The Mathematics Of Games And Gambling
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The Mathematics Of Games And Gambling
''The Mathematics of Games and Gambling'' is a book on probability theory and its application to games of chance. It was written by Edward Packel, and published in 1981 by the Mathematical Association of America as volume 28 of their New Mathematical Library series, with a second edition in 2006. Topics The book has seven chapters. Its first gives a survey of the history of gambling games in western culture, including brief biographies of two famous gamblers, Gerolamo Cardano and Fyodor Dostoevsky, and a review of the games of chance found in Dostoevsky's novel '' The Gambler''. The next four chapters introduce the basic concepts of probability theory, including expectation, binomial distributions and compound distributions, and conditional probability, through games including roulette, keno, craps, chuck-a-luck, backgammon, and blackjack. The sixth chapter of the book moves from probability theory to game theory, including material on tic-tac-toe, matrix representations of z ...
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Probability Theory
Probability theory is the branch of mathematics concerned with probability. Although there are several different probability interpretations, probability theory treats the concept in a rigorous mathematical manner by expressing it through a set of axioms. Typically these axioms formalise probability in terms of a probability space, which assigns a measure taking values between 0 and 1, termed the probability measure, to a set of outcomes called the sample space. Any specified subset of the sample space is called an event. Central subjects in probability theory include discrete and continuous random variables, probability distributions, and stochastic processes (which provide mathematical abstractions of non-deterministic or uncertain processes or measured quantities that may either be single occurrences or evolve over time in a random fashion). Although it is not possible to perfectly predict random events, much can be said about their behavior. Two major results in probability ...
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Tic-tac-toe
Tic-tac-toe (American English), noughts and crosses (Commonwealth English), or Xs and Os (Canadian or Irish English) is a paper-and-pencil game for two players who take turns marking the spaces in a three-by-three grid with ''X'' or ''O''. The player who succeeds in placing three of their marks in a horizontal, vertical, or diagonal row is the winner. It is a solved game, with a forced draw assuming best play from both players. Gameplay Tic-tac-toe is played on a three-by-three grid by two players, who alternately place the marks X and O in one of the nine spaces in the grid. In the following example, the first player (''X'') wins the game in seven steps: There is no universally-agreed rule as to who plays first, but in this article the convention that X plays first is used. Players soon discover that the best play from both parties leads to a draw. Hence, tic-tac-toe is often played by young children who may not have discovered the optimal strategy. Because of the s ...
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Recreational Mathematics
Recreational mathematics is mathematics carried out for recreation (entertainment) rather than as a strictly research and application-based professional activity or as a part of a student's formal education. Although it is not necessarily limited to being an endeavor for amateurs, many topics in this field require no knowledge of advanced mathematics. Recreational mathematics involves mathematical puzzles and games, often appealing to children and untrained adults, inspiring their further study of the subject. The Mathematical Association of America (MAA) includes recreational mathematics as one of its seventeen Special Interest Groups, commenting: Mathematical competitions (such as those sponsored by mathematical associations) are also categorized under recreational mathematics. Topics Some of the more well-known topics in recreational mathematics are Rubik's Cubes, magic squares, fractals, logic puzzles and mathematical chess problems, but this area of mathematics incl ...
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Texas Hold 'em
Texas hold 'em (also known as Texas holdem, hold 'em, and holdem) is one of the most popular variants of the card game of poker. Two cards, known as hole cards, are dealt face down to each player, and then five Community card poker, community cards are dealt face up in three stages. The stages consist of a series of three cards ("the flop"), later an additional single card ("the turn" or "fourth street"), and a final card ("the river" or "fifth street"). Each player seeks the best List of poker hands, five card poker hand from any combination of the seven cards; the five community cards and their two hole cards. Players have Betting in poker, betting options to check, call, raise, or fold. Rounds of betting take place before the flop is dealt and after each subsequent deal. The player who has the best hand and has not folded by the end of all betting rounds wins all of the money bet for the hand, known as the pot. In certain situations, a "split-pot" or "tie" can occur when tw ...
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Video Poker
Video poker is a casino game based on five-card draw poker. It is played on a computerized console similar in size to a slot machine. History Video poker first became commercially viable when it became economical to combine a television-like monitor with a solid state central processing unit. The earliest models appeared at the same time as the first personal computers were produced, in the mid-1970s, although they were primitive by today's standards. Video poker became more firmly established when SIRCOMA, which stood for Si Redd's Coin Machines (and which evolved over time to become International Game Technology), introduced Draw Poker in 1979. Throughout the 1980s video poker became increasingly popular in casinos, as people found the devices less intimidating than playing table games. Today video poker enjoys a prominent place on the gaming floors of many casinos. The game is especially popular with Las Vegas locals, who tend to patronize locals casinos off the Las Vegas Str ...
