chatting, etc). Your opponent is free to choose as he wishes. The operator intervenes with 50% chance (fair coin toss) by replacing your opponent's choice with rock (replacing rock with rock still counts as intervention). Of course the fact of intervention is not communicated to players.

      Scoring rules: On "normal" rounds you and your opponent score against each other as in normal RPS. On "intervention" rounds you both score against the operator's budget. Your score depends on your choice vs. operator's rock. Your opponent's score depends on his original choice vs. your choice (so, yes, in this game you can both win/lose simultanously).

      1. What is your best strategy in this game?
      2. More interestingly: is the best strategy different if your opponent does not know about the existence of interventions (they change nothing visible on his side after all)? If you could tell him about it before the start of the game, would you?

      That's my main question, but for the really bored, some more options. Consider a symmetric variant, where your choices as seen by your opponent also get replaced with rock randomly. Does the strategy depend on the operator's algorithm: option 1 - single throw decides no replacement vs. replacement in both directions, option 2 - separate throws for each direction, option 3 - always replace, single throw determines direction?

      And what if your choices get replaced with something different than your opponents'? He 50% rock vs. you 50% paper, or he 50% rock vs. you 50% scissors?

      And the most difficult one: review all these variants under "no ties" rule - in case of tie you replay the round, but the coin is not thrown again - if there was an intervention it will happen again, if there wasn't, it won't. This is a difficult variant - the same game might be a tie-resolving round for one player and a start of a normal round for the other, so you're never really sure whether your next round will get a throw. You will no longer see 50% rocks, the actual proportion depends on strategies of both players.

      Man, coming up with such variations is fun. And details sometimes matter. Adding a side channel for communication between players also might change everything, as you can then cooperate against the operator... And from the player's point of view all these variants technically still fit within the bounds of the same simplified description: random choice of 50% rock, 50% human RPS player...

    23. Re:Simple.... Odds are even by OneAhead · · Score: 1

      Get. A. Life.

    24. Re:Simple.... Odds are even by gomiam · · Score: 1

      Oh, dear, trolls must be starving now. Slashdot is not what it was any more.

    25. Re:Simple.... Odds are even by Dominare · · Score: 1

      In any given round of RPS, one particular throw will win that round and two will not. That looks like 1 out of 3 to me, but of course I'm no mathematician!

    26. Re:Simple.... Odds are even by Anonymous Coward · · Score: 1

      You're being pedantic. He's not picking an number between 1 and 10^10^10, he's picking a number between 1 and 3.

      Rock Paper Scissors can be redefined as:

      Both players secretly choose a number, {0, 1, 2} (I have chosen to 0 index for modular logic). Let A be the value Alice picks, and B be the value Bob picks.

      The winner, W, is evaluated by performing:

      W = (A - B) % 3

      Alice wins if W = 1
      Bob wins if W = 2
      Tie if W = 0

      It is easy to show that, when the probability of each possible choice in A is evenly distributed, then W is also independent and evenly distributed, regardless of B; and likewise if choice B is evenly distributed then A is irrelevant to W's probability distribution.

      I can't believe I have to make this point on slashdot, that general rock paper scissors between two rational people has a 1/3 chance of winning, 1/3 chance of losing, and 1/3 chance of tying, per iteration.

      So if anybody plays randomly, the odds are absolutely 33% (rounded to the nearest percent). The interesting part of this brain teaser is that both players know that one player is compelled toward non-even distribution.

      In this game, you should play paper 67% of the time, and rock 33% of the time. Instead of rehashing to formal proof that is evidently coming on monday, I'm just going to break it down intuitively. Evidence:

      Scissors is clearly not something you should ever play, because it's going to lose at least half the time, so a scissors play cannot break even on average, so we can eliminate it from consideration.

      That makes things easy: we just have to determine the correct ratio of rock to paper. Clearly all rock is a losing strategy because it's trivially defeated by a 50% rock 50% paper strategy. Clearly all paper nets you 0 because it's matched by a 50% rock 50% scissors strategy.

      Note how shifting from a rock to a paper strategy causes the adversary to switch from a paper to a scissors strategy. But an opponent who uses scissors is one who is more vulnerable to rock! But switching to rock increases the opponent's use of paper, which you cannot counter because scissors are unacceptable.

      Consider a 90% paper, 10% rock strategy. Clearly 50% rock and 50% scissors fails here. Assuming $100 / iteration, average results:

      When we use paper, we win 50% of the time, and lose 50% of the time. Edge = $0.
      When we use rock, we win 50% of the time, and lose 0% of the time. Edge = $50
      Overall Edge = Edge(paper) * 90% + Edge(rock) * 10% = $5

      We've gained an edge by eliminating 10% of all failures. But maybe the adversary should actually be using 50% rock, 45% scissors, and 5% paper, in order to keep the scissors/paper ratio in sync with our paper/rock strategy. Then:

      When we use paper, we win 50% of the time, lose 45% of the time, tie 5% of the time. Edge = $5
      When we use rock, we win 45% of the time, lose 5% of the time, and tie 50% of the time. Edge = $4
      Overall Edge = Edge(paper) * 90% + Edge(rock) * 10% = $4.90

      Well, the adversary did a bit better, but they're still losing.

      Well, maybe there's an even better strategy for the adversary?

      Short answer, no, there is not. Yeah, I didn't prove it, but that's a simpler problem because the strategy you are optimizing against is completely defined. Slide the scales around a bit, and you find a global optimum at 2/3 paper 1/3 rock, which the opponent counters with 1/2 rock, 1/3 scissors, 1/6 paper.

    27. Re:Simple.... Odds are even by wealthychef · · Score: 1

      You are right! :-)

      --
      Currently hooked on AMP
    28. Re:Simple.... Odds are even by Anonymous Coward · · Score: 0

      There's a problem with your algorithm.
      You are holding him.rock at 0.5. You aren't testing for him.rock > 0.5

      Thanks.

    29. Re:Simple.... Odds are even by Anonymous Coward · · Score: 0

      Ah, but you see, I also know that he would think that, so I will play rock to counter the scissors that he is throwing to counter the paper he thinks I will throw.

      Of course, he probably knows I would think that, so will instead play paper. So I should throw scissors.

      But then he also knows that I would think that, so... maybe he'll throw rock on the turns he doesn't need to throw rock. "Must throw rock 50% of the time" does not, to me, imply that he is forbidden from throwing it more than 50% of the time.

    30. Re:Simple.... Odds are even by Anonymous Coward · · Score: 1

      As teacher of C, nice code. Lack of comments, though, -20%.

    31. Re:Simple.... Odds are even by MurukeshM · · Score: 1

      Ideone. Codepad. Any number of pastebins.

    32. Re:Simple.... Odds are even by Carewolf · · Score: 1

      Bullshit..

      Any answer that eliminates one of the three options for any of the players, have not been thought through.

      If you eliminate one option, the opponent will have optimal strategy guaranteeing no loses.

      Any optimal playing strategy will need a percentage of all threes.

      Btw, the question is a teaser. There is not optimal solution as there is no equlibrium, any chosen strategy will have an answer by the opponent that makes it sub optimal.

    33. Re:Simple.... Odds are even by Anonymous Coward · · Score: 1

      Then you fall over dead, because he spent the last few years building up an immunity to iocane powder.

    34. Re:Simple.... Odds are even by Anonymous Coward · · Score: 0

      Funny Tom stfu disappearing after that post (not). Tom's busy "eating his words". Tom's polite (now that apk humbled him http://slashdot.org/comments.p... after that libel of Tom's for Tom's numerous mistakes). Tom doesn't talk with his mouth full (of his own words he had to eat).

    35. Re:Simple.... Odds are even by Anonymous Coward · · Score: 0

      Funny Tom stfu disappearing after that post (not). Tom's busy "eating his words". Tom's polite (now that apk humbled him http://slashdot.org/comments.p... after that libel of Tom's for Tom's numerous mistakes). Tom doesn't talk with his mouth full (of his own words he had to eat).

  2. Always do rock. by Anonymous Coward · · Score: 0

    You tie 50% of the time, win 25% of the time, and lose 25% of the time. Pay? Nothing.

    1. Re:Always do rock. by Chris+Mattern · · Score: 1

      You tie 50% of the time, win 25% of the time, and lose 25% of the time. Pay? Nothing.

      Come again? It is specified that the player forced to play 50% rock (as mandated by a fair coin flip you don't get to see) plays intelligently and will adapt to your play. When he figures out you're always playing rock, he'll always play paper when he doesn't have to play rock. You tie 50% of the time and lose 50% of the time. That's lousy strategy.

      You're guaranteed to break even by always playing paper. When the opponent adapts, he'll always play scissors when he doesn't have to play rock, and you win 50% of the time and lose 50% of the time. The question is, can you do better than that?

    2. Re:Always do rock. by ArcadeMan · · Score: 5, Funny

      Of course. You use the rock to smash him in the head while he tries to stab you with the scissors. Your friend then uses the paper to write a letter to your parents about how you died in a stupid fight about statistics.

  3. 100% paper by Junior+J.+Junior+III · · Score: 0

    100% paper strategy will win 50% of the time. Of the remaining 50% of games played, (assuming even distribution of the remaining picks) 25% will be losses and 25% will be tied. Thus, you'd be assured a win-loss-tie ratio of 2-1-1, which is quite good. If their remaining options are not distributed evenly, this changes things. You'd want to look at their play to see whether there are any discernable patterns, such that you know that Rock will be played for certain every other move, for example. Then you just sync Paper moves to their Rock moves, and play Scissors or Rock randomly for the other half.

    --
    You see? You see? Your stupid minds! Stupid! Stupid!
    1. Re:100% paper by hibiki_r · · Score: 1

      The opponent is forced to pick 50% rock, but he has no limitations other than that. If you went 100% paper, you'd not beat me playing 50% rock by more than a tiny sliver of a percent it takes me to realize you are going 50% paper.

      And the problem has nothing to do with the someone not just picking rock, but doing so in a very predictable manner. Otherwise, we'd not be talking about someone picking rock 50% of the time, but playing against someone that plays randomly, but tells you what he is picking half the time, never lying. That's a very, very boring brainteaser.

