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  Remond de Montmort  Blaise Pascal

Dice

God doesn't play dice with the Universe.
Albert Einstein (about quantum mechanics)
 Michon
 
 Pentagonal Hexecontahedron

Related articles on this site:

Related Links (Outside this Site)

Unfair Dice  by Ivars Peterson  (MAA, 1998-10-26).
Fair Dice by Ed Pegg, Jr.   (Math Games, MAA, 2005-05-16).
Doll Dem' Bones: From astragali to dice, making sense of randomness.
The design of asymmetric dice by Michael Lugo  in  "God Plays Dice".
Fair but irregular polyhedral dice by Joseph O'Rourke  in  MathOverflow.
What kinds of fair dice? by  Ipetrich & al.  in  "Rational Skepticism".
Dice rolls are notcompletely random  by Ben P. Stein  (2012-09-12).
Awsome Dice Blog'sepic20,000-roll dice randomness test  (Sept. 2012).
N nodes "evenly" arranged on a sphere,using thegolden ratio  (Aug. 2004).
Dice of N dimensions by Jonathan Bowers.
 
Vauchier-Playbox  (France, 1920).
 
Alea Kybos' Dice CollectionShapes.
Polyhedral Dice  by George W. Hart (1999).
Ancient Dice  by  "The Cartographer" Al-Zahr (i.e., "the Dice").
What shapes do dice have?  by Kevin Cook (largest collection of dice).
 
Introducing D14, D18 (and D22)  spherical dice:  A KickStarter project.
Mathematician's Dice  by by Matt Chisholm, AKickStarter project.
Grand Illusions, Ltd. :  Math toys  (for sale).
Tannen's Magic Store :  Dice magic  (for sale).
Robert Fathauer's MathArtFun :  Polyhedral dice  (for sale).
The Dice Shop | Gamestation | Dark Elf Dice | Great Hall Games
Mini Dice Towers | Gaffed Dice

Numerically Balanced Dice by Robert Bosch   (G4G Celebration, 2016).
New Polyhedral Dice by Robert Fathauer   (G4G Celebration, 2016).
 
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 Backgammon precision dice

Dice


(2012-11-26)  
How many different ways to mark a die,if pips on opposite faces must add up to  7?

Answer :  16.   (It's 240  if opposite faces needn't add up to 7.)

My local bargain store sells two types of dices from China,for  99¢  a pack. 

  • Five transparent red cubes with white pips,  19 mm on a side.
  • Twelve 15 mm cubes  (white, green & red)  with black or white pips.

Besides the obvious difference in sizes and colors, I noticed that thedices in the two packs were not  alike because of the arrangementof the spots.

 Come back later, we're still working on this one...


(2012-11-29)  
Let's drop the rule that requires opposite faces to add up to  7.

If the three faces 2-3-6  share one vertex  (which they always do in a traditional die) then they can be arranged in two configurations  (left-handed and right-handed). For either of those, there are  6  ways to arrange the "hidden" faces 1,4,5  (in only one of those is the sum of opposing faces always equal to 7). That accounts for a total of  12  possible configurations  (so far).

If the  2-3-6  faces do not meet at a vertex, then two of them must be opposingeach other  (with the third sharing an edge with the other two). There are just three possible such configuration (think of it as choosing which of the  2-3-6  is the middle one). With respect to any such base, the other three faces can be arranged in  6 different configurations.  That's a total of  18  possible configurations. Adding that to the  12  configurations described in the previous paragraph,we obtain a grand total of  30  possible configurations.

Configurations in which opposing faces never add up to  7  :

For either of the two ways the  2-3-6  faces can meet at a vertex,we have to put either 4 or 5 opposite to 6, then we have no further leeway. That accounts for  4  configurations  (so far).

For any of the three ways two of the  2-3-6  faces are opposing each other,we have two choices for the face opposite to the "middle" face and two furtherchoices for setting the remaining two faces  (that are opposite to each other). That's  12  configurations to add to the  4  enumeratedin the previous paragraph, for a grand total of  16.

All told, in the 30 ways to number a dice, there are two ways  (right-handedand left-handed)  in which opposing sides always add up to seven and 16  ways in which they never do.


(2013-02-06)  
An elongated n-gonal dipyramid is a substitute for a fair  n-sided die.
 Elongated Triangular Dipyramid  If its pyramidal components aren't too flat,such a 3n-hedron is only stable on an horizontalplane if its rests on one of its  n  lateral faces.  If the diehas an order-n axis of symmetry, all those faces are equiprobable because they'reequivalent (assuming uniform mass density).

 Hellerstein's nontransitive set of 3-sided dice
(2012-11-28)  
Rock-paper-scissors (Rochambo) with dice.

Here's a nontransitive  set of three 3-sided dice (or 6-sided dice with the same spots on opposite sides)  due to Dr. Nathaniel HellersteinCCSF :

Red = {3,5,7}.  Yellow = {2,4,9}.  Blue = {1,6,8}. With probability  5/9  in every case, red beats yellow,  yellow beats blue and blue beats red:

Red beats Yellows
   3    5    7  
  2  YesYesYes
4 YesYes
9   
Yellow beats Blue
   1    6    8  
  3   YesYes
5 YesYes
7  Yes
Blue beats Red
   2    4    9  
  1  YesYesYes
6  Yes
8  Yes

Transitivity,  or lack thereof...

