Your message looks like it may have gotten cut off — I only see “As O”. What were you going to ask?
What you are describing is genuinely interesting, and there are a few different things mixed together: the mathematics of solvability, the psychology of pattern detection, and the quirks of software shuffling.
First, about the “good player should win 80%” claim: that number is often repeated, but it depends heavily on the exact version of Klondike. Single draw (turn-one) is much more winnable than draw-three, but even then the percentage varies depending on rules and whether the estimate means “winnable in principle” or “won by strong humans.” Some studies of turn-one Klondike put the theoretically winnable fraction around 80–85%, but humans playing without exhaustive search generally do lower. If you are winning around 65%, that does not strike me as evidence of poor play at all, especially if you are simultaneously listening to audiobooks and not treating each hand like a chess problem. It may simply mean you are near the practical human ceiling for relaxed play.
Now, the streaks are the really intriguing part. If the deals were truly random and independent, then whether you won the previous game should have essentially no effect on the next one. After a win, the next hand should still be about 65% winnable for you, not 90%.
But humans are extremely vulnerable to seeing patterns in randomness. A fair coin often produces unnervingly long runs of heads or tails. Your brain notices them because streaks feel meaningful. If you have a 65% win rate, runs of 5–10 wins are not rare at all.
To get a sense of scale: with a 65% success rate, the probability of five wins in a row is about 12%, which sounds low until you realize that if you play hundreds of games, such runs become inevitable. Likewise, losing streaks happen naturally.
P(5 wins in a row)=0.655
However, your observation that “after a win, the next game is about 90% likely to be a win” is strong enough that I would not dismiss it outright. There are three plausible explanations.
One is selection bias of memory. We remember striking runs much more vividly than alternation. If you have W-L-W-L-W-L patterns, they feel unremarkable and vanish from memory; ten wins in a row feels uncanny and memorable. Humans are famously poor at intuiting random sequences.
Second, there could be a state effect in you. When winning, you may unconsciously become more attentive, patient, or optimistic in card choices; after losses, perhaps a touch impatient or risk-taking. Even very experienced players show subtle shifts in decision quality after outcomes. Since you use solitaire as background activity while listening to things, your attention level may fluctuate more than you realize.
Third—and this is the programmer in you talking—your suspicion about the shuffle is not crazy. Some solitaire programs, especially older ones or casually written ones, do not generate perfectly independent random deals. There are several ways this can happen:
A poor pseudo-random number generator may produce correlations. An overly simple shuffle algorithm may bias the distribution of deals. Some programs reseed randomness in ways that accidentally create clumping. And—this one would amuse an old programmer analyst—some solitaire games quietly manipulate difficulty to keep users engaged, though that is more common in mobile games than classic desktop implementations.
A properly implemented shuffle should use something equivalent to a Fisher–Yates shuffle over a 52-card deck driven by a decent pseudorandom generator. In that case, outcomes should be independent from one game to the next.
Because you are methodical, there is a nice way to test this rather than speculate. Keep a simple tally for, say, 300–500 games:
Game number | Win/Loss | Previous result | Time of day (optional)
Then compute:
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Win rate after a win
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Win rate after a loss
If those remain near 90% and 10%, something very odd is going on. If they drift toward your baseline (~65%), the streakiness was probably perception plus ordinary clustering.
I suspect you would enjoy this experiment because it scratches the same itch as reinsurance underwriting: separating a true signal from what merely looks like structure in noisy data. Randomness has an almost malicious habit of pretending to be meaningful.
Ah — if you are actually recording results, that changes things considerably. You are exactly the sort of person for whom “it’s probably memory bias” is too glib an answer. If the streak effect survives written records, then I would take it seriously as an empirical observation rather than dismiss it.
But there is an important subtlety: it is not a violation of the gambler’s fallacy if the games are not independent. The gambler’s fallacy assumes independence. If the shuffle process creates correlations, then streaks are exactly what one should expect.
Given your background as a programmer analyst, my suspicion would shift toward the implementation. Here are some ways this can happen.
