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Part XI The
use of Initial Steep Regressions control and regulate the amount of negative volatility
that your bankroll will have to endure during any given session. Ø Two of the primary aspects of that control come from the roll-duration decay-rate and the bet-survival rate that your currently valid in-casino SRR-rate produces for each bet.
Ø
These
fundamental volatility-range determinants are especially useful for global (multi-number,
multi-decision) types of wagers.
Ø
Your
Expected-value (EV) on any given bet is affected by the positive magnitude and range of
your ability to influence the dice. That is, the more influence you have over the dice,
the stronger your EV will be on certain bets, and therefore your session bankroll will
endure less whipsaw volatility because of it.
Ø
Each
dice-set and its resultant Sevens-to-Rolls-Ratio (SRR) has its own deviation range over
which some bets fall into positive territory and some fall onto the negative side of it.
Ø
Each
dice-set produces its own array of high-EV, low-EV, and negative-EV wagers. Wagering on a few high-EV bets will almost always
be more profitable than spreading the same amount of money across a wider range of
lower-EV wagers. Putting
the 5 and 9 Place-bet Under a Microscope
With
the use of certain dice-sets, the 5 and 9 often turn out to be the most dominant
Signature-Numbers that you produce. It is
heartening to see an increasing amount of skilled players take advantage of the Signature
Numbers that their current dice-influencing skills are producing instead of betting on
outcomes that they wish they could produce.
Ø
In
random-expectancy, well see four 5s and four 9s against six appearances
of the 7, which equates to eight appearances of the 5 and 9 for every six appearances for
the 7.
Ø
That
8:6 ratio means a random-roller can expect a 5s-and-9s-to-7s
appearance-rate of 1.33:1, and even though a winning Place-bet pays 7:5, it is still
not enough to overcome the house-edge. As a
result, random-rollers stay on the negative-side of the expectation curve with this bet,
while dice-influencers cross over into positive territory on a regular basis. Why
ISRs Work So Well With Simple 5 & 9 Place-bets
In
a random outcome game, the 5 and 9 constitutes 22.22% of all possible
outcomes. There
are:
Ø
Four
ways to make a 5.
Ø Four ways to make an 9. As
with every Rightside bet, how often the 7 appears is dictated by your skill-based
SRR-rate.
Although
the sheer number of 5s and 9s doesnt rise that dramatically when your
shooting-skill improves; the real difference comes in the reduced appearance-rate of
hand-ending 7s. In the chart above, an
SRR-9 shooter only generates slightly more 5s and 9s than a random-roller does
(8.5 versus 8.0). However, since his
dice-influencing produces a lower overall sevens-appearance-rate, his actual
5s-and-9s-to-7s ratio improves by more than 62% (from 1.33 to 2.14). That
is a healthy increase that a savvy advantage-player simply cannot ignore. Anatomy
Of a 5
& 9
Place-bet
The
primary advantage-play rule-of-thumb is: The
fewer advantaged bets that you spread your money over, the fewer winning hits you will
need in order to produce a net-profit.
Place-betting
the 5 and 9 only requires two winning hits to repay your initial base-bet before breaking
into net-profitability. As
a flat-betting advantage-player, two hits on either the 5 or 9 seems like a modest
goal; but you have to maintain perspective and think about all of the times when
youve only hit one of them. If
you add up all of those frustrating one-roll-short-of-a-profit losses; youll
quickly see that the number of winning hands that you need to throw, actually exceeds
that two-hits-required mark because of all those one-hit-isnt-enough
performances. In
other words, the more you miss, the more you have to hit
just to break even. To
be totally fair though, it still doesnt take very much dice-influencing skill for
this wager to be a steady profit contributor, even if you do decide to strictly adhere to
flat-bets only. Take a look:
How
this works is that an SRR-7 flat-bet shooter will sometimes meet or exceed the two-winning-hits-required
threshold
but sometimes he wont. Over
all though, hell nonetheless be able to eke out a meager profit since his
player-edge against this bet is still assertive enough to overcome the house-edge. Obviously though, hell have to be extremely
careful in protecting his freshly made profit by avoiding any bets that have a lower EV
(expected value) than the ones he is making on the 5 and 9.
As
good as advantage-play flat-betting can be; there is an even better way for the
modestly skilled Precision-Shooter to produce steadier and larger profits from the
exact same skill-level. Ø Your SRR determines the ability for any given wager to survive over multiple Point-cycle rolls.
Ø
That
survival rate is determined by the ever-present 7.
Ø
As
your SRR-rate improves over random, your chances of a given bet surviving for additional
rolls, increases.