Transitivity  is a fundamental property of ordering relations  which formally statesthat if A ranks B and B ranks C,  then A must rank C.

We're so used to ranking things transitively that not being able to do so is disturbing. None of the above three dice is preferable to both of the others. There are many other entertaining examples with dice.

A far more serious nontransitive case is democratic majority voting.  Indeed, it's possible that voters who would prefer A to B and B to C wouldactually prefer C to A.  That's Condorcet's paradox.  An unfortunate fact of life.

Scams based on nontransitivity will fool people who don't know what to look for. One nice example is the so-called Penny Ante  game which Walter Francis Penney (1913-2000) introduced in October 1969  (in 10 lines). Martin Gardner (1914-2010)  discussed it in the MathematicalGames  column of the October 1974 issue ofScientific American :

Each player predicts that a sequence of three heads (1) or tails (0) will occur in a sequenceof flips of a fair coin before what the other has predicted. That game would be fair if both predictions were pickedat random  (as if inscribed on two balls drawn from an urn with 8 balls). However, the opportunity to pick aprediction knowing the choice of the first player always gives the second playeran opportunity for a  2:1  advantage or better. As is often the case,  an informed choice is better than a random one.

Probability of a second-player win in Penney's game with optimal strategy
Prediction of Player A 000001010011100101110111
 Best Prediction for Player B 100100001001110110011011
 Winning Probability for B 7/83/42/32/32/32/33/47/8

To justify the above optimal strategy, we have to compute the probability of a win for all possible responses of B to all choices of A. This is best done using an algorithm due to John Conway (1937-2020) presented in the paper of Humble and Nishiyamaquoted in the footnotes below.  Conway's algorithm applies to the generalized Penneygame, where the two predictions need not be of length 3 (they don't even have to be of the same length).

With predictions of the same length  k≥4 János Csirik (1946-) found in 1992 that Player A's best choice to limit the advantage of B is a sequence whose bitsare all indentical except 3  (1 at the beginning and 2 at the end). This leaves a option with winning odds  (1+2k-1):(1+2k-2).

"Optimal strategy for the first player in the Penney ante game"   by  J.A. Csirik,
Combinatorics, Probability and Computing, Volume 1, Issue 4 (1992), pp 311-321.

Steve Humble,MBE  and Yutaka Nishiyama (1948-) prefer to play Penney Ante  with a deck of cards  instead  (26 black cards and 26 red ones). Be that as it may,  the exact probabilities involved in the "Humble-Nishiyama randomnsess game"differ slightly from those of the original Penney game and they're tougher to work out, unless a computer is used. In certain cases, there's even a nonzero probability of a tie (undecided game)  which can't happen in Penney Ante with an unlimited number of coin flips.  For example,  when  A  bets  "001" and  B  wisely replies with  "100" the game is tied if  "00"  never occurs,  which happens if and onlyif red and black always keep alternating,  as they do with a probability of:

2 / C(52,26)   =   4.03292... 10-15   which is minute but nonzero.


(2012-11-28)  
Any total, from 2 to 12, has the same probability as with standard dice.

One die has pips  1,2,2,3,3,4  and the other is marked  1,3,4,5,6,8.

These dice were invented by Colonel George L. Sicherman (then of Buffalo, New York)  whose discovery was reported by Martin Gardner,  in one of his legendary Scientific American  columns  (1978).

The best way to investigate this matter involvesgenerating polynomials. Besides proving the basic claim, this approach can establish the uniqueness  of Sicherman's dice among 6-sided dice with nonzero markings:

Proof :

To a face with  n  spots, we assign the monomial  xn. To the whole die correspond the sum of the polynomials associated with its faces. For example, the polynomial associated to a standard die is:

S   =   x + x2 + x3 + x4 + x5 + x6

The number of ways we can obtain a total of  n  pips when we roll severaldice is the coefficient of  xn  in the product oftheir polynomials  (:  to obtain thatterm, you must sum up all the ways there are to pick one term from each factorso that the exponents of  x  add up to n).

Therefore, with two standard dice  (a red one and a green one, say) the number of ways to roll a total of  n  pips is the coefficientof  xn  in the square  of the abovepolynomial.  Namely:

S2   =  x2 + 2x3 + 3x4 + 4x5 + 5x6 + 6x7+ 5x8 + 4x9 + 3x10 + 2x11 + x12

Now, the interesting remark is that  S  can be factored:

S   =  x  ( 1 + x )  ( 1 - x + x2)  ( 1 + x + x2)

We may regroup the factors of the square  S2  in the following way:

S2   =  [x ( 1 + x )  ( 1 + x + x2)] [x ( 1 + x )  ( 1 - x + x2)2  ( 1 + x + x2)]

The two square brackets expand respectively as follows:

x + 2x2 + 2x3 + x4  =  x + x2 + x2 + x3 + x3 + x4
and    x + x3 + x4 + x5 + x6 + x8

Those correspond to 6-sided  dice marked  1,2,2,3,3,4 and  1,3,4,5,6,8. QED

What's somewhatmiraculous is that we end up witha pair of 6-sided  dice. To match what's done with traditional dice, those dice should be builtwith opposite faces adding up to 5  for the lower die and  9  for the upper die.

Other groupings of the above factors of  S2 yield proper dice only when every resulting polynomial has nonnegative coefficents. We obtain:

  • 1-2-4-5  tetrahedron with  1-2-3-3-4-5-5-6-7  enneahedron.
  • 1-4  coin and 1-2-2-3-3-3-4-4-4-5-5-5-6-6-6-7-7-8  octadecahedron.

