This article has multiple issues. Please help improve it or discuss these issues on the talk page . (Learn how and when to remove these messages)
|
A set of dice is intransitive (or nontransitive) if it contains X>2 dice, X1, X2, and X3... with the property that X1 rolls higher than X2 more than half the time, and X2 rolls higher than X3 etc... more than half the time, but where it is not true that X1 rolls higher than Xn more than half the time. In other words, a set of dice is intransitive if the binary relation – X rolls a higher number than Y more than half the time – on its elements is not transitive. More simply, X1 normally beats X2, X2 normally beats X3, but X1 does not normally beat Xn.
It is possible to find sets of dice with the even stronger property that, for each die in the set, there is another die that rolls a higher number than it more than half the time. This is different in that instead of only "A does not normally beat C" it is now "C normally beats A". Using such a set of dice, one can invent games which are biased in ways that people unused to intransitive dice might not expect (see Example). [1] [2] [3] [4]
Consider the following set of dice.
The probability that A rolls a higher number than B, the probability that B rolls higher than C, and the probability that C rolls higher than A are all 5/9, so this set of dice is intransitive. In fact, it has the even stronger property that, for each die in the set, there is another die that rolls a higher number than it more than half the time.
Now, consider the following game, which is played with a set of dice.
If this game is played with a transitive set of dice, it is either fair or biased in favor of the first player, because the first player can always find a die that will not be beaten by any other dice more than half the time. If it is played with the set of dice described above, however, the game is biased in favor of the second player, because the second player can always find a die that will beat the first player's die with probability 5/9. The following tables show all possible outcomes for all three pairs of dice.
Player 1 chooses die A Player 2 chooses die C | Player 1 chooses die B Player 2 chooses die A | Player 1 chooses die C Player 2 chooses die B | |||||||||||
A C | 2 | 4 | 9 | B A | 1 | 6 | 8 | C B | 3 | 5 | 7 | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3 | C | A | A | 2 | A | B | B | 1 | C | C | C | ||
5 | C | C | A | 4 | A | B | B | 6 | B | B | C | ||
7 | C | C | A | 9 | A | A | A | 8 | B | B | B |
If one allows weighted dice, i.e., with unequal probability weights for each side, then alternative sets of three dice can achieve even larger probabilities than that each die beats the next one in the cycle. The largest possible probability is one over the golden ratio, . [5]
Efron's dice are a set of four intransitive dice invented by Bradley Efron. [4]
The four dice A, B, C, D have the following numbers on their six faces:
Each die is beaten by the previous die in the list with wraparound, with probability 2/3. C beats A with probability 5/9, and B and D have equal chances of beating the other. [4] If each player has one set of Efron's dice, there is a continuum of optimal strategies for one player, in which they choose their die with the following probabilities, where 0 ≤ x ≤ 3/7: [4]
Miwin's Dice were invented in 1975 by the physicist Michael Winkelmann.
Consider a set of three dice, III, IV and V such that
Then:
Warren Buffett is known to be a fan of intransitive dice. In the book Fortune's Formula: The Untold Story of the Scientific Betting System that Beat the Casinos and Wall Street, a discussion between him and Edward Thorp is described. Buffett and Thorp discussed their shared interest in intransitive dice. "These are a mathematical curiosity, a type of 'trick' dice that confound most people's ideas about probability."
Buffett once attempted to win a game of dice with Bill Gates using intransitive dice. "Buffett suggested that each of them choose one of the dice, then discard the other two. They would bet on who would roll the highest number most often. Buffett offered to let Gates pick his die first. This suggestion instantly aroused Gates's curiosity. He asked to examine the dice, after which he demanded that Buffett choose first." [6]
In 2010, Wall Street Journal magazine quoted Sharon Osberg, Buffett's bridge partner, saying that when she first visited his office 20 years earlier, he tricked her into playing a game with intransitive dice that could not be won and "thought it was hilarious". [7]
A number of people have introduced variations of intransitive dice where one can compete against more than one opponent.
