Nenda kwenye maudhui

Kisia 2/3 ya wastani

Kisia 2/3 ya wastani. Bure, hakuna usajili. Matokeo kamili hapa.

Na timu ya HelibrainImepitiwa na Robert, mwanafunzi wa uzamivu wa biofizikiaImechapishwa Imepitiwa mwisho

Tunapakia raundi ya wiki hii…

Embed this test

Kisia 2/3 ya wastani

Copy this code into an HTML block on your website. Keep the text link below the test so readers can find the original.

Optional. Without the script, the test stays in a scrollable frame. Your editor must allow scripts to use automatic resizing.

Free to embed. Keep the test, Helibrain credit and link intact; do not alter the test or present it as your own.

Live preview

Unachezaje?

Chagua namba kamili 0 hadi 100. Aliye karibu zaidi na 2/3 ya wastani wa makadirio yote ya wiki anashinda.

Unaelewaje matokeo?

Wote wakifikiria hadi mwisho, wangechagua 0 na 0 ingeshinda. Watu halisi hawafanyi hivyo, kwa hiyo 0 karibu haishindi.

Karibu 50: katikati ya eneo, bila kufikiria wengine. Wote wakikisia hivyo, lengo ni karibu 33.

Unatarajia wengine wafikiri hatua moja mbele, unazidi moja. Mashindano makubwa yana makadirio mengi hapa.

Hatua tatu za wao wanafikiri mimi nafikiri. Ni kina, lakini mashindano halisi mara nyingi yanahitaji hatua chache kushinda.

Hatua nne au zaidi. Mantiki nzuri, lakini wengi hawaendi mbali hivi. Makadirio mara nyingi yanakuwa chini ya lengo.

Maswali ya kawaida

Jaribio ni la bure?

Ndiyo. Matokeo kamili ni bure, hakuna usajili, barua pepe au malipo. Matokeo huhifadhiwa ili kujenga ulinganisho wa haki. Sera ya faragha inaeleza zaidi.

Ona majaribio yote 43 ya bure

Unataka kufanya mazoezi kila siku? Programu ya Helibrain (kwa sasa kwa Kiingereza) ina mipango ya bure na ya kulipia.

Vyanzo

  1. Nagel R (1995). Unraveling in guessing games: an experimental study. American Economic Review 85(5):1313–1326. www.jstor.org/stable/2950991
  2. Bosch-Domènech A, Montalvo JG, Nagel R, Satorra A (2002). One, two, (three), infinity, …: newspaper and lab beauty-contest experiments. American Economic Review 92(5):1687–1701. doi.org/10.1257/000282802762024737 (numbers from the 1999 working paper: econ-papers.upf.edu/papers/438.pdf)
  3. Schou A (2005). Gæt-et-tal konkurrence afslører at vi er irrationelle. Politiken, 22 September 2005. politiken.dk/oekonomi/art5698526
  4. Camerer CF, Ho T-H, Chong J-K (2004). A cognitive hierarchy model of games. Quarterly Journal of Economics 119(3):861–898. doi.org/10.1162/0033553041502225
  5. Quealy K (2015). How readers fared in Upshot's number puzzle. The New York Times, 20 August 2015. www.nytimes.com/2015/08/21/upshot/how-readers-fared-in-upshots-number-puzzle.html
  6. Keynes JM (1936). The General Theory of Employment, Interest and Money, chapter 12. London: Macmillan.
  7. Stahl DO, Wilson PW (1995). On players' models of other players: theory and experimental evidence. Games and Economic Behavior 10(1):218–254. doi.org/10.1006/game.1995.1031

Timu ya Helibrain imeandika ukurasa huu kwa kutumia tafiti zilizo juu. Robert, mwanafunzi wa uzamivu wa biofizikia, ameupitia 4 Novemba 2026. Tunauhuisha vyanzo vinapobadilika.