      The first naive approach that doesn't assume idiocy on the other side's part is to assume he'll try to guess our play. If we play in a non deterministic fashion, his best options is probably random, but instead of .33/.33/.33, we get .50/.25/.25. Against an opponent doing that, you could go .25/.50/.25, and win quite a bit.

      If he is forced to get at least 50% rock after a certain number of plays, then we can change our probabilities depending on how far from the standard distribution our opponent is: For instance, if we were playing to 10 throws, and he never picked rock in the first 5, we'd get him in the last 5, because his moves are forced. To avoid this, someone that has to reach that 50% will probably also change their probabilities after every throw, just to avoid such a 'free' run. One might even consider starting with an over 50% rock probability, because under that set of rules, having overplayed rock lets us play more optimally later, while underplaying rock leads to major losses.

      Either way, a more detailed problem specification is required.

    2. Re:100% paper by BlackPignouf · · Score: 4, Informative

      From TFA: "At the start of each round an independent judge flips a fair coin and tells your opponent the result but does not tell you. If the coin came up heads your opponent must play rock."
      The opponent isn't forced to get at least 50% rock after any number of plays.

    3. Re:100% paper by seyyah · · Score: 1

      100% paper strategy will win 50% of the time. Of the remaining 50% of games played, (assuming even distribution of the remaining picks) 25% will be losses and 25% will be tied

      No, you are describing another game where the opponent is forced to play rock 50% of the time, paper 25% of the time and scissors 25% of the time.

      This game is different.

      (I'm repeating my self from another post but many people are making the same mistake)

  4. For money, you mean? by therealkevinkretz · · Score: 0

    With no such restriction, random choices on both sides lead to 33% win, 33% draw, 33% loss, right? With the opponent throwing Rock 50% of the time, assuming the other 50% is evenly divided between Paper and Scissors, if I always throw paper I'll win 50% of the time, lose 25% of the time, and draw 25% of the time.

    So depending how the betting works, I'd be pretty willing.

    1. Re:For money, you mean? by seyyah · · Score: 2

      With no such restriction, random choices on both sides lead to 33% win, 33% draw, 33% loss, right? With the opponent throwing Rock 50% of the time, assuming the other 50% is evenly divided between Paper and Scissors, if I always throw paper I'll win 50% of the time, lose 25% of the time, and draw 25% of the time.

      So depending how the betting works, I'd be pretty willing.

      No, you are describing another game where the opponent is forced to play rock 50% of the time, paper 25% of the time and scissors 25% of the time.

      This game is different.

    2. Re:For money, you mean? by Anonymous Coward · · Score: 0

      Your opponent will play an optimal strategy.

      You always throw paper. You will win only 50% of the time. The 50% when they are forced to throw rock.
      Your opponent will throw scissors 50% of the time and beat your paper.

      You failed to understand the proposition.

  5. Play paper 50% of the time. by Anonymous Coward · · Score: 1, Interesting

    Expect them to play scissors a lot to beat your paper. Play rock as often as they play scissors.

  6. put a spin on it by ihtoit · · Score: 3, Interesting

    Rock, paper, scissors, lizard, Spock!

    Scissors cut paper
    Paper covers rock
    Rock crushes lizard
    Lizard poisons Spock
    Spock smashes scissors
    Scissors decapitate lizard
    Lizard eats paper
    Paper disproves Spock
    Spock vaporizes rock
    Rock crushes scissors

    --
    Political debates have me rolling my eyes so much I think I got optical whiplash. I should sue. - Foamy The Squirrel
    1. Re:put a spin on it by ausekilis · · Score: 1

      I'd argue that this wouldn't change the fundamental outcome of the experiment, since by definition no one selection has a fundamental advantage or disadvantage over any other. In either game, you make a decision, then have a 50/50 chance of winning the round.

      • scissors beats paper and lizard; loses to rock and Spock ( 50% win, given even distribution)
      • paper beats rock and spock; loses to scissors and lizard (50% win, given even distribution)
      • rock beats scissors and lizard; loses to paper and spock (50% win, given even distribution)
      • Spock beats scissors and rock; loses to lizard and paper (50% win, given even distribution)
      • Lizard beats Spock and paper; loses to rock and scissors (50% win, given even distribution)
  7. 50% paper? by istartedi · · Score: 1

    I think the winning strategy is to randomly throw 50% paper to cover his rock. I'm just guessing though. No idea how much to pay.

    --
    For all intensive purposes, "whom" is no longer a word. That begs the question, "who cares"?
  8. Gambling Apocalypse Kaiji by Anonymous Coward · · Score: 0

    If you actually enjoy this question, watch the Kaiji Anime or read the manga, you won't be disappointed.

    If you don't, run far away from it.

  9. Impossible by cytg.net · · Score: 1

    How would you measure 50%? When does the game end? If my opponent strictly goes by 50 25 25 then Yes, I'd be happy yo play for an infinite amount of money, however given the play I am going to be playing, my opponent may opt/adapt for 50 0 50 instead and we are stalemate again .. So the game is rigged, conditions flawed, how would you measure those 50%?

    1. Re:Impossible by Anonymous Coward · · Score: 0

      Exactly right. Unless we know the distribution, it's an unanswerable question in general. You could play a million games and never see rock for the first half of those, and yet over the entire game domain, your opponent could still throw rock 50% of the time.

    2. Re:Impossible by umghhh · · Score: 1

      it would do good to RTFA as it says the condition is determined by a judge with a fair coin at the start of each round. So yes there is a chance he will never use rock in N first rounds because s/he is not forced to AND his strategy tells him to use paper or scissors. In other words it is not only his/her strategy that decides.

    3. Re:Impossible by DarwinSurvivor · · Score: 1

      Then the summary is wrong. He is not forced to play rock 50% of the time, he has a 50% chance of playing rock each round. It's subtle, but the first guarantees an equal rock-notrock ratio whereas the second only suggests an approximately equal rock-notrock ratio.

    4. Re:Impossible by Your.Master · · Score: 0

      Your statement is more wrong. He has a minimum 50% chance of playing rock each round. He can play rock 100% of the time if that's the equilibrium strategy.

      The summary is only wrong in the same sense that you are -- it seems to be setting an amount, rather than a lower bound of rock. It's not inaccurate to say that you're forced to play the rock 50% of the time when the 50% forcing function is a random variable rather than a strictly determined function. It just means that any finite section doesn't necessarily include at least 50% rock.

    5. Re:Impossible by DarwinSurvivor · · Score: 1

      My bad, "50% chance of being forced to play rock" is what I should have said. I wrote "being forced to" in the first half, then I must have accidentally skipped it after the comma :(

  10. Edward Scissorhands would hate this opponent by eman1961 · · Score: 2

    Oooh, not rock again!!!!

  11. 50% paper and 50% rock ? by abies · · Score: 0

    Assuming we randomly use 50% paper and 50% rock, we get:
    - on rounds he is forced to play rock, we get half victory and half tie, so 25% win, 25% tie so far
    - on other rounds he can:
        - always use scissors, which will turn into our 25% win, 25% lose - we win overall, 50% win, 25% tie, 25% lose
        - always use rock, which will turn into our 25% tie, 25%win - we win overall, 50% win, 50% tie
        - always use paper, which will turn into 25% win, 25% lose - we win overall, 50% win, 25% tie, 25% lose
        - any kind of random mix of above, which can only move between results above, as our picks are completely random as well

    So, he best strategy is to always play scissors or rock, for 50:25:25 result. If ties are repeated, we win 2 out of 3 times.

    Any better strategy?

    1. Re:50% paper and 50% rock ? by Anonymous Coward · · Score: 0

      he best strategy is to always play scissors or rock, for 50:25:25 result. If ties are repeated, we win 2 out of 3 times.

      you mean paper or rock. I wonder if any strategy that never plays scissors is a winner. It's hard to answer that because we don't know the opponent's strategy/distribution on the rounds where they're not forced to play rock. 50/50 rock/paper is a winning strategy, as you've shown. But is it optimal? Idk

    2. Re:50% paper and 50% rock ? by Anonymous Coward · · Score: 0

      Err, what?

      always use paper, which will turn into 25% win, 25% lose - we win overall, 50% win, 25% tie, 25% lose

      using your terms, random rock/paper against opponent playing paper is 25% tie, 25% lose
      so we get 25:50:25 result. Net zero.

    3. Re:50% paper and 50% rock ? by artor3 · · Score: 1

      I think you have an error in there. His best strategy in your example would be to always use paper, in which case he's doing the exact same thing as you are, and so the odds are even.

      I think your best strategy would have to involve reacting to his. Start with 100% paper until you see what he's throwing when he's not throwing rock. This gives you at least even odds regardless of what he does.

      He'll probably start throwing scissors, at which point you switch to you switch to 50% rock 50% paper. This will have you win 2/4, lose 1/4, draw 1/4.

      He should respond by starting to throw paper. so you just go back to 100% paper and win half the time. If he switches back to scissors, you start throwing rock again.

      The goal is to use long stretches of paper to for him into 50R:50S (which only breaks even at best), and then switch to 50R:50P to pick up some wins until he switches back 50R:50P (again, he'll only be able to break even). So when he's properly countering you, he can only break even, and every time you switch strategies you should pick up some extra wins. If he tries to go for a midpoint (50:25:25) he'll lose to either of your two strategies.

    4. Re:50% paper and 50% rock ? by abies · · Score: 1

      Yes, you are right - paper will be 25% tie, 25% lose, ending up with 50% tie, 25% win, 25% lose, so still purely random.

      I don't think that strategy we are looking for involves "reactions" - this can be always defeated by opponent which overguess you by one step. I would hope to find a strategy which would lead you to win > 50% even if opponent knows it (strategy itself, not the result of random choice at given stage).

    5. Re:50% paper and 50% rock ? by artor3 · · Score: 1

      How would the opponent overguess you? You can delay your strategy switch for as little or as much time as you like, since their best strategy only breaks even.

