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Thread: Deck Composition and Round Depth

  1. #66


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    Quote Originally Posted by peterlee View Post
    Why a fixed rounds shoe has the same EV on later rounds, but not with a cut card? A fixed rounds shoe, compare round 1 with round 50, their EV always the same. Cut card shoe, compare round 1 with round 50, round 50 is not garentee to reach.
    Yes, fixed number of rounds results in the same EV. Also, the CCE has been explained to you multiple times. It's beaten to death already. Why are you fixated on this point so much?

    The one-to-one mapping concept in Thorp’s paper explains why the EV of the first round remains the same as in later rounds.
    Okay. So, Thorp already went over this. There is no "breaking this mapping". No mechanism whatsoever exits. As long as:

    -The player uses the same strategy for each and every round, and

    - There are enough cards in the deck/shoe to complete the round

    You, the BS player, shall experience the same EV per round.

  2. #67
    Random number herder Norm's Avatar
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    You also need to add the proviso that there is not another player altering the count frequencies. Another player shuffle tracking can affect a BS player. Of course if there is a shuffle tracker present, the shoe may not be random.
    "I don't think outside the box; I think of what I can do with the box." - Henri Matisse

  3. #68
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    Quote Originally Posted by lij45o6 View Post
    I'm sorry...none of what you wrote is correct.

    Here: explain the *exact* mechanisms in which these change the BS players EV. What you will find is, in fact, nothing will change the BS players EV.

    There is really nothing to argue here.
    https://www.blackjackincolor.com/othereffects1.htm

    I always advise new card counting learners that reading through the entire blackjackincolor site is a MUST.
    Now, I've realized that even Old Drivers - including myself - should revisit the site every few years.

  4. #69
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    A summary of Thorp's paper :

    What Makes the BSer’s EV the Same for Each Round
    • Random Shuffling (A1)
    • Enough Cards for ( m ) Rounds (A3m)
    • Basic Strategy as Simple, Myopic, and Deterministic (D3, D4, D6)
    • Myopic Dealer Strategy (D7)
    • Non-Prescient Strategies by Other Players (D5, A2).


    Examples of Other Players Affecting the BSer’s EV
    Other players can affect the BSer’s EV by violating Thorp’s assumptions, altering deck composition or game dynamics. Examples include:
    • Team Play with Coordinated Signaling
    • Superstitious Players Following Trends
    • Erratic Players (e.g., Drunk)
    • Exploiting Dealer Errors
    • Colluding to Manipulate Table Pace

    These actions disrupt the invariant segment distribution by introducing prescient or non-myopic strategies, affecting the BSer’s EV.


    A Card Counter Affecting the BSer’s EV
    • Selective Participation (Wonging)
    • Opening more boxes during +EV situation
    • Triggering Countermeasures:

    The card counter’s actions alter the deck’s composition, breaking Theorem 1’s invariance, with the BSer’s EV depending on their exposure to favorable vs. unfavorable rounds.

    ***

    Thus, we can see that to maintain the same EV for the Basic Strategy player, several restrictions must be followed. Any violation of these restrictions will change the BS player's EV.

    Moreover, there are many common situations encountered at the tables that can affect the BS player's EV.

    It is not "Nothing will change the BS players EV" seen in earlier post, I'm unsure where these ideas came from. It might just be a belief.

  5. #70


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    Examples of Other Players Affecting the BSer’s EV
    Other players can affect the BSer’s EV by violating Thorp’s assumptions, altering deck composition or game dynamics. Examples include:
    • Team Play with Coordinated Signaling
    • Superstitious Players Following Trends
    • Erratic Players (e.g., Drunk)
    • Exploiting Dealer Errors
    • Colluding to Manipulate Table Pace
    Could be my imagination - Dies this statement conflict with the well documented adage that EV is not affected by actions if tablemates, or is the commentary restricted to a single event.

  6. #71


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    There continue to be many misstatements above. Pity. The EV of the BS player is NOT affected by "table pace." Are we really going to discuss whether the BS player can lose less by playing 20 hands an hour instead of 100? His PER-HAND EV does NOT change! Let's not get ridiculous. Here's a way for the BS player to lose even less: DON'T PLAY!!

    Nor can erratic players possibly affect the overall average per-hand EV of the BS player. Why would they? How could they? Hit less? Stand less? Double every hand? Who cares?? There is truly a fundamental misunderstanding here of the basic math of the game.

