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Probabilistic Analysis of Game of the Goose

The document presents a probabilistic analysis of the Game of the Goose, focusing on calculating the winning probabilities for players in the game. The authors demonstrate that exact probabilities can be determined for up to six players, using simulation for larger groups, and reveal surprising insights about player advantages and game dynamics. The study highlights the relevance of such analyses for understanding probabilistic phenomena in various real-life contexts.

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0% found this document useful (0 votes)
7 views14 pages

Probabilistic Analysis of Game of the Goose

The document presents a probabilistic analysis of the Game of the Goose, focusing on calculating the winning probabilities for players in the game. The authors demonstrate that exact probabilities can be determined for up to six players, using simulation for larger groups, and reveal surprising insights about player advantages and game dynamics. The study highlights the relevance of such analyses for understanding probabilistic phenomena in various real-life contexts.

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Copyright
© © All Rights Reserved
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A Probabilistic Analysis of the Game of the Goose

Author(s): Jan Friso Groote, Freek Wiedijk and Hans Zantema


Source: SIAM Review, Vol. 58, No. 1 (March 2016), pp. 143-155
Published by: Society for Industrial and Applied Mathematics
Stable URL: [Link]
Accessed: 27-11-2025 07:46 UTC

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SIAM REVIEW (c) 2016 Society for Industrial and Applied Mathematics
Vol.58. No. I, pp. 143-155

A Probabilistic Analysis of the


Game of the Goose*

Jan Friso Groote*


Freek Wiedijk*
Hans Zantema^

, We analyze the traditional board game the Game of the Goose. We are particularly
interested in the probabilities of the different players winning, and we show that we can
determine these probabilities exactly for up to six players and using simulation for any
number of players. Our original motivation to investigate this game came from progress
in stochastic process theories, which prompted the question of whether such methods are
capable of dealing with well-known probabilistic games. As these games have large state
spaces, this is not trivial. As a side effect we find that some common wisdom about the
game is not true.

Key words, probabilistic game, Game of the Goose, winning probabilities, recreational mathematics

AMS subject classifications. 97A20, 60G05

DOI. 10.1137/140983781

I. Introduction. The Game of the Goose is a traditional board game that comes
in many variations and is commonly known, especially in Europe [1]. In the game,
the players are geese, which allows us to refer to them by the neutral gender (e.g., "its
turn," "it wins"). The board has a number of fields and the goal for each goose is to
be the first to reach the last field. On its turn, a player throws two dice and moves
the indicated number of spots forward. On its way to the goal a player can encounter
several difficulties, among which are the well and the prison, where the player is held
until released by another player.
In [9] the Game of the Goose is described as "historically the most important
spiral game ever devised" and it is claimed that the game stems from the Italy of
Francesco de Medici (1574-1587), but similar games were already popular in ancient
history, especially among the Egyptians and the Greeks.
Typical for all variants of the Game of the Goose is that there are 64 fields and
two or more players. As the game is solely determined by throwing a pair of dice,
no strategy is involved. Hence, the probability that each player wins the game is
completely determined. An obvious question is whether one can determine these
probabilities, and this is the main issue of this article.
Unlike probabilistic games, the question of determining the winner in a strategy
game has always attracted a lot of attention. Although it is not (yet) resolved which

* Received by the editors August 25, 2014; accepted for publication (in revised form) April 1, 2015;
published electronically February 4, 2016.
[Link]
^Department of Computer Science, Eindhoven University of Technology, 5600 MB Eindhoven,
The Netherlands ([Link]@[Link], [Link]@[Link]).
^Faculty of Science, University of Nijmegen, 6500 GL Nijmegen, The Netherlands (freek@[Link]).
143

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144 JAN FRISO GROOTE, FREEK WIEDIJK, AND HANS ZANTEMA

\sz

Is/

%> a
>2E
Cs
38 39 40

IBii

Fig. I.I A Dutch version of the Game of the Goose from appr. 1960. (Copyright of the "Game of
the Goose" image is owned by Koninklijke Jumbo B. V., Zaandam, The Netherlands, all
rights reserved.)

