"What Do I Have to Do ""What Do I Have to Do"" is a song performed by Australian singer and songwriter Kylie Minogue taken from her third studio album ""Rhythm of Love"" (1990). The song was written and produced by Stock, Aitken & Waterman. Originally, the song was planned to be released after the single ""Better the Devil You Know"", but instead ""Step Back in Time"" was released and this was released as the third single on 21 January 1991. The song received positive reviews from most music critics, who thought the song was an instant rave classic. The song"
"""dice"", but also often use the English ""d""). If the final number is omitted, it is typically assumed to be a six, but in some contexts, other defaults are used. For example, if a game would call for a roll of codice_2 or codice_3 this would mean, ""roll one 4-sided die."" codice_4 would mean, ""roll three six-sided dice."" Commonly, these dice are added together, but some systems could direct the player use them in some other way, such as choosing the best die rolled. To this basic notation, an additive modifier can be appended, yielding expressions of the form, A""d""X""+""B."
"dice is a mathematical exercise in elementary combinatorics, involving a re-labeling of the faces of a pair of six-sided dice to reproduce the same frequency of sums as the standard labeling. The Sicherman dice are crazy dice that are re-labeled with only positive integers. The table below lists all possible totals of dice rolls with standard dice and Sicherman dice. One Sicherman die is coloured for clarity: 1–2–""2""–3–""3""–4, and the other is all black, 1–3–4–5–6–8. The Sicherman dice were discovered by George Sicherman of Buffalo, New York and were originally reported by Martin Gardner in a 1978 article in ""Scientific"
"of pips, from 1 to 6; the other die either has all odd numbers from 1 through 11, or all even numbers from 2 through 12. They must find a way to accurately predict the outcome of 10 rolls of their dice, being able to predict two numbers from a range from 1 to 24, scoring a point for each correct prediction. Players can also buy additional dice for a deposit of 5 garnets; these garnets are returned if the player wins. The dice on sale can either have 3, 4, and 5 pips on two sides each; or 4,"
"the results. Modifiers to a die roll can also be indicated as desired. For example, codice_6 instructs the player to roll three six-sided dice, calculate the total, and add four to it. Dice Dice (singular die or dice; from Old French ""déh""; from Latin ""datum"" ""something which is given or played"") are small throwable objects that can rest in multiple positions, used for generating random numbers. Dice are suitable as gambling devices for games like craps and are also used in non-gambling tabletop games. A traditional die is a cube, with each of its six faces showing a different number"
"that does not begin with 1 or 0, simply add a constant value to bring it into that range (to obtain random numbers between 8 and 16, inclusive, follow the 1 – 9 instructions below, and add 7 to the result of each roll). Governing probability: P(0) = P(1) = ... = P(90) = 8/9³ = 8/729 To obtain an equal distribution with numbers from 0 – 90, all three dice are rolled, one at a time, in a random order. The result is calculated based on the following rules: Sample: This gives 91 numbers, from 0 – 90 with"
"its 2 lowest numbers. The dots on each die are colored blue, red or black. Each die has the following numbers: Numbers 1 and 9, 2 and 7, and 3 and 8 are on opposite sides on all three dice. Additional numbers are 5 and 6 on die III, 4 and 5 on die IV, and 4 and 6 on die V. The dice are designed in such a way that, for every die, another will usually win against it. The probability that a given die in the sequence (III, IV, V, III) will roll a higher number than the"
"may be interpreted as 10 in this situation. A fairly consistent arrangement of the faces on ten-digit dice has been observed. If one holds such a die between one's fingers at two of the vertices such that the even numbers are on top, and reads the numbers from left to right in a zigzag pattern, the sequence obtained is 0, 7, 4, 1, 6, 9, 2, 5, 8, 3, and back to 0. The even and odd digits are divided among the two opposing ""caps"" of the die, and each pair of opposite faces adds to nine. When casting a"
