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All of the above, "25% of what should be 16%," "twice the expected," "50% more than expected," "odds ABOVE the ones expected," prove that the dice are unpredictable, as you repeatedly receive that which you DO NOT expect. Only one example above showed you getting what you expected from the dice. Your likelihood of predicting the dice beforehand is very low, given your above posts.RADAGA wrote:
6 fives.... 25% of what should be 16%
6,6 / 6,6 / 1,1 / 1,1 twice the expected doubles
5,5 3,3 5,5 5,5 four times, twice the expected.
4,4 1,1 1,1 50% more than expected.
the first time we got the expected probability
but, then again, 25% sixes.
So, in five times twelve rolls, I got, every single time, odds ABOVE the ones expected.
But if they actually favored doubles, then they would be, to some degree, predictable. However, you have not proven that they favor doubles.RADAGA wrote:I am not trying to prove the dice are predictable. I am trying to prove dice behaves on ways that favor doubles, and streaks of same numbers. That is a disaster when thinking about risk games.
If this were proven, which it is not, then you could use the information to win a higher percentage of games. Why are you not doing so?RADAGA wrote:if you get a 5 on a defense, and there is a chance, larger than real dice chance that this five will repeat several times in a row, you are basically saying that you will continue to loose an attack. Same (but opposite) if the defense shows as a 2.
It would mean that if you had proven the above theories, but you have not.RADAGA wrote:That means you should not base your atatcks and defenses on 6 sided dice rolls, but instead on the particular probabilistical distribuitions of random.org, that does not reflect actual dice.
I accept the fact that you (you, not "we") are using the wrong probability rules. In fact, your error in this regard was one of my main points above.RADAGA wrote:...we are using the wrong probability rules for this set of results....
But I knew all of that even before you posted; you are not presenting any new info here. If they were to be equal, that would mean that they would be predictable, which they are not. In fact, they are 100% unpredictable by design.RADAGA wrote:Just that we should be warned that the numbers shown as dice are not, actually, equal of what you wold obtain from of actual dice rolls.
Already knew it.RADAGA wrote:That it uses an entirely new rule to do so, and that it is not ruled by the specific probability that rule six sided dice.
You are projecting your own aggressive tendencies onto the tones of other posters, which is another error on your part.RADAGA wrote:And why the aggressive tone?
No, no, and no. I have not posted any beliefs here; you have. I have posted scientific facts exclusively.RADAGA wrote:Did I forced anyone to read this thread, so people are upset for absolutely having to do so? Are you being paid to read it, and therefore are upset for having to, or you´re just being unpleasant, so I will stop questioning your beliefs?
I have asserted repeatedly that the dice patterns from random.org are 100% NON-RANDOM, so if they were paying me to defend their supposed "randomness," I would expect to be fired very soon.RADAGA wrote:Perhaps you are being paid by random.org to defend their randomness (not unpredictability, mind you) of results.
Thank you for finally understanding the facts of the dice patterns! Actually, your intelligence has exceeded that of most of the people who post here in this regard.RADAGA wrote:To be unpredictable equals not to be random. You can be unpredictable by following a pattern so complex that no one can calculate fast enough to say what the result will be.
you can be unpredictable if you use an algorithm complex enough not to be guessed by the sole observation of some outputs
and other many ways.
Technically speaking, you are correct; they are not dice.RADAGA wrote:Yep, and they are not "dice"
You are incorrect.lancehoch wrote:(He will not be able to see my post since I am on his ignore list.)
Thank you.RADAGA wrote:I will stay out of this, but will say that, at least with me, in this particular thread, I´ve seen no trolling, au contraire, it was a fruitful, albeit non-conclusive, discussion.
If that's true, then you should use it to become the overall champion of the site.RADAGA wrote: Rule number one in CC: you lost both armies when attacking, STOP, you will loose 2 again and again and again.
The odds of 3 rolls being triple 1's: 1/6*1/6*1/6 = 1/216RADAGA wrote:First time: four TWO in sequence
Odds of three numbers (any) in sequence = 1/6*1/6*1/6 + 1/6*1/6*1/6 + 1/6*1/6*1/6
in three dice: 1/72 ...
Faulty logic. The triplets don't have to be in these 5 positions:RADAGA wrote:16 have 5 blocks of 3 dice, so roughly one on each fourteen rolls should have a triplet..
Welcome to the TRUE BRILLIANCE of Risk!westsidekilla6 wrote:Is it just me or are the dice making this game less and less about skill im starting to lose 10vs1 then im completely out and its happenning every other game is the game becoming more about whoever has better dice?
That is incorrect. In reality, there is absolutely nothing at all about the dice that is even remotely random.lackattack wrote:The dice are perfectly random, it's just that the chances of getting streaks are naturally much higher than people expect.