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Still ignoring that RPS isn't completely random: This wouldn't seem very
efficient to me but it's definitely possible to simulate a die with any number
of sides playing Rock-Paper-Scissors. For each player generate a binary number
based on RPS wins or losses against any other person (opponent or not*).
Discard the entire set and re-do if the result is zero or exceeds the number of
die-sides simulated.
*An opponent's dice-rolling score must not be affected by your dice-rolling, nor
should your own second die be affected by your first, so a series of RPS rounds
must be played independently for each virtual "die".
For example, Player_A "rolls" a virtual six sided die by playing three rounds of
Rock-Paper-Scissors against Player_B or anybody else, and takes that score if
the result is in the range 1 - 6.
On a somewhat different note, and actually a little more inefficient, I've
always liked the beauty of selecting between three items (or more by
elimination) using coin flips. Flip a coin for each item, odd flip wins. If
all three are the same, start over.
Charles
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