"acts using sex dice. Dice may have numbers that do not form a counting sequence starting at one. One variation on the standard die is known as the ""average"" die. These are six-sided dice with sides numbered codice_3, which have the same arithmetic mean as a standard die (3.5 for a single die, 7 for a pair of dice), but have a narrower range of possible values (2 through 5 for one, 4 through 10 for a pair). They are used in some table-top wargames, where a narrower range of numbers is required. Other numbered variations include Sicherman dice and"
"Dice Dice (singular die or dice; from Old French ""déh""; from Latin ""datum"" ""something which is given or played"") are small throwable objects that can rest in multiple positions, used for generating random numbers. Dice are suitable as gambling devices for games like craps and are also used in non-gambling tabletop games. A traditional die is a cube, with each of its six faces showing a different number of dots (pips) from one to six. When thrown or rolled, the die comes to rest showing on its upper surface a random integer from one to six, each value being equally"
"Sicherman dice Sicherman dice are the only pair of 6-sided dice that are not normal dice, bear only positive integers, and have the same probability distribution for the sum as normal dice. The faces on the dice are numbered 1, 2, 2, 3, 3, 4 and 1, 3, 4, 5, 6, 8. A standard exercise in elementary combinatorics is to calculate the number of ways of rolling any given value with a pair of fair six-sided dice (by taking the sum of the two rolls). The table shows the number of such ways of rolling a given value formula_1: Crazy"
"a result of 7 on the former and 0 on the latter would be combined to produce 70. A result of double-zero is commonly interpreted as 100. Some ten-sided dice (often called 'Percentile Dice') are sold in sets of two where one is numbered from 0 to 9 and the other from 00 to 90 in increments of 10, thus making it impossible to misinterpret which one is the tens and which the units die. Ten-sided dice may also be numbered 1 to 10 for use in games where a random number in this range is desirable, or the zero"
"hand; they are thus a crude form of hardware random number generator. Perhaps to mitigate concerns that the pips on the faces of certain styles of dice cause a small bias, casinos use precision dice with flush markings. Common dice are small cubes most commonly across, whose faces are numbered from one to six, usually by patterns of round dots called pips. (While the use of Arabic numerals is occasionally seen, such dice are less common.) Opposite sides of a modern die traditionally add up to seven, implying that the 1, 2 and 3 faces share a vertex. The faces"
"the faces of a pair of Sicherman dice as being {1,2,2,3,3,4} and {1,3,4,5,6,8}, as above. This technique can be extended for dice with an arbitrary number of sides. Sicherman dice Sicherman dice are the only pair of 6-sided dice that are not normal dice, bear only positive integers, and have the same probability distribution for the sum as normal dice. The faces on the dice are numbered 1, 2, 2, 3, 3, 4 and 1, 3, 4, 5, 6, 8. A standard exercise in elementary combinatorics is to calculate the number of ways of rolling any given value with a"
"Miwin's dice Miwin's Dice are a set of nontransitive dice invented in 1975 by the physicist Michael Winkelmann. They consist of three different dice with faces bearing numbers from 1 to 9; opposite faces sum to 9, 10, or 11. The numbers on each die give the sum of 30 and have an arithmetic mean of 5. Miwin's dice have 6 sides, each of which bear a number, depicted in a pattern of dots. The standard set is made of wood; special designs are made of titanium or other materials (gold, silver). Each die is named for the sum of"
"2. Matching dice are called a ""set""; the number of matching dice in a set is called the ""Width"", while the face up number on the dice is the set's ""Height"". Shorthand notation for writing results is Width x Height, so a pair of 8s would be written 2x8 and three 2s would be written 3x2. A roll may have more than one set; the player can usually choose which one to use. If there are no matches, then the player may select a single die to act as a set with a Width of 1. In general, a set's"
"and dice with an odd-number of faces). Some dice, such as those with 10 sides, are usually numbered sequentially beginning with 0, in which case the opposite faces will add to one less than the number of faces. ""Uniform fair dice"" are dice where all faces have equal probability of outcome due to the symmetry of the die as it is face-transitive. Theoretically, this includes: Long dice can in principle be made with any number of faces, including odd numbers. They are based on the infinite set of prisms. All the rectangular faces are mutually face-transitive, so they are equally"
