Dice in the context of "Game board"

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👉 Dice in the context of Game board

A game board (or gameboard; sometimes, playing board or game map) is the surface on which one plays a board game.

The oldest known game boards may date to Neolithic times; however, some scholars argue these may not have been game boards at all. Early Bronze Age artifacts are more universally recognized as game boards (for games such as Egyptian senet and mehen, and the Mesopotamian Royal Game of Ur). Most ancient board games were race games, utilizing random outcome generators like dice.

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Dice in the context of Role-playing game system

A tabletop role-playing game (TTRPG or TRPG), also known as a pen-and-paper role-playing game, is a kind of role-playing game (RPG) in which the participants describe their characters' actions through speech and sometimes movements. Participants determine the actions of their characters based on their characterization, and the actions succeed or fail according to a set formal system of rules and guidelines, usually involving randomization (such as through dice). Within the rules, players have the freedom to improvise, and their choices shape the direction and outcome of the game.Neither pen and paper nor a table are strictly necessary for a game to count as a TTRPG; rather, the terms pen-and-paper and tabletop are typically used to distinguish this format of RPG from role-playing video games or live action role-playing games. Online play of TTRPGs through videoconferencing has become common since the COVID-19 pandemic.

Some common examples of tabletop role-playing games include Dungeons & Dragons, Call of Cthulhu, and Pathfinder.

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Dice in the context of Random

In common usage, randomness is the apparent or actual lack of definite patterns or predictability in information. A random sequence of events, symbols or steps often has no order and does not follow an intelligible pattern or combination. Individual random events are, by definition, unpredictable, but if there is a known probability distribution, the frequency of different outcomes over repeated events (or "trials") is predictable. For example, when throwing two dice, the outcome of any particular roll is unpredictable, but a sum of 7 will tend to occur twice as often as 4. In this view, randomness is not haphazardness; it is a measure of uncertainty of an outcome. Randomness applies to concepts of chance, probability, and information entropy.

The fields of mathematics, probability, and statistics use formal definitions of randomness, typically assuming that there is some 'objective' probability distribution. In statistics, a random variable is an assignment of a numerical value to each possible outcome of an event space. This association facilitates the identification and the calculation of probabilities of the events. Random variables can appear in random sequences. A random process is a sequence of random variables whose outcomes do not follow a deterministic pattern, but follow an evolution described by probability distributions. These and other constructs are extremely useful in probability theory and the various applications of randomness.

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Dice in the context of Information theory

Information theory is the mathematical study of the quantification, storage, and communication of information. The field was established and formalized by Claude Shannon in the 1940s, though early contributions were made in the 1920s through the works of Harry Nyquist and Ralph Hartley. It is at the intersection of electronic engineering, mathematics, statistics, computer science, neurobiology, physics, and electrical engineering.

A key measure in information theory is entropy. Entropy quantifies the amount of uncertainty involved in the value of a random variable or the outcome of a random process. For example, identifying the outcome of a fair coin flip (which has two equally likely outcomes) provides less information (lower entropy, less uncertainty) than identifying the outcome from a roll of a die (which has six equally likely outcomes). Some other important measures in information theory are mutual information, channel capacity, error exponents, and relative entropy. Important sub-fields of information theory include source coding, algorithmic complexity theory, algorithmic information theory and information-theoretic security.

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Dice in the context of Cleromancy

Cleromancy is a form of sortition (casting of lots) in which an outcome is determined by means that normally would be considered random, such as the rolling of dice (astragalomancy), but that are sometimes believed to reveal the will of a deity.

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Dice in the context of Icosahedron

In geometry, an icosahedron (/ˌkɒsəˈhdrən, -kə-, -k-/ or /ˌkɒsəˈhdrən/) is a polyhedron with 20 faces. The name comes from Ancient Greek εἴκοσι (eíkosi) 'twenty' and ἕδρα (hédra) 'seat'. The plural can be either "icosahedra" (/-drə/) or "icosahedrons".

There are infinitely many non-similar shapes of icosahedra, some of them being more symmetrical than others. The best known is the (convex, non-stellated) regular icosahedron—one of the Platonic solids—whose faces are 20 equilateral triangles.

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Dice in the context of Random variable

A random variable (also called random quantity, aleatory variable, or stochastic variable) is a mathematical formalization of a quantity or object which depends on random events. The term 'random variable' in its mathematical definition refers to neither randomness nor variability but instead is a mathematical function in which

  • the domain is the set of possible outcomes in a sample space (e.g. the set which are the possible upper sides of a flipped coin heads or tails as the result from tossing a coin); and
  • the range is a measurable space (e.g. corresponding to the domain above, the range might be the set if say heads mapped to -1 and mapped to 1). Typically, the range of a random variable is a subset of the real numbers.

Informally, randomness typically represents some fundamental element of chance, such as in the roll of a die; it may also represent uncertainty, such as measurement error. However, the interpretation of probability is philosophically complicated, and even in specific cases is not always straightforward. The purely mathematical analysis of random variables is independent of such interpretational difficulties, and can be based upon a rigorous axiomatic setup.

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Dice in the context of Jointly exhaustive

In probability theory and logic, a set of events is jointly or collectively exhaustive if at least one of the events must occur. For example, when rolling a six-sided die, the events 1, 2, 3, 4, 5, and 6 are collectively exhaustive, because they encompass the entire range of possible outcomes.

Another way to describe collectively exhaustive events is that their union must cover all the events within the entire sample space. For example, events A and B are said to be collectively exhaustive if

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