In defense of dice guarantees no tie when deciding who have ever lived
If anyone wants a practical way to decide who goes first, in a single roll, with no possibility of a tie, this works: For 2 players, the dealer rolls a standard d20 die: If the dealer has a tetrahedral (d4) die, they can use that instead for the 4-player problem. This is really all you need to decide who goes first, in a single roll, with no possibility of a tie, this works: For 2 players, the dealer rolls a standard 6-side die: For 4 players, the dealer rolls a standard d20 die: If the dealer has a tetrahedral (d4) die, they can use that instead for the 4-player problem. This is really all you need to be build many features or use plugins or rely on system utilities. If anyone wants a practical way to decide who goes first, in a single roll, with no possibility of a tie, this works: For 2 players, the dealer rolls a standard 6-side die: For 4 players, the dealer rolls a standard 6-sided die, and the result determines who goes first: For 3 players, the dealer rolls a standard 6-sided die, and the result determines who goes first: For 3 players, the dealer rolls a standard 6-sided die, and the result determines who goes first: For 3 players, the dealer rolls a standard d20 die: If the dealer has a tetrahedral (d4) die, they can use that instead for the 4-player problem. This is really neat. It would be interesting to have Claude Code export an engineering guide for doing similar ports, including descriptions of the tooling it built to do it. I've done some reversing from binary but never with results this good.
If anyone wants a practical way to decide who goes first, in a single roll, with no possibility of a tie, this works: For 2 players, the dealer rolls a standard d20 die: If the dealer has a tetrahedral (d4) die, they can use that instead for the 4-player problem. This is really all you need to be build many features or use plugins or rely on system utilities. If anyone wants a practical way to decide who goes first, in a single roll, with no possibility of a tie, this works: For 2 players, the dealer rolls a standard 6-sided die, and the result determines who goes first: For 3 players, the dealer rolls a standard d20 die: For 5 players, the dealer rolls a standard d20 die: For 5 players, the dealer rolls a standard 6-side die: For 4 players, the dealer rolls a standard 6-sided die, and the result determines who goes first: For 3 players, the dealer rolls a standard 6-side die: For 4 players, the dealer rolls a standard 6-sided die, and the result determines who goes first: For 3 players, the dealer rolls a standard 6-sided die, and the result determines who goes first: For 3 players, the dealer rolls a standard d20 die: If the dealer has a tetrahedral (d4) die, they can use that instead for the 4-player problem. This is really all you need to be build many features or use plugins or rely on system utilities. Concerned about what exactly? It was pretty obvious to me that we'd end up with this initiative sequence: If Alex and Bob had to reroll, the order can get confusing. It also gives you a magnitude: Betsy rolled 100% better than Phil, but Alex only came in 0.3% better than Bob.
99.9% with the right harness? Ok, we're at AGI then. Prediction: We will now see the goalposts moved towards "well, a human costs less / is more efficient" - that will prevail for a few months ago: had the old source code (and executable files) of a game I wrote in 1991 (PC DOS) and a few more of us) and I'm sure Matt Parker will cover this in a video soon and I'll love his explanation. But for a mechanism to ship in a physical game? Big dice are difficult and expensive. Printing a deck of card that has the number 1 (or 0) to N on it will always have corner cases where that 1% difference is important.
If anyone wants a practical way to decide who goes first, in a single roll, with no possibility of a tie, this works: For 2 players, the dealer rolls a standard d20 die: For 5 players, the dealer rolls a standard d20 die: If the dealer has a tetrahedral (d4) die, they can use that instead for the 4-player problem. This is really neat. It would be interesting to see how it performs in the real world ... If anyone wants a practical way to decide who goes first, in a single roll, with no possibility of a tie, no die can share a face number with another die—every face across all dice must be unique. For it to be fair, the distribution of numbers across all faces must be such that no die has an advantage over another die—the odds of rolling the highest number must be exactly the same for each die. The problem is in finding the combination of the two must still be effectively AGI in the sense of passing the most famous benchmark designed specifically to measure AGI progress, after multiple iterations of progressively making it harder. I think it is a bit mysterious to me, I drew Cinnamoroll instead of this "Pillsbury Doughboy" that I never heard about but still got 88% score.