If you are like me, you’ve been up at night ever since Austin thinking, “What does the long term distribution of 6-5-4 rolls looks like?” or “How likely am I to qualify at all?” I’m happy to share we’ll no longer be losing sleep over these existential questions.
To get an idea of what game results are most likely, I wrote some code to play 5 million consecutive games of 6-5-4. This is a common strategy in statistics called Monte Carlo simulation, which is useful when there are too many complex situations to list.
The game’s flow is mostly straightforward with saving die, but I choose to proceed with the strategy/choice of stopping whenever I get my first qualified hand, no matter the turn. This means that my simulated games will stop on roll 1 or 2 even if I have the lowest possible score of 2 (roll: 6-5-4-1-1). My rationale is that it’s better to make your opponent do the harder task of qualifying in fewer rolls, even if the end score wasn’t that impressive.
Under the hood it’s a series of if() statements (also
know as if-thens) where I record if we roll numbers of interest:
# on game number ii
# first check for a 6
if(any(rll == 6)){
qual6[ii] <- TRUE # record successful 6
# then check for a 5 if we have a 6
if(any(rll == 5)){
qual5[ii] <- TRUE # record successful 5
# then check for a 4 if we have a 5
if(any(rll == 4)){
qual4[ii] <- TRUE # record successful 4
}
}
}
Basically all of these things have to be true, in that order for us to get a qualified score. If we don’t get a valid, qualified score from the initial roll, then repeat the rolling process at most 2 more times while saving important die (e.g. 6s, 5s, and 4s) along the way. I record a few pieces of information about each game. Here is a look at the first 5 games I simulated. For simplicity I chose to label it “Turn 4 | Score 0” when I failed to qualify during my 3-roll turn.
| Qual6 | Qual5 | Qual4 | Score | Qual_Turn | Roll1 | Roll2 | Roll3 | Result |
|---|---|---|---|---|---|---|---|---|
| TRUE | TRUE | TRUE | 6 | 1 | 65442 | NA | NA | Turn 1 | Score 6 |
| TRUE | TRUE | TRUE | 5 | 2 | 64322 | 65432 | NA | Turn 2 | Score 5 |
| TRUE | TRUE | TRUE | 6 | 2 | 54211 | 65541 | NA | Turn 2 | Score 6 |
| TRUE | FALSE | FALSE | 0 | 4 | 55522 | 66321 | 66442 | Turn 4 | Score 0 |
| TRUE | TRUE | TRUE | 3 | 3 | 44322 | 55521 | 65421 | Turn 3 | Score 3 |
This gives us 34 possible results. The absolute best hand is Turn 1 | Score 12, which comes from a single roll of 6-5-4-6-6. The worst qualifying hand is Turn 3 | Score 2, which happens with 6-5-4-1-1 on your third roll. The worst hand is a non-qualifying hand which I call Turn 4 | Score 0.
After playing 5,000,000 games, long term trends start to become clear. Here is a breakdown of the relative likelihood of each of those 34 game results.
There is a 46.01% chance of busting, which leaves a 53.99% chance of rolling a qualifying score in your 3-roll turn. Each individual result is unlikely to happen by itself, but since you technically have 33 different ways to score, it ends up being a pretty fair game to score at.
We can also look at the probability of qualifying on each roll (or eventually busting on “turn 4”):
You have a 15.82% chance of scoring on your first roll, and a 35.64% chance of qualifying on your first two rolls.