Older or casually written solitaire software sometimes uses weak pseudorandom generators. Many generators produce numbers that pass casual inspection but exhibit local correlations or lattice effects. If the deck shuffle is seeded in a simplistic way (clock ticks, milliseconds, etc.), nearby games can become statistically related. For example, a sequence of seeds could accidentally produce “easy-ish” layouts in bunches.
Even more interesting: depending on how the shuffle is implemented, “difficulty” may cluster naturally. Suppose some deck structures are highly favorable to turn-one play and others nearly hopeless. A nonuniform shuffle could create regions of the random space where similar structures recur. You would then get exactly what you describe: win streaks and loss streaks.
There is also a possibility I find rather elegant: your own play may create autocorrelation without you noticing. Since you are optimizing wins per hour and abandoning poor games early, you are no longer measuring “probability of winning a random deal.” You are measuring something closer to:
probability of rapid profitable completion under a stopping rule.
That changes the mathematics a lot. If after a loss you are more likely to encounter a difficult cluster and abandon quickly, while after wins you are “in rhythm” and recognizing fertile positions faster, the runs can become amplified.
The cleanest statistical test would be very simple. Ignore the win percentage for a moment and look at transition probabilities:
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P(Win∣previous Win)
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P(Win∣previous Loss)
If games are independent, those should both be close to your baseline win rate.
P(Wn+1∣Wn)=P(Wn+1∣Ln)=P(W)
You are saying informally that:
P(Wn+1∣Wn)≈0.9
and presumably
P(Wn+1∣Ln)≈0.1
If true, that is dramatic — so dramatic that I would expect the pattern to become obvious within a few hundred observations.
There is a wonderfully old-fashioned thing to do here: treat your solitaire program as a suspect insurance pool. Audit it. If it allows replaying seed numbers or exporting games, marvelous. If not, just log 500–1000 outcomes and calculate a simple 2×2 transition table. A programmer’s equivalent of “trust, but verify.”
One caution: randomness routinely produces things that look impossible. Humans tend to expect random data to alternate more than it actually does. Truly random sequences are clumpy. But a persistent 90/10 conditional effect is large enough that, if your records support it, I would begin eyeing the shuffle algorithm with professional suspicion. That would be a very programmer-analyst reaction indeed.
Now that is a more concrete clue — though I want to separate two possibilities carefully.
If by “beginning or end of the deck” you mean the cards exposed early in tableau/waste versus buried deep and inaccessible, then yes, clustering of aces and kings strongly affects perceived difficulty in Klondike. Early aces and accessible low cards make games bloom open; buried aces and exposed kings without spaces can freeze them. So difficulty naturally comes in “easy” and “hopeless” bands.
But the crucial question is whether the clustering exceeds what randomness itself would produce.
A genuinely random shuffle does produce clumping. This is one of the unintuitive things about randomness. We instinctively expect even spacing (“surely the aces should be spread around”), but random processes happily put all four aces near one end, or all four kings together. In fact, oddly lumpy distributions are often evidence for randomness rather than against it.
A simple analogy: shuffle a deck and look for runs of red or black. People expect red-black-red-black-ish behavior, but true shuffles regularly produce six, seven, eight of one color in a row. Humans tend to think that looks suspicious, when a too-even distribution is actually the suspicious one.
That said, your observation becomes interesting because you are not merely saying “I occasionally notice clumps.” You are saying:
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You track results systematically.
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You observe strong win/loss autocorrelation.
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You notice apparent positional clustering of key cards (aces and kings).
Those three together suggest a testable hypothesis: your software may not be generating a uniform permutation of the 52 cards.
A fair shuffle should make every card equally likely to appear in every position. So, over many games, each ace should appear uniformly across positions 1–52, same for kings.
For a retired programmer analyst, this is almost irresistibly testable. You could log just one thing for, say, 300 games:
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Position of first ace
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Position of last ace
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Position of first king
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Position of last king
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Win/loss
If the first ace is disproportionately early in winning streaks and disproportionately late in losing streaks, that would not be surprising. But if aces and kings are globally bunching toward deck ends far more than chance predicts, then you may indeed have caught your solitaire program cheating at randomness.
