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Wave pattern analysis and lottery draw historiesPrev TopicNext Topic
-
Quote: Originally posted by RL-RANDOMLOGIC on Apr 5, 2011
Jimmy
Thanks for the link. This thread may take on a life of it's own if we can ban togeather and take another look
at the inner workings of random within a closed system. Clusters should not be associated with patterns
in the general sense but more like the DNA of randomness. Everyone that has ever looked at the skips for
any number should have noticed that the highest hitting skip is (0) meaning the number hits more often in
the next drawing then any other value. I have found very few exceptions to this rule as it seems to be a
product of randomness which ties in with the link provided by Jimmy. Anyone that wants to improve there
understanding of the lottery should be very very interested in this. Tracking skips has been used by many
to help predict a time frame for the next occurance for that number. I track skips and clusters much the same
way but how I use this information may be very different. Once one trains the brain to sort information in a
certain way it becomes a part of the natural process used by that person. When this process is different from
the common understanding then the ability to effectively convey an idea is hindered. First we must break this
data into strands of possible outcomes. I will use a (1) to indicate a hit and a (0) to indicate a skip.
(1) clusters first
010
0110
01110
011110
0111110
01111110
011111110
0111111110
01111111110
011111111110
now (0) clusters
101
1001
10001
100001
1000001
10000001
100000001
1000000001
10000000001
100000000001
The overall clusters can be much shorter or longer depending on the data that is being tracked and which value you
are looking for. One needs to analyze both hits and misses because each contains usefull data. I use this same
logic for tracking everything I use be it a filter, digit, group, ect....
Example tracking string
000110000101001111001011000001000001000000001000100101101101011101111000001010010010001
From this data one can see that the value has not shown for the last three draws then it hit twice and then
skipped 4 draws. The left most value in this string indicates the current draw so reading the data from left to right
would be the decending order from latest to earliest. This is not real data and is used for exmaple only.
This string has clusters of hits and misses and appears to show no consistant data that could be used to help
predict the next value. One can count the custers of (0's) that were greater than three of which there are six.
From this a person might say that it is logical that a (0) would be a good choice for the next drawing. One could
also say that in this string (1) has hit 33 and (0) showed 54 times and from this calculate an average hit rate
and percent.
average for (1) = 87/33 =2.63
average for (0) = 87/54 =1.61
percent for (1) = 33+54=87, 33/87 = 38%
percent for (1) = 33+54=87, 54/87 = 62%.
One could then make the caluclations using a smaller sample using say 50% of the data and then make a choice
based on the performance comparing the results. This however will lead to as many misses as it does hits. I
don't say not to use this sort of data but you need to add in some of what makes random, random. If clusters
repeated at a constant rate then random would not be random. If the value that makes up the cluster remained
constant then random would not be random. Knowing what the random element is can explain why and how it
turns what looked like a pattern into a liar at the exact time you choose to play it. Counts, average hits, percents
are needed but adding a bit of randomness is also important. To do this takes a little rewiring of the brain while
still maintaining a common sense approach. When you study the data from some random event and find what
looks like a pattern first you must consider the time between the events that make up the pattern. If random
repeated it's self on a regular bases then it would not be random. In my many test I have found that random
can produce two or more or the same values in succession and this gives the appearence of a pattern but it is more
a random process going through a sequence of possible outcomes so most of the time you see what looks like a pattern
is nothing more then the wheels on a one arm bandit lining up. If you know how many spaces are on the wheel
then this can help you calculate the odds for it happening in the next draw. We need to know this before we can
choose what to play, it's like putting random against random. Breaking the data down to a 50/50 choice as I have done
above by converting it to a binary style string works very well with this logic. There will always be mistakes in the choices
we make and I think that everyone expects this. A very simple test that will help you understand this can be done by
looking at a hit/skip for your lotteries numbers. You will find that the best time to play a number using hit rates is right
after it hit. The problem is that you have 5 or 6 numbers that hit in the last draw and while all of them could repeat, my
guess is that they won't. The second best time is one draw between and the third best is two days out and so on and
on until you reach the threshold value where this no longer applies. The problem that most people face is which one
of the skip values should I play. By looking at each of the possible values one at a time which gives you a yes or no choice
you can then analyze them based on the random element. I have found that random works on a random cycle that can
be reduced to a series of smaller cycles, Kind of like the pointers on a clock certain events are like the second hand
while others are like the minuet hand and some like the hour hand. Second hand events happen most then minuets
then hours, days, months, years, ect.....
