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Wave pattern analysis and lottery draw histories

Topic closed. 76 replies. Last post 6 years ago by billybouy.

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United States
Member #105312
January 29, 2011
435 Posts
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Posted: April 5, 2011, 5:54 pm - IP Logged

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.

    RL-RANDOMLOGIC's avatar - usafce

    United States
    Member #59354
    March 13, 2008
    4083 Posts
    Offline
    Posted: April 5, 2011, 7:32 pm - IP Logged

    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

      CARBOB's avatar - FL LOTTERY_LOGO.png
      ORLANDO, FLORIDA
      United States
      Member #4924
      June 3, 2004
      5970 Posts
      Offline
      Posted: April 6, 2011, 6:24 am - IP Logged

      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.

        Avatar

        United States
        Member #105312
        January 29, 2011
        435 Posts
        Offline
        Posted: April 6, 2011, 7:20 am - IP Logged

        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.

          RL-RANDOMLOGIC's avatar - usafce

          United States
          Member #59354
          March 13, 2008
          4083 Posts
          Offline
          Posted: April 6, 2011, 2:11 pm - IP Logged

          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

            Avatar

            United States
            Member #105312
            January 29, 2011
            435 Posts
            Offline
            Posted: April 7, 2011, 8:32 am - IP Logged

            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

              RL-RANDOMLOGIC's avatar - usafce

              United States
              Member #59354
              March 13, 2008
              4083 Posts
              Offline
              Posted: April 7, 2011, 11:29 am - IP Logged

              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

                garyo1954's avatar - garyo
                Dallas, Texas
                United States
                Member #4549
                May 2, 2004
                1834 Posts
                Offline
                Posted: April 7, 2011, 1:47 pm - IP Logged

                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.

                  Avatar

                  United States
                  Member #105312
                  January 29, 2011
                  435 Posts
                  Offline
                  Posted: April 7, 2011, 3:11 pm - IP Logged

                  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.

                    CARBOB's avatar - FL LOTTERY_LOGO.png
                    ORLANDO, FLORIDA
                    United States
                    Member #4924
                    June 3, 2004
                    5970 Posts
                    Offline
                    Posted: April 7, 2011, 5:18 pm - IP Logged

                    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.

                    http://www.lotterypost.com/thread/148025


                      United States
                      Member #93947
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                      Posted: April 7, 2011, 5:44 pm - IP Logged

                      This is one of his posts on skips.

                      http://www.lotterypost.com/thread/148025

                      For full disclosure, you really should mention a more recent response to this:

                      http://www.lotterypost.com/thread/218174/1807841

                      Be sure to take the link once you get there...

                      --Jimmy4164

                        Avatar

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                        Member #105312
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                        435 Posts
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                        Posted: April 7, 2011, 8:19 pm - IP Logged

                        This is one of his posts on skips.

                        http://www.lotterypost.com/thread/148025

                        Great link CARBOB.  Thanks a bunch.


                          United States
                          Member #93947
                          July 10, 2010
                          2180 Posts
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                          Posted: April 7, 2011, 11:58 pm - IP Logged

                          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:

                          http://www.physorg.com/news98015219.html

                            CARBOB's avatar - FL LOTTERY_LOGO.png
                            ORLANDO, FLORIDA
                            United States
                            Member #4924
                            June 3, 2004
                            5970 Posts
                            Offline
                            Posted: April 8, 2011, 5:38 am - IP Logged

                            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:

                            http://www.physorg.com/news98015219.html

                            The Spainiard disproves nothing about Benfords law.

                            I'm surprised you didn't go here http://www.dspguide.com/ch34/8.htm

                              CARBOB's avatar - FL LOTTERY_LOGO.png
                              ORLANDO, FLORIDA
                              United States
                              Member #4924
                              June 3, 2004
                              5970 Posts
                              Offline
                              Posted: April 8, 2011, 5:58 am - IP Logged

                              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.

