Named after Koza & Bower — the two mathematicians who invented the pre-generated finite-pool instant lottery ticket (US patent 3,826,499, filed 1973, granted 1974) and co-founded Scientific Games Corporation. Kobow is a portmanteau of their names. This page explains the four distribution heuristics we apply on top of their finite-pool framework, and shows side-by-side what happens when we rebalance real math — same RTP, same caps, measurably better player experience.
Origin — where the math came from
In 1973, Koza and Bower filed the patent covering the pre-generated finite-pool instant lottery ticket — the mechanic behind every pull-tab, scratch-off, and electronic pull-tab in the regulated market today. Their insight: because every ticket outcome is fixed at printing, prize density in the deck is the only dial that controls player-experience feel — and RTP alone hides everything interesting about that feel. R1–R4 below are Kobow.Bet’s own distributional heuristics layered on top of that finite-pool foundation.
The four heuristics in one sentence. A well-formed predetermined game passes R1 (session RTP lands inside a credible band most of the time), R2 (bonus gaps are bounded — no player goes 300 tickets without a bonus), R3 (prize mass is spread across tiers — not bunched at $1), and R4 (volatility is coherent with the advertised game class). Two decks with identical 85% RTP can score wildly differently on these — and players feel the difference.
Four principles — the governing heuristics
Each heuristic is a measurable distributional property of the deck. We compute all four for every paytable variant we design; the Kobow rebalance was driven by asking where does the original v2.8 paytable under-perform on R1–R4?
Live comparison — original vs Kobow (same RTP, different game)
Both paytables have RTP = 85.00% and obey the same $10,000 top-prize cap. The only difference is how the 85% of mass is distributed across prize tiers. Run a Monte Carlo simulation below to see how identical expected-value decks produce meaningfully different R1–R4 scores.
Ready — click Run to simulate
Running — 0%
Original MadLab v2.8 Medium baseline
RTP—
Hit frequency—
Volatility σ/μ—
In-band session RTP—
P95 bonus gap—
Max bonus gap—
Run to populate
Kobow Rebalanced Medium kobow
RTP—
Hit frequency—
Volatility σ/μ—
In-band session RTP—
P95 bonus gap—
Max bonus gap—
Run to populate
Prize mass distribution — Original R3
Where the 85% RTP is placed across prize tiers. Concentrated at $1 = thin middle.
Prize mass distribution — Kobow R3
Same 85% RTP, but mass moved from $1/$2 tiers up to $5/$10/$25.
Session RTP distribution — Original R1
How often a session's realised RTP lands inside the advertised band.
Session RTP distribution — Kobow R1
Tighter distribution = more sessions feel like the advertised game.
Bonus gap distribution — Original R2
Tickets played between bonus triggers. Long tail = players quit.
Bonus gap distribution — Kobow R2
Compressed tail: max gap is bounded, p95 is tighter.
Volatility fingerprint — Original R4
Per-ticket payout distribution (log scale). Coherent-volatility check.
Volatility fingerprint — Kobow R4
Fewer zero-wins, fatter middle, same top-end: classic Medium.
Predetermined deck sample — first 100 tickets
Each cell is one ticket (prize by colour). R2 penalizes long stretches of the same colour; R3 packs colours evenly.
Original—
Kobow—
What actually changed
Identical inputs in, different distributional properties out. RTP stays locked at 85.00%; the cap stays at $10,000. Everything else is shaped by the R1–R4 targets.
Metric
Original
Kobow
Δ
Live session test — Koza-Bower scoring in real time
Watch a player session unfold ticket by ticket. The balance chart tracks net position while the four R1–R4 gauges update live. Same RTP, same caps — the feel diverges immediately.
Ready — click Play to start the live session test
ORIGINALv2.8 Medium
Ticket
0
Player
$0.00
House
$0.00
RTP
—
Last Win
—
● Player● House
—
R1 Session RTP
—
R2 Gap control
—
R3 Prize spread
—
R4 Vol coherence
KOBOWRebalanced Medium
Ticket
0
Player
$0.00
House
$0.00
RTP
—
Last Win
—
● Player● House
—
R1 Session RTP
—
R2 Gap control
—
R3 Prize spread
—
R4 Vol coherence
Session complete.
Balance Overlay Player
Both player curves on the same chart. Orange = Original, Blue = Kobow.
House Revenue Overlay House
House earnings (inverse of player). Higher = more revenue per session.
How wins are distributed by prize band. Kobow shifts mass to higher tiers.
Simulation history
#
Verify ID
Time
Seed
Tickets
Orig Balance
Orig RTP
Orig R1
Orig R2
Orig R3
Orig R4
Kob Balance
Kob RTP
Kob R1
Kob R2
Kob R3
Kob R4
Winner
Why this matters — the Kobow thesis
RTP alone is insufficient. Regulators, operators and players all care about the feel of a game — and feel is determined by R1–R4, not RTP. Two decks that advertise 85% can be a fair draw or a frustrating grind depending on how that 85% is distributed. Kobow's rebalance holds RTP and cap constant while pulling R1 in-band rate up, tightening R2's p95 gap, spreading R3's prize mass, and keeping R4's volatility coherent with the advertised Medium tier. Same math, measurably better session.