Abstract
We present randomized versions of the {\it triangle algorithm} introduced in \cite{kal14}. The triangle algorithm tests membership of a distinguished point in the convex hull of a given set of points in . Given any {\it iterate} , it searches for a {\it pivot}, a point so that . It replaces with the point on the line segment closest to and repeats this process. If a pivot does not exist, certifies that . Here we propose two random variations of the triangle algorithm that allow relaxed steps so as to take more effective steps possible in subsequent iterations. One is inspired by the {\it chaos game} known to result in the Sierpinski triangle. The incentive is that randomized iterates together with a property of Sierpinski triangle would result in effective pivots. Bounds on their expected complexity coincides with those of the deterministic version derived in \cite{kal14}.
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