Durango Bill’s
“Pig (Pig-out)” Analysis
Mathematical Analysis and Optimal Strategy for
the Dice Game “Pig”
(also called Pig-out, Pass
the Pigs, Skunk)
Game Rules: Pig (Pig-out) is a
dice game for two or more players. (Some handheld computers
include the game as a built-in feature.) There are two
versions of the game. In one version, “pigs” and “pig-outs”
occur when a player rolls the dice and gets at least one “1”
on the dice. The other version is similar but uses “6’s” for
the “Pigs” and “Pig-outs”.
Version 1 - “Pig” when a dice roll yields a
single “1” and Pig-Out on double “1’s”
A player rolls two dice, and if neither die shows
a “1”, he uses the total to initialize his temporary score. At
this point he has a choice of two actions. 1) He may add this
temporary score to his previously recorded score and pass the
dice to the next player (thereby ending his turn), or 2) roll
the dice again.
If he rolls again and still does not have a “1”
on either die, the player adds the new dice total to his
temporary score. The player may continue this process until he
either voluntarily stops and records his score (adds his
temporary score to his prior recorded score thereby producing
a new, higher recorded score), or at some point in the
sequence one of the dice rolls will show at least one “1”.
If at any point in a player's turn, one of the
dice shows a “1”, the entire temporary score is lost, and the
dice are passed to the next player. However, the player still
keeps his prior recorded score. Still worse, if double one’s
(snake eyes) are rolled at any time, the player loses his
entire score, his turn ends, and on his next turn he starts
from zero (no recorded score).
The first player to reach 100 wins.
Pig1 Graphs: These two graphs display
statistical probabilities. The first graph shows the
probability of reaching 100 or better in a single turn given
that you are starting from some given recorded score “R”.
(Data is taken from the first column of the first table in the
Pig 1 Statistics link.) For example: If you start your turn
with a recorded score of 30, then there is a 3.6 percent
probability you could roll the dice enough times to get to at
least 100 before a “1” shows up on at least one of the dice.
The second graph shows the probability of
reaching 100 (or more) in “N” turns (using optimal strategy)
if you start your turn with no recorded score (start of game
status). Data for this graph is taken from the bottom row of
the first table (uses both sections). For example: If you want
to reach 100 in 10 (or less) turns and have no recorded score
(start of game condition), then you have a 36.0 percent chance
of success if you are using optimal strategy.
Pig1
Statistical
Data and Optimal Strategy: This link
shows two tables - both of which are split into two parts due
to their size. The first table shows the probability that you
will reach 100 or better in “N” (or less) turns using optimal
strategy given that you have some recorded score “R” at the
start of a turn. The first part of this table displays data
for 1 - 15 turns (column headers) while the second part shows
results for 16 - 30 turns.
The second table shows the optimal strategy, and
again is split into two parts. If you want to reach 100 in “N”
turns (column headers) and started your turn with the recorded
score shown in the leftmost column, then you should continue
to roll the dice until your temporary score (formed by summing
the results of dice rolls on your current turn) reaches or
exceeds the “Stop Number” shown in the table. (This assumes
none of your dice rolls contains a “1”).
For example: Lets assume you have a recorded
score of 76 at the start of your turn and want to get to 100
(or more) in 3 (or less) turns. The optimal strategy is to
roll the dice has long as your temporary sum is less than 15.
If you achieve a temporary sum of 15 or higher, you should
voluntarily stop, and add your temporary score to your
previous recorded score. This will give you a new higher score
that will be your starting point on your next turn.
You should understand that the “optimal strategy”
does not guarantee that you will successfully obtain your
objective. What the “optimal strategy” does is give you the
best chance of obtaining your objective.
How to
Calculate the Optimal Strategy: This link
outlines how to calculate the data in the Pig 1 tables. (How
to calculate the Pig 6 statistics is not given but is very
similar.) This involves some understanding of “Expected
Values” and iterative algorithms used in designing a computer
program that will execute some serious number crunching. It
would be a suitable assignment for a college project (Junior
or Senior level). If you are interested, just follow the link.
Version 2 -
“Pig” when a dice roll yields a single “6” and “Pig-Out”
on double “6’s”
The game rules are identical for this version of
pig except the player loses his temporary turn score when one
of the dice shows a “6”, and loses his entire score when
double “6’s” (box cars) are rolled. However, in this version,
it is more difficult to reach 100. Also, the optimal strategy
changes.
Pig6 Graphs: These two graphs display
statistical probabilities. The first graph shows the
probability of reaching 100 or better in a single turn given
that you are starting from some given recorded score “R”.
