Just went through a variant of the game : Rock-Paper-Scissor-Lizard-Spock
I have written a Java code for traditional R-P-S problem, but when I tried extending my code for the newer version of the game (R-P-S-L-S)..I felt my code is terribly bad. Here is a snippet :
if (player1.equals("ROCK") &&
player2.equals("SCISSORS")) {
winner = 1;
}
// Paper covers rock...
else if (player1.equals("PAPER") &&
player2.equals("ROCK")) {
winner = 1;
}
// Scissors cut paper...
else if (player1.equals("SCISSORS") &&
player2.equals("PAPER")) {
winner = 1;
}
else {
winner = 2;
}
I realized the code cant be extended easily for the newer version - as well as for more than 2 players. This is mainly because of multiple if/else or switch/cases. I need some help re-designing my code for achieving the 2 objectives :
Further modification as per R-P-C-L-S problem.
Support for more than 2 players.
I don't need code, just some guidelines should help.
Thanks !!
EDIT : Seems like I was wrong in thinking that this game can be played by more than 2 players. I am sorry for this mistake, please ignore the second requirement.
In, Rock-Paper-Scissor games, it is easy to decide if move a wins against move b using their index at a cycle. So you don't have to manually decide in your code the result of every combination as other answers here suggest.
For the Rock-Paper-Scissor-Spock-Lizard version:
Let's assign a number to each move (0, 1, 2, 3, 4).
Notice that every move beats two moves:
The move previous to it in the cycle (or four cases ahead)
The move two cases ahead in the cycle
So let d = (5 + a - b) % 5. Then:
d = 1 or d = 3 => a wins
d = 2 or d = 4 => b wins
d = 0 => tie
For the Rock-Paper-Scissor version:
let d = (3 + a - b) % 3. Then:
d = 1 => a wins
d = 2 => b wins
d = 0 => tie
Generalization For n >= 3 and n odd:
Let d = (n + a - b) % n. Then:
If d = 0 => tie
If d % 2 = 1 => a wins
If d % 2 = 0 => b wins
The nature of Rock-Paper-Scissors is such that you have to explicitly handle the case for every possible combination of states. So the number of cases you have to cover increases exponentially with the number of players, and polynomially (with the order of the polynomial being the number of players) with the number of options.
Having said that, Java's enums are good for this kind of thing.
Here's my stab at it:
import java.util.Arrays;
import java.util.List;
enum Result {
WIN, LOSE, DRAW;
}
enum Option {
ROCK(SCISSORS),
PAPER(ROCK),
SCISSORS(PAPER);
private List<Option> beats;
private Option(Option... beats) {
this.beats = Arrays.asList(beats);
}
Result play(Option other) {
if beats.contains(other) {
return Result.WIN;
} else if other.beats.contains(this) {
return Result.LOSE;
} else {
return Result.DRAW;
}
}
}
Adding more cases (Lizard and Spock) is consequently relatively simple. Adding more players would be more complicated; among other things, you'd have to determine what the rules of three-player Rock-Paper-Scissors even are, because I have no idea.
i think: 1 beats 2 or 5 loses to the rest. 2 beats 3 or 1 loses to the rest. 3 beats 4 or 2 loses to rest. 4 beats 5 or 3 loses to the rest. 5 beast 1 or 3 loses to the rest. For 3 players, compare the values of 2 players, then compare the winner vs player 3.
Design an enum Choice (ROCK, PAPER, SCISSORS), where each enum has a Set<Choice> which it wins against.
Have each of your players choose one of the choices.
Iterate through your players, and for each one, iterate over all the other players that are after him in the list of players (for player 0, iterate through players 1, 2, 3, etc; for player 1, iterate through players 2, 3, etc.; ...).
For each match, you have three possibilities:
A beats B (the choice of B is in the set of choices that A beats): increment A's score
A and B have the same choice: do nothing
A doesn't beat B: increment B's score
I suggested a better design in an answer to another post. Have a single switch, and switch over a single encoding of every possible combination of moves, and for an encoding use a positional number system with a base that's a power of 2, so that each digit will map directly to a number of bits, and so that bitwise manipulations are intuitive.
