BC/49 positional grid!!!

BC/49 positional grid including draw 1153…

--------------Positions–----------------------
••••01••02••03••04••05••06••bonus••total
01©145••000•000•000•000•000••023••••168
02©121••010•000•000•000•000••029••••160
03©109••028•000•000•000•000••017••••154
04©095••025•003•000•000•000••027••••150
05©092••046•005•000•000•000••023••••166
06©064••048•014•001•000•000••018••••145
07©078••047•012•002•000•000••014••••153
08©068••061•021•002•001•000••025••••178
09©057••056•029•001•000•000••023••••166
10©038••074•026•004•000•000••031••••173
11©044••075•032•012•001•000••021••••185
12©049••047•025•012•001•000••020••••154
13©035••050•034•007•002•000••028••••156
14©026••059•042•012•002•000••029••••170
15©019••056•050•022•004•000••019••••170
16©015••063•041•020•004•001••029••••173
17©012••045•057•027•004•001••015••••161
18©017••046•052•035•004•000••024••••178
19©017••034•048•029•009•002••021••••160
20©011••046•055•029•012•001••017••••171
21©011••025•048•038•013•002••023••••160
22©003••022•045•036•014•002••021••••143
23©008••031•041•043•018•003••027••••171
24©004••029•063•042•015•004••031••••188
25©004••024•041•057•014•003••024••••167
26©001••022•048•037•020•005••025••••158
27©003••020•034•035•025•001••018••••136
28©003••009•031•043•029•005••022••••142
29©001••012•036•049•029•007••022••••156
30©000••012•026•044•046•003••024••••155
31©001••006•035•057•037•006••018••••160
32©002••003•036•040•041•016••015••••153
33©000••010•025•045•047•014••030••••171
34©000••007•017•048•045•025••019••••161
35©000••003•025•050•055•032••026••••191
36©000••001•016•054•059•030••033••••193
37©000••001•011•039•051•030••020••••152
38©000••000•014•050•058•030••028••••180
39©000••000•006•031•079•035••028••••179
40©000••000•003•024•062•058••024••••171
41©000••000•002•023•066•055••032••••178
42©000••000•002•020•050•067••019••••158
43©000••000•001•016•066•070••030••••183
44©000••000•001•009•055•083••018••••166
45©000••000•000•004•053•079••019••••155
46©000••000•000•002•028•116••020••••166
47©000••000•000•002•020•113••026••••161
48©000••000•000•000•014•116••026••••156
49©000••000•000•000•000138••032••••170
 

daleks

Member
this looks like it will be useful to me, Dennis Bassboss.....lots of times i try to eliminate whole sections...like, don't play 1-10, or don't play 41-49....

on one of the other boards i noticed a posting which gave a history (and discussion) of numbers in groups of 4 which repeated......do you have such a thing for the BC/49 draw....thanks.......if you can post such a thing, a little mustard would be nice to go with the hod dog and the :beer:
 

Brad

Member
Neat!! Now all we need is some real HOT Dijon Mustard with that ...

ps. been taking notes from Combo, eh daleks ? Beating me to the post ... I get noo respect :dang:
 
Bc/49 draws quads with bonus included
Hit 4 times
03-05-06-08 in draws 014-307-874-965
03-05-06-16 in draws 293-369-634-874
03-26-36-45 in draws 261-478-497-1029
04-35-44-48 in draws 110-188-241-504
05-36-43-44 in draws 141-165-1057-1136
07-10-13-23 in draws 085-443-570-755
07-20-21-22 in draws 023-674-796-852
08-09-25-34 in draws 149-676-760-1050
16-18-25-29 in draws 318-580-600-786
 

daleks

Member
yeaaeyyy ...thank you.....i will be a winner this saturday...


o.k., no one else look, this is for brad.........:rolling: ...........
 
Re: MERCI BEAUCOUP MON AMI

ComboManiac said:
Thanks Dennis for the great info..
I like that QUAD INFO..

