chiro said:
Hey Graff and welcome to the forums.
I would say that your strategy is going to be based on conditional probability and finding a maximum probability for every situation depending on what happens in each role.
The first thing to do is to make the qualifiers and non-qualifiers distinct and have some kind of analog of a 'pay-off' for each situation.
Also because every dice roll is considered independent, this makes things a lot easier mathematically.
So we start out with six rolls. We then break up our rolls into non-qualifiers vs qualifiers. We will have two starting scenarios: getting only qualifiers, getting only non-qualifiers or both.
The first situation is easy to deal with: choose 1 qualifier and check the rest out. The second situation is different because we will consider that keeping so many dice will affect our chances of obtaining a qualifier, and the third choice will result in keeping the qualifier and then deciding how many other dice to keep.
So the first thing to consider is the distribution of all scores given that we have a qualifier. We have to consider that we get the situations with 5,4,3,2,1 and even 0 non-qualifiers.
Since all dice are independent, this makes things a lot simpler. For 1 non-qualifier we get our average to be (2+3+5+6)/4 = 4. We simply add as many of these as we want as they are independent (remember each dice roll is independent) and we will obtain the average score to be 4*N where N is the number of non-qualifiers given at least one qualifier. If N=0 the score is 0 even if we have a qualifier (all of them will be qualifiers).
So for 5 non-qualifiers our average score is 20, and for the rest its 16,12,8,4 and 0.
So the strategy for this game is to attempt to maximize the expectation of the later score given what we already have now, and this will be our strategy from then on, but of course we have to consider the above situations.
If we have all qualifiers, get one and then working on maximizing the expectation of the total score at each step. If no qualifiers then we will need to evaluate a pay-off situation. If a mixture, then keep one qualifier and then work on maximization of expectation at each selection step.
We can calculate the total expectation taking into account the qualifiers by setting the score to zero for that qualifier. This gives the expectation of a dice-roll (with qualifiers taken into account) of (0+2+3+0+5+6)/6 = 16/6 which is a little less than 3. This is not the same as the above because we are taking into account all situations not just ones with scoring.
Now here is the algorithm:
Given a situation, calculate all possible scenarios given the current number of dice taken from previous rolls for all possible selections currently in play with the requirement that at least once dice be taken in this current play.
Also calculate through all possibilities of getting at least one qualifier in the play taking into account whether you already have one (in which the probability is 1). If this is the case that you have one, ignore this component. If not, then your goal is to maximize getting a qualifier.
To understand when you want to get a qualifier or not, you will need to consider a payoff with respect to situations where you haven't got one or not depending on the possibilities available to you.
The number itself will depend on how many dice you already have primarily if you have not received a qualifier already since each dice roll is independent.
So to clarify: our strategy is clear once we have a qualifier, find the simulations that maximize expectation that are based on not only what we choose to select in the current round, but how many we select in the current round.
But if we don't have a qualifier, we have to decide whether going for a qualifier is better as opposed not to and this involves finding out the sweet spot for when this should take place.
Before I go on, I'll just get some feedback from you since this is a pretty lengthy post.
1)Since all dice are independent, this makes things a lot simpler. For 1 non-qualifier we get our average to be (2+3+5+6)/4 = 4. We simply add as many of these as we want as they are independent (remember each dice roll is independent) and we will obtain the average score to be 4*N where N is the number of non-qualifiers given at least one qualifier. If N=0 the score is 0 even if we have a qualifier (all of them will be qualifiers).
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I wasn’t clear, but if you get a qualifier and then you choose that same qualifier again it goes in the scoring category. This is why if given the choice between a one and a four I always choose the four because if another four shows up it’s not as damaging as compared to if I had chosen the one and another one shows up.
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2) If we have all qualifiers, get one and then working on maximizing the expectation of the total score at each step. If no qualifiers then we will need to evaluate a pay-off situation. If a mixture, then keep one qualifier and then work on maximization of expectation at each selection step.
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Get one what?
As for the maximization of expectation, yes, this is where troubles arise. If you get good numbers but no qualifiers, score wise it’s better to take them but then you don’t have as many dice to go for any needed qualifiers.
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As for the rest of the post, I understand that there is a balance between getting qualifiers and choosing dice. That I what I need help with: Finding the balance.
haruspex said:
Another complication is that maximising expected score on the dice is not the same as maximising expected winnings. The more opponents you have to beat, the more important is to get a high score - good scores won't cut it.
Your perfect strategy depends on the strategy of the opponents. Assuming all players use perfect strategy (and the automata are not ganging up on you), that will involve finding a Nash equilibrium.
In short, it will be extremely hard to solve this analytically. Could try a bit of genetic programming.
I read about Nash equilibriums on Wikipedia, to be honest I don’t think there’s much use for that in the early die rolls seeing as there are so many other players and also many more dice rolls. The odds of ALL of the opponents doing something that will cause the strategy for best score to deviate significantly from the strategy of beating the opponents will be negligible. With exception are cases near the end with maybe one or two dice and options to roll them.
Example:
Qualifiers are met, one (4) die is left, you have the option of keeping it or rolling it.
Current score: 16, opponents have scores of (16, 15, 15)
If you keep it, you end at 20. Possible losing die rolls: Op1(4,5,6), Op2(5,6), Op3(5,6)
Or (3/6)*(4/6)*(4/6)= 22.2% chance of winning
Rolling it has a (3/6) chance of increasing/nothing your odds, for(4) (5)(6) respectively
(3/6)*(4/6)*(4/6)= 22.2% chance of winning, *(1/6)= 3.70% chance
(4/6)*(5/6)*(5/6)= 46.3% chance of winning, *(1/6)= 7.71% chance
(5/6)*(6/6)*(6/6)= 83.3% chance of winning, *(1/6)= 13.89% chance
Add them up and you get a 25.3% chance of winning if you roll, not even counting the tiny odds of rolling a (1),(2) or (3)
Whereas if you were going for top score instead of beating, there’s a 50/50 chance (excluding rolling a (4) again as score would not change) of doing just as much harm as good.
chiro said:
Well it is an optimization problem so under that premise he will always try and maximize his score. Because of the random nature (unless he knew the pseudo-random procedure) expectation is the best thing that can be used.
Also I agree about the strategy part, but for the moment it's probably better to firstly work in a situation where it's winner takes all where there is no co-operation especially if the situation he is talking about is AI based with no co-operation (which is heavily implied due to "automation").
The other players status doesn't affect the optimization routine due to independence. The strategies are the same for all players because they all get the same opportunities (unlike say a poker game where all players get access to a shared deck, these players get access to their own individual dice independent from every other players).
Yes, exactly. These players can’t help each other at all.
haruspex said:
Maximising chance of winning is also an optimisation. Take a much simpler example: you and three others each get to roll a die, with the option of re-rolling once if you don't like the first result. Highest score takes the pot. Settling for a four would not be a good strategy since it's very likely the winning score will be a 5 or 6.
Right, but that simplified example is exactly what you are going to be dealing with in the later rounds. Not so much when you have six dice.