I will try to add more to this as time permits
RL
I'm thinking this over carefully before I decide what I think about it, or whether I think anything about it. I'm not ignoring the post. I appreciate it.
I'm just considering it from every angle possible and taking some time doing it.
Thanks.
-
Quote: Originally posted by JosephusMinimus on Apr 5, 2011
I'm thinking this over carefully before I decide what I think about it, or whether I think anything about it. I'm not ignoring the post. I appreciate it.
I'm just considering it from every angle possible and taking some time doing it.
Thanks.
Josephus
I think I sent you a F-4 B-6 file, When I take the B-6 patterns and run the draw history I have found
that almost all of these patterns hit within a short time frame with only a few repeats. I found this
interesting because I would think that for this data one could expect that random selection would
produce many repeats. I have been working on many things and have not had the time to give this
the attention needed to test. If as in my basic analysis this hold true then this would suppoort
the idea that I posted here. The current method I use is to select my B-6 digits and then cross reference
my selections to the drawn history. If I find that the pattern has been drawn within the last 20 to 30 draws
and the percenst says it should not hit again within that same window of draws then I would take my second
best selection and recheck. I do this until my selection fits into the history. This is just my way of doing a
simple test and checking it as I go along. It may prove to be nothing but I think the idea if not the
method has something to offer. I believe I know why clusters appear but I could be wrong as I have not
tested this to a conculsion.
RL
-
Quote: Originally posted by RL-RANDOMLOGIC on Apr 5, 2011
Jimmy
Thanks for the link. This thread may take on a life of it's own if we can ban togeather and take another look
at the inner workings of random within a closed system. Clusters should not be associated with patterns
in the general sense but more like the DNA of randomness. Everyone that has ever looked at the skips for
any number should have noticed that the highest hitting skip is (0) meaning the number hits more often in
the next drawing then any other value. I have found very few exceptions to this rule as it seems to be a
product of randomness which ties in with the link provided by Jimmy. Anyone that wants to improve there
understanding of the lottery should be very very interested in this. Tracking skips has been used by many
to help predict a time frame for the next occurance for that number. I track skips and clusters much the same
way but how I use this information may be very different. Once one trains the brain to sort information in a
certain way it becomes a part of the natural process used by that person. When this process is different from
the common understanding then the ability to effectively convey an idea is hindered. First we must break this
data into strands of possible outcomes. I will use a (1) to indicate a hit and a (0) to indicate a skip.
(1) clusters first
010
0110
01110
011110
0111110
01111110
011111110
0111111110
01111111110
011111111110
now (0) clusters
101
1001
10001
100001
1000001
10000001
100000001
1000000001
10000000001
100000000001
The overall clusters can be much shorter or longer depending on the data that is being tracked and which value you
are looking for. One needs to analyze both hits and misses because each contains usefull data. I use this same
logic for tracking everything I use be it a filter, digit, group, ect....
Example tracking string
000110000101001111001011000001000001000000001000100101101101011101111000001010010010001
From this data one can see that the value has not shown for the last three draws then it hit twice and then
skipped 4 draws. The left most value in this string indicates the current draw so reading the data from left to right
would be the decending order from latest to earliest. This is not real data and is used for exmaple only.
This string has clusters of hits and misses and appears to show no consistant data that could be used to help
predict the next value. One can count the custers of (0's) that were greater than three of which there are six.
From this a person might say that it is logical that a (0) would be a good choice for the next drawing. One could
also say that in this string (1) has hit 33 and (0) showed 54 times and from this calculate an average hit rate
and percent.
average for (1) = 87/33 =2.63
average for (0) = 87/54 =1.61
percent for (1) = 33+54=87, 33/87 = 38%
percent for (1) = 33+54=87, 54/87 = 62%.