Three bits are sufficient for five choices, and although octal would be ideal, the syntax sucks, so use hex. Each hexadecimal digit then represents one of your five moves, with room to spare. A byte is large enough two encode the simultaneous moves of two players, an int for eight, a long for sixteen. It's straightforward. Follow the link for a code example.
This is a basic logic problem. It is small enough you can do a manual truth table ( or skip ahead to a k-map), minimize and get a solution.
So basically, you need to evaluate first, if it is a draw. Then, you need to evaluate winning relative to other players. Doing this without needing to compare against each user can be a confusing task. Since this only has 5 variables, you can find a minimized solution with a K-map.
You will need to evaluate each user, based on which item they chose with a specific algorithm to determine if they win. Note that with more than 2 players, there can be more than one winner if two people choose the same thing but both beat a 3rd player. Or you can consider that a tie, whatever. I'll assume the former. You should check also that all players didn't choose the same item.
So I've done the first part of the algorithm for you when the user you are evaluating has chosen "rock".
In code, this would look like:
rock=0, paper=0, scissors=0, lizard=0, spock=0, win=0, tie=0
if ( someone chose rock ) rock=1
if ( someone chose paper ) paper=1
if ( someone chose scissors ) scissors=1
if ( someone chose lizard ) lizard=1
if ( someone chose spock ) spock=1
// Check if tie / draw, double check these, but I think I got them all
tie=rock && !paper && spock && lizard || rock && paper && scissors ||
rock && paper && lizard || spock && paper && scissors ||
spock && !rock && paper && lizard || !spock && scissors && lizard && paper
if ( tie ) die()
CheckIfUserWins() {
if ( user chose rock ) {
win=rock && !paper && !spock
if ( user chose paper) {
// .... calculate using k-map and fill in
}
return win
Notice that win=rock && !paper && !spock is exactly what would be expected based on the graphic of what beats what at the link you provided. So you can go to that graphic and pretty quickly fill in the rest of the equations.
This solution is not dependent on any number of players other than to say "someone chose X". So it should scale to > 5 players, etc.
The shortest way:
var n = 5; // Rock, Paper, Scissors, Lizard-Spock
function calculate(x, y, n) {
return 1 - ((n + x - y) % n) % 2;
}
function getWinner(p1Gestrure, p2Guesture) {
if(p1Gestrure === p2Guesture) {
return - 1; // tie
}
return this.calculate(p1Gestrure, p2Guesture); // 0: win for p1. 1: win for p2.
}
I've created a cli game, please feel free to take a look there.
https://github.com/julianusti/rpc-es6
Related
I know that lowkey it does 1 + 2 + 3 + 4 = 10, but I want to know how exactly it does that
public class Main {
public static int sum(int n) {
if(n == 0) return 0;
return sum(n - 1) + n;
}
public static void main(String[] args) {
System.out.println(sum(4));
}//main
}//class
public static int sum(int n) {
if(n == 0) return 0;
return sum(n - 1) + n;
}
When you call sum(4), the compiler does the following steps:
sum(4) = sum(3) + 4, sum(3) then calls sum(int n) and go to next step
sum(3) = sum(2) + 3, sum(2) then calls sum(int n) and go to next step
sum(2) = sum(1) + 2, sum(1) then calls sum(int n) and go to next step
sum(1) = sum(0) + 1, sum(0) then calls sum(int n) and go to next step
sum(0) = 0, return the value and bring it to previous step.
Then with backtracking, the compiler brings the value of sum(0) to the formula sum(0) + 1, so the value of sum(1) is 1. And so on, finally we get sum(4) is 10.
The key to understanding how this recursion work is the ability to see what is happening at each recursive step. Consider a call sum(4):
return
sum(3) + 4
sum(2) + 3
sum(1) + 2
sum(0) + 1
return 0 in next recursive call
It should be clear how a sum of 10 is obtained for sum(4), and may generalize to any other input.
Okay so lets understand it :
you call the method from main method passing the argument as 4.
It goes to method , the very first thing it checks is called as base condition in recursion . Here base condition is if n == 0 return 0.
