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Lottery Combo Question

Topic closed. Last post 6 years ago ago by lottoarchitect. 34 replies.

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Posted: September 25, 2003, 4:19 pm - IP Logged

Does any one know an equation to solve what the combo is for like any number set, for a lotto system with 47 balls?  For Example 1 2 3 4 5 = 1 combo, the number set 1 2 3 4 6 = 2 combo, 1 2 3 4 7 = 3 combo... 43 44 45 46 47 = 1,533,939.  I know to figure out the combos for all the number for this is take (43*44*45*46*47)/5! = 1533939.  Any help would be appreciated :)

Chet

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Posted: September 25, 2003, 5:58 pm - IP Logged

At www.saliu.com/infodown.html there is a program NthIndex.EXE. that find the index of a lotto combination and vice-versa.  For example the combination 5 10 15 20 25 is index no. 611,893 in those 1533939 combinations.

Hope this is what you're looking for. Good luck to you.

RJOh

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Posted: September 25, 2003, 10:37 pm - IP Logged

Yeah the program works, but i am trying to find an equation that does pretty much one thing.  The code this program loops through the combos one by one keeping a counter.  I know how to do that.  What i am trying to do is write some code that runs through all the numbers drawn so far in the lottery compute the corresponding combo #, and if it loops though a lot of combos trying to find it, that is a lot of wasted cpu time, and could take awhile to get all the combos for all that was drawn thus far.  Well i guess could loop through each combo and while it is on that combo check it against all numbers, then go on to the next combo and do the same ect. till all the drawn combo have been check, that would save a lot of cpu time.  Well if anyone runs across the equation it would be much help :)

 

Chet

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Posted: September 26, 2003, 1:29 am - IP Logged

 

here is some pseudo code

for loop int a = 0; a < 42; a++

first slot[0] = a;

for loop int b = a +1; b < 43; b++

second slot[1] = b;

for loop c = b + 1; c < 44; c++ 

third slot[2] = c;

and so forth to "e < 45". int Slot[] can be pushed on a array[] and then the the comparison in some more loops with your drawn numbers. It is difficult if you don't have some programming experience, but not to hard if you have some.

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Posted: September 26, 2003, 1:41 am - IP Logged

 

It isn't much CPU time 30 sec. to 1.5 mins tops. Use the index of array[] as your guide to the combo number, Good Luck.

 

edit "e < 47"

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Posted: September 26, 2003, 3:23 am - IP Logged
Quote: Originally posted by RJOh on September 25, 2003



At www.saliu.com/infodown.html there is a program NthIndex.EXE. that find the index of a lotto combination and vice-versa.  For example the combination 5 10 15 20 25 is index no. 611,893 in those 1533939 combinations.

Hope this is what you're looking for. Good luck to you.

RJOh






          Simple is not easy for you all to comprehend!  Their will

NEVER  be time for all those combinations to fall or even part or as

you or anyone would believe!  Sums set limits in most time in just

a few years never going any higher or lower after that! 

Sequencial order also sets the direction of numbers that have to

do with anything anyone should be able to see that if that option

was or is avaible to them!  A group proved that years ago when

they won with out playing all the combos!  Since most sums that

come are in the middle say 5 digit 15 to 185 say 85 +- what 

about 6 digit 24 to 279 sum?

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Posted: September 26, 2003, 3:41 am - IP Logged

 

Chet






What are you going to do use all the wood in Muier Nat Park!

If you had a program for reapeatting sets you would have many 5 out 6 groups but not a winner!  To many combos & 6 digits will never reapeate in the end!

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Posted: September 26, 2003, 4:18 am - IP Logged
Quote: Originally posted by Cheters on September 26, 2003



Chet





I guess if you index them as you say you numbered them from #! to #435,000 right!

Then highlight the ones that came in after you find the low/high sums to help you determine the numbers you want to play don't for get reapeading sets!

E-mailed my dos program!

Good luck worked on this for a while w/BRAD!

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Posted: September 26, 2003, 4:18 am - IP Logged

 

The loop numbers should start a = 1; a < 44; then b = a +1; b < 45. and so on. This gets you a list without duplicates. Sorry it was early when I first posted.

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Posted: September 26, 2003, 4:33 am - IP Logged

 

Remember to stick below code in all but the last "for" loops

                                  if != slot[] to result[]

                                  continue;

in your loops. This will insure that you omit many useless comparisons by incrementing the current slot before comparing the second, third, etc., slot. I may be explaining the obvious, but I am not sure. I think that this would cut each result comparison down to a maximum of 43 + 44 + 45 +46 + 47 or 225, instead of all multiples combos.

