Welcome to Giga World: The world of math and statistics!Our program is not just "another" lottery program on the web. We represent an independent group of programmers, engineers and mathematicians that are trying to prove that we can win a lot and often. Just a reminder for some users who want just the winning numbers, there are no such applications nor would such application be published on the web. Our application does not guarantee that you will be the next big lottery winner, but it definitely minimize your expenses and help you choose the optimal strategy for your next game. And, please, remember, you are the one in charge, not the application, and everything depends on you. So, why do you need this application? If you would like to play by yourself, go ahead. You have a chance to win, but it is slim to none, especially if you are using a Standard Easy Pick (found at any lottery store). Our ideas can increase your chances to win bigger amounts. As much as we would like to help all of you, that is practically impossible. We’re sorry, but, unfortunately, this program is not simple and demands users to have some basic knowledge of mathematics and statistics. We have color coded our graphs and statistics to please your eyes as well as help you understand our program better. Other than that, it does not require anything more than a bit of knowledge, patience, and a positive attitude! A bit of advice, please do not buy the license (unlimited version) until you are knowledgeable with the demo version and really need the full version. If you like a demo program, accept all our concepts and would like to help us to improve the program – join us and purchase the license. Please feel free to send us your comments and suggestions. Suggestions
Thank you and good luck!
Data FilesWe are not providing and we are not supporting lotteries data files. We are providing just examples of data files. It is up to you to have most recent, accurate and updated results. Our application can work with any lotteries with minimal number 1 and maximal 99. Columns count from 1 to10. To use our application you have to create the data file and use it. It is simple, just use simple text editor, like Microsoft Notepad. This editor will not put extra characters to your data file.This is the portion of data file for "Mega Millions" lottery : 10/07/2008,02,25,35,38,42,34 First value in each row is the date  MONTH / DAY / YEAR. The next FIVE numbers must be SORTED numerically. The last (SIXTH number) is for the bonus column. First row in this data file is your FIRST historical game. last record is latest RECENT game. Look at the file name format : "USAMega Millions_6_56_1.txt". IT IS IMPORTANT !!! File name must reflect:  Region = USA  Lottery Name = Mega Millions  Total numbers of Columns = 6  Maximal Number = 56  Bonus column = 1. If you have no bonus columns  this value must be "0". All data files must be located in "/db" folder. How to start using of this applicationAll lotteries organized by region, find your Region/Country/State, expand tree, select lottery name, click OK button. I need just winning numbers...Users' most frequently asked question: How to get just the winning numbers? Nothing more, no math please. Simple...
Log tabThe Log shows some helpful info and statistics for each column. Sometimes we are using this tab to post additional info, messages, errors, and debug information. You can save all Log contents to your local text file. You can find at this screen we calculated "Optimal Period" 78 games. We recommending to analyze this period divided by 3. It equals 26 games. Remember this number and after restart use this as "Recent History".Results TabThis table shows on witch date the game was played. The first columns show the results of each game. The cells highlighted in dark red represent the More Expectable numbers. The light red color used for numbers which expectation is close to average. The White color means – probability to see this numbers was low. Each of the columns to the right is represented by a certain filter. All filter values highlighted in yellow are more likely to reoccur in the future; the white ones are rarer. Let’s analyze something simple, for example, the “Even Odd” column. As you can see, the first row says “32.” This means the even number showed up 3 times and the odd number showed up 2 times. If you look down this column the combinations “05” and “50” are white. This means that you rarely have all even or all odd numbers appear in a single game. This means that using such combination will not be in your best interest. [Show Mean] and [Show Deviation]  need for trends predictions. [Clear Highlight]  put or removes colors highlighting. [Simulate] – select game and click Simulate. It helps you to estimate and better understand the filters performance. [Show Combinations] – each game is represented as digits combination. Right Click on selected row will show PopUp screen with some extra information for selected game. We added new button [Export] to export whole Result Tab content to CSV file for future analysis with Excel.
First column in this file tells how many columns where colored as Dark Red, Light Red or White.
For example if it is 5, all columns are Dark Red.
