Parrondo games as disordered systems
J. M. Luck

TL;DR
This paper explores Parrondo's paradox by mapping simple stochastic games onto disordered systems, analyzing how different rule patterns and parameters influence the paradoxical winning strategies.
Contribution
It introduces a systematic analogy between Parrondo games and 1D disordered systems, focusing on gain dependence and weak-contrast regimes in various game classes.
Findings
Gain depends non-linearly on parameters.
Weak-contrast regimes identified and analyzed.
Game pattern influences the paradoxical outcome.
Abstract
Parrondo's paradox refers to the counter-intuitive situation where a winning strategy results from a suitable combination of losing ones. Simple stochastic games exhibiting this paradox have been introduced around the turn of the millennium. The common setting of these Parrondo games is that two rules, and , are played at discrete time steps, following either a periodic pattern or an aperiodic one, be it deterministic or random. These games can be mapped onto 1D random walks. In capital-dependent games, the probabilities of moving right or left depend on the walker's position modulo some integer . In history-dependent games, each step is correlated with the previous ones. In both cases the gain identifies with the velocity of the walker's ballistic motion, which depends non-linearly on model parameters, allowing for the possibility of Parrondo's paradox. Calculating theā¦
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11institutetext: Institut de Physique ThƩorique, UniversitƩ Paris-Saclay, CEA and CNRS, 91191 Gif-sur-Yvette, France.
11email: [email protected]
Parrondo games as disordered systems
Jean-Marc Luck
Abstract
Parrondoās paradox refers to the counter-intuitive situation where a winning strategy results from a suitable combination of losing ones. Simple stochastic games exhibiting this paradox have been introduced around the turn of the millennium. The common setting of these Parrondo games is that two rules, and , are played at discrete time steps, following either a periodic pattern or an aperiodic one, be it deterministic or random. These games can be mapped onto 1D random walks. In capital-dependent games, the probabilities of moving right or left depend on the walkerās position modulo some integer . In history-dependent games, each step is correlated with the previous ones. In both cases the gain identifies with the velocity of the walkerās ballistic motion, which depends non-linearly on model parameters, allowing for the possibility of Parrondoās paradox. Calculating the gain involves products of non-commuting Markov matrices, which are somehow analogous to the transfer matrices used in the physics of 1D disordered systems. Elaborating upon this analogy, we study a paradigmatic Parrondo game of each class in the neutral situation where each rule, when played alone, is fair. The main emphasis of this systematic approach is on the dependence of the gain on the remaining parameters and, above all, on the game, i.e., the rule pattern, be it periodic or aperiodic, deterministic or random. One of the most original sides of this work is the identification of weak-contrast regimes for capital-dependent and history-dependent Parrondo games, and a detailed quantitative investigation of the gain in the latter scaling regimes.
1 Introduction
Parrondoās paradox refers to the counter-intuitive situation where a winning strategy results from a suitable combination of losing ones. Simple stochastic games exhibiting this paradox have been introduced by Parrondo and collaborators around the turn of the millenniumĀ [1, 2, 3, 4, 5]. ReferencesĀ [6, 7, 8, 9] provide comprehensive reviews of early developments of Parrondo games, including historical aspects and extensive discussions of their paradoxical nature. Parrondo games were originally devised as discrete analogues of Brownian ratchets. The latter ratchets are extensions of Feynmanās celebrated thermal ratchetĀ [10] to the microscopic scale, aimed at modeling the force-free motion of molecular motorsĀ [11, 12, 13]. Flashing Brownian ratchets consist of a point particle undergoing Brownian diffusion on the line under the effect of a periodic potential which is both spatially asymmetric and periodically modulated in time. The interplay of these two properties breaks detailed balance. Under generic circumstances, it yields a rectification of thermal noise and induces a steady ballistic motion of the particle (seeĀ [14, 15] for reviews).
Parrondo games belong to the realm of Markovian games of chance. The usual setting is that two stochastic rules, denoted as and , are played at discrete time steps in a specific order, following a periodic pattern such as or an aperiodic one, either deterministic or random. It is advantageous to describe Parrondo games within the framework of a random walker occupying the sites of an infinite 1D lattice and moving to neighboring sites at discrete time steps according to the above stochastic rules. The discrete position of the walker at integer time identifies with the capital of the player. In the generic situation where the walkerās motion is ballistic, its velocity yields the gain of the player per time step:
[TABLE]
Parrondoās paradox holds whenever the chosen game (rule pattern) yields a positive gain, whereas each rule, when played alone, either is fair or has a negativeĀ gain:
[TABLE]
There are two main classes of Parrondo games. The first class is referred to as capital-dependent games. The rules, either or or both, depend explicitly on the walkerās position (i.e., the playerās capital)Ā , where is some fixed integer111 is the rest of the Euclidean division of by .. The game originally proposed by ParrondoĀ [1, 2, 3, 4] corresponds to . Parrondoās paradox also holds for some specific models with , where Rule depends on the parity of the playerās capitalĀ [16, 17]. A second class of Parrondo games, referred to as history-dependent gamesĀ [5, 18, 19], has also been considered, even though it has not become as popular as capital-dependent games. There, the complexity of the dynamics originates in a memory effect between successive steps. The probability for the walker to move right or left is now independent of its position , but it depends on the previous steps, in a way that is different for RulesĀ and . Parrondoās paradox already holds in some cases for , and more generally for Ā [16].
