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The rules and scoring of the dice game Yahtzee, which is based on Poker. It describes the thirteen turns of the game, the upper and lower sections of the scorecard, and the different combinations that can be scored. The document emphasizes the importance of strategy in making wise choices about when to score in each combination and which boxes to choose. The Yahtzee scorecard contains two sections: the upper section and the lower section. The upper section has six boxes, each corresponding to one of the six face values of the dice. The lower section has various boxes for different combinations. The document also explains the bonus points that can be earned in the game.
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Yahtzee is a dice game based on Poker. The object of the game is to roll certain combinations of numbers with five dice. At each turn you throw dice trying to get a good combination of numbers; different combi- nations give different scores. While luck plays a big role in Yahtzee, strategy makes a significant difference. The reason for this is that you score each combination just once, and the number of different combinations in which you can score is equal to the number of turns in the game. This means that you have to make wise choices about when to score in each combination and you have to be careful about what combinations you seek at each turn.
The game takes thirteen turns. Each turn consists of up to three separate rolls of the dice. On the first roll you roll all five of the dice. After the first and second roll, you can hold any subset of the five dice you want (including none of the dice or all of the dice) and roll the rest trying to get a good combination. After the three rolls (or after the first or second roll if you choose to stop) you must find a place among the thirteen boxes in the scorecard to put your score. The score you get depends on the box that you choose and the combination that you have rolled. After a box is used, you can’t use it again, so you have to choose wisely. This means that, in general, you don’t have to choose the box that gives you the highest score for the combination you have rolled, since it may be advantageous to save that box for an even better roll later in the game. In fact, there are many situations it which it makes sense to put a 0 in a “bad” box instead of a low score in another “good” box because doing so would block the good box for future turns. The Yahtzee scorecard contains two sections: the upper section and the lower section.
In the upper section, there are six boxes, each corresponding to one of the six face values of the dice. For these boxes, you enter the sum of the dice with the corresponding face value (and ignore all other dice). For example, if you roll 5 3 3 5 3 you may enter a score of 9 in the third spot or a score of 10 in the fifth spot. Bonus: At the end of the game, you get a bonus of 35 points if the total number of points you scored in the upper section is 63 or higher. The seemingly random number 63 corresponds to having scored a combination with three dice of the corresponding face value in each of the upper section boxes (though any
upper section total of 63 or greater is rewarded with the bonus).
Here you can score for various combinations.
The following are generally regarded as the basic things to keep in mind while playing Yahtzee.
With all this, we can say that the average score you get if you re-roll the 1’s is less than
20 · 56 + 25 · 36 5 + 50 · 36 1 =^77536
or approximately 21.5. Thus, we see that your average score when re-rolling is less than 25, so you should keep all the dice and score a full house. As you observe, even in this very simplified situation, the calculations get impossible to carry out during a game.
You can find more information on Yahtzee’s rules, strategies and history on the Internet. For instance, you can try Wikipedia: http://en.wikipedia.org/wiki/Yahtzee. You can find an optimal Yahtzee player and proficiency test at http://www-set.win.tue.nl/~wstomv/ misc/yahtzee/. This program will do all of the expected value computations that are impossible to carry out during the game.
Some of the problems are very easy, but some are more involved, especially the last one. You may want to go over the review of basic probability before trying them.
the second roll, the situation for our third roll is the same as the situation for our second roll, so the above table gives the probabilities of each outcome. Combining these results we see that the probability of a large straight is 1 18 +
The probability of a small straight (but not a large straight) is 1 4 ·^
The probability of getting no straight at all is 492 ≈ 0 .198. If we re-roll only one die, then on our second roll we have a 1/6 chance of rolling a 2 and getting a large straight. We also have a 1/6 chance of getting a 6 and a small straight. In this case, on our third roll we have a 1/6 chance of rolling a 2 and getting a large straight. However, 2/3 of the time we get neither a 2 or a 6 on our first roll in which case our situation does not change. Therefore our chance of getting a large straight is 1 6 +
The probability of getting only a small straight is 1 6 ·^
The chance of getting no straight is 232 = 49 ≈ 0 .444. So re-rolling only the 4 gives you a slightly higher chance of getting the large straight, but a much lower probability of at least ending up with a small straight. If you only need a large straight then re-rolling just the four is the better strategy, but if a small straight would also be valuable then re-rolling the 1 and the 4 might be a better move.
4 · 16 + 5 · 16 + 6 · 16 + 3. 5 · 12 = 4. 25
Now for the three rolls game, using the same idea as in the two rolls game, we could use the following strategy: after the first roll: keep a 5 or a 6 and re-roll a 1, 2, 3, or 4. The expected score using this strategy is: 5 · 16 + 6 · 16 + 4. 25 · 23 =^143 ≈ 4. 67 (the last term in the sum comes from the fact that, if you re-roll after the first roll, then you are back in the situation of the two rolls game, so your expected score is 4.25, as before). So this strategy for the three rolls game has a better expected score than the strategy for the two rolls game.
