Filtering Strategies

AllenB

Member
Filters run the gamut from eliminating a few to eliminating many combinations.

In my 1.5 yr experience the more filters the more chances to be wrong.

For that Reason I Favor Radical Filters that Reduce the Pool from 220 to Below 45 Combinations. 45 happens to be the largest pool of combinations from a Pick 3 Filtering System that has 12 options and is based on Hits and Out/Frequency that I have been playing with.
In this Pick 3 System, I reduced the Number of options by combining Ranges of Hits(1) and Ranges of Out/Frequency(2) into 3 options(1) for Hits and 4 options(2) for Out/Frequency. Combinations for Hits(1) and Outs/Frequency(2) have a variable Inventory (Number of combinations) that match both options. Some Combinations reduce the pool to less than 10 combinations.

I am not very good at picking the winner yet; but, this is simple enough that I hope to get better with practice.
I am following California Pick 3. The Combinations produce some startling results, for example some combinations produce only doubles and triples.

Inventories are one of the Keys to watch. Some of the Combinations with small inventories hit at rates larger than their Odds.

I am scratching the surface of something, I think. It still comes down to a guess. The Process just spits out the combinations from my selection after reviewing graphs and data that I hope tells me something.

Good Luck to All
 

AllenB

Member
Pick 3 Zone Filter System
For those of you that know and have done what is described below: I will just ask, “Have you looked at Zones and Inventories with your Filters?”. Spotting trends in Charts, Using Codes?
The Data for this analysis is what I call the Root Box Triad. It is the data download in Numerical Order. For a Pick 3 Game there are 220 Root Box Triads RBT.
Hits = The total hits for each RBT (or other factors) for the Entire Game History. Frequency = Game Count divided by Hits. Games Out = How many Games have passed without a Hit Games Out divided by the Frequency GO/F = a percentage of the Frequency at the Hit.
This is all basic stuff that most breakdowns of the History of the Game include. I have named these factors as above; but, there are other names out there. As long as We are talking about the same Counts and doing the same Math, the Name is not important.
Quick Example:
If an RBT has Hit 256 times in 10,000 games → It has a Frequency of 10,000/256 = 39 (Truncated Result to Whole Numbers). If the RBT, has not hit in 56 games → the GO/F is 56/39 =143% expressed as a percentage (Truncated to Whole Numbers %). Truncating not Rounding is required to place the Factor in the correct zone described below.
Hit Zones → Hz3 → Divide the Hits from a block of previous games into 3 Zones (Low, Med, High) (I am using 1000 Games, but you can use any number you want), look at the Highs, Lows, and Median to Set Limits so that there is as close to 1/3 of the Hits in each zone as you can get. In 1000 Games that would mean 333 games is the goal. Try not to vary more than 5% from Zone to Zone
O/F Zones → O/Fz4→ Divide the O/F Zones from the Game Block into 4 Zones. Set the Limits so that that there are close to 25% in each Zone.
Zone Combinations → (1)1-1, (2)1-2, (3)1-3, (4)1-4, (5)2-1, (6)2-2, (7)2-3, (8)2-4, (9)3-1, (10)3-2, (11)3-3, (12)3-4 are the possible options for any game. Those combinations can be calculated for the recent past results (might as well use the same game block used to create the zones). 100 to 300 games are probably enough. The same Zone Combinations can be calculated for each RBT for the Next Game.
Quick Example:
You predict the code for the Next Game and then extract the RBTs from the current RBT Data that match the code. The process “whittles” down the pool from 220 to from 1 to 45 depending on the Inventory of code matches in the 220.
Additional Filtering can also be added using Zones assembled for other factors like Repeats and Type (S,D,T) of Draw. Repeat Zones 0,1,2,3; Type Zones 1,2,3.
Code Combinations
You can use your own configuration for this. Here is my example
2_3.1.1 → Hz3 _ O/Fz4 . R . T → Hit Zone3_O/F Zone4. Repeat Count. Type of Draw.
Those codes can be calculated for 100-300 previous games for observation and also calculated for the 220 RBTs to get the current inventory that matches the code. This adds many more options to the equation but not as many as you think. It also reveals some Great visual graphing options to help predicting. The combinations produce from 0 to about 18 RBTs. Interesting things about the Type of draw are there to learn from.
Excel provides the Data and Extraction Tools required to make this a Quick and Simple Process. The most important thing here is to Provide multiple pathways to the same conclusions. You can cut to the quick by going with your predicted code, or step your way thru 1 at a time in any order and omitting as well. All part of a way of Predicting the wining RBT. Graphs and Charts show past trends in simpler form due to the reduction in options and Inventories for same. Repeating trends of each codes emerge as well as frequent “Nexts”.
The Basic Strategy is from the Divide and Concur Realm. No manipulation what so ever, just Data. Nothing New just a way of reducing the options in a filtering process.
Now to Study the Charts, Round up all of the change laying around and see if it I can produce some Gain.
Good Luck
AllenB
 

jack

Member
The question is to filter numbers, or filter ?? standards at all or position by position,?
We have a conflict in the filter problem. What is the basic filter for numbers and patterns?
Just missing a configuration and lose bet>
 

