Earlier quoted context omitted.
It sounds like ticket design is the problem; an algorithm is needed that: - produces a set of bingo cards or tic-tac-toe boards such that only one board per card is a winner - produces cards that contain a number of almost winners Simply randomly assigning numbers wouldn't work, and it seems the method they've developed for building "fun to play" cards contains weaknesses against statistical analysis. Hmm... now I'll…
The solution is straightforward: generate truly random boards, evaluate them, and then use the set that fits your payout profile. The problem is that these boards will lack the enticing hooks that keep folks coming back. The complete solution is to also discard boards that are not enticing enough. The result will have fewer artificial patterns like the ones used in the article to determine winners.
Let's say you design a game that has outcomes Lose, Near-Miss, Win, and Invalid (tickets that must be suppressed, e.g. multiple wins). Then, imagine a rare, salient pattern, like 3 singletons in a baited-hook row. That might be an extremely rare occurrence in the overall lot of random boards, but it might still occur disproportionately in, or in the vast majority of, Win boards and Invalid boards.
If you then choose the Lose, Near-Miss, and Win cards randomly, in the desired proportion, from your truly randomly generated set, then the pattern will be statistically correlated -- potentially strongly -- with the Win cards. That's what the article describes.
A single confusing sentence in the article seems to have gotten a lot of people (including me, at first) thinking this had something to do with PRNG; rather, apalmblad's claim that this is a game design issue seems right.