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I will be happy to discuss any of them at length until we can all possibly come to a conclusion either yay or nay.
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And I'm going to take you up on that. What follows is a lengthy post that I spent a good deal of the night working on. It's easy enough to say "you can't do this on a CSM". But I wanted to do the math and come up with the figures anw know for sure one way or the other.
This is an indepth dissection of what you are proposing. It takes into account the techniques you are theorizing, the CSM technical information revealed, and the statistics of Blackjack. If you are serious about persuing your system, read the entire post. Either it will dissuade you, or show you where the serious flaws are in your reasoning and put you on a different path that no one's come up with before.
First, the hypothesis:
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Originally Posted by Ringer
TC = RC / # of Decks
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By definition, this is always true:
Let N = number of decks used
Let d = number of decks dealt
TC(d) = RC / (U - d)
A CSM is TC(d) where d always = 0. This isn't a re-defining of TC(d). It is just limiting the domain of TC(d) to d=0.
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Originally Posted by Ringer
So here's my question about the "odds".
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Imagine it this way. Below are the composition of imaginary decks. They contain one of three cards: H, L or N.
H represents a significant majority of high cards, and is worth 1.
L represents a significant majority of low cards, and is worth -1.
N represents a significant majority of normal cards, and is worth 0.
A new, undealt deck is composted of HLN, and is worth 1 + 0 + (-1) = 0.
If we take 5 of these decks, we get:
Deck - Composition
1 - HLN = 0
2 - HLN = 0
3 - HLN = 0
4 - HLN = 0
5 - HLN = 0
= 0
Now after a some playing, there are two decks that have a high concentration of low cards. This must mean that the rest of the decks contain that deck's neutral and high cards. A scenario:
Deck - Composition
1 - HNL = 0
2 - HNN = 1
3 - HNN = 1
4 - HLL = -1
5 - HLL = -1
= 0
So we're going to take decks 4 and 5, and randomly redistribute them across decks 1, 2 and 3, evenly, so that we get 3 decks of 5 widgets. There are 2 H and 4 L to relocate. Each deck MUST get at least 1 L, leaving over 2H and 1L
1 - HNLL = -1
2 - HNNL = 0
3 - HNNL = 0
x - HHL = 1
= 0
There are 6 ways of distributing them across 3 decks (using a lower case h to illustrate this)
hHL
HhL
hLH
HLh
LHh
LhH
Since decks 2 and 3 are the same, the first 4 are the same as each other, and the last two are the same as each other. This means:
HHL occurs 4/6 times (2/3)
LHH occurs 2/6 times (1/3)
Scenario 1.1 (2/3 of the time)
1 - HNLLH = 0
2 - HNNLH = +1
3 - HNNLL = -1
= 0
Scenarion 1.2 (1/3 of the time)
1 - HNLLL = -2
2 - HNNLH = +1
3 - HNNLH = +1
= 0
So we have 3 scenearios, each with 3 decks, meaning 9 possibilites. Each are equally likely to occur:
Deck 1.1.1 = 0
Deck 1.1.2 = +1
Deck 1.1.3 = -1
Deck 1.1.1 = 0
Deck 1.1.2 = +1
Deck 1.1.3 = -1
Deck 1.2.1 = -2
Deck 1.2.2 = +1
Deck 1.2.3 = +1
= 0
There are 4 cases of +1, and the odds of selecting any of them are 1/9
There are 0 cases of +2, and the odds of selecting it is 0/9
There are 0 cases of +3, and the odds of selecting it is 0/9
There are 1 cases of 0, and the odds of selection it is 1/9
There are 2 cases of -1, and the odds of selecting any of them are 1/9
There are 1 cases of -2, and the odds of selecting any of them are 1/9
There are 0 cases of -3, and the odds of selecting any of them are 0/9
4*1*(1/9) + 0*2*(0/9) + 0*3*(0/9)
+ 0*0*(1/9)
+ 2*(-1)*(1/9) + 1*(-2)*(1/9) + 0*(-3)*(1/9)
= 4*1*(1/9) + 2*(-1)*(1/9) + 1*(-2)*(1/9)
= 4*(1/9) + (-2)*(1/9) + (-2)*(1/9)
= (4/9) + (-2/9) + (-2/9)
= 0
OR
You get a positive 4/9
You get a neutral 1/9
You get a negative 4/9
= 9/9 = 1
The numbers in this scenario can be shuffled, more decks added, or anything else you desire-- and you'll get the same conclusion. Yes, indeed, there will be some high-count "pockets". But, by the very definition of count, there will be a balancing number of low-count pockets. And the odds of drawing any one of those pockets are exactly the same. And the player-edge gained by drawing a high-pocket is taken away by the player-edge lost to drawing a low packet.
