Win Hunter

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Transcript of Win Hunter

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Contents

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Welcome to WINHunter

Welcome to the newest, most advanced Lottery prediction and forecasting software on the internet to date. WINHunter is deisgned with the latest ideas and concepts using the Visual Basic® programming language. WINHunter is released as an Opensource software project, which means it is totally free for you to use and enjoy, as well as for software developers to jointly advance the project further. Your input is appreciated and desired in this project, WINHunter is what it is today because of users like you. The WINHunter home can be found on the internet at winhunter.lottotutor.com. Also, the Project Home can be found at Sourceforge.net. You can expect to take some time to learn what WINHunter is all about. Don't expect fast results your first time working with WINHunter. Simply put, WINHunter is a Filter designer. You can design simple Filters, or large complex ones. You can Stack Filters, or Group them together. How you build your design is totally up to you!

Thanks, Contributors

Many thanks go out to all of those who have given their support, webspace, and most importantly time. Also thanks to those contributors who graciously allowed me to utilize their personal ideas inside WINHunter. I would also like to thank the Members at www.lotto649.ws and especially the webmaster for their gracious support. Of those users, I would personally like to thank (in no particular order) ComboManiac, Brad, Beaker and others who have suffered through installation after installation to work out bugs and test updated versions. We aren't out of the woods yet, but we are getting there! Also, thanks to LT for designing and hosting the Online Tutorial pages. It would have taken me forever, not to mention that it would have looked like garbage!! Other users who have contributed to WINHunter from other sites are Robert Perkins and Ed Hopkins and others from the rec.gambling.lottery newsgroup. If you feel your name should be mentioned here, but is not please let me know. Thanks!

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The Author

WINHunter was developed based on ideas and observations by Andrew Reed of the Florida Lottery. The origional code was written in Quick Basic for DOS, and has since been converted into a visual basic program. The initial conversion began in VB 5.0, and has worked it's way into VB 6.0. It was eventually decided to release WINHunter as a freeware project to enable users to participate in the development process. But so far, no other developers have actually contrubuted to the actual coding efforts. To financially contribute to the project, or if you would like to say "thanks" for a successful win, please send check or money order to: WINHunter Project c/o Andrew Reed 7870 Almarante Place Laurel Hill, Florida 32567 Also, you may call the author at: (850) 652-2959 Besure to include a copy of the winning ticket, if possible. Thankyou again for your support, and donations! Andrew Reed

Getting Started

In order to use WINHunter, it is best to understand the basic functionality of WINHunter itself. To better familiarize you with WINHunter, let's tell you what WINHunter is NOT. WINHunter is not, ...A Wheel Generator or Wheel/Line Analyzer

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...A Statistical Analysis Tool

...A Simple point and click Application No longer do you have a limited set of Filters with fixed values like other Lottery software tools. WINHunter is totally exposed to the user, allowing every setting possible to be adjusted and Optimized using the built in Filter Optimizer. Via your internet connection, you can download drawing History files and add/update plugins as you so desire. Also, you can register with a Distribution Server and process Stacks users have submitted for distributed processing. For a better WINHunter experience, it is best to understand a little about why WINHunter was developed, and why it is designed to eliminate numbers the way it is. Beyond that, to just jump right in go ahead and load a History file and poke around!

Overview

The overview window is where you will spend most of your time working with your designs. You will find that you will spend more time selecting items and selecting menu options here than anywhere else in WINHunter.

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To close the overview, simply click the [x] button. Once closed, an <Overview> menu item will appear. To make the overview re-appear, click the <Overview> Menu item.

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Building Your History File

From the very beginning, History data input was meant to be as simple as possible. Most lottery historical data is available online for viewing, and even downloading. A simple text version of a history file with draw dates and draw data is all that is truly needed in order for WINHunter to understand it. WINHunter read's differing formats semi-intelligently based upon several known listing formats of lottery data. One of the most important requirements is that the data be in ASCII text format. Word Processor or Spreadsheet formats are not supported and will not load. The most common formats supported are explain in more detail below. LEGEND -------------- Date - Date the actual drawing occured. This date can be in almost any format, WINHunter tests for most date formats as it reads each line. Actual - The actual drawing data. This data MUST be in order by Machine. The bonus/power machine is always the left most machine in the file. Erroneous - Data that is not needed for WINHunter to process the history. This can be anything from Prize details to what machine(s0 were used for that drawing. Draw# - The actual Draw number as specified by that Lottery's commission. OLD KNOW SUPPORTED LINE FORMATS: Date/Actual/Erroneous Draw#/Date/Actual Date/Actual Date/Draw#/Actual Keep in mind the above formats are available because of a simple loader routine that compares the data it is reading to a few known standard text types. Also, at this time, WINHunter requires the draw data be in order of Most recent at the top, and oldest draw at the bottom of the file. While WINHunter still supports the above formats with the older ## Header format, users can opt to use the History Autoloader. History File Creation Example (From actual Lottery Commission Website, here.)

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From this example, you would have to fill in the most recent dates, starting with Jan. 1 2003, and end with today's date. This doesn't get all of the numbers, that is ok for now (that site says that you are limited to 40 results). Just keep in mind you will have to get more results and edit them too, so your best bet is to get all of what you want, and cut/paste it as you go, then edit the entire file when you are done cut/pasting. Your results should look something like this :

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Select the results you need, and then copy/paste these results DIRECTLY from the website to an Open (BLANK) Notepad or other text editor window. You can selectively copy/paste the information until it looks something like this:

Save the file and you are done(Vesions older than 1.0.0 do not currently support TAB delimited files.) Do this for as much history as you like, and when you need to add more draws (New data, not old data), just add them to the top of the file, just below the funny looking header that WINHunter adds in after the first time you

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load it (you will know what it is when you see it.) Now you have legitimate data that you didn't have to hand enter, so no errors were intorduced via typos.

Updating Your History File

As future draws occur you will need to maintain an up-to-date history file in order for any/all optmizations to take advantage of the latest historical data. You will have to open up your history data file into a text editor such as Notepad or Wordpad. Notepad is prefered because it deals with text only and does not allow font formatting information, etc to be saved to the file when done. Once you have your history file opened, you will then need to open/obtain the latest list of historical data from your lottery commission's website. It is STRONGLY recommended that you goto their site ONLY! The information there is guarenteed to be the most accurate. Any manually input data by a WINHunter user is not recommended for any reason, unless it is simply unavoidable. Below you will see an example of what you hopefully will be able to expect from a typical lottery commission website. Not all data is represented by the commissions as noted here. Most commissions do make historical data avaiable in some form or fashion via their website. Some data is only downloadable via a .zip file, others must be viewed on the web in small weekly chunks. Whatever method is easiest for you to reliably obtain your history data on a regular basis is the best recommened method. Once you have this data opened, as is shown in the example, you simply have to highlight (if it is possible) the data you need.

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You will notice that the text in the file exactly matches that of the website, except for the highlighted (in blue) text on the commission website which is the information we want to update our history file with. Once the needed data is selected, the user simple has to right-click their mouse, and select "Copy". Then goto the Notepad/Wordpad window. click a location just in front of the SECOND line from the top, right-click and select "Paste". Insert a <Enter/Return> keystroke if needed to maintain the formatting. Now goto the "File" Menu option and save your file. You should now be done updating your history file.

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a History File

To load a history file, simply right click on the WINHunter icon in the treeview and select "Open History".

This will open the file open dialog box (which defaults to the "/WINHunter/History" folder). Select your file and click OK, or just double click the file you want to load. This will load the history into WINHunter without a Stack. You must then load, or add a new Stack to the loaded history. Please notice that a Machine is loaded for each individual Machine that is detected from the History file. VERSION 0.5.0 or later:

If the History file has not been previously loaded, WINHunter will display the History Autoloader. <Analyze> the History via the Autoloader, and then <Apply> the settings if they appear correct. Once you apply the settings, the history will load and the autoloader will close. If the settings were correct, then the correct number of machines and ball settings should appear in the Overview Window. VERSION 0.4.10 or older:

(If this is the first time you are loading a History file, then follow the on screne prompts, as described below.)

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When loading a History file for the first time, you will be promted for information regarding the nature of the game the History file represents. WINHunter will interview you according to how you answer each specific question. At first, WINHunter will ask you exactly how many Machines does this History file represent. Cash 3 games usually have 3 Machines, pick 4 have 4 Machines, power/bonus games have 2 Machines, and typical Lottery and Keno games have just one Machine. WINHunter makes this Machine distinction because it tracks the draw performance of the Machine design itself. WINHunter concepts assume that the Machine itself helps dictate the overall outcome possibilities of the game. Some would argue this point, but so far nothing has been done to prove or disprove this theory. Once you have specified the number of Machines, WINHunter will ask you more specific details about each Machine. It will first ask you what the highest ball number is for the Machine FIRST represented in the History file. The next question is whether or not the 1st or lowest number ball in this Machine is a 1. The third question is how many draws occur from this Machine. WINHunter will either be done with the interview, or it will continue with the interview for the next Machine. If this is a power/bonus ball lottery, WINHUnter will ask you yew/no if it is after it asks you waht the lowest ball number was. If yes, then it will ask you if the bonus/power ball is required to win the jackpot. Once you have completed the interview, you will not be promted again for that History file. Any loads thereafter will load autmoatically based on your input.

The first machine is the first number, or group of numbers that were drawn as read from a single line from left to right.

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If you make a mistake during your interview, you can go back into the history file and delete the topmost line from the file and try re-loading it again.

History Autoloader

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The History Autoloader is designed to help aid the user in determining the format of the history file. There are a few things the user has to be made aware of in regards to histor file format. The general format MUST stay consistent throughout the file.

Differing number of spaces and tab delimitation is ok Machine Data is the most important information extracted from a history file. Dates are for reference ONLY.

Any errors in the actual historal draw data will either:

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Go Unnoticed. Crash WINHunter. History Order and Accuracy is maintained by the User.

With the above points in mind, the Autoloader should find the best fit settings for loading your history file. Refer to the following examples to get an idea as to how the Autoloader formats your machine and date information. Sample Data: 09-13-18-42-47-51 Example Designation: M1-1:D1-6:1/53 Breakdown:

(M1-1) Machine 1 thru 1 (D1-6) Balls Drawn 1 thru 6 (1/53) Balls Numbered 1 thru 53 Explanation: This type of designation usually represents balls separated with a delimiter other than a space.

