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Kevin Wampler <wam### [at] uwashingtonedu> wrote:
> 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.
There's also one rather big difference between coin-tossing and RPS:
The latter allows generating a random number between 1 and 3 (with even
distribution), while with coin-tossing it's more difficult.
--
- Warp
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