Recently I saw an interesting Earth Venus cosmic dance video on Facebook. See the original video below or here.
Although this is not entirely accurate from physics & astronomy perspectives, the dance is a stunning example of patterns that are generated by simple things.
I wanted to recreate this cosmic dance in Excel. How else am I to get my spreadsheet fix on a Saturday?
Here is a quick demo of the final outcome. Read on to learn more about the Earth Venus cosmic dance.
The details & assumptions
To create this cosmic dance, we need a few details
- Distance from Sun to Venus & Earth – 67.2 and 93 million KM respectively
- Number of days it takes to rotate around the sun – 224.7 and 365.25 respectively
We will also assume these incorrect things to keep our model simple
- Orbits of Earth & Venus are circular with Sun at center: In reality, they are elliptical, but as these are just stretched circles, we can assume circular orbits to keep the math simple.
- Sun is static: In reality, Sun (and entire solar system) is also moving. This means, this cosmic dance may never occur.
We also need one critical detail to graph this cosmic dance:
- The angular interval for plotting the lines. In the above examples, I have used 10° (ie there will be 36 lines around the circle). This is denoted by named range m in the model. You can adjust this in the output worksheet using a form control. Different values of m yield different patterns (although most of them will be pentagonal).
The math:
Generating planetary co-ordinates:
In a table, we will generate the positions (X & Y co-ordinates) of both Venus & Earth for 3000 points in time, each incremented by m degrees, starting at 0°.
To generate the X & Y values, we will use the x=r.cos? and y=r.sin? equations (where r is the distance from Sun and ? is the angle).
Drawing the lines:
This is the tricky part. At each step in the animation our line should from one tooth of the saw tooth pattern. See this demo to understand.

For more about this technique read – interactive network chart to map relationships between people.
So during each step of the animation, we add more co-ordinates to the chart (scatter plot) to generate this saw tooth pattern. Over time, this will yield the beautiful pentagonal cosmic dance.
We can generate these successive Venus & Earth co-ordinates from the calculations performed earlier by using MOD & INDEX formulas.
Once such saw tooth line data is generated, we will designate a cell to hold current animation position. Let’s call this pos.
We will then create two named formulas – dance.x and dance.y. These will contain the data necessary for our scatter plot. We will use OFFSET formula to generate these dynamic named formulas.
The chart
Now that all the necessary calculations are done, create a scatter plot with the dance co-ordinates. Set up X & Y axis minimum and maximum values accordingly (-160 to 160 should do). This ensures that the chart remains same no matter what step of animation we are on.
Also, add 3 more series to the chart
- One for a dot to represent Venus at current position
- One for a dot to represent Earth at current position
- One for a line connecting Venus to Earth
The animation
Next, let’s add a small macro to animate the chart. This macro will increment pos from 1 to a large number. After each iteration, we will call DoEvents so Excel can re-draw the chart. That is all.
Download the Earth Venus dance workbook
Click here to download the Earth Venus cosmic dance workbook. Enable macros to enjoy the dance. Play with form control to adjust the animation speed and pattern. Examine the data tab to learn more about the calculations.
Did you enjoy the dance?
I really liked the original video on FB and that is why I recreated this in Excel. This is a great exercise to show the power of simple things generating extraordinary patterns.
What about you? Do you like this Earth Venus dance?
More Excel animation and fun:
If you like animating things, you are going to love these tutorials. Check out,














20 Responses to “Simulating Dice throws – the correct way to do it in excel”
You have an interesting point, but the bell curve theory is nonsense. Certainly it is not what you would want, even if it were true.
Alpha Bravo - Although not a distribution curve in the strict sense, is does reflect the actual results of throwing two physical dice.
And reflects the following . .
There is 1 way of throwing a total of 2
There are 2 ways of throwing a total of 3
There are 3 ways of throwing a total of 4
There are 4 ways of throwing a total of 5
There are 5 ways of throwing a total of 6
There are 6 ways of throwing a total of 7
There are 5 ways of throwing a total of 8
There are 4 ways of throwing a total of 9
There are 3 ways of throwing a total of 10
There are 2 ways of throwing a total of 11
There is 1 way of throwing a total of 12
@alpha bravo ... welcome... 🙂
either your comment or your dice is loaded 😉
I am afraid the distribution shown in the right graph is what you get when you throw a pair of dice in real world. As Karl already explained, it is not random behavior you see when you try to combine 2 random events (individual dice throws), but more of order due to how things work.
@Karl, thanks 🙂
When simulating a coin toss, the ROUND function you used is appropriate. However, your die simulation formula should use INT instead of ROUND:
=INT(RAND()*6)+1
Otherwise, the rounding causes half of each number's predictions to be applied to the next higher number. Also, you'd get a count for 7, which isn't possible in a die.
To illustrate, I set up 1200 trials of each formula in a worksheet and counted the results. The image here shows the table and a histogram of results:
http://peltiertech.com/WordPress/wp-content/img200808/RandonDieTrials.png
@Jon: thanks for pointing this out. You are absolutely right. INT() is what I should I have used instead of ROUND() as it reduces the possibility of having either 1 or 6 by almost half that of having other numbers.
this is such a good thing to learn, helps me a lot in my future simulations.
Btw, the actual graphs I have shown were plotted based on randbetween() and not from rand()*6, so they still hold good.
Updating the post to include your comments as it helps everyone to know this.
By the way, the distribution is not a Gaussian distribution, as Karl points out. However, when you add the simulations of many dice together (i.e., ten throws), the overall results will approximate a Gaussian distribution. If my feeble memory serves me, this is the Central Limit Theorem.