The only reason why card counting works, is because the composition of the deck changes, and the odds of drawing a "packet" of high cards becomes disproportional to the odds of drawing a packet of low cards.
The flaw you are running into is:
You do not know the composition of the undealt decks. This means you cannot say they are balanced (HLN) or unbalanced (HHL, etc). If an L comes out, you can accurately assume that there is now an unbalance of H remaining in the CSM. But when that L gets fed back into the CSM, you do not know if the L was put into a balanced deck, or an unbalanced deck.
This about it this way:
Let TD be the total number of undealt decks
Let LD be the number of unbalanced-low decks
Let HD be the number of unbalanced-high decks
Let ND be the number balanced decks
If an L comes out and is put back in a way as to create an LD, there must be an HD because:
TD = ND + LD + HD
(ND/TD) + (LD/TD) + (HD/TD) will always equal 1.
Conclusion:
Because there are always a balanced number of cards remaining in a CSM, and because cards are divided into compartments, and because each compartment has an equal probability of being selected, there is no way to get a desired composition a disproportional amount of time.
In order to break the machine:
1) The machine would have to favour one (or more) compartments and deal from it more often than the others
2) You would have to know the method it uses to distribute cards that are fed-in
3) You would have to recognize exactly which cards are put into that compartment, and count them
4) You would have to know when the machine is about to deal from that compartment (which you can only know by recognizing cards going in)
You would then have to watch a table a do this:
1) Count the hand.
2) Track the cards going into your favoured compartment (their exact value and order) by applying the machine's shuffle method (see #2 above) to the ordered discards.
3) Once the cards you recognize come out of the CSM, you know that the machine is dealing from the favoured compartment, and that it is now empty of all unknown cards. (You cannot play if there are any unknown cards)
Now that you know the favoured compartment is of a good composition, you can play. And it will only be worth playing if the player edge of the favoured compartment, times the likelyhood of it coming up, is greater than the house edge of the rest of the CSM combined (times the likelyhood of a non-favoured compartment coming up).
In other words:
Let
x = number of compartments
N = total number of decks inside CSM
n = number of decks inside the favoured compartment
u = percentage of time the fav compartment is selected
RC = Running count
of cards placed into the compartment only.
E = player edge per count.
Notes:
n: This can be a fraction or decimal, if the compartment doesn't hold a whole deck. Ideally, it is N/x.
u: 100% of the time = only that compartment is dealt = 1. A perfectly balanced CSM has u = 1/x (ie: each of 15 compartments has 1/15 chance of being chosen)
RC: It is important to only track the RC in this manner, because you are only interested in that one compartment. You want to know when it's "good". The true count of that compartment is then RC/n, while the true count of the rest of the CSM is -RC/(N-n). 0 = RC/n - RC/(N-n)
E: We'll assume the universally accepted 0.5% (0.005)
Thus, your edge becomes:
Edge =
[E * ((RC/n) - 1) * u] - [E * ((-RC/(N-n)) -1) * (1 - u)]
(The edge of the "deck" in the favoured compartment, times the probability that it will come up, minus the edge of the rest of the shoe, times the probability that the favoured won't come up)
(Note: I tried to factor this down, but the number of variables makes it a bit complex)
The above formula is different than just a plain old CSM, because u=0 doesn't mean no edge. In "random distribution", you don't know which of the remaining piles has a clump, if any. In this "one section tracking" method, you are able to tell when one particular section has a clump, because you are tracking one section for sure.
*IF* you are able to do this-- track the composition of one compartment, and you know how often it comes up, then you can gain an edge. Here's some numbers:
Assume:
15 compartments
5 decks
therefore, 0.3 decks / compartment
If you can track that one compartment, then your edge is:
E(RC, u)
0<u<1 (because a compartment's range is "never selected" to "always selected")
-(n*52)<RC<(n*52) (since, there can only be so many cards in the favoured section)
(For simplicity sake, we're rounding 17.3333 to 17, and refer to 1/x as Q)
And yes, a negative count inside the section is valuable, because it means a positive count OUTSIDE, and if the edge outside is greater than the chance of the favoured section being selected, it's worth it.
So, this means your edge during certain circumstances is:
*E(-17, 0) = 1.36% (A section full of low cards is never selected)
*E(-17, Q) = -0.57% (A section full of low cards is equally selected)
*E(-17, 1) = -27.50% (A section full of low cards is always selected)
*E(0, 0) = -0.50% (A neutral section is never selected)
*E(0, Q) = -0.57% (A neutral section is equally selected)
*E(0, 0) = -1.50% (A neutral section is always selected)
*E(17, 0) = -2.36% (A positive section is never selected)
*E(17, Q) = -0.57% (A positive section is equally selected)
*E(17, 1) = 24.50% (A positive section is always selected)
*nb: I will gladly upload my Excel spreadsheet so my figures and calculations can be doublechecked
So the highest edge you could get is 24.5%, by betting when the RC in the shoe is high, and you are guarenteed to get it.
