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Post by rmc on Sept 28, 2022 14:36:13 GMT
Hi, This is just part of a hobby. I've written a website where a person could generate lottery numbers in a specific way. Just wondering if the premise I've come up with is "easy to follow" and if it works on your end. Stuff like that. Neocities.org and OneDrive were used to make it. So, it's all on the up and up. No chance for adware or other stuff. Google Neocities and OneDrive first to see what I mean about those hosts and what sorts of stuff is on there. Anyway, here's the link, and hope I have done a reasonable initial job. Critique is welcome, of course! Hey, Thanks!! hightower.neocities.org/LOTTOtheLot%20Excel/
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Post by the light works on Sept 28, 2022 15:51:01 GMT
I'm curious what the objective of the algorithm is. I looked at the first tab, and it looked like it was simply a strategy to have every number on a ticket in the least number of tickets, which doesn't explain why they wouldn't just be there sequentially. are you also calculating odds of number combinations appearing, or do you have other parameters you are applying?
back when state run lotteries were a new thing, I debated an algorithm that would map out ticket choices that would produce enough combinations to guarantee a win, and determine what the threshold would be of whether it would be a net profit or not. I've also debated the merits of a tracking system that tries to look for patterns in order to bias choices. but in the end I always fall back to the quote "a most curious game. the only way to win is not to play." (WOPR)
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Post by rmc on Sept 29, 2022 9:00:53 GMT
It's trying to be a new kind of Quick Pick generator... (although, "Quick" is highly debatable currently since a player still has to hand write his/her own play slips from it in the existing version) So, anyway, simply a sequential list of all numbers in the game wouldn't be in quick pick style or fashion.
"If you want generated numbers, why not just play the lot of them!?"... or, "I'll play the lot of them!!" that sort of thing.
I suppose if that hasn't been made clear, then I've still got to address that point better on there somewhere, somehow.
Yeah, this isn't specifically about "tampering" with the lottery's stated odds. Well, in a way, you increase your chances slightly merely by playing a bit more than usual. But that's like saying you'll be closer to Mars if you climb that big hill over there. Basically true, (sometimes) but you're not going to get to Mars that way.
In a nutshell, though, I offer a means to put every ball in action, and in Quick Pick fashion.
The suggested plays generated need to be hand transcribed over to play slips just as they appear on screen.
If you do that then all numbers in the winning drawing will appear over the extent of your purchased tickets. (Which, for some players, hasn't maybe happened before) But, having all winning numbers in one single row, though is naturally still a long shot.
In the version I show up front here it is merely that: put money on every ball.
In the link provided on the splash page is a version that allows you to lock favorite numbers into a ticket of their own, the rest of the numbers salted in around that. So, *if* you're convinced a certain bunch of numbers MUST remain associated together, that version helps you do that.
The problem with that version is there is more work for the user to do, and it doesn't have any of the nice lottery specific and familiar pictures to help give some visual impression on what it's all about.
That version IS more versatile, though. Because you can make it match any lottery in existence. But, it's not very appealing looking yet. Nor, will it likely ever be. Because it being able to mimic any lottery prevents me from, in advance, supplying the necessary graphics for YOUR chosen lottery (since I have NO idea what lottery you are going to try and configure until you tell me. Sure, once you tell me I can bring up the picture. But, having its picture there first would be like quantum superposition)
This excel version here, though, I hope to doctor up with a lot of nice graphics, specific to the main lotteries given. You can always "stumble" across the more versatile version after playing around on the familiar stuff first.
So, in short, it's a kind of lottery number generator that produces suggested plays until all numbers or balls in the game are used up.
"What's the point of that!!? I could do the same damn thing by drawing all the numbers out of a hat, or two!!!"
True.
True.
It's a different number generator? Some people put stock into that sort of thing being provided for them via automation? Or they just enjoy another angle on the game being provided automatically?
With regard to pulling numbers out of your... hat... that's true with any other number generator too, though. Right?
How would you suggest I quickly get that across?
I mean, a friend of mine did actually win using this method with a version of Keno he liked to play. It was 20pick Keno, where if out of twenty selections you get NONE of the same twenty from the drawing you win $600.