@Jon, that is right, you have to nearly throw infinite number of dice and add their face counts to get a perfect bell curve or Gaussian distribution, but as the central limit theorem suggests, our curve should roughly look like a bell curve... 🙂
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I'm afraid to say that this is a badly stated and ambiguous post, which is likely to cause errors and misunderstanding.
Aside from the initial use of round() instead of int(),.. (you've since corrected), you made several crucial mistakes by not accurately and unambiguously stating the details.
Firstly, you said:
"this little function generates a random fraction between 0 and 1"
Correctly stated this should be:
"this little function generates a random fraction F where 0 <= F < 1".
Secondly, I guess because you were a little fuzzy about the exact range of values returned by rand(), you have then been just as ambiguous in stating:
"I usually write int(rand()*12)+1 if I need a random number between 0 to 12".
(that implies 13 integers, not 12)
Your formula, does not return 13 integers between 0 to 12.
It returns 12 integers between 1 and 12 (inclusive).
-- As rand() returns a random fraction F where 0 <= F < 1, you can obviously can only get integers between 1 and 12 (inclusive) from your formula as stated above, but clearly not zero.
If you had said either:
"I usually write int(rand()*12) if I need a random number between 0 to 11 (inclusive)",
or:
"I usually write int(rand()*12)+1 if I need a random number between 1 to 12 (inclusive)"
then you would have been correct.
Unfortunately, you FAIL! -- repeat 5th grade please!
Your Fifth Grade Maths Teacher
Idk if I'm on the right forum for this or how soon one can reply, but I'm working on a test using Excel and I have a table set up to get all my answers from BUT I need to generate 10,000 answers from this one table. Every time, I try to do this I get 10,000 duplicate answers. I know there has to be some simple command I have left out or not used at all, any help would be extremely helpful! (And I already have the dice figured out lol)
Roll 4Dice with 20Sides (4D20) if the total < 20 add the sum of a rerolled 2D20. What is the average total over 10,000 turns? (Short and sweet)
Like I said when I try to simulate 10,000turns I just get "67" 10,000times -_- help please! 😀
@Justin
This is a good example to use for basic simulation
have a look at the file I have posted at:
https://rapidshare.com/files/1257689536/4_Dice.xlsx
It uses a variable size dice which you set
Has 4 Dice
Throws them 10,000 times
If Total per roll < 20 uses the sum of 2 extra dice Adds up the scores Averages the results You can read more about how it was constructed by reading this post: http://chandoo.org/wp/2010/05/06/data-tables-monte-carlo-simulations-in-excel-a-comprehensive-guide/
Oh derp, i fell for this trap too, thinking i was makeing a good dice roll simulation.. instead of just got an average of everything 😛
Noteably This dice trow simulate page is kinda important, as most roleplay dice games were hard.. i mean, a crit failure or crit hit (rolling double 1's or double 6's) in a a game for example dungeons and dragons, if you dont do the roll each induvidual dice, then theres a higher chance of scoreing a crit hit or a crit failure on attacking..
I've been working on this for awhile. So here's a few issues I've come across and solved.
#1. round() does work, but you add 0.5 as the constant, not 1.
trunc() and int() give you the same distributions as round() when you use the constant 1, so among the three functions they are all equally fair as long as you remember what you're doing when you use one rather than the other. I've proven it with a rough mathematical proof -- I say rough only because I'm not a proper mathematician.
In short, depending on the function (s is the number of sides, and R stands in for RAND() ):
round(f), where f = sR + 0.5
trunc(f), where f = sR + 1
int(f), where f = sR + 1
will all give you the same distribution, meaning that between the three functions they are fair and none favors something more than the others. However...
#2. None of the above gets you around the uneven distribution of possible outcomes of primes not found in the factorization of the base being used (base-10, since we're using decimal; and the prime factorization of 10 is 2 and 5).
With a 10-sided die, where your equation would be
=ROUND(6*RAND()+0.5)
Your distribution of possible values is even across all ten possibilities.
However, if you use the most basic die, a 6-sided die, the distributions favor some rolls over others. Let's assume your random number can only generate down to the thousandths (0.000 ? R ? 0.999). The distribution of possible outcomes of your function are:
1: 167
2: 167
3: 166
4: 167
5: 167
6: 166
So 4 and 6 are always under-represented in the distribution by 1 less than their compatriots. This is true no matter how many decimals you allow, though the distribution gets closer and closer to equal the further towards infinite decimal places you go.
This carries over to all die whose numbers of sides do not factor down to a prime factorization of some exponential values of 2 and 5.
So, then, how can we fix this one, tiny issue in a practical manner that doesn't make our heads hurt or put unnecessary strain on the computer?
Real quick addendum to the above:
Obviously when I put the equation after the example of the 10-sided die, I meant to put a 10*RAND() instead of a 6*RAND(). Oops!
Also, where I have 0.000 ? R ? 0.999, the ?'s are supposed to be less-than-or-equal-to signs but the comments didn't like that. Oh well.
How do you keep adding up the total? I would like to have a cell which keeps adding up the total sum of the two dices, even after a new number is generated in the cells when you refresh or generate new numbers.
So, how do you simulate rolling 12 dice? Do you write int(rand()*6) 12 times?
Is there a simpler way of simulating n dice in Excel?
I've run this code in VBA
Sub generate()
Application.ScreenUpdating = False
Application.Calculation = False
Dim app, i As Long
Set app = Application.WorksheetFunction
For i = 3 To 10002
Cells(i, 3).Value = i - 2
Cells(i, 4).Value = app.RandBetween(2, 12)
Cells(i, 5).Value = app.RandBetween(1, 6) + app.RandBetween(1, 6)
Next
Application.ScreenUpdating = True
Application.Calculation = True
End Sub
But I get the same distribution for both columns 4 and 5
Why ?
@Mohammed
I would expect to get the same distribution as you have effectively used the same function