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Date: 02 Apr 2008 14:03:12
From: DRA
Subject: Picking Mystery Score Numbers
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Besides using numbered ping-pong balls, what is the easiest way to pick Mystery Score numbers, I.e., 0-9? Thanks - Don
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Date: 02 Apr 2008 20:13:40
From: PromptJock
Subject: Re: Picking Mystery Score Numbers
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> Besides using numbered ping-pong =A0balls, what is the easiest way to pick= > Mystery Score numbers, I.e., 0-9? Well, there are a number of other ways, depending on what methods you want to use. Here are some suggestions off the top of my head: 1. Use TWO DICE. Instead of using "0-9" as your range, use "1-10" (same range of #'s, BTW). whatever you roll on the pair of dice, subtract 1 from that value to get your Mystery Number (i.e., you roll a "6" - subtract 1 and call it "5"; if you roll 11 or 12, discard that roll). 2. Use 10 PLAYING CARDS: Ace thru 10, where the Ace=3D1. Lay the cards face down on a table and have the contestant pick one. Again, subtract 1 from the card's value to get your Mystery Number. 3. Use 10 SCRABBLE TILES: one each of the letters "A" through "J". Assign 0 to A, 1 to B, etc. Put them in a container (bag, can, etc.) and have the "contestant" pull a tile from the bag - the tile pulled equals the "mystery number". 4. I believe you can get a set of 10 or 12 "numbered cubes" from a Party Game Store along with a "shaker box" or bag. Pick a cube - the number on the cube (subtract 1 as I think they start at "1") is your Mystery Number. 5. If you have a Windows laptop and QBasic on it, run this program: top: ' this line initializes the computer's random # generator randomize ' this line makes an integer between 0 and 9 pingpong =3D int(rnd(0)*10) ' this line prints the selected random integer print "Your Mystery Score Number is: "; pingpong print " " ' the next lines allow you to end or select a new number print "Press '1' and the 'Enter' key to get another number. Anything else exits..." input query$ if query$ =3D "1" then goto top exit 6. I vaguely remember seeing a "dodechadronal" (10-sided?) die in a elty shop once. Roll it and whatever side pops up will be your Mystery Number. I hope these suggestions help. :)
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Date: 03 Apr 2008 18:10:47
From: PromptJock
Subject: Re: Picking Mystery Score Numbers
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On Apr 3, 10:31=A0am, Jeff Rosenberger <j...@jtan.com > wrote: > PromptJock wrote: > >> Besides using numbered ping-pong =A0balls, what is the easiest way to p= ick > >> Mystery Score numbers, I.e., 0-9? > > > Well, there are a number of other ways, depending on what methods you > > want to use. =A0Here are some suggestions off the top of my head: > > > 1. Use TWO DICE. =A0Instead of using "0-9" as your range, use > > "1-10" (same range of #'s, BTW). =A0whatever you roll on the pair of > > dice, subtract 1 from that value to get your Mystery Number (i.e., you > > roll a "6" - subtract 1 and call it "5"; if you roll 11 or 12, discard > > that roll). > > This won't give you an even distribution between the numbers 0-9. > 1: 1/36 > 2: 2/36 > 3: 3/36 > 4: 4/36 > 5: 5/36 > 6: 6/36 > 7: 5/36 > 8: 4/36 > 9: 3/36 > 10: 2/36 > 11: 1/36 (thrown out) Actually, 36 rolls ** IS NOT ** enough rolls to get an accurate picture of the "distribution". You need to do a FEW THOUSAND rolls to get any sense of the potential distribution. Also, you need to "change some variables" as well: different "rolling surface", changing the height the dice drop, the amount of time they're "jostled" before being delivered to the rolling surface, the way they're "jostled" (i.e., using the hand, a cup, a "dice rolling" machine, etc.), whether the dice have "sharp" corners/edges or "rounded" ones, the physical size/mass of the dice (IMPORTANT: they need to be IDENTICAL TO EACH OTHER ** IN ALL WAYS ** within a few hundredths of a percent in variability), constant ambient temperature/ humidity/light illumination; moon phase and gravitational effects, as well as solar effects (sunspots, flares, etc.) MUST also be accounted for to minimize any "variabilities". This is just a VERY SMALL list of "variables" that must be accounted for in any statistical analysis (yes, it reads like a sci-fi monstrosity! :) ), but all "external factors", along with a large enough sample set, must be accounted, etc. for or your results are "bogus". :) Happy shaking, etc.... :)
