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Skill vs. Chance Quantification for Popular Card & Board Games

Main:21 Pages
9 Figures
Bibliography:2 Pages
21 Tables
Appendix:2 Pages
Abstract

We consider a few online and offline games under actual playing conditions. Generally it is expected that initially a player obtains additional skill with experience of playing more number of games and then it should finally saturate. This phase is identified when a player, with the experience of very few games, loses more when she plays against players with much longer history. Then the winning proportion curve moves up and finally it saturates. We benchmark our analysis and discussion against Chess, the most skilled one among the games we consider here. We use proprietary data from actual games (online and offline) as well as experiments for our statistical analysis. In this regard, we show that Rummy has stronger skill and learning effects. Ludo has similar characteristics as Rummy, but at a weaker level. Similarly, a game that is perceived as almost no skill such as Teen Patti indeed presents much less skill in the analysis. In the next section we describe the game structures.

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@article{banerjee2025_2410.14363,
  title={ Skill vs. Chance Quantification for Popular Card & Board Games },
  author={ Tathagata Banerjee and Anushka De and Subhamoy Maitra and Diganta Mukherjee },
  journal={arXiv preprint arXiv:2410.14363},
  year={ 2025 }
}
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