Sample Data: 9-5-2-0 Example Designation: M1-4:D1-1:0/9 Breakdown:

(M1-4) Machines 1 thru 4 (D1-1) Balls Drawn 1 thru 1 per Machine (0/9) Balls Numbered 0 thru 9 per Machine Explanation: This type of designation usually represents balls separated with a delimiter other than a space, with a range of 0-9.

Sample Data: 06 15 37 38 44 46 Example Designation: M1:D1:1/48, M1:D2:1/48, M1:D3:1/48, M1:D4:1/48, M1:D5:1/48, M1:D6:1/48 Breakdown:

(M1) Machine 1 (D1), (D2),etc: Balls Drawn 1 thru 6, 1 ball drawn per Machine with explicitly defined position number (1/48) Balls Numbered 1 thru 48 Explanation: This type of designation usually represents balls separated with a space.

The Autoloader looks at the history data in a column format, and determines the column datatype by using a logical method of looking at the data within the columns. If the Autoloader does not determine the exact format of the columns, then the user can then select from a menu and configure the best formats for each column.

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History Files and Microsoft Excel Some history files come from the Lottery Commission in different flavors other then pure ASCII text files. One of these more famous file types is an Excel spreadsheet, or a CVS file. These files load into Excel, and can be easily exported by manipulating a small portion of Visual Basic code which is in the form of a macro (as seen in the following example). Private Sub Workbook_Activate() Dim mySheet As Worksheet Dim r As Integer Dim c As Integer Set mySheet = Me.ActiveSheet Open "C:append.txt" For Output As #1 For r = 1153 To 1 Step -1 For c = 2 To 10 Print #1, mySheet.Cells(r, c) & " "; Next c Print #1, "" Next r Close #1 End Sub The above code works for the British Columbian 6/49 lottery, with some minor modifications to account for future draws. Mostly, you would change the 1153 value to reflect the last record number of the draw, after you have removed the top most line, which serves no purpose for WINHunter's needs. This type of program is called a loop, and there are actually two loops represented here. The first outer loop forces the script to scroll up from the last record of the spreadsheet, until it reaches the first record. The second loop causes the script to scroll across the row, column by column and export the data to the Filename specified.

Scanning History Data

To scan for numbers that have previously been drawn, enter them in the Box provided, according to the example shown. Leave the box blank if you want to scan for all the numbers, or to review the entire drawing history data. You may also input range values as 10 through 20 ("10-20" in the box.)

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At first glance, you will see the Match overview box, which shows the matches and their counts for the number set you specified. The Match Results window shows several columns of data. Matched - shows how many numbers from the set specified were matched to that drawing. Index - shows the Lexicographical Index value of that draw. Lex values are determined by calculating an actual index number for an ascending ordered draw. Sum - shows the total sum value of the draw. Deltas - shows the difference between each draw position. Results - shows the actual draw results (remaining text in some cases) from the drawing history file. Date - shows the date the draw occured.

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Each column can be sorted ascending or descending order, and can also be moved around on screen, to change the order of the columns. To sort a column, simply click on that column to sort it ascending/descending. Upon origional display, the data is ordered in descending order by date, with the most recent draw being the topmost draw displayed.

Building a Stack

Building a Stack is one of the most important concepts to understand in WINHunter. To begin to get a grasp on how to do this, you must first understand how to build Groups and Filters. With the understanding of those two elements, you will then begin to fully understand what a stack is all about. A Stack is comprised of one, or many Groups of Filters. A single Stack represents a complete Filter design element that can generate output prediction data. By right clicking on the Stack Icon, you can add a Group element. Each new Group is added BELOW the bottom most Group element in the tree view. This new Group element becomes the final output of the Stack. To start out building a Stack, simply add a single Group element, and begin working with it. Once you have this Group element add Filters, Triggers, Processors and choose a Selector. Keep in mind the Selector belongs to the Group element you are working with, and is the final stage of that Group's output, and dictates the input of ANY succeeding Groups in the output path of that Group element.

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You will notice in the example that this Stack contains three Groups. The first Group passes it's output information to the second Group, and the second Group passes it's output information to the thrid Group. By arranging Groups inside of a Stack in this manner enables WINHunter to accomplish series processing. Also, this series processing is more or less a successive filtration process. Each Group eliminates numbers based on the Filter(s) contained inside that Group, and the Selector processing the total scores from the Filters inside that Group. To design a single stage Stack, just add more and more Filters to a single Group and increase the "Minimum to Select" value for the Selector you have chosen. Each Group must contain at least one Filter element inside of it. The main reason you would add more than one Filter is because you want to adjust the "Use/Skip" or "Cycle On/Off/Start" values for each Filter inside that Group. Any other reason can typically be accomdated by simply adjusting the weight value for the appropriate Processor within the Filter element accordingly. Once you have settled on a basic Stack design, the you start Optimizing the Filter/Processor setttings within each Group in the Stack you are working on.

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Optimization can be a long drawn out process, but is always well worth the time invested.

Weight values give the user the ability to increase the "weight" or "pull" of one processor (or rule within a processor) over another. A zero weight value will prevent a rule from being processed.

The WINHunter Concept

When first creating WINHunter, a filter consited of a fixed set of rules (or statistical analysis routines) that could be turned on or off with adjustable values.. There was only one filter. In testing this method, it seemed that this filter was not eliminating enough numbers. So the next question was "What if more filters could be added, and the output of the first filter fed into the input of the second filter..." and there was the first concept of WINHunter born. This simple "series" filtration seemed to work, but it still was limiting in what it allowed. Besides that, the interface for adding more filters and adjusting them was cumbersome at best. Even more troublesome was adding a new rule to the basic filter. But for the time being, series filtration was it. Filter Optimization was added, and a concept version of WINHunter was released. This concept version of WINHunter is still available, and most of the ideas from the core of this project developed into what WINHunter is today. Filtration started from a simple basic filter with selectable processors (rules), into series(the stack itself) and parallel (the group) filtration. Here is a basic synopsis of how WINHunter is organized: -Drawing History is defined by the Machines that produce the Historical data... -A Machine is defined by the draws from that Machine. -A Filter Stack is definded by multiple Filter Groups. -A Filter group is defined by individual Filters. Each group passes its output to the next lower Group in the tree view. The group totals the individual scores of each filter and passes the SUMed results to the group's SELECTOR for inclusion/elimination of numbers. -A Filter is defined by each Processor/Trigger that is enabled within the Filter. The Filter controls HOW MUCH Historical data is used/skipped. Also, a Filter controls which Processors it contains. -A Processor analyzes historical data, as defined by the parent filter, and produces score values based on the weight value set by the user. This weight value enables the user to skew a particular processor's results over the other processors for that filter. If no weight value is set, then the processor does not produce a score for that function within the processor. Some processors combine several different Rules for a particular analysis. For example, the SingleHit processor can score High/Avg/Low, and it scan also score based upon Maximum Hit values. -A Trigger analyzes historical data, as defined by the parent filter, looking for matching criteria based on the Trigger function. The Trigger can activate/deactivate

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it's parent Filter only. This makes the Filter itself more dynamic, thus the Filter becomes reactive based on the historical data itself. -A Selector analyzes the Sum'ed scores of the Filters within that group and produces a list of eliminate/include numbers that will be passed to the next subsequent Filter Group in the stack. This group will then SELECT it's numbers based on the score values of the remaining numbers. This also causes the Filter stack itself to become reactive to the drawing history.

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Here you see a Florida Lotto History file loaded, with a single Stack loaded. There are three Groups,

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each group passes it's results into the next group, which makes it's selection based on the remaining selections of the input. After the third group in the series, you see the Output icon, which denotes the final output of the Filter Stack. In the first Group, you also will notice there are two Filters. These filter operate independant of each other, but their final score output is totaled together and then passed into the Group Selector. Within each Filter are individual Processors. These Processors pull their Use/Bypass values from the parent Filter, which allows for parallel filtering capability. Only one of each type of Processor can exist within a single Filter. For multiple Processors, just add another Filter with the same parameters and components.

Working with Stacks

Stack: IS simply a collection of Groups. The stack is responsible for passing the output selections from the first group onto the next group in line. The stack is what is actually saved when you want to save a configuration. Stacks themselves are not configurable, only the items contained inside are configurable. The only option Stacks do have is "Drawing to Stop at", and this option is to allow the user to define a point in a drawing history to stop testing. This works well for histories with thousands of drawings.

Working with Groups

Group: IS imply a collection of Filters, along with a single Selector to determine the Group's final output selections. The Group is responsible for totaling up each of it's Filter's outputs and passing that output to the Selector. Groups themselves are not configurable either, like the Stack, the items contained within a group are configurable.

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Selector Theory

Selector: IS a unique function which looks at the output score of the Group and applies some type of formula to determine which scores actually are valid, and which scores are thrown out. The selector output's a list of numbers which are either to be used, or ignored based on the selector's function being used. Selectors are plugin upgradeable, only requiring a restart of winhunter when a new one is installed.

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Selectors are the final stage of your Filter Group output which apply some type of formula to determine which scores actually are valid, and which scores are thrown out. They dictate what numbers will be selected from the scores generated by the Filters within a single Group. Currently, there are two Selector types included with WINHunter. The High/Avg/Low selector is based on the concept of a single linear function appropriately named the Watermark. Consider the following sketch: Score 5 4 * 3 * 2 * 1 * 0==================================== (watermark) -1 -2 * -3 -4 -5 --------------------------------------------------------------------------- Ball 1 2 3 4 5 When a selector first starts out, the watermark starts at a set point. The start point is determined by the Selection method the user chooses. For example, a High Selection method will palce the watermark at the highest score value (which for our example is a 4), and checks to see how many numbers have been captured at or above the watermark score level. If the MINIMUM TO SELECT value as set by the user has not been reached, then the watermark level is adjusted according to the Selection method chosen. The selector would continue to adjust the watermark until enough numbers fall on or above the watermark. If the MINIMUM is exceed by the watermark level, then the extra numbers are included. The selector then marks the numbers captured according to the Selection type, which determines whether or not to Include or Exclude the numbers captured by the Selection Method. For some selectors, an average Selector method is available. This method utilizes Two water marks, both of which start at the average score point. Depending upon the Method (inverted, or non inverted) determines which watermark is moved first. The non-inverted moves the high mark up first, while the inverted moves the low mark down first. Whatever the method for drawing a watermark, the process of moving/adjusting the mark in order to capture numbers should remain the same. The Selection Action allows the user to determine if the selector "eliminates" or subtracts numbers from the origional pool of numbers; Or if the selector "includes" or adds numbers back to the pool. Up to version 0.4.X WINHunter selectors were hardcoded "subtractive" action only. WINHunter was not origionally meant to add numbers back to the group, but based on user request and author frustration (not being able to add numbers back that were eliminated), the additive function of the selector was incorporated.