player has a winning strategy in the great games chess and go, there are many strategy
games for which the winner is known, such as four-in-a-row (also called connect
four) [11] and restricted versions of awari [7]. With checkers the situation is mixed.
American checkers, also called British draughts, played on an 8 x 8 board has been
solved [8]. International checkers (10 x 10) and Canadian checkers (12 x 12) are still
open problems.
So, we set out to determine the winning probabilities for each player of the "Old
Dutch" variant of the Game of the Goose (het oud-hollands ganzenbord). Unfortu
nately, even for this game there are different sets of rules and so we simply made an
arbitrary choice among them. We ignore the payment of small fines ("fiches") that
occur in some variants. The precise rules that we use are described in section 2, a
typical layout of the playing board is shown in Figure 1.1.
The most straightforward way to estimate the winning probabilities is by simu
lating the game randomly a huge number of times and counting how often each player
wins. Doing this, we observed that the convergence of winning probabilities is slow:
Simulating the game for 108 times typically gave precisions of only three to four dig
its. However, an advantage of such simulation is that the number of players is not a
practical limit.
In this paper we also calculate the probabilities by generating the complete state
space of the game. Each legitimate way to put the players on the board together with
the information about who has the next turn constitutes a state. For each state and
each player we introduce a variable expressing the probability of winning the gam
for that player in that state. By formulating the relations between these probabilit
we obtain n linear equations among n variables, where n is the size of the state spa
The number of states grows exponentially with the number of players. For the ga
with two players, n is around 4000, and for five players there are 885 million stat
Using Mathematica [4] we can solve the two-player game exactly as a fraction
For the three player game this is no longer possible, so instead we solve it using

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A PROBABILISTIC ANALYSIS OF THE GAME OF THE GOOSE 145

numeric approximation. The four player game can be solved using MATLAB [5] w
the induced dimension reduction (IDR) method as an extension package [10].
managed to solve the game for five players with an ad-hoc fixed point algorith
Establishing the winning probabilities for six or more players in this way is currently
beyond our reach.
Inspecting these probabilities confirms many intuitive ideas about the game, b
also leads to several surprising observations. The most surprising is that for the g
with two players there is a substantial probability (23%) of the game ending in
draw, where one player is in the prison and the other is in the well. For all numb
of players investigated the first player has a small but definitive bias to win the game
which increases when more players join it. For two players, player one has a less t
4% higher probability of winning the game compared to the second player. For t
players, the first player has a 66% higher probability of winning the game than
tenth player.
It is also interesting to observe how the positions of the players on the boa
influence the winning probability. For two players we provide 3-D diagrams show
how these probabilities fluctuate depending on the relative positions of the play
on the board. From this, one can, for instance, make the rather counterintuiti
observation that if one of the players ends in the well, this only narrowly incre
the probability of the other player winning.
It is of course good fun to determine the winning probabilities for the Game
the Goose, but there is a more serious side to such an endeavor. Rather different
life phenomena such as processor scheduling, weather forecasting, human interact
and quantum mechanics can be viewed as probabilistic games. If we can analyze la
games, we will have the techniques to analyze models of such real life phenomen
well. There are plenty of fully random games that can serve as a useful playgrou
and if all such games have been investigated, there are still the games that comb
strategy and randomness to be explored.

2. The Rules. Before presenting the results we have to determine the precise r
of the Game of the Goose. As it is a traditional game, it has been described by sev
sources. Although most ingredients of the game are the same in all sources, there
some differences. Here we fix a version that covers all the interesting ingredient
have encountered and that is as close as possible to the various sources considered
• There are 64 positions, numbered from 0 to 63. All players start on positi
0. The first player that reaches position 63 wins.
• A step of a player consists of throwing two six-sided dice and moving forward
as many steps as there are spots shown.
• If the resulting position is already occupied by another player, the player
to go back to its original position.
• A player only wins when it lands on position 63 exactly; if the number thrown
is higher than required, the surplus is counted backwards from position 63
• At positions 5, 9, 14, 18, 23, 27, 32, 36, 41, 45, 50, 54, and 59 there is a go
(see Figure 1.1). If a player arrives at such a position, it will move the sam
count of the roll again in the same direction. If this is again a position wi
a goose, this will be repeated.
• If from position 0 the dice show 3 and 6, the resulting position is 53. If fr
position 0 the dice show 4 and 5, the resulting position is 26. Note that if this
rule did not exist, the player would jump immediately to the finish via t
positions marked with a goose when throwing 9 spots in the initial positio

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146 JAN FRISO GROOTE, FREEK WIEDIJK, AND HANS ZANTEMA

Position 6 is the bridge: a player arriving there will jump to position 12.
Position 19 is the inn: a player who is in the inn will stay there for one extra
turn.