If there was only a slight bias-- say the favoured section is twice as likely to be selected ((1/x) * 2), if that section is full of high cards, you are only a 1.22% favour. This is the same as straight counting and betting at TC +3.
So there you go. *IF* you can perfectly track the way the machine shuffles and you can *PERFECTLY* predict when a favourable section will be used, then you will get at most 24.50%.
*IF* you can perfectly track the way the machine shuffles, and you have to play every hand because of an untrackable but quantifiable bias, you get around 1.22% at most.
*IF* you can figure out which compartment is going to be used, but you don't know the count of it, you are at -0.5%, which is exactly the same as just playing without any system.
One thing I can't quite calculate would be if you could sequence the shuffle. That is, if you know not only which cards go into Section X, but also in the exact order, then you could gain a huge advantage, if you could control the table. You'd know exactly when a Blackjack was coming, exactly what the dealer hand was, etc. It could theoretically be a near 100% advantage. BUT in order to do this, you need to track every card in the discad tray (which you need to do for a section track), track every section, know exactly which section will deal which card, and be able to figure out exactly the best way to play and bet-- all in the 5 seconds or so between hands. AND nothing can change-- the machine can't change its shuffle pattern, drop a card, get a deck changed, nothing. To be perfectly honest, if you had this kind of brain, you'd already be a mutli-billionaire somehow.
As for the patents:
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The cards are unloaded in groups from the compartments, a compartment at a time, as the need for cards is sensed by the apparatus.
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There's no information as to how big of a group is taken from the compartment, where it's taken from, how many compartments are used, in what order, or when the "need" threshold is.
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What I have put in bold is extremely important to us. The cards come out one full compartment at a time.
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No, it says they come out in groups. It doesn't say an entire compartment. It could be half a compartment, a full compartment, 10 cards, or some random number each time.
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"Most preferably, the microprocessor is programmed to skip compartments having seven or fewer cards to maintain reasonable shuffling speed."
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That is useful if you can track when a section is low on cards, because then it won't be selected and it will increase the odds of a "good" section being selected. But just by a small percent.
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"Maximum number of cards/compartment: variable between 10-14"
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Is this a constant set at boot time, or a variable that changes on the fly? Without knowing that, you can't accurately track a section because you'll never know if card 11 goes into your section or not. Another piece of information needed to calculate the algorithm in your head.
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"Number of cards in the second card receiver to trigger unloading of a compartment: variable between 6-10"
What we can take from this is that each time the "shoe" has 6-10 cards in it, then a compartment will be emptied into the shoe. This puts the varying rate of cards waiting to be played between 6 and 24.
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Two issues:
1) Ambiguous wording. Will it unload a whole compartment, or like it said before, a "group of cards".
2) You can't see the tray, and you can't see how many cards are added to the tray. Therefore, you won't know when new cards are added, or how many until the next grab.
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So just after a hand has been delt. Lets assume 6 players with an average of 3 cards per person, that is 21 cards just drawn from the machine. Assuming the best of circumstances there will be 24 more cards in the shoe giving us a total of 45 cards not in circulation prior to the hand just delt being recycled.
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The number of cards in play is unimportant. It's the order/composition of the cards being put back into the compartments, and the odds of a good compartment being selected (by biased selection, or by you knowing the order of compartments)
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Since the compartments are basically storage area, I find it no different than if the dealer simply took the 21 cards played and randomly inserted them into a stack of 215 cards. This is not sufficient to break up a grouping of 10's and Aces.
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Sure it is. If all 21 cards were High, and the dealer has 15 spots to insert those cards into, then each spot will get, on average, 1.4 high cards. Each spot has a 1/15 chance of being hit, 21 times. There may be some clumping, not consistently.
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Because a grouping is inevitable to occur, the predictability might change slightly from that of a cut card shoe , but I suggest it is no different than keeping the odds based on a all decks still included in the CSM since all decks (minus the cards awaiting to be played in the shoe) are in the stack.
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Yes, a grouping is inevitable to occur-- statistically speaking. It's also statistically LOW that a large clumping will occur, and thus (as I've shown many times above), the odds balance out. Clumping is valuable when it occurs, but its rarer occurance lowers its value-- because of the high-number of non-clumps. Since you can't predict the clumping, you cannot use it.
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