vpFREE2 Forums

Multi Strike Variance?

the assumptions you state below (ev=1,advancement=.5) are what i used
to conclude that the variance of multistrike is about the same as the
base game:
---ev----win--sum---sum
--------------RET---VAR
---P-----W----=PW---=PW^2------[base game]
1x-1-----0.25-0.25--0.0625
2x-0.5---0.5--0.25--0.125
4x-0.25--1----0.25--0.25
8x-0.125-2----0.25--0.5

···

-------------------------------------
TOTAL:--------1-----0.9375-----[multistrike]
--------------EV----VAR

--- In vpFREE@yahoogroups.com, Bill Velek <billvelek@a...> wrote:

The first assumption is that all of the ERs at each level are equal

to

`1''; we know that they are ever so slightly smaller or

larger than

that, but they are each so close to one another [look back at the

TER

list above] that this is a fair assumption for the sake of

discussion.

The next assumption is that there will be a 50/50 chance of moving

from

one tier to the next. Once again, they really do vary a bit, but

only

ever so slightly as follows:

A1 = .50970335069
A2 = .50476870730890327009944060053152
A3 = .49556891604027628517131956342938

I think it is reasonable to just call them each .50 … or a

50/50
chance.

Well, my calculations that I did back in August and September indicated
a variance which, if I remember correctly, was something like 40 or 50
(although it might possibly have been in the thirties), as compared to
the normal variance of 19.51 for full-coin JoB 9/6. I wish I hadn't
lost all of my calculations when my computer went down, or I'd give you
my precise figures. Unfortunately, I really don't have the time to do
it again right now. The reason that your figures and mine are different
is because, if I'm following you correctly, you are using the sum of the
squares of the EV for the entire game, whereas I used the sum of the
squares of each winning hand and the frequencies with which they are
expected to occur -- which vary from level to level because of the
changing strategy that is used. Actually, I had thought that I had
managed to get around to incorporating my variance calculations in my
last draft of my analysis, but apparently I got sidetracked or something
so that it didn't get done.

Essentially, what is happening in the game is that you altered strategy
is always sacrificing some of your less frequent higher paying hands in
order to get more frequent wins with lower paying hands; you therefore
get a larger number of lower value hands, which absolutely must change
your variance. This is also supported, I believe, by the numerous
comments we've read by players who have experienced this in the real world.

Cheers.

Bill Velek

aaquad250 wrote:

the assumptions you state below (ev=1,advancement=.5) are what i used
to conclude that the variance of multistrike is about the same as the
base game:
---ev----win--sum---sum
--------------RET---VAR
---P-----W----=PW---=PW^2------[base game]
1x-1-----0.25-0.25--0.0625
2x-0.5---0.5--0.25--0.125
4x-0.25--1----0.25--0.25
8x-0.125-2----0.25--0.5
-------------------------------------
TOTAL:--------1-----0.9375-----[multistrike]
--------------EV----VAR

> The first assumption is that all of the ERs at each level are equal
to
> `1''; we know that they are ever so slightly smaller or
larger than
> that, but they are each so close to one another [look back at the
TER
> list above] that this is a fair assumption for the sake of
discussion.
>
> The next assumption is that there will be a 50/50 chance of moving
from
> one tier to the next. Once again, they really do vary a bit, but
only
> ever so slightly as follows:
>
> A1 = .50970335069
> A2 = .50476870730890327009944060053152
> A3 = .49556891604027628517131956342938
>
> I think it is reasonable to just call them each .50 ... or a
50/50
chance.

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···

--- In vpFREE@yahoogroups.com, Bill Velek <billvelek@a...> wrote:

Essentially, what is happening in the game is that you altered

strategy

is always sacrificing some of your less frequent higher paying

hands in

order to get more frequent wins with lower paying hands; you

therefore

get a larger number of lower value hands, which absolutely must

change

your variance.

That actually reduces variance somewhat (by one or two).

