Related papers: Guessing cards with complete feedback
In 1998, Ciucu published "No-feedback card guessing for dovetail shuffles", an article which gives the optimal guessing strategy for $n$ cards ($n$ even) after $k$ riffle shuffles whenever $k>2\log_{2}\left(n\right)$. We discuss in this…
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.…
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.…
In trick-taking card games, a two-step process of state sampling and evaluation is widely used to approximate move values. While the evaluation component is vital, the accuracy of move value estimates is also fundamentally linked to how…
Several variations of hat guessing games have been popularly discussed in recreational mathematics. In a typical hat guessing game, after initially coordinating a strategy, each of $n$ players is assigned a hat from a given color set.…
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…
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…
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…
In imperfect information games (e.g. Bridge, Skat, Poker), one of the fundamental considerations is to infer the missing information while at the same time avoiding the disclosure of private information. Disregarding the issue of protecting…
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…
Historically, games of all kinds have often been the subject of study in scientific works of Computer Science, including the field of machine learning. By using machine learning techniques and applying them to a game with defined rules or a…
The ``overlapping-cycles shuffle'' mixes a deck of $n$ cards by moving either the $n$th card or the $(n-k)$th card to the top of the deck, with probability half each. We determine the spectral gap for the location of a single card, which,…
Let a deck of n cards be shuffled by successively exchanging the cards in positions 1, 2, ..., n with cards in randomly chosen positions. We show that for n equal to 18 or greater, the identity permutation is the most likely. We prove a…
In card games, in casino games with multiple decks of cards and in cryptography, one is sometimes faced with the following problem: how can a human (as opposed to a computer) shuffle a large deck of cards? The procedure we study is to break…
We consider a deterministic game with alternate moves and complete information, of which the issue is always the victory of one of the two opponents. We assume that this game is the realization of a random model enjoying some independence…
We show that in any $n$-player $m$-action normal-form game, we can obtain an approximate equilibrium by sampling any mixed-action equilibrium a small number of times. We study three types of equilibria: Nash, correlated and coarse…
Poker is a family of card games that includes many variations. We hypothesize that most poker games can be solved as a pattern matching problem, and propose creating a strong poker playing system based on a unified poker representation. Our…
The author has long enjoyed using the CSP refinement checker FDR to solve puzzles, as witnessed by examples in \cite{tpc,ucs}. Recent experiments have shown that a number of games of patience (card games for one) are now well within bounds.…
We consider a problem of shuffling a deck of cards with ordered labels. Namely we split the deck of N=k^tq cards (where t>=1 is maximal) into k equally sized stacks and then take the top card off of each stack and sort them by the order of…