 Pentagonal  Deltohedra
(2013-02-05)  
When does the sum of two dice give equiprobable totals?

The standard set of seven polyhedral dice made popular by Dungeons & Dragonsconsists of the fiveplatonicsolids and a pair of 10-sided pentagonaldeltohedra. One is marked from 0 to 9 and the other from 00 to 90. Those two are known as percentile dice. When rolled together, the percentile dice give any total from 0 to 99 with equal probability  (1/100). In traditional role playing games  (RPG) a total of zero  (0+00)  is interpreted as 100.

More generally, we may consider a set of  p  n-sided fair dicewhere the  j+1st  face of the  i+1st die is marked j.n). When those dice are rolled, they giveany total from  0  to  np-1 with equal probability.  Let's generalize:

For a prescribed integer  M,  what are the setsfair dice marked integers that will give any total between 0 and M-1 with probability 1/M ?

Well, the polynomial approach introduced in theprevious sectionreduces this question to the factorization of the polynomial:

(1-xM)/ (1-x)   =  1 + x + x2 + x3 +  ...  + xM-1

The factors of those polynomials are called cyclotomic ("cycle-splitting")  and they've been studied and cataloged by generations of mathematicians.

Dismissing as trivial the type of splitting described in the above introduction, the firstnon-trivial factorization is for  M = 6:

1 + x + x2 + x3 + x4 + x6   =  (1+x) (1-x+x2) (1+x+x2)   =   (1+x3) (1+x+x2)

A factorization gives a legitimate set of dice only if all the factors are polynomials whosecoefficients are nonnegative integers.  In this case, only three possibilities exist:

  • A single six-sided die marked  (0,1,2,3,4,5).
  • A 3-sided (curved) die marked  (0,1,2)  and a coin marked  (0,3).
  • A coin marked  (0,1)  and a 3-sided (curved) die marked  (0,2.4).

More generally, we can devise such a set of marked dice for any ordered factorization of the integer  M. If  M  is prime, there's only one solution  (a single die with M sides).


(2013-04-14)  
Dice people actually use, for divination or recreation.

Rôle playing games  (RPG)  call fora variety of dice besides the traditional 6-sided cubic dice  (D6). The most popular sets have  7  dice: 7 polyhedral dice

  • A regular tetrahedron  (D4).
  • A cube  (D6).
  • A regular octahedron  (D8).
  • A regular dodecahedron  (D12).
  • A regular icosahedron  (D20).
  • Twopentagonal deltahedra  (D10) used aspercentile dice  (D100).

 Icosahedra were already used in Antiquity, for divination purposes. The large  (52 mm)  glass dieshown at left is one of the most famous extant examples  (c. AD 100). It was auctioned off at Christie's for  $17925  on December 11, 2003.

Prior to that auction, it had drawn little attention andwas expected to fetch between $4000 and $6000. It would be worth a lot more now.

 3 Astro-Dice  For 12-sided dice, the regular dodecahedron has eclipsed the rhombic dodecahedron, which was apparently mass-produced only once, around 1978, for the AskAstro-Dice  fortune-telling game.
 
For the shot at left,  I got an old set from eBay ($15 on 2013-03-29). New onesuse regular dodecahedra, unfortunately...

Note that Pluto  (top symbol on the center die) wasstill a planet back then.

 Tetrakis Cube  In recent years, two distinct isohedra with  24  faceshave been mass-produced as dice by Louis Zocchi (hear Lou's pitch). One is the isohedral tetrakis hexahedron  or tetrakis cube pictured at left. The other is a large die in the shape of a deltoidal icositetrahedron  Deltoidal Icositetrahedron (strombic icositetrahedron  or trapezoidal icositetrahedron ). It's marketed by  GameScience  (Zocchi's company) under the name of D-Total,  featuring fancy markingsthat are meant to facilitate the use of the die as a substitute for dice with 2, 3, 4, 5, 6, 7, 8, 10, 12, 20, 24, 30, 40, 50, 60, 70 or 80 sides. This is jointly credited to Dr. Alexander F. Simkin,  Frank Dutrain  (of LD Diffusion)  and Louis Zocchi  (2009).


(2013-04-26)  
Some of the most common sizes for cubic  dice are:

  •   5 mm micro,
  •   8 mm tiny,
  •   12 mm mini  ( less than  1/2'' )
  •   15 mm regular  ( 5/8''  standard RPG  size, in the US )
  •   16 mm medium  ( largest backgammon size )
  •   19 mm large  ( 3/4'' casino size )
  •   25 mm  or  28 mm jumbo  ( 1'' )
  •   35 mm  or  38 mm giant  ( 1½'' )
  •   55 mm monster  ( 2'' or more )

Polyhedral dice are loosely  matched with 6-sided dice of similar bulk:

Caliper Sizes  (between any face and its opposite element)
 Mini
12 mm
Regular
15 mm
Large
19 mm
Jumbo
28 mm
Giant
35 mm
D4 17.4 mm   
D612 mm15.0 mm19 mm25 mm 
D8 14.8 mm 24 mm 
D10 15.9 mm 29 mm 
D12 18.5 mm 26 mm 
D20 19.3 mm   
D24 19.5 mm24 mm  
D30   32 mm 

Oversized dice could damage dice trays. They're best tossed on carpets.


