We're talking the same language, then.
I prefer to set up things by more specific issues, you by a 'sections/turning points' feature but the overall product is the same.
A) sections
Patterns belonging to any class or multiple classes belonging to the same category.
They could be singles, streaks in various shapes of appearance: isolated, clustered, isolated by a 2 factor, clustered by a 2 factor, isolated/clustered by factors >2, predominances, unb plan #1 or #2, etc.
B) turning points
Everything that stops a given section considered under specific parameters.
Itlr A=B. So theorically no points of intervention could be spotted to erase/invert the HE.
Since bac shoes are affected by a huge asymmetry of some kind, we may infer that A and B occurences are more asymmetrically placed along any shoe. Thus in the vast majority of the times, a given 'room' space is going to show up, obviously restricted by very long streaks that tend to consume 'space'.
If we're restricting the field of operations, so assigning the same class to those long streaks, we'll get a better picture of how many sections are going to happen, at the same time neglecting a possible 'unlikely' strong predominance factor that might be a 'section' by itself.
IMO, the problem is that many players want to get too many 'sections' to happen, many times considering B successions (turning points) as A sections.
According to my statistical findings and knowing what the few pro bac players do, A sections must be chased very few times per shoe, and the same is true about B spots.
So such players are not interested about HOW LONG a section will happen but about WHEN a section will show up, so trying to restrict at most the B turning points feature.
Naturally there are no strict SURE guidelines to know when a B succession will shift to A, everything relies upon the statistical probability.
At the same time and considering a higher than 0.5 probability to show up, average values per shoe won't be so easily disappointed for long.
The simplest measurable way to consider A sections and B turning points is to take into account 3+ streaks (any 3 or greater lenght streak).
Now A sections are made of singles and doubles and B turning points are made of 3+s.
Even waiting that a first single or double will show up before trying to get a A section (so getting rid of rare back to back long 3+s consecutive streaks), in the vast majority of the times A sections won't happen clustered after a 3+ streak, so B turning points are going to be somewhat clustered (in relationship of their probability to happen).
Good thing is that in the vast majority of the times, such 1-gapped 3+s spots are rarely surpassing the 2 value. So making a fair room to get more likely A sections.
The same is true about doubles. No doubles successions are A sections and 1-gapped doubles sequences are B turning points.
The difference is that we will expect a higher amount of 1-gapped doubles than 3+s, nonetheless the variance values are quite different.
Meaning that we'll get a well greater probability of success to bet that A sections made of singles and doubles will happen (as the 3+s value is more likely roaming around averages) than to cross through the same doubles counterpart.
As you correctly state, we can't know what will happen at a given shoe.
So let's set up this strategy, having two different fictional players bettng for us.
First player gets his/her enemy at 1-gapped 3+s, so playing toward A sections made of singles and doubles greater than 1.
We know that on average he will get at least one losing spot per shoe.
Second player gets his/her enemy at 1-gapped doubles, so playing toward A sections made of singles and 3+s greater than 1.
We know that on average he will get a whimsical amount of losing spots (going from 0 to 4-5).
The only probability to get BOTH attacks losing for consecutive spots is whenever a precise hands succession is like as:
2-3-2-3... or 3-2-3-2...
In those scenarios we'll lose 4 bets and for that matter such successions are quite rare to happen, meaning that 1-gapped doubles and 3+s paced sequences are not so likely to happen.
Even if they happen, we know that such state is going to transform very soon into more likely A patterns, after all in a 4-pattern succession probability not to get at least one single is 1/16.
Now compare such 0.25 x 0.25 spot probability to lose with the overwhelming probability to get a more comfortable 0.75 x 0.75 probability and make such attacks to run on very long samples.
Maybe by utilizing a multilayered progression scheme either at positive side and/or at negative side.
Of course always taking into account that the more probable step to look for is 1 and clustered 1s, so we can't give a lesser damn about those very unlikely 2-3-2-3 or 3-2-3-2 occurences coming out clustered and surpassing the 1 cutoff point.
as.
