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sci / sci.crypt / Re: Manually generating a key with dice

SubjectAuthor
* Re: Manually generating a key with diceStefan Claas
`* Re: Manually generating a key with diceRich
 `* Re: Manually generating a key with diceStefan Claas
  `* Re: Manually generating a key with diceBen Bacarisse
   `- Re: Manually generating a key with diceStefan Claas

1
Subject: Re: Manually generating a key with dice
From: Stefan Claas
Newsgroups: sci.crypt
Organization: i2pn2 (i2pn.org)
Date: Sun, 3 Mar 2024 19:42 UTC
References: 1 2
Path: eternal-september.org!news.eternal-september.org!feeder3.eternal-september.org!weretis.net!feeder6.news.weretis.net!i2pn.org!i2pn2.org!.POSTED!not-for-mail
From: pollux@tilde.club (Stefan Claas)
Newsgroups: sci.crypt
Subject: Re: Manually generating a key with dice
Date: Sun, 3 Mar 2024 20:42:32 +0100
Organization: i2pn2 (i2pn.org)
Message-ID: <us2jrb$lscu$1@i2pn2.org>
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Chax Plore wrote:

> Hi,
>
> My suggestion, which is probably "information-theoretically correct"
> is to simply base-convert the "base 6" sequence of dice digits to
> base required (base 10 or base 26 or any other base) and then delete
> the first sign of result (which will be biased, because first sign of
> output base - the "zero" of given base - will never appear on first
> place).
>
> It is easy to adapt this arbitrary base converter to "dice base" of
> digits 1-6 and then get all output bases needed:
>
> https://github.com/zamicol/BaseConverter

Hi thanks for your suggestion!

I must admit I do not fully understand, language barrier, but will
translate your steps and see how it works, i.e. if the procedure is
to time consuming; compared to my wooden tiles procedure, or any
other solution, which may come up here.

Regards
Stefan
--
----Ed25519 Signature----
2cd286e9aad4060685772c8099b9c7459788eada3f36554e94214bd8ccd6a2e8
a74c2d531492aa760ea5eaa6e0f63605f3c8cc23eebbfc4288f681614f13f808

Subject: Re: Manually generating a key with dice
From: Rich
Newsgroups: sci.crypt
Organization: A noiseless patient Spider
Date: Sun, 3 Mar 2024 19:54 UTC
References: 1 2 3
Path: eternal-september.org!news.eternal-september.org!.POSTED!not-for-mail
From: rich@example.invalid (Rich)
Newsgroups: sci.crypt
Subject: Re: Manually generating a key with dice
Date: Sun, 3 Mar 2024 19:54:16 -0000 (UTC)
Organization: A noiseless patient Spider
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Stefan Claas <pollux@tilde.club> wrote:
> Chax Plore wrote:
>
>> Hi,
>>
>> My suggestion, which is probably "information-theoretically correct"
>> is to simply base-convert the "base 6" sequence of dice digits to
>> base required (base 10 or base 26 or any other base) and then delete
>> the first sign of result (which will be biased, because first sign of
>> output base - the "zero" of given base - will never appear on first
>> place).
>>
>> It is easy to adapt this arbitrary base converter to "dice base" of
>> digits 1-6 and then get all output bases needed:
>>
>> https://github.com/zamicol/BaseConverter
>
> Hi thanks for your suggestion!
>
> I must admit I do not fully understand, language barrier, but will
> translate your steps and see how it works, i.e. if the procedure is
> to time consuming; compared to my wooden tiles procedure, or any
> other solution, which may come up here.

A six sided die provdes numerals 1 to 6.

This can also be viewed as a "base-6" numeral (0 to 5), scaled by
adding one.