Since he got many of the numbers correct in the first couple of plays (he had four plays total because eighty total numbers in Keno), so that last, final play had zero numbers correct! Could playing all numbers helped that situation arise? Don't know. But it happened.
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Post by the light works on Sept 29, 2022 14:35:22 GMT
so an alternate quick pick generator that does its pick as a group of picks, rather than doing each pick individually.
the advantage of yours is it draws all the numbers out of the same hat, instead of the lottery quick pick algorithm, which resets the hat each time.
a logical successor to that would be an algorithm that takes the available numbers, and selects the chosen number of picks without duplicating any combinations. say, it takes 8 picks to have every number on your card, but you want to play 16 picks. the successor would make sure every pick you made was unique. - by which I mean, if a pick had the numbers, 1, and 16; then no other pick would have 1 and 16 I think that would increase odds of winning, but I don't have the available brainpower to do the math on it right now.
it bears being clear that I don't see this as manipulating the odds, so much as optimizing your attempt to beat the odds.
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Post by rmc on Sept 29, 2022 15:34:26 GMT
no duplicates are generally possible with what I've proposed.
When the plays end "early" because 69 total balls and there are 70 positions on the set of plays, then it picks one of the previous numbers used to fill the card.
Maybe I'm not understanding what you mean by "without duplicating any combinations"
I thought my means pretty well did that?
Currently, having difficulties with hosting not "loosing" my pictures. Very frustrating at the moment. A fix soon!
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Post by the light works on Sept 29, 2022 16:03:22 GMT
no duplicates are generally possible with what I've proposed. When the plays end "early" because 69 total balls and there are 70 positions on the set of plays, then it picks one of the previous numbers used to fill the card. Maybe I'm not understanding what you mean by "without duplicating any combinations" I thought my means pretty well did that? Currently, having difficulties with hosting not "loosing" my pictures. Very frustrating at the moment. A fix soon! your program gives the number of picks that uses all of the numbers once. a next generation of the program would allow the user to request more picks, and then produce completely unique picks using the numbers more than once, but checking against previous picks to insure that the second round of picks didn't accidentally duplicate part of a previous pick. if we compare this to shuffling a deck of cards. your first generation provides a complete shuffle, without reusing cards, which suits your purpose foe it. the logical extension of that would be that you could add a second deck of cards, and program it to shuffle the second deck in such a way that no part of the finished shuffle would accidentally match the first deck. assuming a 6 number lottery draw, the quick pick option on the lottery machine will supply 6 random numbers. if you use it again, it will supply 6 random numbers, again. it is possible within the program (but highly improbable) that if you purchased two quick picks that were the same set of numbers. to drop this down to the world's easiest lottery: given a lottery where there are 4 balls, numbered 1-4, and a pick consists of two numbers; your machine would produce two picks, each with two numbers, without duplicating numbers. my suggestion would allow you to program it for four picks, where the second round of picks could not duplicate picks from the first round. I.E. if the first round was [1,2] and [3,4] then the second round could be [1,4] and [2,3] or [1,3] and [2,4] and the third round would be the other.
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Post by rmc on Sept 29, 2022 16:41:46 GMT
Hey! That's outstanding and QUITE unique!!
One easy way to accomplish this, one extra time anyway, is to allow a generation of new numbers (F9, refreshes the screen) and compare spot by spot. If duplicate found in an "equal" spot, dump that attempt and generate again. It would automatically stop attempts once it gets through both without finding anything. An automated version of this of course.
Not sure how many simultaneous card comparisons could be handled at one time, though.
EDIT:
I just did two cards, screen shots of them both, and compared position by position. Two plays had the last ball in each be the same number 67.
2,5,15,20,55,67 8,18,21,59,67
Is that really a duplicate? I wouldn't think so. What you're likely wanting to avoid is two entire play selections having all the same numbers... right? If that's correct, the current version pretty well does this already, quite by accident, merely due to utterly voluminous combination possibilities. Try it yourself! Get a screen shot, F9 for a new set, screen shot again... compare visually. Each looks pretty unique.
Have to decide, first, what makes a "card" unique from another card.
(On a different note, I've decided that a bank of plays following the LOTTOtheLot scheme of using up all the balls could just as well be called a "card", since it kind of, sort of looks like a card there on the computer screen).