AllenB

Member
With any Filter Option there is success or failure. That is why I use multiple paths. If I have strong feelings about 2 of the four filters, I can use only those 2 (with more RBTs in the remaining pool). I can also use more than 1 of a filter's Zone options (as long as the pool is small enough).
I am by no means ready to declare success. This is just a way of learning and predicting. After a little practice, I will start posting numbers before each Draw in California to see how it all works out.
This is just 1 process of filtering that I am using It is not a position filter. Once the RBT is selected, the Order can be changed based on a prediction from previous Straight Orders from the Draw Order Download if I want to play a Straight or Straight/Box Ticket.
It is still all Guesses, Codes?, Numbers?, Order, Play?, Don't Play? and Bets?.
 

AllenB

Member
Sorry if I Repeat some of my Original Post but here are some ideas of how one can use Zones
Pick 3 Zone Basics.
There are 3 Zones.
Filter Inv Zone
Hz3 74 1
Oz4 78 2
O/Fz4 18 3
The Above is a selection example for a Game.
Hz3: is the count of how many times a LMH Box hits prior to the Draw. Hits from Last 1000 Games are divided into 3 Zones. Zones are set to so that 1/3 of Draws fall into each Zone.
Oz4: is the Outs or Skips Since the LMH Box Hit last. Hits from Last 1000 Games are divided into 4 Zones. Zones are set to so that 1/4 of Draws fall into each Zone.
O/Fz4: is the Outs (or Skips Since the LMH Box Hit last) divided by the Frequency of the LMH Box over all Games. Hits from Last 1000 Games are divided into 4 Zones. Zones are set to so that 1/4 of Draws fall into each Zone.
Hz3 Characteristics: The Lowest Hitting Combinations are in Zone 1. Mid-Range Hitters are in Zone 2 and Highest Hitters are in Zone 3.
Oz4 Characteristics: The Most Recent Hitters are in Zone 1. The Longest Out or Skip is in Zone 4
O/Fz4 Characteristics: Combinations with the Lowest Ratio are in Zone 1 and are Those hitting well ahead of their Frequency. Any Ratio less than 1 (100%) is ahead of Frequency. Ratios Greater than 1 (100%) are behind Frequency (Overdue). Zone 4 are Combinations that are the most Overdue.
Boring Basics for the Veteran, Essential Understanding for the Beginner (BBVEUB).
Each of the 220 LMH Box combinations has its own 3 Zones for the upcoming game; therefore, a Zone Setting acts as a Filter. A combination of Settings from 2 Zones Filters the Pool to a smaller Inventory of combinations. Using a combination of Settings from 3 Filters the Pool gets Smaller still (BBVEUB).
Charts and Graphs that show the Zone Setting Hits, Show that they are Themselves Random. Mini Series show Trends that occur; but, the too do so Randomly.
Combining Zones provides another Filter to track.
One way is Putting Hz3 together with Oz4 or O/Fz4 to form the following numbers that can also be tracked (11, 12, 13, 14, 21, 22, 23, 24, 31, 32, 33, 34). Each LMH Box has one of those 12 Numbers going into the Next Draw, with Variable inventories therein. The ends of that chain have the lowest inventory (and frequency), the Middle the highest inventory (and frequency).
Another is Subtracting the Oz4 from Hz3 or O/Fz4 from Hz4. This produces values from -3 to 2 that can be tracked. Each LMH Box has one of the 6 options going into the Next Draw, with Variable inventories in each of the 6. These values show valuable Mini Series (Trends) for some of the LMH Box combinations. For Example a -3 indicates that the LMH Combination is a High Hitter that was or is seriously Overdue, 0 means it is hitting on Frequency and 2 Means it is hitting ahead of frequency. This factor is more inclusive than Zone Combinations in the previous paragraph. For Example, a value of 0 includes all combinations with a Matching Hz3 and or Oz4 or O/Fz4, (11,22,33), a value of -1 would include (01,12,23,34), a value of -3 includes 14. These combinations can be used to steer and match the Zone settings of Each Filter to fall at one of the 6 values of Hz3-Oz4 or Hz3-O/Fz4 for Next Draw or by themselves with another filter series such as Type (S,D,T) or Repeat Count (0,1,2,3).
And Finally (BBVEUB)
Good Filtering All
Merry Christmas to All
 