This is also supported, I believe, by the numerous
comments we've read by players who have experienced this in the

real world.

Math does not always agree with seat of the pants or feel.

using Bill Velek's numbers for level advancement, for multistrike 9/6
JOB i get an ev of .9968 and a variance of 19.16

here's the table formated as best i can:

a1=0.5097
a2=0.5048
a3=0.4956

  L1 +6
  W P PW P(W-1)^2
rf 200 2.43733E-05 0.004874653 0.965250324
sf 12.5 7.3179E-05 0.000914738 0.009685668
qd 6.25 0.002206985 0.013793657 0.060936674
fh 2.25 0.011013979 0.024781452 0.017336236
fl 1.5 0.009215239 0.013822859 0.002346395
st 1 0.007244639 0.007244639 1.53297E-07
3k 0.75 0.069253325 0.051939993 0.004170516
2p 0.5 0.123959822 0.061979911 0.030422363
j+ 0.25 0.245809501 0.061452375 0.13657696
xx 0 0.531198905 0.526323116
sum 0.999999948 0.240804279 1.753048404

L2 +4
W P PW P(W-1)^2
400 1.24453E-05 0.004978101 1.981342151
25 3.72739E-05 0.000931848 0.02147801
12.5 0.001127583 0.014094782 0.149242111
4.5 0.005619195 0.025286376 0.06901619
3 0.005094249 0.015282747 0.020470838
2 0.004333027 0.008666053 0.004372982
1.5 0.035321119 0.052981679 0.008993504
1 0.063073385 0.063073385 1.33463E-06
0.5 0.123663016 0.061831508 0.030349521
0 0.271418758 0.268927449
  0.509700051 0.247126479 2.554194091

L3 +2
W P PW P(W-1)^2
800 6.02326E-06 0.004818605 3.845296766
50 1.95526E-05 0.000977628 0.046954498
25 0.000609718 0.015242951 0.351332227
9 0.002973903 0.026765127 0.190548737
6 0.002642572 0.01585543 0.066185908
4 0.002282671 0.009130686 0.020607093
3 0.019288813 0.057866438 0.077510573
2 0.033541646 0.067083293 0.033850939
1 0.05726886 0.05726886 1.21181E-06
0 0.138662784 0.13739002
  0.257296543 0.255009018 4.769677972

L4
W P PW P(W-1)^2
1600 3.15708E-06 0.005051327 8.072070323
100 1.39387E-05 0.001393868 0.13662567
50 0.000301263 0.015063141 0.723467838
18 0.001467993 0.026423869 0.424479523
12 0.001404528 0.01685434 0.1700901
8 0.001431926 0.011455408 0.07025662
6 0.009493412 0.056960472 0.237772199
4 0.016485152 0.065940606 0.148821703
2 0.027363064 0.054726128 0.027615383
0 0.069551748 0.068913344
  0.127516182 0.25386916 10.0801127

aaquad250 wrote:

using Bill Velek's numbers for level advancement, for multistrike
9/6 JOB i get an ev of .9968 and a variance of 19.16

here's the table formated as best i can: ...

I think there's a key reason you've arrived at a variance that
approximates that of the single line game -- you've used a method
which assumes that each level is played independently of another.

While the payouts and respective probabilities for each potential MS
win are accurate, the sizable variance of MS arises because you only
have the opportunity to play higher levels when you achieve a lower
level win.

The probabilities in your tables quantitatively reflect that
conditional advancement from one level to the next. However, as these
joint probabilities are picked up in your variance calculation they
effectively treat the play of each level as independent from the
previous. There's a measure of covariance that hasn't been evaluated
here.

Technically, a matrix of all possible win combinations is required to
accurately calculate game variance. I imagine that there may be some
short-cut that can be achieved by incorporating covariance in the
calculation. However, by one means or another, the conditional
advancement that's the heart of MultiStrike must be accounted for.

