n 1983, East Carolina University mathematicians Thomas Chenier and Cathy Vanderford programmed a computer to find a very good strategies in playing Monopoly
In 1983, East Carolina University mathematicians Thomas Chenier and Cathy Vanderford programmed a computer to find a very good strategy in playing Monopoly. They auditioned four fundamental strategies (I believe all these were in simulated two-player games):
1) Bargain Basement. Buy all the unowned property that you simply are able, hoping to prevent your opponent from gaining a monopoly.
2) Two Corners. Buy property between Pennsylvania Railroad and Head To Jail (orange, red, and yellowish), expecting your opponent will be forced to land on one on each trip around the board.
3) Restricted Increase. The two players have not yet split buy property whenever you have the color group in question and $500. Hopefully, this will enable you to grow but retain enough capital once you’ve acquired one to develop a monopoly.
4) Altered Two Corners. This can be the same as Two Corners except that you also buy the Boardwalk-Park Place group.
After 200 games that are simulated, the winner was Controlled Growth, with 33 draws, 79 losses, and 88 wins. Bargain Basement Players tended to lack cash to construct houses, and Two Corners gave a lot of chances to the challenger to build a monopoly and was exposed to interference by the competition, but Modified Two Corners succeeded fairly well. Of the property groups, orange was valuable, dark purple least. And going Returns an important edge.
For everyone here you can expect these suggestions: take it, If your opponent offers you the chance to go first. Buy around the board in a defensive manner (that’s at least one property per group). When trading begins, trade for the Orange Red corner as well as for the Lt. Blue properties. They’re landed on most often and offer the best yield. The railways and utilities offer a good opportunity for the buyer to raise some cash with which he may later develop other properties.