"two distinct dice. 36 is the largest numeric base that some computer systems support because it exhausts the numerals, 0-9, and the letters, A-Z. See Base 36. The truncated cube and the truncated octahedron are Archimedean solids with 36 edges. The number of domino tilings of a 4×4 checkerboard is 36. Since it is possible to find sequences of 36 consecutive integers such that each inner member shares a factor with either the first or the last member, 36 is an Erdős–Woods number. The sum of the integers from 1 to 36 is 666 (see number of the beast). 36"
"in half and can be combined with the halves of other dice. This, combined with the non-standard arrangement of the pips on the dice, make it possible to create a pair of dice that will roll the same number every single time. A series of negative numbers, from -3 to -35, are put up for auction one at a time. The numbers are selected at random during the auction. Additionally, one number is randomly set aside and not put up for auction. Each player begins the auction with 9 chips. At the start of each auction, a number cube is"
"American"". The numbers can be arranged so that all pairs of numbers on opposing sides sum to equal numbers, 5 for the first and 9 for the second. Later, in a letter to Sicherman, Gardner mentioned that a magician he knew had anticipated Sicherman's discovery. For generalizations of the Sicherman dice to more than two dice and noncubical dice, see Broline (1979), Gallian and Rusin (1979), Brunson and Swift (1997/1998), and Fowler and Swift (1999). Let a ""canonical"" ""n""-sided die be an ""n""-hedron whose faces are marked with the integers [1,n] such that the probability of throwing each number is"
"the same average roll. For example, These variant dice are useful, e.g., to introduce students to different ways of comparing random variables (and how only comparing averages may overlook essential details). A set of four dice using all of the numbers 1 through 24 can be made to be nontransitive. With adjacent pairs, one die's probability of winning is 2/3. For rolling high number, B beats A, C beats B, D beats C, A beats D. These dice are basically the same as Efron's dice, as each number of a series of successive numbers on a single die can all"
"/ 9² = 1 / 81. Two dice are rolled, chosen at random, one at a time. The pair is scored according to the following rules: This variant provides numbers from 0 – 80 with a probability of 1 / 9² = 1 / 81. Two dice are rolled, chosen at random, one at a time. The score is obtained according to the following rules: Examples: Miwin's dice Miwin's Dice are a set of nontransitive dice invented in 1975 by the physicist Michael Winkelmann. They consist of three different dice with faces bearing numbers from 1 to 9; opposite faces"
"is to take the set of pairs of numbers ""n"" and ""n"" from {1, 2, 3, 4, 5, 6} (representing the numbers on the two dice) as the sample space. The total number rolled (the sum of the numbers in each pair) is then a random variable ""X"" given by the function that maps the pair to the sum: and (if the dice are fair) has a probability mass function ""ƒ"" given by: Formally, a continuous random variable is a random variable whose cumulative distribution function is continuous everywhere. There are no ""gaps"", which would correspond to numbers which have"
"for the remaining players. The player with the highest four-dice total wins. If two or more players tie for the highest total, any money bet is added to the next game. Dice shown in black are those kept from the previous roll. The player scores 20 (6+3+5+6). A variant version, called 2-4-24, in which the player must keep a 2 and a 4 to score, rather than a 1 and a 4, is sometimes played. It is possible to calculate the probability of scoring, if that is the player's sole objective. This would, for instance, be the case if the"
"different kinds of vertices. Such sets frequently include a second 10-sided die either of contrasting color or numbered by tens, allowing for a pair of 10-sided dice to generate numbers between 1 and 100. Using these dice in various ways, games can closely approximate the real probability distributions of the events they simulate. For instance, 10-sided dice can be rolled in pairs to produce a uniform distribution of random percentages, and summing the values of multiple dice will produce approximations to normal distributions. Unlike other common dice, a four-sided die does not have a side that faces upward when it"