We skipped the base condition since n is not yet zero . we go to return sum(n-1)+n that is sum(4-1)+4 . So addition will not happen , because you made the recursive call again to sum method by decrementing the n value to n-1 , in this case it is 3.
You again entered the method with n =3, check the base condition which is not valid since 3 != 0 , so we go to return sum (n-1)+3 , which is sum(3-1)+3
Next recursive call where n = 2 , base condition is not valid 2!=0 , so we return sum(n-1)+2that is sum(2-1)+2.
Next call with n = 1 , base condition is not valid , we go to return sum(n-1)+1 that is sum(1-1)+1.
Next recursive call with n = 0 , so now base condition is met , means it is time to stop the recursion and keep going back to from where we came to get the desired result. So this time we returned 0.
Lets go back to step 6 , with 0 we got and compute the addition part of sum(1-1)+1 . You got sum(1-1) => sum(0) = . So sum(1-1)+1 will be equal to 0+1=1
One more step back with 1 as value to step 5 , where we have sum(2-1)+2 = sum(1)+2 , sum(1) you know , which is 1 , so we will return 1+2=3 from this recursive call.
One step back with value as 3 , to step 4 , sum(3-1)+3 = sum (2)+3 = 3+3 =6 .
Going one step back with 6 as value to step 3 , sum(4-1)+4 = sum(3)+4 = 6+4 = 10 . And that is where we started from . You got the result as 10.
Recursion itself is very easy to understand.
From a mathematical point of view, it is just a simple function call, such as your code:
public static int sum(int n) {
if(n == 0) return 0;
return sum(n - 1) + n;
}
/*
sum(0) = 0
sum(1) = 1
sum(n) = n + sum(n-1)
*/
In fact, the concept of recursion has been introduced in high school. It is the "mathematical construction method" that is often used to prove sequence problems. The characteristics are obvious: the structure is simple and the proof is crude. As long as you build the framework, you can prove it in conclusion. So what is a recursive "simple structure" framework?
Initial conditions: sum(0) = 0
Recursive expression: sum(n) = sum(n-1) + n
And in fact about the sum() function, every calculation starts from sum(0), and it is natural. Even if you are asked to calculate sum(1000), all you need is paper, pen, and time, so recursion itself is not difficult.
So why recursion give people an incomprehensible impression? That's because "recursive realization" is difficult to understand, especially using computer language to realize recursion. Because the realization is the reverse, not to let you push from the initial conditions, but to push back to the initial conditions, and the initial conditions become the exit conditions.
In order to be able to reverse the calculation, the computer must use the stack to store the data generated during the entire recursion process, so writing recursion will encounter stack overflow problems. In order to achieve recursion, the human brain has to simulate the entire recursive process. Unfortunately, the human brain has limited storage, and two-parameter three-layer recursion can basically make you overflow.
Therefore, the most direct way is to use paper to record the stacks in your head. It is very mechanically painful and takes patience, but problems can often be found in the process.
Or, go back to the definition of recursion itself.
First write the architecture and then fill it in. Define the exit conditions and define the expression.
Second implement the code strictly according to the architecture. Recursive code is generally simple enough, so it is not easy to make mistakes in implementation. Once there is a problem with the program result, the first should not be to check the code, but to check your own definition.
Meeting Infinite loop? The initial conditions are wrong or missing; wrong result? There is a problem with recursion. Find out the problem, and then change the code according to the new architecture. Don't implement it without clearly defining the problem.
Of course, it really doesn't work. There is only one last resort: paper and pen.
My guessing game takes either 5, 10, or 20 guesses from a user and they are supposed to try to guess a random number chosen by the computer. Everything in my code is working except this: when the code asks the user whether they want 5, 10, or 20 guesses, if the user were to enter 15, for example, which is not one of the options, it goes on and starts asking for their guesses. I need some type of validation that will make sure they enter one of the options. I'm not sure where or how to include this in the correct way since I am new to programming. I've tried several different ways but get errors for all. What I need is if the user puts a number that is not one of the options, it should just ask them again until they input one of the options. Can someone show me how I should do this?
First of all if (answer.length() ==3) makes no sense.
