Fair warning: I am not a math expert (that's why I'm here).
I would like to be able to calculate the probability of rolling a certain side on a die with n sides where any number of those sides has an unfair advantage over the others.
For example: On a 6-sided die, we could assume that the 1 - 6 sides are longer than the other sides due to wear and tear (or someone shaved the 1 or 6) and, therefore, more likely to come face up on a roll. I know that, on a perfect die, the roll is uniformly random and each side has a 1/side chance of coming up.
How do I calculate the probability of each side if sides 1 and 6 are longer?
What if sides 1 and 6 are longest, 2 and 5 are second longest, and 3 and 4 are shortest?
What if I'm using a 12-sided die? 10-sided? 20-sided?
I'm looking for a formula that I can plug numbers into and I'd really, really like an explanation of how it all works, if possible.
I found this link that talks about using Mathematica to calculate one side shaved on a 6-sided die, but I don't know how this changes when you increase the number of dice, or the syntax being used. I feel like the equation below (from the link) makes sense somewhat (in that σ represents the increase in probability of a 1 or 6, but I would like to know how to calculate σ.
f = { 1/6 + σ, 1/6 - σ/6, 1/6 - σ/6, 1/6 - σ/6, 1/6 - σ/6, 1/6 + σ };
Could I use the same formula to represent a 20 sided die?
f = {1/20 + σ, 1/20 - σ/20, ... ... ... ..., 1/20 - σ/20, 1/20 + σ}
Note: I took an intro to Statistics in college, but that's all the exposure I've had. I would like to understand more, but this is where I am now. I appreciate any help you can give me and any resources you can point me to.
Answering to:
I initially started writing a software program that would simulate uniformly random dice rolls, but then thought about how that wouldn't be realistic because dice get tumbled and smoothed before reaching the consumer (which is why some people have "favorite dice" because they roll 20s often). I realized that I could approximate and fake out the realism, but I got ridiculously curious about how it all actually worked. So, to answer, I'm not measuring real physical objects, but trying to determine how to realistically simulate the rolling of virtual dice.
What you could do is the following. Start with a perfect dice ($p_1 = p_2 = \dots = p_6$). Then, each time you roll it, you can alter the probabilities $p_i$ with an error $\varepsilon_i$. Thus, the probabilities would not be the same in the future. This would simulate the damaging of the dice.
Algorithm:
Start with $p_1 = p_2 = \dots = p_6 = \frac{1}{6}$.
Generate 5 random errors $\varepsilon_1, \varepsilon_2, \dots, \varepsilon_5$.
Compute $ \varepsilon_6 = - \varepsilon_1 - \varepsilon_2 - \varepsilon_3 - \varepsilon_4 - \varepsilon_5$
Set new probabilities to $p_1 + \varepsilon_1, p_2 + \varepsilon_2, \dots, p_5 + \varepsilon_5, p_6 + \varepsilon_6$.
Roll the dice with this new probabilities.
Compute new errors...
I strongly suggest that you choose the way of generating the $\varepsilon_i$ so that they will always be 0 or as near to 0 as possible.
For fine tuning purpose, it would be good if it was not always $p_6$ that gets the difference of all other errors.
This method can easily be adjusted to dices with any number of faces.