The whole card-clumping concept is largely a fraud,
Jerry Patterson
and his cult of voodoo Blackjack, notwithstanding.
Last year, I published an in-depth study cum expose on
card clumping. It is reprinted, below, and it should
answer most of your questions regarding this concept.
I have resisted getting involved in the newsgroup's
card-clumping controversy because so much of what is
written seems to be flash and flame, and so little
appears to be a real search for truth. However, there are
a lot of players out there who really do want to know the
truth of the matter--and have no idea what or whom to
believe. So, in an effort to shed some light on the
matter I have conducted a series of computer studies,
consisting of several billion hands of simulated
Blackjack, that I believe go a long way toward clarifying
the issues involved.
These simulations were run using the Omega II
Blackjack Casino v1.2 for MS-DOS and Windows. This
program has the ability to perform real-world shuffles
(washes, riffles, strips, cuts, etc.) as they
are done in a casino, as well as perform random card
selections using a pseudo-random number generator.
(P-RNG).
Before we get into the results of the simulations,
however, let's take a look at the psychodynamics that I
believe are driving the card-clumping
"industry."
First off, *accurate* card counting is difficult;
consequently, the vast majority of would-be card counters
are, and always will be, losers. It's that simple.
Becoming a winning counter takes a lot of hard work, and
a lot of good judgment. Not surprisingly, therefore, many
players yearn for an easier way. A shortcut that will
allow them to target games they can beat using simple
methods they can master in a few short hours. This hunger
for a free lunch is not unique to Blackjack, but as I say
in Blackjack for Blood, "...in the game of
Blackjack, as in the game of life, winning is tough. It
requires determination, preparation, and plenty of
perspiration." But, unfortunately, "...this is
not what most people (are) looking for.
" What they want, instead, is "...a simple
rule for riches they (can) memorize on the taxi ride to
the casino."
So, from the players' perspective, card-clumping
systems are very seductive--they promise an easy
alternative method for winning play.
Now, let's take a look at it from the perspective of
the entrepreneurs who sell books, systems, programs and tapes hawking
card-clumping "technology." What's in it for
them? Answer: $$$. Big $$$.
Players WANT to believe in a simple
"winning" concept such as card-clumping--and
where there's a want, sooner or later someone will market
a way.
Of course, authors of card-counting works also sell
books, systems and programs to wanna-be winners. So,
what's the difference? The answer is both simple and
straightforward: Bryce Carlson, Stanford Wong, Arnold
Synder, Kenny Uston, Peter Griffin, etc., have all based
their works on accepted scientific principles, with a
minimum of speculation, estimation, or guesswork.
Publishers of card-clumping systems, on the other hand,
have based their works almost entirely on
plausible-sounding theories backed up by anecdotal
testimonials. Science versus "religion." Fact
versus faith. A modern paradigm for an age-old conundrum.
Now having said all this, you are likely expecting me
to state categorically that there is nothing to the
card-clumping concept. That it just doesn't happen. Well,
surprise, I'm not prepared to do that. Based on the
computer studies that follow, it does appear that under
certain (unusual) circumstances, some non-random
"clumping" effects are produced in some
(unrealistically incomplete) multiple-deck shuffles. As
we shall see, these effects are generally small, probably
not exploitable, rarely (if ever) encountered in the real
world--and such biases seem to favor the player as often
as they favor the house. But, they are there.
Ready for more? OK, here are the studies, and the
results.
Let's begin by discussing the Omega II Blackjack
Casino's ability to perform real-world shuffles, as well
as simple random card selections based on a P-RNG
(pseudo-random number generator). The card-clumping
system sellers and their faithful followers discount the
fact that computer simulations have not backed up their
claims of bias by stating that these effects only occur
in games where the decks are actually shuffled as they
would be in a casino, not in computer-simulated games
where the cards are selected by a P-RNG. They have a
point. Almost all Blackjack simulation programs do select
cards with a P-RNG. Note, however, that the operative
word is "almost." The Omega II Blackjack Casino
v1.2 DOES do real-world shuffles as they are done in a
casino. The card-shuffling routines in the Omega II
Blackjack Casino have been thoroughly analyzed and
tested. You can trust these results. And, just in case
you don't trust what you can't see, the Blackjack Casino
allows you to step through the various shuffle
routines--all the while visually displaying the cards in
their current sequence and order.