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Working with Filters

Filter: Is a collection of Processors/Triggers. The filter first runs the Triggers to determine if the Filter should run or not, if it has no trigger, then it looks to see if it has a cycle, if so, then it calculates the cycle period and turns on or off based on the cycle settings. The filter is responsible for controlling what portion of the history that the Processors and Triggers it contains look at. The filter is also resonsible for running each of it's individual Processors, and totaling up their scores and passing that total back to the Group.

Working with Processors

Processor: IS a unique function which applies a score (called a weight inside WINHunter) to each individual drawn number based on the actual processor's function. Weight Values can be between 0 and 9. (Processor Descriptions will follow later.) Only one processor type is allowed per Filter. Some processors can have multiple functions, and thus will have multiple weights that can be adjusted. A zero value for a weight will force the processor not to run that function. A processor is the lowest form of calculation in winhunter, and are plugin upgradeable, only requiring a restart of winhunter when a new processor is installed.

Working with Triggers

Triggers are a unique function which looks for certain criteria based on the Drawing History specified by the parent Filter. It will return a simple True/False to the Filter if the Filter should run or not. When a Trigger is being used, the parent Filter will not run unless the Trigger activates it, regardless of the cycler settings in use. the cycler however, does control when the Trigger will be run. In other words, the Cycler will activate the Trigger, which will then either activate the Filter Processors, or not. Multiple Triggers can be assigned to a single Filter. Triggers are plugin upgradeable, only requiring a restart of WINHunter when a new one is installed.

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AI - What does she think?

The Artificial Intelligent (Lifeform) is currently activated from within WINHunter, and will not allow WINHunter to respond fully to user input until it is stopped. Down the road, AI will be implemented outside of WINHunter, with WINHunter having the option to check-in with AI and get statistical data, progress, etc. AI creates a Stack from scratch and assigns fuzzy logical values to the items she adds. She then tests that item against the most recent drawing (attempting to predict the last drawing of the history) and looks for favorable conditions. Those conditions are that all 6 matches are still within the predicted numbers, and that the predicted count is less than the total number of balls in that machine. AI gains confidence as she makes good decisions, and looses confidence as she makes bad decisions. Occasionally, she will decide to save the current Stack she is working on into a directory. When AI starts another new stack, she either starts again from scratch, or loads an already existing stack she saved previously. Once AI has greater than 99 files in her directory, she then goes through each file, and back tests the entire history with that Stack. She then looks again for favorable conditions, and decides based on those conditions whether to toss the file into the dump directory, or to keep it inside her own directory for later processing and manipulation. Once you load a History, just right click on the Machine icon, and click "Start AI Lifeform". The monitor shows the status of AI while she is running. To load a Stack that AI created, just browse to the WINHunter directory from the load stack dialog box, goto the plugins/Shared/AI directory and load a stack from that directory. Once loaded, run a test of that Stack to review the results.

Single Hit Processor

This Processor is comprised of three individual Rules which derive their scores from a single data source. This data is derived by counting how many times a number has hit over a set amount of drawing history. Those two Rules are the Single Hit Count Rule the Max Hit Count Rule and the Hot/Cold rule. The Single Hit Count Rule generates three ranges based on a calculation of the final Highest and Lowest values. These SingleHit values determine what Single Hit weight value to apply for each individual number's score. The calculation is as follows: Range = (Fix(((Highest - Lowest) / 7) * 6) / 2) - 1 If SingleHit < Lowest + Range Then use LowWeight ElseIf SingleHit > Highest - Range Then use AvgWeight Else use HighWeight End If

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The Max Hits Count rule increses the score if the SingleHit count is less than the user input MaxHitCount value. Hot/Cold is similar to the First rule above, except instead of calculating the range automatically, the range is use configurable for each range. Hit Count Weight simply multiplies the weight value times the internal count data results, which is simply the final count of the number of hits for each individual ball during that historical draw period. Using the following historical data, WINHunter will come up with the Prescore results... This is with the parent filter having a setting of USE=10 and SKIP=0, And the History File containing the results as listed with the 6/07/03 result being the topmost result. And the Processor scoring setup as follows:

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06/07/03 16-17-19-42-51-53 (Drawing to predict)

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06/04/03 06-07-21-28-45-50 05/31/03 03-25-34-37-38-43 05/28/03 08-13-19-24-27-47 05/24/03 23-25-30-35-43-53 05/21/03 06-07-09-27-28-44 05/17/03 07-10-14-15-31-33 05/14/03 06-08-16-30-35-52 05/10/03 10-20-31-33-34-48 05/07/03 16-35-36-38-40-46 05/03/03 04-11-18-21-42-48 Column #1: Ball # Column #2: Internal Hit Counts (Adjusted with each pass of the Processor) Column #3: Single Hit Score Results Column #4: Max Hits Score Results Column #5: Hot Cold Score Results Column #6: Hit Count Score Results Column #7: Final Processor Output Score Ball Hits 3 4 5 6 7 ----------------------------------------------------------------------------------------- 1 0 3 1 1 0 5 2 0 3 1 1 0 5 3 1 3 0 2 1 6 4 1 3 0 2 1 6 5 0 3 1 1 0 5 6 3 3 0 3 3 9 7 3 3 0 3 3 9 8 2 3 0 2 2 7 9 1 3 0 2 1 6 10 2 3 0 2 2 7 11 1 3 0 2 1 6 12 0 3 1 1 0 5 13 1 3 0 2 1 6 14 1 3 0 2 1 6 15 1 3 0 2 1 6 16 2 3 0 2 2 7 17 0 3 1 1 0 5 18 1 3 0 2 1 6

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19 1 3 0 2 1 6 20 1 3 0 2 1 6 21 2 3 0 2 2 7 22 0 3 1 1 0 5 23 1 3 0 2 1 6 24 1 3 0 2 1 6 25 2 3 0 2 2 7 26 0 3 1 1 0 5 27 2 3 0 2 2 7 28 2 3 0 2 2 7 29 0 3 1 1 0 5 30 2 3 0 2 2 7 31 2 3 0 2 2 7 32 0 3 1 1 0 5 33 2 3 0 2 2 7 34 2 3 0 2 2 7 35 3 3 0 3 3 9 36 1 3 0 2 1 6 37 1 3 0 2 1 6 38 2 3 0 2 2 7 39 0 3 1 1 0 5 40 1 3 0 2 1 6 41 0 3 1 1 0 5 42 1 3 0 2 1 6 43 2 3 0 2 2 7 44 1 3 0 2 1 6 45 1 3 0 2 1 6 46 1 3 0 2 1 6 47 1 3 0 2 1 6 48 2 3 0 2 2 7 49 0 3 1 1 0 5 50 1 3 0 2 1 6 51 0 3 1 1 0 5 52 1 3 0 2 1 6 53 1 3 0 2 1 6 (THE BLUE LINE IS THE ACTUAL SELECTOR WATERMARK) These results were obtained via these Selector Settings. 6-7-8-10-16-21-25-27-28-30-31-33-34-35-38-43-48

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Official Drawing: 16-17-19-42-51-53 Matched 1 of 6

And these results were obtained via the O-scope Selector usage. 3-6-7-8-14-16-19-21-27-28-35-36-40-42-48-50-53 Official Drawing: 16-17-19-42-51-53 Matched 4 of 6

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Pair Hit Processor

This Processor is comprised of a single Rule which derives it's score from a single data source. This data is derived by counting how many times a pair number has hit over a set amount of drawing history. That Rule is the Pair Hit Count Rule. The Pair Hit Count Rule generates three ranges based on a calculation of the final Highest and Lowest values. These PairHit values determine what Pair Hit weight value to apply for each individual number's score as part of the pair.. The calculation is as follows: Range = (Fix(((Highest - Lowest) / 7) * 6) / 2) - 1 If PairHit < Lowest + Range Then use LowWeight ElseIf PairHit > Highest - Range Then use AvgWeight Else use HighWeight End If It then Calculates a second range for the scores from the first Range based on the same calculations. Since the total scores generated tend to be rather high, this re-ranging and scoring brings the scale of the scores back into an acceptible level. This Processor also calculates the neighbor hit counts internally, but currently does nothing with that data. Neighbor hits are only hit counts for a ball and it's immediately higher neighbor (or just the oppostie, a ball and its lower value neighbor). But it only counts the pair that are adjacent. Using the following historical data, WINHunter will come up with the Prescore results... This is with the parent filter having a setting of USE=10 and SKIP=0, And the History File containing the results as listed with the 6/07/03 result being the topmost result. And the Processor scoring setup as follows:

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06/07/03 16-17-19-42-51-53 (Drawing to predict) 06/04/03 06-07-21-28-45-50 05/31/03 03-25-34-37-38-43 05/28/03 08-13-19-24-27-47 05/24/03 23-25-30-35-43-53 05/21/03 06-07-09-27-28-44 05/17/03 07-10-14-15-31-33 05/14/03 06-08-16-30-35-52 05/10/03 10-20-31-33-34-48 05/07/03 16-35-36-38-40-46 05/03/03 04-11-18-21-42-48 Column #1: Ball # Column #2: Internal Hit Counts for Ball #7 with the other 52 balls (Adjusted with each pass of the Processor) NOTICE: ball #7 does not ever get a count because it cannot hit with itself. Column #3: Pair Hit Score Results Column #4: Internal Neighbor Hit Counts (No Rule exists for this data.)

