The Physics of Wall Street: a brief History of Predicting the Unpredictable
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partial information you do receive. Kelly worked out the solution to this problem, provided you want to maximize the long-term growth of the money you start with. As in the example above, where you could make out a t sound but noth- ing else, partial information can be sufficient to give you an advantage over a bookie who is setting odds without any information about how the race turned out. the advantage can be calculated by multiplying the payout — the number b when someone gives you b-to-1 odds — by what you believe is the true probability of winning (based on your par- tial information), and then subtracting the probability of losing (again, based on your partial information). to figure out how much of your starting money to bet, as a fraction of what you have, you divide your advantage by the payout. this gives the equation now called the Kelly criterion or Kelly bet size. the percentage of your money to bet on any given outcome is 94 • t h e p h y s i c s o f wa l l s t r e e t Beating the Dealer • 95 advantage — — — — — payout If your advantage is zero (or negative!), Kelly says not to bet at all; otherwise, bet the fraction of your wealth given by the Kelly criterion. If you always follow this rule, you will be guaranteed to outperform anyone adopting another betting strategy (such as betting it all or betting nothing). one of the most surprising things in Kelly’s paper, something that feels almost mystical, is a proof of what will happen if you follow his rule in a scenario like the horse betting story, where you have a stream of (partial) information coming in: if you always use the Kelly criterion, under certain ideal circumstances your wealth will increase at exactly the rate that information comes in along the line. Information is money. When Shannon showed Kelly’s paper to thorp, the last piece of the blackjack puzzle fell into place. card counting is a process by which you gain information about the deck of cards — you learn how the composition of the deck has changed with each hand. this is just what you need to calculate your advantage, as Kelly proposed. Information flows and your money grows. As thorp and Kimmel made their preparations for reno, Shannon and thorp were collaborating on thorp’s roulette plan. When he heard thorp’s ideas, Shannon was mesmerized, in large part because thorp’s roulette idea combined game theory with Shannon’s real pas- sion: machines. At the heart of the idea was a wearable computer that would perform the necessary calculations for the player. they began testing ideas for how the actual gambling would work, assuming they could make sufficient progress on the prediction algo- rithm. they agreed that it would take more than one person for it to go smoothly, because one person couldn’t focus sufficiently on the wheel to input the necessary data and still be prepared to bet before the ball slowed down and the croupier (roulette’s equivalent of a dealer) an- nounced that betting was closed. So they decided on a two-person scheme. one person would stand near the roulette wheel and watch carefully—ideally while doing something else, so as not to attract at- tention. this person would be wearing the computer, which would be a small device, about the size of a cigarette pack. the input device would be a series of switches hidden in one of the wearer’s shoes. the idea was that the person watching the wheel would tap his foot when the wheel started spinning, and then again when the ball made one full rotation. this would initialize the device and synchronize it to the wheel. Meanwhile, a second person would be sitting at the table, with an earpiece connected to the computer. once the computer had a chance to take the initial speeds of the ball and the rotor into account, it would send a signal to the person at the table indicating how to bet. It was too difficult to predict just what number the ball would fall into, as the calculations for that level of precision were far too complicated. But roulette wheels are separated into eight regions, called octants. each octant has four or five numbers in it, arranged in an order that would seem random to someone who didn’t have the roulette wheel memo- rized. thorp and Shannon discovered that in many cases, they could accurately predict which octant the ball would fall into, narrowing the possible outcomes from thirty-eight to four or five. the computer was designed to indicate whether there was a higher-than-normal chance that the ball would fall into a particular octant. once the person at the table received the signal, he would quickly place bets on the appropri- ate numbers — using a betting system based on the Kelly criterion to decide how much to bet on each. By the summer of 1961, the machine was ready for action. thorp, Shannon, and their wives traveled to Las vegas. Aside from broken wires and the night the earpiece was discovered, the experiment was a (middling) success. Unfortunately, technical difficulties prevented thorp and Shannon from betting any substantial amounts of money, but it was clear that the device did what it was intended to do. With Shannon’s help, thorp had beaten roulette. the trip as a whole, though, proved more stressful than it was worth. Gambling can be tense enough without the constant possibil- ity that burly enforcers will descend on you. Meanwhile, thorp had already received the job offer in new Mexico when the two couples 96 • t h e p h y s i c s o f wa l l s t r e e t |
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