Computer-implemented system and method for dynamically allocating rewards for electronic game and dynamic data table therefor
A dynamic allocation table system implemented by a computer adjusts the reward distribution in electronic games in real time, solving the flexibility and efficiency problems of the existing system when handling a large number of games and dynamic game instances, and improving player experience and system resource utilization.
Patent Information
- Application Number
- CN202380075444.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Priority Date
- 2022-10-17
- Filing Date
- 2023-10-16
- Publication Date
- 2025-09-12
AI Technical Summary
Existing electronic game management systems lack flexibility and real-time adjustment capabilities when handling a large number of games and dynamic game instances, and are unable to effectively manage game variables, resulting in an unstable player experience.
A computer-implemented dynamic allocation table system is used to adjust reward distribution in real time through data analyzers and controllers, taking into account variables such as the number of players, winning probability and reward amount, and generating a dynamic allocation table to optimize reward distribution.
It realizes flexible and efficient reward distribution for electronic games, improves the stability of player experience and the efficiency of system resource utilization, and adapts to the management needs of a large number of games and dynamic game instances.
Smart Images

Figure CN120641959A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates generally to the field of computing systems and data processing systems and methods. More specifically, and without limitation, the present disclosure relates to computer-implemented systems and methods for dynamically allocating rewards, and data tables for implementing and managing electronic gaming systems, methods, and machines. The present disclosure also relates to systems and methods for controlling the allocation of electronic rewards, allocations, and / or payouts using dynamic allocation tables. Background Art
[0002] Video gaming is a global industry that continues to grow in size and importance. It offers both online and local experiences to a wide range of demographics. Advances in computer and network technology have made video games available to players in a variety of convenient formats, including but not limited to online and networked gaming, social gaming, mobile gaming, console gaming, primary and secondary gaming, tournament gaming, and arena gaming. The dynamic nature and real-time environment of video games also contribute to the engagement and success of many titles.
[0003] Implementing a video game typically requires processing and managing numerous variables, such as the number of players, the number and type of rewards, in-game currency, the odds of winning or advancing, and / or the selection or application of promotions, enhancements, penalties, and disqualifications. These variables can change dynamically from game to game. The challenge for video game software and management systems is to effectively account for these variables in an efficient manner based on available processing resources and data, while ensuring a smooth and stable gaming experience for players.
[0004] Electronic games provide players with an interactive environment and typically include a combination of video, graphics, and / or sound. Players in a game session can compete against each other or in teams and compete for rewards or prizes, depending on the game rules and / or the odds of winning. Electronic game management systems are typically implemented using hardware and software, such as one or more servers embedded with management software. They can automatically monitor and control games without the need for manual operation. However, in addition to managing the aforementioned variables, such systems also present technical challenges. For example, some game management systems are not designed to manage a large number of games and their attendant variables, particularly in an environment where a large number of games are being played simultaneously. Other game management systems have little or no programming flexibility and / or the ability to efficiently process game data. Consequently, they are unable to adapt to or effectively manage electronic games that rely on real-time game instances and game action variables.
[0005] Therefore, there is a need for improved electronic game management systems and methods that can effectively account for and apply variables that affect gameplay while conserving system resources and ensuring smooth gameplay for players. There is also a need for improved systems and methods that can provide automated game management capabilities for a large number of games and dynamic game instances. Furthermore, there is a need for improved electronic game management systems and methods that can adapt and effectively manage games in real time, adjust game action variables, and dynamically distribute rewards based on these variables. Summary of the Invention
[0006] The present disclosure relates generally to the field of computing systems and data processing systems and methods. More specifically, and without limitation, the present disclosure relates to computer-implemented systems and methods for dynamically allocating rewards for electronic games, and data tables for implementing and managing electronic game systems, methods, and machines. Embodiments disclosed herein include systems and methods for controlling the allocation of electronic game rewards, prizes, and / or payouts based on such dynamic allocation tables.
[0007] Embodiments of the present disclosure include systems and methods for generating dynamic allocation tables to control the distribution of electronic rewards, prizes and / or expenditures of electronic games. According to dynamic allocation tables of the present disclosure, flexibility can be designed to be provided and to realize real-time adjustment and / or modification. For example, the dynamic allocation table can take into account the real-time conditions of game instance and environment, such as the number of active players, the probability of winning or promotion and / or the quantity of available rewards or prizes. In addition, embodiments of the present disclosure can be realized to apply and manage the variables that affect game instance and reward in a predetermined time period. Existing systems that relate to static tables and reward distribution systems cannot provide flexibility and / or real-time adjustment capabilities of this degree. Existing solutions are inefficient or do not provide enough expansion capabilities on its realization, particularly under the situation that needs manage a large amount of games and / or there are a series of different game variables.
[0008] Consistent with the present disclosure, a computer-implemented system is provided that includes one or more computing devices configured to perform specific operations or actions by virtue of software, firmware, hardware, or a combination thereof installed thereon that causes the computing devices to perform the operations or actions in operation. For example, one or more computer programs may be configured to perform operations or actions by virtue of including instructions that, when executed by a data processing device (such as one or more processors), cause the device to perform such operations or actions.
[0009] According to disclosed embodiments, a computer-implemented gaming management system and method are provided. For example, a system is provided that includes a controller configured to authenticate one or more players among a plurality of gaming machines for participation in an electronic game on each of the plurality of gaming machines, and enable the authenticated players to play the electronic game on each of the plurality of gaming machines. The system may also include a data analyzer configured to: receive game player data from the plurality of gaming machines; determine at least one of a rank, score, or position for each of the authenticated players based on the game player data; retrieve data associated with the allocation of a plurality of rewards from a memory, wherein the data may include a dynamic allocation table identifying the allocation of the plurality of rewards; and allocate rewards for each of the plurality of rewards based on the dynamic allocation table. As disclosed herein, the data analyzer may also be configured to perform other operations. For example, the data analyzer may be configured to: collect data associated with the reward allocations, including whether each reward allocation was successful or unsuccessful; and store the data associated with the reward allocations in the memory.
[0010] According to additional embodiments of the present disclosure, a computer-implemented system and method for dynamically allocating rewards is provided. For example, a method is provided that includes multiple operations performed by at least one processor. The method may include retrieving predetermined rewards from a memory, wherein each predetermined reward is associated with a reward identifier. The method may also include receiving game player data from a memory. The method may include determining an allocation table input based on the retrieved game player data, wherein the allocation table input is at least one of total gaming coins or the number of active players participating in a game among a plurality of players associated with a plurality of gaming machines. The method may include generating an allocation table based on the allocation table input. As part of the method, generating the allocation table may include: comparing the allocation table input with allocation tables stored in a memory; selecting one of the stored allocation tables in the memory based on the comparison; and retrieving stored data associated with the selected allocation table from the memory, wherein the stored data includes a set of probabilities for winning each predetermined reward. The method may also include generating a reward table based on the generated allocation table. As part of the method, generating the reward table may include generating rewards based on a player's predetermined rewards based on the set of probabilities, and matching the reward identifier with a player identifier. The method may also include storing data associated with the generated reward table in the memory.
[0011] Further embodiments of the present disclosure relate to systems and methods for dynamically controlling the distribution of rewards for an electronic game. For example, the method includes a plurality of operations performed by at least one processor. The method may include: retrieving stored data associated with a reward table including a plurality of reward identifiers from a memory, wherein the reward table is generated based on a distribution table input associated with the electronic game; determining a player identifier corresponding to a reward identifier, wherein there is at least one player identifier determined for at least one of the plurality of reward identifiers; allocating a reward for the electronic game identified by the plurality of reward identifiers to a player corresponding to the determined player identifier; and storing data in a memory to record the distribution of the reward to the player.
[0012] Additional embodiments of the present disclosure relate to systems and methods for dynamically generating reward probabilities. For example, the system may include at least one processor configured to: retrieve predetermined rewards from a memory, wherein each predetermined reward may be associated with a reward value; retrieve game player data from the memory; use a dynamic allocation table generator to determine a first set of probabilities for a first player of a plurality of players to win each predetermined reward, wherein the first set of probabilities is based on the game player data; use the dynamic allocation table generator to determine a second set of probabilities for a second player of the plurality of players to win each predetermined reward, wherein the second set of probabilities is based on the game player data; store the determined first set of probabilities in an allocation table, wherein each probability in the determined first set of probabilities corresponds to the predetermined reward; and update the determined first set of probabilities in the allocation table with the determined second set of probabilities. In some embodiments, the updating of the first set of probabilities using the determined second set of probabilities is performed when or in response to allocating a reward to the first player who received the reward.
[0013] The preceding and following examples are provided to facilitate the reader's basic understanding of these embodiments and do not fully limit the breadth of the present disclosure. Therefore, this summary is not an extensive overview of all contemplated embodiments and is neither intended to identify key or important elements of all embodiments nor to outline the scope of any or all aspects. Instead, its purpose is to present some concepts of one or more embodiments in a simplified form as a prelude to the more detailed description presented herein. BRIEF DESCRIPTION OF THE DRAWINGS
[0014] Figure 1 An exemplary embodiment of a dynamic gaming management system consistent with embodiments of the present disclosure is illustrated.
[0015] Figure 2An exemplary computing device for implementing systems and methods for dynamic game management for electronic games, consistent with embodiments of the present disclosure, is illustrated.
[0016] Figure 3 An exemplary embodiment of a dynamic gaming system consistent with embodiments of the present disclosure is illustrated.
[0017] Figure 4 Another exemplary embodiment of a dynamic gaming system consistent with embodiments of the present disclosure is illustrated.
[0018] Figure 5 An exemplary method for dynamically controlling reward distribution consistent with embodiments of the present disclosure is illustrated.
[0019] Figure 6 An exemplary method for dynamically dispatching rewards consistent with embodiments of the present disclosure is illustrated.
[0020] Figure 7 An exemplary method for dynamically generating reward probabilities consistent with embodiments of the present disclosure is illustrated.
[0021] Figure 8 An exemplary reward and distribution table consistent with embodiments of the present disclosure is illustrated.
[0022] Figure 9 An exemplary reward and distribution table consistent with embodiments of the present disclosure is illustrated.
[0023] Figure 10 An exemplary reward and distribution table consistent with embodiments of the present disclosure is illustrated.
[0024] It is to be understood that both the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the disclosed embodiments. DETAILED DESCRIPTION
[0025] Example embodiments will be described herein with reference to the accompanying drawings. The accompanying drawings are not necessarily drawn to scale. Although examples and features of the disclosed principles are described herein, modifications, adjustments, and other implementations are possible without departing from the spirit and scope of the disclosed embodiments. In addition, the words "comprising," "having," "containing," and "including," and other similar forms are intended to have the same meaning and are open-ended, in that an item or items following any of these words is not intended to be an exhaustive list of such items or items, or to be limited to only the listed items or items. It should also be noted that as used herein and in the appended claims, the singular forms "a," "an," and "the" include multiple referents unless the context clearly indicates otherwise.
[0026] Throughout this disclosure, references to "disclosed embodiments" refer to examples of the inventive ideas, concepts, and / or manifestations described herein. Throughout this disclosure, a number of related and unrelated embodiments are described. The fact that some "disclosed embodiments" are described as exhibiting a certain feature or characteristic does not necessarily mean that other disclosed embodiments also share the feature or characteristic.
[0027] The embodiments described herein include a non-transitory computer-readable medium containing instructions that, when executed by at least one processor, cause the at least one processor to perform a method or set of operations. A non-transitory computer-readable medium can be any medium capable of storing data in any memory in a manner that can be read by any computing device having a processor to execute the method or any other instructions stored in the memory. A non-transitory computer-readable medium can be implemented to include any combination of software, firmware, and hardware. The software can preferably be implemented as an application tangibly embodied on a program storage unit or computer-readable medium consisting of multiple parts or certain devices and / or combinations of devices. The application can be uploaded to and executed by a machine having any suitable architecture. Preferably, the machine can be implemented on a computer platform having hardware such as one or more central processing units ("CPUs"), memory, and input / output interfaces. The computer platform may also include an operating system and microinstruction code. The various processes and functions described in this disclosure may be part of the microinstruction code executable by the CPU or part of the application, or any combination thereof, regardless of whether such a computer or processor is explicitly shown. In addition, various other peripheral units may be connected to the computer platform, such as additional data storage units and printing units. Furthermore, non-transitory computer-readable media may be any computer-readable media other than transitory propagating signals.
