First-Past-the-Post Games

نویسنده

  • Roland Carl Backhouse
چکیده

Informally, a rst-past-the-post game is a (probabilistic) game where the winner is the person who predicts the event that occurs rst among a set of events. Examples of rst-past-the-post games include so-called block and hidden patterns and the Penney-Ante game invented by Walter Penney. We formalise the abstract notion of a rst-past-the-post game, and the process of extending a probability distribution on symbols of an alphabet to the plays of a game. We establish a number of properties of such games, for example , the property that an incomplete rst-past-the-post game is also a rst-past-the-post game. Penney-Ante games are multi-player games characterised by a collection of regular, pre x-free languages. Analysis of such games depends on a collection of simultaneous (non-linear) equations in languages. Essentially, the equations are due to Guibas and Odlyzko but they did not formulate them as equations in languages but as equations in generating functions detailing lengths of words. For such games, we show how to use the equations in languages to calculate the probability of winning and how to calculate the expected length of a game for a given outcome. We also exploit the properties of rst-past-the-post games to show how to calculate the probability of winning in the course of a play of the game. Our analysis does not depend on the construction of a deterministic nite-state machine or use generating functions, the two methods traditionally used for the task. We observe that Aho and Corasick's generalisation of the Knuth-Morris-Pratt pattern-matching algorithm can be used to construct the deterministic nite-state machine that recognises the language underlying a Penney-Ante game. The two methods of calculating the probabilities and expected values, one based on the nitestate machine and the other based on the non-linear equations in languages, have been implemented and veri ed to yield the same results. Penney-Ante is the name of a game with pennies invented by Walter Penney [Pen74]. The two-player game has attracted much interest because it is non-transitive [Gar74]; ∗School of Computer Science, University of Nottingham, Nottingham NG8 1BB, England

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

منابع مشابه

The Effectiveness of Cognitive Rehabilitation based on Computer Games on Symptom Severity of Children with Attention Deficit / Hyperactivity Disorder

Attention deficit hyperactivity disorder is one of the most common neurodevelopmental disorders.The destructive effects of this disorder in most aspects of the life of children, especially in educational and studying fields, have required early and definitive treatment of this disorder.In recent years, various treatments have been proposed to control this disorder.The purpose of this study was ...

متن کامل

The impact of educational computer games produced on academic engagement of boy students in first grade of secondry high school in Tehran

Introduction: The present study aimed to investigate the effectiveness of produced educational computer game on the academic engagement of boy students in the first grade of secondry high school in Tehran. Methods: This study is based on the objectives and hypotheses of the type of inter-group experimental design with pre-test and post-test along with the control group and according to the meth...

متن کامل

Evaluating the Effectiveness of Using Sport and Traditional Games at the Higher Military Educational Establishments in a Pandemic and Post-pandemic Period

Background. The cadets experienced particular difficulties in a pandemic period because due to isolation and faced a number of unanticipated challenges like stress, anxiety, and low learning outcomes. Objectives: The aim of the study was to evaluate the effectiveness of sport and traditional games to improve cadets’ learning performance and motivation to learning activities and future service ...

متن کامل

The Impact of Games on EFL Iranian Learner’s Vocabulary Proficiency in Second Grade of High School

The present research sought to investigate the effects of different games on IranianEFL learners in second grade high school's vocabulary improvement. Seventy eight malesecond grade students of Emam ali high school in Avaj participated in this research. Theresearch was conducted in five sessions in near two months, each session lasted aboutforty five minutes. The subjects were randomly assigned...

متن کامل

تأثیر بازی‌های بومی و محلی بر رشد ادراک بصری ـ حرکتی دانش‌آموزان کم‌توان ذهنی آمادگی و سال اول ابتدایی شهر شیراز

The general purpose of this research is to study and analyze the effect of native and local games on the students' Visual/Motional growth among the pre-school and first-grade students in the city of Shiraz in academic year of 2010-2011. The sample of this research was 96 students mental retarded (48 females and 48 males. 24 students were pre-schools and 24 were first-graders). These students we...

متن کامل

ذخیره در منابع من


  با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

عنوان ژورنال:
  • Sci. Comput. Program.

دوره 85  شماره 

صفحات  -

تاریخ انتشار 2012