Fair Dice

I’ve had this question in my brain for many, many years and need to get it all out. Spoiler up front: I don’t know the answer to this question, but I am curious not only about the answer but how the answer could even be found.

The short version

What is the minimum set of properties that all fair dice share?

The (much) longer version

It’s a simple question but requires a lot of clarification about what I’m actually getting at here.

Classical dice shapes

Most dice we encounter are platonic solids: tetrahedrons (4 sides), cubes (6 sides), octahedrons (8 sides), dodecahedrons (12 sides), and icosahedrons (20 sides). It’s easy to intuitively understand why these shapes lead to fair dice (and by “fair” I mean there is an equal chance of it landing on any of its faces). Every face is an identical shape to every other, every edge is the same length and forms the same angle with its neighboring faces, and every vertex has the same number of adjoining faces and angles. Assuming it has no markings, we cannot distinguish one face from another.

And some derivatives of the platonic solids can also form fair dice, such as by “tenting” each square face of a cube up into a shallow 4-sided pyramid, thus making a (6 × 4 =) 24-sided die. As long as each face is the same size and shape as every other one, it will be fair. Between the platonics and its derivatives, you can cover a lot of different numbers of sides: 4, 6, 8, 12, 24, 48, 60, all the way up to 120.

And then there are bipyramids. Imagine two 7-sided pyramids (sort of conic looking) with their heptagonal bases glued flat together, and you’d have a fair 14-sided die. You can use that trick to create a fair die for any even number of sides of 6 or more.

In all of these cases, it’s easy to convince ourselves that these would create fair dice. Every face is the same size and shape with no way to distinguish it from any other, so there’s no reason physics should favor one face over another. The only cause for bias would be defects in the materials or manufacturing, which we aren’t interested in for this discussion. We’re interested in the ideal shape that a physical die is aspiring to be.

A hypothetical D7

Suppose you took a block of perfectly uniform material and, using an amazing nanotechnology knife, cut 7 perfectly straight slices to form a heptahedron (7-sided doohickey). You’re just eyeballing the angles but trying your best to make them evenly spaced and the faces roughly equivalent in size, but we’re just approximating for now. But assume each cut forms a perfectly flat face with perfectly sharp edges and corners. You wind up with a sort of paper hat lookin’ thing. Here’s something I hacked out in Blender.

a really rough looking heptahedron made in Blender, looking somewhat like an angular paper hat

Now imagine we roll this die a bunch of times. An infinite number of times in fact, and we get perfect statistics for how fair it is. Because the higher your N the more confidence your stats have, and we’re going for infinity here: perfect confidence. It probably starts out very imbalanced, but we use those statistics to inform some adjustments, carving a little bit off our shape to even it out. Again, perfect cuts, still the same number of sides afterwards. Then we roll it again, infinity many times. Again, calculate our bias, and again, whittle away the imbalance from the shape. And we keep repeating this, making smaller and smaller adjustments each iteration, until eventually the bias is so small that any further adjustments would require splitting individual atoms. We have as perfect a D7 as could possibly exist in the physical world.

The question is…

With our new D7 in mind, here, at long last, is the question:

What properties does this strange but fair die have, geometrically, mathematically, and/or physically, that makes it fair?

Assume we can measure our die to perfect precision and can exactly describe its shape in mathematical language.

Many of the things we would point to with a fair platonic solid do not hold here. The faces are not identical. They don’t even have the same number of edges. So what can we say with confidence about this shape? And the larger question is, what can we say with confidence about the shape of any fair die?

Well, almost any fair die. Let’s set a few limits on the kinds of dice we’re discussing here, otherwise there are just too many variables.

  • The shape is a convex polyhedron. No voids, no holes, no dents.
  • Every face is a plane. Curves are too complicated!
  • Every edge and vertex is perfectly sharp.
  • Every face is valid to land on. There aren’t any “extraneous” faces that “don’t count” if landed on.

The question isn’t

A lot of folks will jump to the related but different question of how can you design a fair die with N sides. But that’s not this exercise. Yes, you can use tricks like the bipyramid or derivative platonic solids to make dice with a lot of different numbers of sides. Maybe there are other tricks for making arbitrary odd numbers of sides too. But this isn’t a design question, it’s an analysis question.

