Earlier quoted context omitted.
That isn't what the article is about at all. It's not even what the first paragraph is about. What they are doing is designing physical shapes that will have a specified probability of falling in different positions. What you are talking about is post processing a biased random signal to get a less biased signal.
And yet the person you replied to was quite clear that they are responding to the title.
Creating fair dice from random objects
11–20 of 28 posts
Re: Creating fair dice from random objects
#12Another reason to use dice for tabletop games is so that the game can be played without the use of a computer.
When I play GURPS, I generally use different dice with each dice roll in order to try to mitigate some of the bias. (I don't know quite how much effective this really is, though.)
Re: Creating fair dice from random objects
#13How to create a fair coin from an arbitrarily biased coin: 1. Toss the coin and remember the answer. 2. Toss the coin again, if it is different from your previous toss then your result from #1 is fair. Otherwise, go back to step 1. If p is the probability of getting heads, there are four possible outcomes with their associated probabilities: TT -> (1 - p)^2 (rejected) HT -> p * (1 - p) TH -> (1 - p) * p TT -> p^2 (re…
I'm not sure that two concurrent harmonious answers constitutes a "fixed" coin or a diagnosis of a fixed coin.
This scheme will be rubbish with a one sided coin ie the limit for "arbitrary fixed coin".
Re: Creating fair dice from random objects
#14https://archimedes-lab.org/2021/07/15/amazing-roman-rock-cry...
Re: Creating fair dice from random objects
#15Re: Creating fair dice from random objects
#16The Roman rock crystal icosahedron die in the Louvre would be nice: https://archimedes-lab.org/2021/07/15/amazing-roman-rock-cry...
Re: Creating fair dice from random objects
#17the title is a classic quant interview problem the basic idea is that, because multiplication commutes, probability of A then B is the same as probability of B then A, so long as they are independent events (rolling objects typically meets this criteria) so instead of using just A or just B, which might neither have 0.5 probability, you only count "A then B" and "B then A" as rolls and this trivially extends to const…
That isn't what the article is about at all. It's not even what the first paragraph is about. What they are doing is designing physical shapes that will have a specified probability of falling in different positions. What you are talking about is post processing a biased random signal to get a less biased signal.
wasn't trying to hurt anyone or anything
Re: Creating fair dice from random objects
#18Hey hey, it's Keenan Crane again :)
https://www.cs.cmu.edu/~kmcrane/
Re: Creating fair dice from random objects
#19the title is a classic quant interview problem the basic idea is that, because multiplication commutes, probability of A then B is the same as probability of B then A, so long as they are independent events (rolling objects typically meets this criteria) so instead of using just A or just B, which might neither have 0.5 probability, you only count "A then B" and "B then A" as rolls and this trivially extends to const…
Re: Creating fair dice from random objects
#20the title is a classic quant interview problem the basic idea is that, because multiplication commutes, probability of A then B is the same as probability of B then A, so long as they are independent events (rolling objects typically meets this criteria) so instead of using just A or just B, which might neither have 0.5 probability, you only count "A then B" and "B then A" as rolls and this trivially extends to const…
This technique is formally known as the Von Neumann extractor (1951), a foundational concept in randomness extraction.