Consider for the time being a random walker on an infinite 1D lattice, with time-dependent probabilities of moving to neighboring sites. Let (resp.Ā ) be the probability that the walker moves to the right (resp.Ā to the left) at time . The mean position of the walker at timeĀ reads
[TABLE]
This expression only depends on the sum of the probability differences , and not on the order in which single steps are performed. In other words, elementary steps commute with each other. In the case of an annealed disorder, where the time-dependent probabilities are themselves drawn from some distribution, the velocity of the walker is self-averaging and reads
[TABLE]
The notations for averages used throughout this paper follow the usual conventions of the theory of disordered systems. Brackets, , denote an average over realizations of the Markov process, i.e., over histories of the random walker, whereas a bar, , denotes an annealed average over the distribution of the probabilities defining the Markov process, whenever the latter are themselves random.
In the case of Parrondo games, the existence of internal degrees of freedom (the walkerās position for capital-dependent games, or the previous steps for history-dependent games) makes the corresponding random walk non-trivial. The gain , i.e., the walkerās velocity, depends non-linearly on model parameters, allowing for the possibility of Parrondoās paradox, defined by the inequalitiesĀ (2). Parrondo games can be viewed as inhomogeneous Markov chainsĀ [6, 7, 8], whose study involves products of non-commuting Markov matrices acting on a finite-dimensional linear space with dimension
[TABLE]
encoding internal degrees of freedom. These products of Markov matrices are somehow temporal analogues of the spatial products of non-commuting transfer matrices that are ubiquitous in investigations of 1D disordered systems (seeĀ [20, 21, 22, 23, 24, 25] for reviews).
The goal of the present work is to elaborate on this analogy and to study Parrondo games by means of various analytical techniques freely inspired by the theory ofĀ 1D disordered systems. This line of thought allows us to deal with capital-dependent and history-dependent games on the same footing, and yields a wealth of new results on both classes of Parrondo games. We consider capital-dependent games in SectionsĀ 2 andĀ 3 and history-dependent games in SectionsĀ 4 andĀ 5. We choose for definiteness to work with one paradigmatic example of each class. Most of the time, we focus our attention onto the neutral situation where each rule, when played alone, is fair (). The main emphasis of this systematic approach is on the dependence of the gain on the remaining free parameters and, more importantly, on the game, i.e., the rule pattern, be it periodic or aperiodic, deterministic or random. One of the most original sides of this work is the identification of a weak-contrast scaling regime and its systematic investigation for both classes of games (SectionsĀ 3 andĀ 5). SectionĀ 6 contains a brief overview.
2 Capital-dependent games
2.1 Generalities
The game originally proposed by ParrondoĀ [1, 2, 3, 4] is a prototypical example of a capital-dependent game with , where rules depend on the playerās capital (i.e., of the walkerās position) mod 3. It is sufficient to monitor the dynamics of the walker in the three-dimensional internal space parametrized by its position . Within this framework, the most general Markovian stochastic rule is depicted in FigureĀ 1 and corresponds to the Markov matrix
[TABLE]
with the notation .
The standard body of knowledge on Markov chains can be found in the classical referencesĀ [26, 27, 28, 29, 30, 31]. Hereafter we not pretend at any mathematical rigor. We shall only need the following general result: the unique ergodicity of a discrete-time Markov chain, i.e., essentially the uniqueness of its stationary state, is ensured by the fact that the corresponding Markov matrix has a simple (i.e., non-degenerate) unit eigenvalue, while all other eigenvalues are strictly less than unity in modulus.
We introduce the time-dependent state vector
[TABLE]
where , and are the probabilities that the walkerās position at time is respectively 0, 1 and 2.
Parrondoās historical game consists of a combination of the following rulesĀ [1, 2, 3, 4].
RuleĀ . The three probabilities are equal: . If RuleĀ is played at timeĀ , we have
[TABLE]
with
[TABLE]
If RuleĀ is played alone, the walker executes a uniformly biased random walk. Its stationary state , such that
[TABLE]
is uniform:
[TABLE]
We have
[TABLE]
where the current vector reads
[TABLE]
and so
[TABLE]
RuleĀ . It is defined by setting , keeping andĀ as free parameters. If RuleĀ is played at timeĀ , we have
[TABLE]
with
[TABLE]
If RuleĀ is played alone, the stationary state of the system is described by the normalized eigenvector associated with the unit eigenvalue ofĀ , such that
[TABLE]
We thus obtain
[TABLE]
with
[TABLE]
and
[TABLE]
We have
[TABLE]
where the current vector reads
[TABLE]
and so
[TABLE]
The Markov matrices and generically do not commute with each other. We have indeed
[TABLE]
The commutator vanishes only for , i.e., when each rule corresponds to a uniformly biased random walk, so that the dynamics in internal space can be forgotten.
Hereafter the main focus will be on the neutral situation where each rule, when played alone, is fair (). In this situation, a given game, such as e.g.Ā the periodic game , exhibits Parrondoās paradox whenever the corresponding gain, denoted , is positive (seeĀ (2)). The condition that RuleĀ is fair reads
[TABLE]
expressing that the corresponding random walk is unbiased, i.e., symmetric. The condition that RuleĀ is fair yields a relation between and ,
[TABLE]
leaving one free parameter. It is advantageous to choose the parametrization
[TABLE]
where the contrast parameter in the range provides a measure of the difference between both rules. The expression (24) becomes
[TABLE]
We close this section by a discussion of symmetries.
