Step To The Rear
Will everyone here kindly step to the
rearAnd let a winner lead the way
Here's where we separate
The notes from the noise
The men from the boys
The rose from the poison ivy.
But what about Ties!
The outcome
of every game is NOT win or lose. It is win, lose, OR TIE. Because
humans do not like ties, the rules of most games may employ elaborate methods
to break ties: overtime, extra innings, shoot outs, sudden death, winning by an
advantage, etc. To entice players into
fair games that could end in a tie even when one player has a clear advantage
over the other player, handicaps, ratings, point spreads, etc. are maintained
by an impartial overseer.
All of this
is to say that ties are statistically probable and are important. But what if
we could not see those ties? What if in reality wins and losses were observable but
ties were not observable? What if what is perceived as ties are only the observable
portion of a mirror of the original game. But a mirror game does not have to
begin at the same point. Its mirror ties only have to be equal to the observable
games wins and losses. That then means that the unobservable wins and losses of
that mirror game also have to be equal to the ties of the observable game. If
wins and losses are equally probable as ties, then this is an inevitable outcome.
If wins, loses, and ties are all equally likely then each should occur 33 and 1/3%
of the time. That means the unobserved ties should be equal to the total of observable
wins and losses. And if the observable wins and losses are equal to the observable
but mirror ties, then the mirror game has to be twice the size of the original
game. And the dividing line between observable wins and losses and observable
but mirror ties should occur at 2/3, 66 2/3 % of the total outcomes. This also means
that the intersection point of the original game and its mirror must occur exactly
at 50% of all games. If it occurs at a different point, for the observer to perceive
observable wins and losses to be equal to the observable mirror ties then it
may be necessary for a different surface than the normal Euclidean surface to
be used.
There are three surface types as indicated by their curvature: Spherical, Flat (Euclidean); and Hyperbolic. The limit of an outcome on a spherical surface is the same as the outcome on a flat surface if the size of the Radius of the Sphere is large enough. This is because of the identity 1=cos2+sin2. However the limit on a hyperbolic surface will NOT be the same as that of a flat surface because of the identity 1=cosh2-sinh2. Thus if the starting points of the mirrored game and the original game are not identical, their intersection will not occur at the median of each, and if the area above the intersection appears smaller, then it is most probably a hyperbolic surface.
If the surface
is flat then the observable perception of a 3-D object on that surface is 50%. And
thus 50% is unobservable. You can infer the characteristics of the unboreable portion
of the object, but you can NOT observe them. On a hyperbolic surface, the perception
would be different. Thus while on a spherical or flat surface the perception
might be that the original game is twice the size of the original game. If the intersection
is NOT at 50%, the mirror of the original game would be perceived as 5/6 of the original game,
(or its additive, and symmetric, inverse 1/6), not 2/3, (or 1/3). The fact that
there are observable ties that are a mirror of unobservable wins and losses must
lead to the conclusion that the intersection is occurring on a hyperbolic
surface and the intersection is perceived to be at 5/6, not 2/3. This is only because it is also being perceived from
hyperbolic surface. This has an implication on behavior that will be explored in
the next blog post.
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