Tip
You may be viewing documentation for an older (or newer) version of the gem than intended. Look at Changelog to see all versions, including unreleased changes.
The premier solution in total paradigm shift for resolving dicey problems of tomorrow, today, used by industry-leading professionals around the world!
In seriousness, this program is mainly useful for calculating total frequency (probability) distributions of all possible dice rolls for a given set of dice. Dice in such a set can be different or even have arbitrary numbers on the sides. It can also be used to roll any dice that it supports.
- Online (no installation)
- Installation
- Usage: CLI (command line)
- Usage: API
- Diving deeper
- Development
- Contributing
- License
Use online version of Dicey on its own website: dicey.bulancov.tech!
It does not provide quite all features, but it's easy to use and quick to get started.
Thanks to the efforts of Ruby developers, you can run full Dicey online!
- Head over to the prepared RunRuby page.
- Make sure that "-main.rb" is open.
- Input arguments between "ARGUMENTS" lines, separated by spaces. Refer to Usage / CLI section.
- Click "Run code" button below the editor.
- Results will be printed to the "Logs" tab.
If familiar with Ruby, you can also use RunRuby to explore the API. Refer to Usage / API section for documentation.
Install manually via gem
:
gem install dicey
Or, if using Bundler, add it to your Gemfile
:
gem "dicey", "~> 0.16"
(Optional) If intending to work with non-numeric dice, install vector_number too:
gem install vector_number
or add it to your Gemfile
:
gem "vector_number"
Tip
Versions upto 0.12.1 were packaged as a single executable file. You can still download it from the release.
Note
dicey
0.0.1 was a completely separate project by Adam Rogers. Big thanks for transfering the name!
Dicey is tested to work on CRuby 3.0+, latest JRuby and TruffleRuby. Compatible implementations should work too.
- JSON and YAML formatting require
json
andyaml
. - Non-numeric dice require gem
vector_number
to be installed.
Otherwise, there are no direct dependencies.
Following examples assume that dicey
(or dicey-to-gnuplot
) is executable and is in $PATH
.
Note
💡 Run dicey --help
to get a list of all possible options.
Let's start with something simple. Imagine that your Bard character has Vicious Mockery cantrip with 2d4 damage, and you would like to know the distribution of possible damage rolls. Run Dicey with two 4s as arguments:
$ dicey 4 4
It should output the following:
# D4+D4
2 => 1
3 => 2
4 => 3
5 => 4
6 => 3
7 => 2
8 => 1
First line is a comment telling you that calculation ran for two D4s. Every line after that has the form roll sum => frequency
, where frequency is the number of different rolls which result in this sum. As can be seen, 5 is the most common result with 4 possible different rolls.
If probability is preferred, there is an option for that:
$ dicey 4 4 --result probabilities # or -r p for short
# D4+D4
2 => 1/16
3 => 1/8
4 => 3/16
5 => 1/4
6 => 3/16
7 => 1/8
8 => 1/16
This shows that 5 will probably be rolled a quarter of the time.
During your quest to end all ends you find a cool Burning Sword which deals 1d8 slashing damage and 2d4 fire damage on attack. You run Dicey with these dice:
# Note the shorthand notation for two dice!
$ dicey 8 2d4
# D8+D4+D4
3 => 1
4 => 3
5 => 6
6 => 10
7 => 13
8 => 15
9 => 16
10 => 16
11 => 15
12 => 13
13 => 10
14 => 6
15 => 3
16 => 1
Results show that while the total range is 3–16, it is much more likely to roll numbers in the 6–13 range. That's pretty fire, huh?
If you downloaded dicey-to-gnuplot
and have gnuplot installed, it is possible to turn these results into a graph with a somewhat clunky command:
$ dicey 8 2d4 -f g | dicey-to-gnuplot
# `--format gnuplot` is shortened to `-f g`
This will create a PNG image named "D8+D4+D4.png":
If you find that you need to export results for further processing, it would be great if a common data interchange format was used. Dicey supports output as JSON and YAML with --format json
(or -f j
) and --format yaml
(or -f y
) respectively.
JSON via dicey 8 2d4 --format json
:
{"description":"D8+D4+D4","results":{"3":1,"4":3,"5":6,"6":10,"7":13,"8":15,"9":16,"10":16,"11":15,"12":13,"13":10,"14":6,"15":3,"16":1}}
YAML via dicey 8 2d4 --format yaml
:
---
description: D8+D4+D4
results:
3: 1
4: 3
5: 6
6: 10
7: 13
8: 15
9: 16
10: 16
11: 15
12: 13
13: 10
14: 6
15: 3
16: 1
While walking home from work you decide to take a shortcut through a dark alleyway. Suddenly, you notice a die lying on the ground. Looking closer, it turns out to be a D4, but its 3 side was erased from reality. You just have to learn what impact this has on a roll together with a normal D4. Thankfully, you know just the program for the job.