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Posted: September 26, 2003, 10:05 am - IP Logged
Quote: Originally posted by Bug on September 26, 2003



 

Remember to stick below code in all but the last "for" loops

                                  if != slot[] to result[]

                                  continue;

in your loops. This will insure that you omit many useless comparisons by incrementing the current slot before comparing the second, third, etc., slot. I may be explaining the obvious, but I am not sure. I think that this would cut each result comparison down to a maximum of 43 + 44 + 45 +46 + 47 or 225, instead of all multiples combos.





A simple repeating sets would help your problem, it would show how many times numbers had repeated!  Start w/3 then 4 then then 5 mostly 6 will never!
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Posted: September 26, 2003, 3:20 pm - IP Logged

 

You would not write the code like that if you wanted to include duplicates! The abstraction though seems to be to difficult for you to understand. Repeating sets puts you around 7 million numbers. Your solution for what is your problem, and not Chets if I understand him correctly, is amateurish.

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Posted: September 26, 2003, 4:36 pm - IP Logged

the problem with sums are that they are too generic... not easy to decode a sum into a set of 5 or 6 numbers...

and while most lottery databases only provide draw history in sequential order, draw history is more accurate because a sorted number could have been drawn several different ways. sorting is a process added AFTER the drawing and it should be remembered that it was done to make the numbers easier to read, it's not a true indication of what happened during the draw...

1-22-40-48-49  sorted order, could have been drawn as

1-22-40-48-49
22-49-1-48-40
48-40-49-1-22
49-40-1-48-22

etc... sequential data is easier to analyze, but leads to very subjective results.

for example... most frequently drawn number (by position)

sorted order (powerball 5 white balls) 02--17--27--42--52

drawn order (powerball 5 white balls) 09--14--06--46--26

powerball is just one ,in either case most frequent (statistical MODE) is 20

sorted order imparts a "weight" to the number on the ball, which honestly does not exst other than to identify the ball... position at start (before they are dropped into the bin) is much more accurate... if a 10 is drawn more than a 22, it has nothing to do with the value of the number painted on the ball, rather... the starting position may make the 10's appearance more favorable.

any stats gleaned from sorting are subjective, you could spin them any way you want... sums, high/low, odd/even...

here's another example... positional number boundaries... (powerball)

Sort order
First ball  1 to 32
2nd ball    2 to 45
3rd ball    6 to 50
4th ball    9 to 51
5th ball    10 to 53

Draw order
First ball  1 to 53
2nd ball    1 to 53
3rd ball      1 to 52
4th ball      2 to 53
5th ball      1 to 52

in both cases, Powerball is 1 to 42.. all based on the 101 drawings since 5/53 + 1/42.

true, sorted order makes it easier to spot trends, but it also makes it easier to spot false trends

Playing more than one ticket per game is betting against yourself.

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Posted: September 26, 2003, 5:58 pm - IP Logged
Quote: Originally posted by Bug on September 26, 2003



 

You would not write the code like that if you wanted to include duplicates! The abstraction though seems to be to difficult for you to understand. Repeating sets puts you around 7 million numbers. Your solution for what is your problem, and not Chets if I understand him correctly, is amateurish.





It seems to me that anyone who would look at this in a normal matter and they doe not need to be a rocket scientist!  Why would you look at numbers, groups, drawing that have never come in?

This should apply to the numbers that have been drawn!  The lottery game6/49 won't be here that long!  In Ohio 6/47 6/40 & 6/53 have gone! now 6/49 is running since 1991 thats 12 years + the sums are set 53/236?

And the most draws start w/1

with 1 thru 10 with the most 75% +- 11 thru 3?m or 4? 25 %

odds more than even because there are more odds!

You could run all lotteries together and little would change except the numbers used!






What about Pi?




Pi=3.14! 

 

 






 

Pi

«py», is the ratio of the circumference of a circle to its diameter. This ratio is the same for every circle and is approximately 3.14159.

Pi is used in a number of mathematical calculations. For example, the circumference (c) of a circle can be determined by multiplying the diameter (d) of the circle by pi: c = pi X d. Pi is also used to calculate the areas of circles and the volumes of spheres and cones. The area (A) of a circle is given by the formula A = pi X r-squared, where r is the radius. In addition, a number of formulas that describe such physical phenomena as the motion of a pendulum or the vibration of a string include pi as well.

Pi is an irrational number. An irrational number cannot be written as a simple fraction or as a decimal with a finite (limited) number of decimal places. Mathematicians have used computers to calculate pi to more than 1 trillion decimal places.




It has not stoped anyone yet!

Good luck!

