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In the mid-1990s, a team of American science
students took on the might of the Las Vegas
casinos, and came home with millions of dollars.
Hardworking engineering students during the week,
they became high-rolling gamblers by the weekend
and proved that, in one game at least, the house
doesn't always win.
The game was blackjack, and the students were
from the world-renowned Massachusetts Institute of
Technology (MIT). Their audacious winnings marked
the climax of an arms race between casino and
player that began 40 years earlier with maths
professor Edward Thorp. He realised that the one
feature of blackjack that made it different from
other casino games also made it possible to
beat.
In most gambling games - roulette, dice, slot
machines, the lottery - events in the past do not
determine the future. The odds are the same on
every roll of the dice or spin of the wheel.
Winning streaks or losing streaks may occur, but
they are only one possible result from the set of
all possible outcomes. A fair coin that has shown
heads ten times, still only has a 50% chance of
showing heads on the next flip.
Casinos and bookmakers make certain that the
odds are always stacked slightly in their favour.
In other words, over time, the house will always
win.
Changing odds Thorp
realised that because of the unique way blackjack
was played, the odds were not always the same in
every round. After each hand is played, the used
cards are put to one side, and not shuffled back
into the deck. They are effectively removed from
the pool of available cards in the next round.
So in any given hand, the odds of getting an
ace will decrease if an ace has been played in
previous rounds. Aces are beneficial to the
player, so having a smaller proportion of aces in
the deck shifts the odds further in favour of the
house. Previous gamblers had realised this fact,
but no one had the insight to come up with a
practical system to take advantage of this
phenomenon.
The basic rules of blackjack are simple. To win
a round, the player has to draw cards to beat the
dealer's total and not exceed a total of 21. The
dealer must draw cards until a total of 17 or
greater is reached.
Thorp calculated that as the game continued and
cards were removed after each round, if the
remaining deck became richer than average in
certain types of cards, it became advantageous to
the player. Although the winning margin is still
subject to the luck of the draw, this meant that
using perfect strategy, with a large bankroll and
playing enough hands, the player was more than
likely to come out on top.
A player would start off each deck playing
minimal stakes. Then by keeping track of the cards
leaving the deck, they would determine a point
when the odds switched in their favour and lay
down larger and larger bets as the deck became
more and more favourable. Playing perfect basic
strategy without card counting, the player's
average expectation is between -0.6% and 0%. Using
perfect high-low card counting and playing perfect
strategy, the player's average expectation is
between +0.4 and +1.14%. So a £100 bet will yield
on average £101.14 in return, playing a single
deck game.
Testing the system Thorp
announced his strategy at the American
Mathematical Society in 1960 and news quickly
spread. He was approached by the mysterious 'Mr
X', a gambler and businessman with strong links to
the underworld, who was eager to see whether his
strategy could make real money. Mr X put up
$10,000 to test the system. Unaware of Mr X's
mobster links, Thorp agreed, and playing according
to his strategy in Reno casinos, managed to more
than double his bankroll in two days of play!
In 1962, Thorp published Beat the Dealer - A
Winning Strategy for the Game of Twenty One.
Immediately casinos in Nevada were inundated with
wannabe card counters, eager to make a quick buck.
Four years later, the second edition outlined the
new high-low count, a system with just as much
power but easier to use.
The casinos, terrified of losing money, decided
to change the rules to make life harder for the
card counters. They increased the number of decks,
they shuffled more often and at one point even
changed the winning payoffs. Dealers and pit
bosses learned how to spot card counters, and
asked anyone suspected of counting to play another
game or leave the casino. Life for card counters
became increasingly tough, and the counting
systems became more complicated in order to try
and keep up a marginal edge over the casinos. Card
counting became a hazardous and unprofitable
occupation.
In 1971, Keith Taft, an electronics engineer
from California, was frustrated at his low
winnings from counting. He decided to develop a
portable computer that could count cards for him.
With his son Marty, he built 'George', probably
the world's first portable computer, specifically
to count cards at blackjack. The player tapped in
the value of each card played using their toes,
and the computer would buzz back the amount to bet
and whether to stick or twist each round.
The computer was able to calculate precisely
the advantage or disadvantage each card gave to
the player, and thus accurately predict the
optimum playing strategy. The Tafts' computer
allowed them to move back to the winning margins
that Thorp had enjoyed 10 years earlier. Keen to
capitalise on their success, the father and son
team set up a home workshop to design and build
new computers, which they sold for $10,000
apiece.
But it didn't take long for the casinos to
catch up with the Tafts. In May 1977, after a long
winning streak, Marty Taft was escorted into the
backroom of a Nevada casino. Security guards
forcibly searched him, found his computer, and
sent it away to the FBI. Soon after the law was
changed to ban all computing devices in
casinos.
Raising the stakes In the
early 1990s, however, a new breed of counters
emerged. They had a greater level of resources,
training and attention to detail than the casinos
had ever encountered. Semyon Dukach, Katie
Lilienkamp and Andy Bloch were all studying at MIT
when they heard of card counting as a way to make
extra money. MIT had a history of card counting.
Indeed, Ed Thorp himself had developed the
original system whilst at MIT, using one of the
most powerful computers in the world at that time.
MIT counters played in teams, usually of three
or more. Each individual was given a specific
role. Some would simply watch tables, and wait for
favourable situations to appear (the 'spotters').
They would call in the expert strategist (the
'controller') who would fine-tune exactly when was
the optimum moment to play, and how much to bet
according to the cards being played. The
controller would secretly signal to a 'big player'
who would then join a table and place a massive
bet at exactly the right moment.
The key was that by only betting when the odds
were well in the big player's favour, the big
player could maximise potential profit, and also
avoid being spotted as a counter. By watching a
number of tables at any time, the team could
select only those with the greatest promise of a
good return. The big player simply looked like a
rich, arrogant young gambler who got lucky on a
single bet.
The MIT players went to great lengths to
conceal both their own identities and their team
play. They would work relentlessly to exploit any
edge they could find - inexperienced dealers, poor
shuffling or lax security. They also recorded
exactly how much profit they managed to make from
each situation, and honed their skills to be
incredibly close to optimum play.
The trio played blackjack all over the world on
and off throughout most of the 1990s, making money
wherever they played. Their exploits only came to
an end when Griffin Investigations, a private
agency hired by casinos, identified the members of
the MIT teams after months of surveillance. From
that point on a team player even entering a casino
would be swiftly ejected.
Card counting still occurs wherever blackjack
is played, though as casino technology advances it
becomes harder and harder to make anything but a
small profit. Facial recognition technology,
computerised blackjack tables and rule changes are
slowly eating away at the small advantage possible
through counting. But the lure of easy money makes
it unlikely the casinos have seen the last of the
counters. For 40 years they have found ways to
make profit, and their ingenuity is bound to
succeed again.
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