How Can You Calculate Winning Probabilities in a Game with T's, D's, and I's?

AI Thread Summary
To calculate winning probabilities in the game with T's, D's, and I's, two methods are suggested: creating a detailed tree diagram or simulating multiple games. The tree diagram approach provides exact probabilities but is time-consuming, while simulations can yield quicker results without exact values. A simplification is possible by recognizing that with only one D, interactions can be reduced to two groups: T's and non-T's, streamlining the analysis. This reduction allows for a more manageable evaluation of outcomes, focusing on four key scenarios. Ultimately, both methods have their merits, but the simplified approach may offer a practical solution for determining T's winning chances.
m84uily
Messages
31
Reaction score
0
I wanted to model a particular game and determine the probability for each team to win. I have no idea how to do the determination of probability part, but here's the game broken down:

There are 3 types of players, T's, D's and I's.

The amount of each type of player is as follows:
1/8 D
2/8 T
5/8 I
(game is only played in multiples of 8)

All of the T's, D's and I's are placed in a list, every turn 2 distinct players from the list are chosen randomly and interact according to the following:

T--fights I, fights D, peace T
D--kills I, peace D, fights T
I--fights I, dies D, fights T

"fights" - a coin flip determines which player goes back into the list for the next round
"peace" - both players go back into the list for the next round
"kills" - the player who is killing has a 100% chance to remove the other player from the list and return for the next round
"dies" - the player who is dying has a 100% chance to be removed from the list
The game ends when either:
-only T's remain (T win)
-all T's are removed from the list (T lose)

Where should I start in terms of getting the probability breakdown for whether T's win or lose?
 
Mathematics news on Phys.org
There are two methods to do this:

- make a large tree diagram, keeping track of all options (e.g. after one round: [0 D 2 T 5 I or 1 D 1 T 5 I or 1 D 2 T 4 I]). This gives exact values, but takes a while both manually and with computer assistance.
- simulate 10000 (or more) games and just see how often T wins. This does not give an exact result, but if you have some programming knowledge it could be faster.
 
mfb said:
There are two methods to do this:

- make a large tree diagram, keeping track of all options (e.g. after one round: [0 D 2 T 5 I or 1 D 1 T 5 I or 1 D 2 T 4 I]). This gives exact values, but takes a while both manually and with computer assistance.
- simulate 10000 (or more) games and just see how often T wins. This does not give an exact result, but if you have some programming knowledge it could be faster.

I did the second, I'm a bit disappointed there isn't a more clever mathy way to go about things. :frown:
 
There is a possible simplification: as there is just one D, "D peace D" never happens. Every selection of {D,I} leads to a death of one of them. T does not distinguish between the groups, so you can reduce the analysis to two groups: T and non-T.
That should have a reasonable tree diagram and it is much easier to evaluate, as you just have to consider four cases each time (T T, T non-T and T wins, T non-T and non-T wins, non-T non-T). Should be possible with pen and paper.
 
Thread 'Video on imaginary numbers and some queries'
Hi, I was watching the following video. I found some points confusing. Could you please help me to understand the gaps? Thanks, in advance! Question 1: Around 4:22, the video says the following. So for those mathematicians, negative numbers didn't exist. You could subtract, that is find the difference between two positive quantities, but you couldn't have a negative answer or negative coefficients. Mathematicians were so averse to negative numbers that there was no single quadratic...
Insights auto threads is broken atm, so I'm manually creating these for new Insight articles. In Dirac’s Principles of Quantum Mechanics published in 1930 he introduced a “convenient notation” he referred to as a “delta function” which he treated as a continuum analog to the discrete Kronecker delta. The Kronecker delta is simply the indexed components of the identity operator in matrix algebra Source: https://www.physicsforums.com/insights/what-exactly-is-diracs-delta-function/ by...
Thread 'Unit Circle Double Angle Derivations'
Here I made a terrible mistake of assuming this to be an equilateral triangle and set 2sinx=1 => x=pi/6. Although this did derive the double angle formulas it also led into a terrible mess trying to find all the combinations of sides. I must have been tired and just assumed 6x=180 and 2sinx=1. By that time, I was so mindset that I nearly scolded a person for even saying 90-x. I wonder if this is a case of biased observation that seeks to dis credit me like Jesus of Nazareth since in reality...
Back
Top