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Posted: September 26, 2003, 6:48 pm - IP Logged

ALL THE NUMBERS add up to 160!

No matter how they came out!

Now what?  Should we video all draws to see how they were drawn?  The numbers are on two sides equal in size & shape and weight the same in grams! +-!

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Posted: September 26, 2003, 7:54 pm - IP Logged
Quote: Originally posted by MrSteel01 on September 26, 2003



ALL THE NUMBERS add up to 160!

No matter how they came out!

Now what?  Should we video all draws to see how they were drawn?  The numbers are on two sides equal in size & shape and weight the same in grams! +-!





you can watch all the PB drawings on their site, but you don't need to because if you click here you can see the history in draw order (plain text, perfect for importing into excel or access or SQL etc...)

and true, the balls ARE EXACTLY the same size and weight, they also have no idea what number they have on them... think of it as a NASCAR race.... what good is it really if you sorted the top 5 finishers, it may or may not tell what the outcome of the race is...

the most frequently drawn white ball is 17... not one thru 10, that's just a result of the sorting... see for yourself...





Number


Count


1


11


2


15


3


6


4


9


5


13


6


15


7


9


8


7


9


12


10


13


11


11


12


11


13


9


14


13


15


11


16


12


17


20


18


11


19


15


20


18


21


14


22


8


23


11


24


10


25


10


26


16


27


9


28


14


29


10


30


16


31


16


32


11


33


9


34


14


35


17


36


8


37


9


38


10


39


8


40


17


41


13


42


15


43


6


44


11


45


5


46


12


47


6


48


10


49


11


50


11


51


11


52


11


53


6




Playing more than one ticket per game is betting against yourself.

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Posted: September 26, 2003, 7:55 pm - IP Logged

also, no number has appeared in sorted position more than 11 times... the SORTING colors the results.

the above frequency list is also counting how many times each has appeared as the PB, I couldn't post the whole chart, too big...

Playing more than one ticket per game is betting against yourself.

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Posted: September 27, 2003, 8:34 am - IP Logged

I have been tracking our Cash 5 in Ky and the  number trends are for repeats..within every 12 draws, there is 1 or 2 draws that will repeat previously draw numbers for all 5 numbers.  The actual average for this to appear seems to be between the 6th through the 9th draw.  I don't have my PB stats caught up but I would think there was a similar relationship.   There are also trends of "hot" numbers that change from week to week.  I also  put the numbers in groups of hot, warm and cold (I set my own limits with hot being 15-20 hits for any digit, warm being 10-14 hits for any digit and anything below 10 hits for any digit being cold.)..5 numbers fell out of the hot group which had only 12 numbers in it.  I personally think that this is a good way to cut down on the amount of numbers played.  A person may not get all 5 but getting 4 seems to be easier.  Our Cash 5 is set up just like PB.  4 balls are drawn from one barrel and 1 is drawn from another.  That is the reason I am interested in the circle wheel.

It takes Everyone's input to HIT the number..all are equally important.

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Posted: September 28, 2003, 11:34 am - IP Logged

If that's the case it should be even quite easy with your set up!

4 balls have some sort of repeating occurance & pb balls have to have some sort of reapeating occurance too!  Keep them seperate!

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Posted: September 28, 2003, 11:49 am - IP Logged
Quote: Originally posted by hypersoniq on September 26, 2003







you can watch all the PB drawings on their site, but you don't need to because if you click here you can see the history in draw order (plain text, perfect for importing into excel or access or SQL etc...)

and true, the balls ARE EXACTLY the same size and weight, they also have no idea what number they have on them... think of it as a NASCAR race.... what good is it really if you sorted the top 5 finishers, it may or may not tell what the outcome of the race is...

the most frequently drawn white ball is 17... not one thru 10, that's just a result of the sorting... see for yourself...) 

 One thru ten was only in the drawing of numbers in a normal draw of 5/6 numbers not pb I was talking about all columns not 1 column!









Number


Count


1


11


2


15


3


6


4


9


5


13


6


15


7


9


8


7


9


12


10


13


11


11


12


11


13


9


14


13


15


11


16


12


17


20


18


11


19


15


20


18


21


14


22


8


23


11


24


10


25


10


26


16


27


9


28


14


29


10


30


16


31


16


32


11


33


9


34


14


35


17


36


8


37


9


38


10


39


8


40


17


41


13


42


15


43


6


44


11


45


5


46


12


47


6


48


10


49


11


50


11


51


11


52


11


53


6







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Posted: September 28, 2003, 4:10 pm - IP Logged