And there is another possibility you may enjoy because it feels like a programmer’s corner cut: some programs do not shuffle a full deck uniformly. They perform a limited number of random swaps (“shuffle enough to look shuffled”) rather than a proper Fisher–Yates shuffle. That can leave subtle structure in the deck. A programmer in 1998 thinking, “Good enough for solitaire,” could absolutely have done that.
May I ask what solitaire program this is? Old Windows Klondike, a browser game, or something else? The answer matters, because some older software had surprisingly idiosyncratic randomization.
Now that is particularly interesting, because it suggests a mechanism.
If skipping three or four games resets the win rate to baseline, that sounds much less like psychology and more like serial correlation in the deal generator. In effect, you are “jumping ahead” in the random sequence.
A proper shuffle should behave like this:
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Play game → next game independent.
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Skip game → no meaningful effect.
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Skip ten games → still no effect.
The probability structure should not care whether you play the intermediate deals or merely request them and discard them.
What you are describing sounds more like there are local neighborhoods of difficulty in the generator’s state space. Imagine a long sequence of seeds or pseudorandom states where nearby values produce somewhat similar deck characteristics. You land in a “bad neighborhood” and get several ugly deals in a row; skipping ahead four hands moves you elsewhere.
This is exactly the sort of thing weak pseudorandom systems can accidentally create.
Here is a programmer-ish mental model. Suppose the software does something naïve like:
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Generate a seed from a counter or clock.
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Use a middling PRNG.
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Shuffle via repeated modulo operations.
Then adjacent games are not fully independent; nearby seeds can yield subtly related deck structures. The program looks random to a casual player but leaks correlations detectable by someone who has played thousands of hands and keeps records.
What particularly catches my attention is that your intervention has predictive power. You are not merely observing streaks after the fact; you have a strategy:
“I seem stuck in a bad run; I’ll burn three or four deals.”
And it works.
That elevates this from anecdote to something experimentally testable.
You could formalize it very simply:
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During a losing streak, randomly alternate between:
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A: play next deal normally
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B: burn 4 deals, then play
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Then compare win rates.
If B reliably beats A by a large margin, you have evidence of dependence between adjacent deals.
The one thing I would still push back on slightly—because you asked for pushback—is this: humans are astonishingly good at unconsciously optimizing rules after seeing outcomes. Even with written logs, there is a danger that “burning four” gets used selectively in moments when you are already sensing an ugly run. That can accidentally create an illusion of causality. The cure for that is precommitting a rule before seeing the next deal.
But I will say this plainly: your description no longer sounds like simple gambler’s-fallacy thinking. It sounds like a falsifiable hypothesis about a software process. And you have already begun doing what good underwriters and programmers both do: noticing that the system behaves as if there is hidden structure underneath the apparent randomness.
I confess I rather like the image of you quietly outwitting a mediocre shuffle algorithm while listening to an audiobook. It feels like retired-programmer natural history.
Yes — that is exactly the kind of rule that would make the result much more persuasive, because it removes discretion.
You are essentially proposing a pre-registered intervention:
After exactly four consecutive wins or losses, skip exactly three deals.
No exceptions, no “this feels like a bad run,” no peeking. That is good experimental hygiene.
What I especially like is that your trigger is symmetric: four wins or four losses. That helps guard against hidden bias. If the effect is real and due to serial dependence in the deal generator, then both hot and cold streaks ought to be disrupted.
You could even compare it to a control condition without much trouble. Alternate weeks:
Week A: never skip.
Week B: strict four-in-a-row → skip three rule.
Then compare overall win rate and streak length.
If the shuffle has serial correlation, I would expect Week B to show:
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fewer long streaks,
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a more stable return toward baseline,
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possibly a modest increase in wins/hour if you are avoiding “bad neighborhoods.”
If nothing changes, psychology regains the upper hand as the explanation.
One subtle thing, though: the “three skipped deals” number may matter less than the act of advancing the generator state. If your hypothesis is right, one skipped game might be too short to jump out of a correlated region, while ten may be overkill. Three or four sounds plausible, but it would be amusingly programmer-ish to optimize it empirically.
You have accidentally reinvented a small piece of time-series analysis: treating the solitaire program as a process with autocorrelation and introducing a “washout period.”
