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M AT H E M AT I C A L R E C R E AT I O N S

by Ian Stewart

Monopoly Revisited

I n the April column I described a


mathematical model of the board
game Monopoly. At the start of
the game, when everyone emerges from
the GO position by throwing dice, the
then the transition probability is zero.
There are 40 40 = 1,600 transition
probabilities in all, and they can conve-
niently be encoded in a square matrix
M with 40 horizontal rows and 40 ver-
probability of the first few squares be- tical columns. For example, the entry in
ing occupied is high, and the distant the sixth row and 10th column describes
squares are unoccupied. Using the con- the probability of moving from Read-

HASBRO, INC.
cept of Markov chains, I showed that ing Railroad to Connecticut Avenue in
this initial bunching of probabilities ul- one turn. The initial probabilities for a
timately evens out so that the game is player are 1 for position 0 and 0 for all
fair: everyone has an equal chance to oc- the rest; they can be encoded as a vec- JAIL,
and the many ways to land in it,
cupy any square and to buy that prop- tor v = (1,0,...,0).
makes Monopoly complex.
erty. This outcome is true, however, The theory of Markov chains tells us
only when certain simplifying assump- that the evolution of this probability
tions are made. Monopoly enthusiasts distribution is given by the sequence of account multiple rolls of the dice, spe-
were quick to point out that in the real vectors v, Mv, M2v, M3v and so on: cial squares such as GO TO JAIL and in-
game, the long-term distribution of each throw of the dice corresponds to structions on cards that players draw
probabilities is not even. the matrix M operating on the vector v. when they land on CHANCE and COM-
So what are the true probabilities? The resulting vectors can be calculated MUNITY CHEST.
The Markov chain method can also be by standard matrix methods, available Many readers sent me their analyses
applied to the real game; I have to warn on any good computer algebra pack- of the game. The most extensive were
you, however, that the analysis is com- age. Such packages can also calculate from William J. Butler of Portsmouth,
plex and requires substantial computer the so-called eigenvectors and eigenval- R.I., Thomas H. Friddell, a Boeing en-
assistance. Let me first remind you how ues of M. A vector u is an eigenvector gineer from Maple Valley, Wash., and
Markov chains are used for Monopoly. with eigenvalue c if Mu = c u, where Stephen Abbott of the mathematics de-
A player can be in any one of 40 squares c can be a real or complex number. partment at St. Olaf College in North-
on the board, which, for convenience, Markovs key theorem is that the long- field, Minn., who collaborated with his
we number clockwise from zero to 39, term probability distribution is given by colleague Matt Richey. Butler wrote a
starting with GO (which is zero). the eigenvector whose eigenvalue has Pascal program, Friddell used Mathcad
Given any two squares A and B, there the largest absolute value. and Abbott used Maple. The discussion
is a quantity called the transition prob- So in order to analyze the fairness of that follows is a synthesis of their re-
abilitythe probability that a player Monopoly, all we need to do is com- sults. (All models of Monopoly make
who starts from A will reach B at the pute M and apply matrix algebra. For assumptions about the degree of detail
conclusion of his or her turn at throw- my simplified model this was easy, but to be incorporated; there were insignifi-
ing the dice. If this move is impossible, for the real game we must also take into cant differences in the assumptions made
by various correspondents.)
The first modification of my original
JENNIFER C. CHRISTIANSEN

model is to take full account of the rules


PROBABILITY (PERCENT)

for the dice. A pair of dice is thrown,


SINGLE THROW and if the result is a double, the player
10
ALL THROWS throws again, but three consecutive dou-
bles lands him or her in Jail. The throw
of the dice is a tiny Markov chain in its
own right and can be solved by the usu-
0 al method. The result is a graph of the
0 5 10 15 20 25 30 35 probability of moving any given dis-
NUMBER OF SQUARES FROM CURRENT POSITION
tance from the current position [see il-
PROBABILITIES OF MOVING lustration at left ]. Notice that the most
a given number of squares in one turn, after accounting for rules likely distance is 7, but that it is possible
for throwing dice, peak at the number seven. If a player throws a double, to move up to 35 squares (by throwing
he or she gets to throw again, but three consecutive doubles mean Jail. 6,6; 6,6; 6,5). Yet the probabilities of

116 Scientific American October 1996 Copyright 1996 Scientific American, Inc. Mathematical Recreations
10 Having set up an accurate transition

JENNIFER C. CHRISTIANSEN
matrix, one can work out the steady
state probabilities either by numerically
PROBABILITY (PERCENT)

