An intransitive or non-transitive game is a zero-sum game in which pairwise competitions between the strategies contain a cycle. If strategy A beats strategy B, B beats C, and C beats A, then the binary relation "to beat" is intransitive, since transitivity would require that A beat C. The terms "transitive game" or "intransitive game" are not used in game theory.
A prototypical example of an intransitive game is the game rock, paper, scissors. In probabilistic games like Penney's game, the violation of transitivity results in a more subtle way, and is often presented as a probability paradox.
Rock paper scissors is an intransitive hand game, usually played between two people, in which each player simultaneously forms one of three shapes with an outstretched hand. These shapes are "rock", "paper", and "scissors". The earliest form of "rock paper scissors"-style game originated in China and was subsequently imported into Japan, where it reached its modern standardized form, before being spread throughout the world in the early 20th century.
A Condorcet method is an election method that elects the candidate who wins a majority of the vote in every head-to-head election against each of the other candidates, whenever there is such a candidate. A candidate with this property, the pairwise champion or beats-all winner, is formally called the Condorcet winner or Pairwise Majority Rule Winner (PMRW). The head-to-head elections need not be done separately; a voter's choice within any given pair can be determined from the ranking.
A strange loop is a cyclic structure that goes through several levels in a hierarchical system. It arises when, by moving only upwards or downwards through the system, one finds oneself back where one started. Strange loops may involve self-reference and paradox. The concept of a strange loop was proposed and extensively discussed by Douglas Hofstadter in Gödel, Escher, Bach, and is further elaborated in Hofstadter's book I Am a Strange Loop, published in 2007.
Scissors are hand-operated shearing tools. A pair of scissors consists of a pair of blades pivoted so that the sharpened edges slide against each other when the handles (bows) opposite to the pivot are closed. Scissors are used for cutting various thin materials, such as paper, cardboard, metal foil, cloth, rope, and wire. A large variety of scissors and shears all exist for specialized purposes. Hair-cutting shears and kitchen shears are functionally equivalent to scissors, but the larger implements tend to be called shears. Hair-cutting shears have specific blade angles ideal for cutting hair. Using the incorrect type of scissors to cut hair will result in increased damage or split ends, or both, by breaking the hair. Kitchen shears, also known as kitchen scissors, are intended for cutting and trimming foods such as meats.
In linguistics, morphosyntactic alignment is the grammatical relationship between arguments—specifically, between the two arguments of transitive verbs like the dog chased the cat, and the single argument of intransitive verbs like the cat ran away. English has a subject, which merges the more active argument of transitive verbs with the argument of intransitive verbs, leaving the object distinct; other languages may have different strategies, or, rarely, make no distinction at all. Distinctions may be made morphologically, syntactically, or both.
In mathematics, intransitivity is a property of binary relations that are not transitive relations. This may include any relation that is not transitive, or the stronger property of antitransitivity, which describes a relation that is never transitive.
Evolutionary game theory (EGT) is the application of game theory to evolving populations in biology. It defines a framework of contests, strategies, and analytics into which Darwinian competition can be modelled. It originated in 1973 with John Maynard Smith and George R. Price's formalisation of contests, analysed as strategies, and the mathematical criteria that can be used to predict the results of competing strategies.
Game balance is a branch of game design with the intention of improving gameplay and user experience by balancing difficulty and fairness. Game balance consists of adjusting rewards, challenges, and/or elements of a game to create the intended player experience.
A Condorcet winner is a candidate who would receive the support of more than half of the electorate in a one-on-one race against any one of their opponents. Voting systems where a majority winner will always win are said to satisfy the majority-rule principle, because they extend the principle of majority rule to elections with multiple candidates.
In mathematics, an asymmetric relation is a binary relation on a set where for all if is related to then is not related to
In game theory, a dominant strategy is a strategy that is better than any other strategy for one player, no matter how that player's opponent will play. Some very simple games can be solved using dominance.
A set of dice is intransitive if it contains X>2 dice, X1, X2, and X3... with the property that X1 rolls higher than X2 more than half the time, and X2 rolls higher than X3 etc... more than half the time, but where it is not true that X1 rolls higher than Xn more than half the time. In other words, a set of dice is intransitive if the binary relation – X rolls a higher number than Y more than half the time – on its elements is not transitive. More simply, X1 normally beats X2, X2 normally beats X3, but X1 does not normally beat Xn.
In mathematics, there exist magmas that are commutative but not associative. A simple example of such a magma may be derived from the children's game of rock, paper, scissors. Such magmas give rise to non-associative algebras.
Dokapon: Monster Hunter, known in Japan as Dokapon-Q: Monster Hunter! and known in Europe as Dokapon: Monster Hunter!, is a 2001 role-playing video game video game developed and published by Asmik Ace Entertainment for the Game Boy Advance in Japan on August 3, 2001. It was later published in North America by AIA on October 30, 2001, and in Europe by Ubi Soft on June 21, 2002.
In psychology, game theory, statistics, and machine learning, win–stay, lose–switch is a heuristic learning strategy used to model learning in decision situations. It was first invented as an improvement over randomization in bandit problems. It was later applied to the prisoner's dilemma in order to model the evolution of altruism.
In game theory, a futile game is a game that permits a draw or a tie when optimal moves are made by both players. An example of this type of game is the classical form of Tic-tac-toe, though not all variants are futile games. The term does not apply to intransitive games, such as iterated prisoner's dilemma or rock–paper–scissors, in which there is no path to a draw or every strategy in the game can be beaten by another strategy.
Rock paper scissors, or paper scissors rock, is an intransitive hand game played between two or more people.
Barry R. Sinervo (1961–2021) was a behavioral ecologist and evolutionary biologist. He was a full professor at University of California Santa Cruz where his research interests included game theory, climate change, herpetology, and animal behavior. One of his major discoveries was of a rock-paper-scissors game in side-blotched lizard mating behaviour. He also discovered evidence of the Baldwin effect in the side-blotched lizard. Sinervo was born in Port Arthur, Ontario, Canada, and educated at Dalhousie University, Nova Scotia, and the University of Washington, Seattle. He died from cancer at age 60 on March 15, 2021.