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How RNG and winning mechanics are tested

The honesty of the slot rests on two supports: high-quality RNG (random number generator) and the correct winning mechanics, which maps random numbers into outcomes without bias. Testing is not one luck test, but a whole system: RNG cryptographic strength, statistical checks, RTP/volatility monte carlo simulations, deterministic sides for reproducibility, audit logs and certification in independent laboratories. Below is a complete, practical conveyor.


1) RNG architecture: what makes up "randomness"

Sources of entropy: OS (CSPRNG/'/dev/urandom ', CryptGenRandom), hardware TRNG (where available), system noise.

Algorithm: server CSPRNG (for example, CTR_DRBG/HMAC_DRBG) or high-quality PRNG (PCG/Xoshiro) with flow independence control.

Seed policy: primary seed from CSPRNG, individual streams per session/game/feature, protection against reuse, safe storage (HSM/secure storage).

Server → client: the outcome is calculated on the server, the client is only visualization; any "preludes" (near-miss/teasers) do not affect the result.

Independence of spins: no auto-adjustment to balance; lack of "good luck strips."

Control question: at what stage is the result accepted? Answer: before playing the animation, with fixation in an unchangeable log.


2) RNG mapping → outcome (no bias)

The correct unfolding of random numbers in the weights of characters/cells is the key to the absence of "modular" and other shifts.

Uniform samples - If a number in the range '[0, N)' is required, use rejection sampling instead of 'rand ()% N' to exclude bias at '2 ^ k% N ≠ 0'.

Weighted samples: cumulative distributions (CDF) or Alias algorithm (Vose) for fast samples by weight.

Multiple pull: a separate RNG call for each reel/cell/event, and not "scattering" one number for the entire field.

Guarantees at the code level: property-based tests for invariants ("sum of frequencies ≈ weights," "no segment is underrepresented").


3) What exactly we check: goals and metrics

RTP (Return to Player) - average return,%
  • Volatility/variance - variance of results
  • Hit Rate - frequency of any win
  • Bonus Frequency
  • Max Exposure - theoretical maximum (x of bid)
  • Stationarity - no drift of distributions in time/releases

4) RNG statistical tests (off-line batteries)

Use "batteries" on long sequences (10⁸+ bits/values), separately for each RNG stream:
  • Moments and correlations: monobit test (proportion 0/1), autocorrelation (lag k), serial and paired correlations.
  • Тесты NIST SP 800-22: frequency, block frequency, runs, longest run, FFT, approximate entropy.
  • TestU01/Dieharder: additional "stress tests" (birthday spacings, matrix rank, random excursions).
  • KS/ χ bucket ²: comparison of empirical and theoretical uniformity on '[0,1)' and on target ranges.
  • Poker tests (for groups of bits) and "gap tests."

Acceptance criteria: p-values ​ ​ in the acceptable range (not "too ideal"), the absence of systematic failures on fixed side values, stable results on different platforms/compilers.


5) Mapping statistics (game-specific)

Even the perfect RNG can be ruined by the wrong mapping. We check the distribution of outcomes:
  • Frequencies of symbols/cells: χ ² for coincidence with weights (by reels/clusters/coins).
  • Combinations/lines: binomial intervals for winning combinations; comparison with reference tables.
  • Bonus triggers/retriggers: event intervals (geometric/negative binomial) + KS/AD tests.
  • Independence of drums: cross-correlations between positions (exclude "sticking").

6) Monte Carlo simulations of RTP/volatility/frequencies

Reproducible simulations are the core of QA mathematics.

1. Setting: fix the version of mathematics, sids, weights/thongs/paytable.

2. Run: ≥10⁷ - spin 10⁸ for tail stability; separately - long bonus sessions.

3. Estimates and intervals:
  • RTP score: (\hat {RTP} =\bar {X}), where (X) is the gain in xBet.
  • Confidence interval (CLT): (\hat {RTP }\pm z_{\alpha/2}\cdot s/\sqrt {n}).
  • Required sample: (n\approach (z\cdot s/\varepsilon) ^ 2) for error (\varepsilon).
  • For Hit Rate/Bonus Rate, binomial (Wilson) intervals.
  • 4. Tails: p95/p99/p99. 9 wins per spin and per bonus; control "max exposure."
  • 5. Stability: sensitivity to ± δ changes in weights ("robustness runs").
Acceptance criteria:ΔRTP≤ tolerance (usually ± 0. 2–0. 3 p. p.) , frequencies of features in the corridor, tails do not go beyond the mouthguards.

7) Determinacy and reproducibility

Deterministic sides for QA: same sid → same outcomes (golden-run).

