The object of the game is to win a car.

Two goats and a car are hidden behind 3 doors, one item per door. You choose a door. The game-master (Monty Hall), who knows what's behind the doors, opens one of the other doors, revealing a goat, and offers you the opportunity to change your choice of doors. Your chosen door is then opened and you get what is revealed.

Should you stick or change?

Many people get this wrong, including people with Ph.D. degrees in mathematics and statistics, including Paul Erdős as recounted in chapter 6 of Paul Hoffman's The Man Who Loved Only Numbers.

The present task is to write two simulation programs, one for the strategy of sticking with the original choice and another for the strategy of changing. The argument is the number of simulations of the game; the result is the number of cars won.

stick=: 3 : 0
 c=. ?y$3                       NB. where the car is hidden
 i=. ?y$3                       NB. your choice of door
 +/c=i                          NB. number of cars that you win
)

change=: 3 : 0
 c=. ?y$3                       NB. where the car is hidden
 i=. ?y$3                       NB. your choice of door
 j=. (c*i~:c)+(3|1+i+?y$2)*i=c  NB. your changed choice
 +/c=j                          NB. number of cars that you win
)

NB. if i~:c, Monty Hall opens the other  goat door,  and you change to the car door
NB. if i= c, Monty Hall opens one of the goat doors, and you change to the other goat door

   stick 1e6
333143
   stick 1e6
332564

   change 1e6
666771
   change 1e6
665859

My favorite explanation of why you should change your choice of doors is found on page 65 of The Curious Incident of the Dog in the Night-Time, a novel by Mark Haddon. The universe of possible outcomes can be diagrammed as follows:

You are asked to choose a door

You choose the door with
goat 0
behind it

You choose the door with
goat 1
behind it

You choose the door with
the car
behind it

You stick

You change

You stick

You change

You stick

You change

You get
a goat

You get
a car

You get
a goat

You get
a car

You get
a car

You get
a goat

If you change, 2 times out of 3 you get a car; if you stick, you get a car only 1 out of 3 times. The results from the simulations are consistent with this conclusion.

Another lucid explanation can be found on pages 104-105 of Sixty Days and Counting, a novel by Kim Stanley Robinson:

[E]ach box at the start had a one-third chance of being the one. When subject chooses one, the other two have two-thirds a chance of being right. After experimenter opens one of those two boxes, always empty, those two boxes still have two-thirds of a chance, now concentrated in the remaining unchosen box, while the subject's original choice still had its original one-third chance. So one should always change one's choice!



See also



Contributed by RogerHui.

Essays/The Monty Hall Problem (last edited 2011-12-29 19:40:33 by RogerHui)