    Don

  7. #72
    Senior Member moo321's Avatar
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    I hate to wade into this, because it's a silly topic. But I do think a ten re-splitter might hurt the basic strategist, because they would have a slight tendency to keep splitting in high counts and power through them. They're certainly bad for the card counter.
    The Cash Cow.

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    Quote Originally Posted by Freightman View Post
    Could be my imagination - Dies this statement conflict with the well documented adage that EV is not affected by actions if tablemates, or is the commentary restricted to a single event.
    [Examples of Other Players Affecting the BSer’s EV], This section reflects AI-generated analysis not directly derived from Thorp's paper. I apologize for not stating this explicitly earlier.

    Therefore, these conclusions are not guaranteed to be correct.
    Let's examine how the AI arrived at this analysis:



    Team Play with Coordinated Signaling (Prescient Strategy, Violation of D5):
    Scenario: A team of players at the table collaborates to share information about their cards or the dealer’s hole card (in games where the dealer receives a hole card but doesn’t check it immediately, e.g., European no-hole-card blackjack). One player, acting as a “spotter,” signals another about the dealer’s hole card or the presence of high cards in their hand, allowing the signaled player to adjust their strategy (e.g., hitting or standing differently).

    Mechanism: The signaled player uses this information to make prescient decisions, effectively acting like a card counter or “anchor man” (mentioned in Thorp’s paper but not as team play). For example, if the spotter signals that the dealer has a weak hole card (e.g., 6), the signaled player might hit aggressively on a stiff hand (e.g., 16), consuming high cards. This alters the deck’s composition for the BSer, who plays after them.

    Impact on BSer’s EV:
    Negative Impact: If the team’s aggressive play consumes high cards (10s, Aces) during favorable situations, the BSer faces a deck richer in low cards, reducing their EV (e.g., from -0.5% to -1.0% in a 6-deck game with a low effective count).

    Positive Impact: If the team’s actions preserve high cards (e.g., standing early to avoid drawing), the BSer may play in a high-card-rich deck, increasing EV (e.g., to +0.5% in a high-count scenario).

    Why It Affects EV: The team’s coordinated signaling is a prescient strategy (D5), violating the random shuffling assumption (A1) by exploiting information about unplayed cards. This changes the probability distribution of card segments for the BSer, breaking the invariance of Theorem 1 (page 5).

    Not in Thorp’s Paper: While Thorp mentions an “anchor man” receiving dealer signals (page 3), he does not discuss organized team play with player-to-player signaling, which is a common tactic in modern blackjack advantage play.

    Superstitious Players Following Table Trends (Non-Myopic Strategy, Violation of D3):
    Scenario: Other players at the table adopt a superstitious strategy, adjusting their play based on observed “hot” or “cold” streaks in the game. For instance, if the dealer has busted multiple times in recent rounds, they believe the table is “hot” and hit aggressively on stiff hands (e.g., 16 vs. 10), expecting another dealer bust. Conversely, after player losses, they stand conservatively, assuming a “cold” streak.

    Mechanism: These players use information from prior rounds (e.g., dealer bust frequency or player win/loss patterns) to guide their decisions, making their strategy non-myopic (D3). Aggressive hitting during “hot” streaks consumes more cards, potentially depleting high cards if the streak coincides with a high count, while conservative standing during “cold” streaks preserves cards, possibly leaving a low-card-rich deck.

    Impact on BSer’s EV:
    Negative Impact: If superstitious players hit aggressively after a high-count round (rich in 10s/Aces), they may draw high cards, leaving a low-card-rich deck for the BSer, lowering their EV (e.g., from -0.5% to -1.2% if the effective count drops).

    Positive Impact: If they stand conservatively in a high-count round, preserving high cards, the BSer’s EV may increase (e.g., to +0.3% in a 6-deck game with a higher proportion of 10s).

    Why It Affects EV: The non-myopic strategy violates D3 by incorporating prior rounds’ outcomes, altering card consumption and deck composition. This disrupts the invariant segment distribution assumed in Theorem 1, causing the BSer’s EV to vary based on the resulting deck state.

    Not in Thorp’s Paper: Thorp does not discuss superstitious or trend-based strategies, focusing instead on myopic, deterministic, or prescient strategies (e.g., card counting). This behavior is common in casual casino settings, where players misinterpret streaks as predictive.