 Click Here  for Details (2013-04-14)  
All the faces of an isohedron  are equivalent.

An isohedron  is a polyhedron whoses faces are all equivalent. That's to say that every face can be transformed into any other through some spatial isometry (rotation or reflection)  that maps the polyhedron onto itself.

Thedual of an isohedron is an isogonal polyhedron,and vice-versa  (duality  being understoodwith respect to the sphere inscribed in the isohedron or circumscribed to its dual). Sometimes, the dual is more readily understood than the primal.

The dual of a convex solid  (polyhedralor not)  is convex. So, every convex isogonal polyhedron is associated to an isohedron and vice-versa. In particular, every  Catalan solid  (i.e., the dual of one of the 13Archimedean polyhedra)  is an isohedron. So are the duals of isogonal prisms and antiprisms  (respectively called amphihedra  and deltohedra).

However, there's no requirement that the dual of an isohedron be equilateral. So, there are  isohedra that are not duals of uniform polyhedra (as uniform  means both isogonal and equilateral). Isogonal Tetrahedron

For example, the familiarregular tetrahedronis not  the only isohedral tetrahedron... Any tetrahedron whose opposing edges have the same length (as illustrated at right)  is an isohedron. Such a tetrahedron is called a disphenoid. The dual of a disphenoid is another disphenoid;disphenoids are both isogonal and isohedral  (they're thus noble).

Therefore, any  disphenoid would make a perfectly fair 4-sided die. A disphenoid is chiral iff  the three quantities a,b and c  are distinct.

The full classification of all  isohedra is given elsewhere on this site.


 (2013-02-22) 
A steel ball moves in an isogonal  cavity,
dual  of the isohedral outer pattern.

Currently,  "6-sided" spherical  dice areavailable  (the inner cavity is octahedral ).

Any isohedral  diecould be made this way, by carving out a cavityin the shape of its dual (the dual of an isohedron  is an isogonal polyhedron ). However, the fairness of such a die would only be guaranteed if the cavitywas isohedral as well.  In other words, it must be noble  (that word simply means both  isogonal and isohedral).

Among convex  polyhedra, the only noble ones are the Platonic solids and the disphenoids. The latter type would yield a great way to make  4-sided dice without any sharp corners  (in fact, without any corners at all). If a scalene disphenoid is used, the artefact would be a sphere wherethe outer markings would seem  asymmetrically distributed. Yet, it would be a perfectly fair die and, therefore,a great conversation piece...


(2013-02-14)  
There's only one such solid  (besides the 6-antiprisms and 12-prisms).

If  d  is the degree of every vertex in an isogonal polyhedron, it has at most  d  different edge lengths and d  non-congruent faces.  When both maxima are achieved, theisogonal polyhedron is said to be scalene.

Consider now the three distinct types of isogonal tetradecahedra obtained by cutting off the eight corners of a cube with increasing severity:

 Cube  Truncated  Cube  Cuboctahedron  Truncated  Octahedron

In the first two cases, the truncation must be the same at all corners of the cube, or else we wouldn't obtain a polyhedron with isogonal symmetry.

However, if the truncation planes intersect inside  the cube  (along a new edge)  then the isogonal symmetry persistswhen different  truncations are used for nonadjacentvertices of the cube. The resulting scalene isogonal tetradecahedron is azonohedron  featuring 3 edge lengths,6 rectangular faces and two  distinct types of hexagonal faces. At right is my own old school  cardboard modelwith voided rectangular faces, where edges are in a  1:2:3  proportion. (This photo may fool the eye if you're not aware that surfaces with pencil patternsare inner  ones.)  Scalene isogonal tetrahedron


By definition, an isohedron  is said to be scalene if itsdual is  (the dual of an isohedronis an isogonal polyhedron and vice-versa). For example, the dual of the polyhedron just described isa scalene isohedron  (a fair die)  with 24 faces congruent to the sametriangle  (scalenetetrakis hexahedron).


 Juryeonggu (Gerard Villarreal, TX. 2013-02-05)  
What polyhedron is this 14-sided  Korean die ?

 Truncated  Octahedron
 

The juryeonggu  is precisely an isogonaltruncated octahedron.

Because its tetragonal faces are square,it's a special case of theabove solid. The shape is fully specified bythe length  (x)  of the edges between hexagons,assuming the square faces have unit  sides.

For  x = 1, we would obtain the uniform truncated octahedron (pictured above at left) which features regular  hexagonal faces. (Don't call it a cuboctahedron,  which isanother uniform tetradecahedron, as is thetruncated cube.) ThisArchimedean solid  can tile space without voids (a non-uniform juryeonggu  can't).  It's the basis for thenear-optimal foam describedbyLord Kelvin in 1887 (Kelvin's cell has the same vertices as the tetradecahedron but all its edges are curvedand so are its hexagonal faces).

For any x, a juryeonggu  has the following dimensions  (derivedbelow). The locution  "radiusto"  denotes the distance from the polyhedron's center. The radius to any vertex is the radius  R  of the circumscribed sphere.