[0028] Memory can include any mechanism for storing electronic data or instructions, including random access memory (RAM), read-only memory (ROM), hard disk, optical disk, magnetic media, flash memory, other permanent, fixed, volatile or non-volatile memory. Memory can include one or more separate storage devices, collocated or distributed, capable of storing data structures, instructions or any other data. Memory can also include a portion of memory containing instructions for execution by a processor. Memory can also be used as a working memory device for a processor or as a temporary storage area.
[0029] Some embodiments may involve at least one processor. "At least one processor" may constitute any physical device or group of devices having a circuit that performs a logical operation on one or more inputs. For example, the at least one processor may include one or more integrated circuits (ICs), including application specific integrated circuits (ASICs), microchips, microcontrollers, microprocessors, central processing units (CPUs), graphics processing units (GPUs), digital signal processors (DSPs), field programmable gate arrays (FPGAs), servers, virtual servers, or all or part of other circuits suitable for executing instructions or performing logical operations. The instructions executed by the at least one processor may, for example, be preloaded into a memory integrated with or embedded in a controller, or may be stored in a separate memory.
[0030] In some embodiments, the at least one processor may include more than one processor. Each processor may have a similar configuration, or the processors may have different configurations that are electrically connected or disconnected from each other. For example, the processors may be separate circuits or integrated into a single circuit. When more than one processor is used, the processors may be configured to operate independently or collaboratively. The processors may be coupled electrically, magnetically, optically, acoustically, mechanically, or by other means that permit their interaction.
[0031] As used herein, unless otherwise specifically stated, the term "or" encompasses all possible combinations unless not feasible. For example, if it is said that a component may include A or B, then unless otherwise specifically stated or not feasible, the component may include A or B, or A and B. As a second example, if it is said that a component may include A, B, or C, then unless otherwise specifically stated or not feasible, the component may include A, or B, or C, or A and B, or A and C, or B and C, or A, B, and C.
[0032] In the following description, various working examples are provided for illustrative purposes. However, it should be understood that the present disclosure can be practiced without one or more of these details. Reference will now be made in detail to non-limiting examples of the present disclosure, examples of which are illustrated in the accompanying drawings. These examples are described below with reference to the accompanying drawings, in which like reference numerals refer to like elements. When similar reference numerals are shown, the corresponding description will not be repeated, and the interested reader is referred to the previously discussed drawings for a description of the same elements.
[0033] Various embodiments are described herein with reference to systems, methods, devices, or computer-readable media. Disclosure of one is intended to be disclosure of all. For example, it should be understood that disclosure of the computer-readable media described herein also constitutes disclosure of methods implemented by the computer-readable media and systems and devices for implementing these methods via, for example, at least one processor. It should be understood that, within the intended scope of the present disclosure, this form of disclosure is merely for ease of discussion, and one or more aspects of one embodiment herein may be combined with one or more aspects of other embodiments herein.
[0034] Consistent with the present disclosure, some implementations may involve a network. The network may constitute any combination or type of physical and / or wireless computer networking arrangement for exchanging data. For example, the network may be the Internet, a private data network, a virtual private network using a public network, a Wi-Fi network, a mesh network, a local area network (LAN), a wide area network (WAN), and / or other suitable connections and combinations that can enable information exchange between various components of the system. In some implementations, the network may include one or more physical links for exchanging data, such as Ethernet, coaxial cable, twisted pair cable, optical fiber, or any other suitable physical medium for exchanging data. The network may also include a public wired network and / or a wireless cellular network. The network may be a secure network or an unsecured network. In other embodiments, one or more components of the system may communicate directly via a dedicated communication network. Direct communication may use any suitable technology, including, for example, BLUETOOTH. TM 、BLUETOOTH LE TM (BLE), Wi-Fi, Near Field Communication (NFC), or other suitable communication methods that provide a medium for exchanging data and / or information between separate entities.
[0035] In some implementations, training data can be used to train a machine learning algorithm. Some non-limiting examples of such machine learning algorithms can include classification algorithms, data regression algorithms, image segmentation algorithms, visual detection algorithms (such as object detectors, face detectors, person detectors, motion detectors, edge detectors, etc.), visual recognition algorithms (such as face recognition, person recognition, object recognition, etc.), speech recognition algorithms, mathematical embedding algorithms, natural language processing algorithms, support vector machines, random forests, nearest neighbor algorithms, deep learning algorithms, artificial neural network algorithms, convolutional neural network algorithms, recurrent neural network algorithms, linear machine learning models, nonlinear machine learning models, ensemble algorithms, etc. For example, trained machine learning can include inference models such as prediction models, classification models, regression models, clustering models, segmentation models, artificial neural networks (such as deep neural networks, convolutional neural networks, recurrent neural networks, etc.), random forests, support vector machines, etc. In some examples, training examples can include example inputs and expected outputs corresponding to the example inputs. In addition, in some examples, training a machine learning algorithm using training examples can generate a trained machine learning algorithm, and the trained machine learning algorithm can be used to estimate outputs for inputs not included in the training examples. In some examples, engineers, scientists, processes, and machines that train machine learning algorithms can further use validation examples and / or test examples. For example, the validation examples and / or test examples may include example inputs and expected outputs corresponding to the example inputs, and the trained machine learning algorithm and / or the intermediately trained machine learning algorithm can be used to estimate the output for the example inputs of the validation examples and / or test examples, and the estimated output can be compared with the corresponding expected output, and the trained machine learning algorithm and / or the intermediately trained machine learning algorithm can be evaluated based on the results of the comparison. In some examples, the machine learning algorithm may have parameters and hyperparameters, where the hyperparameters are set manually by a person or automatically by a process external to the machine learning algorithm (such as a hyperparameter search algorithm), and the parameters of the machine learning algorithm are set by the machine learning algorithm based on the training examples. In some implementations, the hyperparameters are set based on the training examples and the validation examples, and the parameters are set based on the training examples and the selected hyperparameters. The machine learning algorithm can be further retrained based on any output.
[0036] For example, a machine learning algorithm can be used to implement one or more operations of the present disclosure, such as: verifying one or more players from a plurality of players' participation in a game; enabling game play; analyzing game player data; allocating rewards; determining allocation table inputs; generating an allocation table; generating a reward table; determining a player identifier; aggregating data; and determining a set of probabilities. For each of these operations, data can be collected and stored. Advantageously, a machine learning algorithm can be used to analyze, match, and / or compare the collected and / or stored data associated with the above operations to help the system manage game action variables and become more efficient and accurate.
[0037] Electronic games can be implemented using electronic gaming machines and / or computer-implemented devices or systems. Points (e.g., loyalty or reward points) may be applied to play games. Additionally or alternatively, games may not require points or payment to play. As used herein, the term "game" refers to all forms of gaming, including online, physical, and electronic games. A "game session" refers to an instance of a game with one or more participating players. A "player" refers to a user or human player. Players also include simulated players (e.g., programmed and / or artificial intelligence (AI) players created and managed by a game server). In some embodiments, the skill level of a simulated player may be adjustable to match and / or provide competitive gameplay with other human players in each game. Each game may have one or more simulated players. Online games may include any video game that is partially or primarily accessible via a network, such as the Internet. Online games can be played by a single user and / or multiple users. Online games can be accessed via a user's device (e.g., a mobile phone, tablet computer, wearable device, and / or any other computing device). Online games can also be games played at a physical location using online components. Games at a physical location can include physical games (such as poker or roulette) as well as electronic games that require the user's physical presence to play the game. Electronic games can be implemented at other locations using electronic gaming machines, as further described herein.
[0038] "Points" refer to or are associated with the number or level of achievements, loyalty, or other values associated with a user in a system or across multiple systems. Points can be earned or realized through a user's activities (e.g., playing online games, staying at a hotel, purchasing food or beverages, purchasing goods or services, etc.). Points can be redeemed or exchanged for discounts, rewards, coupons, gift cards, or other items. In some implementations, a user's points can be redeemed or applied to activate electronic games, as further disclosed herein. In some embodiments, points can be purchased, allocated, awarded, or earned. For example, points can be purchased and applied to a player's account, and / or a player can earn points after successfully completing a game or other activity (e.g., purchasing food or a hotel room). Point information associated with a user (e.g., a user's current point total and their point history, including exchanges or redemptions) can be recorded in a database or other memory in the system. In some implementations, a user's point information can be associated with their profile or user account. In addition, in some aspects, point information can be accessed when a user is identified via a mobile phone application, website login, and / or any other process for verifying the user's identity. Additionally or alternatively, point information may be accessed from memory when confirming or reporting activity by that user or player in the system.
[0039] According to embodiments of the present disclosure, a computer-implemented gaming system and method are provided. The computer-implemented gaming system may include a plurality of electronic gaming machines (see, for example, Figure 1 The computer-implemented gaming system may be configured to communicate with the electronic gaming machine (EGMS) and send and receive information for the purpose of controlling and managing the gaming. In some embodiments, a dynamic gaming management system is provided as part of the gaming system (see, e.g., Figure 1 As referenced herein, Figures 3 and 4 As further described in the exemplary embodiments of the present invention, the electronic gaming machine may be physically located in one or more regulated environments or other physical locations. The electronic gaming machine may be a computer-implemented device having a combination of hardware, software, and / or firmware components (see, for example, Figures 1 to 2). Electronic gaming machines may also be provided in a variety of forms (i.e., sizes, shapes, supported games, and other specifications). For example, electronic gaming machines may be provided in the form of consoles, stand-up stands / monitors, tabletop gaming machines, handheld gaming machines, and tablet computers. The components of each electronic gaming machine may include, for example, one or more of a monitor or display, a display monitor, a game controller or board (including a processor, memory, and code), a random number generator, a credit input or payment component, an interface processor / board, and / or peripheral devices (including a video display and one or more buttons, keys, lights, etc.). Examples of electronic gaming machines include, but are not limited to, electronic racing machines, video poker machines, electronic tabletop gaming machines, electronically enhanced (e.g., virtual reality or augmented reality) tabletop games, electronic lottery machines, centrally determined and server-based gaming machines, and other electronically assisted gaming machines.
[0040] A computer-implemented gaming system may be configured to receive data feeds from a plurality of electronic gaming machines over one or more networks. Each data feed from an electronic gaming machine may include a data message providing elements such as player profile data and game player data. The data feeds may be sent before, during, and / or after a game is completed on the electronic gaming machine and may be used by the computer-implemented gaming system or stored on a server or database for subsequent use by other applications. The data feeds may be implemented using one or more gaming accounting and / or player tracking systems. Examples of gaming accounting and / or player tracking systems include Scientific Games' ACSC and CMP management systems and SDS management systems, IGT's Advantage CMS player tracking system, Konami Synkros management system, Aristocrat's Oasis 360 system. Utilizing such gaming accounting and / or player tracking systems, a computer-implemented dynamic gaming system may be configured to receive data feeds from electronic gaming machines over one or more networks. As disclosed herein, each received data feed (including player profile information and game player data) may be processed by a dynamic gaming management system (see, e.g., Figure 1 The system 100 is used to manage and control electronic games, including player verification / status and allocation or distribution of rewards.
[0041] The computer-implemented gaming system may also be connected via a network to communicate with one or more external devices (see, for example, Figure 1The dynamic game management system (100) can communicate with an external device 114 in the electronic game console. For example, the dynamic game management system (100) can be connected to a network (i.e., the Internet) for the purpose of transmitting data to one or more websites on the electronic game console or displaying information from the one or more websites. The dynamic game management system can also receive data from one or more servers (e.g., server 116, such as a game server or a website server) for use in creating and managing games. In addition, the dynamic game management system can be configured to send information about the game to the website for display, such as scores or live game feeds for tournaments or other forms of multiplayer game types (such as team-versus-team games). In some embodiments, the dynamic game management system can be configured to send and receive data associated with the game and / or players to and from one or more databases (see, for example, Figure 1 For example, such a database may store player profile information, predetermined rewards, reward and allocation tables, game player data, and / or game results.
