Gambling And Information Theory
   HOME
*





Gambling And Information Theory
Statistical inference might be thought of as gambling theory applied to the world around us. The myriad applications for logarithmic information measures tell us precisely how to take the best guess in the face of partial information. In that sense, information theory might be considered a formal expression of the theory of gambling. It is no surprise, therefore, that information theory has applications to games of chance. Kelly Betting Kelly betting or proportional betting is an application of information theory to investing and gambling. Its discoverer was John Larry Kelly, Jr. Part of Kelly's insight was to have the gambler maximize the expectation of the ''logarithm'' of his capital, rather than the expected profit from each bet. This is important, since in the latter case, one would be led to gamble all he had when presented with a favorable bet, and if he lost, would have no capital with which to place subsequent bets. Kelly realized that it was the logarithm of the ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Bayesian Inference
Bayesian inference is a method of statistical inference in which Bayes' theorem is used to update the probability for a hypothesis as more evidence or information becomes available. Bayesian inference is an important technique in statistics, and especially in mathematical statistics. Bayesian updating is particularly important in the dynamic analysis of a sequence of data. Bayesian inference has found application in a wide range of activities, including science, engineering, philosophy, medicine, sport, and law. In the philosophy of decision theory, Bayesian inference is closely related to subjective probability, often called "Bayesian probability". Introduction to Bayes' rule Formal explanation Bayesian inference derives the posterior probability as a consequence of two antecedents: a prior probability and a "likelihood function" derived from a statistical model for the observed data. Bayesian inference computes the posterior probability according to Bayes' theorem: ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


Odds
Odds provide a measure of the likelihood of a particular outcome. They are calculated as the ratio of the number of events that produce that outcome to the number that do not. Odds are commonly used in gambling and statistics. Odds also have a simple relation with probability: the odds of an outcome are the ratio of the probability that the outcome occurs to the probability that the outcome does not occur. In mathematical terms, where p is the probability of the outcome: :\text = \frac where 1-p is the probability that the outcome does not occur. Odds can be demonstrated by examining rolling a six-sided die. The odds of rolling a 6 is 1:5. This is because there is 1 event (rolling a 6) that produces the specified outcome of "rolling a 6", and 5 events that do not (rolling a 1,2,3,4 or 5). The odds of rolling either a 5 or 6 is 2:4. This is because there are 2 events (rolling a 5 or 6) that produce the specified outcome of "rolling either a 5 or 6", and 4 events that do n ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Wagering
Gambling (also known as betting or gaming) is the wagering of something of Value (economics), value ("the stakes") on a Event (probability theory), random event with the intent of winning something else of value, where instances of strategy (game theory), strategy are discounted. Gambling thus requires three elements to be present: consideration (an amount wagered), risk (chance), and a prize. The outcome of the wager is often immediate, such as a single roll of dice, a spin of a roulette wheel, or a horse crossing the finish line, but longer time frames are also common, allowing wagers on the outcome of a future sports contest or even an entire sports season. The term "gaming" in this context typically refers to instances in which the activity has been specifically permitted by law. The two words are not mutually exclusive; ''i.e.'', a "gaming" company offers (legal) "gambling" activities to the public and may be regulated by one of many gaming control boards, for example, the ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


Gambling Mathematics
Experiments, events and probability spaces The technical processes of a game stand for experiments that generate aleatory events. Here are a few examples: * Throwing the dice in craps is an experiment that generates events such as occurrences of certain numbers on the dice, obtaining a certain sum of the shown numbers, and obtaining numbers with certain properties (less than a specific number, higher than a specific number, even, uneven, and so on). The sample space of such an experiment is for rolling one die or for rolling two dice. The latter is a set of ordered pairs and counts 6 x 6 = 36 elements. The events can be identified with sets, namely parts of the sample space. For example, the event ''occurrence of an even number'' is represented by the following set in the experiment of rolling one die: . * Spinning the roulette wheel is an experiment whose generated events could be the occurrence of a certain number, of a certain color or a certain property of the numbers (low, high ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


Advanced NFL Stats
Advanced Football Analytics (formerly Advanced NFL Stats) was a website dedicated to the analysis of the National Football League (NFL) using mathematical and statistical methods. The site's lead author was noted football researcher and analyst Brian Burke. Burke is a regular contributor to ''The New York Times'' NFL coverage, ''The Washington Post''s Commanders coverage, and supplies research for other notable publications and writers. Advanced Football Analytics features a variety of analytical techniques and applications. The site predicts game outcomes and rates teams using a logistic regression model based on team efficiency statistics. It also features a live in-game win probability model that estimates the chances either opponent will win a game in progress. Advanced Football Analytics uses its win probability model to analyze strategic coaching decisions such as whether to kick or attempt first down conversions. Research topics include game theory applications, luck and ra ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  




