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Subject: Re: About head or tail (was Upon scientific truth - the nature of informati

Author: Bas Hamstra

Date: 05:49:39 07/16/00

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On July 16, 2000 at 08:37:20, Bas Hamstra wrote:

>On July 16, 2000 at 03:34:45, Ed Schröder wrote:
>
>>>posted by Dann Corbit on July 15, 2000 at 20:21:54:
>>
>>>Simplifying.  I have a penny.
>>>I toss it twice.
>>>Heads, heads.
>>>I toss it twice
>>>Heads, heads.
>>>I toss it twice
>>>Tails, heads.
>>>I toss it twice
>>>Heads, tails.
>>
>>>I count them up.
>>
>>>Heads are stronger than tails.
>>
>>>My conclusion is faulty.  Why?  Because I did not gather enough data.
>>
>>Right.
>>
>>A few months ago Christophe posted some interesting stuff here regarding
>>this topic and nobody really was in agreement with him (me included) until
>>I did an experiment which worked as an eye opener for me. The story is not
>>funny and goes like this...
>>
>>In Rebel Century's Personalities you have the option [Strength of Play=100]
>>The value may vary from 1 to 100 and 100 is (of course) the default value.
>>
>>Lowering this value will cause Rebel to lower its NPS. This opens the
>>possibility to create (100% equal!) engines with as only difference
>>they run SLOWER.
>>
>>I was interested to know HOW MANY games it was needed to show that a 10%
>>faster version could beat a 10% slower version and with which numbers. So
>>I created  two personalities:
>>
>>FAST.ENG (default settings) [Strength of Play=100]
>>SLOW.ENG (default settings) [Strength of Play=80]
>>
>>and started to play 600 eng-eng games with Rebel's build-in autoplayer
>>with pre-defined fixed opening lines both engines had to play with white
>>and black.
>>
>>The personality with as only change [Strength of Play=80] caused Rebel to
>>slow down with exactly 10% on the machine the marathon match took place.
>>Note that this value (80) may differ on other PC's in case you want to do
>>similar experiments.
>>
>>Here are the results of the 600 games played between the FAST and SLOW
>>personalities. The first 300 games were played on a time control of "5
>>seconds average". The second 300 games were played on a time control of
>>"10 seconds average".
>>
>>FAST - SLOW   162.5 - 137.5   [ 0:05 ]
>>FAST - SLOW   147.0 - 153.0   [ 0:10 ]
>>
>>The first match of 300 games at 5-secs looks convincing. A 54.1% score
>>because of the 10% more speed seems a value one might expect.
>>
>>But what the crazy result of match-2? Apparently after 300 games it is
>>still not enough to proof that the 10% faster version is superior (of
>>course it is) but the match score indicates both versions are equal
>>which is not true.
>>
>>So how many games are needed to proof that version X is better than Y?
>>
>>I am sure I am trying to reinvent the wheel. The casino guys who make
>>themselves a good living (with red and black) have figured it all out
>>centuries ago. Perhaps there is a FAQ somewhere on Internet that
>>explains how many times you have to turn the wheel to get an exact
>>50.0% division between red and black. 1000? 2000?
>
>You can *never* be sure. But you can say something like this:
>
>99.7 % of the time the outcome will lay between 50-3*sigma and 50+3*sigma.
>
>Sigma can be calculated as SQR(n*p*q) where n is the number of games, and p=0.50
>and q=0.50 (q = 1-p).
>
>Example: if you run 100 games (or throw that much coins, or turn the weel), the
>result will be 99.7% of the time between
>
>  50-SQR(100 * 0.50 * 0.50)
>
>and
>
>  50+SQR(100 * 0.50 * 0.50)
>
>that is between 45% and 55%.

Ahem: 99.7% confidence = 3 * sigma, so the result is between 35 and 65. With 95%
confidence between 40 and 60.










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