Identical results on platforms: compiler/library version fix, endianness check, FPU modes.

Save states: restore the interrupted bonus/spin without "flipping" the result.

Replay infrastructure: launching a "problematic" seed + step ticket for analysis.


8) Security and anti-tamper

WORM logs (or merkly hash chains): recording the outcome and input parameters before animation.

Signatures of builds and math lists: version of pay tables/scales - in the manifest with a signature.

Client integrity control: obfuscation, hash checking, anti-instrumentation.

Server-authoritative: only the server decides the outcome; client does not contain "hidden" checks.


9) Load and long-term tests

Soak tests: hundreds of millions of spin with rotation of sides; monitoring of memory/resource leaks.

High competition: parallel sessions of RNG streams → no racing/lock contention.

Network degrades: repeated requests/timeouts do not change the spin result.


10) Validation of UX invariants (interface integrity)

Near-miss: Animations don't change probability; banning "rigging" stops for the sake of drama.

Spin speed: Acceleration/turbo does not affect RNG.

Instructional/demo modes: either honest or tagged and math separated.


11) Post-release monitoring (statistical control in sales)

SPC cards/control graphs: RTP by time windows/casino/geo - in acceptable corridors.

Drift detection: PSI/JS divergence of win/frequency distributions.

Alarms: deviations → game/market blocking, log recalculation, report.


12) Certification and documentation

Prepare lab package (GLI/eCOGRA/BMM/iTech, etc.):
  • RNG description: algorithm, sources of entropy, crop policy, independence of flows.
  • Sources/binaries of the RNG module (or inspection artifacts) + test logs.
  • Math Sheet: payout tables, weights, RTP breakdown (base/bonus/jackpot), max exposure.
  • Simulation reports: volume, metrics, confidence intervals.
  • Logs/replays: format, signatures, retention policy.
  • Versioning: unchangeable hashes of artifacts (build, assets, math).

13) Frequent mistakes and how to avoid them

'rand ()% N'and modular offset. Use rejection/alias.

One RNG for everything without threads. Do independent streams, avoid hidden correlations.

Mapping "by beautiful indexes." Always check frequencies against weights χ ² tests.

Small simulations. 10⁶ is a "smoke check," tails need 10⁸.

Lack of deterministic sides. Without them, you cannot reproduce bugs.

The client decides the outcome. Server only, WORM logs only.

No post-monitoring. The release is not the end, but the beginning of statistical control.


14) Formulas and mini cheat sheet

χ uniformity ² (k buckets):
[
\chi^2=\sum_{i=1}^k \frac{(O_i-E_i)^2}{E_i},\quad E_i=n/k
]

Compare with (\chi ^ 2 _ {k-1}).

KS for continuous distribution:
[
D=\sup_x 	F_n(x)-F(x)
]
RTP confidence interval (CLT):
[
\hat{\mu}\pm z_{\alpha/2}\frac{s}{\sqrt{n}}
]
Wilson for fraction p (Hit/Bonus rate):
[
\frac{p+\frac{z^2}{2n}\pm z\sqrt{\frac{p(1-p)}{n}+\frac{z^2}{4n^2}}}{1+\frac{z^2}{n}}
]

15) Checklists

Technical design RNG

  • CSPRNG/TRNG source; documented seed/stream policy
  • Independent streams, no shared-state racing
  • Rejection/alias instead of '%'
  • Server-authoritative; result fix before animation
  • WORM logs, artifact signatures

Statistics and simulations

  • Batterey NIST/TestU01/Dieharder - Passed
  • χ ²/KS/wound - on outcome mapping
  • ≥10⁷ - spin 10⁸; CI by RTP/frequencies in tolerances
  • p95/p99/p99 tails. 9 and max exposure under control
  • Robustness runs when ± δ to scales

QA/Engineering

  • Deterministic sides; replay tickets
  • Soak/load; memory/CPU/latency stability
  • Spin/bonus summary without change of outcome
  • Cross-platform identity of results

Compliance/Documents

  • RNG specification + source/artifacts
  • Math Sheet + simulation reports
  • Logging/Retention/Audit Policies
  • Versioning and build/paytable hashes

RNG and winning mechanics testing is statistics and safety engineering. You protect players and brand when:

1. RNG stands and correctly seeded, 2. mapping outcomes without bias and reproducible, 3. RTP/frequencies/tails confirmed by large simulations, 4. the outcome is captured and audited before animation, 5. post-release monitoring catches any drift.

So the slot remains honest, predictable (in a statistical sense) and resistant to manipulation - and you pass certification and build long-term trust.

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