We’re also not talking about how to make an unfair die fair, or methods to roll a conventional die to get an unconventional number of values (e.g. to get a value 1-7, roll a D8 and reroll if you ever land on 8).

Also, don’t get too hung up on my example of 7 sides. We’re not trying to solve for 7 specifically. That’s just a weird number of sides small enough to imagine. You could use 13 or 59, or even common numbers like 6 but where the shape isn’t a cube.

This also isn’t a statistics or empiricism question. Yes, you could determine if a die is fair by rolling it a bunch of times to get 95% certainty, 99% certainty, even 99.999% certainty. We’re more interested in the analytical approach. We could know a cube makes a fair die without ever rolling one, and there’s no confidence score on that assertion. It’s simply true because of its geometric properties. If a real-world cube doesn’t roll fairly it’s because it’s not quite a cube, or it was rolled on an imperfect table, or we rolled it in a biased way, or our sample size is too small. It’s not because our analysis of cubes was wrong and mathematics is now upended. We want that same certainty with other shapes that are nothing like cubes.

The goal is to get at the core properties of what makes an arbitrary polyhedron fair.

Some possibilities

The first possible property that comes to my mind is that every side has the same area. This seems plausible. And I would say even if this property does not always hold, it’s got to be close, right? If one face is substantially smaller than the others, there’s no way it’s landing on it with the same frequency as the others. And conversely if one face is really big (like the bottom of a shallow pyramid), that’s definitely going to dominate.

My second idea is a variant of that: instead of equal area, each face has equal radial area. This one is maybe difficult to explain, but it’s inspired by thinking of the die enclosed in a sphere. If you roll the sphere it will eventually come to rest with a single point in contact with the table. If you trace from that point up toward the center of the sphere, you will hit one of the sides of the inscribed die. If you put a different colored dot on the surface of that sphere corresponding to which side of the inner die it intersects with, you’d wind up with the entire sphere divided up into different colored areas. For a platonic die, those areas on the sphere would all be equally sized (in square radians, or however you measure angular area). Would that also be true for a fair D7?

What I’m not sure of is if surface area and angular area are always proportional. Perhaps if a shape has faces that are at severe angles these two values would diverge significantly, the way sitting in the front row at a movie theater distorts the screen. That’s a geometry question I don’t quite know how to answer.

Let’s set geometry aside and think about physics. An icosahedron rolls more easily than a tetrahedron. The angles between faces on an icosahedron are shallow, and it takes little energy for it to go from resting on one side to resting on a neighboring side. Whereas the tetrahedron barely rolls at all. Whatever face it lands on initially is pretty much where it’s going to stay, short of big bounces. Could a die have a mix of shallow and steep edge angles that affect rolling physics so that certain sides are less likely to be landed on despite being the same size as the others?

The physics questions make me more uneasy. It’s easy to go down a slippery slope of more and more real-world factors like friction and air resistance and elastic deformation, and that feels like it’s going too far astray from analysis. You’re no longer identifying properties of a fair die and just testing whether this particular shape is fair through simulation or empiricism. And going back to the platonic solids, we aren’t thinking of any of those factors when deciding that they roll fairly.

How do we find out?

The tricky bit for me is I don’t even know how one would go about determining an answer to this. Or who. Would it be a mathematician creating a hundred page proof? Or would it be a physicist using laws of motion governing rolling physics? Is this problem even solvable?

Maybe modeling lots of irregular shapes and rolling them in a computer simulation zillions of times would give some leads for which relationships seem strongest (not as a proof but as exploration).

I don’t know the answer to this question, but I would love someone smarter than me to pursue this, because I can’t stop thinking about it!

Examples

I’ll end with a few test cases to consider when you ponder your own answer. These are some dice from my collection. They’re very imperfect, all have highly rounded edges, made of cheap plastic, etc. They are surely not perfectly fair, but they’re not wildly unfair either.

50-sided die
A 50-sided die made from two 25-sided pyramids (a bipyramid)
ten red dice with 5, 7, 9, 11, 14, 16, 18, 22, 24, and 30 sides
Various dice with uncommon numbers of sides. Some more regular than others. Ignoring rounded edges and other deviations from our ideal, how would you determine if these shapes could or could not be fair?
6 and 12 sided dice with distorted proportions
Despite how they look, every face on these dice are identical, meaning they should be fair.