KY C/5





Fri Sep 26 '03 7 - 12 - 13 - 32 - Cashball: 3
Thu Sep 25 '03 8 - 12 - 25 - 30 - Cashball: 7
Fri Sep 26 '03 7 - 12 - 13 - 32 - Cashball: 3
Thu Sep 25 '03 8 - 12 - 25 - 30 - Cashball: 7
Wed Sep 24 '03 2 - 24 - 26 - 27 - Cashball: 5
Tue Sep 23 '03 2 - 8 - 14 - 32 - Cashball: 19
Mon Sep 22 '03 10 - 14 - 17 - 26 - Cashball: 24
Sat Sep 20 '03 13 - 15 - 17 - 30 - Cashball: 25
Fri Sep 19 '03 6 - 15 - 21 - 32 - Cashball: 31
Thu Sep 18 '03 3 - 4 - 9 - 32 - Cashball: 26
Wed Sep 17 '03 6 - 7 - 10 - 22 - Cashball: 23
Tue Sep 16 '03 1 - 3 - 21 - 32 - Cashball: 12
Mon Sep 15 '03 9 - 19 - 27 - 28 - Cashball: 26
Sat Sep 13 '03 5 - 14 - 19 - 29 - Cashball: 24
Fri Sep 12 '03 3 - 13 - 16 - 28 - Cashball: 9
Thu Sep 11 '03 9 - 16 - 20 - 28 - Cashball: 30
Wed Sep 10 '03 1 - 10 - 19 - 30 - Cashball: 19
Tue Sep 9 '03 6 - 8 - 9 - 29 - Cashball: 9
Mon Sep 8 '03 6 - 11 - 13 - 28 - Cashball: 5
Sat Sep 6 '03 1 - 3 - 14 - 23 - Cashball: 3
Fri Sep 5 '03 4 - 11 - 23 - 24 - Cashball: 7
Thu Sep 4 '03 2 - 3 - 9 - 20 - Cashball: 12
Wed Sep 3 '03 7 - 8 - 16 - 19 - Cashball: 26
Tue Sep 2 '03 16 - 17 - 19 - 25 - Cashball: 26
Mon Sep 1 '03 12 - 24 - 26 - 33 - Cashball: 16
Sat Aug 30 '03 8 - 19 - 23 - 33 - Cashball: 31
Fri Aug 29 '03 21 - 27 - 28 - 31 - Cashball: 26
Thu Aug 28 '03 1 - 2 - 13 - 20 - Cashball: 10
Wed Aug 27 '03 27 - 29 - 30 - 32 - Cashball: 13
Tue Aug 26 '03 4 - 17 - 23 - 27 - Cashball: 6
Mon Aug 25 '03 1 - 6 - 20 - 32 - Cashball: 24
Sat Aug 23 '03 1 - 9 - 12 - 25 - Cashball: 28
Fri Aug 22 '03 8 - 16 - 20 - 33 - Cashball: 12
Thu Aug 21 '03 9 - 14 - 26 - 29 - Cashball: 8
Wed Aug 20 '03 5 - 9 - 17 - 24 - Cashball: 4
Tue Aug 19 '03 17 - 24 - 26 - 30 - Cashball: 4
Mon Aug 18 '03 14 - 16 - 22 - 28 - Cashball: 23
Sat Aug 16 '03 14 - 19 - 22 - 24 - Cashball: 11
Fri Aug 15 '03 5 - 10 - 15 - 32 - Cashball: 16
Thu Aug 14 '03 4 - 12 - 18 - 23 - Cashball: 22
Wed Aug 13 '03 12 - 14 - 16 - 24 - Cashball: 30
Tue Aug 12 '03 2 - 9 - 16 - 31 - Cashball: 22
Mon Aug 11 '03 5 - 10 - 25 - 32 - Cashball: 25
Sat Aug 9 '03 6 - 18 - 22 - 28 - Cashball: 26
Fri Aug 8 '03 13 - 21 - 28 - 31 - Cashball: 30
Thu Aug 7 '03 19 - 21 - 23 - 29 - Cashball: 30
Wed Aug 6 '03 8 - 15 - 26 - 28 - Cashball: 11
Tue Aug 5 '03 11 - 12 - 18 - 20 - Cashball: 14
Mon Aug 4 '03 5 - 11 - 16 - 30 - Cashball: 14
Sat Aug 2 '03 1 - 16 - 28 - 31 - Cashball: 31
Fri Aug 1 '03 3 - 25 - 26 - 27 - Cashball: 20
Thu Jul 31 '03 7 - 10 - 16 - 19 - Cashball: 17
Wed Jul 30 '03 3 - 23 - 29 - 30 - Cashball: 26
Tue Jul 29 '03 12 - 13 - 24 - 30 - Cashball: 16