GeneratorWe colored background for text fields helping you to see which colors will be more expected for each column. Buttons [%] shows prediction values. Positive value for dark red and negative for light red colors. [?] question mark used for unknown predictions. Statistical Distributions and ChartsThis graph will show you which numbers are More Expected and which are not for each column. The BLUE bars show the most recent game history. The dark red circles are the Most Expected numbers. The horizontal, RED line shows the Acceptable Level (you can change this parameter only during program initialization). The squiggly, PINK line represents the history of all games. It would make sense to consider OPTIMAL numbers interval that fall in the range between two intersections of the Acceptable Level (RED) and PINK line. More precisely about this OPTIMAL interval you can find in LOG. Summary DistributionThis graph is summarizing all stat charts by column and gives you observation which numbers are More Expected and which are not. The BLUE bars show the most recent games history. The dark red circles are the Most Expected numbers. The PINK line represents the history of all games. SimulationSimulator is just a simple way to estimate how effective each filter is. By choosing any game and clicking on the button “Simulate”, you will be seeing in a few seconds the generator’s result on Log Tab. This screen shows that we found the lucky ticket after 1092 iterations. But only 92 combinations passed through all filters. It means we saved for you at least $1000. Unfortunately we cannot check each filter during this simulation  just only based filters. This is why some filters show 0. PredictionTo use this graph, refer to the numbers inside the gradient painted section. These numbers will show you our predictions for the next day (+1) game and for the second future (+2) games. All the numbers to the right of the gradient painted section will gill show you the results of the previous games. The blue line models the results of the actual game and the two other lines are the models that we built to predict those results. You can use either of these two lines to make your own predictions. Simply click on the white circle and drag it inside the between the blue and red because that white area will give you the most accurate predictions. Remember the recommended numbers range (+/ 2) and you can use it in numbers generator. Also you can use the buttons Show Deviation and Show Mean from Result Tab. It should help you to better understand the trends. We used green and yellow color for only deviation. Green color means value are shifted right, yellow shifted left (from calculated mean), white means – value is close to calculated mean (+/ 2). Freq MatrixLet’s look at how we can use this matrix from 34 balls lotteries. Each Column from 0 to 9 represents the lottery numbers. The values in each row represent how many times the number occured at specific periods. For example, the value <17> in column 0 means that the number 0 came <17> times(in the entire history of the game) on the next day. When you look at the "Avg" column you see that the average of that row is 11. This means that the values in each column that are higher than that are less likely to occur. Therefore we look at the values that are smaller. Since 0 came <17> times on the next day, in the game's history, it is not likely to come again for next game.Lets look at another example: column 0 and period 2. It means that number 0 came <7> times in each second game during the game's history. The average in that row is 11. Since the value <7> is less than that, we can safely assume that we can chose this number with a higher probability of it occuring. <17> colored as White  We are not expecting this number, <7> with Red Color means more expected. Last column  Avg  shows averages for each period. If value bellow average we thinking that associated column number is more expected. One more conclusion we can get from this matrix. It is the recent history length. Each time we are trying to answer the question. How many days we need for making right analysis: 10, 20 30, 40...? As you can see we are analyzing only recent 30 games history for 3 balls lottery. Prime numbersLet’s look at how we can use the prime numbers. For the game: 09/12/2006 411122527. Each Number here is: 4 = 2 x 2; 11 = 11; 12 = 2 x 2 x 3; 25 = 5 x 5; 27 = 3 x 3 x 3; This game could be read as: 2  2  2  2  3 3  3  3  5  5  11. Where: 2  4 times; 3  4 times; 5  2 times; 11  1 time. The sum of the coefficients is equal to11. The distribution chart shows how many times each Sum comes. Probability of the sums from 9 to 11 is two times higher and is recommended to use for newly generated combination of numbers. We are using this range to filter less expected number combinations. On this chart and for any another distributional charts we are showing two types of charts. First type of chart is for recent games and second is total, based on all games’ histories. For example from this chart you can see that the prime sum [10] is lower then normal, and I will be recommending you to use generated combinations with prime sum [10]. Of course it does not guarantee that the next winning game will be only with such prime sums, but a chance to have it is much higher then if you will be using something else. For the game: 09/12/2006 411122527. Each Number