Maybe you meant:
if(answer.equals("yes"))
Besides, to accomplish what you want I would use a Set containing the valid guesses numbers. It is scalable and makes much more sense than checking against multiple values in an if clause. It will look like this:
Set<Integer> validNumberOfGuesses = new HashSet<Integer>(Arrays.asList(5, 10, 20));
int numberOfGuesses = scan.nextInt();
while (!validNumberOfGuesses.contains(numberOfGuesses)) {
/* ask again */
System.out.println(numberOfGuesses + " is not a valid number of guesses, please try again");
numberOfGuesses = scan.nextInt();
}
Take input from the user inside a loop. For example:
System.out.print("How many guesses would you like? (5, 10, 20)");
do {
int numberOfGuesses = scan.nextInt();
//on correct guess, break out of the loop
if(numberOfGuesses == 5 || numberOfGuesses == 10 || numberOfGuesses == 20)
break;
System.out.print("Please enter a guess having one of these values (5, 10, 20)");
} while (true);
Unless the user, enters one of the three values, he/she will kept being prompted to enter a correct guess value.
Java has the continue keyword that jumps to start of the current loop when run. See The Continue Statement documentation.
Once you have your user input you can do something like
if (numberOfGuesses != 5 && numberOfGuesses != 10 && numberOfGuesses != 20) {
continue; // jumps to start of while loop block, without running conditional
}
When you receive the "numberOfGuesses" you should check the value of that number before moving on. Otherwise you just move on in your code because you don't actually validate the number.
It may be a good idea to creat a function that returns a boolean value and then you can check the number there.
boolean isValidOption(int number)
In the function you want to perform some comparison and validate. Since you have three options you can opt for something like
if (number == 5 || ... )
You can consider how you'll verify the value as there are many ways. Just compare with valid numbers you know you want, you can do some if statements, or place the numbers in an array and compare the value while iterating through the array, and so on. Hope that helps you get started and happy coding!
Edit: Lastly I should have mentioned, but you need to consider the flow of your code. A loop of somesort like while(!isValidOption()) for your check should be use. Loop around the instructions until the user enters a valid option. You need to consider order of operations here in your code and understand the computer doesn't think for you. It does what you tell it, so understand what you are trying to tell it here. I want to step into my game, if and only if, the condition of isValidOption is met for example.
What you need to do is to stay in the loop until you get input that satisfy your demands for example you can use the following function
private int getNumberOfGuesses(Scanner scan) {
int numberOfGuesses;
boolean numberOfGuesesIsValid;
do {
System.out.println("How many guesses would you like? (5, 10, 20)");
numberOfGuesses = scan.nextInt();
numberOfGuesesIsValid = numberOfGuesses == 5 || numberOfGuesses == 10 || numberOfGuesses == 20;
if (!numberOfGuesesIsValid) {
System.out.print("Wrong option !!!");
}
} while (!numberOfGuesesIsValid);
return numberOfGuesses;
}
you can write your code inside a loop to make sure the value is either 5,10 or 20
while(numberOfGuesses!=5||numberOfGuesses!=10||numberOfGuesses=!20);
and the condition if(answer.length()==3 can cause errors. it means it will work every time the input is of length 3,even "noo"
I'm trying to figure out how to increase the speed of this algorithm. It works perfectly for two games (2-person games, CPU vs Human), but the problems is when I assign more than three piles (that contains a number of stones, so each player can pick up more than one), the computer player takes forever to compute the moves:
public Object[] minimax(int depth, int player) {
if(hasPlayer1Won(player)){
return new Object[]{get_default_input(1),1};
}else if(hasPlayer2Won(player)){
return new Object[]{get_default_input(1),-1};
}
List<T> movesAvailable = getNextStates();
if(movesAvailable.isEmpty()){
return new Object[]{get_default_input(0), 0};
}
int min = Integer.MAX_VALUE;
int max = Integer.MIN_VALUE;
T computersMove = getNextStates().get(0);
int i = 0;
for (T move: movesAvailable) {
makeAMove(move, player);
Object[] result = minimax(depth + 1, player == G.PLAYER1 ? G.PLAYER2 : G.PLAYER1);
int currentScore = (int)result[1];
if(player == G.PLAYER1){
max = Math.max(currentScore, max);
if(currentScore >= 0 && depth == 0) {
computersMove = move;
}
if(currentScore == 1){
resetMove(move);
break;
}
if(i==movesAvailable.size() - 1 && max < 0){
if (depth == 0){
computersMove = move;
}
}
}else{
min = Math.min(currentScore, min);
if(min == -1) {
resetMove(move);
break;
}
}
i++;
resetMove(move);
}
return new Object[]{computersMove, player == G.PLAYER1 ? max: min};
}
I have sucessfully tested the following methods for improving minimax (used it to play Tic-Tac-Toe and Domineering):
Alpha beta pruning - used a special variant of this type of pruning, in conjunction with Lazy evaluation - basically instead of generating the whole tree I just generated an optimal move on each layer and kept Lazy holders for the other state-action pairs (applying the Lazy evaluation method, by making use of a supplier and calling it when a move different than the one I held was made).