Dimensions of an Isogonal Truncated Octahedron   (Korean Juryeonggu)
Definition  &  Symbolic NameValue
Side of a square face   (basic unit)a41
Length of an edge between hexagonal facesa6x
Diagonal of a square face 2
Diagonal of an hexagonal face 1 + x
Width of an hexagon  (between parallel sides) 3/2 ( 1 + x )
Radius of the circumscribed sphereR( 1 + x + ½ x2)½
Radius of a square facer42/2
Radius of an hexagonal facer63/3 ( 1 + x + x2)½
Radius to [center of] a square faceh42/2 ( 1 + x )
Radius to [center of] an hexagonal faceh66/3 ( 1 + ½ x )
Caliper ratio  ( h4 / h6) 3 (1+x) / (2+x)
Radius to [centers of] sides of squaresR4½ ( 3 + 4x + 2x2)½
Radius to [centers of] other edgesR61 + x/2
Solid angle of a square face44 Arcsin [ 1 / (3+4x+2x2)]
Solid angle of an hexagonal face6/2- 3 Arcsin (3+4x+2x2)-1
Surface area of a square faceA41
Surface area of an hexagonal faceA63/4 (1 + 4x + x2)
Total surface area  ( 6A4+8A6)A6 + 23 (1+4x+x2)
Volume of a square pyramid  ( A4 h4 / 3)V42/6 ( 1 + x )
Volume of an hexagonal pyramid  ( A6 h6 / 3)V62/24(1+4x+x2)(2+x)
Total VolumeV6 V4  +  8 V6

Derivations for the above (outline) :

R  can be obtained as the radius of the equator circumscribed to an isogonal octagon  whose sides are eitherthe diagonal of a square face (length 2)  or an edgeof length x.  In that equatorial plane, we alsofind  h4  and  R:

R2   =   [ 1 + (1+x)2]/ 2   =   1 + x + ½ x2
h4   =   ( 1 + x ) / 2
R6   =   1 + x/2

An hexagonal face is obtained bysubtracting three equilateral triangles of side x from an equilateral triangle of side 1+2x,so its surface area is:

A6   =  3 / 4 [ (1+2x)2 - 3x2]   =  3 / 4 ( 1 + 4x + x2)

The diagonal of an isogonal hexagon with sides 1 and x is (1+x).  The width between parallelsides is equal to that diagonal multiplied by the sine of  60°. The least obvious quantity is  r6  which can be obtained fromplanar cartesian coordinates  (that's what we use when all else seems to fail). We then obtain  h6  from the Pythagorean theorem:

R2   =   r62  +  h62

R4  is the height of an isosceles triangle of base 1 with two sides equal to R.

R42   =   R2  -  ¼   =  ( 3 + 4x + 2x2) / 4

We may check that   R4 = R6   in the uniform  case  (x = 1). The solid angle subtended by a square face is obtained immediately from R4  using the formula we've establishedelsewhereon this site.  For hexagonal faces, we just usethe fact that the solid angles subtended by all faces add up to  4.

Looking for the Perfect Juryeonggu :

The official blog of the city of Gyeongju states that, in a traditional juryeonggu, all faces have the same surface area. This entails a quadratic equation in x, whose positive root is:

x   =   ( 3+4/3 ) 2   =   0.304213765421624907891...

Gerard Villarreal  (private communication) advocates a juryeonggu  with h4 = h6 so that all faces are tangent to the same inner sphere (which may then  be called theinscribed sphere,by analogy with theisohedral concept). This entails a quadratic equation whose positive solution is:

x   =   (3 - 1) / 2  =   0.36602540378443864676372317...

In either case, it was guessed thatendowing an isogonal truncated octahedron  with a particularproperty that isohedra possess would endow them with the same fairness asisohedral dice.  It ain't quite so...

Oversimplifying the conclusions of thediscussion below,the latter guess turns out to correspond to the situationwhere the die bounces a very large  number of times. At the other extreme is a die that doesn't bounce at all (think of a randomly oriented die immersed in glycerol an dropped just above asticky surface). Such a die would simply land on any face with a probability proportionalto thesolid angle  subtended by that facefrom the center of the polyhedron.  All faces subtend the same solid angle (2/7)  when:

x   =  (((1 / 2sin/14)-½) - 1   =   0.32173356003298450750124...

Since  x  can't be both 0.3660  and  0.3217  (obviously) no isogonal truncated octahedron can be unconditonally fair  (like an isohedron would be). However, for any given set of physical conditions and casting style,there's one isogonal truncated octahedron that looks  fair...

Empirically Fair Dice :

As dice are actually rolled in specific conditions that are somewhere betweenthe two  (contrived) extremes described above, a juryeonggu  that looks fair in practicewould have to correspond to a parameter  x  determined empirically underthose given conditions.

One way to do so is to build two isogonal truncated octahedra with different parameters  x1 and  x2  (not too far from a guess of  0.35).

Cast both 700 times and count how many times they land on an hexagonal  face  (N1 and N2 respectively). By linear interpolation, we'd approach a perfect score of 400 for a die having thefollowing value of  x:

x   =    (N2- 400) x1  +  (400 - N1) x2
Vinculum
N2 - N1

The two most interesting dice to build are the ones mentioned above:

x1   =   0.32173356003298450750124...
x2   =   0.36602540378443864676372...

If you build a third die using the above interpolation, you may roll your three dicemany times and plot with good precision the curve giving the probability of an hexagon as a function of  x (with just 3 known points, you may as well assume the curve is a parabola ora circle). Use that information to build a fourth die, if you must. That last die may not be quite fair  (with your own particulars) but it's unlikely that anybody will ever detect that!

The precision of the above method is limited by the standard deviation on N,  which is about  13  for nearly-perfect dice with  700  trials (it's proportional to the square root of the number of trials).

