[net.math] Is it logical to make random decisions?

ins_akaa@jhunix.UUCP (Ken Arromdee) (03/20/86)

>>> A good way to confound a logical player is to make completely random
>>> moves.  The logic involved in strategic game playing generally involves
>>> predicting the other player's moves; this is quite difficult if the
>>> other player is random.  Kirk's play was probably not random, but he
>>> probably guessed every now and then, which was enough to throw Spock's
>>> strategy off.
>>In other words, this is a LOGICAL way to play against such a player, right?
>You mean the logical thing to do is to play randomly, without logic?
>Isn't that a contradiction in terms?  (Where have I heard that before?)

The point is that randomly does NOT mean "without logic", that in fact 
the most logical move can be a random decision.  I am cross-posting this to
net.math to see if any game theorists can confirm this...  (can you?)
-- 
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Kenneth Arromdee
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gwyn@brl-smoke.ARPA (Doug Gwyn ) (03/23/86)

> >>> A good way to confound a logical player is to make completely random
> >>> moves.  The logic involved in strategic game playing generally involves
> >>> predicting the other player's moves; this is quite difficult if the
> >>> other player is random.  Kirk's play was probably not random, but he
> >>> probably guessed every now and then, which was enough to throw Spock's
> >>> strategy off.
> >>In other words, this is a LOGICAL way to play against such a player, right?
> >You mean the logical thing to do is to play randomly, without logic?
> >Isn't that a contradiction in terms?  (Where have I heard that before?)
> The point is that randomly does NOT mean "without logic", that in fact 
> the most logical move can be a random decision.  I am cross-posting this to
> net.math to see if any game theorists can confirm this...  (can you?)

Yes, logical play in a two-player, zero-sum, discrete, finite,
perfect-information, non-cooperative* game in general actually
REQUIRES the use of a device for making a weighted random choice
among several alternative pure strategies.  A good, although
rather dated, elementary introduction to this subject can be
found in "The Compleat Strategist", written long ago by someone
(whose name I have unfortunately forgotten) from the Rand Corp.

* I wonder if I included enough qualifiers.

lambert@boring.UUCP (03/24/86)

> ... in "The Compleat Strategist", written long ago by someone
> (whose name I have unfortunately forgotten) from the Rand Corp.

J.D. Williams, The Compleat Strategyst, McGraw-Hill, 1954.

-- 

     Lambert Meertens
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steve@jplgodo.UUCP (Steve Schlaifer x3171 156/224) (03/25/86)

In article <2014@brl-smoke.ARPA>, gwyn@brl-smoke.UUCP writes:
> Yes, logical play in a two-player, zero-sum, discrete, finite,
> perfect-information, non-cooperative* game in general actually
> REQUIRES the use of a device for making a weighted random choice
> among several alternative pure strategies.  A good, although
> rather dated, elementary introduction to this subject can be
> found in "The Compleat Strategist", written long ago by someone
> (whose name I have unfortunately forgotten) from the Rand Corp.
> 
The revised edition of "The Compleat Strategyst" written by J. D. Williams 
was published by McGraw-Hill in 1966.  It was from a RAND corporation research
study.  Copyright dates are given as 1954 and 1966 RAND corporation.
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ark@alice.UucP (Andrew Koenig) (03/27/86)

Here is a very simple game in which it is logical to make
random decisions.

Each of us puts a penny on the table, covered by a hand
so the other cannot see it.  We then both remove our hands
from the pennies.  If they match, you win.  If not, I win.