66 research outputs found

    Rigorous computer analysis of the Chow-Robbins game

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    Flip a coin repeatedly, and stop whenever you want. Your payoff is the proportion of heads, and you wish to maximize this payoff in expectation. This so-called Chow-Robbins game is amenable to computer analysis, but while simple-minded number crunching can show that it is best to continue in a given position, establishing rigorously that stopping is optimal seems at first sight to require "backward induction from infinity". We establish a simple upper bound on the expected payoff in a given position, allowing efficient and rigorous computer analysis of positions early in the game. In particular we confirm that with 5 heads and 3 tails, stopping is optimal.Comment: 10 page

    Partially ordered secretaries

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    The elements of a finite nonempty partially ordered set are exposed at independent uniform times in [0,1][0,1] to a selector who, at any given time, can see the structure of the induced partial order on the exposed elements. The selector's task is to choose online a maximal element. This generalizes the classical linear order secretary problem, for which it is known that the selector can succeed with probability 1/e1/e and that this is best possible. We describe a strategy for the general problem that achieves success probability 1/e1/e for an arbitrary partial order.Comment: 5 page

    From heaps of matches to the limits of computability

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    We study so-called invariant games played with a fixed number dd of heaps of matches. A game is described by a finite list M\mathcal{M} of integer vectors of length dd specifying the legal moves. A move consists in changing the current game-state by adding one of the vectors in M\mathcal{M}, provided all elements of the resulting vector are nonnegative. For instance, in a two-heap game, the vector (1,−2)(1,-2) would mean adding one match to the first heap and removing two matches from the second heap. If (1,−2)∈M(1,-2) \in \mathcal{M}, such a move would be permitted provided there are at least two matches in the second heap. Two players take turns, and a player unable to make a move loses. We show that these games embrace computational universality, and that therefore a number of basic questions about them are algorithmically undecidable. In particular, we prove that there is no algorithm that takes two games M\mathcal{M} and M′\mathcal{M}' (with the same number of heaps) as input, and determines whether or not they are equivalent in the sense that every starting-position which is a first player win in one of the games is a first player win in the other.Comment: 13 pages, 7 figure
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