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Post by the light works on Sept 29, 2022 23:44:26 GMT
Hey! That's outstanding and QUITE unique!! One easy way to accomplish this, one extra time anyway, is to allow a generation of new numbers (F9, refreshes the screen) and compare spot by spot. If duplicate found in an "equal" spot, dump that attempt and generate again. It would automatically stop attempts once it gets through both without finding anything. An automated version of this of course. Not sure how many simultaneous card comparisons could be handled at one time, though. EDIT: I just did two cards, screen shots of them both, and compared position by position. Two plays had the last ball in each be the same number 67. 2,5,15,20,55,67 8,18,21,59,67 Is that really a duplicate? I wouldn't think so. What you're likely wanting to avoid is two entire play selections having all the same numbers... right? If that's correct, the current version pretty well does this already, quite by accident, merely due to utterly voluminous combination possibilities. Try it yourself! Get a screen shot, F9 for a new set, screen shot again... compare visually. Each looks pretty unique. Have to decide, first, what makes a "card" unique from another card. (On a different note, I've decided that a bank of plays following the LOTTOtheLot scheme of using up all the balls could just as well be called a "card", since it kind of, sort of looks like a card there on the computer screen). doing two cards, I would consider those unique. what I would consider a duplicate would be a line on the second card that had, for example, BOTH 55 and 67 on the same line.
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Post by rmc on Sept 30, 2022 9:17:05 GMT
I'll try and avoid assumptions on this. We're currently talking about a five ball draw. So two out of five is 40 percent.
That's important because the software I'm considering upgrading can produce or reproduce any lottery. Even Keno, with a twenty ball draw.
Two cards on Keno, then would allow up to 8 duplicates on a line between compared cards at the currently identified 40 percent allowance.
Let me know if that still fits with your idea.
Also, come up with a name for your feature. Perhaps "TheLightWorks Option" or who knows, whatever. Trying to give credit where credit is due. At least in some degree agreeable to you.
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Post by the light works on Sept 30, 2022 11:53:22 GMT
on the keno algorithm, that is a 20 ball draw and 20 numbers for a pick? (using pick for a single set of numbers and card for enough picks to use all the numbers once) I know that at some point, there just won't be enough different combinations of numbers for every pick to be a unique pattern. I'm also not a good enough programmer to create an algorithm to resist accidental pattern duplications. I'm just thinking if you have two cards with duplicate picks, you have less chance of winning, and depending on lottery rules, you may end up splitting a win with yourself. of course, in a fixed payout win, you'd have a chance of winning twice, as well. but still, on a design premise of having the least possible duplication in the picks, having picks on two different cards with sets of two or more matching numbers doesn't follow the strategy. of course, to extend that to someone sinking their life savings into the lottery; there would be a point at which it is mathematically impossible to not have a duplicate pattern, and there's got to be a formula for calculating that, but that's beyond my available brain power, too.
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Post by rmc on Oct 1, 2022 8:46:01 GMT
I need to see it your way. And, unfortunately, I still have questions in order for me to get there, apparently. Is it my "zero-stage" dementia at work causing my confusion? I don't know.
In a sense, these lottery combinations take on a lot of the same characteristics as very large digital numbers.
Each ascending or descending natural number is its own unique value, of course.
Just as "1" is completely unique from "2" in the natural number stream, so too are "100,001" and "100,002" unique and independent.
100,000 ≠ 100,001
Therein we see that in the large natural numbers, repeated digits are used to describe each new and unique additional value. But, repeated values have not happened. Only repeated digits, or repeated "characters" have.
As such, it's well established for a lottery having six uniquely numbered balls drawn from, say, fifty-one balls in total, that the following are each, in themselves, unique and perfectly worth putting money on, or throwing money away on, as they are totally seperate combinations. In some sense each is assigned its own seperate "value":
1-2-3-4-5-6 1-2-3-4-5-7 1-2-3-4-5-8 1-2-3-4-5-9
All of those are different combinations and not in themselves repeats. There ARE numbers repeated, however. But, that wouldn't be the same as buying:
1-2-3-4-5-6 1-2-3-4-5-6 1-2-3-4-5-6 1-2-3-4-5-6
These are completely different situations.