Position 31 is the well: a player in the well does not take part in the game
until another player arrives in the well, in which case the former player is free
to move at the next turn and the latter player remains in the well until it is
similarly released.
Position 42 is the maze: a player arriving there will go back to position 30.
Position 52 is the prison: just as with the well, a player in prison has to
postpone participating in the game until another player ends up in prison,
releasing the first player.
Position 58 is death: a player arriving there has to start anew by going back
to position 0.
These rules are applied repeatedly. For instance, if a player is at position 46 and
throws 4, it will move to position 50. This is a goose, so it moves to position 54. This
is again a goose, so it moves to position 58. This is death, so it has to start over
by going back to position 0. This combination of throws is considered as one move.
If position 0 is occupied since the turn before another player landed on death, this
player will stay at position 46. As another example, consider a player at position 60
throwing double 6, yielding 12 in total. By counting back it arrives at position 54.
Since this is a goose, it has to count back 12 more positions, arriving at position 42.
Since this is the maze, it goes to position 30.
There is no upper bound on the number of moves and in principle the game can
go on indefinitely. However, in the Game of Goose there is a positive probability that
the game will end in a finite number of steps in every state. It can be shown that as
there is a finite number of states, this implies that the probability that the game goes
on forever equals zero.
If there are two players, there are three possible outcomes: either player can win by
arriving at position 63, but the game can also end in a draw if one player is in the prison
and the other is in the well, since then no player can move. Note that when there are
more than two players, one of the players will win and there is no possibility of a draw.
Although we have carefully described the rules of the game, experience shows
that textual descriptions are virtually always incomplete and can be interpreted in
multiple ways. A typical example with three players is the following. Player 1 is
before the prison, player 2 is in the prison, and player 3 has passed the prison. On its
turn, player 1 goes to prison, freeing player 2. Player 2 jumps to the position of player
3 and has to go back to prison. The question is whether player 1 or player 2 is now
free. The listed rules above do not deal with this situation. The formal description
below says that player 1 is free. A similar question occurs with the inn. If a player
that leaves the inn is forced back into the inn, as it jumps to an occupied place, does
it have to rest again one extra turn or not? (Answer: no.)
To make our rules absolutely clear, we provide a formal description of the game
in Figure 2.1 using the process algebraic language mCRL2 [2], This is a language that
mathematically describes and analyzes the behavior of systems that send messages
to each other. It is also quite suitable for describing games. Such languages stem
from a tradition arising in [6], where it was observed that classical mathematics is not
suitable for describing and studying digital communication among computers. The
process algebra mCRL2 describes, in essence, in which sequences actions can happen.
In this case, the actions are win(p), rest(p), and throw(p,<i,<2)) where p is the
player and t\ and I2 are the numbers of spots on each dice.

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A PROBABILISTIC ANALYSIS OF THE GAME OF THE GOOSE 147

eqn JV = 4;
next(p) = iftpzeN, l,p+l);
previous(p) = i/(pssl, AT,p— 1);
initiaLpositions(p) = 0;
adapt-after-63(n) = if(n> 63,126—n,n);

next-position(p, position, t\,t2) =


if(position(p)~0 A (tiRs4At2~5 V ii?s5Ai2~4), if(occ-twice(p, position\p—>26]), 0, 5
if(position(p)zz0 A (ti~3At2~6 V tif«6At2«3), if(occ-twice(p, position\p—>-53]), 0, 26
next-position2(p, position\p^adapt-after-63(position(p)+ti +t2)],
if(position(p)+ti+t2>63, —ti—t2,ti+t2),position(p))))-,

next-position2 (p, position, throw, old-position) =


i/(posifcorc(p)e{5, 9,14,18, 23, 27, 32, 36,41,45, 50,54, 59},
next-position2{p, position\p^fadapt-after-63(position(p)+t)],
if(position(p)+t>63, —t,t), old-position),
if(position(p)xi6, next-position2(p, position\p—>12], t, old-position),
if{position{p)~19, nextjposition2(j>, position\p—>64], t, old-position),
if(position(p)Ri42, next-position2(p, position^-)30], t, old-position),
if(position(p)~o8, next-position2 (p, position[p—}0],t, old-position),
if(position(p)£{31, 52} A occ_tu;ice(p, position), old-position, position{p)))))))-,