I prefer to set up things by more specific issues, you by a 'sections/turning points' feature but the overall product is the same.
A) sections
Patterns belonging to any class or multiple classes belonging to the same category.
They could be singles, streaks in various shapes of appearance: isolated, clustered, isolated by a 2 factor, clustered by a 2 factor, isolated/clustered by factors >2, predominances, unb plan #1 or #2, etc.
B) turning points
Everything that stops a given section considered under specific parameters.
Itlr A=B. So theorically no points of intervention could be spotted to erase/invert the HE.
Since bac shoes are affected by a huge asymmetry of some kind, we may infer that A and B occurences are more asymmetrically placed along any shoe. Thus in the vast majority of the times, a given 'room' space is going to show up, obviously restricted by very long streaks that tend to consume 'space'.
If we're restricting the field of operations, so assigning the same class to those long streaks, we'll get a better picture of how many sections are going to happen, at the same time neglecting a possible 'unlikely' strong predominance factor that might be a 'section' by itself.
IMO, the problem is that many players want to get too many 'sections' to happen, many times considering B successions (turning points) as A sections.
According to my statistical findings and knowing what the few pro bac players do, A sections must be chased very few times per shoe, and the same is true about B spots.
So such players are not interested about HOW LONG a section will happen but about WHEN a section will show up, so trying to restrict at most the B turning points feature.
Naturally there are no strict SURE guidelines to know when a B succession will shift to A, everything relies upon the statistical probability.
At the same time and considering a higher than 0.5 probability to show up, average values per shoe won't be so easily disappointed for long.
The simplest measurable way to consider A sections and B turning points is to take into account 3+ streaks (any 3 or greater lenght streak).
Now A sections are made of singles and doubles and B turning points are made of 3+s.
Even waiting that a first single or double will show up before trying to get a A section (so getting rid of rare back to back long 3+s consecutive streaks), in the vast majority of the times A sections won't happen clustered after a 3+ streak, so B turning points are going to be somewhat clustered (in relationship of their probability to happen).
Good thing is that in the vast majority of the times, such 1-gapped 3+s spots are rarely surpassing the 2 value. So making a fair room to get more likely A sections.
The same is true about doubles. No doubles successions are A sections and 1-gapped doubles sequences are B turning points.
The difference is that we will expect a higher amount of 1-gapped doubles than 3+s, nonetheless the variance values are quite different.
Meaning that we'll get a well greater probability of success to bet that A sections made of singles and doubles will happen (as the 3+s value is more likely roaming around averages) than to cross through the same doubles counterpart.
As you correctly state, we can't know what will happen at a given shoe.
So let's set up this strategy, having two different fictional players bettng for us.
First player gets his/her enemy at 1-gapped 3+s, so playing toward A sections made of singles and doubles greater than 1.
We know that on average he will get at least one losing spot per shoe.
Second player gets his/her enemy at 1-gapped doubles, so playing toward A sections made of singles and 3+s greater than 1.
We know that on average he will get a whimsical amount of losing spots (going from 0 to 4-5).
The only probability to get BOTH attacks losing for consecutive spots is whenever a precise hands succession is like as:
2-3-2-3... or 3-2-3-2...
In those scenarios we'll lose 4 bets and for that matter such successions are quite rare to happen, meaning that 1-gapped doubles and 3+s paced sequences are not so likely to happen.
Even if they happen, we know that such state is going to transform very soon into more likely A patterns, after all in a 4-pattern succession probability not to get at least one single is 1/16.
Now compare such 0.25 x 0.25 spot probability to lose with the overwhelming probability to get a more comfortable 0.75 x 0.75 probability and make such attacks to run on very long samples.
Maybe by utilizing a multilayered progression scheme either at positive side and/or at negative side.
Of course always taking into account that the more probable step to look for is 1 and clustered 1s, so we can't give a lesser damn about those very unlikely 2-3-2-3 or 3-2-3-2 occurences coming out clustered and surpassing the 1 cutoff point.
as.