    Drunk or Inattentive Players Making Erratic Plays (Extreme Non-Deterministic Strategy, Partial Violation of D4):
    Scenario: A player at the table, perhaps intoxicated or distracted, makes highly erratic and unpredictable decisions, such as hitting on 20, standing on 12 against a dealer’s 10, or doubling down randomly, regardless of their hand or the dealer’s upcard. These actions vary widely from round to round, far beyond typical random play.

    Mechanism: The erratic player’s non-deterministic strategy (violating D4) causes extreme variability in card consumption. For example, hitting on 20 might draw multiple cards unnecessarily, depleting the deck rapidly, while standing on 12 uses fewer cards. This can push the game toward or beyond ( m ) (the number of guaranteed rounds, A3m), where restricted orderings (UmU_mU_m
    , page 12) alter the deck’s composition.

    Impact on BSer’s EV:
    Negative Impact: If the erratic player consumes excessive cards in early rounds (e.g., hitting repeatedly), the deck may deplete faster, reducing ( m ) (e.g., from 53 to 40 rounds in an 8-deck game with 51 pips/round, Example 5, page 10). In later rounds (k>mk > mk > m
    ), the BSer faces a deck with skewed composition (e.g., low cards if high cards were drawn), lowering EV (e.g., to -1.0%).

    Positive Impact: If the erratic player uses fewer cards (e.g., standing early), the deck may remain rich in high cards longer, increasing the BSer’s EV in early rounds (e.g., to +0.2% if high cards persist).

    Why It Affects EV: While Theorem 1 is robust to non-deterministic strategies (as discussed in a prior response), extreme erratic play can mimic prescient effects by drastically altering card consumption, pushing the game into later rounds where EV varies due to restricted orderings (Section 3, page 11). This indirectly violates the stability assumed in A3m and D4.

    Not in Thorp’s Paper: Thorp considers random but non-extreme strategies (implicitly covered in A2’s “arbitrary” strategies) and does not address chaotic, erratic behavior typical of intoxicated or inattentive players in real casinos.

    Players Exploiting Dealer Errors (Violation of D7 and Game Rules):
    Scenario: A player at the table takes advantage of a dealer’s mistake, such as mispaying a winning hand, exposing the hole card accidentally, or dealing an extra card that the player uses to their benefit. For example, the dealer accidentally reveals their hole card (e.g., a 6), and the player uses this information to hit on a stiff hand (e.g., 15), knowing the dealer is likely to bust.

    Mechanism: The player’s strategy becomes prescient (D5) by using unintended information about the dealer’s hand, and the dealer’s actions deviate from the myopic, rule-based strategy assumed in D7 (page 4). This alters card consumption (e.g., hitting based on the exposed card draws extra cards) and affects the deck’s state for subsequent players, including the BSer.

    Impact on BSer’s EV:
    Negative Impact: If the player’s exploitation consumes high cards (e.g., hitting on 15 draws a 10), the BSer faces a low-card-rich deck, reducing EV (e.g., from -0.5% to -0.8% in a 6-deck game).

    Positive Impact: If the player stands to preserve high cards (e.g., knowing the dealer will bust), the BSer may play in a favorable deck, increasing EV (e.g., to +0.4%).

    Why It Affects EV: The dealer’s error violates D7 (myopic dealer strategy), and the player’s exploitation violates D5 (prescient strategy), breaking the random shuffling assumption (A1). The altered deck composition changes the BSer’s segment distribution, disrupting Theorem 1’s invariance.

    Not in Thorp’s Paper: Thorp assumes a myopic dealer following standard rules (D7) and does not consider dealer errors or players capitalizing on them, which are plausible in real-world casino settings with inexperienced dealers.

    Players Colluding to Manipulate Table Pace (Violation of A2 and Game Dynamics):
    Scenario: A group of players colludes to control the pace of the game, deliberately slowing play during favorable deck conditions (e.g., high counts) to allow more hands in a rich deck or speeding up play during unfavorable conditions (e.g., low counts) to reach a reshuffle faster. For example, they might stall by asking questions or feigning indecision when the deck is high-card-rich, ensuring more rounds in that state.

    Mechanism: This collusion manipulates the number of hands played per deck state, effectively acting as a prescient strategy (D5) by leveraging knowledge of the deck’s composition (e.g., via card counting or observation). It alters the number of rounds ( m ) (A3m) and the deck’s effective composition for the BSer, who plays without such knowledge.