One could then make the caluclations using a smaller sample using say 50% of the data and then make a choice
based on the performance comparing the results. This however will lead to as many misses as it does hits. I
don't say not to use this sort of data but you need to add in some of what makes random, random. If clusters
repeated at a constant rate then random would not be random. If the value that makes up the cluster remained
constant then random would not be random. Knowing what the random element is can explain why and how it
turns what looked like a pattern into a liar at the exact time you choose to play it. Counts, average hits, percents
are needed but adding a bit of randomness is also important. To do this takes a little rewiring of the brain while
still maintaining a common sense approach. When you study the data from some random event and find what
looks like a pattern first you must consider the time between the events that make up the pattern. If random
repeated it's self on a regular bases then it would not be random. In my many test I have found that random
can produce two or more or the same values in succession and this gives the appearence of a pattern but it is more
a random process going through a sequence of possible outcomes so most of the time you see what looks like a pattern
is nothing more then the wheels on a one arm bandit lining up. If you know how many spaces are on the wheel
then this can help you calculate the odds for it happening in the next draw. We need to know this before we can
choose what to play, it's like putting random against random. Breaking the data down to a 50/50 choice as I have done
above by converting it to a binary style string works very well with this logic. There will always be mistakes in the choices
we make and I think that everyone expects this. A very simple test that will help you understand this can be done by
looking at a hit/skip for your lotteries numbers. You will find that the best time to play a number using hit rates is right
after it hit. The problem is that you have 5 or 6 numbers that hit in the last draw and while all of them could repeat, my
guess is that they won't. The second best time is one draw between and the third best is two days out and so on and
on until you reach the threshold value where this no longer applies. The problem that most people face is which one
of the skip values should I play. By looking at each of the possible values one at a time which gives you a yes or no choice
you can then analyze them based on the random element. I have found that random works on a random cycle that can
be reduced to a series of smaller cycles, Kind of like the pointers on a clock certain events are like the second hand
while others are like the minuet hand and some like the hour hand. Second hand events happen most then minuets
then hours, days, months, years, ect.....
I will try to add more to this as time permits
RL
" Everyone that has ever looked at the skips for any number should have noticed that the highest hitting skip is (0) meaning the number hits more often in the next drawing then any other value"
I could be wrong, but I seem to recall a post by Thoth, that mention the fact, a value has a 50% chance of repeating within 5 draws. I will try to find the post and link it here.
-
Quote: Originally posted by RL-RANDOMLOGIC on Apr 5, 2011
Jimmy
Thanks for the link. This thread may take on a life of it's own if we can ban togeather and take another look
at the inner workings of random within a closed system. Clusters should not be associated with patterns
in the general sense but more like the DNA of randomness. Everyone that has ever looked at the skips for
any number should have noticed that the highest hitting skip is (0) meaning the number hits more often in
the next drawing then any other value. I have found very few exceptions to this rule as it seems to be a
product of randomness which ties in with the link provided by Jimmy. Anyone that wants to improve there
understanding of the lottery should be very very interested in this. Tracking skips has been used by many
to help predict a time frame for the next occurance for that number. I track skips and clusters much the same
way but how I use this information may be very different. Once one trains the brain to sort information in a
certain way it becomes a part of the natural process used by that person. When this process is different from
the common understanding then the ability to effectively convey an idea is hindered. First we must break this
data into strands of possible outcomes. I will use a (1) to indicate a hit and a (0) to indicate a skip.
(1) clusters first
010
0110
01110
011110
0111110
01111110
011111110
0111111110
01111111110
011111111110
now (0) clusters
101
1001
10001
100001
1000001
10000001
100000001
1000000001
10000000001
100000000001
The overall clusters can be much shorter or longer depending on the data that is being tracked and which value you
are looking for. One needs to analyze both hits and misses because each contains usefull data. I use this same
logic for tracking everything I use be it a filter, digit, group, ect....