Statistical Association Football Predictions
Statistical Football prediction is a method used in sports betting, to predict the outcome of football matches by means of statistical tools. The goal of statistical match prediction is to outperform the predictions of bookmakers, who use them to set odds on the outcome of football matches. The most widely used statistical approach to prediction is ranking. Football ranking systems assign a rank to each team based on their past game results, so that the highest rank is assigned to the strongest team. The outcome of the match can be predicted by comparing the opponents’ ranks. Several different football ranking systems exist, for example some widely known are the FIFA World Rankings or the World Football Elo Ratings. There are three main drawbacks to football match predictions that are based on ranking systems: # Ranks assigned to the teams do not differentiate between their attacking and defensive strengths. # Ranks are accumulated averages which do not account for skill chang ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


Principle Of Indifference
The principle of indifference (also called principle of insufficient reason) is a rule for assigning epistemic probabilities. The principle of indifference states that in the absence of any relevant evidence, agents should distribute their credence (or 'degrees of belief') equally among all the possible outcomes under consideration. In Bayesian probability, this is the simplest non-informative prior. The principle of indifference is meaningless under the frequency interpretation of probability, in which probabilities are relative frequencies rather than degrees of belief in uncertain propositions, conditional upon state information. Examples The textbook examples for the application of the principle of indifference are coins, dice, and cards. In a macroscopic system, at least, it must be assumed that the physical laws that govern the system are not known well enough to predict the outcome. As observed some centuries ago by John Arbuthnot (in the preface of ''Of the Laws of ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Efficient-market Hypothesis
The efficient-market hypothesis (EMH) is a hypothesis in financial economics that states that asset prices reflect all available information. A direct implication is that it is impossible to "beat the market" consistently on a risk-adjusted basis since market prices should only react to new information. Because the EMH is formulated in terms of risk adjustment, it only makes testable predictions when coupled with a particular model of risk. As a result, research in financial economics since at least the 1990s has focused on market anomalies, that is, deviations from specific models of risk. The idea that financial market returns are difficult to predict goes back to Bachelier, Mandelbrot, and Samuelson, but is closely associated with Eugene Fama, in part due to his influential 1970 review of the theoretical and empirical research. The EMH provides the basic logic for modern risk-based theories of asset prices, and frameworks such as consumption-based asset pricing and int ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Random Walk
In mathematics, a random walk is a random process that describes a path that consists of a succession of random steps on some mathematical space. An elementary example of a random walk is the random walk on the integer number line \mathbb Z which starts at 0, and at each step moves +1 or −1 with equal probability. Other examples include the path traced by a molecule as it travels in a liquid or a gas (see Brownian motion), the search path of a foraging animal, or the price of a fluctuating stock and the financial status of a gambler. Random walks have applications to engineering and many scientific fields including ecology, psychology, computer science, physics, chemistry, biology, economics, and sociology. The term ''random walk'' was first introduced by Karl Pearson in 1905. Lattice random walk A popular random walk model is that of a random walk on a regular lattice, where at each step the location jumps to another site according to some probability distribution. In a ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


Self-information
In information theory, the information content, self-information, surprisal, or Shannon information is a basic quantity derived from the probability of a particular event occurring from a random variable. It can be thought of as an alternative way of expressing probability, much like odds or log-odds, but which has particular mathematical advantages in the setting of information theory. The Shannon information can be interpreted as quantifying the level of "surprise" of a particular outcome. As it is such a basic quantity, it also appears in several other settings, such as the length of a message needed to transmit the event given an optimal source coding of the random variable. The Shannon information is closely related to ''entropy'', which is the expected value of the self-information of a random variable, quantifying how surprising the random variable is "on average". This is the average amount of self-information an observer would expect to gain about a random variable wh ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Gambler's Ruin
The gambler's ruin is a concept in statistics. It is most commonly expressed as follows: A gambler playing a game with negative expected value will eventually go broke, regardless of their betting system. The concept was initially stated: A persistent gambler who raises his or her bet to a fixed fraction of the gambler's bankroll after a win, but does not reduce it after a loss, will eventually and inevitably go broke, even if each bet has a positive expected value. Another statement of the concept is that a persistent gambler with finite wealth, playing a fair game (that is, each bet has expected value of zero to both sides) will eventually and inevitably go broke against an opponent with infinite wealth. Such a situation can be modeled by a random walk on the real number line. In that context, it is probable that the gambler will, with virtual certainty, return to his or her point of origin, which means going broke, and is ruined an infinite number of times if the random walk co ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]