how come the count freq at 0 is 24.54, isn't it suppose to be around 40%? And also how come the count frequencies for <=-1 and >=1 dont equal to each other?
count freq.PNG
how come the count freq at 0 is 24.54, isn't it suppose to be around 40%? And also how come the count frequencies for <=-1 and >=1 dont equal to each other?
count freq.PNG
I'm not an expert with this stuff, but my initial thought is it has to do with the way you find the TC: Rounding, truncating, or flooring. If I'm not mistaken, flooring is when you basically always round down if there's a decimal.
So if the RC is +2 with 5 decks remaining, TC is +0.4 and that gets floored/rounded down to TC 0.
If the RC is -2 with 5 decks remaining, TC is -0.2 and that gets floored/rounded down to TC -1.
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As noted by RollingStoned, these frequencies will change depending on your count, the rules of the game, your TC computation method and other factors.
There is no relationship between <=-1 and >=1. They do not have to match. The frequencies of your 500 mil round simulation are the results of the above factors.
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Unfortunately, you didn't get complete answers, below, so here goes:
1. In your example, CVCX uses flooring for the true count calculation. That was explained correctly. So, the "bucket" for TC = 0 comprises all TCs from 0.00 to 0.99 (including exactly 0 is important, as it accounts for about 10% of the frequency). The larger value you were alluding to for TC = 0 (slightly more than 40%) occurs when you truncate the true count. When that happens, not only do you get TC = 0 for the interval I just quoted but ALSO for the interval -0.99 to -0.01. So, you are almost doubling the width of counts that get cataloged as zero. Since you must count exactly zero in the TC >=0 bucket, you don't double THAT entire value when you include the negatives Clear?
2. As for the apparent asymmetry of the <=-1 counts compared to adding all the >=+1 counts, that is because the top bucket of <=-1 actually includes the -0.99 to -0.01 interval that I just discussed (which is FLOORED to -1 when you play) and so contains this extra interval that is not represented in the +1 and higher counts. So, the 46% is actually reflecting all counts strictly below 0.00 (not just below -1.00), while counts starting with +1 and higher do NOT include the (symmetrical) interval of 0.01 to 0.99, which is why they add to a lower number (29.46%) than the very top bucket in your illustration. Clear?
Don
“The essence of independence has been to think and act according to standards from within, not without.”
Aleister Crowley
“The essence of independence has been to think and act according to standards from within, not without.”
Aleister Crowley
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