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Nontransitive Game
In game theory, an intransitive or non-transitive game is the one in which the various strategies produce one or more "loops" of preferences. In a non- transitive game in which strategy A is preferred over strategy B, and strategy B is preferred over strategy C, strategy A is ''not'' necessarily preferred over strategy C. A prototypical example non-transitive game is the game rock, paper, scissors which is explicitly constructed as a non-transitive game. In probabilistic games like Penney's game, the violation of transitivity results in a more subtle way, and is often presented as a probability paradox. Examples * Rock, paper, scissors * Penney's game * Intransitive dice * Street Fighter. The videogame franchise that introduced the common convention that block beats strike, strike beats throw, and throw beats block. * Halo Wars 2. A videogame noted for having a cycle in which aircraft beat landcraft, landcraft beat infantry, and infantry beat aircraft. See also * Stochastic trans ...
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Game Theory
Game theory is the study of mathematical models of strategic interactions among rational agents. Myerson, Roger B. (1991). ''Game Theory: Analysis of Conflict,'' Harvard University Press, p.&nbs1 Chapter-preview links, ppvii–xi It has applications in all fields of social science, as well as in logic, systems science and computer science. Originally, it addressed two-person zero-sum games, in which each participant's gains or losses are exactly balanced by those of other participants. In the 21st century, game theory applies to a wide range of behavioral relations; it is now an umbrella term for the science of logical decision making in humans, animals, as well as computers. Modern game theory began with the idea of mixed-strategy equilibria in two-person zero-sum game and its proof by John von Neumann. Von Neumann's original proof used the Brouwer fixed-point theorem on continuous mappings into compact convex sets, which became a standard method in game theory and mathema ...
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Transitive Relation
In mathematics, a relation on a set is transitive if, for all elements , , in , whenever relates to and to , then also relates to . Each partial order as well as each equivalence relation needs to be transitive. Definition A homogeneous relation on the set is a ''transitive relation'' if, :for all , if and , then . Or in terms of first-order logic: :\forall a,b,c \in X: (aRb \wedge bRc) \Rightarrow aRc, where is the infix notation for . Examples As a non-mathematical example, the relation "is an ancestor of" is transitive. For example, if Amy is an ancestor of Becky, and Becky is an ancestor of Carrie, then Amy, too, is an ancestor of Carrie. On the other hand, "is the birth parent of" is not a transitive relation, because if Alice is the birth parent of Brenda, and Brenda is the birth parent of Claire, then this does not imply that Alice is the birth parent of Claire. What is more, it is antitransitive: Alice can ''never'' be the birth parent of Claire. "Is ...
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Rock, Paper, Scissors
Rock paper scissors (also known by other orderings of the three items, with "rock" sometimes being called "stone," or as Rochambeau, roshambo, or ro-sham-bo) is a hand game originating in China, usually played between two people, in which each player simultaneously forms one of three shapes with an outstretched hand. These shapes are "rock" (a closed fist), "paper" (a flat hand), and "scissors" (a fist with the index finger and middle finger extended, forming a V). "Scissors" is identical to the two-fingered V sign (also indicating "victory" or "peace") except that it is pointed horizontally instead of being held upright in the air. A simultaneous, zero-sum game, it has three possible outcomes: a draw, a win or a loss. A player who decides to play rock will beat another player who has chosen scissors ("rock crushes scissors" or "breaks scissors" or sometimes "blunts scissors"), but will lose to one who has played paper ("paper covers rock"); a play of paper will lose to a play of ...
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Probability
Probability is the branch of mathematics concerning numerical descriptions of how likely an Event (probability theory), event is to occur, or how likely it is that a proposition is true. The probability of an event is a number between 0 and 1, where, roughly speaking, 0 indicates impossibility of the event and 1 indicates certainty."Kendall's Advanced Theory of Statistics, Volume 1: Distribution Theory", Alan Stuart and Keith Ord, 6th Ed, (2009), .William Feller, ''An Introduction to Probability Theory and Its Applications'', (Vol 1), 3rd Ed, (1968), Wiley, . The higher the probability of an event, the more likely it is that the event will occur. A simple example is the tossing of a fair (unbiased) coin. Since the coin is fair, the two outcomes ("heads" and "tails") are both equally probable; the probability of "heads" equals the probability of "tails"; and since no other outcomes are possible, the probability of either "heads" or "tails" is 1/2 (which could also be written ...
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Penney's Game
Penney's game, named after its inventor Walter Penney, is a binary (head/tail) sequence generating game between two players. Player A selects a sequence of heads and tails (of length 3 or larger), and shows this sequence to player B. Player B then selects another sequence of heads and tails of the same length. Subsequently, a fair coin is tossed until either player A's or player B's sequence appears as a consecutive subsequence of the coin toss outcomes. The player whose sequence appears first wins. Provided sequences of at least length three are used, the second player (B) has an edge over the starting player (A). This is because the game is nontransitive such that for any given sequence of length three or longer one can find another sequence that has higher probability of occurring first. Analysis of the three-bit game For the three-bit sequence game, the second player can optimize their odds by choosing sequences according to: An easy way to remember the sequence is for the ...
