+ All Categories
Home > Documents > VK Dice By: Kenny Gutierrez, Vyvy Pham Mentors: Sarah Eichhorn, Robert Campbell.

VK Dice By: Kenny Gutierrez, Vyvy Pham Mentors: Sarah Eichhorn, Robert Campbell.

Date post: 17-Dec-2015
Category:
Upload: amos-obrien
View: 218 times
Download: 0 times
Share this document with a friend
20
VK Dice By: Kenny Gutierrez, Vyvy Pham Mentors: Sarah Eichhorn, Robert Campbell
Transcript

VK DiceBy: Kenny Gutierrez, Vyvy Pham

Mentors: Sarah Eichhorn, Robert Campbell

Rules

Variation of the game Sequences

On each turn, a player rolls 6 dice

Player is given option to reroll once but all 1s must be kept

Larger sequences are worth more points

Three or more 1s = Restart Score

Repeats of a certain number is counted once

Winner is the first player to reach 100

Scoring

1 – 5 points

1,2 –10 points

1,2,3 –15 points

1,2,3,4 –20 points

1,2,3,4,5 –25 points

1,2,3,4,5,6 –35 points

Objective

Optimal StrategyWhen to RerollWhich dice to keep/reroll

Computer Adaptive Learning Program simulate one million rolls for each run. Programmed to run 5 times simultaneouslyDetermined which actions repeated most frequently

for all game states

Repeated actions of the computer are compared to the Expected Values for each game state.

Description

6^6= 46,656 game states 462 don’t include

repetition

Different states are grouped into sections according to the same numbers, regardless of repetition

[2, 4, 4, 5, 5, 6][2, 4, 4, 5, 6, 6][2, 2, 4, 4, 5, 6][2, 2, 4, 5, 5, 6][2, 2, 4, 5, 6, 6]

[2, 4, 5, 5, 5, 6][2, 4, 5, 5, 6, 6][2, 4, 5, 6, 6, 6][2, 4, 4, 4, 5, 6][2, 2, 2, 4, 5, 6]

[1, 2, 2, 2, 2, 6][1, 2, 2, 2, 6, 6][1, 2, 2, 6, 6, 6][1, 2, 6, 6, 6, 6]

[1, 2, 2, 2, 3, 4][1, 2, 3, 3, 4, 4][1, 2, 2, 3, 3, 4]

[1, 2, 2, 3, 4, 4][1, 2, 3, 3, 3, 4][1, 2, 3, 4, 4, 4]

Probability for Game States

Sections are further divided into: one 1, two 1s, no 1s

The probability is the same within each section

Probability is calculated for every reroll option.Game States without 1s (Reroll 1-6 Dice)Game States with one 1 (Reroll 1-5 Dice)Game States with two 1s (Reroll 1-4 Dice)

Cases For Each Reroll

Reroll 6 Dice (No 1s)

-Get 1,2,3,4,5,6,

-Get 1, 2,3,4,5 not 6

-Get 1,2,3,4 not 5, not 1,1,1

-Get 1,2,3 not 4, not 1,1,1

-Get 1,2 not 3, not 1,1,1

-Get 1 not 2, not 1,1,1

Reroll 5 Dice (one 1)

-Get 2,3,4,5,6

-Get 2,3,4,5 not 6

-Get 2,3,4 not 5, not 1,1,1

-Get 2,3 not 4, not 1,1,1

Get 2, not 3, not 1,1,1

Ex. Of Calculating ProbabilityReroll 5 for Initial Game States Without 1s

Case A: Get 1,3,4,5,6 5! (1/6)5 Probability= 5/324= 1.54%Case B: Get 1,3,4,5 not 6 *1 3 4 5 (4) = 5! = 120*1 3 4 5 (1 or 3 or 4 or 5) = 4(5!/2!) = 240Probability= 350/6^5 = 5/108 = 4.63%Case C: Get 1,3,4 not 5, not 111 *1 3 4 (2,2) or (6,6) = 2(5!/2!) = 120 * 1 3 4 (2 and 6) = 5! = 120 *1 3 4 (2 or 6) (1 or 3 or 4) = 6(5!/2) = 360 *1 3 4 (4,4) or (3,3) = 2(5!/3!) = 40 *1 3 4 (1,3) or (1,4) or (4,3) = 3(5!/(2! 2!)) = 90 Probability= 730/6^5 = 365/3888 = 9.39%Case D: Get 1, 3, not 4, not 1,1,1 *1 3 (2,2,2) or (5,5,5) or (6,6,6) = 3(5!/3!) = 60 *1 3 (2,5,6) = 5! = 120 *1 3 (2,2) or (5,5) or (6,6) (Different: 2 or 5 or 6) = 6(5!/2!) = 360 *1 3 (2,2) or (5,5) or (6,6) (1 or 3) = 6(5!/(2! 2!)) = 180