Teufellj

Member
Hi, AllenB! I am interested in your filter strategies, mainly because I am seeing some of your
work in my setups. Were you to look at my work, you may see the same outcomes. You are welcome to download anything that I have posted and maybe there's something in them that will help. Although I've been at the pick 3 for years there are always something to learn, so flexibility is the word! Folks who study my work have a difficult time because I don't have rigidity of form but I see numbers in my head and do a makeup as I go.
Again, it looks as if you are onto an important key to winning.

Teufellj... :smokin: ~~~Have a great Christmas and a profitable New Year!~~~





 

AllenB

Member
I hover over Filters with a philosophy I can create a more limited Random set of Combinations that parallel the Random Generator. Instead of 1 unique set from the Generator, I carry an inventory of sets that match my Parallel value. I created an "engine" in Excel that Keeps track of any filter or combinations of from 1-3 filters each with their own Parallel values that I also Track. Combining filters, creating new codes from their values and tracking those to several levels then trying to reverse the process by picking the right code and spitting out the combinations. I keep refining the engine to include new ideas.
I am going to chase a little white ball true a wet field for a while. More Later. Thanks for the interest. I would love to exchange more ideas
Merry Christmas
Allenb
 

AllenB

Member
A short Summary of Observations and Conclusions.
Filters create Random Parallel Values that are produced by the Numbers from the Random Generator. Filters create Groups or are Created by Groups. When Filters create Groups the Combinations included in each are determined by some analysis (count) of Drawing History. These Groups are fluid in that numbers move from Group to Group. When Groups Create Filters it means that the combinations in a group are the same from Draw to Draw. I have always been Drawn to the Variable Filters; but, I am beginning to see that they are the Most Random or seem to be a little more Random than the Fixed Group. So I am going to focus on a Filter combination that includes at least 1 Fixed Group Filter.

The Excel Engine has evolved in the 2.5 years that I have been at this. Excel and the Lottery are ideal competitors. Lottery Results are equivalent to the results of the "Randbetween" function, something, that I should probably be more interest in. Focus however, has been on Accounting. Placing all or part of a draw in a column of data. Using formulas to create values in Additional Columns. Keeping track of the values in those columns over time. Maintaining those same values in columns for the LMH Box Options (220) going into the Next Draw.

I have used If Statements to set values for Filters with hits frequencies that are almost, but not quite Profitable. The Engine in it's current form is New so I have not used it much yet. It all still come down to a Guess. A Raw Guess of a single combination (Quick Pick or a Favorite) or a "educated Guess" of a Parallel Value with an Inventory. I am hoping to get better over time; but Focus is a problem. I am hard at work applying the same organization to Fantasy 5.

Another Process that I incorporate is Blocking games. Creating Blocks of Consecutive Games and Breaking down the Contents of Each Block. I then Treat the Next Game like it is the Last Game in the Last Block and compare it to the other Last Games. This is a little different than a Direct Comparison to a Certain previous game only in that it includes a few more values to track. A recent Discussion on another Forum used Blocks of 4 Games. I have found this to be very informative. More on that Later on a Separate Post.

So with that Philosophy in the Shadows, it is Time to get down to picking.
Practice, Practice, Practice.

