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How are fruit machine programs written?

This is a discussion on How are fruit machine programs written? within the General FME Discussion forums, part of the Discussion Forums category; Hi, I've heard that fruit machine programs are based on "Game Theory" and was wondering if there ...


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Old 05-09-2005, 08:33 PM   #1 (permalink)
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Default How are fruit machine programs written?

Hi,

I've heard that fruit machine programs are based on "Game Theory" and was wondering if there are any online examples or descriptions of them (sorta "Know Thy Enemy" impulse prompted me to ask).

I know, if you tell me then you'll have to kill me..

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Old 05-09-2005, 10:28 PM   #2 (permalink)
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yeah well find you, and hunt u down and kill u lol just kidding welcome to the forum m8 and hope u enjoy your stay and if you need any help then im sure one of us nice guys will set u in the right direction
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Old 05-09-2005, 10:30 PM   #3 (permalink)
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what do you mean by "game theory"?
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Old 05-09-2005, 10:46 PM   #4 (permalink)
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Most fruities are designed according to theories, tried and tested ones, based on years of experience from manu's. They know all the tricks to get people hooked/addicted. Shame they dont know playability...
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Old 05-09-2005, 10:50 PM   #5 (permalink)
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Quote:
Originally Posted by judouk2002
yeah well find you, and hunt u down and kill u lol just kidding welcome to the forum m8 and hope u enjoy your stay and if you need any help then im sure one of us nice guys will set u in the right direction
Thankyou for the welcome

...but just in case you're not joking...

I'm gonna take some precautions!

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Last edited by jorolat; 05-09-2005 at 11:15 PM.
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Old 05-09-2005, 10:53 PM   #6 (permalink)
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Quote:
Originally Posted by GaryMPU34
what do you mean by "game theory"?
Its just a phrase I heard - some kinda branch of mathmatics:

Got this from google (just now) but there's probably better info around:

Description: Mathematics useful for decision making, inspired partly by the legalization in 1975 of casino gaming in Atlantic City, New Jersey. The casino gaming "laboratory" covers blackjack, slot machines, and roulette. "Challenging" problems include the Monty Hall problem, the pay envelope problem, the birthday paradox, the secretary problem, the gossip problem (telephone call chains), the Crackerjack box problem, and the terrorist problem. "Mathematical misunderstandings" debunk naive conceptions of the law of averages and death statistics. Also, notes on probability, computer algebra, capital management and betting, technical frauds (e.g., the mildness of Ivory soap, the nutritional value of breakfast cereals), game theory, cryptography, state lotteries, correspondence sports betting, Diophantine equations, and more.

http://mathforum.org/library/view/63968.html

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Old 05-09-2005, 10:55 PM   #7 (permalink)
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I don't know how much of what you said is relevant to the English AWP
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Old 05-09-2005, 10:58 PM   #8 (permalink)
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most are written using pots

take a 10p stake and for ease of calculations lets say the machine is set at 80%

2p goes to the operator, you never see that again leaving 8p

that 8p is then split up with maybe 2p going to a feature pot, 1p to hold after nugdes, 1p to hold after win, 1p to hold a pair 3 times and other 3p split over the reel wins. Once a pot hits a pre determined level then it will pay out

This is a very simple example but most machines work on this basis but with many many more pots, there may be one for each feature on the board or some put to the top feature
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Old 05-09-2005, 11:01 PM   #9 (permalink)
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Quote:
Originally Posted by kensplace2
Most fruities are designed according to theories, tried and tested ones, based on years of experience from manu's. They know all the tricks to get people hooked/addicted. Shame they dont know playability...
I was wondering if there were any flowcharts around giving an overview of how the programs are written - anything really!

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Old 05-09-2005, 11:13 PM   #10 (permalink)
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Quote:
Originally Posted by GaryMPU34
most are written using pots

take a 10p stake and for ease of calculations lets say the machine is set at 80%

2p goes to the operator, you never see that again leaving 8p

that 8p is then split up with maybe 2p going to a feature pot, 1p to hold after nugdes, 1p to hold after win, 1p to hold a pair 3 times and other 3p split over the reel wins. Once a pot hits a pre determined level then it will pay out

This is a very simple example but most machines work on this basis but with many many more pots, there may be one for each feature on the board or some put to the top feature
That makes sense as being at the core of the program but I just got this off the net (on behalf of Jorolat who doesn't seem to be around at the moment) from

http://www.artlex.com/ArtLex/G.html

game theory - The thought processes (theory) necessary for the designing of such challenging amusements as mazes, other board, card, computer games, slot machines, etc. A game consists on rules defining a gaming environment, and the potential action of players within it. Rules place requirements on what become the objectives of the players, ultimately determining success ?\ differentiating winners and losers ?\ further depending upon variable degrees of chance and skill. Considerations fundamental to the design of a game is its potential degree of difficulty (or "targeted age-group"), number of players, expense, and duration of play.

I don't know nuffink about game theory or fruit machine algorithms, just asking is all

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