[0042] According to embodiments of the present disclosure, a computer-implemented gaming system may be connected to one or more off-site electronic gaming machines via a network (see, e.g., Figure 1 The off-premises electronic gaming machines (EGMs) 118 in the game. For example, the dynamic gaming management system (100) can be configured to send and receive data from one or more off-premises electronic gaming machines (EGMs) participating in the game. The off-premises electronic gaming machines (118) can include electronic gaming machines in different areas of a single location, or can include electronic gaming machines located at multiple different locations. Additionally or alternatively, the off-premises electronic gaming machines can include electronic gaming machines at another physical location and / or can correspond to, for example, one or more mobile or online gaming machines.
[0043] An electronic gaming machine may include multiple components, such as a processor, a video display, and memory (see, e.g., Figure 1108 to 112 in the electronic gaming machine). In some embodiments, each electronic gaming machine includes a game controller or board having at least one processor and memory. The memory can store programmable instructions (i.e., code) executable by the processor. For example, the game controller can configure the options and rules of the game and monitor and control the network connection with the game server or game management system. The game controller can be used to implement a control panel to allow an administrator to configure the options and rules. Configurable options may include, for example, a time period for accepting players before the game begins, the length of the game opening ceremony, the length of the game session, the length of the game end or award ceremony, a score multiplier for multiplying the winning player's score, and / or other options. The rules may include the scoring scheme of the game (e.g., single-round or multi-round scoring scheme), the number of players allowed in the game, whether game players need to use game coins to join or start the game, whether special effects are allowed in the game (e.g., freezing, blocking, or disrupting other players), whether power-ups are allowed in the game, whether access to the game is restricted to certain players, whether players are allowed to request bonuses, whether simulated players (e.g., players supported by programming and / or artificial intelligence (AI) created and managed by the game server) can participate in the game, and other rules. Rules may also be set to determine the outcome of the game. For example, the rules may set a multiplier or score for a game player based on whether the game is in a bonus round and / or based on the player's level.
[0044] Multiple electronic gaming machines may be used to play tournaments or primary and secondary games, or a combination thereof. Data Analyzer (see, e.g., Figure 1 The data analyzer 106 in the embodiment of the present invention can receive and process game player data and other information from the electronic gaming machine to manage and control the game. For example, the received game player data can include primary game data and / or secondary game data of one or more players. In some embodiments, the data analyzer can use one or more data formats to receive data from electronic gaming machines equipped with different data tracking systems and / or collection systems. For example, the data tracking system can include a system with data telemetry capabilities. In some embodiments, the data analyzer can utilize a basic or common protocol to merge, combine, reformat and / or coordinate data received from different data tracking systems or data in different data formats for data analysis.
[0045] As further disclosed herein, a data analyzer may include a number of components implemented using hardware, software, and / or firmware, such as a parser, a processor, and a memory (see, e.g., Figure 1The parser 1062, processor 1064, and memory 1068 in the example embodiment of the present invention may be a parser 1062, a processor 1064, and a memory 1068). The parser 1062 may parse the received data, and the processor 1064 may analyze and process the parsed data. In some embodiments, the parser 1062 may receive and parse multiple types of received data and format the data in accordance with a base or common protocol. The received data may include an identifier for identifying the electronic gaming machine and / or the player. For example, the parser 1062 may receive and parse an identifier of the electronic gaming machine or the player (e.g., a serial number or a unique alphanumeric string). In some embodiments, the identifier may be associated with the player when logging into the electronic gaming machine or gaming system. In addition, the parser 1062 may receive and parse player status or event type data. For example, event data may include data representing a login event, a logout event, or a game completion event. A login event (such as a "card insertion" event) may represent a player logging into the electronic gaming machine (e.g., inserting an ID card into the electronic gaming machine or manually entering an ID). A logout event (e.g., a "card out" event) may indicate that a player has logged out of an electronic gaming machine (e.g., by removing an ID card from the electronic gaming machine or manually exiting the game and / or machine). A game complete event may indicate that a game has been completed. The completed game may be a primary game, a secondary game, or another game. A game complete event may be represented by or associated with data indicating game tokens and the outcome of the game. In some embodiments, the game outcome includes data identifying winning game tokens or the outcome of the completed game. The data parsed by parser 1062 may be analyzed and processed by processor 1064. For example, processor 1064 may process identification data to authenticate the player. One or more databases may be used by the processor to search for player profiles. Processor 1064 may also process parsed data from received feeds to determine the player's progress, status, ranking, score, and / or position, and / or the outcome of the game. In some embodiments, a player's progress, position, or score in the secondary game may depend on the score of their gameplay in the primary game. It may also depend on the secondary game's gameplay and outcome. By way of further example, a player's winnings in the primary game may be multiplied by a predetermined score multiplier to determine the player's progress, position, or score in the secondary game. In some secondary games, players of the secondary game may be required to complete multiple rounds in one or more primary games before a final score or winner of the secondary game is determined. Examples of secondary games in which a player progresses or advances based on multiple rounds of gameplay in the primary game include racing or car-style games.
[0046] The controller may be configured to authenticate one or more of the plurality of players to play a game on each of the plurality of electronic gaming machines. Authenticating the player may include one or more operations such as verifying the player's identity, confirming the player's registration and / or player account in a database, confirming the player's payment or balance to play the game, confirming the player's status or eligibility, and / or other operations. For the authenticated player, the controller may be configured to enable the game to be played on each of the plurality of electronic gaming machines.
[0047] The controller may also be configured to determine whether a change has occurred with respect to at least one of the plurality of electronic gaming machines or associated plurality of players. Upon determining that a change has occurred (e.g., from active to inactive), the controller may be configured to re-authenticate one or more of the plurality of players for participation in the game on each of the plurality of electronic gaming machines. Upon determining that a change has occurred, the controller may be configured to enable one or more of the authenticated players to resume playing the game on each of the plurality of electronic gaming machines. Upon determining that a change has occurred, the data analyzer may be configured to receive changed game player data from one or more of the plurality of electronic gaming machines. The data analyzer may be configured to change at least one of the rank, score, or position of at least one of the plurality of players. In some embodiments, upon determining that a change has occurred, the data analyzer may be configured to store the changed game player data from one or more of the plurality of electronic gaming machines and / or data associated with determining a change in at least one of the rank, score, or position of one or more of the plurality of players in a memory.
[0048] The data analyzer (106) may be configured to receive game player data from a plurality of gaming machines and determine at least one of a rank, score, or position of a plurality of verified players. The game player data may be received directly from the electronic gaming machine (e.g., as part of a data feed) and / or the game player data may be received, parsed, and stored in a memory, and then retrieved and provided for processing. The data analyzer may also be configured to store the game player data from the plurality of gaming machines and data associated with determining at least one of a rank, score, or position of a plurality of verified players in a memory. The data analyzer may be configured to retrieve data associated with the allocation of a plurality of rewards from the memory. The data analyzer may also be configured to allocate rewards for each of the plurality of rewards. The data analyzer may also be configured to collect data associated with the allocation of rewards, including whether each allocation of rewards was successful or unsuccessful. The data analyzer may also be configured to store the data associated with the allocation of rewards in a memory or database. Additionally or alternatively, the data analyzer may be configured to send the data associated with the allocation of rewards to a server.
[0049] Figure 1 An exemplary computer-implemented gaming system consistent with embodiments of the present disclosure is illustrated. Figure 1 The number and arrangement of components in FIG. 5 are for illustrative purposes and are not intended to be limiting on the embodiments of the present disclosure. Figure 1 The system may be implemented using any suitable combination of hardware, software, and firmware. One or more networks may also be provided to facilitate communications between system components.
[0050] like Figure 1 As shown, the computer-implemented gaming system includes a dynamic gaming management system 100, which includes a controller 102, a dynamic allocation table generator 104, and a data analyzer 106. Each component (102, 104, 106) of the system 100 can be implemented using a combination of hardware, software, and / or firmware. The controller 102 can perform many operations, including managing and controlling the dynamic gaming management system 100 and the data analyzer 106. Figure 1 The controller 102 can also configure options and rules for gameplay and / or rewards, and store the options and rules in a memory for future access and use. The controller 102 can also be configured to monitor and control network connections with EGMs 108 to 112 and external devices 114 (such as network servers, game servers, off-site EGMs, and databases). For example, the controller 102 can include a control panel (including one or more graphical user interfaces) that is displayed on the screen to allow an administrator or operator to configure the options and / or rules of the game. Configurable options and / or rules can be used to manage gameplay and / or rewards. Examples of options and / or rules include: a time period for accepting players before the game begins; the length of a game session; player qualification or verification requirements; and the like. Further examples of options and / or rules include: a scoring and / or reward scheme for the game; the number of players allowed (minimum and / or maximum); whether players need to use game coins or points to join or start the game; whether players are allowed to claim prizes; whether simulated players (e.g., players supported by artificial intelligence (AI) created and managed by the game server) participate in the game; and the like. Rules can also be set for determining the outcome of the game based on gameplay, event data, and / or other data parsed and processed by the data analyzer 106. As described above, the controller 102 can also be configured to perform other operations, such as authenticating players of the game and identifying and processing changes in status (e.g., active vs. inactive) relative to the electronic gaming machine and / or associated players during the game.
[0051] The dynamic allocation table generator 104 can be configured to generate data values and tables for dynamically allocating rewards. For example, the allocation table generator 104 can be configured to generate one or more reward values (see, e.g., 808, 908, 1008) corresponding to rewards Reward 1, Reward 2, Reward 3, etc. Figures 8 to 10 804, 904, 1004), and multiple sets of probabilities (see, for example, 806, 906, 1006). Producing may refer to creating, producing, causing, developing, causing, or any other similar way causing reward values and / or probabilities. The generated reward values and corresponding probabilities can be used to create an allocation table and a reward table. Figures 8 to 10 As shown in the example of FIG. , a reward table (e.g., 800, 900, 1000) may include an allocation table (e.g., 802, 902, 1002). A reward table (e.g., 800, 900, 1000) may also include rewards such as Reward 1, Reward 2, Reward 3, etc. (e.g., 808, 908, 1008), which may be identified using reward identifiers. In some embodiments, the controller 102 may be configured to enable an administrator or operator to provide allocation table inputs and / or other input values and generate a reward table (e.g., 800, 900, 1000) and / or an allocation table (e.g., 802, 902, 1002). The data analyzer 106 may also assist in generating the reward table and / or allocation table by parsing and processing game player data and other data using a parser 1062 and a processor 1064. Additionally, the memory 1068 may be used to store and / or retrieve the reward table and / or allocation table, as further disclosed herein.
[0052] like Figure 1As shown, a dynamic gaming management system 100 is configured to receive and transmit data to a plurality (N) of electronic gaming machines 108, 110, and 112. Each electronic gaming machine can provide a data feed to the dynamic gaming management system 100 via one or more networks (e.g., a LAN, a WAN, and / or the Internet). Furthermore, as described above, the electronic gaming machines 108, 110, and 112 can enable multiple players to play electronic games. Among other operations, the dynamic gaming management system 100 can configure and control the electronic games running on the electronic gaming machines 108, 110, and 112. Gameplay can include displaying various aspects of the game on each electronic gaming machine's video display, and executing and advancing the game based on processing input provided by each player via buttons and / or other input peripherals (e.g., a touch screen, a joystick, a mouse, etc.) on the electronic gaming machine's display system. As described herein, the electronic gaming machines 108, 110, and 112 can be physically located in one or more physical locations, such as other supervised environments. The electronic gaming machines 108, 110, and 112 may be computer-implemented devices having a combination of hardware, software, and / or firmware components. The electronic gaming machines 108, 110, and 112 may also be provided in a variety of forms (i.e., size, shape, supported games, and other specifications). For example, the electronic gaming machines 108, 110, and 112 may include one or more of a console, a stand-up stand / monitor, a tabletop gaming machine, a handheld gaming machine, and a tablet computer. Components of the electronic gaming machines 108, 110, and 112 may include, for example, one or more of a monitor or display, a display monitor, a game controller or board (including a processor and memory), a random number generator, a credit input or payment component, an interface processor / board, and peripheral devices (including a video display and one or more input buttons, keys, lights, etc.).