Having ran to a computer as fast as you can, you sic Dicey on the problem:
$ dicey 1,2,4 4
# (1,2,4)+D4
2 => 1
3 => 2
4 => 2
5 => 3
6 => 2
7 => 1
8 => 1
Hmm, this looks normal, doesn't it? But wait, why are there two 2s in a row? Turns out that not having one of the sides just causes the roll frequencies to slightly dip in the middle. Good to know.
But what if you had TWO weird D4s?
$ dicey 2d1,2,4
# (1,2,4)+(1,2,4)
2 => 1
3 => 2
4 => 1
5 => 2
6 => 2
8 => 1
Hah, now this is a properly cursed distribution!
Tip
💡 A single positive integer argument N practically is a shorthand for listing every side from 1 to N.
You have a sudden urge to roll dice while only having boring integer dice at home. Where to find the cool dice though?
Look no further than roll mode introduced in Dicey 0.12:
$ dicey 0.5,1.0,1.5,2.0,2.5 4 --mode roll # As always, can be abbreviated to -m r
# (1/2,1,3/2,2,5/2)+D4
roll => 7/2 # You probably will get a different value here.
Note
💡 Roll mode is compatible with --format
option.
You are a wizard and you have a spellbook with an elemental vortex spell that deals three instances of random elemental damage. Let's find out what you have for your enemies in store today:
$ dicey 3d❄️,🔥,⚡️,🌪,🌲 -m r
# (❄️,🔥,⚡️,🌪,🌲)+(❄️,🔥,⚡️,🌪,🌲)+(❄️,🔥,⚡️,🌪,🌲)
roll => 1⋅🌪 + 1⋅🌲 + 1⋅⚡️
Wind, wood and lightning in equal proportion it is! Your enemies will tremble!
Regrettably, it is not possible to use elemental dice without installing vector_number gem first.
There are four main ways to define dice:
- "5", "25", or "525": a single positive integer makes a regular die (like a D20).
- "3-6", "-5..5", "(0-1)": a pair of integers with a separator, possibly in round brackets, makes a numeric die with integers in the range.
- Accepted separators: "-", "..", "...", "–" (en dash), "—" (em dash), "…" (ellipsis).
- "1,2,4", "(-1.5,0,1.5)", or "2,": a list of any numbers separated by commas, possibly in round brackets, makes a custom numeric die.
- Lists can end in a comma, allowing single-number lists.
- "1,1.5,Two", "(💚,🧡,💙,💜)" or "('1','(bracket)')": a list of strings and numbers separated by commas, possibly in round brackets, makes an arbitrary die.
- Lists can end in a comma, allowing single-string lists.
- Single (') or double (") quotes can be used to use other quotes and round brackets in the string. Otherwise, they are prohibited. Commas are always prohibited.
- Quotes can also be used to treat numbers as strings.
"D6", "d(-1,3)", "d2..4", or "d💚,🧡": any definitions can be prefixed with "d" or "D". While this doesn't do anything on its own, it can be useful to not start a definition with "-".
"2D6", "5d-1,3", "277D(2..4)", or "3d👑,
Note
- Latest API documentation from
main
branch is automatically deployed to GitHub Pages. - Documentation for published versions is available on RubyDoc.
There are 3 classes of dice currently:
Dicey::AbstractDie
is the base class for other dice, but can be used on its own. It has no restrictions on values of sides.Dicey::NumericDie
behaves much the same asDicey::AbstractDie
(being its subclass), except for checking that all values are instances ofNumeric
. It can be initialized with an Array or Range.Dicey::RegularDie
is a specialized subclass ofDicey::NumericDie
. It is defined by a single integer N which is expanded to a range (1..N).
All dice classes have constructor methods aside from .new
:
.from_list
takes a list of definitions and calls.new
with each one;.from_count
takes a count and a definition and calls.new
with it specified number of times.
See Diving deeper for more theoretical information.
Note
💡 Using Float
values is liable to cause precision issues. Due to in-built result verification, this will raise errors. Use Rational
or BigDecimal
instead.
Dicey::DieFoundry#call
provides the interface for creating dice from Strings as available in CLI:
Dicey::DieFoundry.new.call("100")
# same as Dicey::RegularDie.new(100)
Dicey::DieFoundry.new.call("2d6")
# same as Dicey::RegularDie.from_count(2, 6)
Dicey::DieFoundry.new.call("1d1,2,4")
# same as Dicey::NumericDie.from_count(1, [1,2,4])
It only takes a single argument and may return both an array of dice and a single die. You will probably want to use Enumerable#flat_map
:
foundry = Dicey::DieFoundry.new
%w[8 2d4].flat_map { foundry.call(_1) }
# same as [Dicey::RegularDie.new(8), *Dicey::RegularDie.from_count(2, 4)]
It is easy enough to create numeric dice or dice with distinct symbols. However, what if a symbolic die is needed, but one which also has custom counts of symbols?
