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DRP edited this page Mar 2, 2019
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A player plays against a computer many rounds of rock-paper-scissors. The score after many rounds are played is recorded and displayed.
- Continuously record the last N choices between the human and the computer player.
- Throw out the oldest choice in order to add a new one.
- For example, suppose N = 5 and during the game, the recorded choices are (the human’s choices are every other choice, starting with first choice): PSRSP
- The last choice was made by the human, and it was paper.
- For each recorded sequence that ends with the human’s choice, the computer should store how many times that sequence has occurred (each sequence’s frequency).
- For example, for N = 5, the stored sequences and their frequencies may be (in no particular order): RSPSR:1, SPRPP:3, RSPRS:2, RSPSS:4, RSPSP:3, SSRPP:2
- Suppose the last four choices are RSPS.
- In the last round, the human chose paper and the computer chose scissors.
- The computer can predict that the human will most likely next choose scissors, since RSPSS appears more times than RSPSR and RSPSP in the stored frequencies.
- Therefore, the computer should choose rock to beat the human’s predicted choice of scissors.
- When a game ends, write the frequency data to a file, so that when a new game begins, these frequencies can be read back in.
- As the computer plays more games and stores more frequency data, it becomes increasingly more capable of predicting the human’s next choice.
- Over the long haul, the computer will become very difficult for humans to beat.