Methodology

Simulation design, skill profiles, and statistical rigor

Game Engine

The simulation is built around a DartsCricketGame class that enforces all standard Cricket rules:

Skill Profiles

Frongello’s original study used a simplified accuracy model. We extend this with probabilistic skill profiles based on real darts performance data.

How throws resolve: When a strategy aims for a target with a specific hit type (e.g., triple 20), the actual outcome is determined by the player’s skill profile. One random draw determines what actually happens — there’s no separate “hit or miss” step.

Three base profiles:

Pro Profile (MPR ~5.6)

Aimed Type Triple Double Single Miss
Triple 41% 20% 25% 14%
Double 40% 35% 25%
Single 96% 4%

Good Profile (MPR ~4.9)

Aimed Type Triple Double Single Miss
Triple 30% 22% 30% 18%
Double 30% 40% 30%
Single 90% 10%

Amateur Profile (MPR ~3.6)

Aimed Type Triple Double Single Miss
Triple 15% 20% 35% 30%
Double 20% 40% 40%
Single 80% 20%

MPR (Marks Per Round) Analysis

MPR is the standard metric for dart player skill. It measures how many marks a player earns per round (3 darts) when aiming at triples.

Formula: MPR = 3 × (T×3 + D×2 + S×1 + M×0)

Where T, D, S, M are the probability of hitting triple, double, single, or missing when aiming for a triple.

Expected MPR by profile

Profile Triple% Formula MPR
Pro 41% T, 20% D, 25% S 3 × (0.41×3 + 0.20×2 + 0.25×1) 5.64
Good 30% T, 22% D, 30% S 3 × (0.30×3 + 0.22×2 + 0.30×1) 4.92
Amateur 15% T, 20% D, 35% S 3 × (0.15×3 + 0.20×2 + 0.35×1) 3.60

Synthetic Profiles for the Full MPR Spectrum

To test strategies across a wide range of skill levels, we generate synthetic profiles by uniformly scaling all hit probabilities from the nearest base profile.

Scaling method: For a target MPR, find the closest base profile, compute the scale factor = target_MPR / base_MPR, then multiply ALL non-miss probabilities by this factor. The freed probability mass goes to “miss.”

11 MPR levels tested: 0.8, 1.0, 1.2, 1.5, 2.0, 2.5, 3.0, 3.6, 4.0, 4.9, 5.6

This gives a smooth progression from near-random play (MPR 0.8, ~73% miss rate) to professional level (MPR 5.6, ~14% miss rate).

Tournament Design

Statistical Considerations

Sample size: 20,000 games per matchup gives a standard error of ~0.35% for a 50% win rate (√(0.5×0.5/20000) ≈ 0.0035). A 2% difference is statistically significant at p < 0.001.

First-player advantage: Mitigated by alternating who throws first. In even-numbered games, player B goes first. This ensures neither strategy has a systematic advantage from turn order.

Maximum turns: Games are capped at 200 turns to prevent infinite loops with degenerate strategy pairs. In practice, pro-level games average ~17 turns and amateur-level (MPR 3.6) games ~22 turns. Even at MPR 0.8, games average ~82 turns — well below the limit.

Deterministic strategies: All strategy bots are deterministic given the game state. The only randomness comes from the skill profile’s throw resolution. This means results are fully reproducible given the same random seed.

Comparison with Frongello

Aspect Frongello (2018) This Study
Strategies 17 (S1–S17) 22 (S1–S17, E1–E4, PS)
Skill model Simplified accuracy model Probabilistic (11 levels)
Games per matchup Not specified 20,000
Skill levels 1 (perfect) 11 (MPR 0.8–5.6)
Key finding S2 optimal PS beats S2
Chase conclusion Never chase Confirmed
Extra darts No effect Small effect at high skill

Limitations

References

  1. Frongello, M. (2018). “Optimal Strategy in Darts Cricket.” UNLV Theses, Dissertations, Professional Papers, and Capstones. 3464.
  2. Tibshirani, R. J., Price, A., & Taylor, J. (2011). “A statistician plays darts.” Journal of the Royal Statistical Society: Series A, 174(1), 213–226.
  3. Haugh, M. B., & Wang, C. (2022). “Play Like the Pros? Solving the Game of Darts as a Dynamic Zero-Sum Game.” INFORMS Journal on Computing.