Example tracking string
000110000101001111001011000001000001000000001000100101101101011101111000001010010010001
From this data one can see that the value has not shown for the last three draws then it hit twice and then
skipped 4 draws. The left most value in this string indicates the current draw so reading the data from left to right
would be the decending order from latest to earliest. This is not real data and is used for exmaple only.
This string has clusters of hits and misses and appears to show no consistant data that could be used to help
predict the next value. One can count the custers of (0's) that were greater than three of which there are six.
From this a person might say that it is logical that a (0) would be a good choice for the next drawing. One could
also say that in this string (1) has hit 33 and (0) showed 54 times and from this calculate an average hit rate
and percent.
average for (1) = 87/33 =2.63
average for (0) = 87/54 =1.61
percent for (1) = 33+54=87, 33/87 = 38%
percent for (1) = 33+54=87, 54/87 = 62%.
One could then make the caluclations using a smaller sample using say 50% of the data and then make a choice
based on the performance comparing the results. This however will lead to as many misses as it does hits. I
don't say not to use this sort of data but you need to add in some of what makes random, random. If clusters
repeated at a constant rate then random would not be random. If the value that makes up the cluster remained
constant then random would not be random. Knowing what the random element is can explain why and how it
turns what looked like a pattern into a liar at the exact time you choose to play it. Counts, average hits, percents
are needed but adding a bit of randomness is also important. To do this takes a little rewiring of the brain while
still maintaining a common sense approach. When you study the data from some random event and find what
looks like a pattern first you must consider the time between the events that make up the pattern. If random
repeated it's self on a regular bases then it would not be random. In my many test I have found that random
can produce two or more or the same values in succession and this gives the appearence of a pattern but it is more
a random process going through a sequence of possible outcomes so most of the time you see what looks like a pattern
is nothing more then the wheels on a one arm bandit lining up. If you know how many spaces are on the wheel
then this can help you calculate the odds for it happening in the next draw. We need to know this before we can
choose what to play, it's like putting random against random. Breaking the data down to a 50/50 choice as I have done
above by converting it to a binary style string works very well with this logic. There will always be mistakes in the choices
we make and I think that everyone expects this. A very simple test that will help you understand this can be done by
looking at a hit/skip for your lotteries numbers. You will find that the best time to play a number using hit rates is right
after it hit. The problem is that you have 5 or 6 numbers that hit in the last draw and while all of them could repeat, my
guess is that they won't. The second best time is one draw between and the third best is two days out and so on and
on until you reach the threshold value where this no longer applies. The problem that most people face is which one
of the skip values should I play. By looking at each of the possible values one at a time which gives you a yes or no choice
you can then analyze them based on the random element. I have found that random works on a random cycle that can
be reduced to a series of smaller cycles, Kind of like the pointers on a clock certain events are like the second hand
while others are like the minuet hand and some like the hour hand. Second hand events happen most then minuets
then hours, days, months, years, ect.....
I will try to add more to this as time permits
RL
Good morning RL: I've read through this post a dozen or more times now and it's been a journey of discovery about the workings of my own mind and thought processes. I'm having a lot of difficulty absorbing and sorting through what it contains because in order to do it I'm having to abandon, at least temporarily, some places I'd arrived in my own thinking and didn't realize until I tried to consider your post and what it means, that I'd fortified them.
The part of what you've said that resonates most easily for me is the comparison to the internal workings of a mechanical clock, but that's because I use the same analogy frequently in my own ponderings about the way all this might fit together.
I'm still thinking about this post but for now I'm going to move to your next one, even though I'm reluctant to do it before I come to some resolution with myself about this one. Maybe it will make it easier instead of more unsettling, but I suspect otherwise.
Thanks again for sharing it.
-
Quote: Originally posted by JosephusMinimus on Apr 6, 2011
Good morning RL: I've read through this post a dozen or more times now and it's been a journey of discovery about the workings of my own mind and thought processes. I'm having a lot of difficulty absorbing and sorting through what it contains because in order to do it I'm having to abandon, at least temporarily, some places I'd arrived in my own thinking and didn't realize until I tried to consider your post and what it means, that I'd fortified them.
