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Measuring skill and chance in games

机译:测量游戏技能和机会

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Online and offline gaming has become a multi-billion dollar industry, yet, games of chance (in contrast to games of skill) are prohibited or tightly regulated in many jurisdictions. Thus, the question whether a game predominantly depends on skill or chance has important legal and regulatory implications. In this paper, we suggest a new empirical criterion for distinguishing games of skill from games of chance. All players are ranked according to a "best-fit" Elo algorithm. The wider the distribution of player ratings are in a game, the more important is the role of skill. Most importantly, we provide a new benchmark ("50%-chess") that allows to decide whether games predominantly depend on chance, as this criterion is often used by courts. We apply the method to large datasets of various games (e.g. chess, poker, backgammon). Our findings indicate that most popular online games, including poker, are below the threshold of 50% skill and thus depend predominantly on chance. In fact, poker contains about as much skill as chess when 75% of the chess results are replaced by a coin flip. (C) 2020 Elsevier B.V. All rights reserved.
机译:在线和离线游戏已成为多十亿美元的行业,但禁止或严格在许多司法管辖区内禁止或严格监管机会游戏(与技能比较)。因此,这个问题是否主要取决于技能或机会具有重要的法律和监管影响。在本文中,我们建议从机会游戏中区分技能游戏的新实证标准。所有玩家按照“最适合”的ELO算法排名。播放器评级的分布更广泛地在游戏中,更重要的是技能的作用。最重要的是,我们提供了一个新的基准(“50%-Chess”),允许决定游戏是否主要取决于机会,因为法院通常使用该标准。我们将该方法应用于各种游戏的大型数据集(例如,国际象棋,扑克,步步高)。我们的研究结果表明,最受欢迎的在线游戏,包括扑克,低于50%技能的门槛,因此主要依赖于机会。实际上,当策略翻转被替换为75%的棋盘时,扑克含有关于国际象棋的技能。 (c)2020 Elsevier B.V.保留所有权利。

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