Parity, i.e., the change of sign of the walkerās position (), corresponds to changing the orientation of the circle shown in FigureĀ 1. It therefore amounts to exchanging the probabilities as for RuleĀ , and , for RuleĀ . In the neutral situation, this amounts to changingĀ into its opposite (). The gainĀ is therefore an odd function of , irrespective of the game.
Time reversal amounts to the sole reversal of the order of letters for a general game of finite duration, such as
[TABLE]
The model is indeed simple enough to ensure that each rule is reversible, i.e., coincides with its own time-reversed, as soon as it is fair. This is obvious for RuleĀ . For RuleĀ , the expression (23) shows that the condition for to vanish is . This is nothing but Kolmogorovās criterion for the Markov chain defining RuleĀ to be reversible (see e.g.Ā [30, 31]). There is indeed only one non-trivial cycle (see FigureĀ 1), and so Kolmogorovās criterion amounts to one single equation. As a consequence of the above, the gain is left unchanged under a reversal of the game, i.e., of the rule pattern, such as (29).
2.2 Random games
The first situation demonstrating Parrondoās paradox is that of an (infinitely long) random game, where at each time step RuleĀ is chosen with probability and RuleĀ with the complementary probability . In the following, we are only interested in the average gain of this random game, and so it is sufficient to know the average state vector . The present problem is therefore easier than the investigation of usual 1D disordered systems, which requires the evaluation of the Lyapunov exponent of a matrix product (seeĀ [20, 21, 22, 23, 24, 25] for reviews). The time-dependent average state vector obeys a recursion of the form
[TABLE]
where the average Markov matrix,
[TABLE]
has the same functional form as , albeit with effective parametersĀ [7, 8]
[TABLE]
The average gain of the random game is obtained by replacing in (23) and by the above effective values.
For the uniformly random game (), where at each time step RulesĀ and are chosen with equal probabilities, we obtain
[TABLE]
with
[TABLE]
The expression (33) allows one to measure how rare is Parrondoās paradox. In the present setting, it is natural to define the probability of observing Parrondoās paradox as the volume of the three-dimensional domain in space such that the inequalities (2) hold, with given byĀ (33). A numerical integration yields
[TABLE]
This very small number is in perfect agreement with an earlier estimateĀ [32].
From now on, until the end of SectionĀ 3, we restrict the analysis to capital-dependent Parrondo games in the neutral situation where both rules, when played alone, are fair (), Using the parametrization (25), (27), we obtain the following expression for the average gain:
[TABLE]
The above result exhibits several features of interest. It is an odd function of the contrast parameter , as expected from the above considerations on parity. The average gain has the sign of , irrespective of . Parrondoās paradox therefore holds for all and all non-trivial probabilities (). There is no discrepancy with the tininess of the probability (35), since we have fixed two of the three model parameters by focussing our attention onto the neutral situation. The average gain vanishes as and , where random games respectively degenerate to RuleĀ and RuleĀ . It reaches its absolute maximum,
[TABLE]
for
[TABLE]
and . The latter limit is however singular, as it corresponds to and . In this limit, the Markov matrix looses the property of unique ergodicity, as its eigenvalues become 0 and .
In the weak-contrast regime (), the average gain vanishes cubically. We shall see in SectionĀ 3 that this cubic law holds for arbitrary games. We are thus led to introduce the gain amplitude (or amplitude, for short)
[TABLE]
For random games, the expression (36) yields
[TABLE]
For the uniformly random game (), the average amplitude reads
[TABLE]
When the probability of choosing RuleĀ varies betweenĀ 0 and 1, the amplitude (40) reaches its maximum
[TABLE]
for
[TABLE]
2.3 Periodic games
In this section we consider periodic games, i.e., periodic rule patterns, defined by the infinite repetition of a unit cell of length , like e.g.Ā , which has period . We shall alternatively consider as a word consisting ofĀ letters, or , and introduce the symbols
[TABLE]
according to whether the th letter in is or . The stationary state of the game has the same periodĀ as the game itself. It is encoded in state vectors obeying
[TABLE]
with periodic boundary conditions (). The associated gain reads
[TABLE]
where the current vectors and are evaluated in the neutral situation, with parametersĀ (25),Ā (27), i.e.,
[TABLE]
The recursion (45) amounts to a system of linear equations, whose solution may be obtained by means of a computer algebra system such as MACSYMA. The complexity of the expressions of the gain however grows very rapidly with the period . We recall that the gain is invariant under cyclic permutations and reversal of the unit cell. Its expressions for all games with periods 2 andĀ 3 are given below.
. There is only one non-trivial unit cell with periodĀ 2, namely . The corresponding gain vanishesĀ [19]:
[TABLE]
This result comes as a surprise, as it is not dictated by any obvious symmetry.
. There are two inequivalent unit cells with period 3. The corresponding gains read
[TABLE]
The above expressions demonstrate that the gain vanishes cubically in the weak-contrast regime (), which will be the subject of SectionĀ 3. The corresponding amplitudes , and (seeĀ (39)) are listed in the first three lines of TableĀ 1.
3 Weak-contrast scaling regime of capital-dependent games
3.1 Generalities
In the weak-contrast scaling regime (), both rules are close to symmetric random walks, so that state vectors are expected to become close to the uniform one, given byĀ (11). It can indeed be checked, in full generality, that the differences between or and are of orderĀ , whereas the difference between and is of order , and the resulting gain is of orderĀ .
