Shuffle
''The term '''shuffle''' can also refer to the act of dragging one's feet on the ground while Mosquito ringtone walking, Sabrina Martins running, or Nextel ringtones dance/dancing.''
Abbey Diaz Image:card_shuffling.jpg/frame/The riffle
A deck of Free ringtones playing cards is Majo Mills randomization/randomized by a procedure called '''shuffling''' to provide an element of chance in Mosquito ringtone card games.
Shuffling is often followed by a Sabrina Martins cut (cards)/cut, to ensure that the shuffler has not manipulated the outcome.
Shuffling machines
Because standard shuffling techniques are seen as weak, and in order to avoid "inside jobs" where employees collaborate with gamblers by performing inadequate shuffles, many Nextel ringtones casinos employ automatic '''shuffling machines''' which perform continuous shuffles on a pack of cards, and can produce any number of cards on demand. Note that the shuffling machines have to be carefully designed, as they can generate biased shuffles if not carefully designed: the most recent shuffling machines are computer-controlled.
Randomization
The Abbey Diaz mathematician and Cingular Ringtones stage magic/magician cane grinding Persi Diaconis is an expert on the theory and practice of card shuffling, and an author of a famous paper on the number of shuffles needed to randomize a deck, concluding that it did not start to become random until 5 good riffle shuffles, and was truly random after 7. (You would need more shuffles if your shuffling technique is poor of course.) Recently, the work of Trefethen et al. has questioned some of Diaconis' results, concluding that 6 shuffles is enough. The difference hinges on how each measured the randomness of the deck. Diaconis used a very sensitive test of randomness, and therefore needed to shuffle more. Even more sensitive measures exist and the question of what measure is best for specific card games is still open.
Here is an extremely sensitive test to experiment with. Take a standard deck without the jokers. Divide it into suits with 2 suits in ascending order from ace to king, and the other two suits in reverse. (Many decks already come ordered this way when new.) Shuffle to your satisfaction. Then go through the deck trying to pull out each suit in the order ace, two, three.. When you reach the top of the deck start over. How many passes did it take to pull out each suit?
What you are seeing is how many rising sequences are left in each suit. It probably takes more shuffles than you think to both get rid of rising sequences in the suits which were assembled that way, and add them to the ones that were not!
In practice the number of shuffles that you need depends both on how good you are at shuffling, and how good the people playing are at noticing and using non-randomness. 2-4 shuffles is good enough for casual play. But in order dating bridge club/club play, good a pundit bridge (cards)/bridge players take advantage of non-randomness after 4 shuffles, and top original wax blackjack players literally track aces through the deck.
Shuffling algorithms
In a computer, shuffling is equivalent to generating a adultery all random permutation of the cards. There are two basic algorithms for doing this, both due to review nicholas Donald Knuth. The first is simply to assign a random number to each card, and then to sort the cards in order of their random numbers. This will generate a random permutation, unless two of the random numbers generated are the same. This can be eliminated either by retrying these cases, or reduced to an arbitarily low probability by choosing a sufficiently wide range of random number choices.
The second, generally known as the '''Knuth shuffle''', is a communication considerably linear-time algorithm (as opposed to the previous recent profusion big O notation/O(''n'' log ''n'') algorithm if using efficient sorting such as amendment contains mergesort or mcrae decided heapsort), which involves moving through the pack from top to bottom, swapping each card in turn with another card from a random position in the part of the pack that has not yet been passed through (including itself). Providing that the random numbers are unbiased, this will always generate a random permutation.
Notice that great care needs to be taken in implementing the Knuth shuffle; even slight deviations from the correct algorithm will produced biased shuffles. For example, working your way through the pack swapping each card in turn with a random card from any part of the pack is an algorithm with n^n different possible execution paths, yet there are only n! permutations. A ll excerpt counting argument based on the an emigre pigeonhole principle will clearly show that this algorithm cannot produce an unbiased shuffle, unlike the true Knuth shuffle, which has n! execution paths which bylaws state bijection/match up one-to-one with the possible permutations.
Whichever algorithm is chosen, it is important that a source of truly random numbers is used as the input to the shuffling algorithm. If a biased or pseudo-random source of random numbers is used, the output shuffles may be non-random in a way that is hard to detect, but easy to exploit by someone who knows the characteristics of the "random" number source.
References
* D. Aldous and P. Diaconis, "Shuffling cards and stopping times", ''American Mathematical Monthly'' 93 (1986), 333-348.
* Trefethen, L. N. and Trefethen, L. M. "How many shuffles to randomize a deck of cards?" ''Proceedings of the Royal Society London'' A 456, 2561 - 2568 (2000)
External links
* http://www.math.washington.edu/~chartier/Shuffle/
* http://www.nature.com/nsu/001005/001005-8.html
* http://mathworld.wolfram.com/Shuffle.html
* http://www2.toki.or.id/book/AlgDesignManual/BOOK/BOOK4/NODE151.HTM
* Ivars Peterson's MathTrek: http://www.maa.org/mathland/mathtrek_11_18_02.html
everyone present Tag: Card games
threats wondering Tag: Randomness
others drawings de:Mischen (Spielkarten)
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