The part of what you've said that resonates most easily for me is the comparison to the internal workings of a mechanical clock, but that's because I use the same analogy frequently in my own ponderings about the way all this might fit together.
I'm still thinking about this post but for now I'm going to move to your next one, even though I'm reluctant to do it before I come to some resolution with myself about this one. Maybe it will make it easier instead of more unsettling, but I suspect otherwise.
Thanks again for sharing it.
Josephus
No problem. I have noticed that much is said about the product of random but very little has been posted
about what makes random, random. Working with digits I have often had times when I choose all correct
digits and had all the numbers but after filtering them down I find several 2 of 5 and maybe a 3 of 5
remaining.
Filters are ticket slayers and they are also indiscriminate. If the skills I have aquired over the years are anything
more then educated guesses then I would think that taking the logic I use and breaking it down to see if one
could extract a robust definition of what it takes to be random and from this maybe reverse engineer some
part that could be used by anyone to gain some advantage. I am very happy with my current level of selecting
digits but if I could apply the same logic to filters I would be much better off. Many of the filters I use are based on
digits also but don't seem to follow the same rules even with fewer choices. If I was able to make the relationship
between digits and filter I use I would be well on my way. I now think of each filters as being it's own random event
and attack it as such, but believe that some connection exist and I have just not found it yet so until I do I just
set them wide and hope for the best.
RL
-
Quote: Originally posted by RL-RANDOMLOGIC on Apr 6, 2011
Josephus
No problem. I have noticed that much is said about the product of random but very little has been posted
about what makes random, random. Working with digits I have often had times when I choose all correct
digits and had all the numbers but after filtering them down I find several 2 of 5 and maybe a 3 of 5
remaining.
Filters are ticket slayers and they are also indiscriminate. If the skills I have aquired over the years are anything
more then educated guesses then I would think that taking the logic I use and breaking it down to see if one
could extract a robust definition of what it takes to be random and from this maybe reverse engineer some
part that could be used by anyone to gain some advantage. I am very happy with my current level of selecting
digits but if I could apply the same logic to filters I would be much better off. Many of the filters I use are based on
digits also but don't seem to follow the same rules even with fewer choices. If I was able to make the relationship
between digits and filter I use I would be well on my way. I now think of each filters as being it's own random event
and attack it as such, but believe that some connection exist and I have just not found it yet so until I do I just
set them wide and hope for the best.
RL
Hi RL: I've got some ideas about this I'm trying to develop on this subject but I've got a lot of distractions here at the moment. Trying to think of them within the context of what you're saying is requiring some distance and pondering anyway. I'll get back to you on it as soon as I have a clearer picture
-
Josephus
I am taking a break also, I have so much going on right now that as winsum would say "analysis to paralysis" has
set in. I have missed so much sleep working 20 hours or more a day that even I can't understand what I wrote
here yesterday. I have too many projects going right now but like to keep my browser open and read some of the
post from time to time. I should never attempt to explain things in this state of consciousness. Going to get some
sleep now, maybe it will be better in the morning, or afternoon, or night whichever it is.
RL
-
Quote: Originally posted by RL-RANDOMLOGIC on Apr 7, 2011
Josephus
I am taking a break also, I have so much going on right now that as winsum would say "analysis to paralysis" has
set in. I have missed so much sleep working 20 hours or more a day that even I can't understand what I wrote
here yesterday. I have too many projects going right now but like to keep my browser open and read some of the
post from time to time. I should never attempt to explain things in this state of consciousness. Going to get some
sleep now, maybe it will be better in the morning, or afternoon, or night whichever it is.
RL
Kudos to both of you. And Steve for 'Analysis to Paralysis' which explains a lot. Feel like I've charted the same things 47 different ways and they still have no meaning. LOL Probably could have sidestepped 46 of them if I had paid attention the first time.
You two have infused new ideas starting the process in forward motion again.
Good time for me to sit in the background and work on a few other projects as well.
-
Quote: Originally posted by garyo1954 on Apr 7, 2011
Kudos to both of you. And Steve for 'Analysis to Paralysis' which explains a lot. Feel like I've charted the same things 47 different ways and they still have no meaning. LOL Probably could have sidestepped 46 of them if I had paid attention the first time.
