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The DICE framework, or Duration, Integrity, Commitment, and Effort framework is a tool for evaluating projects, [1] predicting project outcomes, and allocating resources strategically to maximize delivery of a program or portfolio of initiatives, aiming for consistency in evaluating projects with subjective inputs.
there are 15 possible outcomes where two dice will match; and; there is one possible outcome where all three dice will match; and so; there are 125 possible outcomes where no die will match the number. At payouts of 1 to 1, 2 to 1 and 10 to 1 respectively for each of these types of outcome, the expected loss as a percentage of the stake wagered is:
The actual origins of the game are not clear; some of the earliest documentation comes from 1893, when Stewart Culin reported that Cee-lo was the most popular dice game played by Chinese-American laborers, although he also notes they preferred to play Fan-Tan and games using Chinese dominoes such as Pai Gow or Tien Gow rather than dice games.
The strategy had the gambler double the bet after every loss, so that the first win would recover all previous losses plus win a profit equal to the original stake. Thus the strategy is an instantiation of the St. Petersburg paradox.
The D.I.C.E. Award for Strategy/Simulation Game of the Year is an award presented annually by the Academy of Interactive Arts & Sciences during the D.I.C.E. Awards. This award recognizes games "in which user directs or manipulates resources to create a set of conditions that result in success as determined within the confines of the game.
The game was recommended by the Spiel des Jahres jury in 1982, with the jury stating that "[with] Can't Stop, author Sid Sackson proves that he also knows how to use dice". [5] The reviewer Mikko Saari from Lautapeliopas considered the game to be "very simple" and praised the engagement due to the push-your-luck mechanism.
An abstract strategy game is a board, card or other game where game play does not simulate a real world theme, and a player's decisions affect the outcome.Many abstract strategy games are also combinatorial, i.e. they provide perfect information, and rely on neither physical dexterity nor random elements such as rolling dice or drawing cards or tiles.
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