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Would this method TOLERATE dice cheaters without eliminating dice?

Posted By: Rich Munitz
Date: Friday, 11 September 2009, at 11:00 p.m.

In Response To: Clocks + Random Dice Generator ? (MaX)

I am generally ok with the idea of encorporating a RNG into a device as described, and I like the verifiability concept, but I think it is unlikely to ever see the light of day.

But as long as we're looking at solutions that are workable, but impractical, the idea of having the output of the RNG based upon an input provided by each player got me thinking.

Could a solution based upon regular dice rolling be developed that was for all practical purposes impervious to cheating? As far as I can see, the following would work.

Both players bring a pair of different colored dice to the match (ideally 4 different colors in total). It is agreed which of each player's dice colors will be called Die A and Die B. On each roll, BOTH players roll their dice simultaneously on opposite sides of the board. Sum the two A dice and subtract 6 if the sum exceeds 6. Do the same with the B dice. The two adjusted sums are the random dice numbers to be played. Both players would take their own dice with them if they leave the board. Neither player is permitted to touch the other player's dice.

In this manner, it does not matter if one player brings fair or crooked dice, or dice with missing numbers. It does not matter if one player shakes well or has the ability to call his numbers (as long as he does not know what his opponent's roll will be). It does not matter if one player switches out his dice for another set of the same colors. Either player has the power by bringing their own random dice and rolling properly to ensure that the outcome of BOTH players rolls are always random.

I do understand that doing this in practice would be insane and nobody would stand for it. So it is more of an academic question and to perhaps provoke thought. But wouldn't this method solve the problem of dice cheaters with existing equipment?

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