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Date: 02 Apr 2008 14:03:12
From: DRA
Subject: Picking Mystery Score Numbers
Besides using numbered ping-pong balls, what is the easiest way to pick
Mystery Score numbers, I.e., 0-9?

Thanks -

Don






 
Date: 02 Apr 2008 20:13:40
From: PromptJock
Subject: Re: Picking Mystery Score Numbers
> 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. :)


  
Date: 03 Apr 2008 18:10:47
From: PromptJock
Subject: Re: Picking Mystery Score Numbers
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.... :)


  
Date: 03 Apr 2008 15:20:23
From:
Subject: Re: Picking Mystery Score Numbers
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


  
Date: 03 Apr 2008 13:31:36
From: Jeff Rosenberger
Subject: Re: Picking Mystery Score Numbers
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)


  
Date: 03 Apr 2008 01:03:26
From: PromptJock
Subject: Re: Picking Mystery Score Numbers
> Thanks PJ, I knew you would have the answer.

You're welcome. :)


  
Date: 02 Apr 2008 23:48:03
From: DRA
Subject: Re: Picking Mystery Score Numbers
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. :)