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Guidance

Regulatory returns guidance

Guidance for information collected in the Regulatory Returns service by licensing sector.

Contents


2 - Random number generation - Casino equipment technical requirements

Random number generation

2.1 Random number generation (and game results) must be 'acceptably random'. Acceptably random here means that it is possible to demonstrate to a high degree of confidence that the output of the random number generators (RNG) is random, through, for example, statistical analysis using generally accepted tests and methods of analysis.

Random number generators should be capable of demonstrating the following qualities:
a. the output from the RNG is uniformly distributed over the entire output range
b. the output is unpredictable, that is, it is computationally infeasible to predict what the next number will be, given complete knowledge of the algorithm or hardware generating the sequence, and all previously generated numbers
c. random number generation does not reproduce the same output stream (cycle), and that two instances of a random number generator do not produce the same stream as each other (synchronise)
d. any forms of seeding (the process of initialising the random number generation process) and re-seeding used do not introduce predictability
e. any scaling applied to the random output complies with points a) to d).

Mechanically based RNG games

2.2 Mechanically based RNG games are games that use the laws of physics to generate the outcome of the game and must conform to the following rules:
a. they must meet the requirements of Section 2.1
b. the mechanical pieces must be constructed of materials that prevent decomposition of any component over its lifetime, for example, a ball must not disintegrate
c. the properties of physical items used to generate the random outcome must not be altered.

Scaling algorithms

2.3 If a random number with a range shorter than that provided by the RNG is required for some purpose within the gaming device, the method of re-scaling, (that is, converting the number to the lower range), must be designed in such a way that all numbers within the lower range are equally probable.

Randomisation with varying class size

2.4 Where a game is played using a finite set of randomised outcomes, for example, a shuffled deck of cards, each outcome within the set must initially be equally probable as per Section 2.1 to 2.3. However, it is accepted that as the finite set reduces in number, the outcome may become more predictable as the game progresses.

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