For example, a game may have a die which can roll 1-3 💚 or a VectorNumber
to create summable strings:
# Using Symbols is not required, but they look nicer in output.
# `DieFoundry` uses Symbols for this reason.
heal = VectorNumber[:"💚"]
regen = VectorNumber[:"♥️"]
die = Dicey::AbstractDie.new([heal, heal * 2, heal * 3, regen])
# => #<Dicey::AbstractDie:0x00007f4a7c95efe8 @current_side_index=0, @sides_list=[(1⋅💚), (2⋅💚), (3⋅💚), (1⋅♥️)], @sides_num=4>
Now such dice can easily be rolled together and results summed:
die.roll + die.roll
# => (5⋅💚)
Dicey::AbstractDie#roll
implements the rolling:
Dicey::AbstractDie.new([0, 1, 5, "10"]).roll
# almost same as [0, 1, 5, "10"].sample
Dicey::RegularDie.new(6).roll
# almost same as rand(1..6)
Dice retain their roll state, with #current
returning the last roll (or initial side if never rolled):
die = Dicey::RegularDie.new(6)
die.current
# => 1
die.roll
# => 3
die.current
# => 3
Rolls can be reproducible if a specific seed is set:
Dicey::AbstractDie.srand(493_525)
die = Dicey::RegularDie.new(6)
die.roll
# => 4
die.roll
# => 1
# Repeat:
Dicey::AbstractDie.srand(493_525)
die = Dicey::RegularDie.new(6)
die.roll
# => 4
die.roll
# => 1
Note
💡 Randomness source is global, shared between all dice and probably not thread-safe.
Distribution calculators live in Dicey::SumFrequencyCalculators
module. There are four calculators currently:
Dicey::SumFrequencyCalculators::KroneckerSubstitution
is the recommended calculator, able to handle allDicey::RegularDie
and more. It is very fast, though sometimes slower than the next one.Dicey::SumFrequencyCalculators::MultinomialCoefficients
is specialized for repeated numeric dice, with performance on par with the previous one, depending on exact parameters. However, it is currently limited to dice with arithmetic sequences (this includes regular dice, however).Dicey::SumFrequencyCalculators::BruteForce
is the most generic and slowest one, but can work with any dice. It needs gem "vector_number" to be installed and available to work with non-numeric dice.Dicey::SumFrequencyCalculators::Empirical
... this is more of a tool than a calculator. It "calculates" probabilities by performing a large number of rolls and counting frequencies of outcomes. It can be interesting to play around with and see how practical results compare to theoretical ones. Due to its simplicity, it also works with any dice.
Calculators inherit from Dicey::SumFrequencyCalculators::BaseCalculator
and provide the following public interface:
#call(dice, result_type: {:frequencies | :probabilities}, **options) : Hash
#valid_for?(dice) : Boolean
See Diving deeper for more details on limitations and complexity considerations of different algorithms.
When in doubt which calculator to use (and if a given one can be used), use Dicey::SumFrequencyCalculators::AutoSelector
. Its #call(dice)
method will return a valid calculator for the given dice or nil
if none are acceptable.
While distribution itself is already enough in most cases (we are talking just dice here, after all). it may be of interest to calculate properties of it: mode, mean, expected value, standard deviation, etc. Dicey::DistributionPropertiesCalculator
provides this functionality:
Dicey::DistributionPropertiesCalculator.new.call(
Dicey::SumFrequencyCalculators::KroneckerSubstitution.new.call(
Dicey::RegularDie.from_count(2, 3)
)
)
# =>
# {:mode=>[4],
# :modes=>[[4]]
# :min=>2,
# :max=>6,
# :total_range=>4,
# :mid_range=>4,
# :median=>4,
# :arithmetic_mean=>4,
# :expected_value=>4,
# :variance=>(4/3),
# :standard_deviation=>1.1547005383792515,
# :skewness=>0.0,
# :kurtosis=>(9/4),
# :excess_kurtosis=>(-3/4)}
Of course, for regular dice most properties are quite simple and predicatable due to symmetricity of distribution. It becomes more interesting with unfair, lopsided dice. Remember Example 3?