John Imming's highly-regarded UBE also does such
real-world shuffles. So, there are programs out there
capable of performing realistic casino-style shuffles.
Although the Blackjack Casino is capable of performing
a large number of different shuffle-related routines, the
studies done here used only the following procedures: A
wash of "new" decks (W); a two-block zone
riffle of the entire pack (R); a strip of the entire pack
(S); a random cut (C), and the introduction of a fresh
pack into the game in new-deck order (F).
These procedures are performed by the Omega II
Blackjack Casino in the following manner:
(W) Wash: The pack is randomly broken into packets of
from 1 to 8 cards. The program then randomly puts these
packets back together. The cards within a packet maintain
their initial order, only the packets themselves are
randomly reordered.
(R) Two-block zone riffle: The pack is divided into
two approximately equal blocks. Then half-deck
"picks" from each block are riffled (randomly
interleaved) together to form a new stack. This procedure
is repeated until all the cards are in this new stack.
(S) Strip: The program randomly strips small packets
of from 1 to 4 cards off the top of the pack and places
them in another stack. This procedure tends to reverse
the order of the pack.
(C) Cut: The program performs a random cut. All
possible cuts areequally likely.
(F) Fresh pack: A fresh pack is brought into the game
in new-deck order.
The simulations were all performed assuming a 6-deck
game with Las Vegas Strip rules, including double after
splits, and resplitting of all pairs including Aces.
Penetration varied slightly, but was always to a fixed
number of rounds that generally totaled about 245 cards.
The game was dealt face-up and blackjacks and busted
hands were immediately "placed" in the discard
tray (buffer). A fresh pack of 6 decks in new-deck order
was brought in periodically, just as it would be in a
real casino. From other computer studies, as well as from
well-documented direct probability studies, we know that
the theoretical expectation for this game, assuming flat
bets and Basic Strategy play, is -.34% (of original bets)
for the players. In other words, the house enjoys a
slight edge in this game of +.34%, assuming Basic
Strategy play.
Each computer simulation consisted of 100,000,000 (one
hundred million) rounds. The Omega II Blackjack Casino is
fast, so such extensive studies were feasible. The
percent standard deviation for each player's expectation
in each simulation was about +/- .011%. Each shuffle
study consisted of seven individual simulations. Each
simulation was similar except for the number of players
(from 1 to 7 players).
Study #1 did not use real-world casino-style shuffles,
but instead performed random card selections using a
pseudo-random number generator (P-RNG). The results were
virtually the same for all seven simulations (1 player, 2 players, 3 players, etc.). Since
the results did not differ regardless of the number of
players at the "table," only the results for
the 7-player simulation are shown (below):
PLAYER 1 RESULT -.35% DELTA
-.01%
PLAYER 2 RESULT -.33% DELTA +.01%
PLAYER 3 RESULT -.34% DELTA +.00%
PLAYER 4 RESULT -.35% DELTA -.01% } MEAN DELTA +.00%
PLAYER 5 RESULT -.35% DELTA -.01%
PLAYER 6 RESULT -.34% DELTA +.00%
PLAYER 7 RESULT -.34% DELTA +.00%
As expected, no biases or other unusual effects were
obtained. The results are almost exactly as predicted by
theory (-.34%).
Study #2 did use real-world casino-style shuffles. The
shuffle wastypical of that performed in many casinos and
consisted of the following shuffle sequences: For fresh
packs brought into the game in new-deck order, the
shuffle sequence was FWRRSRC (fresh pack, wash,
zone-riffle, zone-riffle, strip, zone-riffle, cut). For
reshuffles of the pack in play the shuffle sequence was
RRSRC (zone-riffle, zone-riffle, strip, zone-riffle,
cut). As with Study #1, the results were virtually the
same for all seven simulations (1 player, 2 players, 3
players, etc.). Since the results did not differ
regardless of the number of players at the
"table," only the results for the 7-player
simulation are shown (below):
PLAYER 1 RESULT -.32% DELTA
+.02%
PLAYER 2 RESULT -.35% DELTA -.01%
PLAYER 3 RESULT -.31% DELTA +.03%
PLAYER 4 RESULT -.33% DELTA +.01% } MEAN DELTA +.01%
PLAYER 5 RESULT -.35% DELTA -.01%
PLAYER 6 RESULT -.32% DELTA +.02%
PLAYER 7 RESULT -.34% DELTA +.00%
In this 7-player simulation, a fresh 6-deck pack was
introduced every 40 rounds. As can be seen, little if any
bias is evident. Given the large number of rounds
(100,000,000), the player results do vary
slightly more than would be expected on statistical
grounds, and this minor increased variance probably is
due to non-random effects. But
these effects, if they exist, are very, very small, seem
to favor neither the players as a group nor the house,
and are of no practical significance, whatever.