0CC-twice(p, position) — occ-twice-rec(p, position, 1);


occ-twice-rec(p, position, other) = if( ot,her<N, occ-twice-rec(p, position, other-p 1), fals
{other^kp A
(position(p)~position(other) V
position(other)zsW/\position(jp)ze%4 V
position(other)&64/\position(p) ~ 19));

proc PL.4 l^piN"'", positioraiN^"—>N) =


(position(previous(p)) «63) —►win (previous(p)) ■ So
(position(p)£{31,52} A ->occ-twice(p, position))
—>rest (p) • PP/1 Y{next{p), position)o
(position(p)!»fi4)^>-rest(p)-PLAY(next(p),position[p—^19])o
±tl,t2M+ (*iA t2<6)->throw(p, ti,t2)
PLAY{next(p),position[p^next-position{p, position, t\, t2)])',

init PLAY{1, initial-positions)-,

Fig. 2.1 An MCRL2 description of the Game of the Goose.

Players are represented by positive numbers (N+). The numbers 1..... Ar repre
sent the actual players, where N is the total number of players. As indicated above,
we use the letter p to represent a player. The functions next and previous provide the
next and previous players in a round robin fashion. The fields on the board are given
as natural numbers (N) ranging from 0 (initial state) to number 64. Field 63 is the
winning field. The field with number 64 is used for the inn. A player that arrives in
the inn moves to position 64. When the player is at position 64, it moves to position
19 during its next turn, which represents waiting for one turn in the inn. The position
of the players is represented by a function position:N+—>N that maps a player to its
position on the board. The function initiaLpositions indicates the initial position on
the board for each player and is defined in the eqn section as initiaLpositions(p) = 0,
i.e., each player starts at position 0.
The process PLAY indicates the sequence in which the actions take place. It
has two arguments. The first argument indicates the player that plays next, and the
second argument is a function that for each player gives its position on the board.

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148 JAN FRISO GROOTE, FREEK WIEDIJK, AND HANS ZANTEMA

The behavior of PLAYis given on its right-hand side by if-then-else rules, denoted as
b—>xoy, indicating that if condition b holds, process x must be executed, otherwise y
is executed.

The first line, starting with the condition position(previous(p))~63, says that i
the position of the previous player is 63, this previous player has won the game,
indicated by the action win(previous(p)), and after that nothing is done, indicated
by the deadlock <5.
If this first condition does not hold, the second line applies, which starts with
the condition position(p)G{31,52} A • • •. It says that if the position of the current
player p is 31 (the well) or 52 (the prison) and there is no other player in the well o
prison (->occ-twice(p, position)), then the player must wait one turn by carrying ou
the action rest(p) and continuing to play the game giving the turn to the next playe
and leaving the positions of all players unchanged {PLAY{next{p), position)).
If the second condition also does not hold, the third condition position{p)^64 can
apply. This says that the player p is waiting in the inn. It automatically moves to
position 19. This is denoted using the function update construction. The expressio
position[p—>19] represents the function position, except that it maps the argument
to position 19.
If none of the three cases above applies, the player p throws two dice. This
is represented using the sum operator J2tl t2.f:J+ (^i <6A<2 <6) —^ ■ • •, which says that
positive values for t\ and f2 are selected that satisfy the condition. Then, the actio
throw(p, fi,f2) happens representing that player p throws one die with result t\ an
one with result t2. Subsequently, the game continues as the next player takes a turn
and the position of the current player is updated using the rather complex functio
[Link]{p,position, fi,f2). This function is defined in the eqn section and is
explained below.
The function nexLposition{p, position, t\, t2) calculates the next position of playe
p upon throwing t\ +12 spots, given that the current position of the players is give
by position. If p is at the initial position and a 5 and 4 or a 6 and 3 are thrown,
player p moves to position 53, respectively, 26, unless there is already a player oc
cupying this field. In the latter case, the player stays at position 0. The expression
occ-twice{p, position\p—>53]) is used to check whether if player p moves to position 53,
the position of player p is already occupied. Note that in the definition of occJ-wice
there is an extra check for whether positions 19 and 64 are both occupied. As both
positions represent the inn, this also counts as a single field having double occupancy
If the special initial case described above does not apply in the definition of the
function calculating the next position [Link](p,position,t\,t2), its behavior
defined by the auxiliary function nexLposition2(p, position, throw, old-position). Th
yields the ultimate position of player p on the board when player p made an initi
move (which is already reflected in position) where the dice showed the value throw
(this value is negative if p is moving backwards), and oULposition is the position from
which p came. Note that the use of next-position2 is complicated, because the player
must move backwards when overshooting field 63.
In the definition of nexLposition2, all remaining special rules of the game are
dealt with. The first if deals with the 13 positions where the player can move the
same number of moves ahead (or backwards). The second condition (position{p) »6)
deals with the situation where the player is at the bridge and must move to positio
12. The third condition position{p) « 19 represents the player entering the inn. It is
moved to the "resting room" at position 64. The fourth condition positionfp) ~ 42
indicates that the player is in the maze. It must move to position 30. The fift