Oskar van Deventer introduced a set of seven dice (all faces with probability 1/6) as follows: [8]
One can verify that A beats {B,C,E}; B beats {C,D,F}; C beats {D,E,G}; D beats {A,E,F}; E beats {B,F,G}; F beats {A,C,G}; G beats {A,B,D}. Consequently, for arbitrarily chosen two dice there is a third one that beats both of them. Namely,
Whatever the two opponents choose, the third player will find one of the remaining dice that beats both opponents' dice.
Dr. James Grime discovered a set of five dice as follows: [9] [10]
One can verify that, when the game is played with one set of Grime dice:
However, when the game is played with two such sets, then the first chain remains the same, except that D beats C, but the second chain is reversed (i.e. A beats D beats B beats E beats C beats A). Consequently, whatever dice the two opponents choose, the third player can always find one of the remaining dice that beats them both (as long as the player is then allowed to choose between the one-die option and the two-die option):
Sets chosen by opponents | Winning set of dice | ||
---|---|---|---|
Type | Number | ||
A | B | E | 1 |
A | C | E | 2 |
A | D | C | 2 |
A | E | D | 1 |
B | C | A | 1 |
B | D | A | 2 |
B | E | D | 2 |
C | D | B | 1 |
C | E | B | 2 |
D | E | C | 1 |
A four-player set has not yet been discovered, but it was proved that such a set would require at least 19 dice. [9] [11]
Tetrahedra can be used as dice with four possible results.
P(A > B) = P(B > C) = P(C > A) = 9/16
The following tables show all possible outcomes:
B A | 2 | 6 | 6 | 6 |
---|---|---|---|---|
1 | B | B | B | B |
4 | A | B | B | B |
7 | A | A | A | A |
7 | A | A | A | A |
In "A versus B", A wins in 9 out of 16 cases.
C B | 3 | 5 | 5 | 8 |
---|---|---|---|---|
2 | C | C | C | C |
6 | B | B | B | C |
6 | B | B | B | C |
6 | B | B | B | C |
In "B versus C", B wins in 9 out of 16 cases.
A C | 1 | 4 | 7 | 7 |
---|---|---|---|---|
3 | C | A | A | A |
5 | C | C | A | A |
5 | C | C | A | A |
8 | C | C | C | C |
In "C versus A", C wins in 9 out of 16 cases.
P(A > B) = P(B > C) = 10/16, P(C > A) = 9/16
In analogy to the intransitive six-sided dice, there are also dodecahedra which serve as intransitive twelve-sided dice. The points on each of the dice result in the sum of 114. There are no repetitive numbers on each of the dodecahedra.
Miwin's dodecahedra (set 1) win cyclically against each other in a ratio of 35:34.
The miwin's dodecahedra (set 2) win cyclically against each other in a ratio of 71:67.
Set 1:
D III | purple | 1 | 2 | 5 | 6 | 7 | 9 | 10 | 11 | 14 | 15 | 16 | 18 | ||||||
D IV | red | 1 | 3 | 4 | 5 | 8 | 9 | 10 | 12 | 13 | 14 | 17 | 18 | ||||||
D V | dark grey | 2 | 3 | 4 | 6 | 7 | 8 | 11 | 12 | 13 | 15 | 16 | 17 |
Set 2:
D VI | cyan | 1 | 2 | 3 | 4 | 9 | 10 | 11 | 12 | 13 | 14 | 17 | 18 | ||||||
D VII | pear green | 1 | 2 | 5 | 6 | 7 | 8 | 9 | 10 | 15 | 16 | 17 | 18 | ||||||
D VIII | light grey | 3 | 4 | 5 | 6 | 7 | 8 | 11 | 12 | 13 | 14 | 15 | 16 |
It is also possible to construct sets of intransitive dodecahedra such that there are no repeated numbers and all numbers are primes. Miwin's intransitive prime-numbered dodecahedra win cyclically against each other in a ratio of 35:34.
Set 1: The numbers add up to 564.