Hereafter we use the shorthand notation
[TABLE]
Let us focus for a while our attention onto periodic games, considered in SectionĀ 2.3. The matrix recursion (45) between state vectors boils down to two coupled linear recursions for the rescaled co-ordinates
[TABLE]
namely
[TABLE]
with periodic boundary conditions (, ). The gain amplitude (seeĀ (39)) reads
[TABLE]
The recursionsĀ (54),Ā (55) are instrumental in the investigation of the weak-contrast regime. Their key property is the occurrence of the uniform damping factor , whereas the rule pattern, encoded in the symbol or 1, according to (44), enters linearly. The above formalism extends to aperiodic games, either deterministic or random (see SectionĀ 3.4).
3.2 Random games
As a first application of the above formalism, let us revisit random games, already considered in SectionĀ 2.2. InĀ (55),Ā and are statistically independent, and we have . The stationary averages and therefore obey
[TABLE]
hence
[TABLE]
and
[TABLE]
The result (40) is thus recovered.
3.3 Periodic games
We now turn to the case of periodic games, already considered in SectionĀ 2.3. The explicit solution to (54), (55) with periodic boundary conditions reads
[TABLE]
Inserting the latter expression for into (56), we obtain after some algebra
[TABLE]
In the above, all indices of symbols are to be understood mod .
The resultĀ (63) provides an explicit expression of the gain of Parrondoās historical game for an arbitrary periodic rule pattern in the weak-contrast regime. The cyclic and reversal invariance of the gain appear manifestly. The extension of the above result to aperiodic games will be considered in SectionĀ 3.4.
For the time being we keep the focus onto periodic games. For a given period , (63) shows that all amplitudes are rational numbers whose denominator divides . In the case where the unit cellĀ consists of only two blocks,
[TABLE]
with arbitrary integers , , so that , the expression (63) simplifies to
[TABLE]
When both block lengths and become large, the amplitude falls off as
[TABLE]
up to exponentially small corrections. This decay law in can be interpreted as follows. Both rules and are fair, and so only the interfaces between blocks yield some gain. More generally, when one of the block lengths gets large, the other one being kept finite, (3.3) yields
[TABLE]
for at fixed , and
[TABLE]
for at fixed . Both sequences and converge to , consistently with (66), with exponentially damped oscillations. The smallest of them are and , whereas the largest read .
We now turn to general features of interest exhibited by the gain amplitudes of periodic games. The dependence of on the unit cell defining the periodic game appears to be very intricate in general. The result (3.3) indeed virtually exhausts all cases where (63) yields manageable closed-form expression.
TableĀ 1 gives the exact rational and numerical expressions of the gain amplitude for all periodic games with primitive222The primitive period of a periodic sequence is its smallest positive period. period . The explicit result (3.3) yieldsĀ 15 of the 20 expressions given there, whereas the remaining five cases need a specific evaluation of the triple sum entering (63). The last column gives the corresponding rotation number of the cut-and-project sequence (see SectionĀ 3.4.2), when applicable.
For a given ā not necessarily primitive ā period , theĀ possible unit cells of lengthĀ can be enumerated by means of a computer routine, and the associated amplitudes evaluated by usingĀ (63). The finite-size average amplitude , obtained as a flat average of the values of thus generated, is shown in FigureĀ 2 against period . The last point involves different games. The plotted quantity oscillates as a function of the period. These finite-size effects are however exponentially damped, and so converges very fast to the asymptotic limit , consistently with (41).
Let us now investigate which game yields the largest Parrondo effect, i.e., the largest gain amplitude. The maximal amplitude among all periodic games with given period is shown in FigureĀ 3 against . For the sake of clarity, the plotted range has been limited to . The amplitude of the periodic game with periodĀ 5 and unit cell ,Ā i.e.,
[TABLE]
(see TableĀ 1), appears as the absolute maximum of the gain amplitudes of all games, irrespective of their periods. Whenever the period is a multiple of 5, the absolute maximum is reached for the game whose unit cell is a repetition of times . If is not a multiple ofĀ 5, there are suboptimal periodic games whose gains converge, albeit rather slowly, to (69).
We make a digression out of the weak-contrast regime to mention that the periodic game yields the highest gain for all values of the contrast parameterĀ . Its gain in the limit, i.e.,
[TABLE]
is the absolute maximal gain of the model in the neutral situation where each rule, when played alone, is fair (). The limit is however singular (see belowĀ (38)). The universal optimality of the game was already demonstrated by DinisĀ [33] by means of an algorithmic approach based upon backward induction.
It is interesting to notice that the values of yielding the maximal gain of random games, given by (38) for and (43) for , are very close to , characteristic of the optimal periodic game . The gains achieved by those optimal random games are however far below the truly optimal values, given by (70) for and (69) for .
3.4 Aperiodic games
The expression (63) for the gain amplitude extends to any aperiodic game, either deterministic or random. Taking formally the limit, forgetting about boundary conditions, we obtain
[TABLE]
In this expression,
[TABLE]
is the density of letters , i.e., the fraction of steps where RuleĀ is chosen, whereas
[TABLE]
are the three-point correlation functions of the distribution of letters , depending on two distances and . The damping factor ensures an exponential convergence of (71) for all aperiodic games with well-defined translationally invariant correlations.