- Harry

i think you're right, i'm missing a bunch of terms in the equation
the variance equation should be:
P1xP2xP3xP4x(W1+W2+W3+W4-1)^2
where each P-W pair can be one of 10 possible hands, so 10^4 possible
combinations, sounds like a job for nested "for loops"

--- In vpFREE@yahoogroups.com, "Harry Porter" <harry.porter@v...>
wrote:

···

I think there's a key reason you've arrived at a variance that
approximates that of the single line game -- you've used a method
which assumes that each level is played independently of another.

I don't really have time to scrutinize your post because it's very late and I'm pretty tired. But I do want to point out to you what I think I see immediately as an error. You do not seem to be distinguishing the two different strategies that are used on Levels 1, 2, and 3. On each of those levels, if you get a Free Ride, and are therefore assured of advancement to the next level, then you use normal strategy (either perfect strategy or optimum strategy); it is only when you don't get a Free Ride that you then use an adjusted strategy. This is all pointed out in my previous report which has been found and posted again; my final ER figure for the entire game was slightly over .9979 ... in contrast to your .9968 ... and I would also point out that I'm pretty confident of my figures because Larry DeMar, the guy who designed the game, confirmed that my figures are within something like 16 millionths of a percent of the absolute maximum ER that IGT calculated. I can't say much about the variance other than what I've already said in a few others posts yesterday, except to say that I would stake my life on your figure of 19.16 being wrong.

Cheers.

Bill Velek

aaquad250 wrote:

···

using Bill Velek's numbers for level advancement, for multistrike 9/6
JOB i get an ev of .9968 and a variance of 19.16

here's the table formated as best i can:

a1=0.5097
a2=0.5048
a3=0.4956

      L1 +6 W P PW P(W-1)^2
rf 200 2.43733E-05 0.004874653 0.965250324
sf 12.5 7.3179E-05 0.000914738 0.009685668
qd 6.25 0.002206985 0.013793657 0.060936674
fh 2.25 0.011013979 0.024781452 0.017336236
fl 1.5 0.009215239 0.013822859 0.002346395
st 1 0.007244639 0.007244639 1.53297E-07
3k 0.75 0.069253325 0.051939993 0.004170516
2p 0.5 0.123959822 0.061979911 0.030422363
j+ 0.25 0.245809501 0.061452375 0.13657696
xx 0 0.531198905 0.526323116
sum 0.999999948 0.240804279 1.753048404

L2 +4 W P PW P(W-1)^2
400 1.24453E-05 0.004978101 1.981342151
25 3.72739E-05 0.000931848 0.02147801
12.5 0.001127583 0.014094782 0.149242111
4.5 0.005619195 0.025286376 0.06901619
3 0.005094249 0.015282747 0.020470838
2 0.004333027 0.008666053 0.004372982
1.5 0.035321119 0.052981679 0.008993504
1 0.063073385 0.063073385 1.33463E-06
0.5 0.123663016 0.061831508 0.030349521
0 0.271418758 0.268927449
      0.509700051 0.247126479 2.554194091

L3 +2 W P PW P(W-1)^2
800 6.02326E-06 0.004818605 3.845296766
50 1.95526E-05 0.000977628 0.046954498
25 0.000609718 0.015242951 0.351332227
9 0.002973903 0.026765127 0.190548737
6 0.002642572 0.01585543 0.066185908
4 0.002282671 0.009130686 0.020607093
3 0.019288813 0.057866438 0.077510573
2 0.033541646 0.067083293 0.033850939
1 0.05726886 0.05726886 1.21181E-06
0 0.138662784 0.13739002
      0.257296543 0.255009018 4.769677972