You two have infused new ideas starting the process in forward motion again.
Good time for me to sit in the background and work on a few other projects as well.
Hi Gary. It does get a bit tiresome after a while. I'll see you where it's further to the horizon and the highway easement measures more distance between the barbed wire.
-
Quote: Originally posted by RL-RANDOMLOGIC on Apr 5, 2011
Jimmy
Thanks for the link. This thread may take on a life of it's own if we can ban togeather and take another look
at the inner workings of random within a closed system. Clusters should not be associated with patterns
in the general sense but more like the DNA of randomness. Everyone that has ever looked at the skips for
any number should have noticed that the highest hitting skip is (0) meaning the number hits more often in
the next drawing then any other value. I have found very few exceptions to this rule as it seems to be a
product of randomness which ties in with the link provided by Jimmy. Anyone that wants to improve there
understanding of the lottery should be very very interested in this. Tracking skips has been used by many
to help predict a time frame for the next occurance for that number. I track skips and clusters much the same
way but how I use this information may be very different. Once one trains the brain to sort information in a
certain way it becomes a part of the natural process used by that person. When this process is different from
the common understanding then the ability to effectively convey an idea is hindered. First we must break this
data into strands of possible outcomes. I will use a (1) to indicate a hit and a (0) to indicate a skip.
(1) clusters first
010
0110
01110
011110
0111110
01111110
011111110
0111111110
01111111110
011111111110
now (0) clusters
101
1001
10001
100001
1000001
10000001
100000001
1000000001
10000000001
100000000001
The overall clusters can be much shorter or longer depending on the data that is being tracked and which value you
are looking for. One needs to analyze both hits and misses because each contains usefull data. I use this same
logic for tracking everything I use be it a filter, digit, group, ect....
Example tracking string
000110000101001111001011000001000001000000001000100101101101011101111000001010010010001
From this data one can see that the value has not shown for the last three draws then it hit twice and then
skipped 4 draws. The left most value in this string indicates the current draw so reading the data from left to right
would be the decending order from latest to earliest. This is not real data and is used for exmaple only.
This string has clusters of hits and misses and appears to show no consistant data that could be used to help
predict the next value. One can count the custers of (0's) that were greater than three of which there are six.
From this a person might say that it is logical that a (0) would be a good choice for the next drawing. One could
also say that in this string (1) has hit 33 and (0) showed 54 times and from this calculate an average hit rate
and percent.
average for (1) = 87/33 =2.63
average for (0) = 87/54 =1.61
percent for (1) = 33+54=87, 33/87 = 38%
percent for (1) = 33+54=87, 54/87 = 62%.
One could then make the caluclations using a smaller sample using say 50% of the data and then make a choice
based on the performance comparing the results. This however will lead to as many misses as it does hits. I
don't say not to use this sort of data but you need to add in some of what makes random, random. If clusters
repeated at a constant rate then random would not be random. If the value that makes up the cluster remained
constant then random would not be random. Knowing what the random element is can explain why and how it
turns what looked like a pattern into a liar at the exact time you choose to play it. Counts, average hits, percents
are needed but adding a bit of randomness is also important. To do this takes a little rewiring of the brain while
still maintaining a common sense approach. When you study the data from some random event and find what
looks like a pattern first you must consider the time between the events that make up the pattern. If random
repeated it's self on a regular bases then it would not be random. In my many test I have found that random
can produce two or more or the same values in succession and this gives the appearence of a pattern but it is more
a random process going through a sequence of possible outcomes so most of the time you see what looks like a pattern
is nothing more then the wheels on a one arm bandit lining up. If you know how many spaces are on the wheel
then this can help you calculate the odds for it happening in the next draw. We need to know this before we can
choose what to play, it's like putting random against random. Breaking the data down to a 50/50 choice as I have done
above by converting it to a binary style string works very well with this logic. There will always be mistakes in the choices
we make and I think that everyone expects this. A very simple test that will help you understand this can be done by
looking at a hit/skip for your lotteries numbers. You will find that the best time to play a number using hit rates is right
after it hit. The problem is that you have 5 or 6 numbers that hit in the last draw and while all of them could repeat, my
guess is that they won't. The second best time is one draw between and the third best is two days out and so on and
on until you reach the threshold value where this no longer applies. The problem that most people face is which one
of the skip values should I play. By looking at each of the possible values one at a time which gives you a yes or no choice
you can then analyze them based on the random element. I have found that random works on a random cycle that can
be reduced to a series of smaller cycles, Kind of like the pointers on a clock certain events are like the second hand
while others are like the minuet hand and some like the hour hand. Second hand events happen most then minuets
then hours, days, months, years, ect.....