      If they don't know what you're doing, you could rack up more wins by exploiting flaws in their strategy, and rack up even more wins when they "wise up" and try to counter you. I guess the difference between our answers is that I'm treating this as an actual game against another person, whereas you're looking for more a game theoretical optimum.

      Now, if your opponent does have perfect knowledge of your strategy, then randomly alternating between the strategies would be the best approach, which is effectively the same as your 1/3 rock, 2/3 paper idea. By the way, I ran some sims in matlab just now, and I'm getting the optimum to be bang on 1/3-2/3, so the math might not be so interesting after all :-(

      There are only two degrees of freedom: the probability that we pick paper (assume we pick rock the rest of the time -- picking scissors should never make sense); and the probability that our opponent picks scissors when they have the choice. I'm assuming that our opponent never intentionally chooses rock. That seems fair since our plan involves throwing paper more often than not.

      Making a meshgrid of those two probabilities in 1% increments, running 100k games at each point, and then taking the minimum along the axis of our opponent's choice (i.e. assuming they always pick the best strategy), I find a peak at 68% with us having a 16% advantage, which is about 1-in-6. So it looks like your initial guess in the other post was correct.

  12. Programming Course Topic by NeuroBoy · · Score: 4, Interesting

    I've been having students in my introductory programming courses work on this class of problem for a few years.. They all seem to really enjoy it. I code up bots to play RPS with certain biases just like the OP and they have to program a single player that identifies the bias in an opponent and adjusts its play to give it an advantage. They all routinely can generate solutions that perform far better than random against predictable, dumb bots, but things get very interesting when I throw the students' bots against each other in a throwdown tournament. :)

  13. recalculate every round by Anonymous Coward · · Score: 1

    If i know the number of rounds in advance (atleast your oponent has to right if he needs to calculate the 50%). I would recalculate the odds after every round taking into account the number of rock move remaining for him...

  14. Like most decisions, it's partly mental by Antique+Geekmeister · · Score: 1

    Like drawing to an inside flush, an "optimized" strategy is not necessarily what the opponent plays. There is no reason inherent in the description to make assumptions about the opponent's other play. They may also be constrained to play paper the other fifty percent of the time, and to play paper , then rock, then paper, then rock. In the real world, don't assume that the minimal description of the problem gives all the important data.

    1. Re:Like most decisions, it's partly mental by Todd+Palin · · Score: 1

      I play a lot of poker, but I've never heard of an "inside flush" draw. I know the inside straight draw, and I suppose you could have an inside straight flush draw, but a flush is just a draw for another like suited card. All flush draws have nine possible outs unless you have seen your opponents cards and know there are fewer. An inside straight has only four outs, which is why it is a bad draw most of the time. An open ended straight has eight outs, which makes it almost as good as the flush draw. Both the flush draw and the open ended straight can be worth playing, depending on the situation with pot odds, and your expectations about your opponents.

  15. BAD SUMMARY by umghhh · · Score: 1

    there is a factual problem with the summary.TFA says it all so better read it. If not read this (I hope not to mess up it too much).

    It is not required of the opponent to play rock 50% of the time. The referee is using a fair coin to determine if your opponent is to play rock or not. If s/he is not forced to play rock s/he is free to chose allowing him also to chose rock 100% of time too if s/he so wishes.

    1. Re:BAD SUMMARY by Hognoxious · · Score: 1

      It is not required of the opponent to play rock 50% of the time. The referee is using a fair coin to determine if your opponent is to play rock or not. If s/he is not forced to play rock s/he is free to chose allowing him also to chose rock 100% of time too if s/he so wishes.

      It totally is required to play rock 50% of the time. It's not required to play rock exactly 50% of the time.

      --
      Confucius say, "Find worm in apple - bad. Find half a worm - worse."
    2. Re:BAD SUMMARY by osu-neko · · Score: 2

      there is a factual problem with the summary...

      It is a bad summary, but only because the wording is ambiguous, not that it's factually incorrect. The statement you're objecting to is perfectly correct in one interpretation, and dead wrong in another. Your own counter-statement, "it is not required of the opponent to play rock 50% of the time," is equally ambiguous. In fact, 50% of the time (assuming a fair coin), the opponent is required to play rock, so it's true that "it is required of the opponent to play rock, 50% of the time". Leaving out the comma yields a true sentence (assuming the correct interpretation is chosen of the now even more ambiguous sentence) that contradicts the quoted sentence of yours, assuming you parse your sentence as "it is not required: that the opponent play rock 50% of the time", but does not contradict it at all if your sentence is parsed "it is not required that the opponent play rock, 50% of the time", since 50% of the time, the opponent can choose freely, and thus is 50% of the time, is not required to make any particular choice. So, both the summary and your explanation of what's wrong with it contain statements that not factually incorrect, just ambiguously worded such that a reader might interpret it to mean something that is incorrect rather than something that is correct.

      This is a textbook example of why programming computers in plain English would be a monstrously bad idea.

      --
      "Convictions are more dangerous enemies of truth than lies."
    3. Re:BAD SUMMARY by Richy_T · · Score: 1

      No. Depending on the luck of the coin, they might be required to play rock anywhere from 0 to 100% of the time.

    4. Re:BAD SUMMARY by Lehk228 · · Score: 1

      50% of the time the opponent is required to play rock

      --
      Snowden and Manning are heroes.
    5. Re:BAD SUMMARY by exploder · · Score: 1

      Obviously it's a long-time average. The chance of deviating from 50% by any given amount goes to zero as the number of trials becomes arbitrarily large. The summary doesn't spell this out in iron-clad logic, but anyone who spends time thinking about math, stats, or especially game theory knows the score.

      --
      Yo dawg, I heard you like the Ackermann function, so OH GOD OH GOD OH GOD
  16. Strategy... by bhoar · · Score: 1

    "Never go in against a Sicilian when death is on the line!"

  17. bonus problem: paper,paper by Anonymous Coward · · Score: 0

    If the opponent plays P or S on the first move, his second move is determined, so there's a greater than random chance he will want to play R first. So the safest thing is to play paper twice. Or: paper first, and if the opponent played rock, then play anything at random.

  18. Solution by Reaper9889 · · Score: 1

    Lets call the guy with the restriction player 1 and the other player 2.
    If you think about it player 1 got 3 "pure" strategies (as in: each other strategy he can play can be seen as a mixture of these 3):
    (1) rock 100%,
    (2) paper 50%/rock 50% and
    (3) scissors 50%/rock 50%.
    Against (1) rock gives 0, paper -1 and scissors 1.
    Against (2) rock gives 1/2, paper -1/2 and scissors 0.
    Against (3) rock gives -1/2, paper 0 and scissors 1/2.
    In each case, the number is the probability of player 1 winning minus player 2 winning.

    We see that player 2 should not play scissors, because he will never gain anything from it and clearly the optimal strategy should be able to gain something (we will see that it is 1/6). Then, knowing that, paper 50%/rock 50% is better than rock 100% for player 1: If player 2 plays rock, player 1 gets 1/2 (instead of 0) and if player 2 plays scissors player 1 gains -1/2 (instead of -1).

    Hence, we are down to:
    (2) paper 50%/rock 50% and (3) scissors 50%/ rock 50% vs. rock and paper. If player 1 plays (2) with pr. 1/3 and (3) with probability 2/3, he loses 1/6 against both rock and paper. If player 2 plays rock with probability 1/3 and paper with probability 2/3 he gets 1/6 against (1) and 1/6 against (2). This is optimal since each player have a way to guarantee that player 1 loses 1/6 and player 2 wins 1/6. If either had a better strategy it would break the other players guarantee (note that the given strategy for player 1 wins 1/6 against scissors, again showing that it is a bad strategy for player 2 and player 2's strategy wins 1/3 against rock 100% showing that it is a bad strategy).

    1. Re:Solution by Reaper9889 · · Score: 1

      Sorry :/ There are some mistakes in the last part. The strategy for player 1 wins 1/2-1/6=1/3 and not 1/6 as claimed. Also, the strategy for player 2 wins 2/3 against pure rock and not 1/3 as claimed. Still, it just makes it even clearer that you should not play rock with probability more than 50% as player 1 and not play scissors at all.

        Also, to be more precise, the strategy for player 1 is to play rock with probability 1/2, paper with probability 1/6 and scissors with probability 1/3.

    2. Re:Solution by abies · · Score: 1

      I still think that 38.4% rock and rest paper is better solution for 'free' player, than 1/3 rock and 2/3 paper if we assume that 'limited' player is very smart and knows 'free' player tactic upfront.

      Can you tell me, what is the strategy which 'limited' player can take against 38.4% rock, rest paper which would lead to worse result for 'free' player than what you propose? I would suggest simulating the results before jumping to conclusion. I was also originally thinking that 1/3 rock is optimal, but increasing amount of rocks slightly, makes 50% scissors strategy less effective, but 50% paper strategy not good enough to offset paper wins on 'free' player part.

    3. Re:Solution by Reaper9889 · · Score: 1

      Say you increase to paper 2/3 - x and rock 1/3 + x. Then against paper 50% you win 1/3 - x/2 of the time and he wins 1/6+ x/2 of the time. Hence you get 1/6 - x on avg. On the other hand against scissors 50% you win 1/2 of the time (after having picked yours he got one option which is losing and he play each with 50%) and he wins 1/3 -x/2 of the time for 1/6-x/2. Finding the x that maximizes the smallest is easy. It is x=0. Note that you get 1/6 against the strategy I mentioned for the other guy because you do not do anything really stupid (= scissors). Also, note that maximizing the smallest is the most important thing if he is smart enough to figure out your strategy (since he will answer with the strategy leading to the smallest nr.)

    4. Re:Solution by abies · · Score: 1

      I don't agree that x = 0. In that case, for 50% paper strategy for him, win is 1/3 vs 1/6 which is 2:1 in my favor. For 50% scissors strategy it is 1/2 versus 1/3 which is 3:2 in my favor. This means he WILL pick up 50% scissors in such case. Increasing x will reduce his winning chance. It will also increase his winning chance on paper strategy, but it will take longer to offset 2:1 disadvantage compared to 3:2.