Hereafter we consider two examples of aperiodic games in more detail. Games generated by chaotic dynamical systems have already been considered in the pastĀ [34]. The following examples are more directly inspired by the physics of 1D systems. The first example (SectionĀ 3.4.1) consists of an enrichment of the random games considered in SectionĀ 3.2 by the introduction of a memory kernel. The gain amplitude exhibits a smooth dependence on parameters (see FigureĀ 5). The second example (SectionĀ 3.4.2) is based on quasiperiodic cut-and-project sequences. The amplitude has an irregular dependence on parameters (see FigureĀ 7).
3.4.1 Random games with Markovian memory
In SectionsĀ 2.2 andĀ 3.2 we have considered random games where at each time step the rule is chosen at random, irrespective of past and future. In other words, the symbolsĀ introduced in (44) are independent random variables.
The goal of this section is to consider a richer type of random games based on random sequences with Markovian memory, where at each step the rule is chosen with probabilities depending on the rule at the previous step. This setting allows two free parameters, namely the probabilities and , such that333Here and throughout the following, w.Ā p.Ā is a shorthand for āwith probabilityā.
[TABLE]
In other words the game, i.e., the rule pattern, is generated by an auxiliary Markov chain, whereas each rule, either or , itself amounts to a Markov chain ā as before. The above setting can be encoded into the Markov matrix
[TABLE]
The stationary state of the auxiliary Markov process is described by the eigenvector such that , i.e.,
[TABLE]
We have therefore
[TABLE]
The second eigenvalue of the Markov matrix , characterizing the range of the memory effect, reads
[TABLE]
In order to determine correlation functions, an explicit representation of powers of is required. We have
[TABLE]
with and , and so
[TABLE]
The Markovian property of the sequence defining the random game implies
[TABLE]
Inserting this expression into (71), the double sum boils down to geometric series. We are thus left with the explicit result
[TABLE]
The amplitude vanishes as and , where random games respectively become RuleĀ and RuleĀ . The random games considered in SectionsĀ 2.2 andĀ 3.2 correspond to an absence of memory, i.e., . The resultĀ (40) is thus recovered for the third time.
FigureĀ 4 shows the parameter space of random sequences with Markovian memory. Allowed values of density and memory rate lie inside the black curve. For , where successive symbols are positively correlated, all values of the density can be realized. The gain vanishes linearly as , i.e., when the mean block length diverges. For , where successive symbols are negatively correlated, only a limited range of densities, i.e.,
[TABLE]
can be realized. The upper (resp.Ā lower) bound corresponds to (resp.Ā ), where letters (resp.Ā ) are isolated. In the limit, the range shrinks to the single point , where the random game reduces to the periodic game .
FigureĀ 5 shows the dependence of the amplitudeĀ on the density of letters , as given by (82), for several values of the memory rate .
For fixed , reaches its maximum
[TABLE]
for
[TABLE]
The dependence of this optimal density on is shown in FigureĀ 4 as a red curve. The latter leaves the range of allowed densities as it hits the boundary for , i.e., and , where .
The gain amplitude however reaches a slightly higher absolute maximum,
[TABLE]
somewhere further along the boundary, i.e., for
[TABLE]
This optimal point is shown as blue square symbols in FiguresĀ 4 andĀ 5.
3.4.2 Cut-and-project quasiperiodic games
Our second example of aperiodic games is very different in spirit. It is generated by the deterministic quasiperiodic cut-and-project sequences. These sequences, investigated first by de BruijnĀ [35], are in correspondence with irrational numbersĀ . They have been extensively used to build model quasiperiodic structures that are 1D analogues of quasicrystals. In particular, for and , where is the golden mean, Fibonacci sequences are obtained, which are germane to the first icosahedral quasicrystals, discovered inĀ 1984Ā [36] (seeĀ [37, 38] for overviews). Since then, much attention has been paid to cut-and-project and other deterministic aperiodic sequences and to various physical models based upon these structures (seeĀ [39, 40] for reviews).
The cut-and-project sequence is based on an irrational rotation number in the range . Consider the points obtained by rotating around the unit circle in discrete steps by the angle , measured in revolutions, i.e., in units of . The angle reached after steps reads
[TABLE]
where is the fractional part of a real number , with being its integer part. The binary cut-and-project sequence of symbols is defined by setting
[TABLE]
where
[TABLE]
In other words, we have if the angle is in the interval , and otherwise.
We consider the infinitely long Parrondo game defined by choosing RuleĀ (resp.Ā RuleĀ ) at step if (resp.Ā ), consistently with (44). For all irrational rotation numbers , the sequence is uniformly distributed over , so that the density of letters , i.e., the fraction of steps where RuleĀ is chosen, reads
[TABLE]
The fluctuations in the letter numbers, measured by the differences
[TABLE]
belong to the interval . They are therefore bounded, whereas they would typically grow as for a random sequence.
The correlation function is given by the length of the set of values of such that the three numbers , and all belong to . The construction of this set is sketched in FigureĀ 6, with the notations
[TABLE]
The expression
[TABLE]
synthesizes the six different possible orders between the four points , , and (we have always and ).
FigureĀ 7 shows the gain amplitudeĀ against the rotation number of the cut-and-project game, as obtained by inserting the expressions (92) and (95) into (71), evaluating individual terms and performing the sum numerically.