Ø
The
higher your SRR-rate is, the longer a given bet has a chance to survive
and THRIVE! As
with a random-roller, each SRR-rate produces its own roll-duration decay-rate against
which your validated edge over any given wager has to fight.
Ø
When
we compare your bet-survival-rate against the roll-duration decay-rate of your current
Sevens-to-Rolls-Ratio (SRR), we can establish the optimal time at which to regress
your initially large bet into a smaller, lower-value one.
As
weve seen in previous chapters, the per-roll decay-rate is different for each
SRR-rate as well as each type of wager. Here
is what it looks like for the 5 and 9 Place-bet point-cycle:
Although
the percentages for each SRR proficiency-rate may appear to be relatively close to each
other, and not significantly better than random; it is in that small degree of
positive-expectation variance that we find all kinds of reliable profit. This is especially true in the first couple of
point-cycle rolls during any given hand. As
weve discussed previously, your per-roll chances of rolling a 7 stays exactly the
same. For a random-roller it remains steady
at 16.67% per-roll, and for the SRR-7 shooter it stays locked in at 14.29% per point-cycle
roll. However, the cumulative
roll-ending effect of the 7 does not remain stable. As
a result, your chances of having a long non-7 hand decays with each and every subsequent
point-cycle roll that you make. Sure, you may
sometimes produce a headline-making mega-roll, but most times you wont. Advantage-play
means taking profitable advantage of what your dice-influencing skills are most capable of
producing. You can try to bet like EVERY
hand will be a mega-hand, but frankly you are going to be disappointed many more times
than youll be elated. The
use of Initial Steep Regressions bring profit-reliability much closer to hand
much
more often. A
Practical Comparison
Lets
look at how ISRs work when we compare flat-betting $25 each on the 5 and 9 versus initially
betting $25 each on the 5 and 9 then steeply regressing it to $5 each on the 5
and 9 at the appropriate trigger-point.
I
deleted any further references to SRR-6 random betting in the following charts simply
because it always remains in negative-expectation territory. Using
an Initial Steep Regression (ISR) permits even the most modestly skilled dice-influencer
to achieve a net-profit much sooner and on a much more consistent
basis than if he is making comparably spread flat Kelly-style bets. The
following ISR chart utilizes the optimum SRR-based trigger-point at which the
Large-bet-to-Small-bet regression takes place.
Heres
a summarized comparison between flat-betting the 5 and 9 Place-bet versus the use of an
Initial Steep Regression:
I
dont know about you, but most players want to get the most bang for their buck. Ø A $6 per-hand profit for a SRR-7 flat-bettor is fairly good, but a $31 per-hand profit for the same guy using a Steep Regression is a whole lot better.
Ø
Likewise
for the SRR-8 shooter; a $15 per-hand flat-bet profit is admirable, however a $100
per-hand profit for the ISR-user from EXACTLY the same skill-level is significantly
better.
Ø
In
each scenario, both shooters start off with the same $25 bet on the 5 and 9. The big difference comes when the smart player
regresses his initially large wager down to a more reasonable one when it is approaching
negative-expectation territory
thereby locking up a profit no matter what happens
during the rest of the hand.
Ø
The
SRR-8 shooter has to ask himself if a $15 per-turn-with-the-dice profit is enough to
sustain another lap around the table and whether it justifies his time and effort; or
whether his interests are better served by deploying the exact same money in a more
intelligent manner to produce an average of $100 profit every time the dice come around to
him. Using
Different Steepness Ratios
Ø The steeper the regression-ratio is; the higher, earlier and more often a net-profit will be secured.
Ø
The
shallower the regression-ratio is; the less frequent and lower your net-profit will
be. Take
a look at how various steepness ratios affect your profitability.
As
your SRR-rate improves, so does your return on investment:
Again,
as your SRR improves over random, the higher your rate of return will be. Obviously, the better funded your session bankroll
is, the better youll be able to take full advantage of your current dice-influencing
skills. It
is important to note that each SRR-level forces a different bet-reduction trigger-point. While the SRR-7 shooter has to immediately regress
his large initial bet after just one hit with the 5 and 9 Place-bet; the SRR-8
dice-influencer can reasonably keep them up at their initial large size for the first three
point-cycle rolls before needing to steeply regress them.
In the case of a SRR-9 shooter using the 5 and 9 Place-bet that weve
been discussing today, hell generally get the benefit of four pre-regression
hits before optimally reducing his bet-exposure.
Good
Luck & Good Skill at the Tables
and in Life. Sincerely, The
Mad Professor
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