Skyrim Map

While I was wrapping up the final touches on my Ultima VI map at the end of 2016 I was already brainstorming how to go about making a map of one of my other all-time favorite RPG video games, The Elder Scrolls V: Skyrim.

If you’d like to skip ahead to see the final result, see the images at the end. Otherwise, read on to find out how it was made!

The completed map.

Continue reading Skyrim Map

Ultima VI Map

Ultima VI is one of my favorite games of all time. It was one of the first PC games I ever played. It was installed on my mom’s computer by my brother in law, and I stumbled on it by accident one day. I didn’t have any manuals or maps or anything, so I was going in blind. I think that kind of added to the appeal. I wound up drawing a map of my own on graph paper with quite a lot of detail using nothing but the in-game sextant and sailing around the coasts of every landmass.

More recently I thought it’d be nice to create a new map, something I wouldn’t mind hanging on my wall. Continue reading Ultima VI Map

Project Alpha

Legendary Digital Networks (LDN) has created a new subscription streaming and video-on-demand service, Alpha, featuring geek-focused programming from Geek & Sundry and Nerdist. It’s due to launch Thursday, November 17th, 2016 (a delay from the original date of November 3rd). You can find the press release and video here, but if you’re reading this you are probably at least somewhat familiar with the service already.

You are also probably aware there has been controversy. There are a lot of opinions being voiced about the new service, few of them positive, some in the wait-and-see area. I have a pretty dim view of the service myself. In fact, I see it as pretty toxic. I’m writing this post to my fellow community members to convince them to steer away from Alpha.

Continue reading Project Alpha

Curta Mechanical Calculator

Here’s a little toy I’d had on my wishlist for years and finally treated myself to about a year ago. It’s a Curta II mechanical digital calculator, manufactured circa late 1966. It achieved the extraordinary feat of putting the complex mechanisms of an adding machine into a package small enough to fit in the palm of your hand.

Continue reading Curta Mechanical Calculator

Technology and the Elderly

I have a lot of thoughts on UI and UX that I’ve been wanting to organize into a coherent series of posts, but I feel like that may be too onerous and paralyzing a task, so I will try to tackle topics as I think of them. I am not a credentialed UI/UX designer, or a trained designer of any kind. I’m a software engineer who has specialized in UI, from desktop to web to now mobile interfaces, and I have a degree in psychology. Dubious qualifications. My thoughts are informed as an implementer of UI/UX designs, a mindful observer, and someone with the honed ability to whine constructively. Take with a grain of salt.

Most recently, I’ve been thinking about my changing relationship with technology as I get older. (For this discussion when I say technology I mean our consumer electronics and the software that runs on them.) My delight in new technology is waning, and I have some thoughts on why.

Continue reading Technology and the Elderly

Kinga Fan Art

I’m a tremendous fan of Mystery Science Theater 3000. When Joel Hodgson launched a Kickstarter (now concluded) to bring it back I immediately pledged money. When Felicia Day was announced as the new Mad (or more accurately, when the information was leaked days before being officially acknowledged) I was over the moon, because I’m a huge fan of hers.

I decided to take a break from some of my other creative projects and draw some fan art of Felicia’s new character, Kinga Forrester.

Rise of Kinga MST3K fan art

The drawing measures 4×6″. It took approximately (very approximately) 30 hours over the course of about 2 weeks. As with most of my stippling projects, I used a Sakura Pigma Micron 005 (0.2mm) pen, as well as a brush tip for filling in the larger black areas.

I took frequent photos with my phone of the progress and turned them into an animation. I really like watching this, seeing the sections fill in like fluid, and details being tweaked in older areas. I’m going to make a point of trying to make these animations for future drawing projects.

MST3K fan art time lapse

I started with the face because I am not very confident about or practiced in drawing people, and if I messed it up I wanted it to be easy to start over. In terms of my skill and comfort levels, inanimate things are easier to draw than cartoon people, are easier than realistic made-up people, are easier than realistic actual people, are easier than realistic actual attractive people, are easier than realistic actual attractive people where I’m applying totally different lighting to the drawing than from the source photo I’m working off of. So I wasn’t very confident in how it would turn out. I feel pretty good about it considering my managed expectations. Perhaps in a few months I’ll be able to look at it more objectively and form a better snap assessment, but right now I’m pretty happy with the results.