Good Thinking and Good Outcomes to You All
 

AllenB

Member
The following Tables show the History of Type for Blocks of Games from California Daily 3
TYPE 3068 Draws 1000 Draws 100 Draws 50 Draws
S 2192 71.4% 706 70.6% 72 72.0% 33 66.0%
D 838 27.3% 281 28.1% 27 27.0% 17 34.0%
T 38 1.2% 13 1.3% 1 1.0% 0 0.0%
3068 100.0% 1000 100.0% 100 100.0% 50 100.0%
TYPE 20 Draws 10 Draws
S 11 55.0% 5 50.0%
D 9 45.0% 5 50.0%
T 0 0.0% 0 0.0%
20 100.0% 10 100.0%
The Table shows that Singles Draws occur 71% of the time. This table shows a trend to Doubles around the beginning of the Last 50 games. Columns of 10 game increments will pin down when this trend started more precisely . Doubles are currently running Hot and the Ratio is 50:50. This has got to change. A look back advancing these blocks through the Last Few Thousand Games might show cycles that give us a clue as to when the trend will start back to “Normal”. It seems to me that this has bottomed out and We will see a run of Single Draws very soon.
The following Tables show the History of Type for Blocks of Games from California Daily 3
REPEATS 3068 Draws 1000 Draws 100 Draws 50 Draws
0 1189 38.8% 394 39.4% 33 33.0% 16 32.0%
1 1303 42.5% 422 42.2% 51 51.0% 25 50.0%
2 511 16.7% 170 17.0% 15 15.0% 9 18.0%
3 65 2.1% 14 1.4% 1 1.0% 0 0.0%
3068 100.0% 1000 100.0% 100 100.0% 50 100.0%
REPEATS 20 Draws 10 Draws
0 4 20.0% 3 30.0%
1 13 65.0% 5 50.0%
2 3 15.0% 2 20.0%
3 0 0.0% 0 0.0%
20 100.0% 10 100.0%
The Table shows that there is no repeat in 39% of Draws. 71% of Draws have at least 1 Repeat Number. 0 Repeats are Trending Low down 9%. 1 Repeat is trending higher by 8% and 2 Repeats higher by 3%. A similar look back described for the Type of Draw above would hopefully reveal cycles to see how far out of “Whack” this gets and when it will return to “Normal”

Combining the Type and Repeat count is a Very Good Filter. The Type of Draw is a fixed Filter in that the Inventories do not change from Game to Game and Combinations do not migrate. Repeat inventories vary depending on the type of the Last Game and combinations migrate. Inventory Reductions are a good start toward a potentially profitable Set. The Table below represents the Last 3068 Draws for California Daily 3 combined. The percentages in the table do not change significantly when the Game Count is reduced to 1000 Games. Again a Rolling history over the past few 1000 Games could show important cycles.
TYPE_REPEATES TABLE Following S Following D
Type Repeat Hits % Inv % Inv %
S 0 768 25.0% 35 15.9% 56 25.5%
S 1 1111 36.2% 63 28.6% 56 25.5%
S 2 300 9.8% 21 9.5% 8 3.6%
S 3 13 0.4% 1 0.5% 0 0.0%
D 0 393 12.8% 42 19.1% 56 25.5%
D 1 192 6.3% 21 9.5% 16 7.3%
D 2 211 6.9% 21 9.5% 16 7.3%
D 3 42 1.4% 6 2.7% 2 0.9%
T 0 28 0.9% 7 3.2% 8 3.6%
T 1 0 0.0% 0 0.0% 0 0.0%
T 2 0 0.0% 0 0.0% 0 0.0%
T 3 10 0.3% 3 1.4% 2 0.9%
3068 100.0% 220 100.0% 220 100.0%
This Table shows me some opportunities to improve odds a bit. Look at a Single Draw with 1 Repeat. It hits 36.2% of the time from inventories that are 28.6% following Single Draws and 25.5% following Double Draws. Single Draws without a repeat hit 25% from an inventory of 15.9% after a Single Draw. Doubles all hit with inventory percentages higher than their hit percentage.
We are still Just Guessing; but, The More You Know.
 

AllenB

Member
Sorry for the Way my last thread looks. In the Window it looked like every thing was lined up in columns. Not Here. Boy the lack of Graphics and Formatting are frustrating. Any suggestions?
 

Frank

Member
just testing...

abcd
1234
657539
1111210314
1616715319
2122220324
2627725329
3133230334
3638735339
4144240344
4649745349
5155250354
5660755359
6166260364
6671765369

If this works, this is what i did:-

Assuming the source is Excel, select the whole table and set cell alignment to left justified.
then in this forum below the reply box, select "go advanced". The fully tooled up reply box opens up. Now paste in your table you just copied from Excel. Test it using "preview post". If it appears as a table with cell borders visible, then you've done it.

I hope this works for you.

Note, to delete a table from the posting box if you don't like it, you have to first select it here then find the "delete table" icon on the bottom row of the toolbar and click on it.

I just had a go at parsing your table, i dont know if this is how you wanted it :-

REPEATS3068Draws1000Draws100Draws50Draws
0118938.80%39439.40%3333.00%1632.00%
1130342.50%42242.20%5151.00%2550.00%
251116.70%17017.00%1515.00%918.00%
3652.10%141.40%11.00%00.00%
3068100.00%1000100.00%100100.00%50100.00%
REPEATS20Draws10Draws
0420.00%330.00%
11365.00%550.00%
2315.00%220.00%
300.00%00.00%
20100.00%10100.00%

You may wish to experiment with justifying alignment, it my work ok right justified.
 
Last edited:

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