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  2. Guess 2/3 of the average - Wikipedia

    en.wikipedia.org/wiki/Guess_2/3_of_the_average

    In game theory, "guess ⁠ 2 / 3 ⁠ of the average" is a game where players simultaneously select a real number between 0 and 100, inclusive. The winner of the game is the player(s) who select a number closest to ⁠ 2 / 3 ⁠ of the average of numbers chosen by all players.

  3. Monty Hall problem - Wikipedia

    en.wikipedia.org/wiki/Monty_Hall_problem

    [50] [13] [49] The conditional probability of winning by switching is ⁠ 1/3 / 1/3 + 1/6 ⁠, which is ⁠ 2 / 3 ⁠. [2] The conditional probability table below shows how 300 cases, in all of which the player initially chooses door 1, would be split up, on average, according to the location of the car and the choice of door to open by the host.

  4. Induction puzzles - Wikipedia

    en.wikipedia.org/wiki/Induction_puzzles

    Players can see the colours of at least some other players' hats, but not that of their own. With highly restricted communication or none, some of the players must guess the colour of their hat. The problem is to find a strategy for the players to determine the colours of their hats based on the hats they see and what the other players do.

  5. List of games in game theory - Wikipedia

    en.wikipedia.org/wiki/List_of_games_in_game_theory

    Sequential game: A game is sequential if one player performs their actions after another player; otherwise, the game is a simultaneous move game. Perfect information : A game has perfect information if it is a sequential game and every player knows the strategies chosen by the players who preceded them.

  6. Newcomb's paradox - Wikipedia

    en.wikipedia.org/wiki/Newcomb's_paradox

    [4] The problem continues to divide philosophers today. [5] [6] In a 2020 survey, a modest plurality of professional philosophers chose to take both boxes (39.0% versus 31.2%). [7] Game theory offers two strategies for this game that rely on different principles: the expected utility principle and the strategic dominance principle. The problem ...

  7. El Farol Bar problem - Wikipedia

    en.wikipedia.org/wiki/El_Farol_Bar_problem

    Several variants are considered in Game Theory Evolving by Herbert Gintis. [2] In some variants of the problem, the players are allowed to communicate before deciding to go to the bar. However, they are not required to tell the truth. Named after a bar in Santa Fe, New Mexico, the problem was created in 1994 by W. Brian Arthur.

  8. Grundy's game - Wikipedia

    en.wikipedia.org/wiki/Grundy's_game

    Player 2 now has three choices: splitting the 7-heap into 6 + 1, 5 + 2, or 4 + 3. In each of these cases, player 1 can ensure that on the next move he hands back to his opponent a heap of size 4 plus heaps of size 2 and smaller: player 2: 7+1 → 6+1+1 player 2: 7+1 → 5+2+1 player 2: 7+1 → 4+3+1 player 1: 6+1+1 → 4+2+1+1 player 1: 5+2+1 ...

  9. Strategies and skills of Jeopardy! champions - Wikipedia

    en.wikipedia.org/wiki/Strategies_and_skills_of...

    Statistics show that "While contestants who answer correctly have the best odds, even a wrong answer to a Daily Double appears better than no Daily Double." [8] Most contestants have played in a manner that prioritized winning the game and returning to play again, rather than maximizing the dollar value of their winnings.