Heuristic pruning - see the chapter on heuristics in that book. I basically only generated the first d branches of the tree and instead of having a deterministic outcome, I applied the heuristic function described in that book to the current state to determine a heuristic outcome. Whenever move (d+1) was made, I generated another branch using the same approach.
Here, d is the level that you choose (safest way is by testing)
Parallel computing also have a look at this, you may find it harder to implement but it pays off
First 2 options brought me a lot of computational time save, such that I was able to play Domineering optimally up to a 5x5 board and heuristically up to 10x10 (it can be better depending on how well you want it to play).
I'm doing my homework, and am stuck on some logic (I think I used that term correctly?). I'm writing an application that shows 12 buttons numbered 1-12, 2 pictures of dice, and a Roll button.
The player rolls the dice (2, 6 sided die) and whatever number(s) he gets, he can use to "cover" some of the twelve numbers. For example, let's say he rolls the dice and gets a 3 and a 5. He gets to choose whether to cover the 3 and the 5, or the total of the two numbers - 8 (Did I mention I'm a math wiz?).
The goal of the game is to cover all the numbers using the least amount of rolls.
The problem I'm having is with, what I believe to be, the if statements:
if (die1 == 3 && die2 == 5) {
player can cover 3 and 5, or 8, but not both
}
Now, I think this works, but if I wrote all this out it would be 36 if statements (give or take zero). Is there an easier way?
By your description I think the player can select die1, die2 or die1 + die2, so to see if the user selected a valid value you need just one if.
if (cover == die1 or cover == die2 or cover == ( die1 + die2)) {
//valid..
}
no if statement needed. player can cover die1 and die2 or die1+die2
This is a good example to use a switch case, IMO.
That'd be 2 switchs which have 6 cases each.
Don't check until the player tries to cover something. By only validating the input you simplify everything down to one if statement.
If you do need to know all possibilities (maybe to show the player possible moves), then ... you still don't need all those if statements. Simply highlight the buttons that match the dice roll and only accept those as input; you'll want to index them in an array or map by their value (e.g. "1") as a way to retrieve them.
You know with two dice you always have three covering options. Presumably elsewhere in code you're going to compare your covered options with numbers. Something like
int[] covered = { die1, die2, die1+die2 };
// ... other stuff
if (comparisonValue > 6) {
// maybe do special stuff since this uses both dice
if (comparisonValue == covered[2]) {
// covered/coverable behavior
} else {
// not
}
} else {
// maybe do special stuff since this only uses one die
if (comparisonValue == covered[0] || comparisonValue == covered[1]) {
// covered/coverable behavior
} else {
// not
}
}
gives you first what's covered, then simple use of it. You could also foreach over the array to do stuff for the covered numbers, ala
for (int c : covered) {
// do stuff with c because it's covered
}
That's fairly fragile, but the flexible answer (e.g., dumping the outcomes into Collection) is way overkill for 6-sided, integer face dice, and the really flexible answer (e.g., accommodating a variable number of dice, specialized combination of faces into outcomes) is like nuclear armageddon for this particular problem.
EDIT for your particular problem, I'd do something like
// start new turn, disable all buttons
// get rolls
int[] coverable = { die1, die2, die1+die2 };
for (int covered : coverable ) {
// enabled covered button
}
If the player can change which of the 1-12 are covered by previous rolls based on a new outcome, well, then you could be in for some fun depending on how much help you want to give them.
