Related papers: Card Guessing with Partial Feedback
How can we generate a permutation of the numbers $1$ through $n$ so that it is hard to guess the next element given the history so far? The twist is that the generator of the permutation (the ``Dealer") has limited memory, while the…
When shuffling a deck of cards, one probably wants to make sure it is thoroughly shuffled. A way to do this is by sifting through the cards to ensure that no adjacent cards are the same number, because surely this is a poorly shuffled deck.…
To keep card sorting with a lot of cards concise, a common strategy for gauging mental models involves presenting participants with fewer randomly selected cards instead of the full set. This is a decades-old practice, but its effects…
We show that for any semi-random transposition shuffle on $n$ cards, the mixing time of any given $k$ cards is at most $n\log k$, provided $k=o((n/\log n)^{1/2})$. In the case of the top-to-random transposition shuffle we show that there is…
A defining feature of collectable card games is the deck building process prior to actual gameplay, in which players form their decks according to some restrictions. Learning to build decks is difficult for players and models alike due to…
Consider the following method of card shuffling. Start with a deck of $N$ cards numbered 1 through N. Fix a parameter $p$ between 0 and 1. In this model a ``shuffle'' consists of uniformly selecting a pair of adjacent cards and then…
We investigate a one-time single shelf shuffle by establishing the position matrix explicitly. In some cases, we prove a no-feedback optimal guessing strategy. A general no-feedback strategy is conjectured, and asymptotics for the expected…
Consider an n by n array of cards shuffled in the following manner. An element x of the array is chosen uniformly at random; Then with probability 1/2 the rectangle of cards above and to the left of x is rotated 180 degrees, and with…
Arriving at the complete probabilistic knowledge of a domain, i.e., learning how all variables interact, is indeed a demanding task. In reality, settings often arise for which an individual merely possesses partial knowledge of the domain,…
The game of memory is played with a deck of n pairs of cards. The cards in each pair are identical. The deck is shuffled and the cards laid face down. A move consists of flipping over first one card then another. The cards are removed from…
This paper considers the effect of riffle shuffling on decks of cards, allowing for some cards to be indistinguishable from other cards. The dual problem of dealing a game with hands, such as bridge or poker, is also considered. The…
Standard perfect shuffles involve splitting a deck of $2n$ cards into two stacks and interlacing the cards from the stacks. There are two ways that this interlacing can be done, commonly referred to as an in shuffle and an out shuffle,…
The card-cyclic-to-random shuffle is the card shuffle where the $n$ cards are labeled $1,\ldots,n$ according to their starting positions. Then the cards are mixed by first picking card $1$ from the deck and reinserting it at a uniformly…
The strategies adopted by individuals to select relevant information to pass on are central to understanding problem solving by groups. Here we use agent-based simulations to revisit a cooperative problem-solving scenario where the task is…
Guessing games for directed graphs were introduced by Riis for studying multiple unicast network coding problems. In a guessing game, the players toss generalised dice and can see some of the other outcomes depending on the structure of an…
Since it was first published 30 years ago, Chi et al.'s seminal paper on expert and novice categorization of introductory problems led to a plethora of follow-up studies within and outside of the area of physics [Chi et al. Cognitive…
In this paper, we study some cards shuffles which are used by magicians. We focus ourselves on the possibility to hit eventually the initial state after several shuffles. This is a classical problem arising in discrete dynamical systems.…
The Hummer Principle was born from the mind of Bob Hummer in 1946, which consists of performing card shuffles with an even number of cards while leaving some properties of the deck intact. In this document, we will present a generalization…
We study a guessing game where Alice holds a discrete random variable $X$, and Bob tries to sequentially guess its value. Before the game begins, Bob can obtain side-information about $X$ by asking an oracle, Carole, any binary question of…
We consider the problem of online multiclass classification with partial feedback, where an algorithm predicts a class for a new instance in each round and only receives its correctness. Although several methods have been developed for this…