Skill Feature Explained
The “skill feature” is what differentiates PA Skill machines from pure chance-based games. This chapter dissects the mechanics, forms, and evaluation of the skill step, showing why it matters and how it should be implemented.
Definition
The skill feature is a determinative, repeatable, and outcome-relevant player action that modifies or finalizes a round result. Without it, the device would be chance-only and not meet the skill criteria.
Forms of Skill
Pattern Recognition
Players identify the optimal swap, line, or sequence in a limited time. Success requires recognition and decision speed.
Target Selection
Choosing tiles or symbols from hidden sets. Correct picks yield higher payouts, wrong picks reduce potential.
Memory/Recall
Remembering symbol positions or sequences across flips. Better recall improves payout tiers.
Illustrative Examples
| Game Type | Skill Feature | Outcome Impact |
|---|---|---|
| Grid Puzzle | One swap allowed | Can increase lines from 1 to 3 |
| Hidden Tiles | Select 3 of 9 | Correct picks yield higher sum |
| Sequence Memory | Recall 5 symbols in order | More correct = higher payout tier |
Design Standards
- Clear instructions and visible feedback.
- Reasonable time limits (5–10 seconds typical).
- Deterministic mapping of input to outcome.
- Practice should measurably improve performance.
Fairness & Balance
Skill should improve outcomes within limits, but not allow guaranteed profit. Balance comes from payout tables, timer length, and difficulty calibration.
- Fairness: All players see the same prompt and rules.
- Balance: Mastery raises expected value, but margins remain capped.
- Testing: Simulate play at different mastery levels to verify outcome curves.
Auditing the Skill Step
- Review logs: confirm player input changes outcome deterministically.
- Replay round: apply different inputs to the same base state.
- Verify difficulty: success rates improve with training, not luck.
Player Experience
Positive UX
- Clear prompt and timer.
- Visible reward for correct action.
- Replayability with learning curve.
Negative UX
- Ambiguous inputs.
- Unrealistic time limits.
- No perceptible difference in outcomes.
FAQ
Is tapping a “collect” button a skill feature?
No. Skill must affect outcome, not just accept it.
Can skill be reflex-based?
Yes, but timers must be balanced so human cognition, not random twitch, decides success.
How do regulators test skill?
They audit logs and simulate different input paths to ensure determinism and measurable effect.