I will try to add more to this as time permits
RL
This is one of his posts on skips.
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Quote: Originally posted by CARBOB on Apr 7, 2011
This is one of his posts on skips.
For full disclosure, you really should mention a more recent response to this:
https://www.lotterypost.com/thread/218174/1807841
Be sure to take the link once you get there...
--Jimmy4164
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Quote: Originally posted by CARBOB on Apr 7, 2011
This is one of his posts on skips.
Great link CARBOB. Thanks a bunch.
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Quote: Originally posted by JosephusMinimus on Apr 7, 2011
Great link CARBOB. Thanks a bunch.
This post is not meant to disrespect CARBOB. It's understandable why he mentioned Benford's Law when he did, by reference. However, given what research has revealed about Benford's Law applied to lottery draws, I think it is important to point out that Benford's Law does NOT correlate with lottery results!
I'm surprised you would not have clicked back on this and included a mention of it in your reply to CARBOB.
In case the caption above is too faded to read on your monitor, it reads, "This graph shows several examples of data sets from the Spaniard National Institute of Statistics that follow Benford's logarithmic law. Data from the lottery, however, is random and uniform. Credit: Jesus Torres, et al
Click here for the rest of the article:
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Quote: Originally posted by jimmy4164 on Apr 7, 2011
This post is not meant to disrespect CARBOB. It's understandable why he mentioned Benford's Law when he did, by reference. However, given what research has revealed about Benford's Law applied to lottery draws, I think it is important to point out that Benford's Law does NOT correlate with lottery results!
I'm surprised you would not have clicked back on this and included a mention of it in your reply to CARBOB.
In case the caption above is too faded to read on your monitor, it reads, "This graph shows several examples of data sets from the Spaniard National Institute of Statistics that follow Benford's logarithmic law. Data from the lottery, however, is random and uniform. Credit: Jesus Torres, et al
Click here for the rest of the article:
The Spainiard disproves nothing about Benfords law.
I'm surprised you didn't go here http://www.dspguide.com/ch34/8.htm
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You can see his example of skips ending in leading digit of one, in the Fla mid draw. You can see that a skip with a leading digit of 1 is due.
