The simulator has been improved to model the mechanics of Monopoly Jail. The Player class has a method that sends player objects to jail and, on their next turn, selects a strategy to leave jail (paying $50, rolling doubles, or playing a “Get Out of Jail Free” card). The game flow has been improved accordingly to allow players who are in jail to spend several turns there, where they must roll and wait for doubles (if they so choose).
Human players select a strategy to leave jail (pay, roll, or card) by considering the state of the game. If most properties are unowned, then players opt to leave jail quickly to buy properties. In this situation, most players pay (or use a card, if liquidity is an issue).
In contrast, human players choose to roll the die and idle in jail for as long as they can if most of the other players have monopolies. In this circumstance, jail provides a temporary respite from expensive visits to these properties.
Currently, the simulator uses a simple logic to get a player out of jail. A “Get Out of Jail Free” card is played, if available. Otherwise, the player pays the $50 fee as soon as possible. Players who cannot afford the fee roll the die until they can leave jail.
This fixed strategy is not ideal because it is agnostic to the state of the game. Unlike human players, the simulated players do take into account the dangers of moving around the board when they choose how quickly to leave jail.
Simulated players lack a method that allows them to examine the board, considering whether the current layout of monopolies and unowned properties makes it advantageous to leave jail expeditiously. (This method will also be useful for other types of strategizing, like deciding whether or not to purchase a specific property.)
A future improvement to the simulator will involve the creation of such a method, making the decision to get out of jail a rational response to the state of the game.