JAIL computing its eigenvalues and eigenvec-


PENNSYLVANIA ILLINOIS AVE.
RAILROAD tors or by calculating the effect of a
5 READING B&O WATER large number of moves from the powers
GO RAILROAD ELECTRIC RAILROAD WORKS SHORT LINE M 2, M3 and so on. Thanks to Markovs
CO. GO TO general theorem, these two methods are
JAIL CHANCE
mathematically equivalent.
The long-term probabilities of occu-
pying different squares are shown in the
0 table [see illustration at left]. The most
0 5 10 15 20 25 30 35 40
dramatic feature is that players are al-
SQUARE
most twice as likely to occupy the Jail
LONG-TERM PROBABILITY DISTRIBUTION square (5.89 percent) as any other. The
shows that the Jail square is most likely to be occupied. next most frequented square is Illinois
Avenue (3.18 percent). Of the railroads,
moving more than 29 squares are so or her way out. Then Jail becomes not B&O is occupied most often (3.06 per-
small that they fail to show up on the so much a single square as a Markov cent) with Reading (2.99 percent) and
graph. These results are incorporated subprocessa series of three (virtual) Pennsylvania (2.91 percent) just behind;
into M by appropriately changing each squares where players move from Just however, the probability of occupying
individual entry. in Jail to In Jail One Turn Already to Short Line is much less (2.44 percent).
Next the effect of the GO TO JAIL Must Come Out of Jail Next Turn. The The reason for this is that unlike the
square must be included. The Jail rules GO TO JAIL square itself has probability others, Short Line does not feature a
pose a problem, because players can zero because nobody actually occupies it. CHANCE card. Among the utilities, Wa-
elect to buy their way out or stay in and The next step is to modify M to ac- ter Works (2.81 percent) wins out, with
try to throw doubles to get out. (Or at count for the CHANCE and COMMUNI- Electric Company (2.62 percent) being
later stages, when Jail becomes a refuge TY CHEST cards, which may send a play- marginally less probable. GO (3.11 per-
from high rents, they can stay in and er to Jail or to some other position on cent) is the third most likely square,
hope not to throw doubles!) The prob- the board. This refinement can be made and the third CHANCE square (0.87
abilities associated with this choice de- quite straightforwardly (if laboriously) percent) is the least likelyexcept for
pend on the players psychology, so the by counting the proportion of cards that GO TO JAIL (0 percent occupation by
process is non-Markovian. Most corre- send the player to any given square. The logical necessity).
spondents got around this poser by as- extra probability is then added to the Friddell went further and analyzed
suming that the player did not buy his corresponding position in M. Monopolys property market, which is
what really makes the game interesting.
His aim was to find the break-even point
FEEDBACK for buying housesthe stage at which
income starts to exceed costsand to
determine the best strategies for buying
A lan St. Georges sculptures in the May column stimulated a discussion of
how to make three-dimensional objects based on regular polyhedra.
William J. Sheppard of Columbus, Ohio, sent details of his cunning method for
houses and hotels. The exigencies of the
property market depend on the number
cutting a regular tetrahedron or octahedron from solid wood, pointing out that of players and which version of the rules
sturdy, solid models are more convenient than hollow models made by taping is being adhered to. Assuming that hous-
together equilateral triangles. His es can be bought from the start, a num-
methods can be found in the Journal ber of general principles emerge:
of Chemical Education, Vol. 44, page Although it costs more to buy hous-
683; November 1967. es early, the break-even point will be
Norman Gallatin of Garrison, Iowa, reached more quickly if you do.
has been working on Platonic solids With two houses or fewer, it typi-
for a quarter of a century and has de-
cally takes around 20 moves or more to
veloped remarkable sculptures, some
made from mirror glass. The picture
break even. Three houses produces a
at the right represents a three-dimen- definite improvement.
sional projection of a four-dimension- Between GO and Indiana Avenue the
NORMAN GALLATIN

al hypercube and makes clever use of property square that offers the quickest
reflections to create a complex effect break-even point for three houses is
from simple components. New York Avenue, which breaks even
Any more mathematical sculptors in about 10 turns.
or modelers out there? I.S. Tesseract View of HyperCube III Properties beyond Indiana Avenue
were not evaluated: Friddell says he

118 Scientific American October 1996 Copyright 1996 Scientific American, Inc. Mathematical Recreations
stopped there because he never expected
to publish his results.
Many other readers contributed inter-
esting observations, and I can mention
a few. Simulations by Earl A. Paddon of
Maryland Heights, Mo., and calcula-
tions by David Weiblen of Reston, Va.,
confirmed the pattern of probabilities.
Weiblen points out that these probabil-
ities do not really affect how fair the
game is, because all players face the same
situation. Developing this point, he notes
that if the rewards for landing on low-
probability squares were out of propor-
tion to that lowered probability, then
there would be a problem. When out of
sheer luck, a player in a game gets a big
advantage, the game is unfair. He con-
cludes that Monopoly is not unfair in
that manner.
Bruce Moskowitz of East Setauket,
N.Y., remarked, In my youth I played
Monopoly many times with my broth-
ers and friends, and it was common
knowledge that the tan-colored proper-
ties, St. James Place, Tennessee Avenue
and New York Avenue, are especially
valuable since there is a relatively high
probability of landing on one of them
when leaving Jail. This suggestion re-
ceives confirmation from the calcula-
tions, given that all three of these prop-
erties figure among the top 12 in the
chart of probabilities.
Jonathan D. Simon of Cambridge,
Mass., chided me for suggesting that
cheap properties were put near the start
to help even out the game. Monopoly
was...created during the Great Depres-
sion by a single designer, Charles Dar-
row, with lots of presumably unwelcome
time on his hands. Under the trappings
of wealth, the illustrated fat and rich
men, it is (slyly) a poor mans game. In
virtually all Monopoly contests ... the
cheap properties turn out to be the
most vital to Monopolize....The lucra-
tive properties...are expensive to own
and prohibitively expensive to build
without a source of income provided by
ownership of a cheap group with hous-
es. Point taken, though I would still
argue that putting a lucrative property
on the first half of the board would
definitely be unfair, by Weiblens criteri-
on that no player should gain a big ad-
vantage purely by chance. And Im not
convinced that buying up lots of cheap
properties and renting them out is a
poor mans strategy! SA

Mathematical Recreations Copyright 1996 Scientific American, Inc.Scientific American October 1996 119

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