*1 3 (3,3,3) = 5!/4! = 5 *1 3 (3,3) (2 or 5 or 6) = 3(5!/3!) = 60 *1 3 (1,3) (2 or 5 or 6) = 3(5!/4) = 90 *1 3 (2,2) or (5,6) or (4,6) (1 or 3) = 6(5!/2!) = 360 *1 3 (1,3,3) = 5! (3! 2!) = 10 Probability = 1245/6^5 = 415/2592 = 16.0%

Case E: Get 1, not 3, not 1,1,1 *1 (2,2,2,2) or (4,4,4,4) or (5,5,5,5) or (6,6,6,6) = 4(5!/(2! 2!)) = 20 *1 (2,2,2) or (4,4,4) or (5,5,5) or (6,6,6) (Different: 2,4,5,6) = 12(5/3!) = 240 *1 (2,4,5,6) = 5! = 120 *1 (4,4) or (5,5) or (6,6) or (2,2) Differ: (6,2)(6,4)(4,5)(4,2)(6,5)(5,2)) = 12(5!/2!) = 720 *1 (4,4) or (5,5) or (6,6) or (2,2) Differ: (4,4) (5,5) (6,6) (2,2) = 12(5!/(2! 2!)) = 360 *1 (1) (4,4,4) or (5,5,5) or (6,6,6) or (2,2,2) = 4(5!/(3! 2!)) = 40 *1 (1) (2,2) or (4,4) or (5,5) or (6,6) Differ(2,4,5,6)= 12(5!/ (2! 2!)) = 360 *1 (1) (2,4,5) or (2,4,6) or (4,5,6) = 3(5!/2!) = 180 Probability = 2040/65 = 85/324 = 26.23%

Finding Expected ValuesSum of all possible values each multiplied by the

probability of its occurrence

Example: [1,2,3,4,4,5]Reroll 0 25.00

Reroll 1Keep:2,3,4,5

26.6667

Reroll 2Keep:2,3,4

21.5278

Reroll 3Keep:2,3 16.9676

Reroll 4Keep:2

12.7199

Reroll 5Reroll all 9.0766

Reroll 0 25

Reroll 1 ((5/6)*(25)+(1/6)*(35))

Reroll 2

((1-(1/18+1/4+1/36))*(20)+(1/18)*(35)+(1/4

)*(25))

Reroll 3

((1-(1/36+1/9+61/216+2/27))*(15)+(1/36)*(

35)+(1/9)*(25)+(61/216)*(20))

Reroll 4

((1-(1/54+7/108+91/648+311/1296+19/144)

)*(10)+ (1/54)*(35)+(7/108)*(25)+(91/648)*(20)

+(311/1296)*(15))

Reroll 5

((1-(5/324+5/108+25/324+95/648+29/144+

1466 / 7776))*(5)+(5/324)*(35)+(5/108)*(25)+(25/324)*(20)+(95/648)*(15)+(29/144)*

(10))Legend Pink: Probability of each cases multiplied by scoreYellow: Probability of getting the same score and not 1,1,1

Inside the Program Runs five times

Each Run 1,000,000 dice rolls Prints computer’s

actions for all game states

Learns based on result of each roll through reward and punish system

How Does It Work?

Set of six numbers for each initial game state. Each number pertains to one of the six dice Initially, each number in the list contains 50

Program generates random number between 1-100 for each number.

In order to reroll a die, the random number must be between the range 1-(list of number)

Ex

Game State: [1, 2, 3, 5, 5, 6]

List: [55, -10, 32, 87, 98, 103]

Random #s: [60, 39, 47, 37, 12, 18]

Action: [Keep, Keep, Keep, Reroll, Reroll, Reroll]

Rewarding & Punishing

Reward: Certain number of points based on

score after re-roll

IF final score > initial score Increase probability of repeating

that action by either adding or subtracting Adds when the computer

rerolled, subtracts when it kept dice

Punish: Only when the re-rolls end with at

least three 1s Decrease probability to avoid

that action by either adding or subtracting Adds when the computer

kept dice, subtracts when it rerolled.

