"[The Fruit Loops strategy] rested somewhere between madness and genius, the very act of describing it might drive you mad... [the creator] was one crazy genius."
-Nate Winchester
| Game | Analysis Infomration |
|---|---|
| Casino Table Games | I have done official mathematical analysis for new casino table games as required for Nevada Gaming Regulation 14.230.2c for BYL Enterprises. If you need an analysis for your game, feel free to contact me. |
| Basketball | It is common for basketball teams who are behind to foul their opponents to force them to take free throws. This serves two purposes. First, it prevents the opponent from scoring a three-pointer. Also, it gives them possession of the ball faster using up less of the clock. The downside, however, is that free throws are, on average, 45% more effective at scoring points. In my recent paper of the basketball endgame, I use a model determine exactly when the trailing team should start fouling. Additionally, it has several unexpected results: First, the parity of the clock which determines which team gets the last possession plays an important role in determining the winner. So much so, that it is worth fouling at times to put the clock in your favor. Additionally, and very surprisingly, it is in fact the leading team that should be fouling more often when their lead can support it. |
| Lord of the Rings Trading Card Game | The Fruit Loops strategy is, by far, the most intricate strategy developed in the history of trading card games. Used in the Lord of the Rings Trading Card Game, it involves a 19 (or so)-card combination using a delicate series of repeating (hence the name) hundreds of steps to instantly win the game. I co-created it with Robert Kraftschik Jr.. In 2004, we informed Michael Mendoza about the strategy; he used it to win the first day of a major $10,000 tournament in San Diego before it was unofficially banned for the second day (as players agreed not to use it) and subsequently officially banned. A description of one implementation of the strategy can be found here. (Note, however, this is not the original implementation.) |
| .hack//ENEMY | The objective of the game .hack//ENEMY is to play monsters then score points with monsters by overcoming the opponent's defenses. In 2005, Robert Kraftschik and I devised a strategy with Hidden, Forbidden, Holy Ground which prevents all players from playing monsters. The trick is keeping the opponent from discarding Hidden, Forbidden, Holy Ground. As a result, no players could score points and we would win on tiebreakers. In 2005, we proved its effectiveness by getting to the finals of a large regional championship in Las Vegas during which we tried to win without using Hidden, Forbidden, Holy Ground (... that did not work out so well). Afterwards, the use of Hidden Forbidden, Holy Ground was not allowed in tournament play. |