68 IAC 2-6-11
68 IAC 2-6-11 Randomness events; randomness testing
Cite as Ind. Admin. Code tit. 68, r. 2-6-11
Sec. 11. (a) Events in electronic gaming devices are occurrences of elements or particular combinations of elements which are available
on the particular electronic gaming device.
(b) A random event has a given set of possible outcomes which has a given probability of occurrence called the distribution.
(c) Two (2) events are called independent if the following conditions exist:
(1) The outcome of one (1) event has no influence on the outcome of the other event.
(2) The outcome of one (1) event does not affect the distribution of another event.
(d) An electronic gaming device must be equipped with a random number generator to make the selection process. A selection process
is considered random if the following specifications are met:
(1) The random number generator satisfies at least ninety-nine percent (99%) confidence level using the standard chi-squared
analysis.
(2) The random number generator does not produce a statistic with regard to producing patterns of occurrences. Each reel position
is considered random if it meets at least the ninety-nine percent (99%) confidence level with regard to the runs test or any similar pattern testing
statistic.
(3) The random number generator produces numbers which are independently chosen without regard to any other symbol produced
during that play. This test is the correlation test. Each pair of reels is considered random if they meet at least the ninety-nine percent (99%)
confidence level using standard correlation analysis.
(4) Produces numbers which are chosen without reference to the series of outcomes in the previous game. This test is the serial
correlation test. A reel stop position is considered random if it meets at least the ninety-nine percent (99%) confidence level using standard serial
correlation analysis.
(5) The random number generator and random selection process must be impervious to influences from outside the electronic gaming
device, including, but not limited to, the following:
(A) Electromagnetic interference.
(B) Electrostatic interference.
(C) Radio frequency interference.
(6) An electronic gaming device must use appropriate communication protocols to protect the random number generator and random
selection process from influence by associated equipment which is conducting data communications with the electronic gaming
device.