TABLE FOR PUNISH & REWARDReward & Punish

5 - ±1

10 - ±2

15 - ±3

20 - ± 4

25 - ±5

35 - ±7

1,1,1 - ±5

Rewarding & Punishing

Computer will never reroll 1, regardless of the number in the list

After subtracting and adding to each list, the numbers will eventually go into the negatives or above 100Negatives= Always Keep (N)Over 100= Always Reroll (Y)

Between 1-100Undetermined (U)

Best Move Mechanic

Mechanism implemented to help computer learn the optimal strategy

Before keeping a die, the computer checks if there is a better option

Ex. [ 1, 2, 3, 5, 6, 6] If it wants to keep two 6s, it will change to keep 2 and 3.

Comparing Program with Theoretical Probability

Examples of each Initial Game States: Without any 1sWith one 1With two 1s

Adaptive learning program- used the actions of the dice most common out of the five runs

Initial State without 1s

Theoretical Expected Values

Optimal Move: Reroll 3 dice; Keeping 2,3,4

Adaptive Learning Program

After 5 runs:

Most Common Move: Reroll 3 dice; Keeping 2,3,4

Example: [2, 3, 4, 4, 6, 6]

Reroll 0 0

Reroll 1Keep: 2,3,4

3.3333

Reroll 2Keep:2,3,4,6

7.5

Reroll 3Keep: 2,3,4

9.3056

Reroll 4Keep:2,3

8.9969

Reroll 5 Keep: 2

8.6002

Reroll 6Reroll All

6.1368

Conclusion: Expected Values matched EXACTLY to the Adaptive Learning Program

[2, 3, 4, 4, 6, 6]

[N, N, Y, N, Y, Y]

[2, 3, 4, 4, 6, 6]

[N, N, N, Y, Y, Y]

[2, 3, 4, 4, 6, 6]

[N, N, N, Y, Y, Y]

[2, 3, 4, 4, 6, 6]

[N, N, N, Y, Y, Y]

[2, 3, 4, 4, 6, 6]

[N, N, N, Y, Y, Y]

Initial State With one 1

Theoretical Expected Values

Optimal Move: Reroll 1 Dice;

Keep 1,2,3,4,6

Adaptive Learning Program

5 Sample Runs:

Most Common Move: Reroll 2 Dice; Keeping 1,2,3,4

Example: [1, 2, 3, 3, 4, 6]

Conclusion: The expected values and the results from the program were similar. The computer chose

the 2nd best action

Reroll 0 20

Reroll 1

Keep:2,3,4,6 22.5

Reroll 2Keep:2,3,4

21.5278

Reroll 3Keep:2,3 16.9676

Reroll 4Keep:2 12.7199

Reroll 5Reroll all

9.0766

[1, 2, 3, 3, 4, 6][N, N, N, Y, N,Y][1, 2, 3, 3, 4, 6]

[N, N, Y, N, N, Y][1, 2, 3, 3, 4, 6]

[N, N, Y, N, N, Y][1, 2, 3, 3, 4, 6]

[N, N, N, Y, N, N][1, 2, 3, 3, 4, 6]

[N, N, N, Y, N, Y]

Initial State With two 1s

Theoretical Expected Values

Optimal Move: Reroll 1 Die; Keeping

1,1,2,4,5

Adaptive Learning Program

After 5 runs:

Most Common Move: Uncertain

Example: [1, 1, 2, 4, 5, 5]

Conclusion: There is a high probability of rerolling a 1 so the move is undetermined and needs more

runs

Reroll 0 10.00

Reroll 1Keep:2, 4, 5

10.8333

Reroll 2 Keep:2,4 9.7222

Reroll 3Keep:2 7.8935

Reroll 4Reroll All

5

[1, 1, 2, 3, 5, 5][Y, Y, N, N, Y, N][1, 1, 2, 3, 5, 5][Y, Y, U, U, U, U][1, 1, 2, 3, 5, 5][Y, Y, U, U, U, U][1, 1, 2, 3, 5, 5][U, U, N, N, Y, N][1, 1, 2, 3, 5, 5][Y, Y, N, N, U, U]

Conclusion

Expected Values were found for ALL game states

Adaptive Learning Program with 5 runs and created a list of actions for the 6 dice for every game state.

Most common move from the program were compared to the expected values for each game state

Program’s common moves were either the best or 2nd best action indicated by the expected valuesGame states with double 1s

Acknowledgements

Sarah Eichhorn:Helping with the probabilities of the different game

statesAnswering questions every step of the way

Robert Campbell:Helping with the computer ProgramTeaching us how to calculate expected values


Recommended