    Impact on BSer’s EV:
    Positive Impact: If colluding players slow play during high counts, the BSer plays more rounds in a high-card-rich deck, increasing EV (e.g., to +0.6% for multiple high-count rounds).

    Negative Impact: If they speed up play during low counts, the BSer plays fewer rounds in unfavorable decks, but if the BSer plays consistently, they may face more low-count rounds before a reshuffle, decreasing EV (e.g., to -1.1%).

    Why It Affects EV: The collusion violates D5 by using deck composition knowledge and disrupts A2 (variable but non-manipulative player participation) by artificially controlling round frequency. This biases the BSer’s exposure to certain deck states, altering their EV.

    Not in Thorp’s Paper: Thorp’s A2 allows variable player numbers and strategies but does not address deliberate collusion to manipulate game pace, a tactic sometimes used by advantage teams in casinos.

    Why These Examples Are Distinct
    Thorp’s paper primarily discusses prescient strategies like card counting (e.g., “anchor man” or dealer peeking, page 3), non-myopic strategies in general terms, and casino-driven reshuffling (implicit in A4, page 11). The above examples are not explicitly mentioned and introduce:
    Team-based signaling, extending beyond the individual “anchor man” to coordinated player groups.

    Superstitious trend-following, a common casual player behavior not theorized in the paper.

    Erratic play due to intoxication/inattention, a real-world extreme not covered in Thorp’s “arbitrary” strategies.

    Dealer errors, which violate the assumed myopic dealer behavior (D7) and introduce player exploitation.

    Pace manipulation, a novel collusion tactic not addressed in in Thorp’s framework.

    Quantitative Illustration
    To quantify the impact, consider a 6-deck game (312 cards, standard rules):
    Neutral Deck EV: Basic strategy EV ? -0.5% (house edge).

    High Count (True Count +2): EV ? +0.5% (more 10s/Aces).

    Low Count (True Count -2): EV ? -1.5% (more low cards).

    Example Impact:
    Team Signaling: If signaling leads to a low-card deck (effective count -2), BSer’s EV drops to -1.5%.

    Superstitious Play: Aggressive hitting in a high count consumes 10s, reducing EV to -0.8%.

    Erratic Play: Excessive card use shortens ( m ), and in later rounds (k>mk > mk > m
    ), EV may drop to -1.0% due to low cards.

    Dealer Errors: Exploiting a weak hole card preserves high cards, raising EV to +0.4%.

    Pace Collusion: More high-count rounds increase EV to +0.6%, while low-count focus lowers it to -1.1%.

    Conclusion
    These examples illustrate how other players’ actions affect the BSer’s EV by violating Thorp’s assumptions (A1, D3, D4, D5, D7, A2), particularly through prescient or non-myopic behaviors, extreme non-determinism, dealer errors, or game pace manipulation. They reflect real-world casino dynamics not explicitly covered in Thorp’s theoretical examples, showing how deck composition changes alter the BSer’s EV in practice.

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    Quote Originally Posted by moo321 View Post
    I hate to wade into this, because it's a silly topic. But I do think a ten re-splitter might hurt the basic strategist, because they would have a slight tendency to keep splitting in high counts and power through them. They're certainly bad for the card counter.
    Without High-Count Tendency: No. The ten re-splitter’s strategy is myopic, deterministic, and non-prescient (A2)

    With High-Count Tendency: Potentially Yes, but Limited.
    Hurt (Negative Impact): In high counts, the ten re-splitter’s aggressive splitting depletes 10s/Aces, lowering the count for the BSer

    As we can see, there's no one-size-fits-all approach to determine whether something will affect a BS'er's EV.

  10. #75


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    Quote Originally Posted by peterlee View Post
    [Examples of Other Players Affecting the BSer’s EV], This section reflects AI-generated analysis not directly derived from Thorp's paper. I apologize for not stating this explicitly earlier.

    Therefore, these conclusions are not guaranteed to be correct.
    Let's examine how the AI arrived at this analysis:



    Team Play with Coordinated Signaling (Prescient Strategy, Violation of D5):
    Scenario: A team of players at the table collaborates to share information about their cards or the dealer’s hole card (in games where the dealer receives a hole card but doesn’t check it immediately, e.g., European no-hole-card blackjack). One player, acting as a “spotter,” signals another about the dealer’s hole card or the presence of high cards in their hand, allowing the signaled player to adjust their strategy (e.g., hitting or standing differently).