I would probably create 2 new objects and use them with a lookup table, like so:
class TossResult{
int firstDie;
int secondDie;
}
Class Coverage{
TossResult tossResult;
int getThirdNumber(){
return tossResult.firstDie + tossResult.secondDie;
}
}
Then on application start-up, populate your map:
HashMap<TossResult, Coverage> lookup = new HashMap<>();
for (int i = 0, i < SIDES_ON_DIE; i++){
for (int j = 0, j < SIDES_ON_DIE; j++){
TossResult tempResult = new TossResult(i,j);
Coverage tempCoverage = new Coverage(tempResult);
lookup.put(tempResult, tempCoverage);
}
}
After a user rolls the dice, create a new TossResult and do a lookup.get(tossResult)
You could also create an array of 12 ints or bools. Initialize all 12 elements (say to 0 or false). Then for each role you can do something lik:
if (false == myArray[die1Value] && false == myArray[die2Value]) {
myArray[die1Value] = true;
myArray[die2Value] = true;
} else if (false == myArray[die1Value + die2Value]) {
myArray[die1Value + die2Value]
} else if (false == myArray[die1Value] || false == myArray[die2Value]) {
if (false == myArray[die1Value]) {
myArray[die1Value] = true;
}
if (false == myArray[die2Value]) {
myArray[die2Value] = true;
}
} else {
// all 12 covered
}
And certainly you can refactor this code some more.
The stated goal "The goal of the game is to cover all the numbers using the least amount of rolls." is not doable, really. The best you can do is to use probabilities to know if, for instance, you should cover on a roll of 1 and 2, a 1 and 2, or 3 first:-)
I've got a very simple question about a game I created (this is not homework): what should the following method contain to maximize payoff:
private static boolean goForBiggerResource() {
return ... // I must fill this
};
Once again I stress that this is not homework: I'm trying to understand what is at work here.
The "strategy" is trivial: there can only be two choices: true or false.
The "game" itself is very simple:
P1 R1 R2 P2
R5
P3 R3 R4 P4
there are four players (P1, P2, P3 and P4) and five resources (R1, R2, R3, R4 all worth 1 and R5, worth 2)
each player has exactly two options: either go for a resource close to its starting location that gives 1 and that the player is sure to get (no other player can get to that resource first) OR the player can try to go for a resource that is worth 2... But other players may go for it too.
if two or more players go for the bigger resource (the one worth 2), then they'll arrive at the bigger resource at the same time and only one player, at random, will get it and the other player(s) going for that resource will get 0 (they cannot go back to a resource worth 1).
each player play the same strategy (the one defined in the method goForBiggerResource())
players cannot "talk" to each other to agree on a strategy
the game is run 1 million times
So basically I want to fill the method goForBiggerResource(), which returns either true or false, in a way to maximize the payoff.
Here's the code allowing to test the solution:
private static final int NB_PLAYERS = 4;
private static final int NB_ITERATIONS = 1000000;
public static void main(String[] args) {
double totalProfit = 0.0d;
for (int i = 0; i < NB_ITERATIONS; i++) {
int nbGoingForExpensive = 0;
for (int j = 0; j < NB_PLAYERS; j++) {
if ( goForBiggerResource() ) {
nbGoingForExpensive++;
} else {
totalProfit++;
}
}
totalProfit += nbGoingForExpensive > 0 ? 2 : 0;
}
double payoff = totalProfit / (NB_ITERATIONS * NB_PLAYERS);
System.out.println( "Payoff per player: " + payoff );
}
For example if I suggest the following solution:
private static boolean goForBiggerResource() {
return true;
};
Then all four players will go for the bigger resource. Only one of them will get it, at random. Over one million iteration the average payoff per player will be 2/4 which gives 0.5 and the program shall output:
Payoff per player: 0.5
My question is very simple: what should go into the method goForBiggerResource() (which returns either true or false) to maximize the average payoff and why?
Since each player uses the same strategy described in your goForBiggerResource method, and you try to maximize the overall payoff, the best strategy would be three players sticking with the local resource and one player going for the big game. Unfortunately since they can not agree on a strategy, and I assume no player can not be distinguished as a Big Game Hunter, things get tricky.