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Ball 2 3 4 ----------------------------------------------- 1 0 1 0 2 0 1 0 3 0 6 0 4 0 6 0 5 0 1 0 6 2 16 2 7 0 16 2 8 0 11 0 9 1 6 0 10 1 11 0 11 0 6 0 12 0 1 0 13 0 6 0 14 1 6 1 15 1 6 1 16 0 11 0 17 0 1 0 18 0 6 0 19 0 6 0 20 0 6 0 21 1 11 0 22 0 1 0 23 0 6 0 24 0 6 0 25 0 11 0 26 0 1 0 27 1 11 1 28 2 11 1 29 0 1 0 30 0 11 0 31 1 11 0 32 0 1 0 33 1 11 1 34 0 11 1 35 0 16 1

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36 0 6 1 37 0 6 1 38 0 11 1 39 0 1 0 40 0 6 0 41 0 1 0 42 0 6 0 43 0 11 0 44 1 6 0 45 1 6 0 46 0 6 0 47 0 6 0 48 0 11 0 49 0 1 0 50 1 6 0 51 0 1 0 52 0 6 0 53 0 6 0 17 Predictions for drawing on 06/07/03: 6-7-8-10-16-21-25-27-28-30-31-33-34-35-38-43-48 Official Drawing: 16-17-19-42-51-53 Matched 1 of 6, via the default selector settings.

Compund Hit Processor

This Processor is comprised of four individual Rules which derive their scores from three data sources. This data is derived by counting how many times a number has hit over a set amount of drawing history. Those four Rules are the Overdue Rule, Not Recent Rule, Repeatability Rule and the Under Max Repeats Rule. The Overdue Rule finds the longest period between two separate hits for each individual number based on the range of draws the user has input, and then checks to see how recently it has hit. If the Longest period of time is greater within that range, then the number is overdue to be hit and it's score will be increased by the weight value.

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'how long is too long for a hit NOT to come in? >Not Recent Rule Not Recent Weight Hit Span(Gap) Value The Not Recent Rule is similar to the Overdue Rule, but allows the user to set a fixed limit for ALL the numbers based on the range of draws the user has input, instead of a variable value for the Longest peroid of time between separate hits. It compares how recently the number hit against the user value, and if the user value is lesser (in other words, the number hit several draws ago), then the number is not recent enough, and is again Overdue to be hit and it's score will be increased by the weight value. This function would be best suited to find your Cold numbers. 'repeatability is how many times total the number EVER repeated >Repeatability Rule Repeatability Weight Under Total Repeats Value This function totals up the occurences of a repeat hit of the numbers based on the range of draws the user has input. For example, if a number hit and then hit again the next draw, it would have a repeat value of 1. If it hit, hit again, and hit again for a third time, then the repeat value would be 2. Then the function tests the final repeatabilty values against the user input test values for each occurence of the number in the specified drawing history. If the values are less than the user selected value, then the score is increased. DEVELOPER NOTE: This function appears to score in a manner that does not make sense. It increases the score for EACH OCCURENCE of the number in the drawing history period as specified by the Use/Skip range. Should this function ONLY look at the last drawing (most recent) in the history to determine if the numbers might repeat again? This would produce more realistic score values for a large span of historical data. 'This Routine only looks to see how many times the ball 'has repeated in the last ? (Max Repeats Value) drawings 'if it is under the maximum repeats, then we give it a score >Under Max Repeats Rule Under Max Repeats Weight Max Repeats Value This function looks to see if the number in question has exceeded the maximum number of repeats detected within the history range specified. It currently only looks at the last three drawings to count the repeats from the previous draws. It primarilly does this right now because I have not yet seen 4 consecutive repeats. If the number is under the maximum repeats, then increment the score value. Basically, this filter will eliminate numbers that have met or exceeded their maximum repeat values during a given period of history (skip & use history.) DEVELOPER NOTE: If at user request, a combobox for the Repeat count could be added, with a default to three repeats.

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Using the following historical data, WINHunter will come up with the Prescore results... This is with the parent filter having a setting of USE=10 and SKIP=0, And the History File containing the results as listed with the 6/07/03 result being the topmost result. And the Processor scoring setup as follows:

06/07/03 16-17-19-42-51-53 (Drawing to predict) 06/04/03 06-07-21-28-45-50 05/31/03 03-25-34-37-38-43 05/28/03 08-13-19-24-27-47 05/24/03 23-25-30-35-43-53 05/21/03 06-07-09-27-28-44 05/17/03 07-10-14-15-31-33 05/14/03 06-08-16-30-35-52 05/10/03 10-20-31-33-34-48

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05/07/03 16-35-36-38-40-46 05/03/03 04-11-18-21-42-48 Column #1: Ball # Column #2: Internal Lognscan Hit Counts (Adjusted with each pass of the Processor) Column #3: Overdue Score Results Column #4: Internal How Recent Hit Counts (Adjusted with each pass of the Processor) Column #5: Not Recent Hit Score Results Column #6: Internal Repeatability Hit Counts (Adjusted with each pass of the Processor) Column #7: Repeatability Score Results Column #8: Internal Repeat Scan Counts (Adjusted with each pass of the Processor) Column #9: Under Repeats Score Results Ball Hits 3 4 5 6 7 8 9 --------------------------------------------------------------------------------------------------------------------- 1 10 0 10 1 0 0 0 1 2 10 0 10 1 0 0 0 1 3 10 1 0 0 0 0 0 1 4 9 0 9 1 0 0 0 1 5 10 0 10 1 0 0 0 1 6 3 1 0 0 0 0 0 1 7 4 1 0 0 0 3 0 0 8 3 0 2 0 0 0 0 1 9 5 0 4 1 0 0 0 1 10 5 0 5 1 0 0 0 1 11 9 0 9 1 0 0 0 1 12 10 0 10 1 0 0 0 1 13 7 1 2 0 0 0 0 1 14 5 0 5 1 0 0 0 1 15 5 0 5 1 0 0 0 1 16 6 0 6 1 0 0 0 1 17 10 0 10 1 0 0 0 1 18 9 0 9 1 0 0 0 1 19 7 1 2 0 0 0 0 1 20 7 0 7 1 0 0 0 1 21 8 1 0 0 0 0 0 1 22 10 0 10 1 0 0 0 1 23 6 1 3 0 0 0 0 1 24 7 1 2 0 0 0 0 1

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25 6 1 1 0 0 0 0 1 26 10 0 10 1 0 0 0 1 27 5 1 2 0 0 0 0 1 28 5 1 0 0 0 0 0 1 29 10 0 10 1 0 0 0 1 30 3 0 3 0 0 0 0 1 31 5 0 5 1 0 0 0 1 32 10 0 10 1 0 0 0 1 33 5 0 5 1 0 0 0 1 34 5 1 1 0 0 0 0 1 35 3 0 3 0 0 0 0 1 36 8 0 8 1 0 0 0 1 37 10 1 0 0 0 0 0 1 38 6 1 1 0 0 0 0 1 39 10 0 10 1 0 0 0 1 40 8 0 8 1 0 0 0 1 41 10 0 10 1 0 0 0 1 42 9 0 9 1 0 0 0 1 43 6 1 1 0 0 0 0 1 44 5 0 4 1 0 0 0 1 45 9 1 0 0 0 0 0 1 46 8 0 8 1 0 0 0 1 47 7 1 2 0 0 0 0 1 48 7 0 7 1 0 0 0 1 49 10 0 10 1 0 0 0 1 50 9 1 0 0 0 0 0 1 51 10 0 10 1 0 0 0 1 52 6 0 6 1 0 0 0 1 53 6 1 3 0 0 0 0 1 (THE BLUE LINE IS THE ACTUAL SELECTOR WATERMARK)

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50 Predictions for drawing on 06/07/03: 1-2-3-4-5-6-7-9-10-11-12-13-14-15-16-17-18-19-20-21-22-23-24-25-26-27-28-29-31-32-33-34-36-37-38-39-40-41-42-43-44-45-46-47-48-49-50-51-52-53 Official Drawing: 16-17-19-42-51-53 Matched 6 of 6

Previous Draws Processor

---Previous Drawings Processor--- >Previous Drawings Rule Qty of Previous Draws to Test Previous Drawing Weight (Subtractive) This function simply subtracts the weight value from the score for each occurence of the number in the Previous Draws from the history the user has specified. The Previous draws are those draws after the SKIP value (from the Skip/Use values).

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Using the following historical data, WINHunter will come up with the Prescore results... This is with the parent filter having a setting of USE=10 and SKIP=0, And the History File containing the results as listed with the 6/07/03 result being the topmost result. And the Processor scoring setup as follows:

06/07/03 16-17-19-42-51-53 (Drawing to predict) 06/04/03 06-07-21-28-45-50 05/31/03 03-25-34-37-38-43 05/28/03 08-13-19-24-27-47 05/24/03 23-25-30-35-43-53 05/21/03 06-07-09-27-28-44 05/17/03 07-10-14-15-31-33 05/14/03 06-08-16-30-35-52 05/10/03 10-20-31-33-34-48 05/07/03 16-35-36-38-40-46 05/03/03 04-11-18-21-42-48

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Column #1: Ball # Column #2: Previous Dwg Score Results Ball 2 ------------------- 1 0 2 0 3 -1 4 -1 5 0 6 -3 7 -3 8 -2 9 -1 10 -2 11 -1 12 0 13 -1 14 -1 15 -1 16 -2 17 0 18 -1 19 -1 20 -1 21 -2 22 0 23 -1 24 -1 25 -2 26 0 27 -2 28 -2 29 0 30 -2 31 -2 32 0

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33 -2 34 -2 35 -3 36 -1 37 -1 38 -2 39 0 40 -1 41 0 42 -1 43 -2 44 -1 45 -1 46 -1 47 -1 48 -2 49 0 50 -1 51 0 52 -1 53 -1 13 Predictions for drawing on 06/07/03: 1-2-5-12-17-22-26-29-32-39-41-49-51 Official Drawing: 16-17-19-42-51-53 Matched 2 of 6 via default selector setteings

created with Help to RTF file format converter

Match Scan Processor

---Match Scan Processor--- 'this rule tests the latest drawing against the other drawings 'and test's for 4of6 to 6of6 matches 'and deducts for higher match counts >Match Scan Rule Match Weight (Subtractive)

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Using the following historical data, WINHunter will come up with the Prescore results... This processor will compare the latest draw in the histrory against the remaining history, thus finding any 4of6 thru 6of6 matches. This latest draw is the draw referenced by the Skip value And the Processor scoring setup as follows:

05/28/03 08-13-19-24-27-47 1 $16 million 3,691.00 56.00 4.00 (Drawing to predict) 05/24/03 23-25-30-35-43-53 Roll $12 million 7,686.00 87.00 5.50 05/21/03 06-07-09-27-28-44 Roll $9 million 3,262.00 49.50 3.50 05/17/03 07-10-14-15-31-33 Roll $6 million 3,906.50 59.00 4.00 05/14/03 06-08-16-30-35-52 Roll $3 million 5,529.50 76.50 5.00 05/10/03 10-20-31-33-34-48 3 $20 million 5,637.00 80.00 5.00 05/07/03 16-35-36-38-40-46 Roll $14 million 7,320.00 81.50 5.50 05/03/03 04-11-18-21-42-48 Roll $10 million 4,350.00 63.50 4.50 04/30/03 06-10-16-41-45-49 Roll $6 million 5,326.50 79.00 5.00 04/26/03 17-22-28-39-43-47 Roll $4 million 4,740.50 71.50 5.00 04/23/03 13-21-30-34-49-51 1 $10 million 7,006.50 88.00 5.50 04/19/03 15-18-28-45-46-52 Roll $6 million 6,477.00 82.50 5.50 04/16/03 02-31-35-42-45-52 Roll $3 million 7,310.50 100.50 6.00 04/12/03 03-06-10-11-13-25 1 $6 million 1,696.50 35.00 3.50 04/09/03 02-15-39-40-43-50 Roll $3 million 9,054.50 94.50 6.00 04/05/03 02-24-29-34-37-53 1 $21 million 8,142.00 91.50 5.50 04/02/03 02-13-17-29-36-42 Roll $15 million 5,215.50 70.50 4.50 03/29/03 13-22-25-30-47-52 Roll $11 million 7,063.50 83.00 5.50 03/26/03 03-08-13-23-36-48 Roll $6 million 3,359.00 56.50 4.00 03/22/03 06-12-16-19-28-32 Roll $4 million 2,764.00 50.50 4.00 03/19/03 21-22-44-45-46-53 1 $3 million 7,023.00 96.00 5.50 03/15/03 01-11-22-30-47-53 1 $4 million 5,514.50 73.00 5.00 03/12/03 22-23-35-45-50-53 1 $50 million 5,704.00 81.00 5.50

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03/08/03 05-06-08-22-51-53 Roll $42 million 5,808.00 71.50 4.50 03/05/03 03-25-40-42-47-50 Roll $33 million 7,863.50 87.00 5.50 03/01/03 24-26-35-37-41-52 Roll $27 million 7,331.50 87.00 6.00 02/26/03 03-08-09-18-42-44 Roll $20 million 4,232.50 59.00 4.00 02/22/03 05-15-16-24-33-35 Roll $15 million 5,421.00 66.50 4.50 02/19/03 04-10-27-34-50-52 Roll $10 million 5,867.00 77.00 5.00 02/15/03 01-03-30-35-48-49 Roll $6 million 8,178.00 83.50 5.50 02/12/03 08-20-23-24-30-40 Roll $3 million 4,725.00 66.50 4.50 02/08/03 02-10-19-31-36-38 1 $35 million 5,024.50 69.00 4.50 02/05/03 03-12-14-16-38-42 Roll $27 million 4,359.50 68.50 4.50 02/01/03 03-05-08-18-23-50 Roll $21 million 3,594.00 52.00 4.00 01/29/03 01-05-16-24-51-53 Roll $15 million 5,955.50 81.50 5.00 01/25/03 08-09-19-21-33-35 Roll $11 million 4,272.50 61.00 4.00 01/22/03 09-25-33-36-38-39 Roll $7 million 7,316.00 78.50 5.00 01/18/03 07-22-24-25-31-44 Roll $4 million 6,327.50 69.50 4.50 01/15/03 11-16-23-37-38-43 1 $7 million 5,131.50 81.50 5.50 01/11/03 10-21-26-47-48-53 Roll $4 million 7,278.00 86.00 5.50 01/08/03 01-27-29-31-51-52 1 $17 million 5,591.50 90.50 5.50 01/04/03 14-15-19-30-31-35 Roll $11 million 7,786.00 79.50 5.00 01/01/03 20-28-34-35-38-45 Roll $6 million 6,595.50 79.50 5.50 12/28/02 22-23-29-35-38-50 Roll $4 million 10,113.50 97.00 6.00 12/25/02 07-13-21-29-39-47 3 $10 million 2,542.00 56.00 4.50 12/21/02 09-20-21-34-37-47 Roll $6 million 4,106.00 72.50 5.00 12/18/02 02-04-19-24-26-45 Roll $3 million 3,750.00 58.50 4.00 12/14/02 06-14-18-36-39-45 4 $100 million 5,148.00 70.00 5.00 12/11/02 08-10-15-24-48-53 Roll $78 million 5,317.50 74.00 5.00 12/07/02 01-03-07-32-34-49 Roll $60 million 5,538.50 73.50 4.50 12/04/02 15-27-29-34-38-48 Roll $48 million 4,347.00 71.50 5.00 11/30/02 05-07-12-13-43-49 Roll $40 million 5,444.00 65.50 4.00 11/27/02 04-05-17-28-32-37 Roll $30 million 4,419.50 66.00 4.50 11/23/02 01-22-23-34-36-39 Roll $24 million 6,894.00 83.50 5.00 11/20/02 12-17-21-23-39-44 Roll $18 million 5,425.50 70.00 4.50 11/16/02 01-02-09-15-23-40 Roll $14 million 4,885.00 56.00 4.00 11/13/02 12-22-27-32-38-44 Roll $10 million 3,631.50 61.00 4.50 11/09/02 04-15-24-25-36-44 Roll $6 million 4,947.00 66.50 4.50 11/06/02 05-09-12-21-27-38 Roll $3 million 2,655.00 41.50 3.50 11/02/02 01-07-11-29-37-40 1 $6 million 4,068.50 56.00 4.00 10/30/02 05-19-20-23-29-31 Roll $3 million 4,460.00 58.50 4.00 10/26/02 11-20-25-37-48-51 1 $11 million 8,678.00 92.00 6.00 10/23/02 16-17-30-31-41-49 Roll $7 million 7,306.50 89.50 5.50

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10/19/02 11-27-30-36-43-52 Roll $4 million 7,158.50 86.50 5.50 10/16/02 03-34-36-37-40-51 1 $32 million 8,079.00 94.50 6.00 10/12/02 17-20-32-41-50-52 Roll $25 million 6,368.00 84.50 5.50 10/09/02 10-20-26-40-41-47 Roll $18 million 4,622.00 76.50 5.00 10/05/02 09-15-16-26-28-42 Roll $14 million 4,319.00 61.50 4.00 10/02/02 06-12-13-14-24-40 Roll $10 million 5,280.50 59.00 4.00 09/28/02 13-28-32-36-37-38 Roll $6 million 8,117.50 87.00 5.50 09/25/02 04-07-21-26-39-50 Roll $3 million 5,083.50 66.50 4.50 09/21/02 07-11-21-25-36-43 1 $4 million 2,987.00 52.00 4.00 09/18/02 06-08-17-25-33-53 1 $10 million 4,440.00 63.50 4.50 09/14/02 04-09-17-20-26-34 Roll $6 million 1,685.00 49.00 4.00 09/11/02 07-18-25-32-49-53 Roll $3 million 5,442.50 75.50 5.00 09/07/02 10-16-22-29-36-41 7 $85 million 4,957.00 70.00 4.50 09/04/02 21-22-30-32-40-43 Roll $66 million 5,393.00 75.50 5.00 08/31/02 22-27-40-41-46-51 Roll $52 million 6,683.00 83.00 5.50 08/28/02 11-31-38-45-46-48 Roll $40 million 7,228.50 87.50 5.50 08/24/02 04-06-13-30-32-34 Roll $32 million 5,183.00 72.50 4.50 08/21/02 12-20-28-32-35-42 Roll $25 million 4,616.00 68.00 5.00 08/17/02 08-10-12-27-36-42 Roll $20 million 3,123.50 55.50 4.00 08/14/02 09-25-28-35-38-50 Roll $15 million 7,088.50 81.50 5.00 08/10/02 05-09-17-28-29-36 Roll $10 million 3,440.00 51.00 4.00 08/07/02 15-18-28-33-40-46 Roll $7 million 4,231.50 69.50 5.00 08/03/02 02-15-17-36-39-51 Roll $4 million 5,870.00 81.00 5.50 07/31/02 08-15-28-47-49-51 1 $18 million 5,010.00 73.50 5.00 07/27/02 11-12-17-23-26-39 Roll $14 million 4,029.50 57.50 4.00 07/24/02 08-25-35-38-45-51 Roll $10 million 6,213.50 86.00 5.50 07/20/02 04-09-19-30-31-50 Roll $6 million 4,858.00 66.50 4.50 07/17/02 04-08-14-17-24-40 Roll $3 million 1,708.50 37.50 3.50 07/13/02 01-05-10-16-19-20 1 $4 million 2,012.00 38.00 3.50 07/10/02 12-14-15-19-40-44 1 $3 million 6,185.00 74.50 4.50 07/06/02 03-08-21-37-41-52 2 $15 million 5,780.00 77.50 5.00 07/03/02 06-12-35-36-48-51 Roll $10 million 6,480.50 86.00 5.50 06/29/02 01-02-15-17-36-47 Roll $6 million 5,051.00 74.50 4.50 06/26/02 04-10-20-29-41-50 Roll $3 million 4,852.50 72.50 5.00 06/22/02 06-10-12-14-28-44 1 $15 million 2,773.00 45.50 3.50 06/19/02 04-10-14-33-48-52 Roll $10 million 4,858.00 77.00 5.00 06/15/02 10-14-28-50-51-52 Roll $7 million 7,166.00 89.50 5.50 06/12/02 09-13-18-42-47-51 Roll $3 million 5,094.00 82.50 5.50 06/08/02 04-09-13-14-26-50 1 $11 million 4,591.00 68.00 4.50 06/05/02 02-30-32-41-44-52 Roll $7 million 6,703.50 90.50 6.00