"N being the number of sides), stress dice (noted as sN), and botch dice. Most of the time, normal dice will be rolled, but when a situation arises where it is possible to succeed or fail spectacularly, stress dice and botch dice take the place of the normal dice. Stress dice are open-ended and are re-rolled each time the roll equals the die's maximum value. A natural 1 on the first stress die roll indicates a possible botch, requiring a botch roll to confirm the botch. Botch dice are d6s; only a roll of 1 indicates a botch. Each prime"
"any dice. Roll all the dice in one throw and place White's pieces as follows: Place the white pawns and mirror the position for Black. Two coins (small and large) are used to randomly generate numbers with equal probability. Tails on the smaller coin counts as ""0"", tails on the larger coin counts as ""1"", and heads on either coin counts as ""2"". To create numbers in the range ""1"" through ""4"", toss both coins and add their values together. To create numbers in the range ""1"" through ""3"", do the same but retoss whenever ""4"" is the result. To"
"labeled with the numbers 0-9 twice to use for percentages instead. Subsequent patents on ten-sided dice have made minor refinements to the basic design by rounding or truncating the edges. This enables the die to tumble so that the outcome is less predictable. One such refinement became notorious at the 1980 Gen Con when the patent was incorrectly thought to cover ten-sided dice in general. Ten-sided dice are commonly numbered from 0 to 9, as this allows two to be rolled in order to easily obtain a percentile result. Where one die represents the 'tens', the other represents 'units' therefore"
"roll of three six-sided dice; the first two are added together and compared to a target number to determine success or failure, the third determines the degree of success or failure. The third digit is often referred to as the ""check digit,"" or ""CD."" Rolling all 1s or all 6s results in an ""intervention"" - divine or infernal, respectively - essentially filling the role of a spectacular success or failure. However, how it affects the player depends on the side he has chosen. Rolling 1, 1, 1 (the Holy Trinity) is a Divine Intervention and always benefits Heaven, making it"
"the odds of success are perfectly even is identical to the step number. The dice in steps 3 through 13 form the basis of an 11-step cycle. To form steps 14-24, add 1d20. To form steps 25-35, further add 1d10 + 1d8. For higher cycles, continue alternating between the addition of 1d20 and 1d10 + 1d8. Step 2 is rolled as step 3, but you subtract 1 from the result. This is notated as ""1d4 - 1"". Step 1 is 1d4 - 2. The 3rd edition changes this by removing d4s and d20s from the system. Steps 6 through 12"
"The numerals 6 and 9, which are reciprocally symmetric through rotation, are distinguished with a dot or underline. Dice are often sold in sets, matching in color, of six different shapes. Five of the dice are shaped like the Platonic solids, whose faces are regular polygons. Aside from the cube, the other four Platonic solids have 4, 8, 12, and 20 faces, allowing for those number ranges to be generated. The only other common non-cubical die is the 10-sided die, a pentagonal trapezohedron die, whose faces are ten kites, each with two different edge lengths, three different angles, and two"
"the United States it ranges from 11.1% on the $1-bill bet to more than 24% on the joker or logo (when it pays at 40 to 1). In Australia the house edge is 7.69% on all bets, so that the payouts on a 52-segment wheel are 47:1, 23:1, 11:1, 5:1, 3:1 and 1:1. The symbols on the wheel represent some of the 216 possible combinations of three dice. Sometimes the same combination appears in more than one segment. Players wager on the numbers 1 through 6. If the number appears on one of the dice in the winning segment, the"
"average, as any other value. Because each rolled die is independent of all others, any combination of values is possible, but the ""expected quantity"" has a greater than 50% chance of being correct, and the highest probability of being exactly correct. For example, when 15 dice are in play and wilds are used, the expected quantity is 5. The chances of a bid of 5 being correct are about 59.5%; in contrast, the chances of a bid of 8 being correct are only about 8.8%. However, a high bid is not necessarily incorrect, because bids incorporate information the player knows."