#84 - Monopoly Odds
In the game, Monopoly, the standard board is set up in the following way:
A player starts on the GO square and adds the scores on two 6-sided dice to determine the number of squares they advance in a clockwise direction. Without any further rules we would expect to visit each square with equal probability: 2.5%. However, landing on G2J (Go To Jail), CC (community chest), and CH (chance) changes this distribution.
In addition to G2J, and one card from each of CC and CH, that orders the player to go directly to jail, if a player rolls three consecutive doubles, they do not advance the result of their 3rd roll. Instead they proceed directly to jail.
At the beginning of the game, the CC and CH cards are shuffled. When a player lands on CC or CH they take a card from the top of the respective pile and, after following the instructions, it is returned to the bottom of the pile. There are sixteen cards in each pile, but for the purpose of this problem we are only concerned with cards that order a movement; any instruction not concerned with movement will be ignored and the player will remain on the CC/CH square.
- Community Chest (2/16 cards):
- Advance to GO
- Go to JAIL
- Chance (10/16 cards):
- Advance to GO
- Go to JAIL
- Go to C1
- Go to E3
- Go to H2
- Go to R1
- Go to next R (railway company)
- Go to next R
- Go to next U (utility company)
- Go back 3 squares.
The heart of this problem concerns the likelihood of visiting a particular square. That is, the probability of finishing at that square after a roll. For this reason it should be clear that, with the exception of G2J for which the probability of finishing on it is zero, the CH squares will have the lowest probabilities, as 5/8 request a movement to another square, and it is the final square that the player finishes at on each roll that we are interested in. We shall make no distinction between "Just Visiting" and being sent to JAIL, and we shall also ignore the rule about requiring a double to "get out of jail", assuming that they pay to get out on their next turn.
By starting at GO and numbering the squares sequentially from 00 to 39 we can concatenate these two-digit numbers to produce strings that correspond with sets of squares.
Statistically it can be shown that the three most popular squares, in order, are JAIL (6.24%) = Square 10, E3 (3.18%) = Square 24, and GO (3.09%) = Square 00. So these three most popular squares can be listed with the six-digit modal string: 102400.
If, instead of using two 6-sided dice, two 4-sided dice are used, find the six-digit modal string.
Problem text © Project Euler, licensed under CC BY-NC-SA 4.0. Original: projecteuler.net/problem=84. Published Friday, 3rd December 2004, 06:00 pm. Solved by 14,784 members at time of mirroring.
Why this is useful
Direct Quant. Markov/absorbing-state and simulation reasoning is exactly the machinery behind pricing, risk, and execution models (Phases 7, 8, 13).
We classify relevance honestly - not every Euler problem is a trading application.
Prerequisites
Lessons that prepare you:
13.2 Monte Carlo Estimation and Error Analysis · 17.1 Python for Quants: NumPy, pandas, and Vectorization · 19.7 Dynamic Programming: Memoization and Tabulation · 19.10 Search: Backtracking, Branch-and-Bound, Binary Search, Meet-in-the-Middle · 3.1 Vectors, Multivariable Functions, and Level Sets · 7.3 Independence, Conditional Probability, and Conditional Expectation · 7.2 Expectation, Moments, and Key Inequalities · 7.1 Probability Spaces, Random Variables, and Distributions · 8.1 Markov Chains
Concepts: game-theory geometry probability string-processing
Likely techniques: markov-chain
Learning mode
Pick how much scaffolding you want. Your choice is remembered per problem.
Understand the problem
- What exactly is the input to problem 84? Is it a bound (102400), a supplied dataset, or a definition you must generate from?
- What is the required output - restate it precisely: a string (a concatenation), so its exact length and character order are part of the answer.
- Which objects exactly are in scope, and which are excluded by the wording (strict vs non-strict inequality, 'distinct', 'proper', 'below' vs 'up to')?
- What constraint does the bound 102400 impose, and is it inclusive or exclusive?
- What are the edge cases: the smallest legal object, zero/one, ties, and the boundary at exactly 102400?
- Why is brute force hard HERE specifically? Estimate the number of candidates implied by 102400 and the cost of testing one.
- Which game-theory fact would, if true, collapse the search - and can you state it as a testable claim before you look for a proof?
Predict & plan (before you code)
- Predict the strategy: in one sentence, what will your solution do? (The classification says game-theory / markov-chain - do you agree, and why?)
- Predict the complexity of your intended method in terms of N = 102400, and the wall-clock time you expect. Write both down now.
- Predict the key data structure: what is stored, keyed by what, and how large will it get at full scale?
- Predict the failure mode: what is most likely to break - an off-by-one on the bound, a definition misread, precision, or memory?
- Predict the output of the small case from rung 3 BEFORE running it - then run it. A surprise here is worth more than an hour of debugging later.
Scratchpad
Mathematical notes, formulas, pseudocode, hypotheses, complexity notes. Saved automatically with your progress.
Python workbench
Real Python (Pyodide) in a sandboxed Web Worker - no network, no filesystem, no DOM access. Ctrl/Cmd+Enter runs. Escape leaves the editor. Stop terminates the worker.
Check your answer
Answers are checked against a salted hash held in a separate file - not printed in this page. This prevents accidental spoilers; it is not cryptographic protection (see the build notes).
Progressive hints
Optimization
You have a correct answer. That is the start of the learning, not the end.
- Reduce the time complexity. What is the bottleneck, and what mathematical fact removes it?
- Reduce memory. Can you stream, or keep only the last k states?
- Replace brute force with a closed form, a sieve, a recurrence, or a symmetry argument.
- Prove the optimized version computes the same thing.
- Compare two implementations and time them.
Explain it
Which step of your solution were you least confident about, and what evidence would settle it?
What did you try first, and what specifically made you abandon it - a proof, a timing, or a wrong small-case answer?
Where did the game-theory structure do the real work? Name the single observation that collapsed the search space.
Could you have reached the markov-chain idea faster? Which words in the statement were pointing at it, and did you notice them?
What was the bug that cost you the most time, and what CLASS of bug was it (off-by-one, definition misread, precision, state under-specified)?
How would your solution change if the bound 102400 were multiplied by 1000? Does it survive, or does it need a different idea?
What is the honest complexity of what you wrote (not what you intended), and where is the remaining slack?
Which problem you have already solved is this most similar to, and what is the shared skeleton - is it really 'markov-chain' underneath?
State the transferable technique in one sentence, without mentioning this problem's story at all.
Self-assess (mastery is not a correct number)
You reach Mastered only when you have solved it, rated yourself at least Solid across the dimensions, and written a real explanation.
Confidence
Low confidence schedules this problem for spaced review, even if you solved it.
Mastery check
- Variation: change the bound (or a rule) in the statement. Does your method still work? What breaks first?
- Constraints: if the limit were 10× larger, which step fails, and what would you replace it with?
- Related problem: explore the same concept filter in the Lab
- Transfer: where else does this technique appear? Name a lesson and a real computational setting.
- Spaced re-attempt: come back after the review interval and re-solve it with no hints.