Probability Basics

Monte Carlo Methods for Gaming Probability

How repeated random simulation estimates probabilities that are too messy to work out by hand, and how the number of trials controls the accuracy.

On this page
  1. The basic idea
  2. A trial you can check
  3. A case where exact maths is awkward
  4. How accurate is the estimate
  5. Where simulations go wrong
  6. Doing it without programming
  7. What simulation can and cannot tell you

The basic idea

Some probabilities can be written down exactly. Others, such as the chance of a certain outcome in a long, branching game with many rules, are painful to calculate by hand. A Monte Carlo method sidesteps the algebra: it plays the situation out many times with random numbers, counts how often the event happens, and uses the frequency as an estimate.

The name refers to a famous casino district, but the technique is not about gambling. It is a general-purpose way to approximate answers in physics, finance, engineering and games.

The steps are always the same:

  1. Write rules that describe one random trial.
  2. Run the trial many times, each with fresh random numbers.
  3. Count the trials where the event of interest occurred.
  4. Divide that count by the number of trials.

A trial you can check

To see the method work, pick a case where the exact answer is known. The chance of rolling a total of 7 with two dice is 6/36 = 1/6, about 0.1667.

Imagine rolling two virtual dice 1,000 times. You would typically see 7 come up around 167 times, but not exactly 167. A run might give 158, another 173. Each estimate is a little different, and the variation is itself informative: it shows how much to trust a single run.

This check is worth doing with any simulation you build. If it cannot reproduce a known answer, it cannot be trusted on an unknown one.

A case where exact maths is awkward

Suppose a game shuffles a deck, deals 7 cards, and rewards some complicated combination of suits and ranks that depends on the order and the replacements allowed afterwards. Writing a formula could take pages and be easy to get wrong. A simulation can shuffle, deal, apply the rules mechanically and tally the result, a few lines of code repeated a million times.

Another well-known example: the chance that a shuffled deck leaves no card in its starting position. Exact methods exist (it relates to derangements), and the answer is close to 1/e, about 0.368. A simulation of a few thousand shuffles gets near that figure without any of the theory, and it is a nice cross-check.

How accurate is the estimate

The estimate is a frequency, and it wobbles from run to run. A standard rule of thumb for the size of that wobble, called the standard error, is:

standard error ≈ √( p × (1 − p) / n )

where p is the true probability and n is the number of trials. The worst case is p = 0.5, which gives √(0.25 / n) = 0.5 / √n.

Applying it for p = 0.5:

Trials (n) Standard error Rough 95% margin (about 2 standard errors)
100 0.05 ±10 percentage points
10,000 0.005 ±1 percentage point
1,000,000 0.0005 ±0.1 percentage point

Two practical consequences follow.

  • Quadrupling the number of trials only halves the error. Going from 10,000 to 40,000 trials takes the margin from about ±1 point to about ±0.5.
  • Rare events need many more trials. If the true probability is 1 in 1,000, then 1,000 trials will on average see just one success, and the estimate could easily be 0 or 3 in a given run. The relative uncertainty is large. Estimating tiny chances reliably can require millions of runs.

These margins are approximate guides based on a standard formula. They describe typical behaviour, not a guarantee for any individual run. The law of large numbers is why accuracy improves with more trials, and the topic of choosing a sensible number of trials is a subject of its own under number of trials.

Where simulations go wrong

  • Bugs. If the rules in the code do not match the real rules, the estimate answers a different question. Test against cases with known answers.
  • Poor randomness. Computers use pseudo-random generators, which are generally good enough for these purposes but can misbehave if used carelessly, for instance by reseeding with the same value every trial.
  • Biased shuffles. An incorrect shuffling routine can quietly favour certain orders. The Fisher-Yates shuffle is the standard correct method.
  • Too few trials. An answer from 50 runs is a hint, not a result.
  • Overinterpreting. A simulation estimates a probability under assumed rules. It cannot tell you whether those rules match a game you cannot see inside.

Doing it without programming

You do not need a programming language to try the idea. A spreadsheet can generate random numbers and count outcomes, and physical simulation also counts: shuffling a real deck and dealing 100 times is Monte Carlo by hand. The practical how-to belongs to the guides on probability simulation, Python dice simulation and spreadsheet simulation.

What simulation can and cannot tell you

A simulation can show what a game’s mathematics implies about frequencies. It can confirm that a casino game has a negative expected value for the player, with the average result per bet drifting toward a loss as the number of simulated bets grows. It cannot change that outcome or find a loophole in a fair-random game; random numbers do not remember. It can also illustrate how wide short-run swings are, which is a good reminder that single sessions are uncertain.

If gambling is affecting you or someone you know, local support services are available. Simulation is a learning tool, not a way to find an advantage.

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Probability Theory for Gamers: A Primer
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