The amplitude appears to be a continuous function ofĀ , exhibiting cusps at rational values of , around which it varies linearly, albeit with two different slopes to the left and to the right. If goes to a rational , assumed irreducible, the corresponding sequence becomes periodic, with periodĀ . Only a very specific subset of periodic sequences is attained in this way. The last column of TableĀ 1 gives the values ofĀ corresponding to all periodic games thus obtained with primitive periods . The corresponding data points are shown as blue symbols in FigureĀ 7. The amplitude vanishes only for (RuleĀ ), (RuleĀ ) and (periodic game ). It reaches its maximum (seeĀ (69)) for .
The amplitude vanishes linearly in the vicinity of both endpoints ( and ), up to exponentially small deviations. For , the smallest distances yielding a non-zero three-point correlation function are . A similar line of reasoning applies to as well. We thus obtain the estimates
[TABLE]
4 History-dependent games
4.1 Generalities
We now turn to history-dependent Parrondo gamesĀ [5, 18, 19]. In this second class of games, the walker moves either right or left at step , i.e., its th step
[TABLE]
is chosen to be either or , with probabilities which are independent of its position , but depend on theĀ previous steps, in a way that is different for RulesĀ and .
Hereafter we restrict the analysis to the smallest relevant memory range, i.e., . It is sufficient to characterize the system by the four-dimensional time-dependent state vector
[TABLE]
with
[TABLE]
The mean displacement during the th step reads
[TABLE]
where the displacement vector reads
[TABLE]
The expressionĀ (1) of the gain therefore translates to
[TABLE]
The usual class of history-dependent Parrondo games consists of a combination of the following rulesĀ [5, 18, 19].
RuleĀ . This rule coincides with RuleĀ in capital-dependent games. In the present setting, each step is chosen according to
[TABLE]
irrespective of the past, where the notation is consistent with SectionsĀ 2 andĀ 3. Therefore, if RuleĀ is played at time , we have
[TABLE]
with
[TABLE]
If RuleĀ is played alone, the walker executes a uniformly biased random walk. Its stationary state reads
[TABLE]
We have (seeĀ (103))
[TABLE]
i.e.,
[TABLE]
consistently withĀ (14).
RuleĀ . This is the most general rule with memory range , If RuleĀ is played at timeĀ , the displacement is chosen according to the following stochastic rules, depending on the two previous steps :
[TABLE]
with the notation . The are considered as four free parameters.
We have therefore
[TABLE]
with
[TABLE]
If RuleĀ is played alone, the stationary state of the system reads
[TABLE]
with
[TABLE]
and
[TABLE]
We have (seeĀ (103))
[TABLE]
i.e.,
[TABLE]
Hereafter the main focus will again be on the neutral situation where each rule, when played alone, is fair (). The condition for RuleĀ to be fair is againĀ (25), expressing that the corresponding random walk is symmetric. The condition that RuleĀ is fair reads
[TABLE]
This non-linear relation leaves three free parameters. We choose the parametrization
[TABLE]
and introduce for further convenience the logarithmic co-ordinates
[TABLE]
FigureĀ 8 shows the parameter space of the neutral situation in the () plane, for a fixed value of in the range . Allowed parameter values lie inside a square with vertices C, E, F and H. The edges of the square correspond to limiting cases: we have along CE, along EF, along FH and along HC. Symbols and refer to the sign of the gain (see belowĀ (126)). The midpoints D (, , ) and G (, , ) of the edges CE and FH play a part in the subsequent discussion.
Parity, i.e., the change of sign of the walkerās position (), amounts to exchanging parameters according to for RuleĀ , and for RuleĀ , , i.e., or . Parity therefore amounts to a reflection of FigureĀ 8 with respect to its horizontal -axis. No symmetry is associated with the reflection of FigureĀ 8 with respect to its vertical -axis. Moreover, at variance with the capital-dependent games considered in SectionsĀ 2 andĀ 3, the history-dependent Parrondo games considered here do not exhibit any simple transformation under time reversal.
4.2 Random games
The first situation of interest demonstrating Parrondoās paradox is again that of random games, where at each time step RuleĀ is chosen with probability and RuleĀ with the complementary probability . In order to determine the average gain of random games, it is sufficient to know the stationary average state vector . The average Markov matrix (seeĀ (31)) again has the same functional form as , with effective parameters
[TABLE]
The average gain is obtained by replacing all parameters entering (117) by the above effective values.
For the uniformly random game (), where at each time step RulesĀ and are chosen with equal probabilities, we thus obtain
[TABLE]
with
[TABLE]
The expression (122) again allows one to measure the rarity of Parrondoās paradox. We define the probability of observing Parrondoās paradox as the volume of the five-dimensional domain in space such that the inequalities (2) hold, with given byĀ (122). A numerical integration again yields a very small number (seeĀ (35))
[TABLE]
From now on, we restrict the analysis to history-dependent Parrondo games in the neutral situation where each rule, when played alone, is fair (). Using the parametrization (25), (119), we obtain the following expression for the average gain:
[TABLE]
with
[TABLE]
The expression (125) shows that the gain has the sign of the product , i.e., equivalently, of the product , irrespective of and of the probability . Therefore, in the neutral situation under consideration, Parrondoās paradox holds in one half of parameter space, i.e., in the two regions marked by signs in FigureĀ 8. The average gain vanishes as and , where random games respectively degenerate to RuleĀ and RuleĀ . It reaches its absolute maximum,
[TABLE]
in the limit where and simultaneously. More precisely, for a fixed small value ofĀ , the average gain reaches its maximum with respect to , and for
[TABLE]
The corresponding point in FigureĀ 8 is along the edge FH and close to its midpointĀ G. This maximum reads
[TABLE]
so that (127) is attained in the limit. This limit is however singular ā irrespective of the parameters andĀ , provided they remain in the allowed range ā as another eigenvalue of the Markov matrix goes to unity, so that the latter matrix loses its property of unique ergodicity.
