Holiday schedule

I’ll be away from today (24th Dec) to about 3rd Jan. I may do some pending emails if I have time, but please don’t expect a response until about 3rd Jan (except with matters that can’t wait). Support staff will still respond to tickets, although not specifically on Christmas day, any weekends or NYE or new years day. Finally I wish everyone a merry Christmas and happy new year. I hope everyone has a good rest and quality time with family during this period.

If your wheel has bad scatter…

If you are assessing the scatter of wheels, and can’t seem to find one with above a 70% rating, see the updated information at http://www.roulettephysics.com/forum/index.php?action=kb;area=article;cont=56 (you need to be logged into the forum).

 

In some cases, you may be getting a rating worse than it should be. The updated knowledgebase article explains alternate methods for scatter analysis. They are slightly more difficult, but give you a more realistic idea of how predictable the ball bounce really is.

Update on partners and support

The partners who have taken over most of the sales and support will be renewing their contract early next year. From feedback I’ve received from players, their support has been prompt and efficient. Nevertheless, I do receive copies of all the correspondence via the help desk, but only randomly check a few responses for accuracy. So it appears to have been a positive experience for everyone. The contract with them will be expanding so they’ll have more control over sales. Mostly it means they’ll have more contact with individuals wanting to become players. To players, it means emailing me directly must be done via a different email address, which will be released later as required.

As with the last contract, the upcoming contract doesn’t really affect existing players, with the exception is responses to support tickets are generally faster. And that’s a good thing. Still any tickets that require my response are forwarded to me. If anyone is unhappy with responses from support, please let me know. But please be very specific about what the problem is.

Hybrid updates for Slingshot wheels

I’ve finished most of the testing for the Slingshot wheel mod. The wheel’s scatter is rated 63%, and predictions are 20 seconds before the ball falls. Considering the minimum scatter is usually 70% and average conditions allow getting predictions 7 seconds before the ball falls, it’s a very difficult wheel to test on. This is not even with consideration to how the rotor changes speed after no more bets is called.

It appears an important requirement to beat this wheel is targeting specific ball fall areas. There’s about an 80% accuracy increase when targeting a particular ball drop area, but only when it falls at a specific speed. This is about 15% of spins. For this particular wheel, the data suggests it’s possible only on one direction.

I haven’t yet assessed what’s possible with later predictions, but there isn’t much point as no more bets on this particular wheel is called about 18 seconds before the ball falls.

My experience with slingshot wheels in generally is that some can be beaten, and some appear impossible to beat. It depends on the individual wheel’s settings and properties. No wheel may be impossible to beat, but usually you just move on to easier wheels if one is too difficult. This particular wheel is mostly  a personal challenge and opportunity to improve algorithms. Although on this note, if profiting is your sole goal, remember to forget the difficult wheels and just focus on easy wheels.

To this point, the test wheel does appear possible to beat but with a comparative struggle. To get a better idea, more research is needed when I have time (probably within a week). Next I need to better assess the variation of rotor speed after no more bets is called.

I have about 6 hours of recorded video to test with, which is perfect for development because in one direction, the wheel appears almost impossible to beat with predictions this early. And in the other direction, there’s a significant edge with ball fall area targeting. If the wheel was too easy to beat, there wouldn’t be much to learn.

Hybrid slingshot wheel mods & cables

The mods for Slingshot wheels are complete and working as intended, now I just need to test it on a real wheel to confirm it does the job. I’ll use recorded spins so I can compare previous results. I’ll do this probably either Wednesday or Thursday, maybe earlier if possible. The next mod is making the detection algorithms less sensitive to shakey cameras, then will be 00 wheels.

Also the cable mods should be finished this week. The previous version had a problem and wasn’t compatible with the induction loop, but it’s being fixed then by next week I expect to ship.

Back Today & general update

I’m back today and have just been managing some tasks. While away I was responding to emails so there are very few emails left, and I’ll respond tomorrow. A few of the findings while away are:

 

·         4G works perfectly fine for the Hybrid server

·         4G and any mobile connection is terrible for online casinos

·         NBN and cable connections are overkill for the hybrid server

·         Noosa is over-populated and no longer a quiet country town. It’s great for a holiday but no longer a good value real estate investment. Better options are in outer-northern parts of Perth, and around Adelaide.

·         Brisbane’s roulette conditions haven’t significantly changed. There is some new technology but it doesn’t change much.

 

A few people have asked if I was overseas, and no I wasn’t. Noosa is just a northern part of Australia.

 

I’ve finalized the specifications for hybrid updates that help with the slingshot wheels, but they haven’t been coded yet. They are minor additions but will be available in about 2 weeks because of other tasks assigned to the programmer.

Slingshot wheels with Hybrid

I’ve been testing on a slingshot wheel with the Hybrid and found a physical anomaly that reduces accuracy. It would affect any roulette computer that uses typical primordial charts (jump charts), including the Uber, by making the ball behavior and resulting drop time much more complicated to model. The anomaly is mostly dealt with by using the Hybrid’s equivalent of target. But with any setting that doesn’t use target, accuracy is reduced (eg, from possible 30% edge to 5%). The difference between actual and predicted ball drop time can be +/-2500ms (with predictions about 20s before ball fall) which is much larger than it should be. Depending on the individual wheel, there is still likely an edge, but not the maximum possible. Hybrid users can use the target feature, but this only deals with part of the problem, and you’ll need around 50% more spins than usual for analysis. I’m working on a solution that better models the ball behavior. This will be used in conjunction with target, then the hybrid will beat a larger proportion of slingshot wheels. I’ll work on it while I’m away and possibly the update will be available before I’m back.