april 2009 beating blackjack card counting feasibility analysis through simulation
TRANSCRIPT
Outline
The Hype: Why I Chose This Project Project Objective Background
The Game of Blackjack The Basic Strategy Card Counting Strategy
Simulation Questions My Model
Assumptions Development Screen Shots
Findings Verification / Validation Limitations & Future Work
Project Objective
Simulate the game of blackjack and the proposed card counting strategy to determine if it is possible to actually make money doing this and if so, how much.
Determine how different degrees of human error effect monetary outcome.
Background: Blackjack
Player gets two cards (to start, both face up) Dealer gets two cards (only one is face up) Player decides whether take another card or not Objective is to have cards total as close to 21 as possible
without going over Aces are worth 1 or 11 J, Q, K are worth 10 Whoever is closer to 21 (player or dealer) at the end wins
No money moves on ties (“push”) Dealer goes last
If player goes over (“busts”) he/she automatically looses Two card Blackjack (Ace, Ten) pays the player 3:2
Background: Basic Strategy
1962 (revised 1966): Thorp exposes simulation derived strategy Millions of hands simulated
(not so impressive anymore) This strategy, deemed “The Basic
Strategy,” setup a set of rules explaining what the best move for every given scenario is.
Basic strategy was later revised to account for the 6 and 8 deck “shoes” instead of 1 deck games.
Puts player at 0.57% disadvantage Less than one percent… slow loss rate
Background: Basic Strategy
blackjackscience.com
DEALER UP CARD: TENPLAYER CARD TOTAL: 16
CORRECT MOVE: HIT
Background: Card Counting
Blackjack: A game with memory With a finite number of cards per “shoe” each card that
comes out during play, tells you a little more about what’s left for next hand. IE: If twenty four 5’s come out with a 6-deck shoe, we know no
more 5’s can come out until a re-shuffle happens. 6 Deck Shoe: Memorize 312 Cards? Not Exactly.
High / Low Counting System 2,3,4,5,6 Add 1 to Count 10,J,Q,K,A Subtract 1 from Count
Use count to determine next bet. [Bet a lot when probability is high for player. Bet minimum when probability is low for player.] Weigh count’s meaning based on number of decks left High count = higher probability of player win
(because blackjack pays 3:2)
Questions To Answer
The model should answer the following questions: What is the rate of loss playing perfect
basic strategy? What is the rate of gain (if any) playing
perfect basic strategy and deploying the high/low card counting system flawlessly
Is it possible to make millions using these methods?
How does human error affect the outcome?
Model Assumptions
One player vs. One dealer Simplification of varying number of players
at the table depending on day, time, & location
Time to play 1 million hands IE. counting with a team of people playing
over the course of several months Assumes no casino detection
Shuffling truly is a random process
Model Development
C# Development Load cards into a deck array Load decks into a shoe array Shuffle entire shoe randomly Deal cards to player and dealer Player plays by basic strategy to determine next move Dealer plays by blackjack standard rules to determine
next move Winner gets paid Player bets based on deck adjusted count (“true count”) When end of shoe marker (“cut card”) comes out, shoe is
reshuffled Win, Loss, Push, Blackjack and Bankroll stats are
recorded
Verification
Careful code revision and testing in parts Tested card counting, basic strategy, and betting
modules separately before integrating. Printed details of 500 hands and manually
reviewed each to ensure that the program was applying the appropriate rules and performing proper accounting.
Sent code out to a few friends for peer review Verified against published basic strategy statistics
v1.0 was producing results that were 0.02% off from documented values (when running basic strategy simulations only) Discovered a minor logic error in basic strategy code
Limitations & Future Work
Limitations: One player per table Lots of hands played Truly random shuffles Team play not
accounted for No bankruptcy (lowest
bankroll can be negative)
Error rates only account for miscounts not for basic strategy errors.
Surprising result when including error.
Future Work: Simulate team play Incorporate hide
bets and “cover plays”
Model how people come and go from tables
Calculate total time for a team to play x hands.