PD 11 | grey to blue | 13 | 17 | 29 | 31 | 37 | 43 | 47 | 53 | 67 | 71 | 73 | 83 |
PD 12 | grey to red | 13 | 19 | 23 | 29 | 41 | 43 | 47 | 59 | 61 | 67 | 79 | 83 |
PD 13 | grey to green | 17 | 19 | 23 | 31 | 37 | 41 | 53 | 59 | 61 | 71 | 73 | 79 |
Set 2: The numbers add up to 468.
PD 1 | olive to blue | 7 | 11 | 19 | 23 | 29 | 37 | 43 | 47 | 53 | 61 | 67 | 71 |
PD 2 | teal to red | 7 | 13 | 17 | 19 | 31 | 37 | 41 | 43 | 59 | 61 | 67 | 73 |
PD 3 | purple to green | 11 | 13 | 17 | 23 | 29 | 31 | 41 | 47 | 53 | 59 | 71 | 73 |
A generalization of sets of intransitive dice with faces is possible [12] . Given , we define the set of dice as the random variables taking values each in the set with
,
so we have fair dice of faces.
To obtain a set of intransitive dice is enough to set the values for with the expression
,
obtaining a set of fair dice of faces
Using this expression, it can be verified that
,
So each die beats dice in the set.
1 | 6 | 8 | |
2 | 4 | 9 | |
3 | 5 | 7 |
The set of dice obtained in tis case is equivalent to the first example on this page, but removing repeated faces. It can be verified that .
1 | 8 | 11 | 14 | |
2 | 5 | 12 | 15 | |
3 | 6 | 9 | 16 | |
4 | 7 | 10 | 13 |
Again it can be verified that .
1 | 12 | 17 | 22 | 27 | 32 | |
2 | 7 | 18 | 23 | 28 | 33 | |
3 | 8 | 13 | 24 | 29 | 34 | |
4 | 9 | 14 | 19 | 30 | 35 | |
5 | 10 | 15 | 20 | 25 | 36 | |
6 | 11 | 16 | 21 | 26 | 31 |
Again . Moreover .
A die is a small, throwable object with marked sides that can rest in multiple positions. Dice are used for generating random values, commonly as part of tabletop games, including dice games, board games, role-playing games, and games of chance.
In geometry, a dodecahedron or duodecahedron is any polyhedron with twelve flat faces. The most familiar dodecahedron is the regular dodecahedron with regular pentagons as faces, which is a Platonic solid. There are also three regular star dodecahedra, which are constructed as stellations of the convex form. All of these have icosahedral symmetry, order 120.
In probability theory, the sample space of an experiment or random trial is the set of all possible outcomes or results of that experiment. A sample space is usually denoted using set notation, and the possible ordered outcomes, or sample points, are listed as elements in the set. It is common to refer to a sample space by the labels S, Ω, or U. The elements of a sample space may be numbers, words, letters, or symbols. They can also be finite, countably infinite, or uncountably infinite.
A statistical model is a mathematical model that embodies a set of statistical assumptions concerning the generation of sample data. A statistical model represents, often in considerably idealized form, the data-generating process. When referring specifically to probabilities, the corresponding term is probabilistic model. All statistical hypothesis tests and all statistical estimators are derived via statistical models. More generally, statistical models are part of the foundation of statistical inference. A statistical model is usually specified as a mathematical relationship between one or more random variables and other non-random variables. As such, a statistical model is "a formal representation of a theory".
In probability theory and statistics, the hypergeometric distribution is a discrete probability distribution that describes the probability of successes in draws, without replacement, from a finite population of size that contains exactly objects with that feature, wherein each draw is either a success or a failure. In contrast, the binomial distribution describes the probability of successes in draws with replacement.
In mathematics, a binary relation R on a set X is transitive if, for all elements a, b, c in X, whenever R relates a to b and b to c, then R also relates a to c.
In information theory, the information content, self-information, surprisal, or Shannon information is a basic quantity derived from the probability of a particular event occurring from a random variable. It can be thought of as an alternative way of expressing probability, much like odds or log-odds, but which has particular mathematical advantages in the setting of information theory.