 Carved Tetradecahedron  I've carved a  23.9 mm orthohedral (x = 0.366) juryeonggu  to a precision of  0.05 mm and obtained the results tabulated below. They show that an hexagonal face is about twice as likely as a square one, although an hexagon subtends only  9.4% more solid angle than a square.

Orthohedral Juryeonggu on Felt-Covered Wooden Dice Tray
Outcome100-roll test runsTotalPer face
Hexagon7272767077708064581 =
12.6
72.6
Square282824302330203621936.5

2   =   A.B / (A+B)

 D7
(2013-03-27)  
Discussing non-isohedral commercially available dice.

For lack of symmetry among their faces, the fairness of non-isohedraldice may depend critically on the way they are cast and/or on the resilienceof the landing surface. Such dice may roll true on plexiglass but not on felt  (say) or the imparted spin  (long roll or not)  may bias them.

Nevertheless, those things can substitute for fair dice with odd numbers of sides (all isohedra have an even  number of faces). A good example is the 7-sided die pictured above (16.3 mm thick, as devised by Lou Zocchi)  whichI found to roll true under typical conditions (two dice tossed together 392 times from a ribbed cup onto a circular felt-covered wooden tray).

For non-isohedral dice to give at least the illusion of rolling true,they must be designed bytrial and error and tested extensively. Sometimes, the necessary rigor isn't exercised in commercial endeavors...

 D5  The worst mass-produced offender is probably the 5-sided die  (D5) pictured at left, a flawed design for which Lou Zocchi  was grantedUS Patent 6926275  in 2005.

In his patent application, Zocchi stated that the devicehad been tested by rolling it 10163 times on plexiglassand was found to be practically fair under such conditions. I find this pretty hard to believe after the following field-test:

Using my trusted ribbed cup and felt-covered dice tray, I cast 5 such dice together 100 times (for a total of 500 individual outcomes)  and saw the dice land  282  times onone of the two  triangular faces and only  218 times on one of the three  rectangular sides. So, the  28.2 %  share of each triangular face was nearly twice  the  14.5 %  share of each rectangular face.  Bad.

If needed in actual gaming, a fair D5 die can be nicely simulated by rolling a good D6 cubeuntil the outcome isn't  6 ("casino" dice are machined  fromextruded cellulose acetateto a precision better than0.0005").  The average  number  N of actual rolls required for a valid outcome is only  1.2,  since :

N   =   1  +  N/6     yields     N   =   6/5

Other good alternatives exist which forego extra rolls entirely,including the use of a 5-sidedspindleor a 10-sided isohedron with duplicate labels.

The celebrated Zocchihedron  pictured at left is an interestingrandomizing device but it's not a solid die at all. It can't be rigorously tested as proper dice can because it has memory... It contains a spherical cavity partially filled with sand which helps it cometo a full stop but also makes it impossible to grasp its true dynamical statefrom its outer appearance.
 


(2013-01-27)  
Isohedra  are intrinsically fair dice.  Are there any others ?

Fair dice  do not create randomness or uniform probability distributions;they merely conserve  it. When thrown from a truly random orientation, a fair die is equally likely to land onany face.

sufficient  condition for an homogeneous convex polyhedron tobe a fair is to be isohedral, for the above is then satisfied by reason of symmetry.

An isohedron  is a face-transitive  polyhedron. This is to say that every face is the image of any other in at least one isometrictransformation of the entire polyhedron  (i.e., a rotation or a mirror reflectionmapping the polyhedron onto itself). 

Isohedral symmetry is precisely what guarantees that all facesare strictly equivalent.  In any type of damped motion (including, but not limited to, inelastic shocks with fixed objects of any shape) if all initial orientations of an homogeneousrigidisohedral die are equiprobable,then it will certainly come to rest on any on its faces equiprobably.

Revisit now the argument we used for isogonal truncated octahedra to prove that one value of the single parameter describing those shapes must  correspond to a fair die which isn't isohedral (no truncated octahedron can possibly be isohedral, since squares and hexagons can't be congruent).

That theoretical argument (and/or the practical recipe we gave to determine something close to thecorrect shape using linear interpolation)  was based on the implicit assumptionthat dice are always cast the same way (on an horizontal table covered with a particular shock-absorbing material, say).


(2013-02-07)  
What two extreme ways of casting dice imply for fair dice.

The thesis  [master's thesis |pdf] filed in 1997 by Ed Pegg, Jr.  for hisMaster's degree atUCCSwas entitled A Complete List of Fair Dice. In it, the famous recreational mathematician actually classified isohedra.  He was fully aware of the remote possibilitythat some fair dice might exist besides isohedra  (which are fair by symmetry) but he clearly estimated  (rightly so)  that the less technicalterm was more suitable for a title. Elsewhere, he answered thequestion  "Can a non-isohedral fair die exist?" by using the example of a square pyramid with isosceles lateral faces, thrown as a die under some set of standardconditions.  The four triangular faces have the probability by symmetry. The probability of the square face is above that if the pyramid is tall and below that if the pyramid is short. Therefore, anintermediate height mustexist for which all faces have the same probability. He adds:

However, once the conditions changed, the die would no longer be fair. (I have a strong argument for this, but no proof.)