If card one has
1-2-48-49-50-51
And card two has
1-2-44-45-46-47
How does that make you concerned exactly?
I mean, I get it. Make stuff unique as possible. But money isn't being thrown away any worse than usual that I see.
I guess, to me, it's as if you're saying thus:
Confused by your purchasing logic, I am.
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Post by the light works on Oct 1, 2022 13:04:03 GMT
taking your lottery pick as a string. the lottery will pay out based on the percentage of the string that matches the string that is the draw. I.E. using a 5 number draw, because I'm still lazy on math: the lottery would pay out on a 60, 80, or 100% match. so one small batch random pick strategy would be to maximize the chances of getting that 60% match.
so it's not that 100001 is a rocking chair and 100000 is a pillow. 100001 is a rocker recliner with a high back manual recline, and ultrasuede cover in brown, 100000 is a rocker recliner with manual recline, and ultrasuede cover in gray. so if a furniture store can only put two pieces of furniture in the showroom, it makes sense to have more difference between them.
what I am seeing as the product you are producing, is cards with picks that are as unique as mathematically possible. so the logical extension is that if your hypothetical customer is interested in acquiring a card with 8 picks that are as unique as possible, they may be interested in acquiring another card with another 8 picks that are not only as unique as possible from the other picks on the card, but also as unique as possible from the picks on the first card.
whether that actually increases the return on investment on lottery tickets, I don't know, because, as I say, I don't have the brain power available to apply to it.
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Post by rmc on Oct 1, 2022 13:17:33 GMT
100000 and 100001 share 80 percent the character string. So, rather than achieving the 80 percent award once, now you get that same "jackpot" twice; should the winning drawing be 100002, let's say. Having been a lot more unique between cards, would have merely reduced it to only receiving the 80 percent award once.
Now, it seems to me what you're saying is that the whole point of my endeavor was to prevent wasted effort doing those two plays when the actual winning numbers are 123456.
Granted.
But, my original endeavor was to give the user all numbers in the winning drawing, hoping that those winning numbers land on one row; unlikely as that is. But, no matter, all winning numbers appear in a player's card my way.
That's the original point.
No emphasis upon being unique in each play. That happens, but that's merely a consequence of using all balls once.
Changing the specifics of my example doesn't invalidate the point it made, by the way.
A different thing is still a separate thing, enabling you to buy an additional thing.
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Post by the light works on Oct 1, 2022 14:04:59 GMT
100000 and 100001 share 80 percent the character string. So, rather than achieving the 80 percent award once, now you get that same "jackpot" twice. Having been a lot more unique between cards, would have merely reduced it to only receiving the 80 percent award once. Changing the specifics of my example doesn't invalidate the point it made, by the way. A different thing is still a separate thing, enabling you to buy an additional thing. or you lose it twice. but, you're not selling jackpots. you're selling unique picks. if a person wants random picks that may or may not be unique, they can just hit the quick pick button. your option provides a better guarantee of uniqueness. and as for your example; it is invalid because the product being purchased is not a chair or a pillow, it is a string of numbers. so two strings that are 100% different are more different than two strings that are 80% different. to use your number block: if I pick the tickets: 1, 2, 3, 4, 5, 6 1, 2, 3, 4, 5, 7 1, 2, 3, 4, 5, 8. and need a minimum of 3 to win, I HAVE to have at least two of the numbers drawn to be lower than 6 to even have a chance of winning. as for the multiple payout issue, with smaller prizes, the benefit of winning twice is cumulative, so you would get the same jackpot twice. I'm not sure if any lotteries split anything smaller than the main jackpot between winners. but the strategy choice lands between increasing your chance of winning at all, or increasing the size of your win without improving the odds of winning. again, the product your are producing is based on increasing the chance of winning at all.
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Post by rmc on Oct 1, 2022 14:42:32 GMT
No. I'm not selling "unique picks"
I'm selling ALL NUMBERS IN THE WINNING DRAWING across so many plays purchased.
(Done so in Quick Pick fashion rather than sequentially)
Uniqueness is an artifact of having bought all balls within a reasonably few number of plays. It wasn't my initial intent, though, that every play be unique. It just sort of can't be helped with this method.