L4 W P PW P(W-1)^2
1600 3.15708E-06 0.005051327 8.072070323
100 1.39387E-05 0.001393868 0.13662567
50 0.000301263 0.015063141 0.723467838
18 0.001467993 0.026423869 0.424479523
12 0.001404528 0.01685434 0.1700901
8 0.001431926 0.011455408 0.07025662
6 0.009493412 0.056960472 0.237772199
4 0.016485152 0.065940606 0.148821703
2 0.027363064 0.054726128 0.027615383
0 0.069551748 0.068913344
      0.127516182 0.25386916 10.0801127

aaquad250 wrote:

i think you're right, i'm missing a bunch of terms in the equation
the variance equation should be:
P1xP2xP3xP4x(W1+W2+W3+W4-1)^2
where each P-W pair can be one of 10 possible hands, so 10^4
possible combinations, sounds like a job for nested "for loops"

I've lost track of what your abbreviated notations stand for (and
tracing back through this thread has become nightmarish). However, it
would look like you're trodding down the right path now.

As I noted earlier, for JB there are 68971 possible outcomes to each
play in MultiStrike, when played optimally. I'm not sure there is any
means by which to determine MS variance without evaluating the
probability and payoff for each outcome.

The task is long on elementary calculation and short on the analysis
end. Any automated method that can process a decision tree will do
the trick, including some basic nested programming.

- Harry

Harry Porter wrote:

As I noted earlier, for JB there are 68971 possible outcomes to each
play in MultiStrike, when played optimally.

I hate it when, even after reviewing the text several times before I
post, I find some modest point that bears correction within a minute
or two after.

In this case, lest someone else stumble over it (who apparently cares
:), the more accurate statement is "68971 possible strategy/final hand
outcomes".

A "strategy/final hand" outcome is a unique sequence in which MS hands
are hit, when played with optimal strategy.

An example of a strategy/hand outcome: (where "Lx" = Level x play and
"FR" or "NFR" = strategy determined by presence or absence of a Free
Ride. Hands are abbreviated as obvious, including NW for "no win")

L1: NFR Pr, L2: FR NW, L3: NFR 3K, L4: NW

- H.

if i do a coin-toss version of multistrike:

outcome prob win ev=pw var=p(w-1)^2
L 0.5 0 0 0.5
W,L 0.25 0.5 0.125 0.0625
W,W,L 0.125 1.5 0.1875 0.03125
W,W,W,L 0.0625 3.5 0.21875 0.390625
W,W,W,W 0.0625 7.5 0.46875 2.640625
sum 1 1 3.625

may indicate that multistrike variance is 3.625 times greater than
the base game since regular coin toss has a variance of 1.

aaquad250 wrote:

if i do a coin-toss version of multistrike:

outcome prob win ev=pw var=p(w-1)^2
L 0.5 0 0 0.5
W,L 0.25 0.5 0.125 0.0625
W,W,L 0.125 1.5 0.1875 0.03125
W,W,W,L 0.0625 3.5 0.21875 0.390625
W,W,W,W 0.0625 7.5 0.46875 2.640625
sum 1 1 3.625

may indicate that multistrike variance is 3.625 times greater than
the base game since regular coin toss has a variance of 1.

That's an analogy that was introduced in a parallel discussion over on
acvpp (AC vp group) by Effen Dolts.

I feel that it has some validity, but my gut feeling is that the
resulting indicator of MS variance is a bit inflated based upon my
limited experience with the game and various anecdotal player reports.

Keep in mind that the mechanism here is far simpler than that of video
poker. Effen describes the analogy as "only an approximation".
However, he does provide some strong reasoning as to why the
approximation should be in the ballpark.

Again, bottom line, I think the question of MS variance is only going
to be resolved when someone decides to crank through the tedious
arithmetic required.