[0053] The dynamic gaming management system 100 can be configured to receive data feeds from each electronic gaming machine 108, 110, and 112 via one or more networks. The data feeds can include data messages that provide information such as identifiers, player profiles, and game player data. The data feeds can be sent before, during, and / or after a game is completed on the electronic gaming machine 108, 110, and 112 and can be used by the dynamic gaming management system 100 and / or stored on a server or database for subsequent use by other components. The data feeds can be implemented using a game accounting and / or player tracking system supported by the electronic gaming machines 108, 110, and 112. Utilizing such a game accounting and / or player tracking system, the dynamic gaming management system 100 can be configured to receive and process data feeds from electronic gaming machines 108, 110, and 112 manufactured by any of a number of electronic gaming machine manufacturers via a network connection. As disclosed herein, the received data feeds (including identifiers, player profile information, and game player data) may be used by the controller 102, dynamic allocation table generator 104, and data analyzer 106 of the system 100 to manage and control electronic games and allocate rewards to players.
[0054] As disclosed herein, the data analyzer 106 can receive data from multiple gaming machines (e.g., electronic gaming machines 108, 110, and 112). For example, multiple electronic gaming machines can be used to implement one or more games and provide data feeds to the data analyzer 106 to manage and control these games. In some embodiments, a primary game, a secondary game, or a combination thereof can be implemented using an electronic gaming machine, and the data received by the data analyzer 106 can include primary game data and / or secondary game data. In some embodiments, the data analyzer 106 can receive data using one or more data formats from electronic gaming machines equipped with different data tracking systems and / or collection systems. For example, the data tracking system can include a system with data telemetry capabilities. In some embodiments, the data analyzer 106 can utilize a common protocol to merge, combine, reformat, and / or coordinate data received from different data tracking systems or data in different data formats for data analysis.
[0055] like Figure 1As shown, the data analyzer 106 includes a parser 1062 for parsing data, a processor 1064 for analyzing and processing the parsed data, and a memory 1068 for storing data. In some embodiments, the parser 1062 can receive and parse multiple types of received data. The received data can include an identifier for identifying an electronic game console and / or a player. For example, the parser 1062 can receive and parse an identifier (e.g., a serial number or a unique alphanumeric string) of an electronic game console or a player. In some embodiments, identification can be associated with the player at login. In addition, the parser 1062 can receive and parse event type data. As described herein, examples of event data include data representing a login event, a logout event, or a game completion event.
[0056] The computer-implemented dynamic gaming management system 100 may also be connected via one or more networks for communicating with one or more external devices 114. For example, the computer-implemented dynamic gaming system 100 may be connected to one or more servers 116 (e.g., one or more game servers or one or more website servers on the Internet) for the purpose of displaying information from the game servers or one or more websites on the electronic gaming machines 108, 110, and 112. The dynamic gaming management system 100 may also receive data and / or instructions from one or more servers (e.g., one or more game servers or one or more website servers) for use in creating and managing games. In addition, the dynamic gaming management system 100 may be configured to send information about games to a website for display, such as scores or live game feeds for tournaments or other forms of multiplayer gaming (such as team versus team). In some embodiments, the dynamic gaming management system 100 may also be configured to send information about games to one or more databases (see, for example, Figure 1 The system may also include a database 120 in the game server (e.g., a database 120 in the game server) that sends and receives data associated with the game and / or the player from the one or more databases. For example, such a database may store player profile information, predetermined rewards, reward and allocation tables, game player data, and / or game results.
[0057] like Figure 1 As further shown, the dynamic gaming management system 100 can also be connected to one or more off-premises electronic gaming machines 118 via one or more networks. For example, the computer-implemented dynamic gaming system 100 can be configured to send and receive information from one or more off-premises electronic gaming machines 118 participating in a game. The off-premises electronic gaming machines 118 can include electronic gaming machines located in different areas of a single location, or can include electronic gaming machines located at multiple different locations. Additionally or alternatively, the off-premises electronic gaming machines 118 can include electronic gaming machines at another physical location and / or can correspond to, for example, one or more mobile or online gaming machines.
[0058] Figure 2 An example computing device 200 for implementing dynamic gaming systems and methods consistent with embodiments of the present disclosure is shown. For example, the computing device 200 may be used to implement components of the systems disclosed herein, such as controllers, dynamic allocation table generators, and data analyzers of electronic gaming machines (EGMs) and dynamic gaming management systems. It will be appreciated that Figure 2 are non-limiting examples, and modifications may be made to the number and arrangement of components of device 200. Additionally, other computer-implemented devices may be used to implement the systems and methods of the present disclosure.
[0059] like Figure 2 As shown, device 200 includes a bus 202 and / or other communication components for transmitting information, and one or more hardware processors 204 communicatively coupled to bus 202 for receiving and transmitting information. Processor 204 may include, for example, a general-purpose microprocessor or a central processing unit. Device 200 also includes a main memory 206, such as a random access memory (RAM) or other dynamic storage device, coupled to bus 202 for storing information and instructions to be executed by processor 204. Main memory 206 may also be used to store temporary variables or other intermediate information during the execution of instructions to be executed by processor 204. Such instructions, when stored in a non-transitory storage medium accessible to processor 204, enable computing device 200 to become a special-purpose machine customized to perform the operations specified in the instructions. Computing device 200 also includes a read-only memory (ROM) 208 or other static storage device coupled to bus 202 for storing static information and instructions for processor 204. Storage device 210, such as a magnetic disk or optical disk, is provided and coupled to bus 202 for storing information and instructions.
[0060] In some embodiments, the computing device 200 can be coupled to a display device 212, such as a cathode ray tube (CRT), a liquid crystal display, or a touch screen, via the bus 202 for displaying information to a computer user. An input device 214, including alphanumeric and other keys, is coupled to the bus 202 for communicating information and command selections to the processor 204. Another type of user input device is a cursor control 216, such as a mouse, a trackball, or cursor direction keys, for communicating direction information and command selections to the processor 204 and for controlling movement of a cursor on the display 212. The input device can have two degrees of freedom along two axes, a first axis (e.g., x) and a second axis (e.g., y), which allows the device to specify a position in a plane.
[0061] The computing device 200 may implement components of the embodiments disclosed herein using custom hardwired logic, one or more ASICs or FPGAs, firmware, software, and / or program logic, the combination of which renders the computing device 200 a special-purpose machine or programs the computing device as a special-purpose machine. According to some embodiments, the computing device 200 performs the operations, functionality, and techniques disclosed herein in response to the processor 204 executing one or more sequences of one or more instructions contained in the main memory 206. Such instructions may be read into the main memory 206 from another storage medium, such as the storage device 210. Executing the sequences of instructions contained in the main memory 206 causes the processor 204 to perform process steps consistent with the disclosed embodiments. In some embodiments, the hardwired circuitry of firmware may be used in place of or in combination with software instructions.
[0062] Various forms of computer-readable media can be involved in carrying one or more sequences of one or more instructions to processor 204 for execution. For example, the instructions may initially be carried on a disk or solid-state drive of a remote computer. For example, the remote computer can load the instructions into its dynamic memory and send the instructions over a network communication line using a modem. A modem local to computing device 200 can receive data from the network communication line and place the data on bus 202. Bus 202 carries the data to main memory 206, from which processor 204 retrieves the instructions and executes them. The instructions received by main memory 206 may optionally be stored on storage device 210 before or after execution by processor 204.
[0063] The computing device 200 also includes a communication interface 218 coupled to the bus 202. The communication interface 218 provides a bidirectional data communication coupling to a network link 220, which is connected to a network such as a local network or a public network. For example, the communication interface 218 can be an integrated services digital network (ISDN) card, a cable modem, a satellite modem, or a modem for providing a data communication connection to a corresponding type of telephone line or data network. As another example, the communication interface 218 can be a local area network (LAN) card to provide a data communication connection to a compatible LAN. The communication interface 218 can also use a wireless link (e.g., WiFi) and communicate with a public network such as the Internet. The communication interface 218 can send and receive electrical signals, electromagnetic signals, and / or optical signals that carry digital data streams representing various types of information.
[0064] Network link 220 can provide data communication through one or more networks. For example, network link 220 can provide connectivity through a local network to other computing devices connected to the local network or to an external or public network, such as the Internet or other wide area network (WAN). These networks use electrical, electromagnetic, and / or optical signals that carry digital data streams. The signals passing through the various networks and the signals on network link 220 and through communication interface 218 are examples of forms of transmission media that carry digital data to and from computing device 200. Computing device 200 can send messages and receive data, including program code, through the networks, network link 220, and communication interface 218. In the Internet example, a server (not shown) can transmit the requested code for an application program through the Internet (or wide area network), the local network, and communication interface 218. The received code can be executed by processor 204 as it is received and / or stored in storage device 210 or other non-volatile storage area for later execution.
[0065] Now refer to Figure 3 , provides exemplary embodiments of a dynamic gaming system consistent with the present disclosure. Figure 3 In the example of FIG, a dynamic gaming system is shown having a plurality of electronic gaming machines 304, 306, 308, 310, 312, 314, 316, 318, 320, 322, 324, and 326. As described above, electronic gaming machines can be provided to enable players to participate in games (e.g., one or more tournament games or other electronic games). For example, the electronic gaming machines 304 to 326 can be arranged around a designated arena 328. In some embodiments, there can be one or more such arenas. For example, the arena 328 can have an elevated stage ( Figure 3 (not shown), and one or more ramps and stairs may be provided to access the arena. In some embodiments, a live attendant or host may make announcements in the arena during the tournament or game. Figure 3 As depicted, the dynamic game management system 302 (having the same Figure 1 The system 100 may be configured to operate and feature similar to the system 100 in FIG. 3 , and may be partially or entirely physically located near the participating electronic gaming machines 304, 306, 308, 310, 312, 314, 316, 318, 320, 322, 324, and 326. Portions of the dynamic gaming management system 302 may also be located in a physical location that is not too close to the electronic gaming machines 304, 306, 308, 310, 312, 314, 316, 318, 320, 322, 324, and 326. Figure 3 As shown (see also Figure 4), one or more gaming machines may be vacant and therefore not include players participating in a game, such as electronic gaming machines 308, 316, 320, and 326. In addition, non-vacant machines (e.g., electronic gaming machines 312 and 322) may include players participating in a different game than the other players on the floor. For example, players associated with electronic gaming machines 304, 306, 310, 314, 318, and 324 may be participating in a secondary game related to the primary game, while players associated with electronic gaming machines 312 and 322 may be participating in other games. Actively played games include any combination of different games or different instances of the same game occurring simultaneously and supported by a dynamic gaming management system, consistent with embodiments of the present disclosure.
[0066] By way of further example, one or more video displays of the dynamic gaming management system 302 may be located physically near the arena and electronic gaming machines, while other components (such as support modules and server components) communicate over the network but are located elsewhere. It will be appreciated from this disclosure that the arena 328 may be configured to communicate with the gaming machines. Figure 3 Additionally, online and / or off-site electronic gaming machines may be networked and operated by a system that supports Figure 3 The same dynamic game management system is supported by the electronic gaming machines, thus expanding the player pool for any single game.