      Equation to solve is

      (1/3-x/2)/(1/6+x/2)=(1/2)/(1/6-x/2)

      http://www.wolframalpha.com/in...

      gives x = -0.054093

      which means rock of around 0.387.

    5. Re:Solution by Myrddin+Wyllt · · Score: 1

      The optimal strategy (as many posters have said) is R = 1/2, P = 1/6, S = 1/3 for the constrained player (A) and r = 1/3, p = 2/3 for the unconstrained player (B), and the value of the game is 1/6 in favour of B (pretty straightforward game theory). If a fee is charged on every round of the game, then $16.66 is the fair price. If a fee is only charged on rounds with a definite result, then the fair price is $23.07 since 5/18 of the time the result will be a draw. Fair odds for each player, if draws are counted as 'push' bets, are 8/5 for A and 5/8 for B. If B can choose the stake for each round, and is paid off at evens, he should bet 3/13 (23.08%) of his current bankroll to maximise his long-term expectation.

      --
      [ ]Half Empty [ ]Half Full [x]Twice as big as it needs to be
    6. Re:Solution by Reaper9889 · · Score: 1

      Not really :) The idea is that you subtract his winnings from yours (in the game you get the same for winning as he get) and not divide them. And both 1/2-1/3 and !/3-1/6 is equal to 1/6. Note that you do not replay if you both get the same but the game is instead a draw (this is not explicitly mentioned as far as I can see, but it is what is meant). Replaying the game makes it somewhat more complicated (which is why he must mean draw in case of ties - he seems to want an analytical solution you can do by hand). An exact solution in case of replaying on ties can be found by modeling the game as a stochastic game ala. Everett (you need to define what happens if you keep on replaying infinitely many times though) and then solve it fast using some algorithm in Kristoffer Arnsfelt Hansen, Michal Koucký, Niels Lauritzen, Peter Bro Miltersen, Elias P. Tsigaridas: Exact Algorithms for Solving Stochastic Games. I am currently writing a paper on an alternate, simpler way of solving such games, but it is not done yet :(

    7. Re:Solution by abies · · Score: 1

      So you are saying that (some theoretical) game where I win 50% and draw 50% is equivalent to game where I win 75% and lose 25%, because in both cases difference between his win and my win are equivalent (50% = 50-0 or 50%=75-25)? And you are suggesting and amount best to bet on both games is the same?
      Thats completely wrong. In 50%win/50tie situation I cannot lose, so I can bet at any distadvantage against him. With 75% win 25% lose I can bet at most triple of his bet to come equal. And replay on tie or lack of thereof doesn't matter, as long as we both get our money back on tie. Unless you come back with some strange rule that on tie we both lose money and it goes to the bank, but then it is more of 3-player game and not rock/scissors/paper in normal sense.

      If you are still not convinced, please do a program which simulates a lot of random games with strategies above. You will see that amount of wins with 0.387 ratio of rock is higher than with 0.3333 ratio of rock. This is a real experiment, you can then correct your theories to fit it. Coming up with some arbitrary rules (taking difference between amount of wins ignoring ratio) which is contrary to common sense (as in my 50/0 75/25 example above) and contrary to experiment results (from the program I have written and you can write) is not a good science.

    8. Re:Solution by Reaper9889 · · Score: 1

      The question isnt how much you bet against his bet but how much you are willing to pay him to play a given game with a fixed value for the outcomes (i.e winning losing and tieing). Note this is different from a bet in exactly the way you mention with the 3rd player, except that you pay your oppeont and not someone else - i.e you lost your payment even if you tie.

      If you win 75% and him the rest and you get 1 for win 0 for tie and 1 for lose, you get 1 with 75% chance and lose 1 with 25% chance (0.5 on average) and should then be willing to give him upto 0.5 before playing the game because you then come up even (equvialently the game is fair/even if you get 0.5 for winning (1 minus the 0.5 you paid upfront), -0.5 for tieing and -1.5 for losing). Similarly if you pay him 0.5 and you win 1 with 50% chance and tie and get 0 with the remaning you are still even.

      Game theory theories are math theories and not physics theories. Building on some given assumptions (i.e. what we measure is what you are willing to pay upfront) the theories are correct (if we look away from posible errors in the proofs - that said this is von Neumanns normal form games we are looking at right now and the proofs are correct under the assumptions used).

  19. Randomize 2/3 paper, 1/6 rock, 1/6 scissors by Anonymous Coward · · Score: 1, Insightful

    Over the long term, the strategy must converge to stable, therefore true random can be the only optimized strategy.

    50% of time opponent must play R. The remaining 50% of the time they can equally choose R,P,S.

    R -> P = 1/2 + 1/3 * 1/2
    S -> R = 1/3 * 1/2
    P -> S = 1/3 * 1/2

    For a guaranteed win, roll a die: 1-4 => P, 5 => R, 6 => S.

    By how much? Consider you are random as above and opponent is fixed wlog at 100% R. You win 2/3 of the time and lose 1/6 of the time.

    The expected payoff to play is 2/3, the expected cost is 1/6. Payoff - cost = 1/2, so the most you should be willing to pay to play a $100 game is $150.

    1. Re:Randomize 2/3 paper, 1/6 rock, 1/6 scissors by Anonymous Coward · · Score: 0

      This was my solution as well.

    2. Re:Randomize 2/3 paper, 1/6 rock, 1/6 scissors by Your.Master · · Score: 1

      I think this is not quite correct, because scissors are a losing proposition. Throwing scissors cannot possibly, in and of itself, net a profit in the long run. At least 50% of the adversary's throws are rocks, which causes scissors to lose. It can only break even if the opponent chooses a 50% paper 50% rock solution. So if the goal is to do better than chance, then every scissors throw is suboptimal, regardless of the adversary's strategy.

      I would redistribute your 1/6 scissors to rock and make it 2/3 paper and 1/3 rock. This should cause the adversary to react by decreasing the proportion of scissors in their own strategy (since it loses to your increased rock portfolio), which is good because our strategy is paper-dominant.

      The adversary will counter with 1/2 rock, 1/3 paper, and 1/6 scissors.

      With your strategy that still includes scissors, it would have been 1/6 paper and 1/3 scissors, which would be significantly worse.*

      * Didn't actually do the math on this one like I did on the others; this is just instinct.

    3. Re:Randomize 2/3 paper, 1/6 rock, 1/6 scissors by Anonymous Coward · · Score: 0

      > At least 50% of the adversary's throws are rocks

      Not true. If I play for 6 rounds, there's a chance that he will play rock 0% (if all the coin flips are not to force rock)

      You must include random choices, or he can adapt to the strategy...the summary is a bit vague, but essentially he's saying that whatever strat you use, he knows.

  20. Two Games by inhuman_4 · · Score: 3, Insightful

    You should play paper 4/6 of the time, rock 1/6, and scissors 1/6 of the time.

    The key (if you RFTA) is that whether or not your opponent plays rock is determined by a coin toss. So really you are playing a compound game. You are playing a coin toss and rock paper scissors (RPS). Since the coin toss determines your opponents move, you can think of it as playing 50% coin toss and 50% RPS. The RPS is a subgame of the coin toss.

    Since the coin toss is the dominate game, you play with win that first. But instead of heads/tails, it is paper/other. The answer to the coin toss is a 50/50 guess of heads/tails, so the answer to the paper/other is 50% paper, 50% other.

    The "other" is the RPS game. And since the answer to the RPS game is 1/3 rock, 1/3 paper, 1/3 scissors, we know what the solution to the other 50% of the game is.

    So the equations are:choice = (Coin Toss) + (RPS) so: paper = 1/2 + 1/3, rock = 0 + 1/3, scissors = 0 + 1/3. Or paper = 4/6, rock = 1/6, scissors = 1/6.

    1. Re:Two Games by MtHuurne · · Score: 2

      The opponent could respond to this by playing scissors on all non-forced-rock turns. If the opponent plays rock, you win 4/6 of the time and lose 1/6 of the time, but if the opponent plays scissors you lose 4/6 of the time and win 1/6 of the time, so overall you'd be even.

    2. Re:Two Games by Reaper9889 · · Score: 2

      There is a flaw in your reasoning. You do not know that your oppoent flipped so you can not condition on it like you do here (you can not play paper all the time if he "flips" rock because you do not know his coin flip). If you think about it you should NEVER play scissors. In the best case for you he plays rock 50% and paper 50% and you get 0 in expectation and clearly you got an advantage so 0 is not good.

      The optimal strategy is to play 1/3 rock, 2/3 paper. It gives at least 1/6 against anything he could play. He can similarly ensure that you can not get more than 1/6 a game by playing rock with probability 1/2, paper with probability 1/6 and scissors with probability 1/3. Your strategy would get less than 1/6 against that (more precisely, you get 1/6 if you play either rock or paper and you lose 1/3 if you play scissors. Therefore you get 1/6*5/6-1/3*1/6=1/12 which is less than the 1/6 you get for playing 1/3 rock and 2/3 paper).

      See my above post for a indepth analysis.

    3. Re:Two Games by inhuman_4 · · Score: 1

      The opponent doesn't have the option to play anything greater than 1/2 scissors because the other 1/2 must be rock. If he uses the "all scissors" response, he can only actually do a 1/2 scissors response. So is we play it out:

      1/2 scissors x 4/6 paper = 2/6 = 1/3 victory for the opponent. 1/2 scissors x 1/6 scissors is 1/12 tie. And 1/2 scissors x 1/6 rock is 1/12 lose. So the "all scissors" strategy only nets him 1/3 victory not 4/6.

    4. Re:Two Games by mestar · · Score: 1

      How the fck would you manage to lose 4/6 of the time to an opponent who must play rock at least 50% of the time?

    5. Re:Two Games by inhuman_4 · · Score: 1

      We know that the opponent must play rock 1/2 of the time.

