Welcome to Luckypool.co


(from http://ckpool.org)

SPLNS stands for Score Per Last N Shares. Score refers to the fact that share value is weighted by the difficulty of the share found. Last N Shares refers to the fact that the score is a rolling score based on N shares where N means 5 x the current difficulty. The rolling average is weighted according to when the shares were found - the more recent shares are the more they are worth.

Features of SPLNS:

Hop proof - the system cannot be gamed to earn more by hopping on and off during lucky blocks.

Short "ramp up time" compared to PPLNS - rewards more rapidly rise to stable levels when you first start hashing.

Long "ramp down time" - you are still entitled to rewards for a very long period which is pool hashrate dependant rather than time dependent so you don't quickly "fall off" and earn nothing when you stop mining. Additionally this helps minimise variance for intermittent miners.

Lucky rewards - since shares are weighted by the difficulty of the share found, if you are a small miner that has a handful of lucky high diff shares, you can earn significantly more, capped at current network difficulty.

Block finder rewards - as per lucky rewards, a large share weight is attached to block finds (but is applied to the next block reward since user rewards are included in the existing unsolved block reward.) The sooner the next block is found, the higher the block finder reward is.

Malicious & faulty miner disincentives - since shares are rewarded according to the difficulty of the share found, malicious miners that withhold block solves, or faulty hardware that doesn't produce high diff shares will have substantially less reward than on any other pay scheme or pool.

SPLNS calculation is done on the fly and updated every minute based as a product of HERP DERP.

Herp stands for Hash Extracted Rate Product - where each share is worth sqrt(MIN(share diff, networkdiff) / workdiff) * work_diff / 2

Derp stands for Difficulty Extrapolated Reward Payment - where the reward equals the user's herp divided by the pool's herp i.e. it is the expected reward should a block be found now.

The pool's Herp is simply added until it reaches 5 * network difficulty. After that it is biased every minute by scaling existing herp down to add the latest minute's herp and all users' herp is adjusted by the same scale the pool's was.