In mathematics, intransitivity is a property of binary relations that are not transitive relations. That is, we can find three values , , and where the transitive condition does not hold.
Liar's dice is a class of dice games for two or more players requiring the ability to deceive and to detect an opponent's deception. In "single hand" liar's dice games, each player has a set of dice, all players roll once, and the bids relate to the dice each player can see plus all the concealed dice. In "common hand" games, there is one set of dice which is passed from player to player. The bids relate to the dice as they are in front of the bidder after selected dice have been re-rolled. Originating during the 15th century, the game subsequently spread to Latin American and European countries. In 1993, a variant, Call My Bluff, won the Spiel des Jahres.
In decision theory, economics, and probability theory, the Dutch book arguments are a set of results showing that agents must satisfy the axioms of rational choice to avoid a kind of self-contradiction called a Dutch book. A Dutch book or money pump is a set of bets that ensures a guaranteed loss, i.e. the gambler will lose money no matter what happens. A set of beliefs and preferences is called coherent if it cannot result in a Dutch book.
In graph theory, a tournament is a directed graph with exactly one edge between each two vertices, in one of the two possible directions. Equivalently, a tournament is an orientation of an undirected complete graph. The name tournament comes from interpreting the graph as the outcome of a round-robin tournament, a game where each player is paired against every other exactly once. In a tournament, the vertices represent the players, and the edges between players point from the winner to the loser.
In probability theory and statistics, the discrete uniform distribution is a symmetric probability distribution wherein each of some finite whole number n of outcome values are equally likely to be observed. Thus every one of the n outcome values has equal probability 1/n. Intuitively, a discrete uniform distribution is "a known, finite number of outcomes all equally likely to happen."
In game theory, a correlated equilibrium is a solution concept that is more general than the well known Nash equilibrium. It was first discussed by mathematician Robert Aumann in 1974. The idea is that each player chooses their action according to their private observation of the value of the same public signal. A strategy assigns an action to every possible observation a player can make. If no player would want to deviate from their strategy, the distribution from which the signals are drawn is called a correlated equilibrium.
Sicherman dice are a pair of 6-sided dice with non-standard numbers—one with the sides 1, 2, 2, 3, 3, 4 and the other with the sides 1, 3, 4, 5, 6, 8. They are notable as the only pair of 6-sided dice that are not normal dice, bear only positive integers, and have the same probability distribution for the sum as normal dice. They were invented in 1978 by George Sicherman of Buffalo, New York.
Pairwise comparison generally is any process of comparing entities in pairs to judge which of each entity is preferred, or has a greater amount of some quantitative property, or whether or not the two entities are identical. The method of pairwise comparison is used in the scientific study of preferences, attitudes, voting systems, social choice, public choice, requirements engineering and multiagent AI systems. In psychology literature, it is often referred to as paired comparison.
Dice notation is a system to represent different combinations of dice in wargames and tabletop role-playing games using simple algebra-like notation such as d8+2.
An intransitive or non-transitive game is a zero-sum game in which pairwise competitions between the strategies contain a cycle. If strategy A beats strategy B, B beats C, and C beats A, then the binary relation "to beat" is intransitive, since transitivity would require that A beat C. The terms "transitive game" or "intransitive game" are not used in game theory.
The Newton–Pepys problem is a probability problem concerning the probability of throwing sixes from a certain number of dice.
In probability theory, conditional probability is a measure of the probability of an event occurring, given that another event (by assumption, presumption, assertion or evidence) is already known to have occurred. This particular method relies on event A occurring with some sort of relationship with another event B. In this situation, the event A can be analyzed by a conditional probability with respect to B. If the event of interest is A and the event B is known or assumed to have occurred, "the conditional probability of A given B", or "the probability of A under the condition B", is usually written as P(A|B) or occasionally PB(A). This can also be understood as the fraction of probability B that intersects with A, or the ratio of the probabilities of both events happening to the "given" one happening (how many times A occurs rather than not assuming B has occurred): .
Midnight is a dice game played with six dice.