Mon Jul 28 '03 3 - 9 - 10 - 31 - Cashball: 22
Sat Jul 26 '03 3 - 21 - 27 - 31 - Cashball: 7
Fri Jul 25 '03 6 - 8 - 9 - 15 - Cashball: 7
Thu Jul 24 '03 7 - 19 - 20 - 28 - Cashball: 15
Wed Jul 23 '03 10 - 18 - 22 - 26 - Cashball: 18
Tue Jul 22 '03 7 - 8 - 17 - 27 - Cashball: 24
Mon Jul 21 '03 1 - 2 - 5 - 19 - Cashball: 21
Sat Jul 19 '03 4 - 27 - 29 - 30 - Cashball: 16
Fri Jul 18 '03 2 - 5 - 19 - 23 - Cashball: 27
Thu Jul 17 '03 4 - 22 - 25 - 29 - Cashball: 17
Wed Jul 16 '03 4 - 18 - 30 - 33 - Cashball: 4
Tue Jul 15 '03 8 - 11 - 25 - 27 - Cashball: 24
Mon Jul 14 '03 7 - 19 - 26 - 27 - Cashball: 7
Sat Jul 12 '03 6 - 20 - 22 - 23 - Cashball: 24
Fri Jul 11 '03 2 - 8 - 10 - 25 - Cashball: 16
Thu Jul 10 '03 11 - 14 - 26 - 32 - Cashball: 31
Wed Jul 9 '03 8 - 21 - 28 - 31 - Cashball: 16
Tue Jul 8 '03 5 - 12 - 29 - 31 - Cashball: 17
Mon Jul 7 '03 10 - 19 - 21 - 30 - Cashball: 29
Sat Jul 5 '03 11 - 22 - 28 - 30 - Cashball: 24
Fri Jul 4 '03 9 - 12 - 13 - 22 - Cashball: 25
Thu Jul 3 '03 23 - 28 - 30 - 32 - Cashball: 18
Wed Jul 2 '03 9 - 13 - 24 - 33 - Cashball: 17
Tue Jul 1 '03 8 - 25 - 30 - 31 - Cashball: 17
Mon Jun 30 '03 3 - 18 - 24 - 29 - Cashball: 19
Sat Jun 28 '03 4 - 18 - 27 - 31 - Cashball: 23
Fri Jun 27 '03 1 - 5 - 14 - 19 - Cashball: 23
Thu Jun 26 '03 2 - 9 - 16 - 29 - Cashball: 17
Wed Jun 25 '03 12 - 27 - 29 - 32 - Cashball: 27
Tue Jun 24 '03 7 - 20 - 30 - 32 - Cashball: 14
Mon Jun 23 '03 10 - 20 - 25 - 26 - Cashball: 12
Sat Jun 21 '03 4 - 24 - 26 - 31 - Cashball: 19
Fri Jun 20 '03 3 - 7 - 12 - 14 - Cashball: 4
Thu Jun 19 '03 1 - 5 - 6 - 31 - Cashball: 18
Wed Jun 18 '03 5 - 13 - 17 - 21 - Cashball: 29
Tue Jun 17 '03 15 - 19 - 26 - 31 - Cashball: 24
Mon Jun 16 '03 2 - 4 - 8 - 23 - Cashball: 1
Sat Jun 14 '03 5 - 18 - 22 - 24 - Cashball: 16
Fri Jun 13 '03 2 - 13 - 18 - 28 - Cashball: 26
Thu Jun 12 '03 8 - 24 - 26 - 27 - Cashball: 4
Wed Jun 11 '03 21 - 22 - 25 - 26 - Cashball: 26
Tue Jun 10 '03 7 - 9 - 12 - 20 - Cashball: 13
Mon Jun 9 '03 10 - 13 - 15 - 25 - Cashball: 19
Sat Jun 7 '03 2 - 6 - 8 - 30 - Cashball: 30
Fri Jun 6 '03 4 - 20 - 25 - 29 - Cashball: 4
Thu Jun 5 '03 5 - 15 - 24 - 29 - Cashball: 4
Wed Jun 4 '03 8 - 18 - 29 - 32 - Cashball: 11
Tue Jun 3 '03 10 - 24 - 26 - 33 - Cashball: 30
Mon Jun 2 '03 1 - 12 - 13 - 17 - Cashball: 23
Sat May 31 '03 15 - 18 - 21 - 26 - Cashball: 6
Fri May 30 '03 6 - 8 - 24 - 29 - Cashball: 4
Thu May 29 '03 5 - 11 - 13 - 25 - Cashball: 4
Wed May 28 '03 8 - 19 - 22 - 33 - Cashball: 14
Tue May 27 '03 3 - 13 - 20 - 27 - Cashball: 14
