Many mathematically based strategies are claimed as a surefire way to beat the casino in casino games.
This is particularly true when it comes to the game of roulette. While some systems can be used in particular situations, most of them cannot be used over a long period.
When this happens, the roulette system fails, and the gambler usually loses.
However, there is one strategy of attacking roulette that, when used correctly over a long period, yields a favorable result for the player. The Kesselgucken roulette system is that system.
Kesselgucken is a German word that most roughly translates to observant in English. It’s appropriate since the player is watching factors influencing where the ball will fall and using physics equations to forecast land. A sector range of octants (1/8th of a pie-like piece of the wheel) is usually used. Ed Thorp and Nobel Laureate Claude Shannon pioneered this concept when they created the world’s first wearable computer to anticipate where the roulette ball would land.
Many factors go into the classical mechanic’s computations in roulette physics. Some of these elements are:
- Point of release
- Gravity’s Initial Speed of the Ball
- The Wheel’s Initial Speed
- The bounce coefficient is the number of times a ball bounces before landing in a basket.
Thorp and Shannon only had to input the beginning velocity of the ball after one spin into a computer program that accounted for all of these elements, and the computer took care of the rest. Before the croupier could say “no more bets,” a computer had to solve a sequence of equations. It’s worth remembering that when the two MIT professors achieved this, computers were permitted in casinos. We are no longer that fortunate. The two made a lot of money with the roulette physics computer, and their success led to the prohibition of computers in casinos.
When casinos successfully prohibited the use of computers, players were forced to devise new strategies for attacking the wheel without the help of any technology. The Kesselgucken method was born as a result. Although the process was not as precise as the computer-based system, it was still sufficient to achieve a significant advantage over the house.
The computer could estimate where the ball would land within a range of 5 numbers, or 1/8th of the wheel. If a gambler bets $1 on five different numbers and is correct 100 percent of the time, they will profit $33 every spin. And as the stakes get higher, the numbers get even more significant. When employing a non-computer approach, the profit levels are not as substantial, but they are still quite good. A player can increase the number of dollar inputs to $15 instead of 5, and with a payout of 36:1, a net profit of $20 for each spin is attainable with a 100% success rate. When properly executed, a profit can be made with a hit rate as low as 35%, making this a robust system. Let’s go over some of the things you’ll need to run the system.
RELEASE POINT (STEP 1)
Their signature identifies every roulette croupier. The physical components of how the croupier sends the ball into the wheel make up a croupier signature. The first element of the croupier signature is where the dealer releases the ball onto the track on the outside rim. Every spin, a croupier will generally remove the ball from the same position. It’s crucial to get off to a good start.
STEP 2: THE BALL’S FIRST SPEED
The initial velocity at which the ball is released onto the track is the next factor to consider. When Thorp and Shannon created their roulette physics computer, the player would press a button twice: once to measure the beginning point and again when the ball had completed one full revolution. The initial angular velocity was run through all of the calculations to determine the landing point. Without a computer, the player watches the croupier for a few hours before playing roulette against the dealer, timing the length of one revolution with a stopwatch. After then, the times are averaged to obtain a meantime for the distance traveled. For an average, about 100 spins should be enough. For one revolution, the distance traveled is about 2r, where r is the wheel’s radius and r = 3.14. Then, using the following formula:
After 100 tries and computations, the player will notice that the velocity is consistent for each particular croupier.
GRAVITY (STEP 3)
The player may predict where the ball will enter the portion of the wheel where the number baskets are by knowing where the ball is released and its initial velocity. Every time the ball splits from the outer track, it does so at the same speed. The ball then slides down the inclined path until it reaches the region with the numbered basket slots, where gravity takes over.
STEP 4: THE WHEEL’S FIRST SPEED
The ball aspect of the roulette game is calculated by determining where the ball will enter the basket region. The roulette wheel is the other side of the equation. The wheel remains in motion (with nearly no friction) and spins in the opposite direction as the ball. The wheel’s velocity, like the ball’s, is reasonably consistent between dealers. It should be calculated over the same 100 spins that the dealer’s initial velocity data were taken. The average, like the velocity estimates, should be taken and applied.
STEP 5: COEFFICIENT BOUNCE
The bounce coefficient is the final component. This is the number of spaces the ball travels before coming to a stop. It’s the section of the equation that has the most variation. The bounce coefficient is more of a technical art than rigorous math to determine. It, too, is strongly reliant on the croupier’s characteristics and necessitates multiple observations, recording, and averaging.
It is possible to defeat a roulette wheel using physics, but it is challenging, as demonstrated here. It necessitates a great deal of planning and effort. Most players who try this strategy make the first mistake of jumping directly into collecting measures at a casino, where they quickly grow discouraged and give up. To practice roulette, the player must make a financial investment in the game. They can develop their methodology at home under controlled conditions before applying it in the real world under real-world situations.
The roulette physics strategy is a difficult way to tackle the game. You can estimate where the ball will land within around 5 spaces if you employ exact calculations (the ones that require computers). This is a colossal advantage. The estimating approach is less precise, and the player must increase the number range from 5 to 15. And the hit ratio will be lower than with the computer-assisted method. The takeaway is that it is possible, but it will take a lot of work to master this strategy. Before attempting to use this strategy with real money, the player can practice using a simulation to ensure that they can use the Physics-based approach. It isn’t easy, and like anything important, it necessitates a significant amount of effort, but it’s well worth it.