The weak-contrast scaling regime is defined by the conditions that both parametersĀ and are close to unity, i.e., that and are simultaneously small. This scaling regime therefore corresponds to zooming on the center of FigureĀ 8. At variance with the situation of capital-dependent games, in the present case the weak-contrast regime keeps one free parameter, . For random games, the expressionĀ (125) for the average gain vanishes proportionally to . We shall see in SectionĀ 5 that a similar scaling holds for arbitrary games. We are thus led to introduce the gain amplitude
[TABLE]
For random games, (125) yields
[TABLE]
For the uniformly random game (), this reads
[TABLE]
When the probability of choosing RuleĀ varies betweenĀ 0 and 1, the amplitude (131) reaches its maximum
[TABLE]
for
[TABLE]
4.3 Periodic games
We now turn to periodic games, defined by the periodic repetition of a unit cell of length . Here, too, the stationary state of the game has the same periodĀ as the game itself. It is encoded in state vectors obeying
[TABLE]
with the notation (44), and with periodic boundary conditions (). The associated gain reads
[TABLE]
(see (103)). The recursion (135) amounts to a system ofĀ linear equations. The complexity of the expressions of the gain again grows very rapidly with the period . The gain is invariant under cyclic permutations, but not under reversal of the unit cell. Its expressions for periods 2 andĀ 3 are as follows.
. There is only one unit cell with period 2. The corresponding gain reads
[TABLE]
. There are two unit cells with period 3. The corresponding gains read
[TABLE]
with
[TABLE]
The above expressions demonstrate that the gain vanishes proportionally to , i.e., to in the weak-contrast regime. The corresponding gain amplitudes (seeĀ (130)) are listed in the first three lines of TableĀ 2.
5 Weak-contrast scaling regime of history-dependent games
5.1 Generalities
The problem again simplifies in the weak-contrast regime (). Hereafter we use the shorthand notation
[TABLE]
so that translates to .
For the periodic games considered in SectionĀ 4.3, the matrix recursion (135) boils down to two coupled linear recursion relations for the rescaled co-ordinates
[TABLE]
namely, with the notation (44):
[TABLE]
with periodic boundary conditions (, ). The gain amplitude (seeĀ (130)) reads
[TABLE]
Here, too, the above formalism extends to aperiodic games (see SectionĀ 5.4).
There are analogies and differences between the studies of the weak-contrast regimes exposed in SectionsĀ 3.1 andĀ 5.1. The main difference is that in (54), (55) the damping factor is uniform and the variable encoding the rule applied at step enters linearly, whereas the full structure of the recursions (144), (145) depends onĀ .
5.2 Random games
As a first application of the above formalism, let us revisit random games, considered in SectionĀ 4.2. As a consequence of (144), (145), the stationary averagesĀ and obey
[TABLE]
hence
[TABLE]
The result (131) is thus recovered.
5.3 Periodic games
We now revisit the situation of periodic games, considered in SectionĀ 4.3. At variance with (54), (55), where the variable enters linearly, allowing for the explicit solution (63), in the present situation (144), (145) cannot be solved in closed form for periodic games with arbitrary unit cellĀ .
An explicit formula for the gain amplitude can however be obtained in the case where the unit cell consists of only two blocks (seeĀ (64)), i.e.,
[TABLE]
with , and . The form of the result depends on whetherĀ is one or larger, and on the parity of . Omitting details, we obtain
[TABLE]
When both blocks lengths and become simultaneously large, the amplitude falls off as
[TABLE]
up to exponentially small corrections. This fall-off can again be interpreted by stating that only the interfaces between blocks yield some gain.
We now turn to general features of interest exhibited by the amplitudes of periodic games. The dependence of the amplitude on the unit cell again appears to be very intricate in general. TableĀ 2 gives the product for all periodic games with primitive period . The explicit results (152)ā(155) yield 15 of the 21 expressions given there, whereas the remaining six cases require a specific solution of the recursion (144), (145).
The following characteristics emerge from the results listed in TableĀ 2. For all periodic games, the product is a polynomial in with integer coefficients. At variance with the case of capital-dependent games, the gain amplitude is not invariant under time reversal. The two unit cells of period 6 marked by asterisks are the shortest ones exhibiting this lack of symmetry. They are time-reversed of each other and have different amplitudes.
The situation where , i.e., , is very special. Indeed, for both RuleĀ and RuleĀ correspond to symmetric random walks. This is the only case where an exact expression of the gain amplitude can be obtained for all periodic games, namely
[TABLE]
where is the number of blocks of letters (or, equivalently, of blocks of letters ) in the unit cell . In other words,Ā is the number of interfaces between blocks per period.