Mon May 26 '03 5 - 19 - 30 - 31 - Cashball: 18
Sat May 24 '03 4 - 5 - 9 - 15 - Cashball: 25
Fri May 23 '03 14 - 18 - 21 - 30 - Cashball: 3
Thu May 22 '03 13 - 18 - 22 - 27 - Cashball: 5
Wed May 21 '03 3 - 11 - 14 - 24 - Cashball: 28
Tue May 20 '03 1 - 4 - 23 - 28 - Cashball: 6
Mon May 19 '03 12 - 23 - 25 - 33 - Cashball: 15
Sat May 17 '03 8 - 17 - 21 - 23 - Cashball: 26
Fri May 16 '03 5 - 6 - 8 - 12 - Cashball: 10
Thu May 15 '03 4 - 12 - 28 - 29 - Cashball: 11
Wed May 14 '03 4 - 7 - 22 - 28 - Cashball: 28
Tue May 13 '03 13 - 14 - 16 - 30 - Cashball: 4
Mon May 12 '03 2 - 17 - 31 - 32 - Cashball 11
Sat May 10 '03 3 - 21 - 23 - 29 - Cashball: 11
Fri May 9 '03 1 - 2 - 10 - 27 - Cashball: 2
Wed May 7 '03 4 - 18 - 20 - 27 - Cashball: 28
Tue May 6 '03 9 - 13 - 14 - 26 - Cashball: 27
Mon May 5 '03 1 - 2 - 7 - 28 - Cashball: 8
Sat May 3 '03 12 - 15 - 16 - 26 - Cashball: 9
Thu May 1 '03 1 - 11 - 25 - 33 - Cashball: 11
Wed Apr 30 '03 6 - 15 - 31 - 33 - Cashball: 1
Tue Apr 29 '03 12 - 20 - 25 - 32 - Cashball: 11
Mon Apr 28 '03 15 - 22 - 27 - 33 - Cashball: 16
Sat Apr 26 '03 4 - 24 - 26 - 30 - Cashball: 20
Fri Apr 25 '03 16 - 17 - 25 - 27 - Cashball: 2
Thu Apr 24 '03 15 - 24 - 30 - 32 - Cashball: 12
Wed Apr 23 '03 8 - 16 - 29 - 30 - Cashball: 23
Tue Apr 22 '03 10 - 12 - 15 - 24 - Cashball: 2
Mon Apr 21 '03 10 - 17 - 23 - 32 - Cashball: 23
Sat Apr 19 '03 1 - 4 - 18 - 33 - Cashball: 16
Fri Apr 18 '03 8 - 17 - 21 - 25 - Cashball: 16
Thu Apr 17 '03 9 - 12 - 13 - 28 - Cashball: 3
Wed Apr 16 '03 15 - 18 - 20 - 26 - Cashball: 19
Tue Apr 15 '03 7 - 16 - 25 - 31 - Cashball: 22
Mon Apr 14 '03 14 - 23 - 25 - 29 - Cashball: 18
Sat Apr 12 '03 3 - 4 - 7 - 27 - Cashball: 27
Fri Apr 11 '03 1 - 11 - 15 - 27 - Cashball: 5
Thu Apr 10 '03 6 - 9 - 11 - 25 - Cashball: 14
Wed Apr 9 '03 6 - 7 - 12 - 15 - Cashball: 8
Tue Apr 8 '03 5 - 12 - 13 - 17 - Cashball: 16
Mon Apr 7 '03 9 - 22 - 24 - 31 - Cashball: 31
Sat Apr 5 '03 8 - 16 - 31 - 32 - Cashball: 6
Fri Apr 4 '03 9 - 15 - 18 - 28 - Cashball: 20
Thu Apr 3 '03 1 - 6 - 7 - 28 - Cashball: 30
Wed Apr 2 '03 8 - 10 - 27 - 30 - Cashball: 19
Tue Apr 1 '03 11 - 18 - 21 - 32 - Cashball: 12
Mon Mar 31 '03 2 - 22 - 26 - 28 - Cashball 22
Sat Mar 29 '03 5 - 7 - 12 - 13 - Cashball: 16
Fri Mar 28 '03 7 - 17 - 22 - 23 - Cashball: 27
Thu Mar 27 '03 19 - 21 - 22 - 27 - Cashball: 5
Wed Mar 26 '03 13 - 14 - 17 - 21 - Cashball: 24
Tue Mar 25 '03 15 - 19 - 25 - 29 - Cashball: 15
Mon Mar 24 '03 4 - 7 - 8 - 31 - Cashball: 24
Sat Mar 22 '03 2 - 8 - 28 - 31 - Cashball: 10