DATE Time P1 P2 P3 Game Exact Boxed Skip 04/07/11 Mid 1 3 1 1054 131 113 476 04/06/11 Mid 0 5 3 1053 053 035 342 04/05/11 Mid 9 8 3 1052 983 389 87 04/04/11 Mid 9 1 1 1051 911 119 688 04/03/11 Mid 9 4 6 1050 946 469 50 04/02/11 Mid 8 4 9 1049 849 489 25 04/01/11 Mid 1 5 7 1048 157 157 104 03/31/11 Mid 3 2 0 1047 320 023 381 03/30/11 Mid 7 3 8 1046 738 378 245 03/29/11 Mid 0 7 0 1045 070 007 84 03/28/11 Mid 9 2 2 1044 922 229 176 03/27/11 Mid 1 7 7 1043 177 177 111 03/26/11 Mid 8 2 9 1042 829 289 220 03/25/11 Mid 4 8 1 1041 481 148 239 03/24/11 Mid 1 4 4 1040 144 144 60 03/23/11 Mid 0 2 7 1039 027 027 9 03/22/11 Mid 5 1 5 1038 515 155 104 03/21/11 Mid 5 9 5 1037 595 559 6 03/20/11 Mid 2 5 9 1036 259 259 641 03/19/11 Mid 3 8 6 1035 386 368 38 03/18/11 Mid 4 9 4 1034 494 449 184 which would be one of these for no-match combos
NO-MATCH MATRIX STRAIGHT TYPE OUT 829 NO-MATCH 13 481 NO-MATCH 14 027 NO-MATCH 16 259 NO-MATCH 19 021 NO-MATCH 100 793 NO-MATCH 102 462 NO-MATCH 103 965 NO-MATCH 105 429 NO-MATCH 106 073 NO-MATCH 107 516 NO-MATCH 110 274 NO-MATCH 112 385 NO-MATCH 113 750 NO-MATCH 114 931 NO-MATCH 116 975 NO-MATCH 117 634 NO-MATCH 120 716 NO-MATCH 122 431 NO-MATCH 124 293 NO-MATCH 125 083 NO-MATCH 127 479 NO-MATCH 128 798 NO-MATCH 129 396 NO-MATCH 131 267 NO-MATCH 133 698 NO-MATCH 135 427 NO-MATCH 136 198 NO-MATCH 138 486 NO-MATCH 139 324 NO-MATCH 140 358 NO-MATCH 141 513 NO-MATCH 142 872 NO-MATCH 146 601 NO-MATCH 148 068 NO-MATCH 149 905 NO-MATCH 150 701 NO-MATCH 152 409 NO-MATCH 153 597 NO-MATCH 155 784 NO-MATCH 156 349 NO-MATCH 159 374 NO-MATCH 160 270 NO-MATCH 161 684 NO-MATCH 162 504 NO-MATCH 163 354 NO-MATCH 164 480 NO-MATCH 167 417 NO-MATCH 169 253 NO-MATCH 171 074 NO-MATCH 172 719 NO-MATCH 173 605 NO-MATCH 175 468 NO-MATCH 179 438 NO-MATCH 180 974 NO-MATCH 181 734 NO-MATCH 183 071 NO-MATCH 184 089 NO-MATCH 186 495 NO-MATCH 188 415 NO-MATCH 191 159 NO-MATCH 193 312 NO-MATCH 194 215 NO-MATCH 195 695 NO-MATCH 198 540 NO-MATCH 199 967 NO-MATCH 1000 658 NO-MATCH 1004 920 NO-MATCH 1005 419 NO-MATCH 1008 092 NO-MATCH 1009 916 NO-MATCH 1011 948 NO-MATCH 1012 187 NO-MATCH 1016 617 NO-MATCH 1020 351 NO-MATCH 1022 786 NO-MATCH 1023 712 NO-MATCH 1024 924 NO-MATCH 1025 458 NO-MATCH 1026 962 NO-MATCH 1027 541 NO-MATCH 1030 025 NO-MATCH 1031 086 NO-MATCH 1033 892 NO-MATCH 1036 194 NO-MATCH 1041 041 NO-MATCH 1046 one of these for a double
DOUBLE MATRIX STRAIGHT TYPE OUT 131 DOUBLE 1 070 DOUBLE 10 922 DOUBLE 11 177 DOUBLE 12 144 DOUBLE 15 515 DOUBLE 17 595 DOUBLE 18 477 DOUBLE 101 262 DOUBLE 104 644 DOUBLE 109 889 DOUBLE 115 900 DOUBLE 119 717 DOUBLE 123 696 DOUBLE 126 242 DOUBLE 130 225 DOUBLE 132 558 DOUBLE 134 466 DOUBLE 144 722 DOUBLE 147 303 DOUBLE 151 400 DOUBLE 154 599 DOUBLE 165 665 DOUBLE 166 224 DOUBLE 168 411 DOUBLE 170 331 DOUBLE 177 233 DOUBLE 178 550 DOUBLE 182 559 DOUBLE 185 229 DOUBLE 187 141 DOUBLE 189 002 DOUBLE 190 227 DOUBLE 196 100 DOUBLE 197 977 DOUBLE 1001 010 DOUBLE 1015 055 DOUBLE 1037 844 DOUBLE 1040 525 DOUBLE 1051