What follows can serve as the proof that Ed Pegg, Jr. is calling for. The main difficulty was that the lack of fairness of something like theaforementioned square pyramid can only be established if we analyzetheoretically at least two sets of physical conditions. The trick is to consider two limiting cases rather than anyrealistic motion.  A fair die could theoreticallybe thrown in any possible and couldn't show a differencein probabilities between those two limits, which turn out tobe simple enough to analyze.

 Come back later, we're still working on this one...


 
(2013-02-07)  
Slow dead-cat bounce  on a sticky surface.

In 1981,David Singmaster  (b. 1939)  discussed the proposalthat an homogeneous die would land on a face with a probabilityproportional to thesolid angle subtendedby that face  (as seen from the center of gravity).

At first sight, the idea looks silly... For one thing, this would assign nonzero probabilities to unstable faces  (wheneverthe orthogonal projection of the center of gravity on the plane of the face isn't inside the face,the die cannot rest on that face at all). Also, it would seem to overestimate the probabilities of lateral faces in flat prisms (our physical intuition is that a coin can stand on its edge but will never  land on it).

Nevertheless, we can describe a contrived quasistatic regime that leads to that conclusion. Admittedly, dice are never cast this way but it's an idealized limitof a physical situation and fair dice  ought to be fairunder any conditions, including those  (like isohedra  are). Therefore, fair dice must be equispherical (all faces must subtend the samesolid angle).

First, we assume that the horizontal plane on which dice land is infinitely sticky,so that a die can pivot about a vertex or an edge but will never roll. Thus, it can come to rest on a surface that couldn't serve as a stable resting placewithout such stickiness  (aspindle could land on its pyramidalextremities).

Second, we assume dynamical  (inertial)  effects are negligible. This would happen if the die was moving at low speed in a very viscous fluid. We may also assume that this fluid is only slightly less dense than the homogeneousstuff the die is made from. The die is fully immersed in the fluid, at rest in a random orientation. Upon release, it will essentially fall at constant speed (its terminal velocity)  without rotating.

discussed below is an idealized way dicecould actually be cast.  What's crucial is the fact that this describesan actual physical situation  (or, at least, the idealized limit of such situations). The conclusions derived from this contrived model would thus be valid for any diewhich is intrinsically fair  (i.e., unconditionally fair)  in the sameway convex isohedra are:  A fair die lands with equal probability on any of itsfaces regardless on the surrounding conditions, provided it starts at rest in a randomorientation.

Under such contrived conditions, the die will simply land on whichever face is directlybelow its center of gravity.

The assumption that the die is initially randomly oriented means that the downward vertical through the center of gravity crosses aface with a probability proportional to thesolid angleit subtends, as seen from the center of gravity. That same probability is also the probability that the die will land on theprescribed face.

For example, anisogonal truncated octahedronmakes a fair die under such quasistatic  consitions (dead-cat bounce) when the ratio of an edge between hexagons to the side of a square face is:

x   =  0.32173356003298450750124...


(2013-02-18)  
The bottom face of a die tends to be closest to its center of gravity.

When placed on an agitated horizontal plate mimickingthermal motion, dice would naturallytend to orient themselves in the most energetically favorable way. That's achieved by lowering the center of gravity as much as possible.

By reducing the amplitude of the agitation gradually until motion freezes,we effectively cast the dice in a way that definitely favors,for the bottom position, the faces which are closest to the center of gravity.


 Gerard Michon (2013-04-07)  
A mesohedron is an equispherical  orthohedron.

An equispherical  die that's fair under the previously describedquasistatic conditions cannot be fair with the thermal tossing  method as well, unless  all its faces are also equally distant from the center of gravity.

Thus, all the faces of a fair die should be equally distant from thecenter of gravity and also subtend the same solid angle. Isohedra  clearly meet both conditionsby symmetry. Below  are examples ofnon-isohedral dice that satisfy this restriction (the solids that don't cannot possibly be fair dice). Let's establish the vocabulary:

An orthohedron  isdefinedas a polyhedron with an inscribed sphere; the center of that sphere isequally distant from all the faces.

  • If all the faces of an orthohedron subtend the same solid angle (i.e., if it's equispherical )  then we call it a mesohedron.
  • If the mass distribution of a solid orthohedron is such that theaforementioned center isat the center of gravity, we say it's balanced.
  • The above shows that a fair die must be a balanced mesohedron.

balanced isohedron  with spherical inertia (i.e., its threeprincipal moments of inertia are equal) is a fair die under all  tossing conditions, by reasons of symmetry. So is a balanced isohedron with an axis of symmetry and mere cylindrical intertia about that axis  (the moment of inertia about the axis of symmetry candiffer from the moments about perpendicular axes). This later case applies to bipolar dice (amphihedra  or deltohedra). Whichever relevant condition is automatically satisfied forisohedral solids of uniform mass density  (ordinary unloaded  dice).

By contrast, the fairness of a balanced mesohedron  isonly guaranteed for the two extreme casting methods described above (quasistatic  or thermalregimes)  which we may loosely think of as dead cat bounce and high resilience, respectively. For intermediate conditions, no such guarantee exists.


(2013-04-07)  
Symmetrical mesohedron  (equispherical orthohedron)  with 10 faces.

 Pair of 10-sided rubber dice The so-called fitness dice  depicted at leftare a pair of 10-sided latex rubber dice meant to be rolled togetherto suggest a type of physical exercise anda number of repetitions to perform.  The dice are large enough (7" height)  to be tossed on a gym floor.  A pair retails for about $30.