COPY/PASTE info!
JADELottery's avatar - JADEICON01
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Posted: October 4, 2003, 2:10 pm - IP Logged

Here's the Visual Basic algorithm I've come up with for finding the combinatorial index of a combination for N items taken R at a time. Those of you who know VB, know what to do. Those of you who know another programming language and VB should know what to do.


 

 

 

Global Counter(1 To R) As Integer 'R must be assigned some value before program run.

'The program can handle anything R or less when

' when assigned.


'note: This global array must be put in the declarations part of the function module or

'some other module.


 

Function Fact(N) As Double 'The factorial function, Fact(N)= N!


If (N < 1) Then 'This is a recursive calling function, means it calls

' itself multiple times.


Fact = 1 'If your BASIC language dose not support recursive

' calling, then this function needs to be changed to meet

Else ' the function of:


' N! = N * (N - 1) * (N - 2) * (N - 3) * ... * 3 * 2 * 1


Fact = N * Fact(N - 1) ' where 0! = 1 and N < 0 is undefined.



End If



End Function


 

 


Function Perm(N, R) As Double 'This is the permutational function of N items taken R at

' a time.


If (N < R) Then


Perm = 0

Else


Perm = Fact(N) / Fact(N - R)

End If



End Function


 

 


Function Comb(N, R) As Double 'This is the combinatorial function of N items taken R at

' a time.


If (N < R) Then


Comb = 0

Else


Comb = Perm(N, R) / Fact(R)

End If



End Function


 

 


Function Cdist(N, R, C, Z) As Double 'This is the column distribution function of N

' items taken R at a time in column C for item Z.


If (Z < C) Or (Z > (N - R + C)) Or (Z > N) Or (C > R) Or (N < 1) Or (R < 1) Or (C < 1) Or (Z < 1) Then


Cdist = 0

Else


Cdist = Comb(Z - 1, C - 1) * Comb(N - Z, R - C)

End If



End Function


 

 


Function fColumnSum(N, R, Z) As Double 'This function performs a column count for N

' items taken R at a time for item Z.


If Z < 1 Then


fColumnSum = 0

ElseIf (Z >= 1) And (Z < N - R + 1) Then


col_sum = 0

For a = 1 To Z

col_sum = col_sum + Cdist(N, R, 1, a)

Next a

fColumnSum = col_sum

ElseIf Z >= N - R + 1 Then


fColumnSum = Comb(N, R)

End If



End Function


 

 


 

Function Comb_Count(N, R) As Double 'This is the combinatorial index for a combination

' in N items taken R at a time and R must not be

' larger than the Counter() array size R.


fsum = fColumnSum(N, R, Counter(1) - 1) + 1

'Counter() is an array containing the combination.


'The Counter() array must be globally dimensioned

' outside the function and must be the size of R.


'Also, numbers (item index) must be assigned


' in ascending order; Counter(1)is the minimum

' number through Counter(R) is the maximum number.


For a = 2 To R

fsum = fsum + fColumnSum(N - Counter(a - 1), R - a + 1, Counter(a) - Counter(a - 1) - 1)

Next a

Comb_Count = fsum



End Function

 

 

 

 

 

 


After putting the functions in the appropriate module and putting the Counter array in the declarations section of the main program module, all that needs to be done is assign the combination to the Counter array and call the Comb_Count function. It would look something like this: (i.e. for a 6/49 lottery with a combination of (06, 10, 17, 37, 40, 49)

 


Sub Some_subroutine_of_the_main_program()

Counter(1) = 6

Counter(2) = 10

Counter(3) = 17

Counter(4) = 37

Counter(5) = 40

Counter(6) = 49

CombinIndex = Comb_Count(49, 6)


'CombinIndex now contains the combinatorial index of that combination.


 

End Sub


The combinatorial index of (06, 10, 17, 37, 40, 49) in 49 numbers taken 6 at a time is 7,275,389.

How you want to assign the combination values is up to you. The way I shown here is just an example. Also, this only works with single combinations like a 6/49 or 5/35. Powerball or Mega Millions are not single combos. They are a multiple combos, a pick 5 part and a pick 1 part. This algorithm only works on the pick 5 part or the pick 1 part.

You may need to text format some of the code here, however, it will work.

My Self Picks are optimized to produce
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Order is a subset of Chaos.

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Posted: October 4, 2003, 2:23 pm - IP Logged

 

Nice work!

