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New type of dice guarantees no tie when deciding who goes first

https://www.cbc.ca/lite/story/9.7328614
17•colinprince•1d ago

Comments

ChrisArchitect•1d ago
Normal url: https://www.cbc.ca/radio/asithappens/dice-mystery-board-game...
selcuka•39m ago
So it was more of a physical problem rather than a mathematical one [1]:

> Harshbarger says he and his colleagues always knew the dice were mathematically possible.

> The mystery was whether that mathematical solution could be translated into the physical geometry of a die — something that could actually be manufactured and rolled.

> “I knew there was a solution with something crazy like 1,440 sides for each die,” he said. “That's not makeable.”

[1] https://www.cbc.ca/radio/asithappens/dice-mystery-board-game...

bombcar•28m ago
Reword it as “the smallest possible set where X is still true” and you combine both.
complex_fir_rea•26m ago
I think it is not a matter of whether it is more of a "physical problem" or a "mathematical one". They knew a solution existed but it was physically unfeasible, which prompted them to mathematically optimize the solution by using fewer sides. They found a solution using only 120 sides, and a lower bound of 30 is known but brute-forcing it is still computationally expensive.
leoqa•30m ago
It didn’t mention the underlying theory? Is it just that these large dimensions reduce the collision probability?
trhaynes•28m ago
My naive first idea was that (for two people) one set would have even numbers and the other odds. But then the even number person is more likely to win. So it's something around which numbers are on which dice.
ixwt•14m ago
If you had two dice, one with odds 1->11, and the other 2->12, and you made 1 beat 12, they would have even chances of winning then, right?
bombcar•27m ago
I was wondering that too - it seems you start with a linked list of sorts, and then evenly distribute the links to the dice. But I’ve obviously not thought it out.
e12e•23m ago
I think it's more about guaranteeing the whole sequence, rather than who goes first?

At least for two players, if you use a two sided die (a coin), have player one win ties on ones, player two win ties of twos - and otherwise highest wins - then that is trivially done?

I would have to do a little more math to see if it generalizes by induction... I'm not sure you would get a guaranteed sequence - but I think at least guaranteed fair winner works by just increasing the die (7, 9 and 11 would be tricky because if physics again... I suppose. Unless you just ignore highest tie for missing player (reroll on extremely rare 9 9s on a d10 for nine players)?

Ed: I suppose we break smaller ties, by letting closest and highest win (for ten players, 4, 6 and 7 roll 5 - 6 is closest and over/highest of the close players to 5, then come 7?)

Ed2: nevermind we end up biased towards "high" players that often win on "high" ties, like 5 or 6.

thaumasiotes•11m ago
> I think it's more about guaranteeing the whole sequence, rather than who goes first?

What do you mean? The question is who goes first.

As a matter of practice, what happens in a board game is that everyone takes a position around the board before choosing who goes first. If turns proceed in a fixed sequence, that position will determine the sequence. If the order of turns is specified by the game (for example, many feature a turn order track), then that order will be used. You never need to decide on a sequence longer than one person.

But even if that wasn't the case, the article couldn't be more explicit:

> Eric Harshbarger was asked by a board game designer if he could come up with dice that would determine who goes first — without the possibility of a tie.

> The idea was simple: settle the first turn quickly and get on with the game.

This from the article appears somewhat questionable:

>> “It was a question that did not have an obvious answer and that's something that a mathematician will often jump at.”

The problem they're bragging about solving is using dice to quickly and unambiguously select one of five options with equal probability.

The obvious answer should be that you roll a single 10- or 20-sided die, divide by 2 or 4, round up, and there you have it.

margalabargala•17m ago
I think I'm having trouble understanding why this is so complicated/requires so many sides.

If I imagine a 3-sided die, for simplicity, you should be able to have this result if the sets are [1,5,9],[2,6,7],[3,4,8]. And so on for larger numbers of players. Why doesn't this work?

pfedak•11m ago
You might want to check that your proposed solution works at all before suggesting the problem is trivial. What's the probability that the first die goes first with your numbers?

You also can't generally "and so on" constrained combinatorial arrangements like this.

arjvik•8m ago
This is not exactly perfectly fair - appears that the first player wins 11/27 times and the other two win 8/27 each.
toast0•11m ago
If you want to buy these, they are commercially available https://mathartfun.com/dSpecial.html

(no affiliation)

I think there have been discussions about some of these sets here as well.

throw0101a•8m ago
This Wikipedia article goes over things:

* https://en.wikipedia.org/wiki/Go_First_Dice

As well as the pages of the project:

* http://gofirstdice.ericharshbarger.org/

sjrd•5m ago
Better source: http://www.ericharshbarger.org/dice/go_first_dice.html

TFA claims it's "new" in 2026, but the current state of the art seems to still be that of 2022.

I bought actual dice like these in 2024 from https://mathsgear.co.uk/collections/dice/products/go-first-d...

So well, is TFA just a big pile of slop?

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