Quote:
Originally Posted by NewOldGuy
I get that. Crayons have value 1-64 and you choose 10, so you are going to have a random point value of from a low of (1..10)=55 up to a maximum possible of (55..64)=595. So the net result is that each player is simply getting a random score of 55 to 595. The game would be exactly the same using an RNG and each player just getting their final number, and the crayon choices are totally irrelevant since they are unknown. It's just a mechanical RNG. It also doesn't matter if the crayon values are unique (all numbers 1-64 get used) or not, which was not specified.
So your choice of crayons has a random effect on your score, whether you know all the other player's choices or not. The big assumption here is that you don't get to know the other players' scores until after you have made your own selection, but the rules seem to say that (and the game would be pointless otherwise, you would almost always be able to win). So your final point value is still random. And no strategy of selection can make it non-random.
This is like saying, let's each draw blind for high card from our own standard deck of cards. I get to see your draw first before I draw mine, but I still have to draw mine without looking (random). How do I use that information to improve my draw? I can't.
I must still be missing something in the rules.
You seem to be the only one not catching on here.
Consider a similar game in which a "dealer" chooses a suit at random and four "players" each chooses a suit. The goal is to choose the same suit as the dealer. If N players choose the same suit, they each win P/N (where P is the prize). For what follows, suppose P=120 to make the numbers easier.
Of course, if nobody can see the other players' choices, this is a pure random game like you describe, and is not very interesting since there is no strategy involved.
However, tweak the rules to allow one player to choose his suit after the other three players have revealed their suits. Then strategy enters (which I hope is obvious).
Suppose your three opponents have collectively chosen three different suits. Then it should be obvious that your best strategy is to choose the fourth suit. If you are correct, you win 120. You will be correct one-fourth of the time so your expected value is 120/4=30.
If you choose another suit and are correct, you will win 120/2=60. Again, you will be correct one-fourth of the time so in this case your expected value is (120/2)/4=15.
In these small sample games, how you break ties can affect your strategy (as OP admits). But surely underlying strategy still exists, no matter how you break ties or even if ties are insignificant either by rule or by probability (many crayons, many opponents, many choices).
In the simple game above, if the rules are that a player only wins the prize if he is the only one to match suits with the dealer, strategy also exists (as is obvious again).
To summarize, I think it is clear that these types of games can allow strategic value to the person going last if he knows his opponents' choices (either individually or collectively).