      If I play paper 4/6 of the time, than I should expect 1/2 of my paper to align with his rock. So 4/6 * 1/2 = 2/6 = 1/3. So I should expect to win 1/3 of the time, plus my winnings on the other combinations. That means 1/3 is the lower bound.

      If you play 1/3 rock and 2/3 paper, his response will be 1/2 paper and 1/2 rock. So you are going to get 2/3 * 1/2 = 1/3 for your paper. But your 1/3 rock will never win because he will never play scissors either. But his 1/2 paper will meet your 1/3 rock, giving him 1/2 * 1/3 = 1/6 win. Putting you head by only 1/6.

      This is where the two games key comes in. You and I both recognize that 2/3 paper is the right move because 1/2 of his moves will be rock. But by playing the other half as regular RPS with a win/tie/loss of 1/1/1 you can expect the win/loss to cancel out, leaving you with your 1/3 lower bound advantage.

    6. Re:Two Games by Reaper9889 · · Score: 1

      Ok lets see: you play 2/3 paper (I shorten the fraction I hope that is ok :) ) and 1/6 scissors and 1/6 rock. You play against the strategy 1/2 rock, 1/3 scissors, 1/6 paper. Fast version: lets look at a random round in which you play rock: In those you win 1/3 against his scissors and lose 1/6 against paper, thus you get 1/6 on avg.
      Next, random round in which you play paper: In those you get 1/2 against his rock, and lose 1/3 against his scissors, i.e. again you gain 1/6.
      Next, random round in which you play scissors: In those you get 1/6 against his paper and lose 1/2 against his rock, i.e. you LOSE 1/3.
      On avg you play rock 2/3 of the time and get 1/6 in those rounds, scissors in 1/6 of the time and LOSE 1/3 and paper 1/6 of the time and get 1/6. Thus, on avg. 2/3*1/6+1/6*(-1/3)+1/6*1/6=1/12. This is below your lower bound so there is something wrong with it. (the reason is that you lose whenever a bit on avg. whenever you do not play paper).

      My strategies, played against each other gives 1/6. Thus, you can not say that yours is better always. I can argue that against ANY strategy mine gets 1/6. You can not get better than 1/12 (because you get that against mine strategy for the other player). Thus, yours can not be optimal sorry :(

    7. Re:Two Games by Reaper9889 · · Score: 1

      Note, I say I can argue that my strategy gives 1/6 on avg. in the sense that I did argue that in a looong post above :/

    8. Re:Two Games by MtHuurne · · Score: 1

      I listed the chances in the context of the opponent move ("if the opponent plays rock"). The chance of playing rock or playing scissors is 1/2 each (the coin toss), so if you list it as overall chances you get 1/3 win and 1/12 loss (same as you wrote) due to the opponent playing scissors and also 1/3 loss and 1/12 win due to the opponent playing rock; the expected result result is still 0.

    9. Re:Two Games by MtHuurne · · Score: 1

      This is where the two games key comes in. You and I both recognize that 2/3 paper is the right move because 1/2 of his moves will be rock. But by playing the other half as regular RPS with a win/tie/loss of 1/1/1 you can expect the win/loss to cancel out, leaving you with your 1/3 lower bound advantage

      If you're playing 2/3 paper and 1/3 rock vs 1/2 rock and 1/2 paper, the regular RPS subgame is 2/3 paper and 1/3 rock vs paper, which has an expected result of 1/3 loss for the subgame, or a 1/6 loss contribution to the total game. It won't cancel out: you can't get a consistent 0 result from the regular RPS subgame since you play paper more than 1/3 of the time and the opponent can take that into account by not playing rock in the subgame at all.

      Versus 2/3 paper and 1/3 rock, it actually doesn't matter in which frequency the opponent plays paper and scissors, the result is always 1/6 overall win for you, assuming the opponent never voluntarily plays more than 1/2 rock.

    10. Re:Two Games by Your.Master · · Score: 1

      You've come up with a fair answer, but the flaw in your reasoning is that the RPS game is less independent of the coin toss game.

      In particular, the coin toss game makes scissors an obvious loss. No solution that includes scissors can possibly be optimal, because scissors loses at minimum 50% of the time.

      Redistribute your scissors over to rock and work it out on a calculator; you'll see an improvement in outcomes.

    11. Re:Two Games by jpatters · · Score: 1

      Re-read the GP. The claim is that when the opponent responds by playing scissors 50% and rock 50%, you will win 4/6 of the time when they play rock and you will lose 4/6 of the time when they play scissors, which makes it 50/50. The stronger claim is that the opponent can adjust to any consistent strategy that you choose, ultimately making it a 50/50 game.

      --
      "Remember, there never were pineapple-almond cookies here."
    12. Re:Two Games by MtHuurne · · Score: 1

      Yes, that's what I meant. I originally though the stronger claim might be true but it is not: as Reaper9889 pointed out in another post, you should never play scissors. If you stick to that and are not so greedy to play 100% paper (to be exact: 1/2 < paper < 1, optimum at 2/3), you make a profit no matter how the opponent responds.

  21. 2/3 Paper 1/3 Rock by Anonymous Coward · · Score: 0

    The payoff is 16 2/3.
    The defender should do 1/3 paper 2/3 scissors. (When not forced to play rock.)
    This is just a standard mini max problem. The payoff matrix looks like:
    0 -50 50
    100 50 0
    -100 0 -50
    (With row and columns being in RPS order.)

    1. Re:2/3 paper 1/3 rock by Anonymous Coward · · Score: 0

      (Corrected for dyslexia)

      The best strategy is to randomly choose paper 2/3 of the time and randomly choose rock 1/3 of the time. You will be expected to win at least 2/3*1/2 = 1/3 of the time and tie 1/3*1/2 = 1/6 of the time when the opponent randomly chooses rock. When free to choose, the best option for the opponent is then to always choose scissors which results in you winning 1/3*1/2 = 1/6 of the time and losing 2/3*1/2 = 1/3 of the time. So, overall you will be expected to win 1/2 the time, tie 1/6 of the time, and lose 1/3 of the time.

      This is a typical game theory type problem. One simply needs to optimize a max-min problem. If the probability of the player choosing rock, paper, scissors is x,y,z, respectively, and the probability of the opponent choosing is a,b,c, then one optimizes (Wins - Losses):

      max_{x,y,z}min_{a,b,c} (c-b)*x + (a-c)*y + (b-a)*z subject to x + y + z = 1, x,y,z >= 0, a + b + c = 1, a >= 1/2, b,c >= 0.

      There are no solutions in the interior since those points boil down to the original rock paper scissors game. So, one only needs to check the boundary, when a = 1/2 and, thus, c = 1/2 - b. If you fix x,y,z then the extreme points occur at b = 1/2 and b = 0 giving a Win-Loss of y/2 - x/2 when x >= (y+z)/2 and x/2 - z/2 otherwise . Again the interesting behavior only happens at the boundary and, so, setting x = (y+z)/2 gives a Win-Loss of y/4 - z/4 which is maximized when z = 0, and, therefore 1 = x + y = y + y/2 =(3/2)*y, yielding y = 2/3, x = 1/3, and a Win-Loss of 1/6.

  22. Huh? by Anonymous Coward · · Score: 0

    Nobody seems to be asking what the definition of "50% of the time" is ?

    Over what interval/time frame?

    If the opponent throws scissors or paper on his first move is he then required to throw rock on his second move?

    1. Re:Huh? by Seraphim1982 · · Score: 1

      Nobody seems to be asking what the definition of "50% of the time" is ?

      Over what interval/time frame?

      If the opponent throws scissors or paper on his first move is he then required to throw rock on his second move?

      Probably because they read the link which describes how "50% of the time" is determined.

    2. Re:Huh? by Dominare · · Score: 1

      I like this post, because its being snarky at someone for not reading things fully while at the same time failing to notice that someone else has already posted the exact same response to GP as this one.

  23. No actual advantage? by MtHuurne · · Score: 3, Insightful

    First, make sure you read TFA, since it explains what the summary doesn't: how the 50% is determined and how the opponent can play in the non-forced turns.

    If you play using a deterministic algorithm, for example always play paper, the opponent can figure it out and beat you on all the non-forced turns. At best you'll get an even result.

    If you play using a random algorithm, the opponent can figure out the frequencies you're using and compensate for that. For example, if you decide to play paper 50% of the time and rock and scissors 25% of the time, you'd win against an opponent playing rock 50% of the time and paper and scissors 25% of the time. However, if the opponent decides to play rock 50% of the time and scissors the other 50%, the result is even again. If the opponent would be forced to play rock more than 50% of the time, there is no room to compensate and you would win consistently with 100% paper. I think that with 50% rock, there is enough room to respond to any frequency distribution you can come up with, although I have no proof for that.

    You could change your algorithms during play, but if there isn't any algorithm that results in an advantage when playing it consistently, gaining an advantage from changing your algorithm would depend on how well your opponent responds to your changes. In other words, you're playing mind games. I don't think the 50% rock restriction is going to be of any help here.

    1. Re:No actual advantage? by Reaper9889 · · Score: 2

      You can get an advantage. The important point is to notice that you should not play scissors ever. You can only get 0 in expectation IF he plays paper 50% and rock 50% and he gets an advantage otherwise and 0 is not good for you :/ See my above post for further details (spoiler: The optimal choice for you is 1/3 rock, 2/3 paper).

    2. Re:No actual advantage? by Dr.+Spork · · Score: 1
      So here's what I have:

      First, there is some uncertainty about what ratio of your opponent's throws will be paper. Let's call that ratio x. This means that we can define the likelyhood of his throws this way:

      HeDoesRock = .5, HeDoesPaper = x, HeDoesScissors = .5 - x

      Now you need to figure out the optimal winning ratio of your throwing either rock or paper.