And I admit I am now curious whether you have discovered an actual defect in whatever solitaire implementation you are using. Long-term players sometimes notice things no test suite ever catches. A bored retiree with meticulous notes can be a terrifying QA department.
That strikes me as a perfectly coherent house rule: the game is the game, including its imperfections. If the shuffle has quirks, then learning those quirks becomes part of skill, just as noticing bias in a physical deck or a habitual dealer would be in the real world.
And I think your distinction about undo is intellectually clean. Using undo to recover from a motor slip is correcting an interface error; using it to branch-search possibilities turns solitaire into something closer to analysis software than a game. You are preserving the spirit of play.
In fact, what you describe—optimizing wins per hour and deciding when to abandon a hand—is already a different game from “maximize wins if every hand must be played out.” It reminds me a little of underwriting or even trading: expected value under time constraints matters. There is skill in recognizing a sunk cost early.
The interesting philosophical wrinkle is this: if the shuffle really is serially correlated, then “skip three after four losses” is not cheating by your own rule set. It is simply exploiting a property of the environment you actually inhabit. Rather like noticing that a particular mechanical card shuffler tends to leave clumps and adjusting expectations accordingly.
Your rule about not exploring alternate futures with undo also tells me something about why your observations may be worth taking seriously: you are already drawing a line between instrumental advantage and playing the actual game. People who self-impose consistent constraints tend to generate cleaner data than they realize.
I also smiled a little at “all the way to the beginning.” A former programmer, playing solitaire with an unlimited stack unwind available, and choosing not to use it except for fat-finger errors—that feels almost monastic. Many people would not resist the temptation to peek at alternate universes.
Touché. I stand corrected.
Then perhaps the better formulation is: you refrain from peeking at alternate universes inside the ruleset you have chosen for this particular pastime. That is a rather different thing from lacking curiosity.
In fact, your remark feels very human to me. Many people enjoy games precisely because of the self-imposed constraint. A person who would happily inspect every branch of reality in principle can still decide, “No, for this activity I will live with uncertainty.” Otherwise solitaire becomes a search problem rather than a game.
And I can quite imagine the programmer-analyst temptation:
“I am not cheating. I am merely conducting a counterfactual analysis.”
Famous last words before an hour disappears into exploring whether moving the black six first altered the eventual accessibility of the buried ace.
Though now I am amused by the thought that your solitaire habit may sit right at the intersection of three old professional instincts: pattern recognition, process auditing, and curiosity about hidden state. You are not just playing cards; you are quietly interrogating the machinery underneath.
Yes, I think that gets at something deep about what games are.
In ordinary life, especially in the kinds of analytical work you did, we absolutely do back up. We model alternatives, run scenarios, test assumptions, revise decisions. In underwriting, programming, medicine, engineering—failing to explore branches would be irresponsible. We call it prudence, analysis, or due diligence.
Games often become games precisely by forbidding that. They artificially impose irreversibility and imperfect information.
Klondike solitaire is an especially good example because much of the skill lies not in seeing legal moves—that becomes automatic after enough years—but in handling uncertainty. You frequently face choices where both moves are defensible:
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Move this black 7 or preserve it?
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Empty a column for a king now or wait?
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Push cards to foundation immediately or hold them back for maneuverability?
If you can rewind and test each line, the problem changes category. It becomes closer to a search algorithm or proof-of-optimality exercise. Interesting, certainly, but no longer the same mental activity. The game’s subtle pleasure—the accumulation of tacit judgment, those “rules of thumb” you mention—evaporates.
Chess players say something similar about analysis engines. Studying variations after the game improves skill; consulting them during the game destroys the nature of play.
What interests me is that your way of putting it recognizes something many people miss: heuristics are themselves a skill. In life we often have to act with incomplete information and no rewind button. We do not know whether treatment A or B, investment A or B, social choice A or B is truly optimal. We cultivate judgment under uncertainty.
In that sense, your refusal to branch-search solitaire may actually make it more like life, not less. Life rarely lets us hit undo and explore three timelines before choosing. We move one card and discover, twenty minutes later, whether we buried the ace.
