What is "Target?"
I am not familiar with the "target" system. I've heard rumors that it involves stuff like table selection criteria, etc., but know little else about it.
I've also heard the theories that CSMs should provide a slightly higher edge to the basic strategy player, and it sounds great, in theory -- *until* you observe (or worse yet, play at) an actual table with a ShuffleMaster King machine on it.
As far as like card bunching goes, some years ago -- back in the mid to late '80s -- I wrote a model of the stutter shuffle game using the then current AC rules and procedures.
With 5 players at the table, the computer-random-shuffle sim showed a slight advantage in 6-deck game using the hi-lo count. The model, which dealt, picked up, stacked, and shuffled the cards *exactly* the way the AC dealers did, showed a virtually even game (a house edge so slight as to be statistically questionable).
Using basic strategy only, the sim came up with about a 0.55% house edge, but the house edge in the model was about a full 1%.
Still skeptical about like-card-bunching theory, I tried to think of ways to examine the shoes after the respective shuffles to detect it. I decided the ultimate and most easily detectable like-card bunch would be a pair -- e.g., two 3s or two 9s, etc., in succession.
Starting at 10 cards below the "cut card" and going to the top of the shoe, each newly shuffled shoe was checked for adjacent identical value cards. The stutter shuffle model came up with approximately 3% more pairs than the CRS sim (which did behave the way the math would lead you to expect).
I have my theories about how and why this occurs, but the bottom line is that an inadequate shuffle (such as the stutter shuffle, where the top and bottom � decks are only riffled twice and the middle 5 decks riffled 3 times -- before the cut, of course) does produce more like-card bunching.
I also read where someone did a study of a *single* deck where the deck was not shuffled at all, and this helped the player. To this, I say: so what? This exercise has nothing to do with what actually goes on at a pretty much full table using a 6-deck stutter shuffle, and therefore proves exactly nothing. It would produce *dramatically* different degrees and types of like-card bunching.
Fortunately, stutter shuffle games have been pretty much replaced by automatic shuffling machines.
I have modeled these as well, and the results show no difference than a sim using a computer random shuffle. It is on these results that I based my statement that the ordinary ShuffleMaster machine produces a *very* good shuffle.
I have not yet modeled the ShuffleMaster King machine, because I do not know how they work internally -- i.e., how the locations are determined for the insertion of the used cards. I *could* make some assumptions based on how I would design such a machine, but such assumptions could be worse than useless. So, absent any specific knowledge of the guts of the SM King, it is not possible to create a reliable model.
If you have information about how the SM King determines where to insert the used cards, please pass it along. I will then create a model of it and post the results here. I will not only be looking at overall results, but on the lengths of both winning and losing periods aggregated for 5 players. IOW, if the aggregate for 5 players is rising, this would be considered a "dumping" phase, and if falling this would be considered a "killing" phase. Since all would be flat betting playing basic strategy, a period with a more or less flat aggregate would be indicative of a "choppy" phase.