here is: 4 = 2 x 2; 11 = 11; 12 = 2 x 2 x 3; 25 = 5 x 5; 27 = 3 x 3 x 3; This game could be read as: 2  2  2  2  3 3  3  3  5  5  11. Where: 2  4 times; 3  4 times; 5  2 times; 11  1 time. The sum of the coefficients is equal to11. Primes CounterLet’s look at how we can build prime counter distribution. For game: 09/12/2006 411122527 This game has only one prime number and it is 11. You can analyze this chart and select newly generated combinations with Prime Counter = 2 or 3 or 4. Pairs MatrixThis matrix counts pairs and it has two portions  Top(for All historical games) and Bottom (only recent games  Recent History). Examples of calculations are highlighted. How did we calculate that Recent History=80? We took 1525 and divided it by the Average of all numbers from the top line(highlighted with black). Average of all numbers from the top is how many historical periods(cycles) we had for this game.. Pairs SumFor this distribution we are using both portions of Pairs Matrix. We counting how many new pairs(with "00") are usualy coming for each new game. For Fantasy_5_39, we have 10 possible pairs, but usually only 3 new pairs (Max value here) come up. 2, 3, 4, 5 are new pairs for generated numbers. They will be optimal based on All History. Based on Recent History  3 new pairs will be my choice. Even and Odd NumbersFor the game: 09/12/2006 411122527. Here we have 2 Even and 3 Odd numbers. Optimal RangeIn the beginning of this application, we are calculating the predefined filter’s (recommended) ranges based on Acceptable Level.. We will be using these filters’ ranges to generate optimal number combinations. Also we are doing some combinatorial analysis and keeping in memory active (most often = 173) and recent (came in previous 17 days). Value 17 is calculated by program automatically. It means, that based on historical data, we can skip from generated results all combinations which came in past 17 days. Let us look at the repeated numbers. For two recent games: 09/13/2004, 07, 12, 15, 16, 26 09/14/2004, 04, 12, 23, 35, 39 We have only one repeated number “12” and there are no more repeated numbers. The functional dependable number is the number which could be calculated as the result of the previous number based on some function. 01, 02, 03, 12, 23 – This combination has three dependable numbers, base on function f(x) = x + N; 01, 02, 04, 12, 23 – This combination has three dependable numbers, base on function f(x) = x * N; ….. We are using a lot of other functions too. Using this we are trying to get only pure random numbers and exclude all possible functional dependencies. The same logic could be applied for 2, 3 recent games. It is too rare to see something like this: 02, 11, 12, 23, 38 01, 10, 11, 20, 34 You can see that the first game is based on the previous on and has three dependable numbers, base on function f(x) = x + N; For the game: 09/12/2006 411122527 We have 3 unique digits for “1’ and “2”. Most ExpectedUsing [Inverse] Button you can change preferable data set for generation. How to use it? Analyze recent game, check colors. If it was almost all dark red, click [Inverse] and generator will use only Light Red colored numbers for generation. And vice versa. Digits SumEvery game’s digits added together is the daily sum. For example, for this game0713242937. The sum of the digits is 0+7+1+3+2+4+2+9+3+7=38. We use the daily sum in filters to remove useless numerical combinations. After generating the numbers  go to the tab that reads "Log"  you will see how many numerical combinations were filtered out. Numbers GeneratorThe Numbers Generator generates combinations of numbers based on weight, using the previous history and filters. First tab – Numbers by weight – shows which numbers will be used for each column. We are recommending to use no more then 57 numbers for each column. To minimize numbers’ count use Prediction to get the right trends estimation. Second tab  Filters  is the generator core. The main purpose of filters  to generate the right numbers, most expectable numbers, use the numbers with a high probability. Third tab – Generator – Iterations 10000 x – how many combinations will be generated totally. Generate 100 x – maximum value for generated tickets. For example if you need only 20 tickets (you want to play for $20) , leave 1. If you need more then 100 tickets – increase this parameter. All generated results will be showing in Sand Box or printed to Log and then could be saved to a text file. Also you can see the filtering results in Log tab and analyze how they work. Active and Recent CombinationsFirst, what is Combination? Let’s look at Fantasy 5 Michigan, lottery with a long history. Game: 10/09/2006, 06, 09, 20, 28, 33 could be represented like 0609202833. Combination of digits will be 311212, where the first digit is 0 came 3 times, 6 1 times and so on…We are calculating for each game such combination and next counting unique combinations. On Log we are showing combinations above acceptable level, which is the median. We can see that from 753 games about 50 combinations are coming twice often and we are using them in Filters as Active combinations. Also we are remembering most recent combinations to skip them. For lotteries with long history make sense to use Active combinations, because they are representing the lottery’s behavior. With short history, like Mega Millions, it does not make sense to use them.