Those seem to be shaped roughly like 10-sided mesohedra. Let's describe what a perfect 10-sided mesohedron would be:

A die with that general appearance will be equispherical if and only if bothsquare faces subtends a solid angle of 2/5  each.

Indeed, by symmetry, the rest of the spat  (4) is shared equally among the eight other faces, so each of those alsosubtends a solid angle of  2/5.

On the other hand, a polyhedron is orthohedral iff one point  (the center) belongs to all bisectors  of itsface angles (i.e., the dihedral angles formed when two faces meet at an edge).

mesohedron,  is an equispherical orthohedron. Putting both of the above conditions together yields the following cross-section (in a plane perpendicular to half of the horizontal edges). The angle    is determined by the aforementionedequisphericity condition:

 Hexahedral cross-section of 10-sided mesohedral die   =  Arctg 1/5¼   =   33.7722424...°

Dimensions of a Mesohedral Decahedron   ( of height  5¼ )
DescriptionValue
Solid angle subtended by any  face2/5 
Side of a square face  (circumpolar)1  1
Height of trapezoidal face (IJ=OJ)/2  0.8090169943749474241...
Length of a slanted edge  (meridian)3/2  0.86602540378443864676...
Length of an equatorial edge 1.6180339887498948482...
Between any  pair of parallel faces5¼  1.4953487812212205419...
Between antipodal polar edges  (2 OI)  1.79890743994786727226...
Diameter  (largestwidth)2  2.2882456112707371904...
Surface area of a square face1  1
Surface area of a trapezoidal face¼+½  1.0590169943749474241...
Total surface area4(1+)4721359549995793928...
Volume   =   5¼ (1+) 2/3  2.60991595618192391525...

The above area of a trapezoidal face is equal to its height /2  multiplied into the half-sum of its bases (1+)/2.  It could also be obtained with Brahmagupta's formula (since an isosceles trapezoid is indeed a cyclic quadrilateral ). The total volume is twice  the volume of a conical frustum.

Note one similarity with the geometry of a sphere: The surface area of this polyhedron happens to be four times the area of itsequatorial cross-section.

 Blue Japanese D10 Trinity  The novelty item at left isa Japanese Trinity  die  (as pointed out byAlea KybosandArjan Verweij). It's a lesser alternative to the isohedral decahedron normally used by gamers (apentagonal deltohedron whose aspect waspatented in 1983).


(2013-04-23)  
Making an orthohedral rhombic pyramid  equispherical and balanced.

Consider a tetragonal pyramid with two vertical planes of symmetry. Its horizontal base is a rhombus (i.e., an equilateral quadrilateral)  and it has an inscribed sphereby reasons of symmetry, since the bisectors at the four horizontal edgesdo intersect at a point on the vertical axis.

Such a shape depends on three parameters; the vertical height h and the half-diagonals of the horizontal rhombus, x  and  y. Alternately, we could consider as parameters the three differentside lengths, ab  and c :

a 2  =  x 2 +h 2           b 2  =  y 2 +h 2           c 2  =  x 2 + y 2

One parameter determines the size.  We may adjust the other two to makea uniform-density solid both equispherical  and balanced. Here it goes:

The tangent of the dihedral angle based on an horizontal edge is  hc/xy. (:  xy/c is the altitude of the right triangle of sides x and y.) The inclination of the bissecting plane  (with respect to the horizontal)  is halfthe angle corresponding to that... Now, in a straight pyramid of uniform mass density, the center of gravity is at a height z = h/4.  Thus, the tangent of the bissector's inclination must be  ¼ which makes the original dihedral angle's tangent  2t/(1-t2) = 8/15. All told, the solid is balanced when:

hc / xy   =   8 / 15      or      z (x2+y2)½ / xy   =   2 / 15

The solid is equispherical with respect to the center at altitude  z if and only if the base subtends a solid angle of 4/5.  Indeed, since the other  4  faces share equallythe rest of the spat  (4)  by symmetry,this make them subtend the same solid angle of  4/5. Using our expression for the solid angle subtended by a rhombus, this condition translates into:

1+5    =    z (x2+z2)½  +  z (y2+z2)½
VinculumVinculum
4(x2+z2)½ (y2+z2)½  +  z2

 Come back later, we're still working on this one...

Dimensions of the Balanced Mesopentahedron  ( M5 )
DescriptionValue
Solid angle subtended by any  face4/5 
Inradius1  1
Height of the pyramid4  4
Dihedral angle between base and lateral faceArctg ( 8 / 15 ) 28.0724869...°
Dihedral angle between adjacent lateral faces  
Dihedral angle between opposing lateral faces  


(2013-04-07)  
Seven-sided mesohedron with a ternary axis of symmetry.

To obtain an heptahedron with a vertical ternary axis of symmetry,we may truncate off horizontally one pole of a bipolar polyhedron  witha vertical ternary axis. That's to say, either a trigonal dipyramid or a trigonal deltohedron.

In either case, the final solid can't be an orthohedron unless the untruncated side is flatter than the side of the truncated pole.

 Come back later, we're still working on this one...


(2013-02-09)  
The rôle of aspect ratio :  From coin to rod.

cylindrical die  is an homogeneous dieallowed to bounce repeatedly on an horizontal plane, without loss of energy.

 Come back later, we're still working on this one...


(2013-04-19)  
A simplified analysis...

Let's consider a polygonal wheel bouncing on an horizontal track.

 Come back later, we're still working on this one...

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