Suppose we use a biased coin as the basis for creating a game. All
game outcomes will be derived by flipping coins that are identically
biased , but we are only allowed to bet on "heads" and the coin is biased
in favor of the house. The player has a probability of winning equal
to p(win)=0.49974550421575. This probability wasn't pulled from thin
air, but carefully chosen, for reasons that will become apparent later
in this article.
The following targets and frequencies have been chosen for the subgames.
Of course, these numbers are not arbitrary, but were also carefully chosen,
for reasons that will become apparent later.
···
----------------------
1000 4.762161445
50 0.558915312
25 5.962619841
8 9.224490842
5 5.522918550
4 4.523411750
3 22.284452726
2 25.809295114
1 21.351734420
----------------------
The sections of the spinner are divided up in sizes that are
proportional to the frequency column, so that random spins
will have a 4.762161445% chance of selecting 1000 as the
target, and a 21.351734420% chance of selecting 1 as the
target, and similarly for the other targets.
Each sub-game is played as follows: The player starts with
a single coin as the bankroll for the sub-game, and spins
to determine the target bankroll. The player then flips
coins repeatedly, and is paid one coin for each win while
losing a coin for each loss. If the bankroll reaches
the target, then the sub-game is declared a "win" and the
player allowed to cash out that bankroll. However, the
player is not allowed to simply stop play in the middle
of a sub-game, so that once a target has been selected
the player is required to keep flipping coins until the
bankroll either reaches the target or hits zero.
Note the following:
1) All coins are biased in exactly the same way, so it
doesn't matter which coin(s) the player flips.
2) Payoffs are effectively N-for-1, since the initial coin
is purchased from the casino (so that the casino can
control the bias) at the beginning of the game.
3) If the player loses the first flip, the bankroll is gone
and the sub-game is lost.
4) When the target is "1" the player immediately wins
without flipping. This result is equivalent to a push.
Now that the rules are in place, we can examine the results.
But first, a little bit of math to explain how the results
were computed.
Definition: unit-cost for a coin flip is defined as the
probability of losing divided by the probability of winning.
This number represents the average number of coins paid
in losses for each coin returned in winnings. For a biased
coin that favors the casino, the unit-cost will be greater
than one, indicating that player losses are greater than
winnings. When the bias favors the player, the unit-cost
will be less than one, indicating that the player loses
less than one coin for each coin returned. When the bias
favors the player, the unit-cost is numerically equal to
risk of ruin. For this problem, the coins all have
p(win)=0.49974550421575, so the unit-cost for our coins
will be 0.50025449578425/0.49974550421575 = 1.001085015457.
These coins are slightly in favor of the casino.
The letter 'C' will be used to represent unit-cost. With
a unit-cost of C and a target bankroll of N, the probability
of reaching the target before going broke is given by:
p(win) = (1 - C) / (1 - C^N)
This formula was used to compute the "Sub-cycle" numbers in
the table below. The columns in the table are described as:
"Return" is the total number of coins that we attempt to win from
the randomly chosen subgame.
"% Tries" is how often each sub-game is played. This describes the
relative size of each section of the spinner. It is assumed that the
spinner is completely fair in the sense that the probability of landing
on each section is exactly proportional to the size.
"Sub-cycle" is the average number of subgames needed to produce
a winning result from that sub-game. This is simply the inverse
of the probability of turning the one-unit starting bankroll into
an N unit payback. In short, sub-cycle = 1/p(win) = (1-C^N)/(1-C).
"% Hit" is the overall probability of reaching each of the
possible outcomes, and is given by (% Tries) / (Sub-cycle).
"Cycle" is the average number of subgames played between
favorable outcomes, and is given by Cycle = 100 / (% Hit).
<---- Coin Flip Subgame ----> <------ Overall Outcome ----->
Return % Tries Sub-cycle % Hit Cycle
--------------------------------------------------------------------------
1000 4.762161445 1735.498092607 0.002743974 36443.495514000
50 0.558915312 51.268241981 0.010901784 9172.810426000
25 5.962619841 25.307949781 0.235602642 424.443457000
8 9.224490842 8.028576209 1.148957250 87.035440178
5 5.522918550 5.010195394 1.102335960 90.716445466
4 4.523411750 4.006115160 1.129126740 88.564017180
3 22.284452726 3.003056542 7.420590460 13.476016570
2 25.809295114 2.001018502 12.898079200 7.753092414
1 21.351734420 1.000000000 21.351734420 4.683460277
--------------------------------------------------------------------------
The table above summarizes the results of the overall game, based on
the combined results from the coin-flip subgames. The Sub-cycle column
is particularly interesting, because it illustrates how the losses of
a single coin flip get amplified when trying to win multi-unit payoffs.
For example, a payback of 50 in a fair game would tend to happen in one
attempt out of every 50, but in this biased game we win less often than
what is "fair" because we get 50 coins back only once in each 51.2682...
attempts. When trying for a payback of 1000 coins, we only reach the
target once in each 1735.5 attempts.
Now compare those results to the table below, which gives the expected
results from using a max-EV strategy while playing video poker on a
"Jacks+ 8/5" machine. The "% Hit" and "Cycle" columns are virtually
identical to the same columns for the coin-flip game. This means that
the two games have identical probability distributions, and so the
games are mathematically equivalent. An outside observer who looks
only at the freqencies and sizes of the payoffs cannot tell any
difference between these two games, and any kind of statistical
computation such as EV or variance will be identical for the two
games, because they have the same probability distribution. The
differences that we "see" between playing video poker and playing
"spin and flip" are cosmetic in nature rather than mathematical.
Jacks or Better 8/5
Distribution of Final Hands
----------------------------------------------------------------
Final Hand Payoff % Hit Cycle % Return
----------------------------------------------------------------
Royal Flush 5000 0.00274397 36443.495514 2.74397389
Straight Flush 250 0.01090178 9172.810426 0.54508921
4/Kind 125 0.23560264 424.443457 5.89006606
Full House 40 1.14895725 87.035440 9.19165803
Flush 25 1.10233596 90.716446 5.51167980
Straight 20 1.12912674 88.564017 4.51650696
3/Kind 15 7.42059046 13.476017 22.26177139
Two Pair 10 12.89807920 7.753092 25.79615840
High Pair 5 21.35173442 4.683460 21.35173442
----------------------------------------------------------------
45.30007244 2.207502 97.80863815
The exact amount of bias in the coin, and the section sizes for the
spinner, were chosen so that the coin flip game would yield results
that are indistinguishable from this video poker game. Now think
about what is happening here -- the spinner does nothing more than
select how often the player "tries" for a specific payoff, but
"trying" entails nothing more than flipping the same biased coin
over and over. The actual fluctuations in the players bankroll
are controlled completely by the dynamics of the biased coin (plus
the frequency of pushes, which is the same for both games). The
spinner is nothing more than an amusing diversion between sessions
of coin flips. So, the complex probabilities associated with a VP
game can be reduced to the simplicity of a single biased coin!
The same process can be applied to any game which involves only
integer payoffs which are multiples of the original bet. I
believe the results can be extended to include games such as
blackjack, where the size of losses and wins can both be more
than a single unit. In short, I believe that any game based on
payoffs which are multiples of some minimum unit size can be
reduced to a series of flips of the corresponding unit-cost coin.
For games that favor the player, the cost ratio of the equivalent
coin is numerically equal to the risk of ruin of the overall game.
In fact, I stumbled across this "equivalent coin" relationship
while studying the characteristic equation which describes risk
of ruin.