IA idea · Games & puzzles
How many shuffles does it take to mix a deck of cards?
Research question
How does the number of rising sequences in a deck change with the number of riffle shuffles, and does my data support the claim that about seven shuffles are needed?
Adapt it: change the place, the data or the comparison until the question is yours.
Why it makes a good exploration
Bayer and Diaconis showed in 1992 that about seven riffle shuffles are needed to randomise a deck. Counting rising sequences after real and simulated shuffles tests the claim with your own hands.
The mathematics you'll need
- Permutations and rising sequences (explain)
- The Gilbert–Shannon–Reeds model of a riffle shuffle
- Simulation and expected values
- Comparing distributions
Course labels show where a technique sits; using maths from outside your course is fine if you explain it clearly and say it is new to you.
Where the data comes from
Shuffle a numbered deck 1–10 times, recording the order each time (repeat many times); simulate the model.
- Desmos graphing calculator — Free graphing and regression (y₁ ~ ax₁ + b) — fit models to your data and show residuals.
Cite every source in a footnote where you use it and in your bibliography. Check the licence of any dataset you download.
A possible outline
- Explain rising sequences and why one shuffle creates at most two.
- Record real shuffles.
- Simulate the GSR model.
- Compare how quickly each approaches randomness.
- Reflect on human shuffling differences.
Pitfalls that cost marks
- Too few repetitions.
- Claiming the full distance-to-randomness result without explanation.
- Inconsistent shuffling technique.
Showing personal engagement
- Compare your shuffles with a friend's.
- Test overhand shuffles too (much slower).
- Explain why magicians exploit rising sequences.
See Criterion C: personal engagement for what examiners look for.
Taking it further
Estimate the probability that a card trick based on rising sequences works after k shuffles.
Turn this idea into your IA
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