- Harry

Geez, Harry, arithmetic. It still exists? I'd heard went out when
delete replaced eraser. CD

-- In vpFREE@yahoogroups.com, "Harry Porter" <harry.porter@v...>
wrote:

aaquad250 wrote:
> if i do a coin-toss version of multistrike:
>
> outcome prob win ev=pw var=p(w-1)^2
> L 0.5 0 0 0.5
> W,L 0.25 0.5 0.125 0.0625
> W,W,L 0.125 1.5 0.1875 0.03125

  0.0625 3.5 0.21875 0.390625

> W,W,W,W 0.0625 7.5 0.46875 2.640625
> sum 1 1 3.625
>
> may indicate that multistrike variance is 3.625 times greater

than

> the base game since regular coin toss has a variance of 1.

That's an analogy that was introduced in a parallel discussion over

on

acvpp (AC vp group) by Effen Dolts.

I feel that it has some validity, but my gut feeling is that the
resulting indicator of MS variance is a bit inflated based upon my
limited experience with the game and various anecdotal player

reports.

Keep in mind that the mechanism here is far simpler than that of

video

poker. Effen describes the analogy as "only an approximation".
However, he does provide some strong reasoning as to why the
approximation should be in the ballpark.

Again, bottom line, I think the question of MS variance is only

going

···

to be resolved when someone decides to crank through the tedious
arithmetic required.

- Harry

Harry Porter wrote:

aaquad250 wrote:
> if i do a coin-toss version of multistrike:
>
> outcome prob win ev=pw var=p(w-1)^2
> L 0.5 0 0 0.5
> W,L 0.25 0.5 0.125 0.0625
> W,W,L 0.125 1.5 0.1875 0.03125
> W,W,W,L 0.0625 3.5 0.21875 0.390625
> W,W,W,W 0.0625 7.5 0.46875 2.640625
> sum 1 1 3.625
>
> may indicate that multistrike variance is 3.625 times greater than
> the base game since regular coin toss has a variance of 1.

That's an analogy that was introduced in a parallel discussion over on
acvpp (AC vp group) by Effen Dolts.

Are you saying that the above analogy was introduced by Effen, or that the discussion itself was introduced by Effen and that someone else introduced the above analogy in that discussion? ... because I'm a bit confused (not hard to do, I guess). I recall that Effen had actually figured the variance to be 58 in this identical coin-flip scenario; I recall that because I had replied to his post after doing the math myself to confirm that "58" was correct. Now we have this "3.625" figure, and I'm trying to figure out if Effen has decided that the "58" was wrong for some reason. Furthermore, in looking at the above, which I commented on awhile ago (maybe yesterday), I can't quite follow it, but at the same time I have great regard for you and your abilities, Harry, as well as for Effen, so I'm respectfully asking you both to be a little bit patient with me and help me along here.

I've always understood Variance to be equal to [sum(x - mean)^2] / n ... where x is each sample, mean is the average value of all samples, and n is the number of samples. I probably haven't expressed that very well, but I'm sure you know the formula and what I mean by the above. [Of course, sometimes the denominator is (n-1), but in large number like "long-term" play, (n-1) approaches n, so I don't bother with that in calcs such as these.] Now, in light of what I know is supposed to be the correct 'formula' for variance, I have studied the above 'analogy' to see if it is the same thing, but just expressed in another way, and I'm having trouble seeing that it is -- not to mention the fact that if you do the arithmetic with the above formula and plug in 16 values representing exact 50/50 values at each of the four levels, you will come out with "58" -- so it is impossible that the above procedure is the same as the conventional formula for variance. But since you haven't spotted that, or commented on it, and not only "feel that it has some validity" but actually suggest that it "is a bit inflated", I am getting really confused about whether we're discussing the same thing or not.

It would help alot if I understood what the formula is this analogy ... var=p(w-1)^2 ... means and where it comes from. From the rest of the 'table', it looks like it means ...
... variance = probability x [(winnings - 1)squared]. For starters, I can't see where the -1 comes from; is it supposed to be a subtraction of the mean, with the mean being equal to 1? "1" is the average value in a 50/50 game where a lose pays 0 and a win pays 2, but in this particular scenario, we are betting 4 at a time (paying for all four levels up front), and the average is certainly not 1 if we are supposed to use the average for the "game" (from start to finish).