[0067] Figure 4 Another example dynamic gaming system with an arrangement of multiple electronic gaming machines is shown. As shown in this example, one or more of electronic gaming machines 404, 406, 408, 410, 412, 414, 416, 418, 420, 422, 424, and 426 are provided to allow players to participate in one or more electronic games. For example, electronic gaming machines (EGMs) can be configured as groups of four electronic gaming machines, such as groups 402, 404, and 406, or as any other intervals or groupings. In some embodiments, these groups can allocate seats for players participating in the same game instance. The EGM groups can be physically located in the same floor area, or can be placed in separate areas or locations. Communication network ( Figure 4 (not shown) can support electronic game machines 404 to 426 and dynamic game management system 402 (with the same Figure 1In some embodiments, electronic gaming machines can be added incrementally and networked with the dynamic gaming management system 402, including both online and off-site electronic gaming machines. Additionally, electronic gaming machines 404 through 426 may have display panels and lights above them to indicate game status. Furthermore, the dynamic gaming management system 402 may utilize a portion of the video display screen of the underlying electronic gaming machine, which may have touchscreen capabilities, for game launch, management, and status display.
[0068] Figure 5 The figure shows an exemplary method 500 for dynamically controlling reward distribution. The steps of the method 500 can be implemented using at least one processor and modified as needed, including by reordering the steps and / or inserting or deleting steps. For example, Figure 5 The method can be used Figure 1 system (including the dynamic game management system 100 and its components) to achieve this.
[0069] like Figure 5 As shown, method 500 includes step 502 of retrieving stored data associated with a reward table including a plurality of reward identifiers. A reward table may be generated for an electronic game based on an allocation table. The allocation table may be generated based on allocation table inputs and / or other data related to the electronic game or gaming session. Method 500 also includes step 504 of determining a player identifier corresponding to the reward identifier. In some embodiments, at least one player identifier may be determined for at least one of the plurality of reward identifiers. Players associated with the player identifiers are active players who participate in the electronic game or gaming session using their respective electronic gaming machines. The number of players actively participating in the game may vary from game to game or session to session. Method 500 also includes step 506 of assigning the rewards for the electronic game identified by the plurality of reward identifiers to the player of the game corresponding to the determined player identifier. Method 500 also includes step 508 of storing data in a memory to record the allocation of the rewards to the players.
[0070] Embodiments of the present disclosure include systems and methods for dynamically controlling the distribution of rewards for electronic games. Distributing rewards can include granting, donating, awarding, or otherwise giving rewards as payment, compensation, or prizes. In some embodiments, players can be awarded rewards associated with electronic games based on their performance, score, or ranking in the game. Rewards can be distributed according to a reward table dynamically generated for each electronic game or game session. All distributed rewards can be recorded and stored in a memory or database. In an electronic game environment, players register and have unique accounts, and rewards can be distributed by updating the player account or reward balance to reflect the distributed rewards. It will be understood that this is a non-limiting example. Depending on the type or form of the reward, the reward can be distributed to the player and / or redeemed by the player electronically, virtually, in person, or in person.
[0071] Reference again Figure 5 The method 500 for dynamically controlling reward distribution includes a retrieval step (step 502) to retrieve a reward table associated with an electronic game (see, for example, Figures 8 to 10
[00105] The reward table 800, 900, 1000 of the electronic game may include stored data associated with the reward table 800, 900, 1000, the reward table including a plurality of reward identifiers. As disclosed herein, each reward table may be generated based on an allocation table. The allocation table may be generated based on an allocation table input associated with the electronic game. For example, each reward table may include an allocation table (see, e.g., 802, 902, 1002). In some embodiments, an allocation table input is used to generate an allocation table, which is then used to generate a reward table, and the reward table includes a plurality of reward identifiers (see, e.g., 808, 908, 1009). Reference Figure 6 An exemplary method for generating a reward table is described. The controller 102 and the data analyzer 106 (and the allocation table generator 104) can be used to generate a reward table (and its allocation table). For example, the controller 102 can collect data and / or retrieve stored data, and then provide the data to the data analyzer 106 (and / or the allocation table generator 104) for processing. The data analyzer 106 can use a parser 1062 and a processor 1064 to help generate the reward table. In addition, the memory 1068 can be used to store and / or retrieve data associated with the reward table of the electronic game (such as the allocation table). Additionally or alternatively, the data associated with the reward table can be stored and retrieved from a database (such as the database 120).
[0072] As disclosed herein, each reward table (e.g., 800, 900, 1000) may include multiple reward identifiers (e.g., Reward 1, Reward 2, Reward 3, Reward 4, etc.). The reward identifiers (e.g., 808, 908, 1008) in the reward table may change dynamically from game to game or over time. The reward identifiers may identify rewards for different outcomes, sequences, scores, or positions in the electronic game. For example, Reward 1 may identify a reward for the first completion, Reward 2 may identify another reward for the second completion, Reward 3 may identify a reward for the third completion, and so on. In some embodiments, the value of the reward is the largest for the first completion, and then the value of the reward decreases for subsequent outcomes, sequences, scores, or positions.
[0073] Figure 5 The example method 500 also includes a determining step (step 504) of determining a player identifier corresponding to the reward identifier in the reward table. In some embodiments, at least one player identifier may be determined for at least one of the multiple reward identifiers. The data analyzer 106 may determine the player and / or reward identifier by receiving and accessing game player data and / or other data. For example, the data analyzer 106 may receive game player data and / or other data from an electronic gaming machine equipped with a data tracking system and / or collection system using one or more data formats to determine the player and / or reward identifier. Based on this data, a player identifier may be identified for each reward identifier depending on the player's position and game outcome. For example, the parser 1062 may parse the game player data to identify the electronic gaming machine, player identifier, and / or reward identifier, and the processor 1064 may process the parsed data to determine the location of verified and / or active payers and the outcome of each game. For example, the first player may complete the game first and be assigned a first player identifier. Thereafter, the first player identifier may be determined to correspond to the first reward identifier in the reward table and assigned to that reward identifier. The entire process can continue for each remaining verified and / or active player in the electronic game (e.g., a second player, a third player, etc.) to determine and assign player identifiers, rewards, and reward identifiers. In some embodiments, a player may be excluded from processing for reward distribution if the player is not verified, is disqualified from the game, is inactive (e.g., is unable to participate in the game), or is active but does not place, complete, or earn enough points to receive a reward. In some embodiments, players who participate but do not place or complete enough can still receive a reward (i.e., a participation reward).
[0074] Consistent with embodiments of the present disclosure, a distribution table may be used to control reward distribution, and a reward table may be based on such a distribution table. The distribution table may be generated using distribution table inputs. The distribution table inputs may involve one or more dynamic variables associated with the game. For example, the distribution table inputs may include: the number of active players participating in the game or game session; the total number of game coins or game points; conditions or promotions applicable to the game or game session; the number of verified or active players; changes in the number of verified and / or active players; and / or other dynamic variables associated with the game or game session. For example, assume that the number of active players in a game session is 5. The selected distribution table for the game may be a five-player distribution table. Using the five-player distribution table, a reward table may be generated and include corresponding reward identifiers. For example, the reward table may include rewards 1 through 8, with corresponding reward values of 1 coin, 2 coins, 3 coins, 4 coins, 5 coins, 6 coins, 7 coins, and 8 coins. In addition, the five-player allocation table may include a first set of probabilities for each prize value: 0.01%, 0.01%, 0.01%, 0.15%, 3.5%, 96.32%, 0%, and 0%, respectively. As a further example, in some embodiments, the prize table may include prizes associated with different levels, such as a first prize from a first level for a first player, a second prize from a second level for a second player, a third prize from a third level for a third player, and another prize from another level for another player.
[0075] Reference again Figure 5 The method 500 may further include a reward allocating step (step 506), i.e., allocating the rewards of the electronic game identified by the plurality of reward identifiers to the player corresponding to the determined player identifier, and a recording step (step 508), i.e., storing data to record the results of the reward allocation to the player. The reward allocating step 506 and / or the recording step 508 may be performed by the data analyzer 106. For example, the processor 1064 may analyze and process the parsed data from the parser 1062 to determine, allocate, and / or record the rewards according to the allocating step 506 and / or the recording step 508.
[0076] The disclosed embodiments include storing data associated with allocated rewards in a memory or database. Other data may be stored and retrieved, such as data associated with different reward tables and data reflecting allocated rewards for different games or gaming sessions. In some embodiments, different rewards identified by different reward identifiers may be awarded to different identified groups of players across multiple games.
[0077] In some embodiments, stored data associated with game player data can be retrieved from a memory or database. Game player data may include data identifying a first-place winner, a second-place winner, a third-place winner, and the like. Game player data may also include data identifying each verified player, active player, inactive player, or disqualified player for a game or game session. For example, a first-place winner may be matched with a first player identifier, a second-place winner may be matched with a second player identifier, and a third-place winner may be matched with a third player identifier. As a further example, game player data may include data identifying a first-position player, a second-position player, and a third-position player for a game or game session. In this case, the first-position player may be matched with the first player identifier, the second-position player may be matched with the second player identifier, and the third-position player may be matched with the third player identifier. As yet another example, game player data may include data identifying a first-scoring player, a second-scoring player, and a third-scoring player for a game or game session. In this case, the first-scoring player may be matched with the first player identifier, the second-scoring player may be matched with the second player identifier, and the third-scoring player may be matched with the third player identifier.
[0078] The disclosed embodiment includes assigning a reward identified by a reward identifier to an identified player from a plurality of players. Consistent with the present disclosure, rewards may be assigned based on a game player's rank, position, and / or score. A player who participates in a game or game session but does not have a sufficient rank, position, or score may still receive a participation reward. A participation reward may include a reward awarded to a player for participating in a game or playing the game, provided that the player is not disqualified or deemed inactive (if applicable). Non-limiting examples of participation rewards may include credits, points, and game coins for playing the game.
[0079] The probability of winning a reward may vary from reward to reward and / or player to player. The probability of winning a reward may also vary across different reward tables and / or allocation tables (see, e.g., Figures 8 to 10 ) and the results vary. For example, if the first prize player wins a reward of 5 game coins (see Figure 8 4), the second set of probabilities for available rewards may include: 0%, 0%, 0%, 0%, 0%, 3.51%, 96.49% and 0% respectively (see Figure 9 Continuing with this example, if the second prize player wins a 0.50 coin prize, a third set of probabilities for the available prizes may include: 0%, 0%, 0%, 0%, 0%, 0%, 50%, and 50%, respectively (see Figure 10 rewards 1 to 8 and their respective probabilities).
[0080] According to a further embodiment of the present disclosure, a computer-implemented method for dynamically allocating rewards is provided. Consistent with the disclosed embodiments, the method may include operations performed by at least one processor, including retrieving stored data associated with a reward table from a memory. The reward table may include reward identifiers corresponding to player identifiers. The method further includes allocating a reward identified by the reward identifier to an identified player from a plurality of players. The method further includes storing data associated with the reward allocation in a memory or database.
[0081] Embodiments of the present disclosure include systems and methods for dynamically generating a data table for allocating rewards. For example, Figure 6 The diagram shows Figure 5 An exemplary method 600 for dynamically generating a reward table for distributing rewards is provided. The steps of the disclosed method 600 can be implemented using at least one processor and modified as needed, including by reordering the steps and / or inserting or deleting steps. For example, Figure 6 The method can be used Figure 1 The system (including the controller 102 of the dynamic game management system 100, the dynamic allocation table generator 104 and / or other components) is implemented.
[0082] The method 600 includes step 602 of retrieving predetermined rewards from a memory, wherein each predetermined reward is associated with a reward identifier. The data analyzer 106 may execute Figure 6 Step 602 is performed. For example, this step may be performed after or concurrently with one or more electronic games played or completed. As part of step 602, the data analyzer 106 may retrieve predetermined rewards from a memory or database, each of which is associated with a reward identifier. For example, the processor 1064 may execute step 602 and parse (using the parser 1062) and analyze game player data and other data (such as event data). The predetermined rewards may be grouped or categorized, for example, by one or more prize wheels or servers. The grouping or categorization may be based on one or more parameters, such as game type, game length, game difficulty, time of day or schedule of game play, and the like. Method 600 also includes step 604, receiving game player data. The data analyzer 602 may perform step 604 in conjunction with or after step 602. For example, the data analyzer 602 may receive, parse, and process game player data and other data from an electronic gaming machine and / or other sources. The game player data may be received and processed directly from the data feed of the electronic gaming machine, or the game player data may be received after being retrieved from memory.
