
216 gambler’s ruin
P
(1857–1936), much of whose work was greatly influ-
enced by Galton’s studies, was once director of the
laboratory.
Galton died in Surrey, England, on January 17,
1911.
See also
HISTORY OF PROBABILITY AND STATISTICS
(essay).
gambler’s ruin A class of problems in
PROBABILITY
theory, all known as problems of gambler’s ruin, con-
tains questions of the following ilk:
A gambler with $5 repeatedly bets $1 on a
coin toss. Each time he plays he has a 50 per-
cent chance of winning a dollar and a 50 per-
cent chance of losing a dollar. The gambler will
play until he either has $10 or has gone broke.
What is the probability that he will succeed in
doubling his money?
Problems like these are typically solved as follows: let
P(k) be the probability of reaching the $10 goal when
the gambler currently has kdollars in hand. We wish to
compute P(5). Note three things:
1. P(0) = 0. (With zero dollars, the gambler has lost
and will not win.)
2. P(10) = 1. (With $10 in hand, the gambler has won.)
3.
(With kdollars in hand, there is a 50 percent chance
the gambler will lose a dollar and will have to try to
win with k–1 dollars in hand, and a 50 percent
chance that he will win a dollar and will continue
play with k+ 1 dollars in hand.)
Thus we have eleven values, P(0),P(1),…,P(10), with
the first value equal to zero, the last equal to 1, and all
intermediate values equal to the average of the two
values around it. One can check that there is only one
sequence of numbers satisfying these conditions,
namely: 0, , ,…, = 1. This shows that P(1) = ,
P(2) = and, in particular, that P(5) = = .
Notice that with one dollar in hand there is only a
1/10 chance that the gambler will win $10 before going
broke. One can similarly show that there is only a one
in 100 chance that a gambler will win $100, and a one
in 1,000 chance that he will win $1000. Casinos are
well aware that gamblers are reluctant to stop playing
with small profits—especially if a player has had a
string of losses and is down to his or her last dollar.
The gambler’s ruin shows that in all likelihood, gam-
blers will end up broke before receiving profits they are
content with.
See also
HARMONIC FUNCTION
;
RANDOM WALK
.
game theory Game theory is the branch of mathe-
matics that attempts to analyze situations involving
parties with conflicting interests for which the outcome
of the situation depends on the choices made by those
parties. Situations of conflict arise in nearly every real-
world problem that involves decision making, and
game theory has consequently found profound applica-
tions to the study of business competition, economics,
politics, military operations, property division, and
even the study of personal relationships. Although it is
difficult to provide a complete analysis of all the types
of games that arise, complete solutions exist for simple
“matrix games” (which we describe below) involving a
small number of players. These simple games can be
used to model more-complicated multiplayer situations.
Game theory was first studied in 1921 by French
mathematician Félix Edouard Émile Borel (1871–1956),
but the importance of the topic was not properly
acknowledged until the 1944 release of the monumental
work Theory of Games and Economic Behavior by
J
OHN VON
N
EUMANN
(1903–57) and Oskar Morgen-
stern (1902–77). These two scholars completely ana-
lyzed situations of conflict satisfying the following basic
conditions:
i. There are a finite number of players.
ii. Each player can select one of a finite number of
possible actions. The choice of actions available to
each player need not be the same.
iii. All players are aware of the actions, and the conse-
quences, others may choose to take.
iv. Each player is a rational thinker and will select the
action that best suits his or her interests.
v. At the play of the game, no participant knows what
actions will be taken by the other players.
vi. The outcome of the game can be modeled as a set
of payments (positive, zero, or negative) to each of
the players.
1
––
2
5
––
10
2
––
5
1
––
10
10
––
10
2
––
10
1
––
10
kPk Pk Pk Pk
() ( ) ( ) ()()
.=−++=
−+ +1
211
2111
2