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Date: 03 Apr 2008 15:20:23
From:
Subject: Re: Picking Mystery Score Numbers
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On Apr 3, 1:31=A0pm, Jeff Rosenberger <j...@jtan.com > wrote: > PromptJock wrote: > >> Besides using numbered ping-pong =A0balls, what is the easiest way to p= ick > >> Mystery Score numbers, I.e., 0-9? > > > Well, there are a number of other ways, depending on what methods you > > want to use. =A0Here are some suggestions off the top of my head: > > > 1. Use TWO DICE. =A0Instead of using "0-9" as your range, use > > "1-10" (same range of #'s, BTW). =A0whatever you roll on the pair of > > dice, subtract 1 from that value to get your Mystery Number (i.e., you > > roll a "6" - subtract 1 and call it "5"; if you roll 11 or 12, discard > > that roll). > > This won't give you an even distribution between the numbers 0-9. > 1: 1/36 > 2: 2/36 > 3: 3/36 > 4: 4/36 > 5: 5/36 > 6: 6/36 > 7: 5/36 > 8: 4/36 > 9: 3/36 > 10: 2/36 > 11: 1/36 (thrown out) That was my thought. But- what is "mystery numbers" for? Something to do with the ten frames, I guess? T
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Date: 03 Apr 2008 13:31:36
From: Jeff Rosenberger
Subject: Re: Picking Mystery Score Numbers
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PromptJock wrote: >> Besides using numbered ping-pong balls, what is the easiest way to pick >> Mystery Score numbers, I.e., 0-9? > > Well, there are a number of other ways, depending on what methods you > want to use. Here are some suggestions off the top of my head: > > 1. Use TWO DICE. Instead of using "0-9" as your range, use > "1-10" (same range of #'s, BTW). whatever you roll on the pair of > dice, subtract 1 from that value to get your Mystery Number (i.e., you > roll a "6" - subtract 1 and call it "5"; if you roll 11 or 12, discard > that roll). This won't give you an even distribution between the numbers 0-9. 1: 1/36 2: 2/36 3: 3/36 4: 4/36 5: 5/36 6: 6/36 7: 5/36 8: 4/36 9: 3/36 10: 2/36 11: 1/36 (thrown out)
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Date: 03 Apr 2008 01:03:26
From: PromptJock
Subject: Re: Picking Mystery Score Numbers
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> Thanks PJ, I knew you would have the answer. You're welcome. :)
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Date: 02 Apr 2008 23:48:03
From: DRA
Subject: Re: Picking Mystery Score Numbers
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Thanks PJ, I knew you would have the answer. "PromptJock" <102151.3223@compuserve.com > wrote in message news:1ba92657-dffd-4086-a031-9e8c77c13090@u10g2000prn.googlegroups.com... > Besides using numbered ping-pong balls, what is the easiest way to pick > Mystery Score numbers, I.e., 0-9? Well, there are a number of other ways, depending on what methods you want to use. Here are some suggestions off the top of my head: 1. Use TWO DICE. Instead of using "0-9" as your range, use "1-10" (same range of #'s, BTW). whatever you roll on the pair of dice, subtract 1 from that value to get your Mystery Number (i.e., you roll a "6" - subtract 1 and call it "5"; if you roll 11 or 12, discard that roll). 2. Use 10 PLAYING CARDS: Ace thru 10, where the Ace=1. Lay the cards face down on a table and have the contestant pick one. Again, subtract 1 from the card's value to get your Mystery Number. 3. Use 10 SCRABBLE TILES: one each of the letters "A" through "J". Assign 0 to A, 1 to B, etc. Put them in a container (bag, can, etc.) and have the "contestant" pull a tile from the bag - the tile pulled equals the "mystery number". 4. I believe you can get a set of 10 or 12 "numbered cubes" from a Party Game Store along with a "shaker box" or bag. Pick a cube - the number on the cube (subtract 1 as I think they start at "1") is your Mystery Number. 5. If you have a Windows laptop and QBasic on it, run this program: top: ' this line initializes the computer's random # generator randomize ' this line makes an integer between 0 and 9 pingpong = int(rnd(0)*10) ' this line prints the selected random integer print "Your Mystery Score Number is: "; pingpong print " " ' the next lines allow you to end or select a new number print "Press '1' and the 'Enter' key to get another number. Anything else exits..." input query$ if query$ = "1" then goto top exit 6. I vaguely remember seeing a "dodechadronal" (10-sided?) die in a elty shop once. Roll it and whatever side pops up will be your Mystery Number. I hope these suggestions help. :)
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