[0083] like Figure 6As shown, method 600 also includes step 606, determining allocation table inputs based on the game player data and / or other data. In some embodiments, the allocation table inputs can be determined based on the game player data and / or other data related to the electronic game or a particular game session. Additionally or alternatively, the allocation table inputs can be determined based on parameters or data set by an administrator or operator, which can be specific to a particular game or game session or applied to games based on a classification or grouping of games. The data analyzer 106 and / or the controller 102 can perform step 606. For example, the data analyzer 106 can receive or retrieve game player data, and the parser 1062 can parse the received or retrieved game player data for the processor 1064 to determine the allocation table inputs. Additionally or alternatively, the controller 102 can enable the administrator or operator to select, input, and / or set allocation table inputs for one or more games. As disclosed herein, the allocation table inputs can account for one or more dynamic variables associated with the electronic game. For example, allocation table inputs may include: the number of active players participating in a game or gaming session from among multiple players associated with multiple gaming machines; total gaming coins or points; conditions or promotions applied to the game or gaming session; the number of verified or active players; changes in the number of verified and / or active players; and / or other dynamic variables associated with the game or gaming session.
[0084] like Figure 6 As further shown, method 600 includes step 608, promptly generates the allocation table based on the allocation table input.Step 608 can be performed by dynamic allocation table generator 104.Dynamic allocation table generator 104 can work together with controller 102 and / or data analyzer 106 in dynamic game management system 100.Allocation table input and other data can be transmitted and shared between these components of system 100.In some embodiments, dynamic allocation table generator 104, controller 102 and / or data analyzer 106 can use machine learning algorithm to perform the operation relevant to method 600 as described herein.
[0085] Each allocation table may include reward values and corresponding probabilities (see, e.g., Figures 8 to 10 Using the allocation table inputs for the electronic game (e.g., the number of active players and / or the total gaming currency), the dynamic allocation table generator 104 can populate and generate an allocation table for the electronic game or gaming session. In some embodiments, the relationship between the allocation table inputs and the reward values and probabilities can be pre-stored, programmed, or learned using a machine learning algorithm. For example, Figure 7An exemplary method for calculating probabilities is disclosed. Reward values can be calculated based on a combination of game player data and input values or parameters set by an administrator or operator. For example, rewards can be calculated based on the number of players participating in the game, the total gaming coins for all players, a total payout target set by the administrator, and / or a constant value set by the administrator (e.g., 0.05% or 0.06%). In further embodiments, allocation tables can be pre-stored and selected from memory based on an allocation table input (as part of step 608). For example, the allocation table input and / or other data inputs can be used as a key to select a pre-stored allocation table from memory to generate a reward table. In such embodiments, multiple allocation tables can be stored and indexed for retrieval based on the allocation table input and / or other input data. A machine learning algorithm can analyze and compare the tables over time to learn how to accurately generate the tables based on the inputs, thereby enabling the system to manage game variables and more accurately control reward distribution in electronic games.
[0086] After generating the allocation table, method 600 includes step 610 of generating a reward table based on the generated allocation table. Data analyzer 106 can be configured to generate the reward table using processor 1064. In addition, the reward table can be stored and / or retrieved from memory 1068. At least one reward table can be generated based on the allocation table for the electronic game or gaming session. The reward values and / or probabilities in the reward table can be updated, for example, after each reward is allocated to a player in the game or gaming session and / or until all rewards have been allocated. The total number of rewards assigned and populated in the reward table (and therefore the reward identifiers) can be the same as the number of reward values and probabilities in the allocation table used to generate the reward table. Figures 8 to 10 The figure shows an example of a reward table generated based on the allocation table.
[0087] As will be appreciated, other steps may be taken as Figure 6 The method 600 may be performed as part of the example method 600. For example, as shown, the method 600 may include step 612 of storing data associated with the generated reward table in a memory or database. The data analyzer 106 may perform step 612 of storing the data associated with the generated reward table in a memory. For example, the data associated with the generated reward table may be stored for future modification or updating, for access and / or retrieval for comparison, and to help improve the machine learning algorithms used in embodiments of the reward distribution methods and systems described herein.
[0088] As disclosed herein, embodiments include retrieving one or more predetermined rewards from a memory (step 602 of method 600). Each predetermined reward can be associated with a reward identifier. Retrieving from a memory can refer to any other method of accessing, extracting, calling, and / or obtaining an object from a memory (such as a memory, database, or storage device as described herein). A reward identifier can refer to data or characteristics that identify a reward. Non-limiting examples of reward identifiers can include reward type, reward amount, reward level, reward ID number, and reward ID name. For example, there may be three levels or tiers of reward identifiers: Tier A, Tier B, and Tier C. Rewards can be grouped into tiers based on their identifiers.
[0089] The disclosed embodiment includes receiving game player data (step 604 of method 600). For example, the data analyzer 106 may receive the game player data by parsing the game player data from a data feed of an electronic gaming machine, or may receive the game player data after retrieving the game player data from a memory. Game player data may refer to any set of data or information related to or derived from a game. Non-limiting examples of game player data include the number of players, game identifier, game type, game progress, player progress, player level, game time, total game coins, points, total points, player disqualifications, player timeouts, number of active players, number of verified players, and other game player data. In some examples, the game player data may be retrieved from a gaming terminal or sent by a gaming terminal to one or more servers. The server may include one or more gaming servers or a local server.
[0090] The disclosed embodiments include determining an allocation table input based on the retrieved game player data (step 606 of method 600). The allocation table input includes information or data used to generate a dynamic allocation table. The allocation table input can be at least one of the total gaming currency for an electronic game or gaming session or the number of active players participating in the electronic game or gaming session among a plurality of players associated with a plurality of electronic gaming machines. Non-limiting examples of the total gaming currency can be 100 gaming coins and 1000 gaming coins. In other examples, the total gaming currency includes the total amount of points (e.g., loyalty or reward points) promised or offered. The number of active players can be determined based on the number of players who have joined or participated in the game. In some embodiments, players are authenticated before being allowed to join or participate in the game. A gaming machine, also known as an electronic gaming machine, can include any device or apparatus used for gaming. As disclosed herein, examples of gaming machines include, but are not limited to, electronic racing machines, video poker machines, electronic tabletop games, electronically enhanced (e.g., virtual reality or augmented reality) tabletop games, electronic raffle machines, centrally determined and server-based gaming machines, or any other electronically assisted gaming machine. Such machines can provide data associated with the game coins provided to a particular player or for generating results when providing game coins and awarding prizes. For example, the game player data of each gaming machine can be accessed and / or retrieved to determine the number of players, the number of active players, and each game coin placed by each player for the game. The total game coins can be determined by adding together the game coins of the active players. Any one of the number of players, the number of active players, individual game coins, total game coins, and other relevant information or data from the game player data can be used as an allocation table input to generate an allocation table for use. For example, the allocation table input for an electronic game or gaming session can include a verified number of players (e.g., 12), an active player number (e.g., 6), and / or total game coins (e.g., 100 game coins).
[0091] The disclosed embodiment includes generating a dynamic allocation table based on the allocation table input (step 608 of method 600). Non-limiting examples of generating an allocation table based on the allocation table input may include generating an allocation table based entirely on the allocation table input or generating an allocation table based partially on the allocation table input. Generating the allocation table may include comparing the allocation table input with stored allocation tables in memory and selecting an allocation table corresponding to the allocation table input. For example, the allocation table input may include the number of active players. The allocation table input may be compared with the stored allocation tables to identify a matching table. The stored allocation table may include associated allocation table information, including the stored allocation table input and a corresponding stored reward table. For example, an allocation table input for six active players may match a stored allocation table for six active players, and the corresponding reward table may also be retrieved. Alternatively, in this example, a reward table may not be stored, and instead a reward table may be generated based on a selected allocation table. In another example, when the allocation table input does not match the stored allocation table input, an allocation table having an associated stored allocation table input less than the allocation table input may be selected. Advantageously, this provides flexibility, allowing the allocation table input to be less than the value associated with the stored table. A comparison can be made based on the reward value in the allocation table or corresponding reward table stored in memory. For example, suppose the allocation table input is the number of players and the total number of coins for all players of the electronic game. As a non-limiting example, a total of 288 coins for 12 players would trigger a reward table of 300 coins, rather than the next higher value (e.g., 320 coins).
[0092] Generating an allocation table may also include retrieving stored data associated with the generated allocation table from a memory. The stored data may include a set of probabilities for a player to win each predetermined reward. In some embodiments, a second allocation table and / or a third allocation table may be generated. The second allocation table and / or the third allocation table may include a set of different probabilities for different players to win each predetermined reward. In some embodiments, the stored data associated with the generated second allocation table and / or the third allocation table may be retrieved from a memory.
[0093] For example, a five-player allocation table may be selected, wherein the reward values include 1 game coin, 2 game coins, 3 game coins, 4 game coins, 5 game coins, 6 game coins, 7 game coins, and 8 game coins. The five-player allocation table may include a first set of probabilities for each reward value: 0.01%, 0.01%, 0.01%, 0.15%, 3.5%, 96.32%, 0%, and 0%, respectively. In this example, if the first prize player wins a reward value of 5 game coins, the second set of probabilities for each reward value may include: 0%, 0%, 0%, 0%, 0%, 3.51%, 96.49%, and 0%, respectively. In this example, if the second prize player wins a reward value of 6 game coins, the third set of probabilities for each reward value may include: 0%, 0%, 0%, 0%, 0%, 0%, 50%, and 50%, respectively.
[0094] The disclosed embodiment includes generating a reward table based on the generated allocation table (step 610 of method 600). The reward table may include data defining a table including information related to rewards, reward values, and probabilities. In some examples, the reward table may include an allocation table. Based on the generated reward table, rewards may be determined based on predetermined rewards based on the set probabilities. This may also include matching reward identifiers with player identifiers. Player identifiers may include data strings, game coins, numbers, or other information that identifies a player. In some embodiments, the generated reward table may be modified, and the modified or updated reward table may be stored. For example, modifying the generated reward table may include updating reward values and / or probabilities. Modifying the reward table may also include updating reward identifiers and corresponding player identifiers.
[0095] An example of a reward table is Figures 8 to 10 . The information in these tables (including reward values and probabilities) is provided for illustrative purposes and is therefore non-limiting. As a further example, the reward values of the reward table may include at least one of "0 game coins," "200 game coins," "500 game coins," "1,000 game coins," and "2,000 game coins." Different probabilities and reward amounts may also be used.
[0096] In some embodiments, one or more players from a plurality of players participating in a game on each of a plurality of gaming machines may be dynamically authenticated. Authenticating the player may include authenticating and / or confirming that the player can and / or should be granted permission to play the game on the gaming machine. Non-limiting examples of authenticating the player may include periodically authenticating the player, continuously authenticating the player, and authenticating the player based on a condition.
[0097] According to another embodiment of the present disclosure, a method for dynamically assigning rewards may be provided. Consistent with the disclosed embodiment, the method includes retrieving predetermined rewards from a memory. Each predetermined reward may be associated with a reward identifier. The method also includes retrieving game player data from the memory. The method also includes determining an allocation table input based on the retrieved game player data. The allocation table input may be at least one of a total gaming coin amount or a number of active players among a plurality of players associated with a plurality of gaming machines. The method includes determining an allocation table based on the allocation table input. Determining the allocation table may include comparing the allocation table input with an allocation table stored in the memory. Determining the allocation table may also include selecting one of the stored allocation tables in the memory. The allocation table input may be less than a value in a generated reward table. Determining the allocation table may include retrieving stored data associated with the generated allocation table from a memory. The stored data may include a set of probabilities for a player to win each predetermined reward. The method may include determining the reward table based on the generated allocation table. Determining the reward table may include determining a reward based on the predetermined reward for the player based on the set of probabilities. Determining the reward table may also include matching the reward identifier with a player identifier. The method may include storing data associated with the generated reward table in the memory.