JADELottery's avatar - JADEICON01
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Posted: October 4, 2003, 6:34 pm - IP Logged

Thank you. It would be interesting to see what the VC translation would be. VB is my native language. I've done a little study in C, but never really got the hang of it.

My Self Picks are optimized to produce
the most number of wins with
the least amount of effort.

Order is a subset of Chaos.

JADE Pick 3 Pick 4 Selector ZIP
JADE Lottery Web Portal
JADE Quintrain
JADE FTP Site

Thank You,
Doug

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Posted: October 4, 2003, 6:44 pm - IP Logged

Jade,

Wow, it's bee

 

Check the State Lottery Report Card
What grade did your lottery earn?

 

Sign the Petition for True Lottery Drawings
Help eliminate computerized drawings!

 

Sign the Megaplier Petition
Let all Mega Millions players multiply their prizes!

JADELottery's avatar - JADEICON01
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Posted: October 4, 2003, 6:50 pm - IP Logged

Actually, I've always been here...  I like to watch and learn... plus, working on my home and working in general is taking up most of my time.

My Self Picks are optimized to produce
the most number of wins with
the least amount of effort.

Order is a subset of Chaos.

JADE Pick 3 Pick 4 Selector ZIP
JADE Lottery Web Portal
JADE Quintrain
JADE FTP Site

Thank You,
Doug

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Posted: October 4, 2003, 6:56 pm - IP Logged
Quote: O

 

Check the State Lottery Report Card
What grade did your lottery earn?

 

Sign the Petition for True Lottery Drawings
Help eliminate computerized drawings!

 

Sign the Megaplier Petition
Let all Mega Millions players multiply their prizes!

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Posted: October 4, 2003, 7:00 pm - IP Logged

By the way, those are some nice functions you posted.  I'm a huge fan of recursion - I think you can generate some of the most elegant coding through recursion.  Thanks for posting.

 

Check the State Lottery Report Card
What grade did your lottery earn?

 

Sign the Petition for True Lottery Drawings
Help eliminate computerized drawings!

 

Sign the Megaplier Petition
Let all Mega Millions players multiply their prizes!

JADELottery's avatar - JADEICON01
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Posted: October 9, 2003, 8:35 am - IP Logged

There has been some questions about the recursive calling factorial function.

Here is a possible solution to the factorial function:

Function Fact(N) As Double 'The factorial function, Fact(N) = N! = N * (N-1) * (N-2) * (N-3) * ... * 3 * 2 * 1


If (N < 1) Then

Fact = 1 

Else 


F = 1

For a = 1 To N

F = F * a

Next a

Fact = F

End If



End Function

My Self Picks are optimized to produce
the most number of wins with
the least amount of effort.

Order is a subset of Chaos.

JADE Pick 3 Pick 4 Selector ZIP
JADE Lottery Web Portal
JADE Quintrain
JADE FTP Site

Thank You,
Doug

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Posted: October 9, 2003, 5:21 pm - IP Logged

why are you concerned with cpu cycles? You spent all that money on the latest cpu and unless you are doing something like you are trying to do you will only consume on average 2-5% of cpu. So let it rip and see how long it taqkles to produce result.

I have done something similar and it takes about 10 minutes to go through several million iterations. I have also tried using MSAcess and the results are fast.

You are doing a form of data mining ...to yield some insight ..to hell with cpu time.......go for it.

JADELottery's avatar - JADEICON01
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Posted: October 17, 2003, 6:51 am - IP Logged

Has anyone had success using or adapting the VB algorithm? It's been almost 2 weeks since the release of the algorithm.

My Self Picks are optimized to produce
the most number of wins with
the least amount of effort.

Order is a subset of Chaos.

JADE Pick 3 Pick 4 Selector ZIP
JADE Lottery Web Portal
JADE Quintrain
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Thank You,
Doug

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Posted: November 17, 2003, 10:02 pm - IP Logged

Well, it's been a month and 2 weeks; no responses. I guess no one found the code useful or has been able to adapt it to other programming languages. Oh-well, was worth a try.

My Self Picks are optimized to produce
the most number of wins with
the least amount of effort.

Order is a subset of Chaos.

JADE Pick 3 Pick 4 Selector ZIP
JADE Lottery Web Portal
JADE Quintrain
JADE FTP Site

Thank You,
Doug

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Posted: November 18, 2003, 12:18 pm - IP Logged

ok boys, here is the a

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Posted: November 20, 2003, 6:54 am - IP Logged

Maybe the above code its ve

If you have something to do, at least do it well...

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Posted: November 27, 2003, 8:30 am - IP Logged

Lets explain t

If you have something to do, at least do it well...