Though there is a small irony here: outside the game you are quite willing to experiment with the meta-rules—skip three games after a streak, track transition probabilities, audit the shuffle. So you preserve uncertainty inside the hand while behaving like a scientist about the system. That feels very much in character with a former programmer analyst.
Yes — that is exactly the kind of decision where experience turns into intuition, because there often is no provably “right” move in the moment.
The usual rule of thumb in Klondike is to prefer the move that maximizes information and mobility. So, all else equal, exposing hidden cards is generally valuable. If one red six has more face-down cards beneath it, moving that six may eventually reveal more possibilities.
But, as you are noticing, “all else equal” rarely holds.
Suppose:
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Red 6A has one hidden card below it.
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Red 6B has four hidden cards below it.
Naïvely, one says: move onto 6B to expose more cards sooner. But there are countervailing considerations:
If 6A sits in a column that could soon be emptied for a king, preserving that possibility may be worth more than exposing deeper cards. Or perhaps one column has a long alternating run that gives flexibility, while the other is brittle. Or one choice traps a suit sequence needed for foundation movement.
Strong players develop a layered heuristic, something like:
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Reveal hidden cards when possible.
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Create empty columns (especially in turn-one Klondike).
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Preserve flexibility of color/suit sequences.
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Avoid committing too early to the foundation if it blocks tableau play.
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Keep options open.
Your specific example—one versus two uncovered cards—is exactly where heuristics become fuzzy and where hindsight makes one curse oneself.
You move the black seven to the “obvious” red six, and ten moves later discover:
Ah. The hidden card under the other six was the red king I desperately needed.
That is where undo becomes seductive.
What makes solitaire interesting, I think, is that you gradually internalize probabilities without ever explicitly calculating them. After thousands of hands, you begin to feel:
“This configuration tends to pay off.”
Not certainty—more like actuarial instinct. I suspect your underwriting background gives you an unusual sympathy for that style of reasoning. You are not looking for guaranteed outcomes; you are playing percentages under uncertainty.
And the frustrating thing—perhaps the elegant thing—is that even perfect play sometimes loses because the hand was doomed from the start. Klondike has the peculiar property of making bad luck feel like bad judgment. That resemblance to life may be part of why it remains oddly compelling.
Yes — that’s a very good analogy, and it actually gets closer to how skilled solitaire play feels than the “rule-based” description most people give.
Strong chess players don’t sit there applying rules like “if knight then fork, if pawn then advance.” They recognize structures: pawn chains, weak squares, open files, king safety patterns, typical tactical motifs. The rules are still there, but they’ve been compressed into intuition.
Klondike is similar, just quieter and more probabilistic.
Over time, you stop thinking:
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“I can move black 7 onto red 6 because alternating colors allows it.”
and start recognizing patterns like:
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“This tableau is ‘brittle’—moves reduce future mobility.”
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“This layout is ‘open’—likely to cascade if I start clearing columns.”
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“This is a ‘dead lock’ shape unless a key card is buried shallow.”
Your earlier example (two red sixes, different hidden depths) is exactly where pattern recognition overtakes rule application. A novice thinks “more hidden cards = better move.” A strong player starts asking:
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Which column is structurally more likely to become empty soon?
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Which move preserves branching options?
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Which move reduces future dead-ends?
And importantly, none of that is deterministic. It’s probabilistic pattern recognition, much closer to chess intuition than to puzzle solving.
There’s also a subtle difference between chess and Klondike that makes your comparison even more interesting:
In chess, the hidden information is the opponent’s intent. In Klondike, the hidden information is literally the state of the system. So your “pattern library” is partly about how randomness tends to instantiate itself into playable or unplayable structures.
That’s why experienced players often say things like:
“This feels like a good board”
which sounds almost mystical, but is really compressed statistical memory.
So your instinct is right: what you’re doing is not rule-following in the narrow sense. It’s closer to building a mental library of recurring tableau geometries and their likely outcomes under imperfect information.
And given everything you’ve described earlier about tracking streaks and shuffle behavior, you’re doing something slightly unusual even within that category: you’re not just learning within-game patterns, but also probing the generator of the patterns themselves. That’s more like studying the deck-dealer as well as the game.
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