    Mechanism: The signaled player uses this information to make prescient decisions, effectively acting like a card counter or “anchor man” (mentioned in Thorp’s paper but not as team play). For example, if the spotter signals that the dealer has a weak hole card (e.g., 6), the signaled player might hit aggressively on a stiff hand (e.g., 16), consuming high cards. This alters the deck’s composition for the BSer, who plays after them.

    Impact on BSer’s EV:
    Negative Impact: If the team’s aggressive play consumes high cards (10s, Aces) during favorable situations, the BSer faces a deck richer in low cards, reducing their EV (e.g., from -0.5% to -1.0% in a 6-deck game with a low effective count).

    Positive Impact: If the team’s actions preserve high cards (e.g., standing early to avoid drawing), the BSer may play in a high-card-rich deck, increasing EV (e.g., to +0.5% in a high-count scenario).

    Why It Affects EV: The team’s coordinated signaling is a prescient strategy (D5), violating the random shuffling assumption (A1) by exploiting information about unplayed cards. This changes the probability distribution of card segments for the BSer, breaking the invariance of Theorem 1 (page 5).

    Not in Thorp’s Paper: While Thorp mentions an “anchor man” receiving dealer signals (page 3), he does not discuss organized team play with player-to-player signaling, which is a common tactic in modern blackjack advantage play.

    Superstitious Players Following Table Trends (Non-Myopic Strategy, Violation of D3):
    Scenario: Other players at the table adopt a superstitious strategy, adjusting their play based on observed “hot” or “cold” streaks in the game. For instance, if the dealer has busted multiple times in recent rounds, they believe the table is “hot” and hit aggressively on stiff hands (e.g., 16 vs. 10), expecting another dealer bust. Conversely, after player losses, they stand conservatively, assuming a “cold” streak.

    Mechanism: These players use information from prior rounds (e.g., dealer bust frequency or player win/loss patterns) to guide their decisions, making their strategy non-myopic (D3). Aggressive hitting during “hot” streaks consumes more cards, potentially depleting high cards if the streak coincides with a high count, while conservative standing during “cold” streaks preserves cards, possibly leaving a low-card-rich deck.

    Impact on BSer’s EV:
    Negative Impact: If superstitious players hit aggressively after a high-count round (rich in 10s/Aces), they may draw high cards, leaving a low-card-rich deck for the BSer, lowering their EV (e.g., from -0.5% to -1.2% if the effective count drops).

    Positive Impact: If they stand conservatively in a high-count round, preserving high cards, the BSer’s EV may increase (e.g., to +0.3% in a 6-deck game with a higher proportion of 10s).

    Why It Affects EV: The non-myopic strategy violates D3 by incorporating prior rounds’ outcomes, altering card consumption and deck composition. This disrupts the invariant segment distribution assumed in Theorem 1, causing the BSer’s EV to vary based on the resulting deck state.

    Not in Thorp’s Paper: Thorp does not discuss superstitious or trend-based strategies, focusing instead on myopic, deterministic, or prescient strategies (e.g., card counting). This behavior is common in casual casino settings, where players misinterpret streaks as predictive.

    Drunk or Inattentive Players Making Erratic Plays (Extreme Non-Deterministic Strategy, Partial Violation of D4):
    Scenario: A player at the table, perhaps intoxicated or distracted, makes highly erratic and unpredictable decisions, such as hitting on 20, standing on 12 against a dealer’s 10, or doubling down randomly, regardless of their hand or the dealer’s upcard. These actions vary widely from round to round, far beyond typical random play.

    Mechanism: The erratic player’s non-deterministic strategy (violating D4) causes extreme variability in card consumption. For example, hitting on 20 might draw multiple cards unnecessarily, depleting the deck rapidly, while standing on 12 uses fewer cards. This can push the game toward or beyond ( m ) (the number of guaranteed rounds, A3m), where restricted orderings (UmU_mU_m
    , page 12) alter the deck’s composition.

    Impact on BSer’s EV:
    Negative Impact: If the erratic player consumes excessive cards in early rounds (e.g., hitting repeatedly), the deck may deplete faster, reducing ( m ) (e.g., from 53 to 40 rounds in an 8-deck game with 51 pips/round, Example 5, page 10). In later rounds (k>mk > mk > m
    ), the BSer faces a deck with skewed composition (e.g., low cards if high cards were drawn), lowering EV (e.g., to -1.0%).