The maximal gain amplitude is reached for either the first or the second of the periodic games listed in TableĀ 2, according to values of , namely
[TABLE]
It has been checked by means of an exhaustive enumeration that no higher gain is reached for periods up to . For , the above result is a consequence ofĀ (157), as the ratio reaches its maximum for the periodic game . It however comes as a surprise thatĀ remains the optimal game over three quarters of the range of the parameter .
We again make a digression out of the weak-contrast regime in order to look at the maximal gain of the history-dependent Parrondo game all over its parameter space. For fixedĀ , the periodic games and reach their respective highest gain, namely
[TABLE]
at both midpoints D andĀ G (see FigureĀ 8). For fixed in the range , the maximal gain ā overĀ and and over all possible rule patterns ā is always the larger of both expressions given inĀ (159). The situation is however different for . There, the optimal periodic game undergoes an infinite sequence of transitions towards longer and longer periods as becomes smaller and smaller. The absolute maximal gain is given by
[TABLE]
This limiting value was already encountered in the framework of random games (seeĀ (127)). It is approached in the coupled singular limit where , whereas the periods of optimal rule patterns diverge.
5.4 Aperiodic games
The formalism of SectionĀ 5.1 extends to any aperiodic game, either deterministic or random. We do not have any analytical result such as (71). Nevertheless, the recursions (144), (145) can be iterated by numerical means for any given aperiodic sequence. Because of the exponential damping property of these recursions, very accurate numerical values of the amplitude can be obtained, especially in situations where the fluctuations defined inĀ (93) are small.
We again consider the cut-and-project aperiodic game introduced in SectionĀ 3.4.2. FigureĀ 9 shows plots of the gain amplitude against the rotation number defining the cut-and-project sequence, for several values of the parameter . Curves for and are shown in two separate panels, for the sake of clarity.
For , the result (157) translates to
[TABLE]
The corresponding triangular shape is shown in black in both panels of FigureĀ 9. For , all lettersĀ are isolated and separated from each other by at least two letters . Setting in the expression (155), we predict that each letter in the sequence brings a contribution to the gain. We thus obtain the linear law
[TABLE]
that is clearly visible to the left of the vertical dashed lines in both panels of FigureĀ 9. As a general rule, the dependence of the amplitude on the rotation number exhibits more and more pronounced fine details as grows, i.e., as departs from on both sides. Red curves correspond to the largest values ofĀ , namely ( in the upper panel, and ( in the lower panel.
FigureĀ 10 shows the dependence of the amplitudeĀ on the parameter for four typical irrational rotation numbers: , , , . The first two numbers are related to Fibonacci (or golden-mean) sequences, the last two to octonacci (or silver-mean) sequences (seeĀ [37, 38] for overviews). The amplitude of the uniformly random game (seeĀ (132)) and the maximal amplitude (seeĀ (158)) are also shown for comparison.
6 Overview
This paper is aimed at being part of a special issue on the theory of disordered systems. It has been written in a fully self-contained manner. Of course, we have no claim to compete with either historicalĀ [6, 7, 8, 9] or very recentĀ [41] reviews on Parrondo games and Parrondoās paradox. Our motivation was to draw on the analogy between the temporal products of non-commuting Markov matrices involved in the study of Parrondo games and the spatial products of non-commuting transfer matrices which are ubiquitous in the physics of 1D disordered systems. There are many similarities as well as differences between both situations. The most salient common feature is that the non-commutativity of the matrix products ascribes a crucial role to the order of factors, representing either the rule pattern in Parrondo games or the positions of impurities in disordered chains. Markov matrices however enjoy a very specific property. They conserve probability, and so the entries of products of Markov matrices are bounded by unity. The concept of Lyapunov exponent, which is otherwise central in most situations involving products of random matrices, is therefore virtually useless in the present setting.
The investigations of Parrondo games reported here have been freely inspired by the theory of 1D disordered systems. We have dealt with both capital-dependent and history-dependent Parrondo games on the same footing in a systematic way, by means of a mapping onto a random walker on the 1D lattice. Within this unifying framework, the gain of the player identifies with the velocity of the walkerās ballistic motion. For definiteness, we have chosen one paradigmatic game in each class, and focussed our attention onto the neutral situation where each rule, when played alone, is fair (). The main emphasis is on the dependence of the gain on the remaining free parameters and, more importantly, on the game, i.e., the rule pattern, be it periodic or aperiodic, deterministic or random.
One of the most original sides of this work is the identification of weak-contrast regimes for both classes of Parrondo games considered here, and a detailed quantitative investigation of the gain in the latter scaling regimes. For the capital-dependent game mod 3 introduced in SectionĀ 2, encompassing Parrondoās historical example, one single asymmetry parameter characterizes the neutral situation. The weak-contrast regime, studied in SectionĀ 3, corresponds to , where the gain of a generic game scales as . For the two-step history-dependent game introduced in SectionĀ 4, the neutral situation is richer, as it depends on three parameters. The weak-contrast regime, studied in SectionĀ 5, corresponds to both relevant asymmetry parameters and being simultaneously small. The gain of a generic game now scales as . For both classes of games, the determination of the gain amplitudeĀ has been reduced to the solution of two coupled linear recursions. This reduction allowed us to derive a wealth of novel results on both classes of Parrondo games. It is expected that more complex Parrondo games, with either for capital-dependent games or for history-dependent games, admit weak-contrast scaling regimes in full generality, even though the number of remaining relevant parameters in those regimes grows very fast with the complexity of the game.
The reference list from the paper itself. Each links out to its DOI / PubMed record.
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