So each dice roll produces one digit of a base-6 numeral. If you want
a four digit base-6 numeral, roll one die four times in a row,
recording each (adjusted by -1 for each roll to aquire numerals 0-5,
made up values below, I did not actually roll a die):

3520 (base-6)

Then, convert to your "base of choice" (6^0 left on for symmetry,
parens added to make the precedence explicit below):

3*(6^3) + 5*(6^2) + 2*(6^1) + 0*(6^0) = 840 (base 10)

Subject: Re: Manually generating a key with dice
From: Stefan Claas
Newsgroups: sci.crypt
Organization: i2pn2 (i2pn.org)
Date: Sun, 3 Mar 2024 20:40 UTC
References: 1 2 3 4
Path: eternal-september.org!news.eternal-september.org!feeder3.eternal-september.org!i2pn.org!i2pn2.org!.POSTED!not-for-mail
From: pollux@tilde.club (Stefan Claas)
Newsgroups: sci.crypt
Subject: Re: Manually generating a key with dice
Date: Sun, 3 Mar 2024 21:40:34 +0100
Organization: i2pn2 (i2pn.org)
Message-ID: <us2n83$m0d8$1@i2pn2.org>
References: <us2g2i$lhs0$1@i2pn2.org>
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Gemini: tilde.club/~pollux/
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Rich wrote:

> Stefan Claas <pollux@tilde.club> wrote:
> > Chax Plore wrote:
> >
> >> Hi,
> >>
> >> My suggestion, which is probably "information-theoretically
> >> correct" is to simply base-convert the "base 6" sequence of dice
> >> digits to base required (base 10 or base 26 or any other base) and
> >> then delete the first sign of result (which will be biased,
> >> because first sign of output base - the "zero" of given base -
> >> will never appear on first place).
> >>
> >> It is easy to adapt this arbitrary base converter to "dice base"
> >> of digits 1-6 and then get all output bases needed:
> >>
> >> https://github.com/zamicol/BaseConverter
> >
> > Hi thanks for your suggestion!
> >
> > I must admit I do not fully understand, language barrier, but will
> > translate your steps and see how it works, i.e. if the procedure is
> > to time consuming; compared to my wooden tiles procedure, or any
> > other solution, which may come up here.
>
> A six sided die provdes numerals 1 to 6.
>
> This can also be viewed as a "base-6" numeral (0 to 5), scaled by
> adding one.
>
> So each dice roll produces one digit of a base-6 numeral. If you
> want a four digit base-6 numeral, roll one die four times in a row,
> recording each (adjusted by -1 for each roll to aquire numerals 0-5,
> made up values below, I did not actually roll a die):
>
> 3520 (base-6)
>
> Then, convert to your "base of choice" (6^0 left on for symmetry,
> parens added to make the precedence explicit below):
>
> 3*(6^3) + 5*(6^2) + 2*(6^1) + 0*(6^0) = 840 (base 10)

Ah, ok! Now I understand. Thanks for explaining, much appreciated.

Regards
Stefan
--
----Ed25519 Signature----
f19516ee67b1720bff4aca3ad5f092af9a23b7043a98705ec29995cd6c1476e8
10be0efa846677662f4a3721da72186e887c0d7e126e3a0d02c7220e7d4d9801

Subject: Re: Manually generating a key with dice
From: Ben Bacarisse
Newsgroups: sci.crypt
Organization: A noiseless patient Spider
Date: Mon, 4 Mar 2024 21:45 UTC
References: 1 2 3 4 5
Path: eternal-september.org!news.eternal-september.org!.POSTED!not-for-mail
From: ben.usenet@bsb.me.uk (Ben Bacarisse)
Newsgroups: sci.crypt
Subject: Re: Manually generating a key with dice
Date: Mon, 04 Mar 2024 21:45:09 +0000
Organization: A noiseless patient Spider
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Stefan Claas <pollux@tilde.club> writes:

> Rich wrote:
>
>> Stefan Claas <pollux@tilde.club> wrote:
>> > Chax Plore wrote:
>> >
>> >> Hi,
>> >>
>> >> My suggestion, which is probably "information-theoretically
>> >> correct" is to simply base-convert the "base 6" sequence of dice
>> >> digits to base required (base 10 or base 26 or any other base) and
>> >> then delete the first sign of result (which will be biased,
>> >> because first sign of output base - the "zero" of given base -
>> >> will never appear on first place).
>> >>
>> >> It is easy to adapt this arbitrary base converter to "dice base"
>> >> of digits 1-6 and then get all output bases needed:
>> >>
>> >> https://github.com/zamicol/BaseConverter
>> >
>> > Hi thanks for your suggestion!
>> >
>> > I must admit I do not fully understand, language barrier, but will
>> > translate your steps and see how it works, i.e. if the procedure is
>> > to time consuming; compared to my wooden tiles procedure, or any
>> > other solution, which may come up here.
>>
>> A six sided die provdes numerals 1 to 6.
>>
>> This can also be viewed as a "base-6" numeral (0 to 5), scaled by
>> adding one.
>>
>> So each dice roll produces one digit of a base-6 numeral. If you
>> want a four digit base-6 numeral, roll one die four times in a row,
>> recording each (adjusted by -1 for each roll to aquire numerals 0-5,
>> made up values below, I did not actually roll a die):
>>
>> 3520 (base-6)
>>
>> Then, convert to your "base of choice" (6^0 left on for symmetry,
>> parens added to make the precedence explicit below):
>>
>> 3*(6^3) + 5*(6^2) + 2*(6^1) + 0*(6^0) = 840 (base 10)
>
> Ah, ok! Now I understand. Thanks for explaining, much appreciated.

Just a quick side note... Just two dice (or two rolls of one die) gives
you 36 different outcomes. That's neat if you want to generate English
letters and digits. You don't need to do the base conversion if you
just agree on a grid:

| 1 2 3 4 5 6
--+------------
1 | A B C D E F
2 | G H I J K L
3 | M N O P Q R
4 | S T U V W X
5 | Y Z 0 1 2 3
6 | 4 5 6 7 8 9

First roll picks the row, second roll picks the column.

--
Ben.

Subject: Re: Manually generating a key with dice
From: Stefan Claas
Newsgroups: sci.crypt
Organization: i2pn2 (i2pn.org)
Date: Tue, 5 Mar 2024 09:31 UTC
References: 1 2 3 4 5 6
Path: eternal-september.org!news.eternal-september.org!feeder3.eternal-september.org!i2pn.org!i2pn2.org!.POSTED!not-for-mail
From: pollux@tilde.club (Stefan Claas)
Newsgroups: sci.crypt
Subject: Re: Manually generating a key with dice
Date: Tue, 5 Mar 2024 10:31:42 +0100
Organization: i2pn2 (i2pn.org)
Message-ID: <us6opu$r9as$1@i2pn2.org>
References: <us2g2i$lhs0$1@i2pn2.org>
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Ben Bacarisse wrote:

> Stefan Claas <pollux@tilde.club> writes:
>
> > Rich wrote:
> >> > I must admit I do not fully understand, language barrier, but
> >> > will translate your steps and see how it works, i.e. if the
> >> > procedure is to time consuming; compared to my wooden tiles
> >> > procedure, or any other solution, which may come up here.
> >>
> >> A six sided die provdes numerals 1 to 6.
> >>
> >> This can also be viewed as a "base-6" numeral (0 to 5), scaled by
> >> adding one.
> >>
> >> So each dice roll produces one digit of a base-6 numeral. If you
> >> want a four digit base-6 numeral, roll one die four times in a
> >> row, recording each (adjusted by -1 for each roll to aquire
> >> numerals 0-5, made up values below, I did not actually roll a die):
> >>
> >> 3520 (base-6)
> >>
> >> Then, convert to your "base of choice" (6^0 left on for symmetry,
> >> parens added to make the precedence explicit below):
> >>
> >> 3*(6^3) + 5*(6^2) + 2*(6^1) + 0*(6^0) = 840 (base 10)
> >
> > Ah, ok! Now I understand. Thanks for explaining, much appreciated.
>
> Just a quick side note... Just two dice (or two rolls of one die)
> gives you 36 different outcomes. That's neat if you want to generate
> English letters and digits. You don't need to do the base conversion
> if you just agree on a grid:
>
> | 1 2 3 4 5 6
> --+------------
> 1 | A B C D E F
> 2 | G H I J K L
> 3 | M N O P Q R
> 4 | S T U V W X
> 5 | Y Z 0 1 2 3
> 6 | 4 5 6 7 8 9
>
> First roll picks the row, second roll picks the column.

Thank you! That is a very nice, even if one has only one dice. :-)

Regards
Stefan
--
----Ed25519 Signature----
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668e398f7f8fafa3c0eb62faec376e40257ad6d2f123afda3a61dda211384902

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