Dicey::DistributionPropertiesCalculator.new.call(
Dicey::SumFrequencyCalculators::KroneckerSubstitution.new.call(
[Dicey::RegularDie.new(4), Dicey::NumericDie.new([1,3,4])]
)
)
# =>
# {:mode=>[5],
# :modes=>[[5]],
# :min=>2,
# :max=>8,
# :total_range=>6,
# :mid_range=>5,
# :median=>5,
# :arithmetic_mean=>5,
# :expected_value=>(31/6),
# :variance=>(101/36),
# :standard_deviation=>1.674979270186815,
# :skewness=>-0.15762965389465178,
# :kurtosis=>(23145/10201),
# :excess_kurtosis=>(-7458/10201)}
This disitrubution is obviosuly skewed (as can be immediately seen from non-zero skewness), with expected value no longer equal to mean. This is a mild example. It is easily possible to create a distribution with multiple local maxima or high skewness. For example, let's take two D2 and a weighted die to create a distribution with two peaks:
[*Dicey::RegularDie.from_count(2, 2), Dicey::NumericDie.new([1,8,9])]
# =>
# {:mode=>[11, 12],
# :modes=>[[4], [11, 12]],
You can see that 11 and 12 are the most likely outcomes, coming from a larger peak, but a smaller peak (with lower probability) is placed at 4.
For a further discussion of calculations, it is important to understand which classes of dice exist.
- Regular die — a die with N sides with sequential integers from 1 to N, like a classic cubic D6, D20, or even a coin if you assume that it rolls 1 and 2. These are dice used for many tabletop games, including role-playing games. Most probably, you will only ever need these and not anything beyond.
Tip
💡 If you only need to roll regular dice, this section will not contain anything important.
- Integer die has sides with only integers. For example, (1,2,3,4,5,6), (-5,0,5), (1,10000), (1,1,1,1,1,1,1,0).
- Arithmetic die's sides form an arithmetic sequence. For example, (1,2,3,4,5,6), (1,0,-1), (2.6,2.1,1.6,1.1).
- Numeric die is limited by having sides confined to ℝ (or ℂ if you are feeling particularly adventurous).
- Abstract die is unlimited!
Note
💡 If your die definition starts with a negative number, it can be bracketed, prefixed with "d", or put after "--" pseudo-argument to avoid processing as an option.
Dicey is in principle able to handle any real numeric dice and some abstract dice with well-defined summation (tested on complex numbers), though not every possibility is exposed through command-line interface: that is limited to floating-point values.
Currently, three algorithms for calculating frequencies are implemented, with different possibilities and trade-offs.
Note
💡 Complexity is listed for n dice with at most m sides and is only an approximation.
An algorithm based on fast polynomial multiplication. This is the default algorithm, used for most reasonable dice.
- Limitations: only integer dice are allowed, including regular dice.
- Example:
dicey 5 3,4,1 0,
- Complexity: O(n3⋅m2)
- Running time examples:
- 6d1000 — 0.5 seconds
- 1000d6 — 18 seconds
This algorithm is based on raising a univariate polynomial to a power and using the coefficients of the result, though certain restrictions are lifted as they don't actually matter for the calculation. It is usually faster than Kronecker substitution for many dice with few sides.
- Limitations: only equal arithmetic dice are allowed.
- Example:
dicey 1.5,3,4.5,6 1.5,3,4.5,6 1.5,3,4.5,6
- Complexity: O(n2⋅m2)
- Running time examples:
- 6d1000 — 1.65 seconds
- 1000d6 — 10.5 seconds
As a last resort, there is a brute force algorithm which goes through every possible dice roll and adds results together. While quickly growing terrible in performace (and memory usage), it has the largest input space, allowing to work with completely nonsensical dice, including complex numbers and altogether non-numeric values.
- Limitations: without vector_number all values must be numbers, otherwise almost any values are viable.
- Example:
dicey 5 1,0.1,2 A,B,C
- Complexity: O(mn)
- Running time examples:
- 6d10 — 0.25 seconds
- 10d6 — 9.5 seconds
After checking out the repo, run bundle install
to install dependencies. Then, run rake spec
to run the tests, rake rubocop
to lint code and check style compliance, rake rbs
to validate signatures or just rake
to do everything above. There is also rake steep
to check typing, and rake docs
to generate YARD documentation.
You can also run bin/console
for an interactive prompt that will allow you to experiment, or bin/benchmark
to run a benchmark script and generate a StackProf flamegraph.
To install this gem onto your local machine, run rake install
.
To release a new version, run rake version:{major|minor|patch}
, and then run rake release
, which will build the package and push the .gem
file to rubygems.org. After that, push the release commit and tags to the repository with git push --follow-tags
.
Bug reports and pull requests are welcome on GitHub at https://github.com/trinistr/dicey.
- Running
rake spec
reports 100% coverage (unless it's impossible to achieve in one run). - Running
rake rubocop
reports no offenses. - Running
rake steep
reports no new warnings or errors. - Tests cover the behavior and its interactions. 100% coverage is not enough, as it does not guarantee that all code paths are tested.
- Documentation is up-to-date: generate it with
rake docs
and read it. - "CHANGELOG.md" lists the change if it has impact on users.
- "README.md" is updated if the feature should be visible there.
This gem is available as open source under the terms of the MIT License, see LICENSE.txt.