This is just me thinking out loud about some principles i have seen the last couple of weeks floating around. I don't have any system for it. I'm just putting it out here hoping some other members will find and share it.
Here we go!
Multiple Streams: cht pointed out in a thread that reddwarf posted something about PHP on VLS. I took a look but i could not find what i was looking for.
But i did find something else. I saw some postings about using multiple streams to create an "edge". You don't really create an edge with it but you reduce the varience with 50%. I've read the before this week.
Example: If you use R/B and H/L together you have 4 option: RL, RH, BL, BH. The house edge increases 50%. But varience is reduced 50%.
VdW: winkel posted about the VdW this week. He stated that if you only use the first 6 spins, win or lose and do it on a rolling bases you may be reducing varience.
So now we have 2 different methods to reduce the varience. That could me very helpfull in beating roulette. Because we keep losing because of it.
Cycles: I don't know if cycles can be used to reduce varience but to me it seems helpfull. You of cycles you will play the numbers that are hitting. Something Turbo seems to like.
So now the big question is. How to use this all together?
Maybe we can use cycles here? Put the RH, RL, BL, BH in a cycle event and put the Same/Different results in a VdW?
Again, Just thinking out loud and not claming anything.
this is probabilities for randomly betting of 9 spins bunches <means i cut spins into 9 spins including 0 and bet randomly for AP to hit or against<when was tie did not bet< top probability is for AP and bottom against>do not know if helps
Quote from: RayManZ on Sep 06, 07:08 AM 2017Example: If you use R/B and H/L together you have 4 option: RL, RH, BL, BH. The house edge increases 50%. But varience is reduced 50%.
Although the house edge increased from stitching over 2-spins, what makes you think the variance would be any different from, say, quads (3/12 streets)?