      YouWinIfRock = HeDoesScissors = (.5 - x); YouLoseIfRock = HeDoesPaper = x
      YouWinIfPaper = HeDoesRock = .5; YouLoseIfPaper = HeDoesScissors = .5 - x

      Winning Margin = FreqRock[(.5 - x) - x] + FreqPaper[.5 - (.5 - x)] = FreqRock(.5 - 2x) + FreqPaper(x)

      Now take the first derivative of winning margin and set it to zero to find the maximum:
      d/dx .5FreqRock - 2FreqRock(x) +FreqPaper(x) = -2FreqRock +FreqPaper = 0

      So 2(FreqRock) = FreqPaper, so you should throw paper twice as often as you throw rock. And surprisingly, you can get this result without ever needing to know x, the optimal ratio of your opponent throwing paper. Is that right?

    3. Re:No actual advantage? by Reaper9889 · · Score: 1

      This is right yes :) Well, assuming that you know that he is playing 50% rock (and not more - that is btw. right - he would worse off if he played rock with even higher probability). Also, to be truly formal about it you should argue that it is a maximum and not a minimum you found :)

    4. Re:No actual advantage? by MtHuurne · · Score: 1

      You're right about never playing scissors. Since the perfect opponent will know you're never going to play scissors, he won't play rock any more than is required, so 50% of the time. This leads to an overall win frequency (profit) of (1 - 3 * Rp) * Po + Rp / 2, where Rp is how often you play rock and Po how often the opponent plays paper.

      With 1/3 rock, the profit becomes 1/6 no matter what the opponent does. If you play less than 1/3 rock, Po is positive for your profit, so the opponent will opt to never play paper: 1/2 rock and 1/2 scissors, leading to a Rp / 2 profit, which is less than 1/6. If you play more than 1/3 rock, Po is negative for your profit, so the opponent will play as much paper as possible: 1/2 rock and 1/2 paper, leading to 1/2 - Rp in profit, which is again less than 1/6.

    5. Re:No actual advantage? by Dr.+Spork · · Score: 1

      A very cool problem! Thank you for sharing it and helping us along with the discussion.

      You're right that I ruled out the opponent voluntarily using rock, based on the informal idea that it could only make things worse, since the weakness of the opponent comes from what is already a strategy with too many rocks, which will be countered. I also ruled out ever using scissors against that rock-heavy strategy in a similarly informal way. And this makes the problem fairly easy to calculate.

      So, here's something I haven't thought about yet: What is the opponent's optimal strategy on the turns where he gets to choose what he throws?

  24. Throw rock by FuzzNugget · · Score: 1

    at his head

  25. Go for paper by Anonymous Coward · · Score: 0

    If I play rock all the time, I tie 50% of the time, lose 25% and win 25%. Perfect tie overall.

    If I play scissors all the time, I lose 50% of the time, win 25% and tie 25%. Lose two out of three.

    If I play paper all the time, I win 50% of the time, tie 25% and lose 25%. Win twice as much as lose.

    Go for paper.

  26. Profit if the opponent is human and visible by Anonymous Coward · · Score: 0

    If the opponent is human and both players can see each other, the opponent won't be able to completely hide his foreknowledge of when he must throw rock. Learn his body language and tells, then throw paper whenever he inevitably gives away his move. If you're good enough to successfully predict, better than chance, when he must throw rock, then over a large enough number of games you can throw randomly the rest of the time and still make a profit.

    1. Re:Profit if the opponent is human and visible by exploder · · Score: 1

      Or you could just knock him out and take his wallet, amirite? Stupid eggheads with their book-learnin'.

      --
      Yo dawg, I heard you like the Ackermann function, so OH GOD OH GOD OH GOD
  27. Simple. by iCEBaLM · · Score: 0

    If your opponent must throw rock 50% of the time, then you throw paper 100% of the time.

    You will win AT LEAST 51% of the time, because you get the 50% gifted to you, and the other non-0% of the times that your opponent throws paper will cause a rematch.

    1. Re:Simple. by Anonymous Coward · · Score: 0

      if you always throw paper your opponent will throw rock/scissors 50/50 leading to a draw

      not sure where this "other non-0%" comes from

  28. Re:The bonus question2/3 Paper 1/3 Rock by Anonymous Coward · · Score: 0

    For the bonus question you can set up a similar payoff matrix. For the case where the restricted player picks rock on the first round the value of the second round will be zero. When rock is not picked in the first round by the resticted player the value of the second game will be 50 to the unrestricted player.
    So the payoff matrix for the first round that includes the value of the second round looks like:
    0 0 100
    50 50 0
    -50 100 50
    (Again rows and columns are in RPS order.)
    The payoff to the unrestricted player is 33 1/3 for both rounds combined.
    The unrestricted player should use 2/3 paper 1/3 rock in the first around. In the second round either just paper or 1/3 RPS depending on whether or not the restricted player must play rock.
    The resticted player should player should play 2/3 rock 1/3 scissors in the first round.
    There is a program to calculate these results at:
    http://wolff.to/bruno/strategy...

  29. Progressive Betting by cosm · · Score: 0

    If there were no betting caps, I would progressive bet on paper. Bet 1 dollar paper. If lose, bet 2 dollar. If lose, bet 4 dollar. If lose, bet 8 dollar, et al. Once you win you reset back to zero. This naturally has drawbacks and potential for huge failure, but I've had good luck with it in blackjack and roulette if betting caps are high and I have about $10000 to play around with.

    --
    'We are trying to prove ourselves wrong as quickly as possible, because only in that way can we find progress.' RPF
  30. I'm the author -- video solution coming soon by AlexSutherland · · Score: 1

    There are a fair number good ideas here that are getting close to the correct solution here, but there is also a lot of stuff that is pretty far off so I'll be posting a video solution to my youtube channel for this Monday. If your interested in the solution you can subscribe to my youtube channel and you'll see it when I post it on Monday :) https://www.youtube.com/channe...

    1. Re:I'm the author -- video solution coming soon by AlexSutherland · · Score: 1

      I'll give a few other hints. Your optimal strategy never plays scissors. Your optimal strategy plays rock 50% of the time. Your optimal strategy does profit on average.

    2. Re:I'm the author -- video solution coming soon by AlexSutherland · · Score: 1

      I'll give a few other hints. Your optimal strategy never plays scissors. Your optimal strategy plays rock 50% of the time. Your optimal strategy does profit on average.

      ugh, I meant your optimal strategy plays rock 50% of the time. sorry.

    3. Re:I'm the author -- video solution coming soon by AlexSutherland · · Score: 1

      double ugh, I meant your optimal strategy plays rock less than 50% of the time. sorry. I didn't realize that the "less than" symbol wasn't allowed.

    4. Re:I'm the author -- video solution coming soon by viperidaenz · · Score: 1

      Never playing scissors and playing rock 50% means you play paper 50%.
      That's not a hint, that's an answer.

    5. Re:I'm the author -- video solution coming soon by Reaper9889 · · Score: 1

      "you" are not the guy playing rock 50% of the time. "you" are the guy beating on the poor guy playing rock 50% of the time. The optimal choice is to play rock 1/3 and paper 2/3 (his is to play rock 1/2 and paper 1/6 and scissors 1/3).

    6. Re:I'm the author -- video solution coming soon by TeknoHog · · Score: 1

      I didn't realize that the "less than" symbol wasn't allowed.

      Let me introduce you to this newfangled thingamagick called H. T. M. L.

      --
      Escher was the first MC and Giger invented the HR department.
  31. Depends on the stakes by Anonymous Coward · · Score: 0

    Personally, I always throw 'gun' if there is sufficient cash involved.

  32. Bonus question (2/3 paper 1/3 rock is opt) by Reaper9889 · · Score: 1

    Since I already explained the optimal solution to the basic question mentioned in the summery lets solve the bonus question too (my solution also matches the solution given in comments on the article side so it should be good (and said to be correct by the author) - note currently no answer with a high score is correct - mine has 1).

    The bonus question is that you play two rounds, and your oppoent must play atleast rock once. So, if he plays something not rock in the first round he must play rock in the second and loss (you just play paper). If he plays rock in the first he can play 1/3 all in the second (which leads to a draw like normal). Thus, if he plays rock first it is like normal RPS (because he get 0 in the next). Otherwise you get one free win (for the second round).

    Thus, we can model the first game of the bonus question as (where the numbers is the number of rounds he wins on avg given the choice in round 1):
                              R P S
    R 0 -1 1
    P 0 -1 -2
    S -2 0 -1

    Where you pick columns and him rows. We see that rock dominates paper for the row player. We get

                              R P S
    R 0 -1 1
    S -2 0 -1

    For the column player, the choice of rock now dominates scissors. We get

                              R P
    R 0 -1
    S -2 0

    Playing rock 1/3 and paper 2/3 for the collumn player gives -2/3 wins on avg. Similarly, the row player can get -2/3 wins on avg by playing rock 2/3 and scissors 1/3.

    1. Re:Bonus question (2/3 paper 1/3 rock is opt) by MtHuurne · · Score: 1

      Another possible strategy for the opponent is to play the first round with each move at 1/3 chance. That leads to an expected win of 0 for the first round. For the second round, if he played rock in the first round he has no obligations and gets an expected win of 0 again, but if he didn't play rock (2/3 chance) he'll be forced to play rock and lose, so an expected win of -2/3 for the two rounds.

      In fact, any opponent first round strategy with scissors 1/3 and rock between 1/3 and 2/3 will lead to an expected win of -2/3 for the opponent (by the player always playing paper on the first round).

  33. What should opponent do on non-forced turns? by Dr.+Spork · · Score: 1

    To figure out what you should do, first assume your opponent is rational, and will make good choices whenever he is able. Since he knows that you will play a paper-heavy strategy to counter his rock-heavy strategy, it would not be rational to voluntarily choose more rocks. That could only make things worse.

    But if he tried to exploit your paper-heavy strategy by throwing scissors on turns when he gets a choice, you'd have a perfect strategy against this: All rock. On forced rock, you get a redo, and on non-forced rock, he does scissors and you win. So on first pass, I think that your opponent should favor paper when he can choose. It's not like you'll ever do scissors. That's auto-lose half the time - basically a complete surrender of your advantage. So paper is a safe move for your opponent.