We need to randomize whether a player goes for the big game or not. Suppose p is the probability that he goes for it. Then separating the cases according to how many Big Game Hunters there are, we can calculate the number of cases, probabilities, payoffs, and based on this, expected payoffs.
0 BGH: (4 choose 0) cases, (1-p)^4 prob, 4 payoff, expected 4(p^4-4p^3+6p^2-4p+1)
1 BGH: (4 choose 1) cases, (1-p)^3*p prob, 5 payoff, expected 20(-p^4+3p^3-3p^2+p)
2 BGH: (4 choose 2) cases, (1-p)^2*p^2 prob, 4 payoff, expected 24(p^4-2p^3+p^2)
3 BGH: (4 choose 3) cases, (1-p)*p^3 prob, 3 payoff, expected 12(-p^4+p^3)
4 BGH: (4 choose 4) cases, p^4 prob, 2 payoff, expected 2(p^4)
Then we need to maximize the sum of the expected payoffs. Which is -2p^4+8p^3-12p^2+4p+4 if I calculated correctly. Since the first term is -2 < 0, it is a concave function, and hopefully one of the roots to its derivative, -8p^3+24p^2-24p+4, will maximize the expected payoffs. Plugging it into an online polynomial solver, it returns three roots, two of them complex, the third being p ~ 0.2062994740159. The second derivate is -24p^2+48p-24 = 24(-p^2+2p-1) = -24(p-1)^2, which is < 0 for all p != 1, so we indeed found a maximum. The (overall) expected payoff is the polynomial evaluated at this maximum, around 4.3811015779523, which is a 1.095275394488075 payoff per player.
Thus the winning method is something like this
private static boolean goForBiggerResource ()
{
return Math.random() < 0.2062994740159;
}
Of course if players can use different strategies and/or play against each other, it's an entirely different matter.
Edit: Also, you can cheat ;)
private static int cheat = 0;
private static boolean goForBiggerResource ()
{
cheat = (cheat + 1) % 4;
return cheat == 0;
}
I take it you tried the following:
private static boolean goForBiggerResource() {
return false;
};
where none of the player try to go for the resource that is worth 2. They are hence guaranteed to each get a resource worth 1 every time hence:
Payoff per player: 1.0
I suppose also that if you ask this nice question is because you guess there's a better answer.
The trick is that you need what is called a "mixed strategy".
EDIT: ok here I come with a mixed-strategy... I don't get how Patrick found the 20% that fast (when he commented, only minutes after you posted your question) but, yup, I found out basically that same value too:
private static final Random r = new Random( System.nanoTime() );
private static boolean goForBiggerResource() {
return r.nextInt(100) < 21;
}
Which gives, for example:
Payoff per player: 1.0951035
Basically if I'm not mistaken you want to read the Wikipedia page on the "Nash equilibrium" and particularly this:
"Nash Equilibrium is defined in terms of mixed strategies, where players choose a probability distribution over possible actions"
Your question/simple example if I'm not mistaken also can be used to show why colluding players can do better average payoffs: if players could colude, they'd get 1.25 on average, which beats the 1.095 I got.
Also note that my answers contains approximation errors (I only check random numbers from 0 to 99) and depends a bit on the Random PRNG but you should get the idea.
if the players cannot cooperate and have no memory there is only one possible way to implement goForBiggerResource: choose a value randomly. Now the question is what is the best rate to use.
Now simple mathematics (not really programming related):
assume the rate x represents the probability to stay with the small resource;
therefore the chance for no player going for the big one is x^4;
so the chance for at least one player going to the big one is 1-x^4;
total profit is x + ( 1 - x^4 ) / 2
find the maximum of that formula for 0% <= x <= 100%
the result is about 79.4% (for returning false)
Mmm, I think your basic problem is that the game as described is trivial. In all cases, the optimal strategy is to stick with the local resource, because the expected payoff for going for R5 is only 0.5 (1/4 * 2). Raise the reward for R5 to 4, and it becomes even; there's no better strategy. reward(R5)>4 and it always pays to take R5.