Timeline for Limiting probabilities for two-player game drawing random uniform numbers
Current License: CC BY-SA 3.0
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Oct 1, 2014 at 20:42 | history | edited | Julian Rosen | CC BY-SA 3.0 |
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Oct 1, 2014 at 20:32 | history | edited | Julian Rosen | CC BY-SA 3.0 |
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Oct 1, 2014 at 20:25 | history | edited | Julian Rosen | CC BY-SA 3.0 |
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Oct 1, 2014 at 20:16 | history | edited | Julian Rosen | CC BY-SA 3.0 |
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Oct 1, 2014 at 20:10 | history | edited | Julian Rosen | CC BY-SA 3.0 |
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Oct 1, 2014 at 20:00 | history | edited | Julian Rosen | CC BY-SA 3.0 |
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Oct 1, 2014 at 19:51 | history | edited | Julian Rosen | CC BY-SA 3.0 |
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Oct 1, 2014 at 17:34 | comment | added | bigO6377 | Nifty approach. One thing though: here you are assuming that A's cutoff (smallest value for which he will keep his number) is constant throughout the process. However, this is not optimal. After each unsuccessful draw, you will need to lower his cutoff value slightly. If you have 1000 draws left, you can be selective and only take ones that are super close to 1.0. However, if you are down to your last 2 draws, you're standards will drop, as you have only one more chance to improve your score. In fact, on your very last draw, your cutoff value is by definition 0 (since you must accept it) | |
Oct 1, 2014 at 16:18 | history | answered | Julian Rosen | CC BY-SA 3.0 |