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Charles C wrote:
> I think coin tossing between two players has something inherently more efficient
> than RPS. Namely with RPS, there's no way to avoid ties where you have to re-do
> the round. With coin tossing, it doesn't really matter who calls it - it's
> called before the toss and there is no tie short of the coin landing on its
> edge.
This is true only if you're talking about standard rock-paper-scissors,
which Warp isn't. He's talking about two-player games of the same
nature which are allowed to have different rules, and it's pretty easy
to construct such a game that doesn't allow for ties. For instance,
both players show zero or one fingers, if the result is even player 1
wins, but if the result is odd player 2 wins. Assuming best play,
either player wins with 50% probability and there are no ties.
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