Cn,m = (^) m!(nn −! m)! = n(n^ −^ 1) 1 · · ·· 2 · · ·(n^ −m^ m^ + 1)
A concrete example we will need in a minute is
C 5 , 1 = C 5 , 4 = (^) 4!1! 5! = 5 C 5 , 2 = C 5 , 3 = (^) 3!2! 5! = 10
There are 6^5 = 7776 outcomes for the first roll. The number of these that lead to the different hand patterns are as follows:
Pattern Formula for Outcomes Total Outcomes 5 6 6 4 − 1 6 · C 5 , 4 · 5 150 3 − 2 6 · C 5 , 3 · 5 300 3 − 1 − 1 6 · C 5 , 3 · 5 · 4 1200 2 − 2 − 1 C 6 , 2 · C 5 , 2 · C 3 , 2 · 4 1800 2 − 1 − 1 − 1 6 · C 5 , 2 · 5 · 4 · 3 3600 1 − 1 − 1 − 1 − 1 6 · 5 · 4 · 3 · 2 720
To explain 4 − 1 means four of one number and one of another. There are 6 values we can pick for the four of a kind, C 5 , 4 ways of picking the dice that will show this number, and 5 values to assign to the remaining die. The hand 2 − 2 − 1 is perhaps the trickiest. There are C 6 , 2 ways of picking the two values that will appear twice, C 5 , 2 ways of picking the two dice that will show the higher pair, C 3 , 2 ways of picking the dice for the lower pair, and 4 values for the remaining die.
If we keep the most common number then the number of copies we have will be
copies, i 1 2 3 4 5 outcomes 720 5400 1500 150 6 probability, q(i) 0.092593 0.694444 0.19201 0.019290 0. The binomial distribution tells us that the probability of getting m successes in n trials when the success probability is p is Cn,mpm(1 − p)n−m
The first factor gives the number of ways to pick the m trials on which success happens. The second gives the probability of any particular outcome with m successes and n − m failures. From this it follows that if we have i of a number before a roll then after the roll we will have i + k of that number with probability C 5 −i,k(1/6)k^ (5/6)^5 −(i+k)
Evaluating these probabilities gives the following transition probability matrix
from/to 1 2 3 4 5 1 625 / 1296 (125 · 4)/ 1296 (25 · 6)/ 1296 (5 · 4)/ 1296 1 / 1296 2 0 125 / 216 (25 · 3)/ 216 (5 · 3)/216) 1 / 216 3 0 0 25 / 36 (5 · 2)/ 36 1 / 36 4 0 0 0 5 / 6 1 / 6 5 0 0 0 0 1
First note that if we start with three or more of the same number than this type of situation can not occur; at most we could end up with two of some other number after our next roll. Therefore the bottom three rows of our transition matrix remain unchanged.
If we get all different numbers after one of our rolls then we are going to re-roll all of the dice (it would not affect our Yahtzee probability if instead we kept one die, why?). Therefore the elements of the first row of our new transition matrix are just the probabilities q(i) of getting i of a kind on our first roll.
For the second row, we begin by noting that if we are keeping two dice of some number then we can not get four or five of some different number on the next roll. Therefore the probabilities p(2,4) and p(2,5) are unchanged. However, it is possible that all three of the dice that we re-roll will be the same number (but different from our original number). Since there are five different numbers that we could roll, this occurs with probability 5 · (^16 )^3 = 2165 ≈ 0 .023148. Therefore the new probability p(2,3) is (5/216) greater than the old probability, giving a value of 21680 ≈ 0 .37037. These rolls of three of a new kind of number were previously counted as transitions from two of a kind to two of a kind, so the probability p(2,2) must decrease by (5/216), giving a new value of 120216 ≈ 0 .55556. Therefore, our new transition matrix is
from/to 1 2 3 4 5 1 0. 092593 0. 694444 0. 19201 0. 019290 0. 000772 2 0 0. 555556 0. 370370 0. 069444 0. 004630 3 0 0 0. 694444 0. 277778 0. 027778 4 0 0 0 0. 833333 0. 166667 5 0 0 0 0 1
In this problem we re-rolled if we had no matching dice. Therefore, before our first roll we are in the same situation as if we had rolled no matching dice on the previous turn. Therefore, taking the cube of the transition matrix, the first row will give us the probability of each outcome after three turns. The cubed transition matrix is
from/to 1 2 3 4 5 1 0. 000794 0. 256011 0. 452402 0. 244765 0. 046029 2 0 0. 171468 0. 435814 0. 316144 0. 076575 3 0 0 0. 334898 0. 487611 0. 177491 4 0 0 0 0. 578704 0. 421296 5 0 0 0 0 1
Using this strategy we have a 4.6% chance of getting a Yahtzee, slightly higher than the Yahtzee probability for the simplified strategy in the previous problem. The probability of getting at least three of a kind is now just under 75%, as opposed to just under 71% in the previous problem.