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06/01/02 07-10-27-45-47-52 Roll $4 million 4,579.00 67.00 4.50 05/29/02 01-06-20-24-37-50 1 $10 million 6,693.50 79.50 5.00 05/25/02 03-04-06-25-44-53 Roll $7 million 5,581.50 78.00 4.50 05/22/02 07-16-22-42-43-44 Roll $3 million 5,433.00 79.50 5.00 05/18/02 10-12-14-22-42-44 1 $4 million 4,058.00 60.50 4.50 05/15/02 09-14-23-24-27-28 1 $35 million 4,171.00 58.00 4.00 05/11/02 02-06-09-13-49-50 Roll $28 million 5,695.50 68.50 4.50 05/08/02 06-09-18-47-49-53 Roll $20 million 7,247.50 75.50 5.00 05/04/02 23-29-32-35-41-44 Roll $15 million 5,523.00 68.50 5.50 05/01/02 05-18-22-30-32-33 Roll $10 million 5,353.50 72.50 4.50 04/27/02 21-23-25-26-31-48 Roll $7 million 6,421.50 81.00 5.00 04/24/02 08-17-25-49-50-53 Roll $3 million 6,143.00 86.50 5.50 04/20/02 07-16-26-35-38-45 1 $7 million 3,185.00 65.50 5.00 04/17/02 01-31-33-42-43-50 Roll $3 million 11,205.50 98.50 6.00 04/13/02 07-17-18-21-37-52 1 $12 million 4,871.50 69.50 4.50 04/10/02 02-08-16-23-24-35 Roll $7 million 3,901.50 57.00 4.00 04/06/02 05-07-16-19-25-30 Roll $4 million 2,452.00 44.00 3.50 04/03/02 01-09-26-28-30-38 1 $11 million 4,860.50 60.00 4.00 03/30/02 01-03-05-38-45-49 Roll $7 million 5,538.50 73.50 4.50 03/27/02 02-07-17-31-33-50 Roll $3 million 4,693.00 70.50 4.50 03/23/02 11-19-29-31-32-39 2 $7 million 4,348.50 66.00 4.50 03/20/02 14-19-21-24-28-31 Roll $3 million 4,440.00 59.50 4.00 03/16/02 29-33-37-40-46-52 2 $25 million 5,436.00 84.00 5.50 03/13/02 19-25-42-43-46-53 Roll $18 million 7,642.00 89.50 6.00 03/09/02 21-31-32-38-42-52 Roll $12 million 7,387.50 91.50 5.50 03/06/02 09-25-26-36-48-51 Roll $7 million 5,931.00 91.50 5.50 03/02/02 20-25-30-38-41-52 Roll $4 million 6,862.00 91.50 6.00 02/27/02 01-10-17-18-26-39 1 $27 million 3,930.50 61.00 4.00 02/23/02 14-18-20-31-32-35 Roll $17 million 7,804.00 79.50 5.50 02/20/02 15-26-35-39-48-53 Roll $11 million 5,978.50 77.00 5.50 02/16/02 10-11-17-20-27-28 Roll $7 million 3,410.50 49.50 3.50 02/13/02 15-16-21-26-35-49 Roll $3 million 6,953.00 78.50 5.00 02/09/02 02-24-38-40-43-50 1 $17 million 7,529.00 96.00 5.50 02/06/02 01-12-28-39-43-47 Roll $11 million 6,330.00 77.50 5.00 02/02/02 14-15-30-39-51-52 Roll $7 million 8,247.50 95.00 6.00 01/30/02 03-04-21-24-36-48 Roll $3 million 6,090.50 70.00 4.50 01/26/02 06-14-18-23-46-50 1 $7 million 5,539.50 80.00 5.00 01/23/02 04-06-16-28-34-51 Roll $3 million 5,775.50 65.00 4.50 01/19/02 33-36-41-45-46-50 4 $85 million 5,750.00 85.50 5.50 01/16/02 14-25-29-31-37-45 Roll $60 million 2,148.50 81.50 5.50

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01/12/02 02-07-10-36-43-50 Roll $45 million 5,646.00 78.50 5.00 01/09/02 04-18-28-47-49-51 Roll $35 million 5,664.00 81.50 5.50 01/05/02 05-08-20-29-41-49 Roll $27 million 4,742.00 66.50 4.50 01/02/02 04-23-25-30-43-52 Roll $20 million 3,880.00 67.50 5.50 (4 of 6 Matched here) Column #1: Ball # Column #2: MAtch Scan Score Results Ball 2 ------------------- 1 0 2 0 3 0 4 0 5 0 6 0 7 0 8 0 9 0 10 0 11 0 12 0 13 0 14 0 15 0 16 0 17 0 18 0 19 0 20 0 21 0 22 0 23 -1 24 0 25 -1 26 0 27 0

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28 0 29 0 30 -1 31 0 32 0 33 0 34 0 35 0 36 0 37 0 38 0 39 0 40 0 41 0 42 0 43 -1 44 0 45 0 46 0 47 0 48 0 49 0 50 0 51 0 52 0 53 0 49 Predictions for drawing on 05/28/03: 1-2-3-4-5-6-7-8-9-10-11-12-13-14-15-16-17-18-19-20-21-22-24-26-27-28-29-31-32-33-34-35-36-37-38-39-40-41-42-44-45-46-47-48-49-50-51-52-53 Official Drawing: 8-13-19-24-27-47 Matched 6 of 6

Sequence Scan Processor

---Sequence Scan Processor---

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>Sequence Scan Rule Sequence Weight (Subtractive) This function merely looks to see how many sets of sequences it finds, and subtracts the score value for each number in a sequence of 3 or more (i.e. 1/2/3, 2/3/4, 20/21/22/23.) So far, I have not seen very much use of this function, but it is here for use anyway. So, you will rarely ever see it actually perform a calculation, because not very many sequences actually play from draw to draw. Also, this function ONLY applies to the Start draw of your Filter setup (The first draw after the Skip is applied.) This function might/should be altered to allow for more than 1 draw to be used, and this take on the draws that are specified by the Parent Filter itself. DEVELOPER NOTE: This function could also look for addition sequences, as well as multiplicative sequences, but does not currently do so. Using the following historical data, WINHunter will come up with the Prescore results... This is with the parent filter having a setting of USE=10 and SKIP=0, And the History File containing the results as listed with the 05/24/03 result being the topmost result. And the Processor scoring setup as follows:

05/24/03 23-25-30-35-43-53 (Drawing to predict) 05/21/03 06-07-09-27-28-44 (Drawing Used for Sequence Scan) Column #1: Ball # Column #2: Sequence Scan Score Results Ball 2 ------------------- 1 0

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2 0 3 0 4 0 5 0 6 -1 7 -1 8 0 9 0 10 0 11 0 12 0 13 0 14 0 15 0 16 0 17 0 18 0 19 0 20 0 21 0 22 0 23 0 24 0 25 0 26 0 27 -1 28 -1 29 0 30 0 31 0 32 0 33 0 34 0 35 0 36 0 37 0 38 0 39 0 40 0 41 0

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42 0 43 0 44 0 45 0 46 0 47 0 48 0 49 0 50 0 51 0 52 0 53 0 49 Predictions for drawing on 05/24/03: 1-2-3-4-5-8-9-10-11-12-13-14-15-16-17-18-19-20-21-22-23-24-25-26-29-30-31-32-33-34-35-36-37-38-39-40-41-42-43-44-45-46-47-48-49-50-51-52-53 Official Drawing: 23-25-30-35-43-53 Matched 6 of 6

Red Bus Processor

Red Bus Rule 'Here is the action legend: 'O - start from Conductor position '^ - Up one drawing in the history '<>- move one position left or right in the drawing 'X# - save current position, with # score weight The Redbus processor is a unique processor because of it's "insane" processing characteristics. Yet, the Redbus processor seems to have an edge over all other processors as a standalone because of it's ability to tie several draws together and eliminate as many numbers as possible across positional boundaries. The Redbus works on the concept of assigning each draw position number as a unique "trigger" number called the DRIVER. Once the DRIVER is assigned, the processor back tracks through the draw history in this single position looking for the DRIVER value (blue arrow in detailed view, pointing down). Any occurences of the driver are then reffered to as CONDUCTORS (red, green and pink grouped arrows, at bottom of deatiled view). Each conductor can be assigned individual

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PASSENGERS to select. Passengers are selected based upon a simple mapping string, and each passenger is assigned their own weight value via the mapping string, as shown in the following visual example:

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PAssenger #1 is selected by these three mapping values: O<^X, which stand for O-"Start at the conductor", <-"Move left one" (which wraps around to the highest position in this case), ^-"Move up one" and then X-"Select position". Seemingly randomized locations from the past history seem to dictate future events! In some instances has a better successful elimination percentage when used in the first stage (group) of a filter design.

This example shows how four individual busses can be configured. This example eliminates ~8 numbers per draw per position, and correctly eliminates numbers 66%! Each Filter is optmized for a single bus with two conductors for each driver position (draw position). More conductors means more balls eliminated! DEVELOPER NOTE: This function needs a method for WINHunting the Passenger selection value. Perhaps user settings of "Max Moves" and "Min Moves" would give another function enough information to enable it to generate a range of combinations of moves.

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Using the following historical data, WINHunter will come up with the Prescore results... This is with the parent filter having a setting of USE=10 and SKIP=0, And the History File containing the results as listed with the 05/24/03 result being the topmost result. And the Processor scoring setup as follows:

05/24/03 23-25-30-35-43-53 (Drawing to predict) 05/21/03 06-07-09-27-28-44 (Drawing Used for Sequence Scan) Column #1: Ball # Column #2: RedBus Score Results Ball 2 -------------------

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Drivers are always the LATEST ball(s) drawn

Conductors are the next occurances of a ball number (the driver) as you look at the past history

Position Gap Processor

---Position Gap Processor--- 'the broader the range, the more likely the numbers at the ends 'of the range are what should be played 'For Example: '3's and 5's keep being drawn in the first position 'the meanposition value would be 4 'and the position gap would be 3 'so the span would be 3,4,5 >Gap Rule Gap Weight Maximum Gap Value 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. 'Total all the vectors together 'Now we have the resultant vector 'We must get the last drawing's position point, 'And mark the <> or = balls according to the score value

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>Predict Position Rule Predict Position Weight 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.

