Why it's important to understand randomness and probability
Chance is not chaos, but rules without memory. Probability is the language that describes these rules. When we confuse them with "instinct" or "experience," dogon, high expectations and disappointments are born. When we understand, there is control of behavior and an honest product.
1) Basic ideas: briefly and on the case
Independence: Outcomes don't "remember" the past. Last night's series doesn't make tomorrow's success any closer.
Expected value (EV): average long distance result:[
EV=\sum p_i \cdot v_i - \text{cost}
]
Variance and series: short-term results jump; long "lucky/unlucky" - normal noise.
Law of large numbers: With many attempts, the average result tends to EV, not a "feeling of luck."
Small probabilities: people overestimate tiny (p) - lottery outcomes "seem closer."
2) Why the brain "stumbles" on chance
Reward prediction error (RPE): bright luck or almost-gain gives a dopamine "spark" - the brain is retrained to "check again."
Heuristics: gumbler error ("after a series of failures you will be lucky"), "hot hand," the illusion of control, the effect of accessibility.
Framing: "1 in 1000" feels different than "every thousand someone wins."
Conclusion: without explicit rules and numbers, we evaluate the chances "by feeling," and it is systemically biased.
3) Mini maths that brings back sobriety
3. 1. Expected value
If (EV <0), the "long game" will drag into minus even with rare successes.
3. 2. Independent events
Probability of success with (n) independent attempts:[
P (\text {at least 1 success}) = 1 - (1-p) ^ n
]
Useful when you want to understand "how long to wait on average."
3. 3. Batches and variance
"Five failures in a row" at (p = 0 {,} 3) have a chance ((0 {,} 7) ^ 5\approach 16 {,} 8%) is not uncommon. The series is not "exhausted."
3. 4. Low probability price
Subjective evaluation of small (p) is usually overestimated → lotteries "beckon" more than mathematics suggests.
4) Typical errors of perception and how to fix them
5) Near-miss: Losing masquerading as a chance
Almost-winning activates the same chains of "significance" as winning, although in fact the odds do not change. If the interface marks near-miss with a "winning" sound, the overestimation of probability is enhanced. Correct signature: "almost ≠ win."
6) How to translate probabilities into understandable "units"
Minutes/rounds: "120 points left ≈ 8 rounds (6-8 minutes)" - more honest than "a little more."
Frequencies instead of percentages: "1 out of 500" is clearer than "0.2%."
€ -equivalent of bonuses: "FS 10 × €0.10 = €1; vager × 15; will burn in 72 hours."
7) Practical set for the player (≤10 minutes to start)
Before the game (1 min):- Purpose: entertainment, not earnings.
- Limits: 20 min, budget € __, Stop-loss X/Stop-win Y.
- Pause 60-90 seconds: "Is there an impulse to catch up/believe in the "series"? → Stop."
- Diary 3 lines: time, ± amount, emotion 1-10.
- If irritation/dogon - time-out 24 h and reduction of limits.
- "Almost is a loss. The next (p) has not changed."
- "The plan is more important than the momentum. I control time and money, not a chance."
8) Honest Product Patterns (to Operators)
8. 1. Transparency
Tula "As considered": chance, contribution of games, € -equivalent to bonus before click.
Near-miss - no winning sound/confetti; signature "almost ≠ win."
8. 2. Rhythm and goals
Stairs T1→T2→Final with award icons.
"How much is left" in minutes/rounds, not just points.
OR goals (points/backs/multiplier) - a real choice without a grind.
8. 3. Default RG
Deposit/loss/time limits in 1-2 clicks; time-out/self-exclusion.
Quiet hours; suppression promo on pause/hard limits.
Language - "invitation, not pressure": "Take a break? ».
9) Metrics of "probability health" (in dashboard)
Behavior: attempts in 60 seconds after near-miss; Early-exit ≤5 min; Avg/Median Session Time.
Quality: complaints/1k; "as deemed" tickets; RG actuations.
Economy: Δ ARPPU (net); Prize&Bonus/Active; breakage bonuses.
Training/Trust: CTR on Tula, NPS on Transparency.
10) A/B ideas with gardrails
Near-miss: silence vs neutral sound → attempts "after," complaints/1k.
"Chance text" vs "chance + pictograms 1/1000" → understanding/tickets.
Showing "how much is left" in minutes on/off → early exits, completion.
€ -equivalent of the bonus on the card on/off → breakage, complaints, Δ ARPPU (net).
Guardrails: SRM, rise in complaints/1k, RG incidents - stop test.
11) Frequent questions (short)
Is it possible to "sit out the variance" and "wait for good luck"?
Longer = more attempts, but EV does not change. Over a long distance, you reach for the EV, not the "plus according to plan."
Is there a "right moment" for spin?
No, it isn't. For independent events, the moment does not affect the chance; only the cost/variance of the selected mode is affected.
Why is money "felt" differently than bonuses?
Mental accounting: bonus - "other people's" chips are → spent more boldly. Transfer to € and see conditions.
12) Checklist (player, daily)
- Money/time limits included; Stop-loss/Stop-win recorded.
- Timer 15-30 min and quiet hours are active.
- After near-miss - a pause of 60 seconds: "the chance has not increased."
- Bonuses transferred to €; the terms are clear.
- Diary line 3 is full.
13) Honest design checklist (operator)
- Odds/logic and € -equivalent to bonuses - before click.
- Near-miss without victory marking; info-tul "why isn't it a win."
- Ladders and "how much is left" in minutes/rounds.
- OR targets and timeboxes; a pause does not nullify progress.
- Limits/pause/self-exclusion in 1-2 clicks; quiet hours; suppression promo.
- Health metrics in monitoring: complaints/1k, dogon-rate, proportion of "overheated" patterns.
14) Mini Case (Synthetic)
Before: bright near-miss with sound, "chances" hidden, bonuses without € equivalent. Complaints/1k - 8. 0; dogon-rate high.
After: tula "as considered" next to the buttons, neutral near-miss, "how much is left" in minutes, bonus cards with € and a term; quick limits and quiet hours.
8 weeks (holdout 15%): complaints/1k − 29%, dogon rate − 18%, share of players with limits + 15 pp, Retention L30 + 2. 1 pp, Δ ARPPU (net) is stable; the share of "overheated" patterns − 10%.
Understanding randomness and probability is a shield from cognitive traps and a compass for the product. It helps the player to keep control (limits, timer, diary) and the operator to design honest interfaces (transparent odds, neutral near-miss, "how much is left" in minutes). Then excitement remains emotion, decisions remain sober, and relationships with the product remain stable and trusting.