Study #3. The card-clumping "gurus"
generally blame the wash (W) for producing most of the
biases they claim exist in multiple-deck games. To test
for this, the above study was run, again, except that
this time when a new 6-deck pack was introduced into the
game, NO wash was performed. The fresh pack shuffle,
therefore, consisted of FRRSRC. Reshuffles of the pack in
play did not change (RRSRC).
This time non-random effects, though small, were
evident. Furthermore, these effects varied based,
primarily, on the number of players at the table.
Therefore, all seven simulations are presented below:
Simulation #1. One (1) player. Fresh pack every 1120
rounds. Penetration to 43 rounds per "shoe."
PLAYER 1 RESULT -.44% DELTA
-.10% } MEAN DELTA-.10%
Simulation #2. Two (2) players. Fresh pack very 960
rounds. Penetration to 29 rounds per "shoe."
PLAYER 1 RESULT -.43% DELTA
-.09%
PLAYER 2 RESULT -.38% DELTA -.04% } MEAN DELTA -.07%
Simulation #3. Three (3) players. Fresh pack every 800
rounds. Penetration to 22 rounds per "shoe."
PLAYER 1 RESULT -.35% DELTA
-.01%
PLAYER 2 RESULT -.33% DELTA +.01% } MEAN DELTA -.01%
PLAYER 3 RESULT -.37% DELTA -.03%
Simulation #4. Four (4) players. Fresh pack every 640
rounds.
Penetration to 18 rounds per "shoe."
PLAYER 1 RESULT -.31% DELTA +.03%
PLAYER 2 RESULT -.34% DELTA +.00%
PLAYER 3 RESULT -.32% DELTA +.02% } MEAN DELTA +.02%
PLAYER 4 RESULT -.31% DELTA +.03%
Simulation #5. Five (5) players. Fresh pack every 560
rounds.
Penetration to 15 rounds per "shoe."
PLAYER 1 RESULT -.25% DELTA +.09%
PLAYER 2 RESULT -.22% DELTA +.12%
PLAYER 3 RESULT -.27% DELTA +.07% } MEAN DELTA +.10%
PLAYER 4 RESULT -.25% DELTA +.09%
PLAYER 5 RESULT -.23% DELTA +.11%
Simulation #6. Six (6) players. Fresh pack every 480
rounds.
Penetration to 13 rounds per "shoe."
PLAYER 1 RESULT -.19% DELTA +.15%
PLAYER 2 RESULT -.16% DELTA +.18%
PLAYER 3 RESULT -.22% DELTA +.12%
PLAYER 4 RESULT -.17% DELTA +.17% } MEAN DELTA +.16%
PLAYER 5 RESULT -.20% DELTA +.14%
PLAYER 6 RESULT -.16% DELTA +.18%
Simulation #7. Seven (7) players. Fresh pack every 440
rounds.
Penetration to 11 rounds per "shoe."
PLAYER 1 RESULT -.11% DELTA +.23%
PLAYER 2 RESULT -.13% DELTA +.21%
PLAYER 3 RESULT -.16% DELTA +.18%
PLAYER 4 RESULT -.12% DELTA +.22% } MEAN DELTA +.21%
PLAYER 5 RESULT -.13% DELTA +.21%
PLAYER 6 RESULT -.15% DELTA +.19%
PLAYER 7 RESULT -.14% DELTA +.20%
Clearly, there is some (small) bias present in this
study. In addition, it appears that the more players at
the table, the better off the players are. With one or
two players, there appears to be a small bias of about
.1% against the players. With three or four players, any
biases, if present, appear to cancel out, resulting in no
net effect (except, for the peculiar increased variance
of results noted in Study #2, above). With five, six, or
seven players at the table, there appears to be a small
(.1% to .2%) net bias working for the players.
