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  2. Guess 2/3 of the average - Wikipedia

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

    The mean number chosen when playing the "guess 2/3 of the average" game four consecutive rounds. Grosskopf and Nagel's investigation also revealed that most players do not choose 0 the first time they play this game. Instead, they realise that 0 is the Nash Equilibrium after some repetitions. [14]

  3. Monty Hall problem - Wikipedia

    en.wikipedia.org/wiki/Monty_Hall_problem

    A simple way to demonstrate that a switching strategy really does win two out of three times with the standard assumptions is to simulate the game with playing cards. [58] [59] Three cards from an ordinary deck are used to represent the three doors; one 'special' card represents the door with the car and two other cards represent the goat doors.

  4. 68–95–99.7 rule - Wikipedia

    en.wikipedia.org/wiki/68–95–99.7_rule

    In statistics, the 68–95–99.7 rule, also known as the empirical rule, and sometimes abbreviated 3sr, is a shorthand used to remember the percentage of values that lie within an interval estimate in a normal distribution: approximately 68%, 95%, and 99.7% of the values lie within one, two, and three standard deviations of the mean, respectively.

  5. Game of the Day: Think Ahead - AOL

    www.aol.com/news/2012-06-12-game-of-the-day...

    Pick a number, any number! But numbers have consequences in today's Game of the Day, Think Ahead, a competitive puzzler best described as mathematics meets chess. You've the choice to play against ...

  6. Lottery mathematics - Wikipedia

    en.wikipedia.org/wiki/Lottery_mathematics

    The numerator equates to the number of ways to select the winning numbers multiplied by the number of ways to select the losing numbers. For a score of n (for example, if 3 choices match three of the 6 balls drawn, then n = 3), ( 6 n ) {\displaystyle {6 \choose n}} describes the odds of selecting n winning numbers from the 6 winning numbers.

  7. Percentage - Wikipedia

    en.wikipedia.org/wiki/Percentage

    In general, if an increase of x percent is followed by a decrease of x percent, and the initial amount was p, the final amount is p (1 + 0.01 x)(1 − 0.01 x) = p (1 − (0.01 x) 2); hence the net change is an overall decrease by x percent of x percent (the square of the original percent change when expressed as a decimal number).

  8. Odds and evens (hand game) - Wikipedia

    en.wikipedia.org/wiki/Odds_and_evens_(hand_game)

    Odds and evens is a simple game of chance and hand game, involving two people simultaneously revealing a number of fingers and winning or losing depending on whether they are odd or even, or alternatively involving one person picking up coins or other small objects and hiding them in their closed hand, while another player guesses whether they have an odd or even number.

  9. Percent sign - Wikipedia

    en.wikipedia.org/wiki/Percent_sign

    The percent sign % (sometimes per cent sign in British English) is the symbol used to indicate a percentage, a number or ratio as a fraction of 100. Related signs include the permille (per thousand) sign ‰ and the permyriad (per ten thousand) sign ‱ (also known as a basis point), which indicate that a number is divided by one thousand or ten thousand, respectively.