fun getting into trouble
TRANSCRIPT
Running Head: Trouble 1
Fun Getting into Trouble
Katie Cole, De’Niece Harrison-Hudson, & Lorisha Riley
Olivet Nazarene University
Senior Seminar in Mathematics
Dr. Hathaway & Dr. Brown
December 10, 2013
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In an attempt to unite the realms of linear algebra and statistics in a creative way, we
chose to apply our knowledge in these areas to an ordinary board game. After exploring different
possibilities, we came across the game of Trouble. Providing easy manipulation of rules and only
one factor of chance, Trouble was an ideal choice. We intended to apply the topic of Markov
Chains to this game in order to discover the probabilities of landing on certain spots on the
board, the average number of plays per game, and the effect of multiple players on those
probabilities.
The game of Trouble is a 28-space game board which allows a maximum of four players
with four game pegs per player. There is a designated starting position where a player houses
their game pegs, and finishing point where a player’s peg reaches safety after circling the board
one time. For our purposes, we assumed only one game peg per player in order to concentrate
decision-making of movements to one choice of peg. In addition to this manipulation, we also
limited the number of players to two. Within the game of Trouble, the location of the opposing
players’ peg is critical to your survival because the other player can land on your location,
sending your peg back to the starting position. We designed our experiment with the assumption
that there was only one person six spaces behind your peg at all times, rather than expanding this
to multiple players at varying distances from your location on the board.
In order to apply probabilities to this game, we need a source of chance, in this case the
roll of a di, which determines your next position. You then have the ability to move your peg up
to six spaces on any given turn, with the exception of your first move which requires you to roll a
six in order to leave the starting position and enter the game board. This slight change in starting
requirements made for interesting results within or experiment. One last rule is that you must roll
the exact number of spaces required to exit the game board and enter the finishing zone of safety.
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This means that your probability of reaching the finish depends on the number of spaces you are
from the finish. This rule, along with the requirement of rolling a six to leave the start, are the
only two instances in which a player’s peg might remain in its current location.
A Markov chain is a process consisting of a finite number of states in which moving from
state i to state j would be represented by the probability, pij. In this case, the current state depends
only on the previous state. We can then create a matrix made of these probabilities of moving
states, known as a transition matrix. In terms of playing the game, the probability of staying in
the same position would be represented by pii. Since a player’s peg must be in some location on
the board at any given time, whether still in the starting position or in the game, the sum of
probabilities will equal 1 over any row of the transition matrix.
It is the case of some Markov chains to be considered absorbing in nature. This means
that at least one state within the system cannot be left once it is entered. Within the Trouble
game, this would be the finishing point when your game pegs are safe from other players and can
no longer be moved. In the case of steady state vectors, systems will continue on infinitely,
whereas an absorbing system will eventually reach an end. It is the nature of absorbing systems
to provide information regarding absorption time, or the time it takes a player’s peg to reach the
finish. We can also calculate the probability of absorption based on the peg’s current location.
In the first matrix we analyzed, we used the scenario where there is not a player within
six spaces to the back of your peg. This matrix is shown in Figure 1. The probability of the peg
located in the game space represented by row i moving to the game space represented by column
j is represented by the fraction in the intersection of row i and column j. The first column
represents the Starting home space and the last column represents the Finish home space. The
probability of getting out of the starting spot was 1/6 since the only way to enter the main body
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of the game board is to roll a 6. Then, continuing down the matrix, there is an equal 1/6 chance
of moving from the peg’s current position to one of the next six spaces on the game board. In this
matrix, we did not specify that an exact roll was needed to reach the Finish space, so the
probabilities of reaching Finish when within 6 spaces of the end increase by 1/6 for each
additional game space.
Figure 1
The second matrix we looked at dealt with the scenario in which there is always a peg
within six spaces. This matrix is shown in Figure 2. For this matrix, we added the rule that states
that if your peg is on a game space that another peg lands on, your peg will be sent home.
Therefore, with a peg within six spaces, there is always a 1/6 chance that your peg will be sent
back to the Starting home space. Thus, the probabilities for landing on a playing space within the
main area of play change to 5/36 since there is a 5/6 chance of not being sent home and a 1/6
chance to move forward within six spaces. For this matrix, we also did stipulate that an exact roll
was needed to land in the Finishing home space. Thus, the probabilities in the last column of
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reaching Finish remained 5/36 while the probability of not being able to move increased by 5/36
for each space.
