skip to main content
US FlagAn official website of the United States government
dot gov icon
Official websites use .gov
A .gov website belongs to an official government organization in the United States.
https lock icon
Secure .gov websites use HTTPS
A lock ( lock ) or https:// means you've safely connected to the .gov website. Share sensitive information only on official, secure websites.


This content will become publicly available on November 8, 2025

Title: Luck, skill, and depth of competition in games and social hierarchies
Patterns of wins and losses in pairwise contests, such as occur in sports and games, consumer research and paired comparison studies, and human and animal social hierarchies, are commonly analyzed using probabilistic models that allow one to quantify the strength of competitors or predict the outcome of future contests. Here, we generalize this approach to incorporate two additional features: an element of randomness or luck that leads to upset wins, and a “depth of competition” variable that measures the complexity of a game or hierarchy. Fitting the resulting model, we estimate depth and luck in a range of games, sports, and social situations. In general, we find that social competition tends to be “deep,” meaning it has a pronounced hierarchy with many distinct levels, but also that there is often a nonzero chance of an upset victory. Competition in sports and games, by contrast, tends to be shallow, and in most cases, there is little evidence of upset wins.  more » « less
Award ID(s):
2404617
PAR ID:
10614244
Author(s) / Creator(s):
;
Publisher / Repository:
American Association for the Advancement of Science
Date Published:
Journal Name:
Science Advances
Volume:
10
Issue:
45
ISSN:
2375-2548
Format(s):
Medium: X
Sponsoring Org:
National Science Foundation
More Like this
  1. Abstract We consider the Bernoulli bandit problem where one of the arms has win probability α and the others β, with the identity of the α arm specified by initial probabilities. With u = max(α, β), v = min(α, β), call an arm with win probability u a good arm. Whereas it is known that the strategy of always playing the arm with the largest probability of being a good arm maximizes the expected number of wins in the first n games for all n , we conjecture that it also stochastically maximizes the number of wins. That is, we conjecture that this strategy maximizes the probability of at least k wins in the first n games for all k , n . The conjecture is proven when k = 1, and k = n , and when there are only two arms and k = n - 1. 
    more » « less
  2. How many ways are there to arrange the sequence of games in a single-elimination sports tournament? We consider the connection between this enumeration problem and the enumeration of “labeled histories,” or sequences of asynchronous branching events, in mathematical phylogenetics. The possibility of playing multiple games simultaneously in different arenas suggests an extension of the enumeration of labeled histories to scenarios in which multiple branching events occur simultaneously. We provide a recursive result enumerating game sequences and labeled histories in which simultaneity is allowed. For a March Madness basketball tournament of 68 labeled teams, the number of possible sequences of games is ∼1.91×10^78 if arbitrarily many arenas are available, but only ∼3.60×10^68 if all games must be played sequentially in the same arena. 
    more » « less
  3. Boosting engagement with educational software has been promoted as a means of improving student performance. Various engagement factors have been explored, including choice, personalization, badges, bonuses, and competition. We examine two promising and relatively understudied manipulations from the realm of gambling: the nearwin effect and anticipation. The near-win effect occurs when an individual comes close to achieving a goal, e.g., getting two cherries and a lemon in a slot machine. Anticipation refers to the build-up of suspense as an outcome is revealed, e.g., revealing cherry-cherry-lemon in that order drives expectations of winning more than revealing lemon-cherrycherry. Gambling psychologists have long studied how near-wins affect engagement in pure-chance games but it is difficult to do the same in an educational context where outcomes are based on skill. In this paper, we manipulate the display of outcomes in a manner that allows us to introduce artificial near-wins largely independent of a student’s performance. In a study involving thousands of students using an online math tutor, we examine how this manipulation affects a behavioral measure of engagement—whether or not a student repeats a lesson. We find a near-win effect on engagement when the ‘win’ indicates to the student that they have attained critical competence on a lesson—the competence that allows them to continue to the next lesson. Nonetheless, when we experimentally induce near wins in a randomized controlled trial, we do not obtain a reliable effect of the near win. We discuss this mismatch of results in terms of the role of anticipation on making near wins effective. We conclude by describing manipulations that might increase the effect of near wins on engagement. 
    more » « less
  4. Consider a set of n players. We suppose that each game involves two players, that there is some unknown player who wins each game it plays with a probability greater than 1/2, and that our objective is to determine this best player. Under the requirement that the policy employed guarantees a correct choice with a probability of at least some specified value, we look for a policy that has a relatively small expected number of games played before decision. We consider this problem both under the assumption that the best player wins each game with a probability of at least some specified value >1/2, and under a Bayesian assumption that the probability that player i wins a game against player j is its value divided by the sum of the values, where the values are the unknown values of n independent and identically distributed exponential random variables. In the former case, we propose a policy where chosen pairs play a match that ends when one of them has had a specified number of wins more than the other; in the latter case, we propose a Thompson sampling type rule. 
    more » « less
  5. Abstract Investigating how intrasexual competition and intersexual mate choice act within a system is crucial to understanding the maintenance and diversity of sexually-dimorphic traits. These two processes can act in concert by selecting for the same trait, or in opposition by selecting for different extremes of the same trait; they can also act on different traits, potentially increasing trait complexity. We asked whether male–male competition and female mate choice act on the same male traits using Trinidadian guppies, which exhibit sexual size dimorphism and male-limited color patterns consisting of different colors arranged along the body and fins. We used behavioral assays to assess the relationship between color and competitive success and then compared our results to the plethora of data on female choice and color in our study population. Males initiated more contests if they were larger than their competitor. Males won contests more often if they had more black coloration than their competitor, and the effect of black was stronger when males had less orange than their competitor. Additionally, males won more often if they had either more structural color (iridescence) and more orange, or less structural color and less orange than their competitor, suggesting multiple combinations of color traits predict success. Females from our study population exhibit a strong preference for more orange coloration. Thus, traits favored in male contests differ from those favored by intersexual selection in this population. These results suggest that inter- and intrasexual selection, when acting concurrently, can promote increased complexity of sexually selected traits. 
    more » « less