Player Loss
How to deal with Actual Loss in the casino industry. By Andrew MacDonald Gaming Manager, Casino Operations, Adelaide Casino, 1993 |
Casino Analyser Reference Rebate on Loss |
Introduction | What is the cost of rebating? | How large a value? | Unit Normal Linear Loss Integral | Baccarat (Player/ Bank 50% Equivalent) | Roulette (single number play on single zero Roulette) | Conclusion |
How large a value for the number of hands would this take?
In an even chance game with a 1.2% house advantage the following could be calculated.
One standard deviation = square root (N) 99.7% of all results fall within three standard deviations of the mean. Therefore, 99.85% of all results would fall to the right of minus three standard deviations. If we were to solve for when 0 were -3 standard deviations from the mean we find 3 square root (N) = mean mean = N x edge 3 square root (N) = 1.2% N |
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____N____
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1.2%
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square root N
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Therefore | |||||||||||||||||||
N | =(3/1.2%) ^2 | ||||||||||||||||||
N | =62 500 | ||||||||||||||||||
Thus, if a player were to play approximately 62,500 hands and then settle it would be appropriate to pay 50% of whatever that player’s actual loss were at the time.
We now know that for one hand it is appropriate to rebate 1.186% of actual player loss, whereas at 62,500 hands, 50% of actual loss may be repaid with both scenarios maintaining a 50% equivalency relative to theoretical loss in an even money game. To determine points in between these extremes of number of hands, it is necessary to determine the conditional mean for each number of hands. To crudely demonstrate the process of integration the following is provided:- Number of hands N = 100 |
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The mean | = 1.2% x 100 | ||||||||||||||||||
= 1.2 | |||||||||||||||||||
1 standard deviation | = square root (N) | ||||||||||||||||||
= square root (100) | |||||||||||||||||||
= 10 | |||||||||||||||||||
From basic statistics we know that 34.13% of results occur between the mean and one standard deviation.
13.64% of results occur between one and two standard deviations and 2.23% of results are greater than two standard deviations From this we may roughly calculate the conditional mean for all player losses. To do this we take the probability range and multiply this by the mid point result. 34.13% x {(1.2 + (1.2 + 10)) / 2 } and sum these which provides the conditional mean greater than the mean and then add the probability of results between 0 and the mean multiplied by that midpoint. Without referring to normal distribution tables this may be approximated by taking the mean divided by the standard deviation and multiplying this by 34.13% and then multiplying that by the midpoint of zero and the mean. = 1.2 / 10 x 34.13% x 1.2/2 Thus the conditional mean |
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= 2.116 | |||||||||||||||||||
+ 2.210 | |||||||||||||||||||
+ 0.584 | |||||||||||||||||||
+ 0.025 | |||||||||||||||||||
= 4.935 | |||||||||||||||||||
This compares to the standard mean (theoretical loss) of 1.2 and thus if a 50% rebate on theoretical loss were desired the rebate on actual loss based upon the above would be | |||||||||||||||||||
Rebate on actual loss % | = 50% x 1.2 / 4.935 | ||||||||||||||||||
= 12.16% | |||||||||||||||||||
As stated this is a very crude example provided for demonstration purposes only. |