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A riffle shuffle permutation of a sequence of elements is obtained by partitioning the elements into two contiguous subsequences, and then arbitrarily interleaving the two subsequences. For instance, this describes many common ways of shuffling a deck of playing cards, by cutting the deck into two piles of cards that are then riffled together.
In the mathematics of permutations and the study of shuffling playing cards, a riffle shuffle permutation is one of the permutations of a set of items that can be obtained by a single riffle shuffle, in which a sorted deck of cards is cut into two packets and then the two packets are interleaved (e.g. by moving cards one at a time from the bottom of one or the other of the packets to the top ...
Cards lifted after a riffle shuffle, forming what is called a bridge which puts the cards back into place After a riffle shuffle, the cards cascade. A common shuffling technique is called the riffle, or dovetail shuffle or leafing the cards, in which half of the deck is held in each hand with the thumbs inward, then cards are released by the thumbs so that they fall to the table interleaved.
Riffle Shuffle Technique Preliminaries, Notes, Problems 1971 22 ... The Best of Slydini and More, vol 2 (photos) 1976 126 The Book of Numbers 1971 47
Riffle shuffle permutation; S. Shuffling; Shuffling machine This page was last edited on 19 September 2019, at 19:56 (UTC). Text is available under the Creative ...
A faro shuffle that leaves the original top card at the top and the original bottom card at the bottom is known as an out-shuffle, while one that moves the original top card to second and the original bottom card to second from the bottom is known as an in-shuffle. These names were coined by the magician and computer programmer Alex Elmsley. [6]
The shuffle product was introduced by Eilenberg & Mac Lane (1953). The name "shuffle product" refers to the fact that the product can be thought of as a sum over all ways of riffle shuffling two words together: this is the riffle shuffle permutation. The product is commutative and associative. [2]
In the mathematics of shuffling playing cards, the Gilbert–Shannon–Reeds model, developed in 1955 by Gilbert and Claude Shannon and independently in unpublished work in 1981 by Jim Reeds, is a probability distribution on permutations of a set of n items that, according to experiments by Persi Diaconis, accurately models human-generated riffle shuffles.