Perkisize Processor

---Perkisize Processor--- (with permission) 'We write out the numbers from 01 to 53 and from groups 'A and C place a check mark next to the number for each 'time it was drawn. At the end of this step you should 'have exactly 42 check marks. 'Second: 'From the B group, if the number already has a check when 'we get to it, we add the hit to the count with a check, 'but if and this is important, if there is NO check we put 'an "X". 'Third: 'From the E group, we don't add to the count, but if the 'number has NO check we put an "-X". 'Forth: 'This isn't the time, but if you were working with a last '12 draws system you would add checks from the D group's 'frist two lines to the count of numbers with out "X" and '"-X" marks. >Perkisize Rule Group A Count Value Group B Count Value Group C Count Value

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Group D Count Value Group E Count Value Perkisize Weight The origional perkisize method had set sizes for each group. I think there was 3 draws for group a, and 4 draws for group C, for a regular 6ofX lottery. The groups start in order from the most recent draw (group A), and go down to group C, and the amount of draws used total depends up your history file. How to Eliminate More Numbers Sometimes you want to remove more than six numbers from play at a time. The following method does this again about 45% of the time. It can NOT be used in conjunction with the above method of eliminating the previous six numbers, in fact it requires you play them. Print out the last 20 draws or more, whatever's easiest. Draw a line after the most recent 3, the next most recent 3, then most recent 4, and the next two most recent 3. This gives us two groups of 3 draws, followed by a group of 4 draws and finally two more groups of 3 draws. Like this . . . Group E 907 10/05/02 Sat 09-15-16-26-28-42 908 10/09/02 Wed 10-20-26-40-41-47 909 10/12/02 Sat 17-20-32-41-50-52 Group D 910 10/16/02 Wed 03-34-36-37-40-51 911 10/19/02 Sat 11-27-30-36-43-52 912 10/23/02 Wed 16-17-30-31-41-49 Group C 913 10/26/02 Sat 11-20-25-37-48-51 914 10/30/02 Wed 05-19-20-23-29-31 915 11/02/02 Sat 01-07-11-29-37-40 916 11/06/02 Wed 05-09-12-21-27-38 Group B 917 11/09/02 Sat 04-15-24-25-36-44 918 11/13/02 Wed 12-22-27-32-38-44 919 11/16/02 Sat 01-02-09-15-23-40 Group A

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920 11/20/02 Wed 12-17-21-23-39-44 921 11/23/02 Sat 01-22-23-34-36-39 922 11/27/02 Wed 04-05-17-28-32-37 Write out the numbers in your game, in this case it would be from 01 to 53. If the number appears in group A or C make a check next to it. When done you should have 42 check marks. Count them. If the number appears in group B or E and is not already checked, put an "X" next to it. (ignore those with checks) Play the numbers with and without check marks, don't play the numbers with "X" next to them. Let's see how this works out . . . 01 ** 16 X 31 * 46 02 X 17 ** 32 * 47 X 03 18 33 48 * 04 * 19 * 34 * 49 05 *** 20 ** 35 50 X 06 21 ** 36 * 51 * 07 * 22 * 37 *** 52 X 08 23 *** 38 * 53 09 * 24 X 39 ** 10 X 25 * 40 * 11 ** 26 X 41 X 12 ** 27 * 42 X 13 28 * 43 14 29 ** 44 * 15 X 30 45 As you can see we have 42 checks [*] and 11 with an "X" so we eliminated 11 numbers from play. And the winning draw on 923 11/30/02 Sat was 05-07-12-13-43-49 all from the checked and blank numbers a success!!!

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As I said this works about 45% of the time. When it does as in this case we eliminated 11 numbers from play taking the game from a 6/53 at 1 in 22.9 million odds to a 6/42 at 1 in 5.2 million a 17.7 million combination reduction in odds!!! If this had been a 6/49 at 1 in 13.9 million combinations game the successful elimination of 11 numbers would make it a 6/38 game for the draw at 1 in 2.8 million and this is before you've created your first combination!

High/Avg/Low Selector

Selection Methods Available: High- Single watermark starts at the highest score value First Average- Dual watermarks, the first one to move moves towards the highest score Low- Singel watermark Inverted High- Inverted Average- Inverted Low-

O-Scope Selector

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The O-scope Selector is based upon a simple sinewave generator equation. If mFeedback > 0 Then lWave(iPoint) = Int(sglAmplitude * (Sin((mPeakToPeak * i) + (lPreviousVal * mFeedback)))) + mCenterLine lPreviousVal = lWave(iPoint) Else lWave(iPoint) = Int(sglAmplitude * (Sin(mPeakToPeak * i))) + mCenterLine

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End If The amplitude is how far above the 0 score level the peak is. The Frequency is how many times the wave occurs in a given period. The Feeback is how much of the previous plotted point affects the next plotted point. The Normalize is how much above or below the 0 score point the wave starts (This value is actually not needed.) The Phase shift determines where the wave form starts. All of the other settings work the same as the High/Avg/Low selector. Although the sinewave looks rough during plotting, the points are rounded to the nearest integer value, and this appear as a couse waveform.

created with Help to RTF file format converter

The Filter Optimizer

The Filter Optimizer is a WINHunter tool (actually, it IS the WINHunter) that tests all the settings defined by user set ranges for a filter and it's child processors (and maybe triggers too.) The user adjusts the min/max values for each item in the Filter and Processor objects. The user then set's the starting values for these items, and selects what values to optimize during WINHunting. The Filter Optimizer then runs tests against the back history defined by the user and calculates success rates based on several factors. The following formula calculates the running success rate for ((# of Jackpots Matched / # of Drawings) * 100) * ((BallCount - Avg # Predicted that matched the Jackpot #s) / (BallCount - # Balls Drawn)) This will yield an average success rate for a period of draws. I don't think I am talking about the same success rate as you are. My single draw success rate is: ((BallCount - Avg # Predicted that matched the Jackpot #s) / (BallCount - # Balls Drawn)) 1> Load the history file of your choosing, preferably the one you want to win!

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2> Once loaded, add a stack, group and then a filter. Right Click the Filter object and click ADD PROCESSOR. 3> Select the PERKISIZE processor from the list (you will most likely have to scroll down) and click OK. 4> Right click the filter again and click WINHUNTER. 5> Double click the FILTER & PERKISIZE items in the Optimizer Setup WIndow (tab). 6> Check the boxes (make them checked, not un checked) next to the top 5 options under Perkisize, and Check the box next to Perkisize itself. 7> Double click any of the options under the Perkisize method, and adjust the MAX values to 10 (they are 25 by default) and click OK. 8> Rightclick the PERKISIZE item in the LAYOUT (Overview, on the right side of the WINHunter screen) and click VIEW SETTINGS 9> Now adjust the upper 5 options from their defaults to 0, this is your starting point for the testing, and we want to start out fresh! Now set the Perkisize Weight to 1, and click OK. 10> On the Optimize Window, click RUN WIN Hunter! A new window will popup and show you the performance thus far, you can watch the optimizer window to see what values WINHunter is currently testing with. You can then click the Saved Results Tab to see what the optimizer thinks is the best settings thus far. There is a third TAB on the optimize form called "Saved Results". This tab shows the best results from the optimization process. Inside each of those saved results is a copy of the stack in it's optimzed state, with the new settings which produced those results. The Picks column on this Tab is the average number of Picks the Stack produced overall for that test pass. The Hits column is the average number of hits that Stack produced for that test pass. The Success column shows the calculated overall Success Rate, and also shows the Prize Success rate respectively. The first number is the draw number, with #1 being the most recent draw. The second number is how many numbers were predicted. Third is how many numbers matched. Fourth is how many numbers you were trying to match. The Stats at the top of this window show the running totals of the match counts for each individual pass of the optimizer.

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The *Current* Pass# displays the current settings in use, as well as the results in realtime as the Optimizer runs the tests. What WINHunter is looking for, is the most Jackpot hits with the least amount of picks, based on averages of those numbers against the amount drawing history the user specified. Here is a rundown of the items on this tab: Picks: Average of the Qty of numbers of the Successful Jackpot Predictions Hits: Average of the Qty of numbers of the Jackpot Hit Predictions Success: The first percentage shows the actual JAckpot hit/ball qty prediction success. Whereas the second number shows the overall prize success percentage. WINHunter will find the best possible values for a particular filter configuration. Keep in mind, this filter setup is also based upon the Selector of the group. If more than one filter is within the parent group of the filter being optimized, it is recommended that you leave the other non-optimized filters on, that way the test reflects the affects the other filters have on the filter being optimized. The Jackpots identified as a jackpot are now bound by the setting of the Output under the last group under the parent stack item. The setting that will affect this is the Jackpot Cutoff value. This value is the Maximum number of balls that can represent a valid jackpot prediction. Decreasing this number will cause WINHunter to ignore jackpot hits with higher predicted ball counts (higher than the cutoff value.) Optimization can take a long time to complete, but in the end will test ALL of the possible filter settings that you configure it to test based on the ranges you set.

Right clicking on a Stack and selecting VIEW SETTINGS, you can select the number of draws WINHunter should run tests against.

Testing Methods

Here is how you can quickly test the previous prediction after you add the latest draw. Add a value of one (1) to the skip value you currently have. This will cause the data WINHunter calculates to look exactly like what it previously ran BEFOER you ran the prediciton. Then set the <Stop At Drawing> value to one (1), this will cause the back testing to stop at the first drawing, thus showing you the graph for the resulting scores for that prediction test. Now, save this screenshot by pressing <ALT> & <PRINTSCREEN>. This will load your clipboard with a screen capture of the WINHunter window ONLY. Save a few of these back tests, and then you can come back and reference them later and compare the initial prediction data with later back test data. Also, the graph shows the selected nubers with green X'x, and the actual draw values in red +'s. Also, you can use this method to compare the score output of your different filter settings. BTW, turn off the

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different rules and re <RUN> the back test (with the <STOP AT> set to 1) and watch to see If any values shift around much. You might only be affecting values that are below the high line, or your score values are way out of proportion. Hope this helps.

Choosing a Selector Method

Choosing a selector methods depends mostly on two things: What the final output of the filters looks like How you intended the output scores from your filters to add up

For example, if you use the Pairhit Processor, and you set it to "no scaling", then you would most likely want to use a selector other than the High/Avg/Low selector, since your numbers are going to peak and trough around your most/least hit numbers. A better Selector for this problem might be the O-scope. You must jeep in mind your final Filter(s) total output, since that is what the Selector uses to include/exclude numbers.

