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 Random number generator

It is a common belief that the odds on a machine have something to do with the number of each kind of symbol on each reel, but in modern slot machines this is no longer the case. Modern slot machines are computerized, so that the odds are whatever they are programmed to be. In modern slot machines, the reels and lever are present for historical and entertainment reasons only. The positions the reels will come to rest on are chosen by a Random Number Generator (RNG) contained in the machine's software. This is called "virtual reel" technology.
The RNG is constantly generating random numbers, at a rate of thousands to millions per second. As soon as the lever is pulled or the "Play" button is pressed, the most recent random number is used to determine the result. This means that the result varies depending on exactly when the game is played. A fraction of a second earlier or later, and the result would be different.
Some professional gamblers observe that the RNG does not actually generate random numbers. Indeed, all RNG (also called Pseudorandom Number Generators or PRNGs) will eventually repeat their number sequence. This behavior is due to poor programming, as it is relatively easy to build PRNGs with periods so long no computer could complete a single period in the expected lifetime of the universe. Having access to the PRNG code and seed values, some cheats, such as Ronald Dale Harris, a former slot machine programmer, discovered equations for specific gambling games like Keno that allowed them to predict what the next set of selected numbers would be based on the previous games played.

Payout percentage

Slot machines are typically programmed to pay out as winnings between 82 to 98 percent of the money that is wagered by players. This is known as the "theoretical payout percentage". The minimum theoretical payout percentage varies among jurisdictions and is typically established by law or regulation. For example, the minimum payout percentage in Nevada is 75 percent and in New Jersey is 83 percent. The winning patterns on slot machines, the amounts they pay, and the frequency at which they appear are carefully selected to yield a certain percentage of the cost of play to the "house" (the operator of the slot machine), while returning the rest to the player during play. Suppose that a certain slot machine costs $1 per spin. It can be calculated that over a sufficiently long period, such as 1,000,000 spins, that the machine will return an average of $950,000 to its players, who have inserted $1,000,000 during that time. In this (simplified) example, the slot machine is said to pay out 95%. The operator keeps the remaining $50,000. Within some EGM-development organizations this concept is referred to simply as "par". "Par" also manifests itself to gamblers as promotional techiniques: "Our 'Loose Slots' have a 93% Pay-back! Play now!" As an aside, the "Loose Slots" actually may describe an anonymous machine in a particular bank of EGMS.
A slot machine's theoretical payout percentage is set at the factory when the software is written. Changing the payout percentages after a slot machine has been placed on the gaming floor requires a physical swap of the software, which is usually stored on an EPROM but may be downloaded to Non-Volatile Random Access Memory (NVRAM) or even stored on CD-ROM or DVD depending on the technological capabilities of the machine and the regulations of the jurisdiction. Based on current technology, this is a time consuming process and as such is done infrequently. In certain jurisdictions, such as New Jersey, the EPROM is sealed with a tamper-evident seal and can only be changed in the presence of Gaming Control Board officials. Other jurisdictions, including Nevada, randomly audit slot machines to ensure that they contain only approved software.
In many markets where central monitoring and control systems are used to link machines for auditing and security purposes, usually in wide area networks of multiple venues and thousands of machines, player return must usually be changed from a central computer rather than at each individual machine. A range of percentages are preprogrammed into the game software and selected by configuring the machine remotely.
In 2006, the Nevada Gaming Commission began working with Las Vegas casinos on technology that would allow the casino's slot manager to change the game, the odds, and the payouts remotely via a computer. The change cannot be done instantaneously, but only after the selected machine has been idle for at least four minutes. After the change is made, the machine must be locked to new players for four minutes and display an on-screen message informing potential players that a change is being made.

Linked machines

Often machines are linked together in a way that allows a group of machines to offer a particularly large prize, or "jackpot". Each slot machine in the group contributes a small amount to this progressive jackpot, which is awarded to a player who gets (for example) a royal flush on a video poker machine, or a specific combination of symbols on a regular or 9 line slot machine. The amount paid for the progressive jackpot is usually far higher than any single slot machine could pay on its own.
In some cases multiple machines are linked across multiple casinos. In these cases, the machines may be owned by the machine maker who is responsible for paying the jackpot. The casinos lease the machines rather than owning them outright. Megabucks may be the best known example of this type of machine. Megabucks Nevada starts at $10,000,000 after a jackpot. (Prior to September 2005, Megabucks Nevada reset to $7,000,000.) The new penny Megabucks video game also has a jackpot that starts at $10,000,000.
Slot machines that are not linked to a large regional jackpot such as Megabucks usually have higher payout percentages, as linked machines have to take into consideration the large jackpot amount into their payout percentage calculations.