    Positive Impact: If the erratic player uses fewer cards (e.g., standing early), the deck may remain rich in high cards longer, increasing the BSer’s EV in early rounds (e.g., to +0.2% if high cards persist).

    Why It Affects EV: While Theorem 1 is robust to non-deterministic strategies (as discussed in a prior response), extreme erratic play can mimic prescient effects by drastically altering card consumption, pushing the game into later rounds where EV varies due to restricted orderings (Section 3, page 11). This indirectly violates the stability assumed in A3m and D4.

    Not in Thorp’s Paper: Thorp considers random but non-extreme strategies (implicitly covered in A2’s “arbitrary” strategies) and does not address chaotic, erratic behavior typical of intoxicated or inattentive players in real casinos.

    Players Exploiting Dealer Errors (Violation of D7 and Game Rules):
    Scenario: A player at the table takes advantage of a dealer’s mistake, such as mispaying a winning hand, exposing the hole card accidentally, or dealing an extra card that the player uses to their benefit. For example, the dealer accidentally reveals their hole card (e.g., a 6), and the player uses this information to hit on a stiff hand (e.g., 15), knowing the dealer is likely to bust.

    Mechanism: The player’s strategy becomes prescient (D5) by using unintended information about the dealer’s hand, and the dealer’s actions deviate from the myopic, rule-based strategy assumed in D7 (page 4). This alters card consumption (e.g., hitting based on the exposed card draws extra cards) and affects the deck’s state for subsequent players, including the BSer.

    Impact on BSer’s EV:
    Negative Impact: If the player’s exploitation consumes high cards (e.g., hitting on 15 draws a 10), the BSer faces a low-card-rich deck, reducing EV (e.g., from -0.5% to -0.8% in a 6-deck game).

    Positive Impact: If the player stands to preserve high cards (e.g., knowing the dealer will bust), the BSer may play in a favorable deck, increasing EV (e.g., to +0.4%).

    Why It Affects EV: The dealer’s error violates D7 (myopic dealer strategy), and the player’s exploitation violates D5 (prescient strategy), breaking the random shuffling assumption (A1). The altered deck composition changes the BSer’s segment distribution, disrupting Theorem 1’s invariance.

    Not in Thorp’s Paper: Thorp assumes a myopic dealer following standard rules (D7) and does not consider dealer errors or players capitalizing on them, which are plausible in real-world casino settings with inexperienced dealers.

    Players Colluding to Manipulate Table Pace (Violation of A2 and Game Dynamics):
    Scenario: A group of players colludes to control the pace of the game, deliberately slowing play during favorable deck conditions (e.g., high counts) to allow more hands in a rich deck or speeding up play during unfavorable conditions (e.g., low counts) to reach a reshuffle faster. For example, they might stall by asking questions or feigning indecision when the deck is high-card-rich, ensuring more rounds in that state.

    Mechanism: This collusion manipulates the number of hands played per deck state, effectively acting as a prescient strategy (D5) by leveraging knowledge of the deck’s composition (e.g., via card counting or observation). It alters the number of rounds ( m ) (A3m) and the deck’s effective composition for the BSer, who plays without such knowledge.

    Impact on BSer’s EV:
    Positive Impact: If colluding players slow play during high counts, the BSer plays more rounds in a high-card-rich deck, increasing EV (e.g., to +0.6% for multiple high-count rounds).

    Negative Impact: If they speed up play during low counts, the BSer plays fewer rounds in unfavorable decks, but if the BSer plays consistently, they may face more low-count rounds before a reshuffle, decreasing EV (e.g., to -1.1%).

    Why It Affects EV: The collusion violates D5 by using deck composition knowledge and disrupts A2 (variable but non-manipulative player participation) by artificially controlling round frequency. This biases the BSer’s exposure to certain deck states, altering their EV.

    Not in Thorp’s Paper: Thorp’s A2 allows variable player numbers and strategies but does not address deliberate collusion to manipulate game pace, a tactic sometimes used by advantage teams in casinos.

    Why These Examples Are Distinct
    Thorp’s paper primarily discusses prescient strategies like card counting (e.g., “anchor man” or dealer peeking, page 3), non-myopic strategies in general terms, and casino-driven reshuffling (implicit in A4, page 11). The above examples are not explicitly mentioned and introduce:
    Team-based signaling, extending beyond the individual “anchor man” to coordinated player groups.

    Superstitious trend-following, a common casual player behavior not theorized in the paper.

