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14

// PUBLIC GAMING INTERNATIONAL // November/December 2015

to changing conditions and risk profiles.

This will be particularly important in the

early stages of developing regulations for

skill-based games. The people who at-

tempt to cheat or otherwise take advan-

tage of the system are constantly finding

new ways to accomplish their objective.

So we need to be constantly finding new

ways to prevent them from accomplish-

ing their objective.

What kinds of issues are regulators having to

think about as regards to skill-based games?

K. Mullally:

There will need to be risk-

control systems to protect from cheating

and to ensure player fairness. We need

safeguards for players and operators alike,

to ensure that the players are complying

with the rules and that the game-play

cannot be manipulated to give players

an advantage, either against the House

or against each other. For example, joy-

sticks are precisely calibrated to function

in a certain way. If the calibration for

the joy-stick gets out of adjustment even

by small amounts, that could lead to an

unfair advantage or disadvantage for the

player. There will need to be more robust

controls to ensure that joysticks are cali-

brated properly. The technical solutions

for operating a joy-stick that exist for rec-

reational skill-games may be adequate for

non-money-wagering applications, but

wagering games will require a far more

sophisticated level of protection.

What are some skill-based design concepts

that may challenge the ability of regulators

to safeguard against cheating?

K. Mullally:

GLI steadfastly avoids ad-

vising on game design. However, I have

observed that one of the challenges for

the industry will be developing an opti-

mum blend of skill and chance—some-

thing that gives the average player a rea-

sonable expectation of some type of a

return. How does that objective get rec-

onciled with the fact that players will all

have varying degrees of skill?

Poker, for instance, represents a good

balance between skill and chance. An

average player has a chance to beat an

above average player if the cards fall their

way. The element of chance is an equal-

izer. The highly-skilled poker player also

has the ability to apply their skills such

that they acquire an advantage and will

likely beat an average player over time. In

Las Vegas poker rooms, or online poker

rooms, players may try to avoid joining

a game of professional poker players.

But in regards to poker, there does not

need to be regulatory controls applied

because the element of chance mitigates

the degree to which skill determines the

outcome. New skill-based games that are

designed with that kind of skill/chance

balance may not need any more regula-

tory controls than poker. But there will

be new skill-based games that won’t have

that equilibrium of skill mitigated by

chance and will require additional regu-

latory layers to ensure that players do not

have an unfair advantage or manipulate

the outcomes of multi-player games. Of

course, giving the players a fair chance to

win is a market-driven necessity since the

consumer do not want to play games that

are perceived as unfair. Skill-based games

will need to have the tools to create a fair

opportunity in order to build a following

with the broader market of recreational

gamers. Players trust games like Lottery

and slots because they understand there

are controls giving everyone an equal

chance to win the random-based games.

Golf has a handicap system that theoreti-

cally levels the playing field enabling play-

ers of varying skill levels to compete directly

with each other. Tennis has a tiered system

that theoretically puts people of similar skill

levels together in the same field to compete

with each other. But some people “sandbag,”

deliberately playing worse when the stakes

are small so that they will perform better

against their handicap or the field when the

stakes are big. It seems to me that the chal-

lenge of preventing that kind of manipula-

tion will be problematic, won’t it?

K. Mullally:

Yes, of course. That is just

another area where regulators will need to

work through issues and create some rea-

sonable system of controls. The process of

developing these regulations to provide

consistency and safeguards protecting the

consumer will be a learning experience for

everyone. It will be iterative and evolve

and span across multiple jurisdictions.

The appropriate levels of risk control will

be a matter of some debate, but regula-

tors will likely begin with higher levels

of control to minimize the potential for

faults or vulnerabilities in the early stages

of this process. Hopefully, the process will

be collaborative in an effort to reach some

level of standardization in risk control

measures. If the regulatory effort is too di-

verse, it increases the likelihood that some

markets will fail to develop in this area.

And combining social-gaming with skill

and wagering could make things even more

complicated. Like, turning the old Zynga-

style games into money games would seem to

open up a whole new can of worms.

K. Mullally:

You mentioned handicap-

ping. I think there will be lots of differ-

ent ways to deal with these issues. For

instance, players could create their own

pools, choosing their own group of play-

ers, be it friends or people of similar skill

levels. Especially when the stakes are high-

er, players may want to know they can

trust the other players. With some games,

the play-style may be more focused on

the social aspect, playing with people you

know and and are part of your social net-