 Near-miss programming

Because the reel display of modern slot machines is controlled by computer software, it is possible to make the slot machine frequently display combinations that are close to winning combinations. For instance, if the jackpot combination is "7-7-7", a slot machine could be programmed to frequently display "7-7-(non-7)". This can fool the player into thinking they "almost won", teasing them into playing more often.
This practice of showing combinations that are similar to winning combinations more frequently than would occur randomly is called "near-miss" programming. It has been ruled illegal in the U.S. states of Nevada and New Jersey. The Nevada Gaming Commission did review some machines with this type of programming and refused to authorize them.
There is a related phenomenon that is also sometimes called "near-miss". The chance of a winning combination appearing on a payline is controlled by the winning percentages programmed into the slot machine. However, the combinations appearing above and below the payline are all roughly equally randomly distributed. This means it is much more likely that a "winning combination" will appear above or below a payline than on the payline. Using the same example above, it is much more likely that a "winning combination" of "7-7-7" would appear on a line above or below the payline than the chance that it would appear on the payline.
The issue of a near-miss above or below the payline was also investigated by the Nevada Gaming Commission. They ruled that this was legal, so long as the "near-miss" above or below the payline was not specially programmed. In other words, the "near-miss" must be just as likely to occur as any other combination. The machine cannot be specially programmed to show "winning combinations" more frequently than other combinations above or below the payline.
The calculation is more complicated than implied here. The stops are not 'programmed' in the sense that their outcome is the result of a calculation. In fact, the reel strips (like a mechanical poker machine) are designed so that the machine will pay according to the relevant RTP.
Near-miss programming, where a near miss is innacurately displayed (i.e. the player is shown something that is not an accurate representation of the reelstrips) is not allowed in Australia either. Due to this, regulators use stop motion cameras to audit manufacturer's practices.

Progressive jackpots

A progressive jackpot is a jackpot (highest payoff) for a gaming machine (usually a slot machine or video poker machine) where the value of the jackpot increases a small amount for every game played. Normally multiple machines are "linked" together to form one large progressive jackpot that grows more quickly because multiple players are contributing to the jackpot at the same time.

The progressive jackpot meter

The amount of the jackpot is shown on a meter as a money value. Usually the jackpot can only be won by winning the combination with the highest payoff, e.g. a royal flush at a video poker game, or five of the most valuable symbols (lemons, cherries, alligators, etc) on a slot machine. Once a player wins the jackpot, the jackpot resets to a preset minimum level.
The amount on the jackpot progresses (increases) a small amount for every play on a connected machine. The amount that the jackpot advances by is set by the casino ("the house"). For example, on a machine whose house edge is 5%, a generous jackpot contribution might be 1% (one fifth of the expected profit). The house is prepared to contribute some of the profit of a jackpot linked machine because players are attracted by the:
  • relative novelty of progressive jackpots (generally, only a small fraction of the house's gaming machines will be connected to a progressive jackpot)
  • constantly changing meter, often displayed on large, fancy LED displays
  • large amount of the jackpot, which eventually motivates more players to play the game.

Qualifying

Usually only players who wager the maximum number of credits per play qualify to win the jackpot. All wagers, whether or not they're max credit bets, contribute to the jackpot though. As a result, a game which requires a 10 credit wager to qualify for the progressive jackpot will tend to have the progressive jackpot rise to higher levels (relative to its break-even level) than a game that requires only a 5 credit wager to qualify.

The break-even point

In some games such as video poker, it is possible to compute an optimal playing strategy based on the frequency for each payoff versus the odds of hitting that payoff. Since the jackpot of a progressive video poker game is constantly growing, it eventually can reach a break-even point where the machine becomes a positive expectation bet for the player.
When the progressive jackpot is less than the break-even point, there is a negative expected value (house edge) for all players.
In the long run, with optimal strategy, a video poker player can make a profit, although the "long run" is generally longer than most people think. (Several tens of thousands of plays.)
It's worthwhile to note that a break-even point cannot normally be calculated on a slot machine game, because the payback percentage for the game is unknown to the player. The break-even point in video poker can be calculated because the payback percentage for the game is a function of the paybacks and odds of the poker hands, which is based on a 52 card deck.

Advantage play

Advantage players who only play when the progressive jackpot provides them with a positive expectation situation still generate revenue for the casino. This is a unique situation where the player has an advantage over the house, yet the casino is still making a profit from the player. This situation occurs because the bulk of the progressive jackpot has been bought and paid for by the other players' contributions to the jackpot.
Savvy gamblers sometimes organize teams of players to play machines where the progressive jackpots generate a positive expectation situation. Such teams often displace ordinary players, making the machines unavailable just when they are at their most interesting. Team members will often have cell phones and work in shifts, calling another teammate to replace them when they're ready for a break. Some casinos have a policy of "no team play", and will eject players suspected of playing in such teams.

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