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A PROBABILISTIC ANALYSIS OF THE GAME OF THE GOOSE 149

condition position(p) « 58 corresponds to the situation where the player dies. It


restart by moving to position 0. The last condition applies when no subsequent
of the player is possible. It is checked whether the move of the player will lea
double occupancy of fields (except for the well and the prison at positions 31 an
which can have more than one occupant). If there is a double occupancy the p
moves to its old position, otherwise it moves to the new position.
The mCRL2 tools allow us to simulate the game and generate for it a full
space which consists of all reachable configurations of players on the board.
interpreting the throw actions as being able to happen with probability the
winning probabilities can be calculated by interpreting the state space as a discrete
Markov chain. If a win or rest action can happen, no other actions are possible and,
therefore, one can consider these actions as happening with probability 1.

3. Analysis of a Simple Game. In this section we introduce an extremely sim


plified version of the Game of the Goose in order to illustrate how we obtain the
probabilities. Two players start at position 0. The first player that reaches position
2 wins the game. Each player throws a two-sided coin with no or one dot and will
move zero or one position forward in accordance with the value thrown. The game is
illustrated in Figure 3.1.

0 1 2
start finish

Fig. 3.1 A simple two-player game.

The game can be described in mCRL2 as follows:

proc PLAY(pi,p2'.N, turn:N+) =


(pi«2)—>win(l)-5o
(p2~2)—>win(2)-<k>
((torn«l)-KSt:N -(t<2)-^thraw(l,tyPLAY(pi+t,p2,2))
0 (Et:N ■it<2)->thraw(2,t)-PLAY{p1,p2+t, 1)));

init PLAY(0,0,1);

The state space of the game is depicted in Figure 3.2. The initial state is light
gray and has number 0. In the initial state player 1 either throws zero (throw(l,0))
or one (throw(l, 1)), which are represented by arrows leading to, respectively, states
1 or 2. In states 1 and 2 the second player can make a move. Figure 3.2 shows how
the game proceeds. At states 8 and 9, player 1 wins the game (win(l)) and in states
10 and 11, player 2 wins (win(2)). State 12 is a deadlock state where the game is
finished, corresponding to ô in the mCRL2 description.
We are now interested in the probability of player 1 winning the game when it is
in state i. We denote this probability by pi. Clearly, ps — pg = 1 and pio — p\\ — 0.
The probability pu makes no sense because in state 12 the game is finished. For
all other probabilities pt we can derive a simple linear equation. The probability of
winning in state 0 is \p\ + |p2 because player 1 has 50% chance of ending up in state
1 and 50% chance of ending up in state 2. Writing out all equations leads to the

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50 JAN FRISO GROOTE, FREEK WIEDIJK, AND HANS ZANTEMA

throw(l, 0)

[0)3?
throw(2,0)

throw(l,l)/ x\throw(2, 1)

throw(l,0)y / \ / \ \throw(l,0)
ir0w(2,O) \throw(2, 1) throw(l,l)/
throw(l, 0)

^throw(l,l) j throw(2,0) ^ thr


throw(l,l)/ \throw(2, 1)
7 11

9 ) ( 10 '
dn(l) win(

win(l)^ "win(2)

Fig. 3.2 The state space of the simple game.

following set of linear equalities:

Po = \p\ + \P2, Pa = \P2 + \p&, P8 = 1,


Pi = \po + \P3, P5 = \p& + \P9, P9 = 1,
P2 = 5^4 + 5P5, P6 = |P5 + |piO, PlO = 0,
P3 = ^P6+^P7, P7 = |P3 + |P11, Pll = 0.
This set of linear equations is small and therefore easily solved, leading to po =
16 ~ 0.59. In order to find the probability that player 2 wins the game we can us
27

same set of equations, except that we must take ps = 0, p$ = 0, pio = 1, and pio = 1.
This leads to the expected result that is the winning probability for player 2. As
> il; the first player has a higher probability of winning the game.
With a small change of the equations we can use them to calculate the average
duration of the game. In every equation that corresponds to a turn of a player, 1
is added to the right-hand side. In every equation that represents winning or losing
the game the right-hand side is set to 0. It follows that the average game duration is
-y « 5.33 moves.
We can also derive the linear equations directly from the game, without generating
an explicit state space. We define the probability q-ijk to represent the probability that
player 1 wins the game, provided player i (ie{ 1, 2}) has the next turn, player 1 is at
position j, and player 2 is at position k (j,k < 2). The probability qioo is equal to

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A PROBABILISTIC ANALYSIS OF THE GAME OF THE GOOSE I 5 I

59200 +\ <i2 j o because player 1 has equal probability of staying at position 0 or mov
to position 1, after which it is player 2's turn. By analyzing all board position
the game one can derive the following set of equations. Note that probabilities
unreachable states, such as prifc. are omitted. These probabilities represent situat
where player 1 can play and has won. Note that the equalities obtained are in th
case exactly those obtained via the state space:

9100 = §9200 + 59210, 9200 = 59100 + 59101, 9no = 59210 + 59220,


9112 = 0, 9210 — 59110 + 59111, 9220 = f,
9101 = 59201 + 59211, 9in = 59211 + 59221, 9201 = 59101 + 59102,
9211 = 59111 + 59112, 9221 = 1, 9102 = 0.
An alternative approach is random simulation of the game wh
how often each player wins. The question asked is how often mu
simulation to obtain a sufficient accuracy. Call the probability of
for some player p, the number of simulation runs n, and the num
are won m. The observed probability of winning the game is then
As the variance of a single coin flip with probability p is p(l —
simulating n games is np( 1 —p). The standard deviation of the va
runs of n simulations will be y/np( 1 — p). This means that the distri
to a normal distribution with mean value p and standard deviation
For this reason, in 99% of the simulation runs the value of p wil
[p- 2.58a,p + 2.58<r].
Now we can also use this in the other direction. If we find a cer
99% of the cases the true value of p will be in the interval [p — 2.58<
<7 := y/p{ 1 — p)/n. This means that n > 0.645 • 102fc if we want
precision, where we do not allow all digits to be correct in less th
We have used all three ways to establish the winning probabilit
two players and the first and last for more than two players. Th
that it is easy to make a mistake in modeling even simple games.
in different ways we can compare the results, remove modeling mista
our confidence that the final results are correct.

4. Computations for Two Players. If we analyze the Game of the Goose for two
players, we obtain a set of 4145 linear equations. We can derive the following results
regarding the winning probability and average game duration for each player. The
game duration is defined as the number of turns where the dice are thrown. If a player
is in jail or in the well, or resting a second turn in the inn, this is not counted as a
turn. All numbers are rounded in the ordinary way.
Probability that player 1 wins the game 0.3936
Probability that player 2 wins the game 0.3799
Probability of a draw 0.2265
Average game duration 29.0651
For a two-player game it is possible using Mathematica to obtain th
of the set of equations. As a curiosity, the precise winning prob
Figure 4.1 as a quotient of two natural numbers, which is approxi
0.3936251373937573914028403448768445020070441350696.

This exact solution can be used to check whether or not exactly the same gam
been modeled. Minor flaws in modeling the game, such as forgetting that a player m

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I 52 JAN FRISO GROOTE, FREEK WIEDIJK, AND HANS ZANTEMA

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3191653418733360283585073225627136513606612524945418565535662080

Fig. 4.1 The exact winning probability for player 1 in a two-play

rest one turn in the inn, will not substantially influence the w
the players, but it will also not lead to exactly the same solution
It is interesting to figure out how the winning probabilitie
is progressing. For a two-player game this can be neatly visu
Here three diagrams are given, each with a view from above an

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A PROBABILISTIC ANALYSIS OF THE GAME OF THE GOOSE I 53

Fig. 4.2 Visualizations of the winning probabilities of a two-player game.