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Post by the light works on Oct 1, 2022 18:15:36 GMT
No. I'm not selling "unique picks" I'm selling ALL NUMBERS IN THE WINNING DRAWING across so many plays purchased. (Done so in Quick Pick fashion rather than sequentially) Uniqueness is an artifact of having bought all balls within a reasonably few number of plays. It wasn't my initial intent, though, that every play be unique. It just sort of can't be helped with this method. whether you intended it or not, it's the result you got. if you prefer not to pursue expansion on that result, it's entirely your choice. either way you look at it, it doesn't change the odds per pick, and I can't say with authority whether or not it changes the odds in aggregate. it was just what I saw as a next logical step in an algorithm, for an approach that looked to me like it was based on having a more or less even dispersal of numbers in the pick. as I initially said, the two lottery picking schemes I thought about were to come up with a table that would have every 4, 5, or 6 number combination occur with the least number of purchases; or a tracking system to track every draw in a particular lottery, and weight the random pick based on the percentage of times each specific number came up. neither of which I followed up on. so the idea of building a picking strategy is interesting enough to talk about, but I'm not emotionally invested in the idea of me having any superior insights.
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Post by rmc on Oct 1, 2022 18:57:58 GMT
1 and 5 accomplishes that easily. So too does 2 and 3. There is NOTHING cosmically significant about being grouped closely together. A combination is just as likely as any other. 1-2-3-4-5-6 is just as valid as 1-25-33-47-48-51.
Those sorts of first few digits appear frequently too in lottery drawings (the 1 and 5, or 2 and 3. Because there are many more of those than 1-2-3-4-5-6, of which there is only one of those. Thus why that type is almost never seen. Very very few of that type of combination).
I'm not trying to correct you. I want to be certain this is going to do whatever is intended.
My main concern is throwing a lot of code at something to produce a procedure or result that ostensibly is already occurring,... at least until there are ten cards or whatever.
So, really there are two algorithms at work here. Likely equal to each other, but I'll mention them like this: ensuring that all winning lottery numbers appear in a bank of plays bought buy a user, (called a "card"), and doing so avoiding a multitude of repeated numbers, such that the bank of plays, or card, is as small or inexpensive as possible.
You're saying do ALL of that, but over as many cards as possible?
Could halt the process once enough cards creates the unwanted situation...
Or, try and track and dump "unacceptable" additional cards.
Seems the so called pipedream of any of this ending up "inexpensive" is going to be even less likely than initially mentioned.
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Post by the light works on Oct 1, 2022 22:50:03 GMT
1 and 5 accomplishes that easily. So too does 2 and 3. There is NOTHING cosmically significant about being grouped closely together. A combination is just as likely as any other. 1-2-3-4-5-6 is just as valid as 1-25-33-47-48-51. Those sorts of first few digits appear frequently too in lottery drawings (the 1 and 5, or 2 and 3. Because there are many more of those than 1-2-3-4-5-6, of which there is only one of those. Thus why that type is almost never seen. Very very few of that type of combination). I'm not trying to correct you. I want to be certain this is going to do whatever is intended. My main concern is throwing a lot of code at something to produce a procedure or result that ostensibly is already occurring,... at least until there are ten cards or whatever. So, really there are two algorithms at work here. Likely equal to each other, but I'll mention them like this: ensuring that all winning lottery numbers appear in a bank of plays bought buy a user, (called a "card"), and doing so avoiding a multitude of repeated numbers, such that the bank of plays, or card, is as small or inexpensive as possible. You're saying do ALL of that, but over as many cards as possible? Could halt the process once enough cards creates the unwanted situation... Or, try and track and dump "unacceptable" additional cards. Seems the so called pipedream of any of this ending up "inexpensive" is going to be even less likely than initially mentioned. and 1-25-44-47-48-51 1-25-44-47-48-50 both will win if the draw comes up 3-25-44-47-49-52, but both will lose if the draw comes up 2-26-45-46-49-52. and yes, there are two algorithms at work: the first that you are working on to select a "card" of numbers that uses all the numbers available without duplication. the second would generate successive cards without having any individual plays be a duplicate. and yes, there is a mathematical limit to the number of unique cards that could be produced. I think I remember you saying you were doing it mostly for fun, so definitely if it isn't fun, don't do it. way back in the day when BASIC was included in operating systems, I did build a card shuffler. if I remember right, I assigned 52 slots, and then stuck each card into a random slot - with the shuffler retrying if a slot was already occupied.