    The problem is that if he did 50% rock and 50% paper, then all-paper will be your perfect counter. He won't let you do that, so he'll have to throw in some scissors. Just how many? It looks now like you will both simultaneously have to determine optimal strategies in order to answer that question, and this will require derivatives of two sets of optimal-choice equations - so that you can solve for the two maxima. Sounds like a fun problem!

  34. 2/3 paper 1/3 rock by Anonymous Coward · · Score: 0

    The best strategy is to randomly choose paper 2/3 of the time and randomly choose rock 1/3 of the time. You will be expected to win at least 2/3*1/2 = 1/3 of the time and tie 1/3*1/2 = 1/6 of the time when the opponent randomly chooses rock. When free to choose, the best option for the opponent is then to always choose scissors which results in you winning 1/3*1/2 = 1/6 of the time and losing 2/3*1/2 = 1/3 of the time. So, overall you will be expected to win 1/2 the time, tie 1/6 of the time, and lose 1/3 of the time.

    This is a typical game theory type problem. One simply needs to optimize a max-min problem. If the probability of the player choosing rock, paper, scissors is x,y,z, respectively, and the probability of the opponent choosing is a,b,c, then one optimizes (Wins - Losses):

    max_{x,y,z}min_{a,b,c} (b-c)*x + (c-a)*y + (a-b)*z subject to x + y + z = 1, x,y,z >= 0, a + b + c = 1, a >= 1/2, b,c >= 0.

    There are no solutions in the interior since those points boil down to the original rock paper scissors game. So, one only needs to check the boundary, when b = 1/2 and, thus, c = 1/2 - a. If you fix x,y,z then the extreme points occur at a = 0 and a = 1/2 giving a Win-Loss of x/2 - y/2 when y >= (x+z)/2 and y/2 - z/2 otherwise . Again the interesting behavior only happens at the boundary and, so, setting y = (x+z)/2 gives a Win-Loss of x/4 - z/4 which is maximized when z = 0, and, therefore 1 = x + y = x + x/2 =(3/2)*x, yielding x = 2/3, y = 1/3, and a Win-Loss of 1/6.

  35. A video with the solution and an explanation by arsheive · · Score: 1

    ... is coming monday on the author's youtube channel https://www.youtube.com/channe... -- he commented with this but is evidently bad at slashdot so I'm hopping this comment gets read even if his doesn't ...

    --
    @AlexSheive
    :wq
    1. Re:A video with the solution and an explanation by OneAhead · · Score: 1

      would you be willing to pay to play against them?

      Here's another one - what favors was this GTORangeBuilder person willing to pay timothy to post such a trivial(*) and uninspired(+) problem to the /. front page in a transparent attempt to herd traffic to his equity calculator?

      (*) Trivial: don't take my word for it, just look at all the correct answers posted by slashdotters.

      (+) Uninspired: I wake up with a more original brain teaser in my head every other day on averge. Yes, literally. Yeah, I know not everyone has a mind with a somewhat unpredictable tendency to slips into the world of mathemathics & physics, but I'm not an exceptional genius either, just an average person who has a day job that involves thinking about physics, and still isn't bored of it in his free time. I'm sure if you find one of the Randall Munroes or Nate Silvers of this world quietly sipping coffee and offer them a penny for their thoughts, you'll walk away with an infinitely better brain teaser.

    2. Re:A video with the solution and an explanation by OneAhead · · Score: 1

      Sorry that was meant to be a reply directly to TFA.

  36. How many games are we playing? by TheRealMindChild · · Score: 1

    It says that rock *must* be thrown 50% of the time. Not that there is a 50/50 chance of the choice being rock for each game. So the number of games *has* to be set out before gaming commences. As you draw closer to the last game, the odds will change to how likely rock will be thrown. This is very similar to counting cards in a blackjack.

    --

    "When life gives you lemons, don't make lemonade. Make life take the lemons back!" -- Cave Johnson
    1. Re:How many games are we playing? by dizdar · · Score: 1
      TFS is wrong ... TFA states:

      Consider the standard game of Rock Paper Scissors with the following twist. At the start of each round an independent judge flips a fair coin and tells your opponent the result but does not tell you. If the coin came up heads your opponent must play rock.

  37. Easy win, isn't it? by Anonymous Coward · · Score: 0

    You play all paper, all the way. You beat him in all the forced turns, giving you an even score. However it will cost him a few lost points on the non-forced turns to figure out your all paper strategy and switch to an all scissor strategy. At that point, haven't you already won? Opponent will only win 50% of the remainder of the games but is already behind, so will never win. For extra points, you can switch to rock at random intervals for 1 turn only, after opponent picks an all-scissor strategy on the non-forced turns. Those will give you a 50/50 chance of a draw (on the forced turns) or a win against scissors (on the non forced turns).

    51 to 49 is a win as good as 99 to 1 in RPS.

    1. Re:Easy win, isn't it? by Anonymous Coward · · Score: 0

      Not true: You win and lose $100 for each game of RPS in this model. So the goal is to maximize your winning.

  38. Not much of a brain teaser. by Anonymous Coward · · Score: 0

    Always play paper. Worst case scenario is a perfect stalemate. Over the long term it's not possible for you to lose, only tie.

    1. Re:Not much of a brain teaser. by Anonymous Coward · · Score: 0

      This solution does not provide the optimal expectation based on the structure of the game. You can do significantly better than tie with correct play. There's no valid reason to play for a guaranteed tie in the long term when a better strategy (2/3 paper, 1/3 rock, never scissors) gives you a guaranteed win in the long term.

  39. Well, you could... by Anonymous Coward · · Score: 0

    Do your own statistics homework.

  40. 38% rock and 62% paper ? by abies · · Score: 1

    Ok, my current guess would be around 1/3 rock and 2/3 paper. Opponent cannot replicate this strategy, because of requirement of having at least 50% rock. If he goes 50% scissors, he will have 1/6 tie, 2/6 lose, 1/6 lose and 2/6 win, so 3:2 in my favor. With 50% paper, he gets 1/6 tie, 2/6 lose, 1/6 win, 2/6 tie, so 2:1 in my favor. 100% rock is obvious lose. I think that mixing scissors and paper will be clearly worse than pure scissors on his part (because with scissors, he has at least 2/3 chances of winning after he got a choice).

    From random testing, it seems that optimal ratio of rock is around 38% (not 1/3). Around that point, pure paper and pure scissor strategies for opponent seems to get equal and I'm winning around 62% of cases.

    There is probably some interesting math behind that...

  41. 50 percent of the time by kruach+aum · · Score: 1

    doesn't include a consideration of my lifespan. If I only live 100 years my opponent can play scissors every single game and play rock continuously after I am dead and the restriction would still be satisfied. In other words, "having to play rock 50 percent of the time" doesn't give you any relevant information about your opponent's behaviour.

    1. Re:50 percent of the time by TeknoHog · · Score: 1

      Good point, the important specification would be "50% of what time?"

      I've always had this problem about the whole idea of probability. If the odds of you dying in a car accident are 1/1000000, and you still die tomorrow, what good is the low number of one millionth? You either die or you don't. Probability is only a measure or a larger population, i.e. the fraction that gets the rock, death or whatever. The idea of a probability for a unique event is meaningless.

      This is why I like the many-worlds interpretation of quantum mechanics. It gives real meaning to probability as the fraction of universes with the favourable outcome, even if the event is unique from our perspective (though with a total of infinite universes, the definition of a fraction can be tricky). On the other hand, changing the reality to suit a math concept is not necessarily the wisest thing.

      --
      Escher was the first MC and Giger invented the HR department.
  42. Answer by s13s13 · · Score: 1

    Opponent throws rock more than he wants to => You shouldn't throw scissors at all (assumption)

    Let your optimal throw be according to probability { R: 1-x, P: x, S: 0 }
    Opponent doesn't want to throw R at all in this case; he should respond by matching optimal probabilities on what he can choose: { R: 1/2, P: (1-x)/2, S: x/2 }
    You continue to assume that you shouldn't throw any scissors; you respond by matching optimal probabilities on R and P: { R: x/(x+1), P: 1/(x+1), S: 0 }

    Since your throw probabilities are optimal 1-x = x/(x+1) and x = 1/(x+1)

    Guess what? x = 1/(x+1) is the definition of the golden ratio conjugate! (x = 0.618034) And it works in the first equation as well
    Therefore your optimal throw is according to probabilities { R: 0.381966, P: 0.618034, S: 0 }
    Therefore your opponent throws according to probabilities { R: .5, P: 0.190983, S: 0.309017 }

    You will win (2x-x^2)/2 = 0.427051 of the time, lose (1-2x+2x^2)/2 = 0.263932 of the time, and draw (1-x^2)/2 = 0.309017 of the time. When draws are dropped you win 0.618034 (x) of the time.

    I believe this is the optimal solution (but I still have to confirm the above assumption)

  43. I know this one... by Richy_T · · Score: 2

    You kick him in the testicles and let him keep the chicken.

  44. Final score is 1/6 by Anonymous Coward · · Score: 0

    So assuming you get 1 point for winning -1 for losing and 0 for tying you can get an expected outcome of 1/6. Here's how:

    Play Paper with 2/3rds probability and Rock with 1/3rd probability. Your opponent must play an affine linear combination of the following three strategies:
    SP = 1/2( Rock + Paper )
    SS = 1/2( Rock + Scissors )
    SR = Rock
    (alternatively, they pick what to play, and with 50% probability their play in changed to Rock)
    Against SP, my strategy wins 1/3 of the time and loses 1/6 of the time for a total of 1/6.
    Against SS, it wins with 1/2 probability and loses with with 1/3 probability for a total of 1/6.
    Against SR, it wins with 1/3 probability and loses with 0 probability for a total of 1/3.

    On the other hand, the opponent can hold you to an expected score of 1/6 by playing 1/3 SP + 2/3 SS, or in other words playing Rock 1/2 of the time, Paper 1/6 of the time and Scissors 1/3 of the time. Against this Rock and Paper each get an outcome of 1/6, and Scissors gets and outcome of -1/3.

    Thus, the best you can do is 1/6.