In case you missed my earlier post, here is the math portion using the conventional formula, but altered to follow the above-format:

L 8 out of 16 -- pays (0) = 0 x 8 = 0
W,L 4 out of 16 -- pays (2) = 2 x 4 = 8
W,W,L 2 out of 16 -- pays (2 + 4) = 6 x 2 = 12
W,W,W,L 1 out of 16 -- pays (2 + 4 + 8) = 14 x 1 = 14
W,W,W,W 1 out of 16 -- pays (2 + 4 + 8 + 16) = 30 x 1 = 30
Totals 16 Total = 64 / 16 = 4
Average Winnings per 'game' is "4"

We then take the difference between each sample and the average:
When we win 0 the difference is -4, squared is 16 ... x 8 = 128
when we win 2 the difference is -2, squared is 4 ... x 4 = 16
when we win 6 the difference is +2, squared is 4 ... x 2 = 8
when we win 14 the difference is 10, squared is 100 ... x 1 = 100
when we win 30 the difference is 26, squared is 676 ... x 1 = 676
                                                      Total = 928
which we then divide by the total number of games (16) to get 58.

Have I made a mistake in here somewhere, or am I applying the wrong formula?

Thanks.

Bill Velek

···

I feel that it has some validity, but my gut feeling is that the
resulting indicator of MS variance is a bit inflated based upon my
limited experience with the game and various anecdotal player reports.

Keep in mind that the mechanism here is far simpler than that of video
poker. Effen describes the analogy as "only an approximation".
However, he does provide some strong reasoning as to why the
approximation should be in the ballpark.

Again, bottom line, I think the question of MS variance is only going
to be resolved when someone decides to crank through the tedious
arithmetic required.

- Harry

Bill Velek wrote:

Are you saying that the above analogy was introduced by Effen, or
that the discussion itself was introduced by Effen and that someone
else introduced the above analogy in that discussion?

Bill, I assume you've been following the acvpp discussion (or at least
have access to it) since you contributed a post to it. Effen proposed
the coin toss analogy after someone raised the MS variance question there.

I recall that Effen had actually figured the variance to be 58 in
this identical coin-flip scenario; Now we have this "3.625"
figure, and I'm trying to figure out if Effen has decided that the
"58" was wrong for some reason.

Not to split hairs, but "analogous" would be a better term here than
"identical".

The variance of the 4-flip coin-toss (having a total wager of 4 coins)
is 58 coins.

The purpose of the analogy is to suggest what the variance of MS is
compared with single-line play involving the same wager for play. The
appropriate game against which to compare the 4-flip coin-toss is a
single toss game with a wager of 4 coins.

That single-flip, 4-coin wager game has a variance of 16 coins. Thus,
the 4-flip game has a variance that is 3.625 times that of the
single-flip game.

From the rest of the 'table', it looks like it means ...
... variance = probability x [(winnings - 1)squared]. For starters,
I can't see where the -1 comes from; is it supposed to be a
subtraction of the mean, with the mean being equal to 1?

I'm shortcutting your questions a bit, Bill, but I hope I'm getting at
the most salient aspect of your questions.

In this case, "winnings - 1", is the net win after the wager is
substracted. In aaquad's analogy the payoffs are expressed in terms
of bets, not coins.

