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Duel


A two-person game where each of the players can take as long as he likes to prepare his move, but the other can take advantage of his hesitation. In this conflict situation, the winning strategy is entirely based on choosing the right moment for action.

The typical example is that of two fighters approaching each other with a pistol. As time passes, the decreasing distance increases the probability of hitting the target.


See also

Russian Roulette

This entry contributed by Margherita Barile

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References

Dresher, M. Games of Strategy: Theory and Applications. Englewood Cliffs, NJ: Prentice-Hall, 1961.Ledermann, W. and Vajda, S. "Duels" §13.6.2 in Handbook of Applicable Mathematics, Vol. 1: Algebra. Chichester, England: Wiley, pp, 419-420, 1980.Shapley, L. S. "Some Topics in Two-Person Games." In Advances in Game Theory (Ed. M. Dresher, L. S. Shapley, and A. W. Tucker). Princeton, NJ: Princeton University Press, 1964.

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Duel

Cite this as:

Barile, Margherita. "Duel." From MathWorld--A Wolfram Web Resource, created by Eric W. Weisstein. https://mathworld.wolfram.com/Duel.html

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