WG and horse racing's pick 6 using Group engine

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Midastouch
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WG and horse racing's pick 6 using Group engine

Post by Midastouch » Wed Feb 22, 2023 2:42 pm

I played around with WG and constructing some designs for horse racing's pick 6 which would equate to a lotto with 6 different pools having repeating numbers to some extent e.g. Race 1 has 12 horses (1-12), Race 2 has 8 (1-8) etc.

So, in my treatment of the pick 6 as a lotto 'problem', I did the following (and have a few questions for established users, by way of guidance/suggestions for improvements):

-Create 6 groups
-Create a continuous set of numbers that corresponds with the total number of horses selected as contenders (i.e. to all intents and purposes it is like a lotto split into 6 number groups with the caveat, elsewhere, where I did my analysis, I accorded each number a 'lotto' number as follows:

RACE 3
1=2
2=3
3=8
4=6

5=7
6=11
7=5
----------
RACE 4
8=3
9=5
10=7

11=2
12=10
13=9
----------
RACE 5
14=1
15=8
16=2

17=4
18=9
19=6
20=7

21=12
22=7
23=3
---------
RACE 6
24=2
25=1

26=4
27=5
28=3
--------
RACE 7
29=9
30=3
31=1

32=2
33=8
--------
RACE 8
34=9
35=7
36=6

-Place the numbers for each group where they belong eg Race 3's numbers go into Group 1 with the Value of 1 ie only 1 number can be selected from each group.

_I then created a 7th group where I placed the 'top' horses/numbers. In the example above you can see there are races with two or three numbers listed first but separately from the other numbers. I prioritised these numbers by making the values 3-6 must be selected from this group and giving it a 100% guide placement on the slide bar. The other groups I left at 50% Guide. I then chose 5if6 at L=1 and 80% and 250 lines. I played around with a second covering of 5if5 but I am not sure if I should.

My question is, how can I improve the design? How many blocks should I be looking at to have a realistic chance of winning, what wheel design should I choose, and which other filters can I use eg odd/even, sum of the line?

Best wishes

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