The Gilded Ace · floor analytics review · gaming dates Jan 1 – Jun 30, 2025 · fictional casino, synthetic data

Luck, Location, or a Leak?

Management plans to replace the ten machines that earned the least. Before we spend on that, this page tests the three explanations for low earnings, one at a time, then prices what the $100,000 should buy for July. Machine summaries follow the period, zone and bank filters; guest summaries follow period, tier and region. The closure study, model validation and July action plan use fixed windows. Concentration uses six-month ranks and the region filter only.

July decision: inspect M-1158 for $1,200. Preserve $98,800.

Location matters, but a better-performing machine does not prove more property-wide profit. Keep replacement, signage and policy rollout on hold until incremental value is established.

THE GILDED ACE · LAS VEGASDrag the red lever down. Follow the evidence.
$100,000ONE BUDGET. SIX QUESTIONS.
Question 1

Which machines are truly underperforming?

The manager's bottom ten (lowest house win in the selected period and zone)

Luck z = (house win − theo) ÷ the standard deviation implied by each game's published payout variance and the actual bets. Values between −2 and +2 are ordinary luck. Hit-rate z compares the share of spins that paid anything with the game's published hit probability. Days = days on the floor in the period.

Earning power vs. luck, every machine

Manager's bottom tenOther machinesAdjusted payout screen (inspect)

Horizontal: expected house win (theo) per available hour, which adjusts for game math and available time. Vertical: luck z. A low-earning machine sits far left; location and demand may explain it; a lucky-or-unlucky one sits high or low. The shaded band is ordinary luck (±2).

How unusual is the luck? Distribution of luck z across machines

Location test

The same game earns far less in the Back Forty

Theo per available hour, by zone and game (full six months)

Darker = more expected win per hour. Cells with fewer than 3 machines are omitted. Reading across a row compares the same game math in different places.

Closure comparison: the Main Entrance → Back Forty walkway closed Mar 3 – Apr 7

Back FortyAll other zones
Question 2

What changed in demand, and why?

Daily floor coin-in (selected zone), with events

Daily coin-in7-day averageEvent day

Month by month (selected zone)

Question 3

How much play was lost to downtime, and when?

Downtime and its cost by manufacturer (selected period and zone)

Lost theo = downtime hours × that manufacturer's theo per available hour. It is an estimate of expected house win forgone, assuming demand would have been normal while the machine was down.

When faults happen and how long they wait for a technician

Faults opened (count, bars)Average wait before work starts (hours, line)

All fault tickets, Jan–Jun, by local hour the machine went down.

Question 4

What did tracked players wager, get back and net?

Who carries the house's win (full six months, tracked players)

By guest group (selected period)

Player-months: one row per card holder per month with any activity. "Ahead" = player-months with positive tracked net. Carded play only; uncarded play is invisible here.

Question 5

What did the comp program cost, and did anything change?

Points a guest spends per $1 of comp value, by week

Comp cost relative to the play it rewards (selected guest group)

Reinvestment = comp economic cost ÷ tracked theo. Comp cost is already inside POS cost of goods; it is counted once.

Model

Forecasting daily coin-in: does a weekday pattern beat a flat average?

Holdout May 1 – Jun 30: actual vs. two frozen forecasts

ActualWeekday-mean modelFlat baseline

Validation

Fixed validation window, unaffected by dashboard filters. Both forecasts were fixed from Jan 1 – Apr 30 only and never refit on May–June. No later data, tourism or survey figures were used as inputs.

Question 6

What the $100,000 should buy for July 1 – 30

Considered and not funded

Priced option: comp pilot protocol, power and stopping rules
Method and data

How the numbers are built

Sources. Machine meters (machine_day, all play), game math (game_math), placements and zones (prepared_daily_view), tickets (operations), floor totals (property_day), tracked players (player_period), loyalty events (loyalty_ledger), walkways, action catalogue. Release 0.9.0-draft.

Money. House win = coin-in − payout. Theo = Σ bet × (1 − RTP). All ratios are ratios of sums. Off-floor days (machine not installed or retired) are excluded, not counted as zero.

Luck. For each machine, the standard deviation of house win is √Σ(payout-multiplier variance × bet²), from published game variance and actual bet sizes. Luck z = (house win − theo) ÷ that SD. Hit-rate z uses Σ(spins × p) and Σ(spins × p × (1 − p)) across each day’s configuration. Location filters preserve each machine’s dated placements; machines spanning locations list both.

Exposure. Comparisons use theo per available hour (scheduled hours minus downtime; DST day has 23 h) so new, retired or broken machines are not penalized for missing time.

Model. Train Jan 1 – Apr 30, test May 1 – Jun 30. Baseline = training-period mean daily coin-in. Model = training mean for each weekday. Metric = mean absolute error in dollars.

Limitations. Synthetic data. Carded play only for guests. Downtime cost assumes normal demand while down. Action benefits are estimates with stated ranges, not guarantees. An unusual payout pattern is a reason to inspect, not evidence of wrongdoing.

Built with Python + DuckDB for aggregation and plain HTML/SVG for this page. AI assistance disclosed in the write-up appendix.