This number-of-players-dependent bias pattern was not
expected (not by me, anyway). To see whether or not it was
repeatable, and whether small changes could alter it, I ran the
entire 7-simulation study, again, this time varying the
penetration and frequency of fresh-pack introductions,
somewhat. The results, though varying slightly from the
previous study, showed the same pattern of increasing
bias favoring the players as the number of players at the
"table" increased, with the break-even point at
three or four players. This effect, though small, seems
to be both real and persistent (at least, when all
players use Basic Strategy). It is interesting to note
that a player's position at the table does not seem to be
a factor correlating with expectation.
Encouraged (though not necessary happy) with these
results, I next ran a series of studies degrading the shuffle more and
more in an attempt to get biased results large enough to be
potentially meaningful and exploitable.
From the perspective of the card-clumping community, the
results
of these subsequent studies were disappointing. As the
shuffle got
more and more primitive, only a slight increase in the
bias effect
was noted. As before, with one or two players, it hurt
the players,
with three or four players, it seemed to virtually
disappear, and
with five, six, or seven players, the players were
somewhat favored.
Finally, in an attempt to get a bias effect large enough
to mean
anything, I ran a study using a VERY primitive shuffle.
For fresh
packs the shuffle sequence was FRC (fresh pack,
zone-riffle, cut).
For reshuffles of packs in play the sequence was simply
RC
(zone-riffle, cut). Note, the lack of a wash (W) with
fresh packs.
There is no casino in the world, that I know of, that
uses a shuffle
this primitive and incomplete. Furthermore, even with
this
unrealistically incomplete shuffle, if a wash (W) were
introduced
into the fresh-pack shuffle sequence, any bias virtually
disappeared.
Here are the results of this final study.
Simulation #1. One (1) player. Fresh pack every 1120
rounds.
Penetration to 43 rounds per "shoe."
PLAYER 1 RESULT -1.10% DELTA -.76%
} MEAN DELTA -.76%
Simulation #2. Two (2) players. Fresh pack every 960
rounds.
Penetration to 29 rounds per "shoe."
PLAYER 1 RESULT -.80% DELTA -.46%
PLAYER 2 RESULT -.68% DELTA -.34% } MEAN DELTA -.40%
Simulation #3. Three (3) players. Fresh pack every 800
rounds.
Penetration to 22 rounds per "shoe."
PLAYER 1 RESULT -.44% DELTA -.10%
PLAYER 2 RESULT -.43% DELTA -.09% } MEAN DELTA -.09%
PLAYER 3 RESULT -.41% DELTA -.07%
Simulation #4. Four (4) players. Fresh pack every 640
rounds.
Penetration to 18 rounds per "shoe."
PLAYER 1 RESULT -.29% DELTA +.05%
PLAYER 2 RESULT -.36% DELTA -.02%
PLAYER 3 RESULT -.31% DELTA +.03% } MEAN DELTA +.02%
PLAYER 4 RESULT -.34% DELTA +.00%
Simulation #5. Five (5) players. Fresh pack every 560
rounds.
Penetration to 15 rounds per "shoe."
PLAYER 1 RESULT -.18% DELTA +.16%
PLAYER 2 RESULT -.15% DELTA +.19%
PLAYER 3 RESULT -.13% DELTA +.21% } MEAN DELTA +.16%
PLAYER 4 RESULT -.24% DELTA +.10%
PLAYER 5 RESULT -.18% DELTA +.16%
Simulation #6. Six (6) players. Fresh pack every 480
rounds.
Penetration to 13 rounds per "shoe."
PLAYER 1 RESULT -.17% DELTA +.17%
PLAYER 2 RESULT -.19% DELTA +.15%
PLAYER 3 RESULT -.23% DELTA +.11%
PLAYER 4 RESULT -.14% DELTA +.20% } MEAN DELTA +.19%
PLAYER 5 RESULT -.10% DELTA +.24%
PLAYER 6 RESULT -.09% DELTA +.25%
Simulation #7. Seven (7) players. Fresh pack every 440
rounds.
