• Title/Summary/Keyword: winning probability

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Probabilities of Baccarat by Simulation

  • Zhu, Weicheng;Park, Chang-Soon
    • Communications for Statistical Applications and Methods
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    • v.19 no.1
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    • pp.117-128
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    • 2012
  • In Baccarat, the gambler can bet on either the Player or Banker. The only gambler's strategy is to consider the previous winning history on the round. The winning probabilities of Player or Banker are calculated by simulation using R. Conditional winning probabilities given that Player or Banker has won i consecutive times are also calculated by simulation. Conditional winning probability implies that the sequence of Baccarat results is an almost independent sequence of events. It has been shown that the total amount of returns in each round of games is almost identical to a random walk. Thus, one possible strategy is to catch the trend(the Player or the Banker) of the random walk and to bet on that side of the trend.

The winning probability in Korean series of Korean professional baseball (한국 프로야구 우승 결정방식에서의 우승확률)

  • Cho, Daehyeon
    • Journal of the Korean Data and Information Science Society
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    • v.27 no.3
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    • pp.663-676
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    • 2016
  • In Korean professional baseball the championship team of the year is determined by the four series of games: semi-semi-playoff, semi-playoff, playoff and korean series. To the top 5 teams in a regular season privileges are given to play the games at post season. At semi-semi playoff the winner of two teams which are ranked at 4th and 5th place in the regular season can advance to the game of semi playoff. The winner at semi playoff advances to the playoff to play with the second place team in the regular season. Finally, the championship team is to be determined in the Korean series between the winner of the playoff and the first ranked team in the regular season. We propose methods of how to calculate the winning probabilities of each of high ranked 5 teams advancing to Korean series. From our proposed methods we can estimate the championship probabilities of each of high ranked 5 teams advancing to the Korean series only if we know the winning probabilities between two teams in the regular season or the post season.

A study on a sequences of games with draw (비김이 있는 연속적인 게임에 관한 연구)

  • Cho, Daehyeon
    • Journal of the Korean Data and Information Science Society
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    • v.28 no.4
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    • pp.783-796
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    • 2017
  • In the theory of probability, a Bernoulli trial is a random experiment with exactly two possible outcomes, "success" and "failure", in which the probability of success is the same every time the experiment is conducted. In the successive games of scissors paper stone there exists the case of draw in each game. In this paper we are interested in the ultimate success probability of each participant and the expected number of the game till any one of the two has the ultimate victory. Using our results, we can calculate the ultimate winning probability of each player of the two players and the expected number of the game till any one of the two has the ultimate victory in any case whether there is draw or not in each game.

Cooperative effect in space-dependent Parrondo games (공간의존 파론도 게임의 협력 효과)

  • Lee, Jiyeon
    • Journal of the Korean Data and Information Science Society
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    • v.25 no.4
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    • pp.745-753
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    • 2014
  • Parrondo paradox is the counter-intuitive situation where individually losing games can combine to win or individually winning games can combine to lose. In this paper, we compare the history-dependent Parrondo games and the space-dependent Parrondo games played cooperatively by the multiple players. We show that there is a probability region where the history-dependent Parrondo game is a losing game whereas the space-dependent Parrondo game is a winning game.

Pattern Analysis and Performance Comparison of Lottery Winning Numbers

  • Jung, Yong Gyu;Han, Soo Ji;kim, Jae Hee
    • International Journal of Internet, Broadcasting and Communication
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    • v.6 no.1
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    • pp.16-22
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    • 2014
  • Clustering methods such as k-means and EM are the group of classification and pattern recognition, which are used in management science and literature search widely. In this paper, k-means and EM algorithm are compared the performance using by Weka. The winning Lottery numbers of 567 cases are experimented for our study and presentation. Processing speed of the k-means algorithm is superior to the EM algorithm, which is about 0.08 seconds faster than the other. As the result it is summerized that EM algorithm is better than K-means algorithm with comparison of accuracy, precision and recall. While K-means is known to be sensitive to the distribution of data, EM algorithm is probability sensitive for clustering.