    Erratic play due to intoxication/inattention, a real-world extreme not covered in Thorp’s “arbitrary” strategies.

    Dealer errors, which violate the assumed myopic dealer behavior (D7) and introduce player exploitation.

    Pace manipulation, a novel collusion tactic not addressed in in Thorp’s framework.

    Quantitative Illustration
    To quantify the impact, consider a 6-deck game (312 cards, standard rules):
    Neutral Deck EV: Basic strategy EV ? -0.5% (house edge).

    High Count (True Count +2): EV ? +0.5% (more 10s/Aces).

    Low Count (True Count -2): EV ? -1.5% (more low cards).

    Example Impact:
    Team Signaling: If signaling leads to a low-card deck (effective count -2), BSer’s EV drops to -1.5%.

    Superstitious Play: Aggressive hitting in a high count consumes 10s, reducing EV to -0.8%.

    Erratic Play: Excessive card use shortens ( m ), and in later rounds (k>mk > mk > m
    ), EV may drop to -1.0% due to low cards.

    Dealer Errors: Exploiting a weak hole card preserves high cards, raising EV to +0.4%.

    Pace Collusion: More high-count rounds increase EV to +0.6%, while low-count focus lowers it to -1.1%.

    Conclusion
    These examples illustrate how other players’ actions affect the BSer’s EV by violating Thorp’s assumptions (A1, D3, D4, D5, D7, A2), particularly through prescient or non-myopic behaviors, extreme non-determinism, dealer errors, or game pace manipulation. They reflect real-world casino dynamics not explicitly covered in Thorp’s theoretical examples, showing how deck composition changes alter the BSer’s EV in practice.
    That's why I don't like Gen AI sometimes
    Chance favors the prepared mind

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    Quote Originally Posted by iCountNTrack View Post
    That's why I don't like Gen AI sometimes
    But it helps, doesn’t it?
    It provides explanations, summaries, and answers to my questions. It translates the paper to Chinese, corrects my writing, and helps people here understand that CC can affect a BSer's EV - though I really should have quoted simulation results from BlackjackinColor first.
    Norm helps a lot too.

  12. #77
    Random number herder Norm's Avatar
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    Just don't trust AI with too much info. https://www.tomshardware.com/tech-in...on-researchers
    "I don't think outside the box; I think of what I can do with the box." - Henri Matisse

  13. #78


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    Thanks to this community for an interesting thread. Although there does seem to be some confusion in the questions being asked, I think to be fair there is also at least some imprecision in some of the answers as well. After some thought, and some calculation, I realize that I didn't understand the cut card effect, and its relationship to Thorp's theorem, as well as I thought I did.

    To setup a specific scenario, consider 6D, H17, DOA, DAS, SPL3, played heads-up against the dealer to 75% penetration, using a fixed basic strategy. (I did this for full-shoe CDZ-, as well as TDZ, and got the same answer, so the details of the strategy don't really matter much.)

    We will typically play a number of rounds in the low 40s. The expected return from the first round, off the top of the shoe, using CDZ- is exactly -0.615389123%. As several others have pointed out, the expected return from the second round (i.e., after playing out a first round from the top of the shoe) is exactly the same value, as long as we use the same playing strategy. So is the return from the third round, fourth, and fifth...

    But this equality of expected return does not persist anywhere near the 40th round, or even the 30th or 25th round! Applied to this particular 6-deck scenario, Thorp's theorem only guarantees that each of the first *18* rounds in the shoe has exactly the same expected return as that of the first round. It has nothing to say about the return from the 19th or later rounds. Granted, the deviation from the full-shoe -0.615389123% return is likely astronomically small for many of these "mid-shoe" rounds-- but that deviation is almost certainly *not* zero.

    And measuring "depth" in terms of number of cards instead of number of rounds doesn't really help much. Even with as many as 162 cards left in the shoe before the cut card, we still can't say that the expected return from the subsequent round equals that of the first round.

    It's important to emphasize that, from a practical perspective, I'm nitpicking here. As I said above, the actual differences in expected return from the full-shoe EV don't get large enough to be observable until very late rounds. The only point here is that there is a lot of "space" between what's implied/guaranteed by Thorp's theorem and what we observe empirically as the cut card effect.

    (For those interested, we can compute this "depth of effect" of Thorp's theorem by solving an integer linear programming problem; I posted more computational details on my blog, with source code on GitHub.)
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    Last edited by ericfarmer; 05-13-2025 at 04:12 PM.

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