Penetration to 11 rounds per "shoe."
PLAYER 1 RESULT +.19% DELTA +.53%
PLAYER 2 RESULT +.11% DELTA +.45%
PLAYER 3 RESULT +.10% DELTA +.44%
PLAYER 4 RESULT +.15% DELTA +.49% } MEAN DELTA +.47%
PLAYER 5 RESULT +.16% DELTA +.50%
PLAYER 6 RESULT +.12% DELTA +.46%
PLAYER 7 RESULT +.09% DELTA +.43%
As with the previous study, I was suspicious of the trend
toward
a player-favored bias as the number of players at the
"table"
increased. So, as before, I ran the entire 7-simulation
study,
again, varying the penetration and frequency of
fresh-pack
introductions, somewhat. As before, the results, though
varying
slightly, continued to show the same pattern of
increasing bias
favoring the players as the number of players at the
"table"
increased, with the break-even point at three or four
players.
Also, as be fore, a player's position at the table does
not seem
to be a factor correlating with expectation.
With this final study, we, at last, seem to have an
effect worthy
of the term "bias." As to whether or not it is
exploitable is another story. As noted, to get
significant non-random effects resulting in a noticeable
bias it was necessary to limit the shuffle to an
unrealistically incomplete zone-riffle, cut (RC) sequence
that is not found anywhere in the world that I know of.
Also, as noted, even with this primitive shuffle, the
introduction of a simple wash (W) in fresh-pack
introductions virtually eliminated the bias, completely.
The card-clumping "gurus" have claimed that
orthodox researchers have failed to detect biases in the
deal because their studies have been distorted by
unrealistic conditions (such as the use of P-RNG's
in simulations). It appears, however, that it is the
card-clumping
wonks, themselves, who are trading in unrealistic
conditions. You
could search the world over and never find a casino so
careless as
to use the simplistic shuffles necessary to produce a
meaningful bias.
We're not quite through yet.
The argument could be made, however, that just because
the AVERAGE bias produced by realistic casino shuffles is
too small to matter, it does not necessarily follow that
meaningful--exploitable--opportunities do not arise for
clump
trackers, any more than the fact that Basic Strategy
expectation
is on AVERAGE close to zero means that
meaningful--exploitable--opportunities do not arise for
card counters.
That's a plausible-sounding argument. But there are
serious problems with it. To begin with, to the extent
that card-clumping concepts are valid, card-counting
concepts are not. They are essentially opposites. In
card-counting theory, the best predictor of the next card
being "big" is that the last several cards have
been "small" (a "plus" count). In
card-clumping theory, the best predictor of the next card
being "big" is that the last several cards have
also been "big" (a "big"-card clump).
Consequently, if card-clumping theory were valid,
multiple-deck team play wouldn't work. A "Big
Player" being called into a "plus" shoe
would generally walk into an ambush of dealer three- and
four-card 20s and 21s. But that's not what happens. Team
play *does* work. Kenny Uston's teams made a fortune with
it. I have done very well with it; and teams, led by
players you've never heard of, are out, tonight, making
money with team play. This fact, alone, argues strongly
against the card-clumping concept.
Here's another important point: If the pack were often
strongly "polarized" with biased clumps not
conforming to a normal distribution, Basic Strategy would
be very ineffectual--especially in "small"-card
clumps. Consequently, the very fact that any kind of
reasonable shuffle produces (as the above studies have
shown) at best (worst?) a nominally detectable average
bias against Basic Strategy play is strong evidence that
no such biased clumping or polarization of the pack
occurs.
I know that none of this is going to have the
slightest impact on the Jerry Patterson's, or any of the
other financially- or emotionally-invested faithful in
the card-clumping cult.
They will argue that these studies are far from
comprehensive. That I didn't look hard enough, or long
enough, or in the right places. And that, in any case, I
DID find the elusive biases the orthodox cognoscenti say
don't exist. Perhaps; and I do look forward to further
research and results. But it's not up to us to prove that
real-world biases can't exist--it's up to them to prove
that they can, and that they do. And that is something
they have never done. And probably never will.
Caveat emptor. Let the buyer beware.
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