- Harry

let me try to get this formated nice, maybe that will clear some
things up:

if i do a coin-toss version of multistrike:

outcome_prob____win_____ev=pw___var=p(w-1)^2
L_______0.5_____0_______0_______0.5
W,L_____0.25____0.5_____0.125___0.0625
W,W,L___0.125___1.5_____0.1875__0.03125
W,W,W,L_0.0625__3.5_____0.21875_0.390625
W,W,W,W_0.0625__7.5_____0.46875_2.640625
sum_____1_______________1_______3.625

the formula for variance is Px(W-EV)^2 where P is the probability and
W is the win value expressed in single units (i.e. 800 for the royal)
and EV is the total expected value (i.e. .9954 for 9/6 job) - this
formula is summed for each winning hand (variance is additive) - in
the above table, EV=1

for a single coin toss it would look like this:

outcome_prob_win_ev=pw_var=p(w-1)^2
L_______0.5__0___0_____0.5
W_______0.5__2___1_____0.5
sum_____1________1_____1

for 9/6 job with 1% cashback it looks like this:

hand_prob________win_ev=pw_______var=p(w-EV)^2_sorokin#=pxR(1)^w
rf___2.47583E-05_800_0.019806614_15.80548789___1.48905E-05
sf___0.000109309__50_0.005465455__0.262392865__0.00010589
4k___0.002362546__25_0.059063642__1.360209585__0.002325305
fh___0.011512207___9_0.103609866__0.735779764__0.011446546
fl___0.011014511___6_0.066087066__0.274764016__0.01097259
st___0.011229367___4_0.044917469__0.100698175__0.011200856
3k___0.074448699___3_0.223346096__0.296177278__0.074306887
2p___0.129278902___2_0.258557805__0.12787642___0.129114681
j+___0.214585031___1_0.214585031__6.34811E-06__0.214448696
xx___0.545434669___0_0____________0.551384091__0.545428314
cashback_____________0.01
sum__1_______________1.005439044_19.51477643___0.999364656

EV=1.0054 (.9954+.01cashback)
VAR=19.51
Sorokin R(1)=0.999364656

the sorokin number is useful because it allows you to calculate risk
of ruin, risk of ruin = R(1)^bankroll where bankroll is expressed in
units of play (i.e. $1.25 on a quarter machine with max bet 5)

bankroll_risk of ruin
2000_____0.280524897
3000_____0.148578892
3623_____0.100000049
4000_____0.078694218
5000_____0.041680078

for example, a bankroll of 3623 units ($4528.75 for quarters) has a
risk of ruin of .1 (10%), meaning you have a 10% chance of droping
this much, even though in the long run this game turns positive

aaquad250 wrote:

let me try to get this formated nice, maybe that will clear some
things up: ...

aaquad (I might suggest you give us a simple, more friendly, handle by
which to refer to you ... "Joe" could do nicely :slight_smile: --

Your summary is helpful (and corrects a modest slip I made in my
explanation to Bill of your variance formula). The extension of your
example into the Sorokin ROR formula, while not directly related to
the MS variance question, will be informative for those who haven't
run across it before.

So the question remains -- How strongly do you feel that the 3.625x
ratio (the variance ratio of the MS analogous coin-toss example to
that of a single-coin toss) carries over to the variance of
MultiStrike vs. a single line game of the same total wager?

As I've noted, my gut feeling (short of calculating MS variance
myself) is that this analogy is a rough approximation of the actual
game machanics and likely overstates MS variance. But I'll concede to
it's probably being in the ballpark and possibly right on target.

Do you have cause to feel otherwise?

- Harry

--- In vpFREE@yahoogroups.com, "Harry Porter" <harry.porter@v...>
wrote:

aaquad (I might suggest you give us a simple, more friendly, handle

by

which to refer to you ... "Joe" could do nicely :slight_smile: --

it's short for all-american quad 250, but you can call me randy if
you prefer

So the question remains -- How strongly do you feel that the 3.625x
ratio (the variance ratio of the MS analogous coin-toss example to
that of a single-coin toss) carries over to the variance of
MultiStrike vs. a single line game of the same total wager?

i suspect it's a pretty good estimate, the change in strategy on the
lower levels would drop variance a point or two, but i think the
freeride would put it back. i do know it is difficult to judge
variance by seat of the pants, particularly for multi-hand games, you
can have a run of luck and confuse it for variance when it is just a
run of luck (good or bad).