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Gaming Routines in the Slot Machine Industry

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Title: Gaming Routines in the Slot Machine Industry


1
Gaming Routines in the Slot Machine Industry
  • Noelia Oses, Ph.D.
  • http//www.noeliaoses.charitydays.co.uk

2
Agenda
  • Introduction to the Slot Machine Industry
  • Brief summary of evolution
  • Analytical overview of gaming routines
  • Conclusions

3
The Slot Machine Industry
  • Slot machines gambling machines that
  • Have 3 or more reels.
  • Reels spin at the start of the game (after the
    player has paid).
  • If visible symbols match a winning pattern the
    machine pays out a prize.
  • Controlled or Random.

4
2. Brief Summary of Evolution
  • Mechanical machines
  • Electro-Mechanical machines
  • Sound and light effects.
  • Computerised machines
  • Random number generator.
  • Video machines
  • Flexibility

5
3. Analytical overview of gaming routines
  • Mathematical model necessary to determine
  • the percentage of the collected money it will
  • return to the players in the long term.
  • Main features
  • Line wins
  • Scatters
  • Gambles
  • Bonus games
  • Free spins

6
3.i. Line wins
SkyBetVegas Wheel of Fortune
7
3.i. Line wins
  • The outcome of reel spin is completely random
  • No recommended strategy for players
  • Economic assessment is straight forward

8
3.ii. Scatters
Three or more instances of a predetermined symbol
are visible anywhere in view (not necessarily on
a payline).
  • Clayvision.coms Rock n Roll
  • Outcome of spin random gt no strategy
  • Economic assessment straight forward

9
3.iii. Gambles
  • Gamble a win to double or nothing.
  • does not alter the percentage return
  • Hi-Lo gamble guess whether the next number in a
    sequence of positive random integers is higher or
    lower than the last
  • The economic and playing analysis of the Hi-Lo
    gamble has been reported in several papers by Dr
    Jim Freeman

10
3.iii. Gambles (Hi-Lo)
11
3.iv. Bonus games
  • Triggered by an event in the reels
  • Played on the top box or in another screen
  • Bingo, Poker
  • General Probability
  • Trails
  • Markov Chains
  • Sequences of offers
  • Stochastic Dynamic Programming
  • Markov chains (Optimal stopping of)
  • Chases
  • Competing random walks
  • Strategy games

12
3.iv. Bonuses Poker
  • Poker hand contribution (2 joker deck)
  • The number of hands that are a Two Pairs win
    with no jokers is
  • The probability is

13
3.iv. BonusesExtra Balls Bingo
m Hits
Probability P( m hits )
  • N Bingo numbers.
  • Player selects K.  
  • D numbers drawn at random.
  • Prizes paid according to the win plan.
  • If prize is not the best or worst prize then an
    additional 2 balls are drawn.
  • Player pays 1 credit per game.
  • Distribution Version of hypergeometric

Extra matches P( xm m )
Total Probability of m hits
Contribution ()
14
3.iv. Bonuses Trails
  • Modelled as Markov Chains
  • Prize can only increase play till the end
  • Throw die
  • Advance along
  • Until falling on collect
  • Or maximum number of moves

15
3.iv. Bonuses Sequences of offers
  • Several prizes are offered in sequential order
  • Player, at each stage, decides whether to take
    the prize on offer or reject it.
  • The player does not have the option of choosing
    to take previously rejected prizes.
  • The maximum number of offers that the player can
    have is limited and predetermined.
  • The last offer, if reached, is auto-collected.
  • The prize on offer can decrease therefore player
    needs strategy

16
3.iv. Sequences of offers (I)
  • E.g. Top Dollar
  • 4 offers X1 , , X4 I.I.D
  • At each stage
  • the player either accepts the offer and the game
    ends
  • or goes on (in the 4th stage he doesnt have a
    choice)
  • Maximise expected value
  • Stochastic dynamic programming.

17
3.iv. Sequences of offers (II)
  • E.g. Bitz Pizzas
  • One selected at random
  • 4 spins of the reel
  • Plus One
  • Plus Two
  • Change One
  • Change All
  • Markov Chain (optimal stopping Bather)

18
3.iv. Bonuses Chases
  • Player vs. something
  • Competing Random Walks (non-Markovian)
  • Player throws die first
  • Monster next
  • Finishes when
  • one catches the other or
  • max number of moves completed
  • Bonus prizes catch, start and max moves

19
3.vi. Bonuses Strategy games
  • Player must make decisions at each stage
  • E.g.
  • Battleships
  • Stochastic Dynamic Programming

20
3.v. Free Spins
  • When free spins can be won from within free spins
  • Where
  • p1 is the total probability of initiating free
    games in a normal spin
  • n1 is the expected number of free games given
    that the player has won free games
  • p2 is the probability of re-triggering free spins
    inside the free spins
  • n2 is the expected number of free games given
    that the re-trigger has occurred

21
3.v. Free Spins (II)
  • If the total number of free spins that can be won
    in one go is limited then
  • Where (n1n2N) Total number of
  • free spins that can be won in one go (constant of
    the game).

22
3.v. Free Spins (III)
  • The total percentage return ( ) is
  • is the percentage return of the base game,
    calculated without considering the value of the
    free games.
  • is the percentage return of the bonus
    (free spin) games.

23
Note
  • Monte-Carlo simulation is used to double-check
    the results of the calculations
  • Graphical display
  • Fast simulation

24
4. Conclusions
  • The slot machine industry provides practical
    examples of Operational Research and Stochastic
    Processes applications.
  • As the industry evolves, the games will become
    more sophisticated and, almost certainly, more
    interesting to study.
  • Video Slots can have virtually any game as a
    feature
  • Must be possible to calculate the expected value
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