[0098] The disclosed embodiments include dynamically generating reward probabilities. Dynamically generating reward probabilities can refer to developing, creating, initiating, launching, or in any other similar manner generating a possibility, opportunity, chance, probability, likelihood, or any other degree to which a reward may occur by performing a logical operation. Non-limiting examples of dynamically generating reward probabilities can include generating a reward probability once, generating a reward probability periodically, and generating a reward probability based on conditions being met. Reward probabilities include a possibility, chance, probability, likelihood, percentage, or any other degree to which a reward may occur by performing a logical operation.
[0099] For example, Figure 7 An exemplary method 700 for dynamically generating reward probabilities is shown. The steps of the disclosed method 700 can be implemented using at least one processor and modified as needed, including by reordering the steps and / or inserting or deleting steps. For example, Figure 7 The method can be used Figure 1 The system (including the dynamic allocation table generator 104 and / or other components of the dynamic game management system 100) is implemented.
[0100] Method 700 includes step 702 of retrieving predetermined rewards 108 from memory, wherein each predetermined reward is associated with a reward value. Data analyzer 106 may perform step 702 of retrieving predetermined rewards from memory, wherein each predetermined reward is associated with a reward identifier. For example, processor 1064 may perform step 702. Processor 1064 may perform step 702 before or after data analyzer 106 analyzes game player data and uses parser 1062 to parse the game player data. The predetermined rewards may be grouped or categorized, for example, by one or more prize wheels or servers. The grouping or categorization may be based on one or more parameters, such as game type, game length, game difficulty, time of day or schedule of game play, and the like.
[0101] Method 700 also includes step 704, generating a first set of probabilities for a first player among the plurality of players to win each predetermined reward. The first set of probabilities can be based on game player data received from the electronic gaming machine or stored in memory. The first set of probabilities can also be generated based on other data related to the electronic game (e.g., variables). For example, input data provided by an administrator or operator can be used to generate the first set of probabilities. For example, step 704 can be performed by the data analyzer 106 after receiving and processing the game player data. The dynamic allocation table generator 104 can use the generated first set of probabilities to generate an allocation table. For example, the probability can be calculated as a function of one or more of the following: the number of game sessions; the number of players per game session; the average number of game coins per player; and a constant. For example, if the total number of game coins recorded by the electronic gaming machine is 50,000, a reward value of 300 game coins can be given. Therefore, the function can be based on the number of game sessions, the number of players per game session, the average number of game coins per player, and the constant, all divided by the number of game sessions multiplied by the average number of players per game session. This simplifies to the average number of game coins per player multiplied by the constant. The probabilities can be generated in this way. In some embodiments, the first set of probabilities generated is based on the reward value. For example, the average reward value for a two-player table may be set to 1.44 game coins, while the average reward value for a twelve-player table may be set to 8.64 game coins. This can be seen by observing that the average game coins per player is 24, and the system gives a reward value of 0.06% of the average game coins.
[0102] like Figure 7As further shown, method 700 also includes step 706, generating a second set of probabilities for a second player in the plurality of players to win each predetermined prize, wherein the second set of probabilities is based on game player data received from the electronic gaming machine or stored in memory. Step 706 may be performed by data analyzer 106. Dynamic allocation table generator 104 may then utilize the generated second set of probabilities to generate an allocation table. Step 706 may be performed by dynamic allocation table generator 104. The second set of probabilities may be generated similarly to the first set of probabilities explained above.
[0103] Method 700 also includes step 708 of storing the generated first set of probabilities in an allocation table or subsequently in a reward table. Data analyzer 106 may perform step 708 of storing the generated first set of probabilities in an allocation table. For example, the generated first set of probabilities may be stored in the allocation table for future modification, to facilitate access and / or retrieval for comparison, and to aid in improving the machine learning algorithms used in the related methods and systems described herein. Each probability in the generated first set of probabilities corresponds to a predetermined reward.
[0104] Method 700 further includes step 710 of updating the generated first set of probabilities with the generated second set of probabilities. Processor 1064 of data analyzer 106 may work in conjunction with dynamic allocation table generator 104 to perform step 710. Step 710 may be performed after a reward has been assigned to a player. For example, step 710 may be performed after player 1 has been assigned a reward.
[0105] The disclosed embodiment includes retrieving predetermined rewards from memory (step 702 of method 700). Each predetermined reward may be associated with a reward value. Retrieving from memory may refer to accessing, extracting, calling, or any other method of retrieving an object from memory. A reward may refer to a gift, game currency, credit, trophy, or certificate. Non-limiting examples of rewards may include point rewards or any other reward that can be granted. For example, a reward may depend on player progress, player level, game completion and / or progress, and player status. For example, a reward may be an increase or decrease in player progress and / or player level. Additionally, rewards may be established or determined in advance. In one example, there may be eight predetermined rewards. Rewards may be linked to or associated with reward values. Non-limiting examples of reward values may be game currency and game points. For example, in one example, eight rewards may be predetermined and assigned to an electronic game. These eight rewards may have reward values, with the first reward value being 1 game currency, the second reward value being 2 game currency, and so on.
[0106] The disclosed embodiment includes using a dynamic allocation table generator to generate a first set of probabilities for a first player among a plurality of players to win each predetermined reward (step 704 of method 700). The disclosed embodiment also includes using the dynamic allocation table generator to generate a second set of probabilities for a second player among the plurality of players to win each predetermined reward (step 706 of method 700). The second set of probabilities may be the same as or different from the first set of probabilities. More than two sets of probabilities may be generated. For example, in some embodiments, the dynamic allocation table generator may generate a third set of probabilities for a third player among the plurality of players to win each predetermined reward. The dynamic allocation table generator may refer to a component that initiates, creates, generates, or establishes an allocation table. Non-limiting examples of a dynamic allocation table generator may include a processor or generator that generates an allocation table periodically, continuously, when a condition is met, incrementally, or at fixed intervals. The allocation table may include data defining a table containing information related to reward values and probabilities. For example, the allocation table may include a number of columns, including a column labeled "value" for storing reward values. Other columns may store probabilities and be labeled "first set of probabilities," "second set of probabilities," "third set of probabilities," and the like. The value column may list the reward value, while the probability column may list the probability that the corresponding reward value may be awarded to or earned by the player.
[0107] The first set of probabilities, the second set of probabilities, and / or the third set of probabilities can be based on game player data. Non-limiting examples of a set of probabilities being based on a game player include basing the set of probabilities entirely on the game player data and basing the set of probabilities partially on the game player data. For example, the set of probabilities can be weighted based on the game player data.
[0108] The disclosed embodiment includes storing the generated first set of probabilities in the allocation table or subsequently in the reward table (step 708 of method 700). Each probability in the generated first set of probabilities can correspond to a predetermined reward. Storing a set of probabilities in the allocation table or reward table can refer to the process of preserving, holding, maintaining, recording, saving, collecting, retaining and any other similar actions of retaining digital data as described herein. In some embodiments, storing the generated first set of probabilities in the allocation table or reward table can include storing such data in a memory or database. A set of probabilities can correspond to a reward or its reward value. Correspondence can refer to correlation, consistency, association and any other similar actions of matching probability to reward and / or reward value.
[0109] For example, for a five-player allocation table, the reward values may include 1 game coin, 2 game coins, 3 game coins, 4 game coins, 5 game coins, 6 game coins, 7 game coins, and 8 game coins. The five-player allocation table may include a first set of probabilities for each reward value: 0.01%, 0.01%, 0.01%, 0.15%, 3.5%, 96.32%, 0%, and 0%, respectively. In this example, if the first prize player wins a reward value of 5 game coins, the second set of probabilities for each reward value may include: 0%, 0%, 0%, 0%, 0%, 3.51%, 96.49%, and 0%, respectively. In this example, if the second prize player wins a reward value of 6 game coins, the third set of probabilities for each reward value may include: 0%, 0%, 0%, 0%, 0%, 0%, 50%, and 50%, respectively. Further probabilities can be calculated.
[0110] The disclosed embodiment is included in after each player distributes reward and / or until all rewards are distributed, updates the probability in the distribution table or reward table.For example, this comprises updating the first group of probability (step 710 of method 700) generated with the second group of probability generated.Updating can refer to write, overwrite, swap, exchange, replace, or any other method of replacing new data with existing data.The non-limiting example of updating can comprise writing new data on existing data and then erasing existing data.For example, the second group of probability 0%, 0%, 0%, 0%, 0%, 3.51%, 96.49% and 0% can update the first group of probability 0.01%, 0.01%, 0.01%, 0.15%, 3.5%, 96.32%, 0% and 0%.In some embodiments, the third group of probability generated can update the second group of probability generated, and the rest can be deduced by analogy.
[0111] In some embodiments, the allocation table or reward table can be sent to a server. A server can refer to a computer program or computer device that provides services to another computer program or computer device. Non-limiting examples of servers can include game servers, central servers, local servers, and client devices. For example, the allocation table or reward table can be sent to a server. In another example, the server can send the allocation table or reward table to a client device.
[0112] According to another embodiment of the present disclosure, a method for dynamically generating reward probabilities may be provided. Consistent with the disclosed embodiment, the method includes retrieving predetermined rewards from a memory. Each predetermined reward may be associated with a reward value. The method also includes retrieving game player data from the memory. Game player data may refer to any data or information related to or derived from a game. The method also includes generating, via the dynamic allocation table generator, a second set of probabilities that a second player among the plurality of players wins each predetermined reward. The first set of probabilities and the second set of probabilities may be based on the game player data and / or other input data. The method further includes storing the generated first set of probabilities in an allocation table and / or a reward table. Each probability in the generated first set of probabilities may correspond to a predetermined reward. The method includes updating the generated first set of probabilities with the generated second set of probabilities.
[0113] For example, Figure 8 The diagram illustrates an allocation table 802 and a reward table 800. Allocation table 802 includes reward values 804 (e.g., 0.50, 0.50) and a first set of probabilities 806 (e.g., 0%, 0%, 96.32%). Method 700 includes step 702 of retrieving predetermined rewards 808 (e.g., reward 8, reward 7, reward 6) from memory, wherein each predetermined reward 808 (e.g., reward 8, reward 7, reward 6) is associated with a reward value 804 (e.g., 0.50, 0.50). Method 700 also includes step 704 of generating a first set of probabilities 806 (e.g., 0%, 0%, 96.32%) for a first player of a plurality of players to win each predetermined reward 808 (e.g., reward 8, reward 7, reward 6), wherein the first set of probabilities 806 (e.g., 0%, 0%, 96.32%) is based on game player data received from an electronic gaming machine or stored in memory. Taken together, this forms the example reward table 800.
[0114] For example, Figure 9The diagram shows an allocation table 902 and a reward table 900. The allocation table 902 includes reward values 904 (e.g., 0.50, 0.50, 0.50) and a second set of probabilities 906 (e.g., 0%, 96.49%, 3.51%). The method 700 includes step 702 of retrieving predetermined rewards 908 (e.g., reward 8, reward 7, reward 6) from a memory, wherein each predetermined reward 908 (e.g., reward 8, reward 7, reward 6) is associated with a reward value 904 (e.g., 0.50, 0.50, 0.50). The method 700 also includes step 706 of generating a second set of probabilities 906 (e.g., 0%, 96.49%, 3.51%) for a second player in the plurality of players to win each of the predetermined prizes 908 (e.g., prize 8, prize 7, prize 6), wherein the second set of probabilities 906 (e.g., 0%, 96.49%, 3.51%) is based on game player data received from the electronic gaming machine or stored in memory. Taken together, this forms the example prize table 900.
[0115] For example, Figure 10 The diagram shows an allocation table 1002 and a reward table 1000. The allocation table 1002 includes reward values 1004 (eg, 0.50, 0.50, 0.50) and a third set of probabilities 1006 (eg, 50%, 50%, 0%). Taken together, this forms the example reward table 1000.