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Online Gambling
Online gambling is any kind of gambling conducted on the internet. This includes virtual poker, casinos and sports betting. The first online gambling venue opened to the general public was ticketing for the Liechtenstein International Lottery in October 1994. Today the market is worth around $40 billion globally each year, according to various estimates. Many countries restrict or ban online gambling. However it is legal in some states of the United States, some provinces in Canada, most countries of the European Union, and several nations in the Caribbean. In many legal markets, online gambling service providers are required by law to have some form of licence provide services or advertise to residents there. For example, the United Kingdom Gambling Commission or the Pennsylvania Gaming Control Board in the United States. Many online casinos and gambling companies around the world choose to base themselves in tax havens near their main markets. These destinations include Gibra ...
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Lottery
A lottery is a form of gambling that involves the drawing of numbers at random for a prize. Some governments outlaw lotteries, while others endorse it to the extent of organizing a national or state lottery. It is common to find some degree of regulation of lottery by governments. The most common regulation is prohibition of sale to minors, and vendors must be licensed to sell lottery tickets. Although lotteries were common in the United States and some other countries during the 19th century, by the beginning of the 20th century, most forms of gambling, including lotteries and sweepstakes, were illegal in the U.S. and most of Europe as well as many other countries. This remained so until well after World War II. In the 1960s, casinos and lotteries began to re-appear throughout the world as a means for governments to raise revenue without raising taxes. Lotteries come in many formats. For example, the prize can be a fixed amount of cash or goods. In this format, there is risk t ...
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Horse Racing
Horse racing is an equestrian performance sport, typically involving two or more horses ridden by jockeys (or sometimes driven without riders) over a set distance for competition. It is one of the most ancient of all sports, as its basic premise – to identify which of two or more horses is the fastest over a set course or distance – has been mostly unchanged since at least classical antiquity. Horse races vary widely in format, and many countries have developed their own particular traditions around the sport. Variations include restricting races to particular breeds, running over obstacles, running over different distances, running on different track surfaces, and running in different gaits. In some races, horses are assigned different weights to carry to reflect differences in ability, a process known as handicapping. While horses are sometimes raced purely for sport, a major part of horse racing's interest and economic importance is in the gambling associated with ...
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Poker
Poker is a family of comparing card games in which players wager over which hand is best according to that specific game's rules. It is played worldwide, however in some places the rules may vary. While the earliest known form of the game was played with just 20 cards, today it is usually played with a standard deck, although in countries where short packs are common, it may be played with 32, 40 or 48 cards.Parlett (2008), pp. 568–570. Thus poker games vary in deck configuration, the number of cards in play, the number dealt face up or face down, and the number shared by all players, but all have rules that involve one or more rounds of betting. In most modern poker games, the first round of betting begins with one or more of the players making some form of a forced bet (the '' blind'' or ''ante''). In standard poker, each player bets according to the rank they believe their hand is worth as compared to the other players. The action then proceeds clockwise as each play ...
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Minimax
Minimax (sometimes MinMax, MM or saddle point) is a decision rule used in artificial intelligence, decision theory, game theory, statistics, and philosophy for ''mini''mizing the possible loss for a worst case (''max''imum loss) scenario. When dealing with gains, it is referred to as "maximin" – to maximize the minimum gain. Originally formulated for several-player zero-sum game theory, covering both the cases where players take alternate moves and those where they make simultaneous moves, it has also been extended to more complex games and to general decision-making in the presence of uncertainty. Game theory In general games The maximin value is the highest value that the player can be sure to get without knowing the actions of the other players; equivalently, it is the lowest value the other players can force the player to receive when they know the player's action. Its formal definition is: :\underline = \max_ \min_ Where: * is the index of the player of interest. ...
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Extensive-form Game
An extensive-form game is a specification of a game in game theory, allowing (as the name suggests) for the explicit representation of a number of key aspects, like the sequencing of players' possible moves, their choices at every decision point, the (possibly imperfect) information each player has about the other player's moves when they make a decision, and their payoffs for all possible game outcomes. Extensive-form games also allow for the representation of incomplete information in the form of chance events modeled as " moves by nature". Finite extensive-form games Some authors, particularly in introductory textbooks, initially define the extensive-form game as being just a game tree with payoffs (no imperfect or incomplete information), and add the other elements in subsequent chapters as refinements. Whereas the rest of this article follows this gentle approach with motivating examples, we present upfront the finite extensive-form games as (ultimately) constructed here. This ...
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Nash Equilibrium
In game theory, the Nash equilibrium, named after the mathematician John Nash, is the most common way to define the solution of a non-cooperative game involving two or more players. In a Nash equilibrium, each player is assumed to know the equilibrium strategies of the other players, and no one has anything to gain by changing only one's own strategy. The principle of Nash equilibrium dates back to the time of Cournot, who in 1838 applied it to competing firms choosing outputs. If each player has chosen a strategy an action plan based on what has happened so far in the game and no one can increase one's own expected payoff by changing one's strategy while the other players keep their's unchanged, then the current set of strategy choices constitutes a Nash equilibrium. If two players Alice and Bob choose strategies A and B, (A, B) is a Nash equilibrium if Alice has no other strategy available that does better than A at maximizing her payoff in response to Bob choosing B, and Bob ...
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