Building Sunny
The World's First AI-Powered Blackjack Dealer Crypto casino BetHog recently introduced Sunny, the world's first AI powered blackjack
dealer. Nigel Eccles, Co-Founder and CEO, underlines why Sunny represents proof that AI can deliver enhanced entertainment experiences, not just efficiency improvements.
Te idea for Sunny came earlier in the year when I grew frustrated with the experience of playing live-dealer games. Te promise of live- dealer has always been compelling: you're playing with a real human who brings fun and interactivity to the experience. Every time I sit down to play, I imagine the energy of playing with a great dealer in a real casino. But too often, the actual experience falls short of that vision.
Our players tell us that over 80 per cent of the time, the dealer feels robotic and unengaged. Tis isn't surprising when you understand the reality of the job. Live dealers typically work late-night shifts, often in a language that isn't their first. Tey're managing the mechanical aspects of dealing while trying to entertain customers they can't see or hear.
Te economics of live-dealer operations make this even harder since studios run multiple games simultaneously, spreading dealer attention thin. Dealers work long shifts under constant camera surveillance, having to maintain game integrity while somehow keeping their energy up for invisible players on the other side of the screen. Tere has to be a better way!
BUILDING SOMETHING BETTER
We set ourselves an ambitious challenge: create an AI dealer that felt like the best real-world dealer you've ever experienced. Tis dealer would be available 24/7, always engaging, always fun, and always making the game better. We quickly discovered that building the first
98
version of our AI dealer, Sunny, was surprisingly easy. But through repeated internal play, we hit our first major problem. Te early version became incredibly repetitive. Sunny would say the same things over and over, commenting in situations where silence would have been a better option. Our testers started tuning her out completely.
Sunny is built on Large Language Models (LLMs), and getting her personality right required understanding not just what to say, but how and when to prompt the model. Te repetition problem turned out to be one of our biggest technical hurdles. LLMs naturally tend toward repetitive output, especially in constrained conversational settings. Tis happens because of how the models prioritise recently generated text and how their probability calculations can get stuck in patterns.
We tackled this from multiple angles. We tuned the temperature settings to control randomness, added penalties to discourage reusing phrases, and built a contextual memory system that tracks what Sunny has said across multiple sessions. Te real breakthrough came when we built a sophisticated state management layer that sits between player actions and the LLM itself.
Tis layer tracks everything: game state, recent conversation history, player patterns, and emotional context. When Sunny speaks, she's not just reacting to the immediate moment. She's considering dozens of variables such as your win streak, how long it's been since her last comment, whether you've seen similar cards recently, and critically, what she's talked about in the last fifty interactions.
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