Die A has sides 2, 2, 4, 4, 9, 9.
Die B has sides 1, 1, 6, 6, 8, 8.
Die C has sides 3, 3, 5, 5, 7, 7.
The expected value of each die is 5, yet A beats B, B beats C, and C beats A. Other examples in the article have sets of transitive dice where the expected value is not the same; transitivity still holds.In the game with rounding, A beats B, B beats C, C beats A. In the game without rounding, where totals are summed, they are evenly matched and it's down to chance. That's exactly the effect I was referring to.
A: 4, 4, 4, 4, 0, 0 (avg: 8/3)
B: 3, 3, 3, 3, 3, 3 (avg: 9/3)
C: 6, 6, 2, 2, 2, 2 (avg: 10/3)
D: 5, 5, 5, 1, 1, 1 (avg: 9/3)
There's no reason that the average values need to be the same to have non-transitive dice. To modify the original three to have the same winning properties, but radically different averages, just imagine doing this: Die A has sides 2, 2, 4, 4, 99, 99.
Die B has sides 1, 1, 6, 6, 8, 8.
Die C has sides 3, 3, 5, 5, 7, 7.
The expected value of an individual die roll doesn't play into it at all.This illustrates the difference between premature rounding (normal dice play) and non premature rounding (long term summing of results).
I also don't understand how normal dice play counts as "premature rounding". It's just how playing dice works -- you compare the numbers versus each other.
That's exactly the point! A naive intuition about dice is that they have a single probabilistic long-term score. E.g. 6-sided die is 3.5. So if one dice beats another, it should be transitive (the intuition goes). It's the summation (implied by averaging over time) that leads to the naive intuition.
Game 1: Player 1 chooses a dice, then player 2 chooses a dice. They both roll numbers, say a and b. Then player 2 gives player 1 (a - b) dollars.
Game 2: Player 1 chooses a dice, then player 2 chooses a dice. They both roll numbers, say a and b. Then player 2 gives player 1 (a - b > 0 ? 1 : -1) dollars.
You can kind of squint and see that game 2 is the same as game 1 just with (a - b) "rounded" to either 1 or -1.
The best way I can think of to allocate a fractional score to each die player is to sum all the dice rolled, and give each player their roll divided by the sum. So if players rolled 2 and 5, one player would get 2/7 and the other 5/7 - instead of rounding the scores to 0 and 1.
Note that to calculate the EV for a die under this scheme, you have to calculate it versus a particular opposing die, so it would produce a different EV for the transitive A/B/C dice in different combinations.
Perhaps that's what the OP was trying to suggest?
You can see this result in other places, also. It's especially visible in sports, for example, or in the stock market.