upper diagram models the probability that player 1 will win the game, when
turn to make a move. In particular, if player 1 is alone in the well or in the
it cannot move, and this situation is not part of this diagram. The second
depicts the probability of player 1 winning the game, when player 2 is about
The third diagram depicts the probability of ending up in a draw.
If player 1 moves forward, it moves to the back of the diagram. If player
forward, it moves to the right. There are only 47 positions in the diagram, b
fields where a player must continue to move forward (i.e., a goose, death, the
or the maze) have been removed.
Note that the upper two diagrams have a solid wall at the back. This corr
to player 1 winning the game. Similarly, there is a valley at the right, corres
to player 2 winning the game, which means that the probability of player 1
the game is 0. Observe that the closer player 1 is to the finish, the higher

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154 JAN FRISO GROOTE, FREEK WIEDIJK, AND HANS ZANTEMA

probability of winning, and conversely, the closer player 2 is to the finish, the lower is
the probability that player 1 will win. Remarkably, if player 2 is in the prison, there is
a substantially higher probability that player 1 will win, but if player 2 is in the well,
this only narrowly influences the probability that player 1 will win. The reason for
this can be seen in the third diagram. If player 2 is in the well, there is a substantially
increased probability that the game will end in a draw. The two spikes in the third
diagram correspond to the situation where the game is actually in a draw.
There is much more detailed information in these diagrams. For instance, it is
not advantageous to be too close to the finish. We leave the detailed interpretation
of these features to the reader.

5. Winning Probabilities for More Players. It is also possible to establish the


winning probabilities when there are more than two players, but this becomes in
creasingly more difficult as the number of states grows exponentially, approximately
according to the formula NcN, where c « 45 and N is the number of players. In Table
5.1 the winning probabilities and the average game durations are provided. A game
duration is defined as the number of moves where dice are thrown. Turns that are
skipped are not counted. The numbers for more than five players were obtained
simulation only. To show that simulation is capable of solving games independen
of the number of players, we have added the results for a ten player game as w
where we list the winning probabilities for all ten players.

Table 5.1 Winning probabilities when there are two or more players.

Average
#players ^equations Player 1 Player 2 Player 3 Player 4 Player 5 duration
2 4145 0.39363 0.37999 - - -
29.07
3 2.79 105 0.34596 0.33290 0.32114 - -
39.42
4 1.64 107 0.26695 0.25471 0.24408 0.23426 -
44.10
5 8.85 108 0.22039 0.20875 0.19894 0.19012 0.18181 49.10

6 -
0.18986 0.17865 0.16944 0.16135 0.15390 54.35
10 -
0.12995 0.11992 0.11213 0.10568 0.10009 76.23
0.09508 0.09049 0.08622 0.08218 0.07827

We first solved the sets of linear equations using Mathematica [


done exactly for two players and numerically for three players. For th
players, using MATLAB extended with the IDR package, we could also
of obtained linear equations [5, 10]. For four players 400GB of memory
However, we observed that the generated equations have a rather r
ture. For each variable pt there is an equation of the shape

Pi — CilPil H~ * * * H~ CikPiki

where all Cij are positive numbers smaller than or equal to 1 and the s
all variables are in the interval [0,1]. This linear set of equations can b
monotonie operator for which the solution can be obtained using fixed p
Initially, all pi are set to 1. Taking the equations as assignments, a new
Pi is repeatedly calculated until a fixed point is reached. This allowed u
winning probabilities in a five player game.
The numbers in the table were obtained in different ways and on di
puters. The numbers for five players were obtained by generating a sta
8.85 108 nodes and 3.11-1010 transitions using the mCRL2 tools [2]. This

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A PROBABILISTIC ANALYSIS OF THE GAME OF THE GOOSE I 55

1.5 months and 300GB of memory on a Linux machine with Intel Xeon E5520 pr
cessors at 2.27GHz with 1TB of main memory. Solving the equations derived fro
the state space required approximately a week and 200GB of memory.
As it stands, solving the game using equations for six players is currently b
yond our capabilities, although it is conceivable that with a concerted effort, capa
hardware, and dedicated software this could be achieved. The number of require
equations is estimated to be around 5.0 ■ 1010.
The simulation results were obtained on a Linux machine with Intel E5-2670
processors at 2.6GHz. The simulation used ten processors simultaneously and req
approximately a week to obtain the accuracy reported in this article.

Acknowledgments. We thank Michiel Höchstenbach for his fruitful rema


especially for pointing out the IDR extension package for MATLAB to solve l
systems of linear equations. A shortened Dutch version of this article appeared

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