Faster Optimizations

Filter Optimizations can be a long and drawn out process. Given the sheer amount of data that must be processed, it's no wonder why either. But there are a few obvious, and some not so obvious tricks you can do to increase the performance of WINHunter during Optimization. These minor options can dramatically increase the speed in which WINHunter performs Filter Optimization. Ther either reduce or totally eliminate the overhead of data processing WINHunter has to perform in order to display information on the screen for the user. 1> Minimize WINhunter altogether. 2> Close the Backtest Result window. 3> Turn off the Verbose option on the Backtes Result window. 4> Minimize the Filter Optimizer window. 5> Change tabs to the "Saved Results" Tab on the Filter Optimizer window.

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Complete Optimization

Start by configuring the selector to a good startup value. This will depend on what processor you select first. Most processors will use the HIGH/Exclude setting. For a 6/49 lottery, your best bet for Minimum to eliminate is around 40. Unless you want the initial Filter group to remove a majority of balls, you are (at least this is what I have found) better off to let WINHunter optimize for small ball reductions. Now, select a processor, and assign weight values to the Rules within that processor of your choosing. Now, right click on the Filter and select WINHUNTER. The first screen you will see is the filter setup screen. Place a check box in the box for each component you will be optimizing. You will most likely click the Filter and the Processor. Now double click the two (or more) items to expand them. For the filter, you will typically check mark the Use/Skip Qty items. Double click them to access the Min/Max setup window. You will want the MIN value to start at 1 for use, and 0 for skip. You will want the Maximum value to start at what ever drawings you want the optimization to look at. This is a key area here, too few drawing use/skip combinations analysed, and you could miss something, too many and the analysis will take forever. Next, double click the items for the processor(s). Edit the min.max values for those items as well. Keep in mind you only want to test the bare minimum of combinations for rules within each processor. Typically, you will not check the box for the weight values for the rules, unless you want to see how well weighting one rule over another would fare. Now, go back to the treeview, and right click again on the filter. Set the Use/Skip QTYs to 0. BE sure to also set the weight values for the processor(s)! Once you are done, go click <RUN WINHunter> While running, WINHunter will save it's best results on the BEST RESULTS tab. These results store the filter design settings for you to save if you like. Either let WINHunter run until completion, or let it run until if possibly finds acceptible levels to you. Once this is done, you can do one of several things: 1> Add another filter, close the optimizer window for this filter, and open an optimizer window for the new filter and do the process over again. 2> Add another group, then repeat the same process above for a new filter 3> Uncheck all the optimizer options, then check the Min/Max options for the cycler On/Off values (2 options only), and one checkbox for the start offset. What this will do is optimize the on/off times for the filter based on it's past performance. By tuning off a filter, it will no longer score good numbers incorrectly and eliminate them. 4> Your done!

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At this point, WINHunter has probably found the best settings by utilizing a single filter to eliminate numbers from your lottery. Any subsequent filtering will only eliminate winning numbers, and reduce the amount of winning matches that WINHunter found. But, this is also the direction you want to go. By further reducing down the numbers, you reduce the number of jacpot matches previously found during the testing phase. What WINHunter is doing during the Hunting phase is looking for the best settings the produce WINs. Think of it this way, if you dont produce any wins (all the jackpot matches remain in the final prediction group) then your filter settings are not any good for you. If you maximize (theroretically) the number of wins for each pass, then WINHunter has a greater chance of producing a win for that filter design later down the road, as you add more groups and filters.

Advanced Optimization

Advanced Optimization methods utilize other adjustable settings within WINHunter. Four of these settings are within the Filter element which are the Cycler settings. These options allow you to set a point at which the Filter cycles on/off, starting at a shifted point either On or Off. Using the Fitler Optimizer after you have optimized the Processors and the Filter Use/Skip quantities, you are ready for this stage of optimization. Start by opening the Filter Optimizer window for the Filter you want to Optimize. Enable the Filter element, and then enable the Cycler items ONLY. Then double click one of the items and adjust them to reasonable levels. Once you are done go ahead and start the Optimizer. When the optimizer is complete, save some of the top best optimizations. These optimized stacks will have a cycle pattern assigned for that filter, which enables you to assign another filter inbetween those points which the first Filter is cycled OFF. What this does is gives you another way to pick up the draws in between your initial Filter settings. You might even find that this second stage parallel Filter will enhance the performance of your first stage Filter when they are both ON at the same time!

What to do during Optimization

You might be wondering what you can do during an optimization. Actually, alot more than you think! WINHunter is not asleep, nor does it consume your entire PC during optimization. It does, however, consume as much of your Processing power as your OS will allow. It does, however, allow you to perform many other functions within WINHunter.

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You can perform many of the following tasks during Optimization: Save an Optimization Result, load it under the same history, and run a complete stack test. Load an entirely new history, load a stack, and run stack tests. Start a new stack, add Groups, Filters etc, and run stacks tests.

As you can see, WINHunter is in no way out of commission during the Optimization process!

Distribution Client

The client side of WINHunter is designed to require very little user intervention. There are a few options the user has when logging into a Distribution Server.

Remember Password - Your password will be store unencrypted locally (this may change at a later date) Login at Startup - WINHunter will store the last server you connected to, and will re-connect when WINHunter starts again

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Notify Server I'm Free after Login - Will notify the Distribution Server that WINHunter is available for a stack test. Daily Limit - You can set the number of tests that WINHunter will download and run for your machine. Some stacks may have tests that can be done in a

mater of a minute or less, while others take much longer. The higher you set this number, the more tests you might perform in a single day.

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The user can submit any number of Filters (complete stack design is submitted) to a server for inclusion in the Testing Pool. It is up to the server administrator as to how many stacks a single user can submit, if any at all. You can submit a filter from the Filter Optimizer interface. Be sure to have all of the settings properly

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adjusted and the Min/Max values for your test configured. You cannot undo your submission! Once you start your submission, WINHunter (with help from the server your connected to) will determine if the history file you are running this test against is stored on the server. IF not, then you will be prompted with the following wizard:

First, select the country the history reflects. IF you do not see your country listed, please contact the server administrator, or the WINHunter developers.

Next, select the state/providence/territory the history reflects. Again, if you do not see it listed, please contact the appropriate person to have it added in.

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Next, Select the game for your area that applies to your game history. If not listed, you will need to contact the appropriate person.

Next, Input the date of the latest draw in your history file, along with the internet address (a complete address is prefered) that would enable someone else to verify your data against. It is prefered that the source link be from the lottery comission website that hosts that history's game.

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You are done with the history file information, and can now submit your stack & History file! When the submission is complete, you will be notified...

And that's it!

created with Help to RTF file format converter

Client Setup

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When you select the *CHANGE SERVER* option in the above menu, you are presented with the following window:

You must select the [...] button and configure the servers you wish to have available to your local system. When you click the [...] button, detailed options will become available, as shown below.

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You can add your own servers by clicking the [+] button, and adding in the appropriate server information. To remove a locally entered server, select it and click the [X] button. The list of remote servers (which are downloaded from the internet) is available on the right. These remote servers can be moved from the local configuration by using the [<] and [>] buttons. The local configured servers are the servers that will be available for you to connect to. Once you have configured the servers you want to connect to, you can select one of them from the drop-down list, and connect will be available, as shown below:

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Also, if you select a server and close the box, or are currently disconnected, you can simply reconnect from the main WINHunter popup menu.

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Once connected, you will want to Login. If you do not have a user account with this server, you will be able to add one from the following window. IF you have a user account for this server, any information regarding that account will appear here, and you will be able to select that username from the dropdown list.

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Adding a new user is simple. Just fill in the appropriate information and submit!

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Once connected, other options become available. If you enable the "Available" option, WINHunter will notify the server that you are free to take tasks. If you have enabled the "Notify Server I'm Free after Login" option on the login form, WINHunter will tell the server it is free for a task after it logs in and uploads the completed stack test data. This will start a cycle of WINHunter downloading and uploading stacks, histories and test results. You may at any time disable the "Available" option. If you want to manually control how many tasks you get, you can simply select the "Get Single Task" menu option.

dWINHunter Server

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WINHunter Will

Will.... -Read most ASCII formatted History files -Predict numbers for ANY lottery game that uses numbers to determine drawing winners -Read hundreds to several thousands (not recommended) of draws for a single history

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-Load multiple history files at the same time -Run on most Windows Platforms starting at or after Windows 95 -Run on any system that meets the minimum hardware requirements for the operating system that exists on the computer -Predict any game by Machine basis only

WINHunter Won't

Won't.... -Read any spreadsheet, database or word processing formatted history data -Process data that does not use numbers

Load Errors

----- SHM ---- page 33 ----

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Early Binding vs. Late Binding

AI & the Stacks are both early bound to the VB project itself. One of the reasons for this is because VB cannot late bind an OBJECT declared variable WITH EVENTS. Without the WITH EVENTS declaration, both AI and the Stacks objects would not provide the EVENTS needed to process and react to their status. Changes to the AI object, or the stacks object NO LONGER REQUIRES a recompile of the WINHunter.exe file due to a discovery of a work around!This workaround is found in the vb Project Properties window, under the component tab... VERSION COMPAITBILITY. Utilizing project compatibility, and referencing a previously compiled .dll, we are able to maintain the origional classID that microsoft generated when we compiled the .dll. This allows a new .dll file to replace the old .dll file WITHOUT having to RE-Register the file. The Filters object is built via late bidning, and does not use events, instead it waits until the process is done to move on to the next process. But since we allow the loop to reside inside the Stack for testing, we have to depend upon the stack to notify us when it is done, thus it is late bound, but with an early bound reference. If we want to make all the components plugin-able, then we must remove the events from the objects, and move the Testing cycles into an object on the client side! This could be done with a simple wrapper class that would wrap around the current Lotto object, and would still expose the Lotto object, but would also expose the Machine/Stack Testing routines, along with events for each of those items. The only item that would still have to be early bound would be the AI object. AI raises an event when a test is done based on a decision she made. Perhaps AI could have her own form object, and not raise any events outside of herself, and only the reference to her object is made. Thus monitoring would be displayed outside of WINHunter, and AI would run in her own process. Would she be as slow as before when tested as an Active-X EXE file? OR was that testing performed with monitoring on the WINHunter side...?

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Index