                               

                              DATETimeP1P2P3GameExactBoxedSkip
                              04/07/11Mid1311054131113476
                              04/06/11Mid0531053053035342
                              04/05/11Mid983105298338987
                              04/04/11Mid9111051911119688
                              04/03/11Mid946105094646950
                              04/02/11Mid849104984948925
                              04/01/11Mid1571048157157104
                              03/31/11Mid3201047320023381
                              03/30/11Mid7381046738378245
                              03/29/11Mid070104507000784
                              03/28/11Mid9221044922229176
                              03/27/11Mid1771043177177111
                              03/26/11Mid8291042829289220
                              03/25/11Mid4811041481148239
                              03/24/11Mid144104014414460
                              03/23/11Mid02710390270279
                              03/22/11Mid5151038515155104
                              03/21/11Mid59510375955596
                              03/20/11Mid2591036259259641
                              03/19/11Mid386103538636838
                              03/18/11Mid4941034494449184

                              which would be one of these for no-match combos

                              NO-MATCH MATRIX
                              STRAIGHTTYPEOUT
                              829NO-MATCH13
                              481NO-MATCH14
                              027NO-MATCH16
                              259NO-MATCH19
                              021NO-MATCH100
                              793NO-MATCH102
                              462NO-MATCH103
                              965NO-MATCH105
                              429NO-MATCH106
                              073NO-MATCH107
                              516NO-MATCH110
                              274NO-MATCH112
                              385NO-MATCH113
                              750NO-MATCH114
                              931NO-MATCH116
                              975NO-MATCH117
                              634NO-MATCH120
                              716NO-MATCH122
                              431NO-MATCH124
                              293NO-MATCH125
                              083NO-MATCH127
                              479NO-MATCH128
                              798NO-MATCH129
                              396NO-MATCH131
                              267NO-MATCH133
                              698NO-MATCH135
                              427NO-MATCH136
                              198NO-MATCH138
                              486NO-MATCH139
                              324NO-MATCH140
                              358NO-MATCH141
                              513NO-MATCH142
                              872NO-MATCH146
                              601NO-MATCH148
                              068NO-MATCH149
                              905NO-MATCH150
                              701NO-MATCH152
                              409NO-MATCH153
                              597NO-MATCH155
                              784NO-MATCH156
                              349NO-MATCH159
                              374NO-MATCH160
                              270NO-MATCH161
                              684NO-MATCH162
                              504NO-MATCH163
                              354NO-MATCH164
                              480NO-MATCH167
                              417NO-MATCH169
                              253NO-MATCH171
                              074NO-MATCH172
                              719NO-MATCH173
                              605NO-MATCH175
                              468NO-MATCH179
                              438NO-MATCH180
                              974NO-MATCH181
                              734NO-MATCH183
                              071NO-MATCH184
                              089NO-MATCH186
                              495NO-MATCH188
                              415NO-MATCH191
                              159NO-MATCH193
                              312NO-MATCH194
                              215NO-MATCH195
                              695NO-MATCH198
                              540NO-MATCH199
                              967NO-MATCH1000
                              658NO-MATCH1004
                              920NO-MATCH1005
                              419NO-MATCH1008
                              092NO-MATCH1009
                              916NO-MATCH1011
                              948NO-MATCH1012
                              187NO-MATCH1016
                              617NO-MATCH1020
                              351NO-MATCH1022
                              786NO-MATCH1023
                              712NO-MATCH1024
                              924NO-MATCH1025
                              458NO-MATCH1026
                              962NO-MATCH1027
                              541NO-MATCH1030
                              025NO-MATCH1031
                              086NO-MATCH1033
                              892NO-MATCH1036
                              194NO-MATCH1041
                              041NO-MATCH1046

                              one of these for a double

                              DOUBLE MATRIX
                              STRAIGHTTYPEOUT
                              131DOUBLE1
                              070DOUBLE10
                              922DOUBLE11
                              177DOUBLE12
                              144DOUBLE15
                              515DOUBLE17
                              595DOUBLE18
                              477DOUBLE101
                              262DOUBLE104
                              644DOUBLE109
                              889DOUBLE115
                              900DOUBLE119
                              717DOUBLE123
                              696DOUBLE126
                              242DOUBLE130
                              225DOUBLE132
                              558DOUBLE134
                              466DOUBLE144
                              722DOUBLE147
                              303DOUBLE151
                              400DOUBLE154
                              599DOUBLE165
                              665DOUBLE166
                              224DOUBLE168
                              411DOUBLE170
                              331DOUBLE177
                              233DOUBLE178
                              550DOUBLE182
                              559DOUBLE185
                              229DOUBLE187
                              141DOUBLE189
                              002DOUBLE190
                              227DOUBLE196
                              100DOUBLE197
                              977DOUBLE1001
                              010DOUBLE1015
                              055DOUBLE1037
                              844DOUBLE1040
                              525DOUBLE1051