This is a common misconception which could lead to catastrophic results.
The very notion of HE is based on the assumption that everything will occur equally in some vague and distant future, this is quite an assumption to say the least...future is not set in stone, if you get my point.
Very good point, an RNG, no matter if true or pseudo, will never be a wheel or a deck.
There is subtle difference which is difficult to prove and even if someone would step forward to do so without any motivation for personal gain, he/she could face the disbelief of others.
Just a hint, if you look into results separately in small chunks such as 1 or 2 at a time you would realize no difference, but when the total grows the subtle difference becomes observable when you know what to look for.
RNG's are just softwares, they don't confine to physical conditions and attributes which a wheel and a ball do.
Nope. The supposedly raised equiprobability, imo, doesn't fit to the "random balance" concept you've mentioned.
The random world remains a random world, thus the long term balance effect cannot be exploited in practice. We must work on short term results.
The problem is we don't have any valid tool to ascertain whether the roulette results are really random or not. Again, imo unpredictability doesn't mean perfect randomness and vice versa.RNG's are just softwares, they don't confine to physical conditions and attributes which a wheel and a ball do.
Exactly. Therefore whenever a fair software is going to act we should assign to the whole picture a higher randomizing effect than what humans might do.
From one part a higher random effect should guarantee the house the best value of the mathematical edge.
On the other end, the randomizing effect may present some "flaws" just because it wants to be and to appear as really random.
Depending on which events you want to register, the best way to assess what is going to happen is putting a relationship between what really happens and what the probability expected values dictate.
As Gizmotron brilliantly stated many times here, there are many different kind of transitory states.
Imo some states perfectly correspond of even collide with the expected probability values and of course they are the predominant part. Other states more or less strongly diverge from them, but we know they will happen. When? We cannot know the exact shifting points when such different states will mix and it would be a great mistake trying "to force" to get a "due" state.
Nonetheless the random flow of the game must shift from one state to another at some point.
Computers are stu.pids by definition, so imo they are programmed to get more uniform states, at least at the eyes of an alert player.
Of course there are always the physical features to overcome, but in many wheels those problems are quite limited.