What's Happening?
A team of mathematicians, led by Eric Harshbarger of Auburn University and Robert Ford of Dalton State College, has successfully designed a set of five 60-sided dice that can determine a perfectly fair turn order for any number of players without ties.
The project, which began around 2010, aimed to solve the 'go first dice' problem posed by board game designer James Ernest. The challenge was to create dice where any subset of players could pick a die and have an equal probability of going first, and crucially, that the dice would also determine the entire turn order with every possible sequence of players being equally likely. This property is termed 'permutation fairness.' The final solution involves five 60-sided dice, collectively engraved with every number between 1 and 300, with no repeats. The breakthrough for the five-player set came in mid-2023 when Canadian software engineer Paul Meyer developed a program to find the specific number arrangements, which Harshbarger verified. Harshbarger has since created giant wooden replicas of these dice, now on permanent display at Auburn's new mathematics building.
Why It's Important?
This mathematical achievement has significant implications beyond the realm of board games, demonstrating the power of advanced mathematical principles to solve complex real-world problems. The concept of 'permutation fairness' ensures true randomness and equality in sequential decision-making, which could be applied to various fields requiring unbiased ordering, such as scientific experiments, resource allocation, or even certain aspects of democratic processes where fair selection is paramount. For the gaming industry, these dice offer a novel and mathematically sound method for initiating gameplay, potentially enhancing player experience by eliminating disputes over turn order. The 15-year journey to this solution also highlights the dedication and collaborative nature of mathematical research, often involving individuals from different institutions and backgrounds. Furthermore, the public display of these dice at Auburn University serves as an educational tool, making abstract mathematical concepts tangible and engaging for students and the general public, fostering interest in STEM fields.
What's Next?
Following the successful design and verification of the five 60-sided dice, the next steps could involve commercial production and wider adoption within the board gaming community. Retailers who previously carried Harshbarger's four-player sets, such as Maths Gear in the U.K. and Math Art Fun in the U.S., may begin offering the new five-player version. The mathematical principles behind these dice could also inspire further research into fair allocation and sequencing problems in other domains. Academically, the 'go first dice' problem and its solution may become a case study in probability, combinatorics, and computational mathematics courses, illustrating how complex problems can be tackled through iterative research and collaboration. The display at Auburn University is expected to continue to draw attention to the practical applications of mathematics, potentially inspiring future mathematicians and problem-solvers. The team may also explore if similar 'permutation fair' dice can be designed for even larger groups of players or with different geometric constraints.
Beyond the Headlines
The development of these 'permutation fair' dice touches upon deeper philosophical questions about fairness, chance, and the nature of randomness. In a world where biases, both conscious and unconscious, can influence outcomes, a truly fair mechanism for ordering can have profound ethical implications. It underscores the human desire for equitable starting conditions, whether in a game or in broader societal contexts. The immense computational challenge involved in finding the solution, described as exceeding the number of atoms in the universe for brute-force methods, highlights the critical role of mathematical shortcuts and elegant theoretical frameworks in solving seemingly intractable problems. This project also serves as a testament to the enduring appeal of recreational mathematics and how seemingly 'silly and pointless' problems, as Harshbarger described the gameplay aspect, can lead to significant intellectual breakthroughs and practical innovations, bridging the gap between abstract theory and tangible application.











