Con-artist Monty Hall (Generalized)












1












$begingroup$


For:



d($t_a$) doors (not already picked or opened at time $t_a$ ),
$c_{tot}$ cars (initially),
p($t_b$) picks (which depends on d($t_b$) == doors available at time of choosing picks),



o($t_c$) doors opened (revealing mixtures of cars and/or nothing, thus making accessible cars a 'function' of o($t_c$) =>c$(t_{c})$, and



s($t_d$) switched (which of course is constrained by accessible doors d($t_d$) not already picked or opened).



Where all $t_*$ are in the same Phase of Game play T=($t_a,t_b,t_c,t_d$) time order of updating event; where t_a<t_b<t_c<t_d , and a set of game play actions Q$_n$ = {$d,p,o,s$},
are related by



W$_n$ = Q$_n$R$_n$T == mapping logical$^{[1]}$ orders of actions onto the time order for a give Phase iteration n .



How would one go about constructing a statistical model for this for some phase n with rules$^{[2]}$? Any help clearing this question for readability, and disambiguate its motifs, is much appreciated.





$^{[1]}$ Logical: actions in orders which make sense. Including: no repeat actions during a phase, no run away addition of doors, time order of update says nothing about the amount an action/event is changed (or not change) simply a causal connective.



$^{[2]}$ Rules:




  • Game is over when a floor on switching possibilities is met ( this does not require switching ), c = 0, and/or a limit on number of phases is met.












share|cite|improve this question











$endgroup$

















    1












    $begingroup$


    For:



    d($t_a$) doors (not already picked or opened at time $t_a$ ),
    $c_{tot}$ cars (initially),
    p($t_b$) picks (which depends on d($t_b$) == doors available at time of choosing picks),



    o($t_c$) doors opened (revealing mixtures of cars and/or nothing, thus making accessible cars a 'function' of o($t_c$) =>c$(t_{c})$, and



    s($t_d$) switched (which of course is constrained by accessible doors d($t_d$) not already picked or opened).



    Where all $t_*$ are in the same Phase of Game play T=($t_a,t_b,t_c,t_d$) time order of updating event; where t_a<t_b<t_c<t_d , and a set of game play actions Q$_n$ = {$d,p,o,s$},
    are related by



    W$_n$ = Q$_n$R$_n$T == mapping logical$^{[1]}$ orders of actions onto the time order for a give Phase iteration n .



    How would one go about constructing a statistical model for this for some phase n with rules$^{[2]}$? Any help clearing this question for readability, and disambiguate its motifs, is much appreciated.





    $^{[1]}$ Logical: actions in orders which make sense. Including: no repeat actions during a phase, no run away addition of doors, time order of update says nothing about the amount an action/event is changed (or not change) simply a causal connective.



    $^{[2]}$ Rules:




    • Game is over when a floor on switching possibilities is met ( this does not require switching ), c = 0, and/or a limit on number of phases is met.












    share|cite|improve this question











    $endgroup$















      1












      1








      1





      $begingroup$


      For:



      d($t_a$) doors (not already picked or opened at time $t_a$ ),
      $c_{tot}$ cars (initially),
      p($t_b$) picks (which depends on d($t_b$) == doors available at time of choosing picks),



      o($t_c$) doors opened (revealing mixtures of cars and/or nothing, thus making accessible cars a 'function' of o($t_c$) =>c$(t_{c})$, and



      s($t_d$) switched (which of course is constrained by accessible doors d($t_d$) not already picked or opened).



      Where all $t_*$ are in the same Phase of Game play T=($t_a,t_b,t_c,t_d$) time order of updating event; where t_a<t_b<t_c<t_d , and a set of game play actions Q$_n$ = {$d,p,o,s$},
      are related by



      W$_n$ = Q$_n$R$_n$T == mapping logical$^{[1]}$ orders of actions onto the time order for a give Phase iteration n .



      How would one go about constructing a statistical model for this for some phase n with rules$^{[2]}$? Any help clearing this question for readability, and disambiguate its motifs, is much appreciated.





      $^{[1]}$ Logical: actions in orders which make sense. Including: no repeat actions during a phase, no run away addition of doors, time order of update says nothing about the amount an action/event is changed (or not change) simply a causal connective.



      $^{[2]}$ Rules:




      • Game is over when a floor on switching possibilities is met ( this does not require switching ), c = 0, and/or a limit on number of phases is met.












      share|cite|improve this question











      $endgroup$




      For:



      d($t_a$) doors (not already picked or opened at time $t_a$ ),
      $c_{tot}$ cars (initially),
      p($t_b$) picks (which depends on d($t_b$) == doors available at time of choosing picks),



      o($t_c$) doors opened (revealing mixtures of cars and/or nothing, thus making accessible cars a 'function' of o($t_c$) =>c$(t_{c})$, and



      s($t_d$) switched (which of course is constrained by accessible doors d($t_d$) not already picked or opened).



      Where all $t_*$ are in the same Phase of Game play T=($t_a,t_b,t_c,t_d$) time order of updating event; where t_a<t_b<t_c<t_d , and a set of game play actions Q$_n$ = {$d,p,o,s$},
      are related by



      W$_n$ = Q$_n$R$_n$T == mapping logical$^{[1]}$ orders of actions onto the time order for a give Phase iteration n .



      How would one go about constructing a statistical model for this for some phase n with rules$^{[2]}$? Any help clearing this question for readability, and disambiguate its motifs, is much appreciated.





      $^{[1]}$ Logical: actions in orders which make sense. Including: no repeat actions during a phase, no run away addition of doors, time order of update says nothing about the amount an action/event is changed (or not change) simply a causal connective.



      $^{[2]}$ Rules:




      • Game is over when a floor on switching possibilities is met ( this does not require switching ), c = 0, and/or a limit on number of phases is met.









      combinatorics stochastic-processes monty-hall






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      share|cite|improve this question













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      edited Jan 21 at 1:56







      Numoru

















      asked Jan 21 at 1:44









      NumoruNumoru

      567




      567






















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