    For those interested in how I got this, note that we just need to compute a maximin strategy for the zero-sum game where your options are R,P,S and the opponent's options and SP,SS,SR. Just write out a payoff matrix and compute it.

  45. Full analytical solution by Nux'd · · Score: 2

    As some have said, the optimum is a mixed strategy of playing paper 2/3 of the time and rock the rest of the time.

    Let's say we're player 1 and they're player 2. The way to calculate this exactly is to first observe that the general form for each players mixed strategy is:

    P(r1) + P(p1) + P(s1) = 1
    1/2 + P(p2) + P(s2) = 1

    where, for example, P(r1) is the probability of a rock being played by player 1.

    This means that for a given P(r1), P(p1) and P(p2),

    P(s1) = 1 - P(r1) - P(p1) [1]
    P(s2) = 1/2 - P(p2) [2]

    Now observe that the probability of player 1 winning, P(W), is the sum of the probabilities of each of the winning configurations occurring,

    P(w) = P((r1 and s2) or (p1 and r2) or (s1 and p2))
    = P(r1 and s2) + P(p1 and r2) + P(s1 and p2)
    = P(r1)*P(s2) + P(p1)*P(r2) + P(s1)*P(p2)

    After substituting from [1] and [2] we get the following,

    P(W) = P(r1)*(1/2 - P(p2)) + P(p1)*(1/2) + (1 - P(r1) - P(p1))*P(p2)

    Let's make this easier to read:

    x = P(r1)
    y = P(p1)
    z = P(p2)

    So then we have:

    P(W) = x*(1/2 - z) + y/2 + (1 - x - y)*z

    Similarly, we find that the probability of losing, P(L), is:

    P(L) = x*P(p2) + y*(1/2 - z)+ (1 - x - y)/2

    Now if we gain by 1 for winning, gain by -1 for losing (aka make a loss by 1) and nothing happens when we draw, then the first players expected gains, F, is given by:

    F(x, y, z) = (1)*P(W) + (0)*P(D) + (-1)*P(L) = x + y/2 - 1/2 + z*(1 - 3*x)

    [Note that we didn't bother finding the probability of drawing because it has no effect on the value of the expected gains]

    Now, recall that player 1 controls x and y (the probability of player 1 playing rock and paper respectively) and player 2 controls z (the probability of player 2 playing paper). Be aware that x and y can at least be zero and at most be 1 minus the other. Also note that z can only range from 0 to 1/2 (because the other half of the time player 2 must throw a rock). Finally, you should understand that player 1 wants to maximize F and player 2 wants to minimize F.

    From this equation it is clear that when x is less than or equal to a 1/3, player 2 should minimize z in order to minimize F. So in this case,

    F(x, y, z) = F(x, y, 0) = x + y/2 - 1/2

    and player 1 would maximize this by setting x = 1/3 (as was assumed for this case) and y = 0 which gives F(1/3, 0, 0) = 1/3 - 1/2 = 1/6.

    If on the other hand x were set to a probability greater than or equal to 1/3, player 2 would want to maximize z. This would give,

    F(x, y, z) = F(x, y, 1/2) = x + y/2 - 1/2 + (1/2)*(1 - 3*x) = (y - x)/2

    Player 1 would maximize this by minimizing x (x = 1/3) and maximizing y (y = 2/3 as x + y = 1),

    F(x, y, z) = F(1/3, 2/3, 1/2) = ((2/3) - (1/3))/2 = 1/6.

    Finally it's nice to observe that when player 1 sets x = 0, the second player's choice of z has no effect on the gains function whatsoever.

    So, in conclusion, the optimal strategy for player 1 is x = 1/3 and y = 2/3 where x is the probability of player 1 playing rock and y is the probability of player 1 playing paper.

    1. Re:Full analytical solution by Nux'd · · Score: 1

      Correction for seventh line from bottom: "and player 1 would maximize this by setting x = 1/3 (as was assumed for this case) and y = 2/3 which gives F(1/3, 2/3, 0) = 2/3 - 1/2 = 1/6."

    2. Re:Full analytical solution by Nux'd · · Score: 2

      Another correction (this time to the second to last line): "Finally it's nice to observe that when player 1 sets x = 1/3, the second player's choice of z has no effect on the gains function whatsoever."

      I really should have proofread this post.

    3. Re:Full analytical solution by Nux'd · · Score: 2

      Oh my, another correction and this one is bigger! I assumed that player 2 would always play the rock half the time when in fact he is still able to choose rock even when the coin-toss doesn't force it. This adds another variable for which I didn't account.

      Still, without going into expanding the probabilities, my intuition tells me that it doesn't improve his strategy to increase the rate of playing rock as this would only makes him more exploitable. Whether my intuition is correct is something I'll test at a more opportune time.

  46. Paper and rock? by Progman3K · · Score: 1

    Since he can expect you to tthrow paper pretty often, he'd want to make scissors take up at least some of the non-rock ones he can throw, so if you throw rock, he would lose and if you were countering one of his rocks, you'd negate.

    --
    I don't know the meaning of the word 'don't' - J
  47. Re:Simple.... Odds are even - RTF rescue? by Ralph+Spoilsport · · Score: 1

    Thanks for that. If Slashdot used an RTF SYSTEM LIKE THE REST OF THE CIVILISED WORLD, your angle brackets would have been no problem....

    --
    Shoes for Industry. Shoes for the Dead.
  48. How much would you play? As much as you can. by Anonymous Coward · · Score: 0

    As others have pointed out, the game has positive expectation for the player facing the one who is forced to play rock 50% of the time.

    So the answer to the question "how much would you be willing to pay to play against them?" is simple - you play as many games as you possibly can, for as much money as you possibly can. Every bet has positive expectation so every bet makes you money.

    The only constraint is that you size each bet according to the size of your bankroll with respect to Gambler's Ruin. In other words, you don't put your whole (or even a significant percentage of) bankroll on the line in one game because you can lose it, and then you won't have any money left to make more positive expectation bets.

    In each game, you bet an amount where the probability of you going on a losing streak from your current bankroll value which ends up costing you your entire bankroll is sufficiently tiny, given the statistical variance of results.

  49. A solver and a simulation of the solution, in Pyth by ttsiod · · Score: 1

    Based on @ShanghaiBill's solution, I wrote a solver and simulation in Python (that also fixes ShanghaiBill's buggy pinning of "him.rock" to 0.5 - the player could in theory, choose to play rock at more than 50% probability). Use Pypy for speedy execution - I uploaded the code to GitHub: https://github.com/ttsiodras/R...

  50. Solution by Nux'd · · Score: 1

    Let r, p and s be the probabilities we play rock, paper and scissors on a given game respectively. It follows that,

    r + p + s = 1
    where r, p and s are elements of the interval [0,1]

    For our opponent we will use a similar notation, only with uppercase letters,

    R + P + S = 1
    where R is an element of [1/2, 1] and p and s are elements of [0, 1/2]

    Rearranging, we find that,

    s = 1 - r - p
    S = 1 - R - P

    Now the expected gains, G, we get from any one game is given by,

    G = AW + 0D + (-A)L = A(W - L)
    where A is the amount exchanged between players and W, D and L is the probability of winning, drawing and losing respectively.

    The probability of winning on single game, W, is given by the sum of the probabilities of each of the winning configurations occurring is

    W = rS + pR + sP

    Similarly the probability of losing on a game is

    L = Rs + Pr + Sp

    and so the expected gains is given by

    G = A( r - R + P - p + 3(pR - Pr) )

    Now note that our opponent must play rock at least half the time, so whenever we play scissors, at minimum we will lose half of the time and so it will never improve our gains. Therefore we should never play scissors. In the worst case scenario, our opponent is aware that we will never play scissors and that playing rock more than he has to will never improve his gains. This means

    R = 1/2
    G = A( r + (p-1)/2 + P(1-3r) )

    Assuming the opponent is aware of this, he will do what he can to minimize G. This would mean that if (1-3r) is negative then he would maximize P (the only variable he controls). Similarly if (1-3r) is positive, he will minimize P. Finally if (1-3r) is 0, he cannot affect G.

    In all of these scenarios, if we set r = 1/3 (or at least as close as possible to it) we will maximize G. This means that we should play rock a third of the time and paper the rest of the time. Our expected gains per game is G = A/6 so if A = $100 we should only be willing to pay $16.66 or less if we wish to make any gains per game.

  51. easy by gzuckier · · Score: 1

    Use the Kobayashi Maru solution.

    --
    Star Trek transporters are just 3d printers.
  52. Over what time does he have to do this? by Meski · · Score: 1

    He could throw whatever he likes in the short term, and claim he was going to make up the 50% rock in the long term. How would you disprove this?

  53. Video solution by author by AlexSutherland · · Score: 1

    Solution with some explanation of game theory concepts, by the article author: https://www.youtube.com/watch?...

  54. If they _MUST_ throw rock 50% of the time by geowar · · Score: 1

    then on the 1st round rock is 50:50; but rock is thrown then on the 2n round they can't throw rock again (that would be 100% rock when they _MUST_ throw rock 50% of the time); or if they didn't throw rock on the 1st round then they'd have to throw rock on the 2nd round, etc. ;-)

  55. dear tom's sock puppet by Anonymous Coward · · Score: 0

    Funny Tom stfu disappearing after that post (not). Tom's busy "eating his words". Tom's polite (now that apk humbled him http://slashdot.org/comments.p... after that libel of Tom's for Tom's numerous mistakes). Tom doesn't talk with his mouth full (of his own words he had to eat).

  56. Tom = multiple /. sockpuppet acct using scum by Anonymous Coward · · Score: 0

    And libeler: How'd "eating your words" taste? See here http://slashdot.org/comments.p... were they flavorful (lol) seasoned with "the bitter taste of SELF-defeat" + YOUR FOOT IN YOUR MOUTH you bigmouth libelous Open SORES bullshitter?

    As to the rest of my subject, let's let TOM speak shall we:

    "I'm having great conversations on this site with one of my alias accounts" - by Tom (822) on Monday April 07, 2014 @02:29PM (#46686259) Homepage

    FROM -> http://slashdot.org/comments.p...