Determinants of Success in Ex-parte and Inter-parte Patent Litigation (발명의 특허성 및 특허의 유효성 분쟁결과에 영향을 미치는 요인분석)

  • Choo, Ki-Neung;Oh, Jun-Byoung
    • Journal of Technology Innovation
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    • v.20 no.3
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    • pp.57-91
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    • 2012
  • This paper investigates determinants of litigation success in the two distinctive types of patent litigations, ex-parte and inter-parte cases, which are brought in the process where a filed application becomes a valid patent right. We regress winning rates of patent applicants on the characteristics of firms, trials, patent lawyer, and patent itself, using a probit model with sample selections. The paper finds that the relative suit rate of a firm, time to be sued, changes of patent agents by applicants, and multiple agents among explanatory variables affect ex-parte reexamination and in-parte post-grant patent trials differently in the point of average marginal effects. These variables lower the probability of applicant's victory in the ex-parte cases, while they raise the probability in the inter-parte trials. However, the experience that agents represent applicants is a winning rate-increasing factor both in inter-parte and ex-parte reexamination, unexpectedly. This result cannot be applied to the entire domain of the variable, since sample selection effects are reflected in the result. The number of claim increases the winning probability of the applicant in the both types of patent litigations. This study has some limitations because it ignores the information on the legal person to which a patent agent belongs, and confined agent's experience to patent filing. We leave it future studies to investigate the effects of lawsuit experience of patent agent, and those of characteristics of the law firm to which individual patent lawyer is affiliated.

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A redistribution model of the history-dependent Parrondo game (과거의존 파론도 게임의 재분배 모형)

  • Jin, Geonjoo;Lee, Jiyeon
    • Journal of the Korean Data and Information Science Society
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    • v.26 no.1
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    • pp.77-87
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    • 2015
  • Parrondo paradox is the counter-intuitive phenomenon where two losing games can be combined to win or two winning games can be combined to lose. In this paper, we consider an ensemble of players, one of whom is chosen randomly to play game A' or game B. In game A', the randomly chosen player transfers one unit of his capital to another randomly selected player. In game B, the player plays the history-dependent Parrondo game in which the winning probability of the present trial depends on the results of the last two trials in the past. We show that Parrondo paradox exists in this redistribution model of the history-dependent Parrondo game.

The psychological factors and impacts in lottery-purchasing decisions (복권 구매행동의 심리적 결정요인과 그 영향)

  • Taekyun Hur
    • Korean Journal of Culture and Social Issue
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    • v.10 no.3
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    • pp.19-36
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    • 2004
  • An experimental research investigated the components of lottery games affecting lottery-purchasing behaviors and the psychological consequences of the behaviors. In the experiment, participants were given a chance to purchase a lottery tickets during a series of computer games and their decision of purchasing the lottery ticket was measured. Also, the size and probability of the lottery games were manipulated and the perceived difficulty, satisfaction of the mid-outcome, and perceived probability of success in the computer game were measured in order to examine their impacts on participants' lottery-purchasing decisions. In addition, the behavioral tendency, satisfaction of the final outcome, and perceived self-capability in the computer game were measured at the end of the computer games in order to examine the effects of lottery-purchasing experiences on the variables. Participants who perceived the games as easier and estimated the probability of their success highly were more likely to buy the lottery tickets. However, the winning prize and odd of lottery tickets, perceived satisfaction of their own performance, and the performance itself did not influence the purchasing decisions. The common beliefs on the negative effects of lottery-purchasing experiences on human motivation and behaviors were not supported. The implications of the present research findings and limitations of the experimental research on lottery were discussed.

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Teaching Statistics through World Cup Soccer Examples (월드컵 축구 예제를 통한 통계교육)

  • Kim, Hyuk-Joo;Kim, Young-Il
    • The Korean Journal of Applied Statistics
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    • v.23 no.6
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    • pp.1201-1208
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    • 2010
  • In teaching probability and statistics classes, we should increase efforts to develop examples that enhance teaching methodology in delivering more meaningful knowledge to students. Sports is one field that provides a variety of examples and World Cup Soccer events are a treasure house of many interesting problems. Teaching, using examples from this field, is an effective way to enhance the interest of students in probability and statistics because World Cup Soccer is a matter of national interest. In this paper, we have suggested several examples pertaining to counting the number of cases and computing probabilities. These examples are related to many issues such as possible scenarios in the preliminary round, victory points necessary for each participant to advance to the second round, and the issue of grouping teams. Based on a simulation using a statistical model, we have proposed a logical method for computing the probabilities of proceeding to the second round and winning the championship for each participant in the 2010 South Africa World Cup.