More on quads...
3 hits for quads without bonus
01-11-15-36
02-06-18-35
03-05-06-08
03-34-38-41
05-36-43-44
07-17-18-24
07-20-21-22
08-09-25-34
08-09-34-39
11-22-34-40
13-18-28-47
13-34-38-42
20-25-26-34
22-26-34-36
36-38-39-42
 
Quints 2 times hitters in BC/49
only regular numbers involved
01-24-38-41-45
02-13-23-45-48
03-08-24-38-47
04-26-40-43-48
05-10-30-46-47
05-25-36-43-44
08-09-25-34-39
09-11-13-24-33
11-22-34-36-40
15-20-35-36-44
16-26-34-36-43
18-27-29-32-40
22-26-34-36-48
 
BC/49 LDs...O:K: this represents the number of hits having numbers of the same last digits...so so far in the BC/49 LDs of 01 is the one that is having hit the most often...But in the last ten draws LDs of 06 are hitting the most...
Whole history 1153 draws(bonus included)
LDs of 01 : 851 times
LDs of 05 : 849 times
LDs of 03 : 835 times
LDs of 04 : 835 times
LDs of 06 : 835 times
LDs of 08 : 834 times
LDs of 09 : 831 times
LDs of 02 : 768 times
LDs of 07 : 763 times
LDs of 00 : 670 times
Last ten draws(bonus included)
LDs of 06 : 11 times
LDs of 02 : 8 times
LDs of 09 : 8 times
LDs of 04 : 7 times
LDs of 05 : 7 times
LDs of 07 : 7 times
LDs of 03 : 6 times
LDs of 08 : 6 times
LDs of 00 : 5 times
LDs of 01 : 5 times
 
Last edited:

winhunter

Member
Positional Grids, etc.

WINHunter has a Position Gap Processor, it looks at the numbers that have hit for each position over a given amount (user set) of history. There are 2 rules in this processor.


The first rule is the Gap Rule:
This processor calculates the Gap between the highest and lowest values of the actual number position in the ascending order drawing. It is essential that the user understand that the drawing from the history has been re-ordered into ascending order (1 to X). Then the highest and lowest values are determind for each position, and the numbers within each position Gap are scored for the range that was calculated for each position based on the numbers found within the given history specified.



The second rule is the Predict Position Rule:

First, you must understand how vectors are calculated.
A vector is calculated by determining what direction the Position took from one draw to the next, an increase scores a 1, a decrease a -1, and a same value scores a zero. This processor increases score for resultant positional vector sums. In other words, this processor sums the TOTAL Vectors for the range of history specified by the user. If the overall sum is an increase, then the rule scores the last number (from the history) for that position equal to and to the maximum for that position.
In other words, if the first draw in your history you calculated had a 5 in the starting position, and the max value for that position in the range specified was 9, and the sum Vector was an Increase, then the rule would score from 5 to 9 for the Processor output.


More ideas and thoughts could be developed into more rules for this processor. The vector concept alone is a new idea that not many other softwares even consider a filter option. Vector trends could also be something to consider. This gets into a whole new avenue of predicting, and since each position only hits certain ranges of values, alot of numbers can be eliminated if you can successfully predict the vectors from the previous draw (or the starting draw as based upon the parent filter settings).



Andrew
 
Very interesting Andrew!
By looking at each position from draw to draw wether it goes up or down would it be possible to get an overall average of jump for each position??
Let me clarify using only the first position...
Number 01 hits the very next draw the 07 hits...now we have a differential of 6 ...7minus1=6...then on another draw we get 10 as the first number so the differencial there would be
10 minus7=3...I think that by compiling these differentials for each position we can reach an average of these differencials from one draw to another for each position ...

And Your Vector values setting might be put according to these values??
 

winhunter

Member
Dennis,

Dennis,

I am revisiting our discussion on differentials in the WINHunter Forum. I think this concept has alot of merit, and you seem to be the one most interested in the idea.

I am now in polish mode for programming WINHunter, and would like to add more rules to this processor if possible. With your help, and alot of discussion, I think we can nail down a couple of rules, and possibly even a way to 'Trend' the positional data.



Andrew
 

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