I have seen a LOT of misinformation making the rounds around here about what actually constitutes randomness in Pokemon, specifically related to (im)proper shuffling and declumping. I feel like it is VERY important for people to know what random actually is, and why they shouldn't declump.
What is Random?
Here is a great description of randomness, taken from Wikipedia (yes, yes, not a good source, whatever):
Basically, when something is random there is NO intelligible pattern.
Now, of course, this definition isn't really useful without some context. So let's put things in perspective within the Pokemon TCG.
Randomness pops up in a couple of instances in the Pokemon TCG. The most obvious is in coin flips. You have a random chance to get a head or a tails. You can't predict a pattern, you can't know what you will flip. This is random. Most people would agree that you can't (or shouldn't) control, or even TRY to control the outcome of a coin flip. That would obviously be cheating, right?
The other major area of the TCG where randomness pops up is in deck shuffling. Card order is, of course, supposed to be random. According to the Pokemon TCG tournaments rules:
So we can all agree that our decks should be random, right? Well, the problems comes when we start asking the question "When is my deck random?". That's not a super easy question to answer, but I'll try to.
A deck is random when, according to the definition of randomness, there is NO intelligible pattern to a deck. Obviously, expecting PERFECT randomness all the time is impractical. It's an impossible thing to measure, and due to the imperfect nature of shuffling techniques, we can't expect PERFECT randomness.
However, we can expect a reasonably close impersonation of randomness, and thanks to the wonders of math, we have a good idea of what kind of shuffling is necessary for a deck to be considered random. Again, quoting from Wikipedia:
So, basically, you have to do 7 good riffle shuffles for your deck to be "truly" random, or at least, as close to truly random as we can get. That's pretty easy to understand, I hope.
Now that I have those baseline's down, we need to get to the real core of the issue here, at least for me: Declumping. Declumping is an attempt to create an even distribution of cards within your deck so that you do not draw "clumps" of cards. When described that way, it should be VERY obvious why declumping is cheating; it is an attempt to stop clumps of card from appearing in a "random" deck, or in other words, it's an attempt to remove randomness. Now, if a player shuffles properly after a declump, that attempt to cheat is removed. Still the intent is there, and it's a real, real problem.
I really wanted to write more and articulate my point better, but I'm finding myself at a loss for words to elaborate here. I feel like this is simple; if something is random, any given card is a equally likely to be at any point in a deck as any other card. You can't have a predictable pattern, and as such, CLUMPS WILL EXISTS IN YOUR DECK, based purely on odds. If you have clump, you either 1) cheated, or 2) got very, very lucky (or unlucky). The odds are very low of no clumps existing in a deck.
So please, stop with this "my deck isn't random enough because I have clumps". That is difinitively not true at all. Random is random, you can't control it, and you shouldn't even attempt to.
What is Random?
Here is a great description of randomness, taken from Wikipedia (yes, yes, not a good source, whatever):
The Oxford English Dictionary defines "random" as "Having no definite aim or purpose; not sent or guided in a particular direction; made, done, occurring, etc., without method or conscious choice; haphazard." This concept of randomness suggests a non-order or non-coherence in a sequence of symbols or steps, such that there is no intelligible pattern or combination.
Basically, when something is random there is NO intelligible pattern.
Now, of course, this definition isn't really useful without some context. So let's put things in perspective within the Pokemon TCG.
Randomness pops up in a couple of instances in the Pokemon TCG. The most obvious is in coin flips. You have a random chance to get a head or a tails. You can't predict a pattern, you can't know what you will flip. This is random. Most people would agree that you can't (or shouldn't) control, or even TRY to control the outcome of a coin flip. That would obviously be cheating, right?
The other major area of the TCG where randomness pops up is in deck shuffling. Card order is, of course, supposed to be random. According to the Pokemon TCG tournaments rules:
Each player’s deck is expected to be fully randomized at the start of each game and during the game, as
card effects require.
So we can all agree that our decks should be random, right? Well, the problems comes when we start asking the question "When is my deck random?". That's not a super easy question to answer, but I'll try to.
A deck is random when, according to the definition of randomness, there is NO intelligible pattern to a deck. Obviously, expecting PERFECT randomness all the time is impractical. It's an impossible thing to measure, and due to the imperfect nature of shuffling techniques, we can't expect PERFECT randomness.
However, we can expect a reasonably close impersonation of randomness, and thanks to the wonders of math, we have a good idea of what kind of shuffling is necessary for a deck to be considered random. Again, quoting from Wikipedia:
leading figure in the mathematics of shuffling is mathematician and magician Persi Diaconis, who began studying the question around 1970,[2] and has authored many papers in the 1980s, 1990s, and 2000s on the subject with numerous co-authors. Most famous is (Bayer & Diaconis 1992), co-authored with mathematician Dave Bayer, which concluded that the deck did not start to become random until five good riffle shuffles, and was truly random after seven, in the precise sense of variation distance described in Markov chain mixing time; of course, you would need more shuffles if your shuffling technique is poor.
So, basically, you have to do 7 good riffle shuffles for your deck to be "truly" random, or at least, as close to truly random as we can get. That's pretty easy to understand, I hope.
Now that I have those baseline's down, we need to get to the real core of the issue here, at least for me: Declumping. Declumping is an attempt to create an even distribution of cards within your deck so that you do not draw "clumps" of cards. When described that way, it should be VERY obvious why declumping is cheating; it is an attempt to stop clumps of card from appearing in a "random" deck, or in other words, it's an attempt to remove randomness. Now, if a player shuffles properly after a declump, that attempt to cheat is removed. Still the intent is there, and it's a real, real problem.
I really wanted to write more and articulate my point better, but I'm finding myself at a loss for words to elaborate here. I feel like this is simple; if something is random, any given card is a equally likely to be at any point in a deck as any other card. You can't have a predictable pattern, and as such, CLUMPS WILL EXISTS IN YOUR DECK, based purely on odds. If you have clump, you either 1) cheated, or 2) got very, very lucky (or unlucky). The odds are very low of no clumps existing in a deck.
So please, stop with this "my deck isn't random enough because I have clumps". That is difinitively not true at all. Random is random, you can't control it, and you shouldn't even attempt to.