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Paradox
A paradox is a logically self-contradictory statement or a statement that runs contrary to one's expectation. It is a statement that, despite apparently valid reasoning from true premises, leads to a seemingly self-contradictory or a logically unacceptable conclusion. A paradox usually involves contradictory-yet-interrelated elements that exist simultaneously and persist over time. They result in "persistent contradiction between interdependent elements" leading to a lasting "unity of opposites". In logic, many paradoxes exist that are known to be invalid arguments, yet are nevertheless valuable in promoting critical thinking, while other paradoxes have revealed errors in definitions that were assumed to be rigorous, and have caused axioms of mathematics and logic to be re-examined. One example is Russell's paradox, which questions whether a "list of all lists that do not contain themselves" would include itself, and showed that attempts to found set theory on the identification ...
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Rock, Paper, Scissors
Rock paper scissors (also known by other orderings of the three items, with "rock" sometimes being called "stone," or as Rochambeau, roshambo, or ro-sham-bo) is a hand game originating in China, usually played between two people, in which each player simultaneously forms one of three shapes with an outstretched hand. These shapes are "rock" (a closed fist), "paper" (a flat hand), and "scissors" (a fist with the index finger and middle finger extended, forming a V). "Scissors" is identical to the two-fingered V sign (also indicating "victory" or "peace") except that it is pointed horizontally instead of being held upright in the air. A simultaneous, zero-sum game, it has three possible outcomes: a draw, a win or a loss. A player who decides to play rock will beat another player who has chosen scissors ("rock crushes scissors" or "breaks scissors" or sometimes "blunts scissors"), but will lose to one who has played paper ("paper covers rock"); a play of paper will lose to a play of ...
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Intransitive Dice
A set of dice is intransitive (or nontransitive) if it contains three dice, ''A'', ''B'', and ''C'', with the property that ''A'' rolls higher than ''B'' more than half the time, and ''B'' rolls higher than ''C'' more than half the time, but it is not true that ''A'' rolls higher than ''C'' more than half the time. In other words, a set of dice is intransitive if the binary relation – rolls a higher number than more than half the time – on its elements is not transitive. More simply, ''A'' normally beats ''B'', ''B'' normally beats ''C'', but ''A'' does not normally beat ''C''. It is possible to find sets of dice with the even stronger property that, for each die in the set, there is another die that rolls a higher number than it more than half the time. This is different in that instead of only "''A'' does not normally beat ''C''" it is now "''C'' normally beats ''A"'' Using such a set of dice, one can invent games which are biased in ways that people unused to intransiti ...
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Street Fighter
, commonly abbreviated as ''SF'' or スト (''Suto''), is a Japanese media franchise centered on a series of fighting video and arcade games developed and published by Capcom. The first game in the series was released in 1987, followed by six other main series games, various spin-offs and crossovers, and numerous appearances in other media. Its best-selling 1991 release ''Street Fighter II'' established many of the conventions of the one-on-one fighting genre. ''Street Fighter'' is one of the highest-grossing video game franchises of all time and is one of Capcom's flagship series with total sales of 49 million units worldwide . It is the highest-grossing fighting game media franchise of all time at , including 500,000 arcade unit sales. History Video games ''Street Fighter'' (1987) '' Street Fighter'', designed by Takashi Nishiyama and Hiroshi Matsumoto, debuted in arcades in 1987. The player controls martial artist Ryu to compete in a worldwide martial arts tourname ...
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Halo Wars 2
''Halo Wars 2'' is a real-time strategy video game developed by 343 Industries and Creative Assembly. It was published by Microsoft Studios and released in February 2017 on Windows and Xbox One. The game is set in the science fiction universe of the ''Halo'' franchise in 2559. It is a sequel to ''Halo Wars'' (2009). The story follows the crew of ''Spirit of Fire'', a United Nations Space Command (UNSC) ship. ''Spirit of Fire'' arrives at the Ark, a Forerunner installation responsible for constructing and remotely controlling the titular Halo rings. Conflict breaks out between the UNSC forces and an alien faction known as the Banished over control of the Ark. In ''Halo Wars 2'', players construct a base of operations, accumulate resources to produce infantry and vehicle units, and command their armies from a bird's-eye view of the battlefield. The primary goal during a battle is typically to destroy an opponent's bases or to capture and control territories on the battlefield. ...
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Stochastic Transitivity
Stochastic transitivity models are stochastic versions of the transitivity property of binary relations studied in mathematics. Several models of stochastic transitivity exist and have been used to describe the probabilities involved in experiments of paired comparisons, specifically in scenarios where transitivity is expected, however, empirical observations of the binary relation is probabilistic. For example, players' skills in a sport might be expected to be transitive, i.e. "if player A is better than B and B is better than C, then player A must be better than C"; however, in any given match, a weaker player might still end up winning with a positive probability. Tightly matched players might have a higher chance of observing this inversion while players with large differences in their skills might only see these inversions happen seldom. Stochastic transitivity models formalize such relations between the probabilities (e.g. of an outcome of a match) and the underlying transit ...
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