Figure 2
For our third matrix, shown in Figure 3, we looked at the “combined” case of a peg being
within six spaces to send your peg home approximately half of the time. Thus, the probability of
being sent home from any given spot was 1/12 since we multiplied 1/6 by 1/2. Similarly to the
second matrix, the probabilities of moving within the main playing spaces are 11/72, since there
is an 11/12 chance of not being sent home multiplied by a 1/6 chance of moving forward. We
also kept the rule of needing an exact roll to reach the Finish, so the probabilities of not being
able to move to Finish from within six spaces increases by 11/72 for each step closer to the end.
Figure 3
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The next component necessary for our application of Markov Chains is the position
matrix, which can be seen in Figure 4. This is the matrix that tells the probability of a peg being
located on any game space. Once again, the first entry of the position matrix is representative of
the Starting home space while the last entry of the position matrix is representative of the
Finishing home space. For our calculations, we looked at the scenario of beginning solely from
the Start space, so there is a 100% chance, or an entry of 1, as the first and only entry in the
position matrix.
Figure 4
Results are calculated using Markov Chains and their properties. Multiplying the position
matrix by the transition matrix will result in a matrix giving the probabilities of landing on
different game spaces after one move. Then, it is possible to take this new probability matrix and
multiply it by the position matrix to find the probabilities of ending on different spaces after two
moves. This process can be continued step by step, or a shortcut can be used to find the
probability of landing on a game space after an arbitrary number of moves. To do this, multiply
the position matrix by the transition matrix raised to the desired n. The resulting matrix will give
the probabilities of being located on a given spot after n moves.
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Figure 5
In figure 5, there are results of our combined matrix for the probability of landing on
certain spots after the specified number of moves. For example, after 30 moves the probability of
landing on the fifth spot is .679%. Our results indicate that there is not any specific game space
landed on more frequently than others. The exceptions to this result are the spots closet to the
Finish, due to the requirement of exact roll. Also, the Start location carries a larger probability
because of the difficulty of leaving home and the probability of being sent back to Start. For full
results, see tables in the Appendix. We anticipate, on average, it will require 30 or more moves
to complete game.
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Figure 6
Absorption Time is a state which once is entered, it is impossible to leave. Absorbing
matrices are a special category of Markov Chains, counter to steady state matrices. For our
purposes, the absorbing state represents Finish and the completion of game. We start by dividing
our transition matrix into four submatrices, as shown in Figure 6. Begin by locating the identity
matrix, I, and extend to match the size of Q, the submatrix diagonal to I. R is the submatrix
diagonal to the zero submatrix. Now that we have our divisions, begin the process of finding C,
which is the matrix of probabilities of finishing the game from any certain location.
First, subtract Q from I, and then take the inverse of the result; this is N. Next, to find C,
multiply this N by the submatrix R. In our case, C is a column vector of ones due to the fact that
the game will end sometime, regardless of current location. To find the number of moves to
R
I0
Q
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complete the game, we multiplied the column vector C by N. Results can be seen below in
figure 7. Read similarly to figure 5, it is easy to see that the number of moves to complete the
game from the combined matrix in position two is 32.201.
Figure 7
Our experiment using the game of Trouble has provided both challenge and surprise.
Using three different transition matrices: one player, two players with one player always being
six spaces away, and an average of the two scenarios, we have discovered a variety of facts
regarding the game. We have found that it takes more rolls to complete a game on average when
two players are playing rather than one due to the possibility of being sent back to Start. Our
calculations gave us no inclination of a space that is landed on more often than another, other
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than the possibility of spending more time of the spots closest to the finish. This is due to the
requirement of rolling the exact number of spaces to reach the Finish. Our absorption time
calculations indicated a higher number of rolls required to complete a game than first thought;
even after 50 rolls, there is only a 77% chance of finishing the game using the combined matrix.
Trouble was a great choice for this experiment, allowing us to manipulate a number of variables
to reach our specific goals. We have successfully merged the worlds of linear algebra and
statistics in a way that answers many of our questions, while leaving the door open for further
research.