In a previous post I've analysed probability distributions from rolling two dice: looking at the sum of two dice (a well-known distribution), the difference; the largest of two dice and the smallest. This article comes about following some home-schooling I've been doing with my children, looking at distributions of results for throwing one or two dice - this was an extension activity we looked at (and I'm examining it in more depth here).
In this article I'm going to examine a different distribution: rolling three dice and summing the two largest dice. This is clearly going to be skewed towards larger totals than the normal two-dice distribution- but by how much, why, and what does this distribution look like?
For example, there is only one way to get a sum of 2, which is to roll 1 1 1. However there are many ways to get 12, including 6 6 3, 6 6 2, and 6 6 1.
To abbreviate the analysis, I'd like to show and use the following results:
There is only one way to roll 1 1 1, 2 2 2 or 3 3 3. This is self-evident but worth mentioning.
When one of the dice has a different value to the other two, there are three equivalent combinations: 4 4 5 is equivalent to 4 5 4 and 5 4 4. For any a a b, there are three equivalent combinations.
When the dice have three different values, there are six equivalent combinations: a b c, a c b, b a c, b c a, c b a and c a b.
Onto the actual distribution, then:
Total: 216 = 6*6*6
The distribution is clearly skewed to the higher values, compared to the two dice distribution. Interestingly, it's not even symmetrical either side of the mode of 9 - the values for 8 and 10 are the same, as are 7 and 11, but there are fewer ways of getting 12 compared to 6.
Here's the breakdown, which compares to "seven for everything" for the normal two-dice distribution.
Mode = 9
Median = 9
Mean 8.458
Comments:
In game design, if you want a character, figure or unit to move generally faster or perform better than a typical two dice distribution, then taking the two highest values from three dice will certainly achieve this, while still retaining a range of 2-12 spaces or points. Your unit will hit harder, but can there's still a possibility that it will be outperformed by a two-dice unit.
In this article I'm going to examine a different distribution: rolling three dice and summing the two largest dice. This is clearly going to be skewed towards larger totals than the normal two-dice distribution- but by how much, why, and what does this distribution look like?
For example, there is only one way to get a sum of 2, which is to roll 1 1 1. However there are many ways to get 12, including 6 6 3, 6 6 2, and 6 6 1.
To abbreviate the analysis, I'd like to show and use the following results:
There is only one way to roll 1 1 1, 2 2 2 or 3 3 3. This is self-evident but worth mentioning.
When one of the dice has a different value to the other two, there are three equivalent combinations: 4 4 5 is equivalent to 4 5 4 and 5 4 4. For any a a b, there are three equivalent combinations.
When the dice have three different values, there are six equivalent combinations: a b c, a c b, b a c, b c a, c b a and c a b.
Onto the actual distribution, then:
Score | n | List | |||||||||||||||||
2 | 1 | 111 | 1 | ||||||||||||||||
3 | 3 | 211 | 3 | ||||||||||||||||
4 | 7 | 222 | 1 | 221 | 3 | 311 | 3 | ||||||||||||
5 | 12 | 321 | 6 | 322 | 3 | 411 | 3 | ||||||||||||
6 | 19 | 333 | 1 | 332 | 3 | 331 | 3 | 422 | 3 | 421 | 6 | 511 | 3 | ||||||
7 | 27 | 433 | 3 | 432 | 6 | 431 | 6 | 522 | 3 | 521 | 6 | 611 | 3 | ||||||
8 | 34 | 444 | 1 | 443 | 3 | 442 | 3 | 441 | 3 | 533 | 3 | 532 | 6 | 531 | 6 | 622 | 3 | 621 | 6 |
9 | 36 | 544 | 3 | 543 | 6 | 542 | 6 | 541 | 6 | 633 | 3 | 632 | 6 | 631 | 6 | ||||
10 | 34 | 555 | 1 | 554 | 3 | 553 | 3 | 552 | 3 | 551 | 3 | 644 | 3 | 643 | 6 | 642 | 6 | 641 | 6 |
11 | 27 | 655 | 3 | 654 | 6 | 653 | 6 | 652 | 6 | 651 | 6 | ||||||||
12 | 16 | 666 | 1 | 665 | 3 | 664 | 3 | 663 | 3 | 662 | 3 | 661 | 3 |
Total: 216 = 6*6*6
The distribution is clearly skewed to the higher values, compared to the two dice distribution. Interestingly, it's not even symmetrical either side of the mode of 9 - the values for 8 and 10 are the same, as are 7 and 11, but there are fewer ways of getting 12 compared to 6.
Here's the breakdown, which compares to "seven for everything" for the normal two-dice distribution.
Mode = 9
Median = 9
Mean 8.458
Comments:
In game design, if you want a character, figure or unit to move generally faster or perform better than a typical two dice distribution, then taking the two highest values from three dice will certainly achieve this, while still retaining a range of 2-12 spaces or points. Your unit will hit harder, but can there's still a possibility that it will be outperformed by a two-dice unit.
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