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Post by rmc on Oct 2, 2022 9:05:00 GMT
So, how does this sound:
As part of the usual LOTTOtheLot process, a card is made and sent to the screen. (Wherein a "card" is a group of plays that have used up all the balls in a given lottery as desired)
Somewhere on the screen a brief, but accurate description of what TheLightWorks option is, is displayed. Perhaps, "Additional plays unique from previous"
If the user opts to, the user then can demand "TheLightWorks!"
At this point, the current card is appended to a master array or master table.
An additional card is then produced. But, before sending any of this card to the screen, it is maded into a temporary table of data of its own, and then we can begin a process for comparison between the two tables. (A comparison between a potentially ever-growing master table and a separate additional card table)
In this process, the current row of the master table is temporarily considered to be the master row. This master row is then compared to each row of the additional card. What is looked for between rows is if at least 40 percent of the numbers therein are duplicates.
If yes, 40 percent or more are duplicated between rows compared, then the additional card table is deleted, and a different additional card table is created. We'll count how many of these deletions occurs. If deletions go beyond a certain point, that creates a kind of fail safe stopping condition.
Start the process over. (Reset the master row to row one in the eventually ever-growing master table, and begin the row by row comparisons again)
Otherwise, the following rows of the additional card table are looked at until the master row has been compared to each and every row of the additional card table.
At that point the master row is advanced to the next row within the master table. And, the comparisons start again for every row of the additional card, etc., until the master row has successfully advanced all the way through the master table unimpeded. Reset the deletions counter back to zero.
Therein, the additional card is proven devoid of having 40 percent duplicate numbers with respect to the rows of the master table.
The additional card is then sent out to the screen as a newly viewable and acceptable card (the screen shall allow scrolling so as to allow access to all previous screen information), and the additional card is then appended to the master table.
And, the user is asked if more of TheLightWorks are desired. (Or, if it's merely a button, the user could click the button again)
If so, you know. Start again.
Obtain TheLightWorks as often as requested or until a reasonable number of deletions of the "additional card" cannot help but occur.
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Post by the light works on Oct 2, 2022 14:14:01 GMT
let me start with the disclaimer that I don't know if this logic will work for your programming language.
my duplicate catching subroutine would be something like this: a card would be an array of variables. I.E. assuming there were 36 balls (again for ease of building the demonstration) and 6 picks per card; the array would be P1-6 for the picks, and B1-6 for the ball positions in the pick.
the subroutine would start with the values of P1B1 and P1B2, and start with P1B1 on the second card. it would compare the valur of P1B1 to PxBy. if it was lower, it would index y by 1 and repeat. if it was equal, it would compare P1B2 to the rest of the B values on the card. if it found a match, it would reject the card or if not, it would move on to P1B2 and P1B3 and restart the subroutine if P1B1 was higher than PxBy, it would advance X by 1, reset Y to 1, and repeat.
if it reached the end of a pick, it would also advance X and reset Y. I don't think it could reach the end of a card, because as soon as it found the first number of the pair being checked, it would either reject the card or approve the pair.
I.E. reducing to a 3X3 grid:
if card 1 is 1-2-3 4-5-6 7-8-9
and card 2 is 1-3-6 2-4-7 5-8-9
it would start with 1-2, and compare to the second card. P1B1 on card 1 would match P1B1 on card 2, so it would look at P1B2 on each card. the second card would return a higher value, so the subroutine would clear that pair and repeat with 2-3. that would clear on P2B1 of the second card, so it would move on to P2B1 and clear it at P2B2 on the second card, etc until it hit P3B2, which would find a match at P3B2 on the second card.
I don't know if there's a more efficient subroutine or not. I've never programmed in anything but BASIC.so I still tend to think in terms used in BASIC. I'm also assuming ball position isn't critical and picks and draws are always printed with the numbers in ascending order.
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