(Data is taken from the first column of the first table in the
Pig 6 Statistics link.) For example: If you start your turn
with a recorded score of 30, then there is a 1.3 percent
probability you could roll the dice enough times to get to at
least 100 before a “6” shows up on at least one of the dice.
The second graph shows the probability of
reaching 100 (or more) in “N” turns (using optimal strategy)
if you start your turn with no recorded score (start of game
status). Data for this graph is taken from the bottom row of
the first table (uses both sections). For example: If you want
to reach 100 in 10 (or less) turns and have no recorded score
(start of game condition), then you have a 14.9 percent chance
of success if you are using optimal strategy.
Pig6 Statistical Data and Optimal Strategy:
This link shows two tables - both of which are split into two
parts due to their size. The first table shows the probability
that you will reach 100 or better in “N” (or less) turns using
optimal strategy given that you have some recorded score “R”
at the start of a turn. The first part of this table displays
data for 1 - 15 turns (column headers) while the second part
shows results for 16 - 30 turns.
The second table shows the optimal strategy, and
again is split into two parts. If you want to reach 100 in “N”
turns (column headers) and started your turn with the recorded
score shown in the leftmost column, then you should continue
to roll the dice until your temporary score (formed by summing
the results of dice rolls on your current turn) reaches or
exceeds the “Stop Number” shown in the table. (This assumes
none of your dice rolls contains a “6”).
For example: Lets assume you have a recorded
score of 76 at the start of your turn and want to get to 100
(or more) in 3 (or less) turns. The optimal strategy is to
roll the dice has long as your temporary sum is less than 15.
If you achieve a temporary sum of 15 or higher, you should
voluntarily stop, and add your temporary score to your
previous recorded score. This will give you a new higher score
that will be your starting point on your next turn.
You should understand that the “optimal strategy”
does not guarantee that you will successfully obtain your
objective. What the “optimal strategy” does is give you the
best chance of obtaining your objective.
Advanced
Concepts
In the above paragraphs, we have referred to
using “N” turns to reach 100 or better. In practice (in a
game) you as a player have to determine how many turns you
should use to try to get to 100. If you have a score of 20 and
an opponent has 80, it is fairly obvious that you should
follow an aggressive strategy that has the best chance of
getting to 100 in “just a few” turns. Alternately, if YOU have
the 80 and your opponent has 20, you can allow more leeway and
take “a few more turns”. The first statistical table will give
some guidance as to how long it will take your opponent to get
to 100, but most of the time you must make “an intelligent
guess” based on experience, the other player's strategy, etc.
Many games fall into the “I win - you lose” or “I
lose - you win” category. These games are referred to as “Two
person - zero sum” games. What one side wins, the other side
loses. Games of this type can usually be analyzed by “Minimax”
theory. Your objective is to minimize your opponent’s chance
of winning (thereby maximizing your chances) while your
opponent is trying to maximize his chance of winning and
minimize yours. We will examine this concept for 1 round of
chess and touch on how it could be applied to Pig.
Let's assume you are playing chess and have 3
possible moves. For each of your 3 possible moves (Let’s call
them A, B, and C), your opponent has 3 possible answering
moves (Let’s call your opponents possible moves 1, 2, and 3).
It is your turn to play, and you wish to make the best move.
First, we generate all 9 possible sequences and
evaluate the board position for each. We will award a
numerical score for each of these positions where increasing
positive values indicate a favorable position for you while
negative values favor your opponent.
Move
Board
Sequence Score
------------------
A1 0
A2 -1
A3 6
B1 -2
B2 -3
B3 -4
C1 1
C2 2
C3 3
If you make move “A”, your opponent will make the move
that will minimize your score thus maximizing his score. Hence
your opponent will make move “2” which will leave you with a
losing “-1” position.
If you make move “B”, your opponent will again
make the move that maximizes his position thereby minimizing
the value of your position. Thus, if you make move “B” your
opponent will make move “3” leaving you with a “-4”.
Finally, if you make move “C”, the best your
opponent can do is respond with a “1”. This will leave you
with a “1”. Thus, the choices (A, B, C) for you will generate
a “ -1”, “ -4”, or “ +1”. You want to find the best
combination (maximize from among these choices). Your best
move is thus “C”.
If we apply this principle to “Pig” the discrete
moves of chess are replaced by the optimal strategies that
would have to be computed for each of the possible “luck”
combinations of the dice rolls (and their associated
probabilities). This might be of mathematical interest, but
the “luck” factor severely complicates the combinatorics to
the point where the only possible game would be computer vs.
computer.
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