Thought Toys · Chance & inference · Exhibit 38
Start exactly halfway between ruin and the goal, flip a fair coin at every step, and your odds are dead even — 50/50, whatever the distance. Tilt the coin just a little against you and stretch the walk out, and those odds don't just worsen. They collapse.
Set the edge and the distance
A fair coin from halfway is always 50/50.
A walker starts exactly halfway between two walls — ruin at one end, the goal at the other — and takes one step at a time, forward with probability p, back with probability 1−p, until it hits a wall. With a fair coin (p=0.50), the odds of reaching the goal first are exactly 1/2 — and that stays true whether the walk is 10 steps long or 200. Distance doesn't matter when the coin is fair; the symmetry never breaks.
Now tilt the coin. Drag p down to 0.47 — a modest 3-point disadvantage, the kind a casino game might quietly build in — and watch the goal-probability column on the right. At a short distance (10 steps) you're still at 35%, not bad. Stretch the walk to 40 steps and it falls to 8%. At 200 steps it's effectively zero — about six in a million. The same 3-point tilt, just given more room to compound.
That's the whole mechanism behind "the house always wins eventually": no single round needs to feel unfair, and it doesn't have to be a large edge. A long enough game turns any persistent disadvantage, however small, into near-certain ruin. Hit run 2,000 trials to watch the empirical rate confirm the exact number, one simulated walker at a time.
improve/verify/38-drunkards-walk.js): the formula matches
a 200,000-trial Monte Carlo simulation within 1.5% across several (p, N) pairs, and
at p=0.47 the goal-probability strictly falls as N grows (35% → 8.3% → 0.81% →
0.0006%). Counter-example: at p=0.5 exactly, the probability from halfway
stays pinned at exactly 0.5 for every N tested up to 500 — no collapse at all — which
proves the collapse above is caused specifically by the coin being unfair, not by the walk simply being
long.
Also in Chance & inference: Zipf's law →
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