[0116] The figures and component diagrams in the above-mentioned accompanying drawings illustrate the architecture, functionality and operation of possible implementations of the systems, methods and computer hardware and software products according to various example embodiments of the present disclosure. For example, each block in the flowchart or diagram can represent a module, segment or portion of a code, and the code includes one or more executable instructions for implementing a specified logical function. It should also be understood that in some alternative implementations, the functions indicated in the block may not appear in the order mentioned in the accompanying drawings. For example, two blocks or steps shown in succession can actually be executed or implemented substantially simultaneously, or two blocks or steps can sometimes be executed in the opposite order, depending on the functionality involved. In addition, some blocks or steps can be omitted. It should also be understood that each block or step of the figure and the combination of blocks or steps can be implemented by a dedicated hardware-based system that performs a specified function or action or by a combination of dedicated hardware and computer instructions. Computer program products (e.g., software or program instructions) can also be implemented based on the described embodiments and the illustrated examples.
[0117] It should be understood that the above-described systems and methods may be varied in many ways, and that different features may be combined in different ways. In particular, not all features shown above in a particular embodiment or implementation are required in every embodiment or implementation. Further combinations of the above-described features and implementations are also considered to be within the scope of the embodiments or implementations disclosed herein.
[0118] Although certain embodiments and features of implementations have been described and illustrated herein, modifications, substitutions, changes, and equivalents will be apparent to those skilled in the art. It will be understood, therefore, that the appended claims are intended to cover all such modifications and changes as fall within the scope of the features of the disclosed embodiments and illustrated implementations. It will also be understood that the embodiments described herein are presented by way of example only and are not restrictive, and that various changes in form and detail may be made. Any portion of the systems and / or methods described herein may be implemented in any combination, except mutually exclusive combinations. For example, the implementations described herein may include various combinations and / or sub-combinations of the functions, components, and / or features of the different embodiments described.
[0119] In addition, although illustrative embodiments have been described herein, the scope of the present disclosure includes embodiments with equivalent elements, modifications, omissions, combinations (e.g., across various aspects of various embodiments), adaptations, or changes based on the disclosure herein. In addition, the elements in the claims should be broadly interpreted based on the language used in the claims and are not limited to the examples described herein or in the process of applying for this application. On the contrary, these examples should be understood to be non-exclusive. Therefore, it is expected that this specification and the examples therein are regarded as merely exemplary, and the true scope and spirit are indicated by the appended claims and their entire equivalent scope.
Claims
1. A computer-implemented method for dynamically controlling reward distribution for an electronic game, the method comprising the following operations performed by at least one processor: receiving game player data for the electronic game; determining a spreadsheet input based on the game player data, the spreadsheet input including at least one of a number of players participating in the electronic game and a total gaming credit for the players participating in the electronic game; generating an allocation table based on the determined allocation table input, the allocation table comprising a plurality of reward values associated with a plurality of predetermined rewards and a plurality of probabilities associated with the plurality of predetermined rewards; generating a reward table based on the generated allocation table, the reward table including a plurality of reward identifiers; as well as An award is assigned to the player based on the award table. 2 . The computer-implemented method of claim 1 , wherein each reward identifier is associated with a reward value from the plurality of reward values and a corresponding probability from the plurality of probabilities.
3. The computer-implemented method of claim 1 , wherein the method further comprises determining at least one of a rank, score, or position of the player participating in the electronic game based on the game player data.
4. A computer-implemented method according to claim 3, wherein the method further comprises determining a player identifier corresponding to the reward identifier, wherein there is at least one player identifier determined for at least one reward identifier among the plurality of reward identifiers.
5. A computer-implemented method according to claim 4, wherein assigning a reward to a player includes assigning a reward to a player associated with the at least one player identifier determined for the at least one reward identifier among the plurality of reward identifiers.
6. The computer-implemented method of claim 1 , wherein the method further comprises receiving the game player data from a data feed from an electronic gaming machine used by the player participating in the electronic game.
7. The computer-implemented method of claim 1 , wherein the reward table comprises the allocation table, and the method comprises modifying the reward table by updating the plurality of probabilities with another plurality of probabilities.
8. The computer-implemented method of claim 1 , wherein the plurality of probabilities is a first set of probabilities and the further plurality of probabilities is a second set of probabilities, and wherein the method further comprises: generating the first set of probabilities that the first player will win each predetermined reward, wherein the first set of probabilities is based on the game player data; generating a second set of probabilities that a second player will win each predetermined prize, wherein the second set of probabilities is based on the game player data; storing the generated first set of probabilities in the allocation table; as well as The generated first set of probabilities is updated using the generated second set of probabilities.
9. A non-transitory computer-readable medium containing instructions that, when executed by at least one processor, cause the at least one processor to perform operations for dynamically controlling prize distribution for an electronic game, the operations comprising: receiving game player data for the electronic game; determining a spreadsheet input based on the game player data, the spreadsheet input including at least one of a number of players participating in the electronic game and a total gaming credit for the players participating in the electronic game; generating an allocation table based on the determined allocation table input, the allocation table comprising a plurality of reward values associated with a plurality of predetermined rewards and a plurality of probabilities associated with the plurality of predetermined rewards; generating a reward table based on the generated allocation table, the reward table including a plurality of reward identifiers; as well as An award is assigned to the player based on the award table.
10. The non-transitory computer-readable medium of claim 9, wherein each reward identifier is associated with a reward value from the plurality of reward values and a corresponding probability from the plurality of probabilities.
11. The non-transitory computer-readable medium of claim 9, wherein the operations performed by the at least one processor further comprise determining at least one of a rank, score, or position of the player participating in the electronic game based on the game player data.
12. A non-transitory computer-readable medium according to claim 11, wherein the operation performed by the at least one processor further includes determining a player identifier corresponding to the reward identifier, wherein there is at least one player identifier determined for at least one reward identifier among the multiple reward identifiers.
13. The non-transitory computer-readable medium of claim 12, wherein assigning a reward to a player comprises assigning a reward to a player associated with the at least one player identifier determined for the at least one reward identifier among the plurality of reward identifiers.
14. The non-transitory computer-readable medium of claim 9, wherein the operations performed by the at least one processor further comprise receiving the game player data from a data feed from an electronic gaming machine used by the player participating in the electronic game.
15. The non-transitory computer-readable medium of claim 9, wherein the reward table comprises the allocation table, and the method comprises modifying the reward table by updating the plurality of probabilities with another plurality of probabilities.
16. The non-transitory computer-readable medium of claim 9, wherein the plurality of probabilities is a first set of probabilities and the additional plurality of probabilities is a second set of probabilities, and wherein the operations performed by the at least one processor further comprise: generating the first set of probabilities that the first player will win each predetermined reward, wherein the first set of probabilities is based on the game player data; generating a second set of probabilities that a second player will win each predetermined prize, wherein the second set of probabilities is based on the game player data; storing the generated first set of probabilities in the allocation table; as well as The generated first set of probabilities is updated using the generated second set of probabilities.
17. A computer-implemented method for dynamically controlling reward distribution, the method comprising the following operations performed by at least one processor: retrieving stored data associated with a prize table including a plurality of prize identifiers, the prize table generated based on a distribution table input associated with the electronic game; determining a player identifier corresponding to the reward identifier, wherein at least one player identifier is determined for at least one reward identifier of the plurality of reward identifiers; allocating a reward for the electronic game identified by the plurality of reward identifiers to a player corresponding to the determined player identifier; as well as Data is stored in a memory to record the award distribution to the player.
18. The computer-implemented method of claim 17, wherein the electronic game is a first electronic game, the bonus table is a first bonus table, and the allotment table input is a first allotment table input, and wherein the method further comprises: retrieving stored data associated with a second award table including a plurality of second award identifiers, the second award table generated based on a second allotment table input associated with a second electronic game; determining a second player identifier corresponding to the second reward identifier, wherein at least one player identifier is determined for at least one second reward identifier of the plurality of second reward identifiers; as well as The player corresponding to the determined second player identifier is allocated a reward for the second electronic game identified by the plurality of second reward identifiers.
19. The computer-implemented method of claim 17, wherein the method further comprises: retrieving stored data associated with game player data, wherein the game player data includes a first prize player, a second prize player, and a third prize player; as well as The first prize player is matched with a first player identifier, the second prize player is matched with a second player identifier, and the third prize player is matched with a third player identifier.
20. The computer-implemented method of claim 17, wherein the method further comprises: retrieving stored data associated with game player data, wherein the game player data includes a first position player, a second position player, and a third position player; as well as The first position player is matched with the first player identifier, the second position player is matched with the second player identifier, and the third position player is matched with the third player identifier.
21. The computer-implemented method of claim 17, wherein the method further comprises: retrieving stored data associated with game player data, wherein the game player data includes a first scoring player, a second scoring player, and a third scoring player; as well as The first scoring player is matched with the first player identifier, the second scoring player is matched with the second player identifier, and the third scoring player is matched with the third player identifier.
22. The computer-implemented method of claim 17, wherein distributing the reward comprises distributing a participation prize.
23. The computer-implemented method of claim 17, wherein the reward table is generated based on an allotment table, the allotment table being based on the allotment table inputs, and the allotment table inputs comprising a number of active players associated with a plurality of gaming machines participating in the electronic game.
24. The computer-implemented method of claim 17, wherein the reward table is generated based on a distribution table, the distribution table is based on the distribution table inputs, and the distribution table inputs include total gaming chips for the electronic game.
25. A computer-implemented system for dynamically controlling reward distribution for an electronic game, the system comprising: a plurality of electronic gaming machines associated with a plurality of players authenticated to play the electronic game, each of the plurality of electronic gaming machines configured to provide a data feed for the electronic game; a dynamic allocation table generator configured to generate an allocation table for the electronic game based on the data supply from each of the plurality of electronic gaming machines; at least one processor programmed to: retrieving stored data associated with a bonus table including a plurality of bonus identifiers, the bonus table generated based on the allocation table for the electronic game; determining a player identifier corresponding to the reward identifier, wherein at least one player identifier is determined for each reward identifier of the plurality of reward identifiers; allocating a reward for the electronic game identified by the plurality of reward identifiers to a player corresponding to the determined player identifier; and Data is stored in a memory to record the award distribution to the player.
26. A non-transitory computer-readable medium containing instructions that, when executed by at least one processor, cause the at least one processor to perform operations for dynamically generating reward probabilities, the operations comprising: retrieving predetermined rewards from a memory, wherein each predetermined reward is associated with a reward value; retrieving game player data from said memory; generating, using a dynamic allocation table generator, a first set of probabilities for a first player of a plurality of players to win each predetermined prize, wherein the first set of probabilities is based on the game player data; generating, using the dynamic allocation table generator, a second set of probabilities for a second player of the plurality of players to win each predetermined prize, wherein the second set of probabilities is based on the game player data; storing the generated first set of probabilities in an allocation table, wherein each probability in the generated first set of probabilities corresponds to the predetermined reward; as well as The generated first set of probabilities is updated using the generated second set of probabilities.
27. The non-transitory computer-readable medium of claim 26, wherein the operations further comprise: generating, using the dynamic allocation table generator, a third set of probabilities for a third player of the plurality of players to win each predetermined prize, wherein the third set of probabilities is based on the game player data; as well as The generated second set of probabilities is updated using the generated third set of probabilities.
28. The non-transitory computer-readable medium of claim 26, wherein the operations further comprise sending the allocation table to a server.
29. A computer-implemented method for dynamically generating reward probabilities, the method comprising: retrieving predetermined rewards from a memory, wherein each predetermined reward is associated with a reward value; retrieving game player data from said memory; generating, using a dynamic allocation table generator, a first set of probabilities for a first player of a plurality of players to win each predetermined prize, wherein the first set of probabilities is based on the game player data; generating, using the dynamic allocation table generator, a second set of probabilities for a second player of the plurality of players to win each predetermined prize, wherein the second set of probabilities is based on the game player data; storing the generated first set of probabilities in an allocation table, wherein each probability in the generated first set of probabilities corresponds to the predetermined reward; as well as The generated first set of probabilities is updated using the generated second set of probabilities.
30. A computer-implemented system comprising: multiple electronic gaming machines associated with multiple players; A controller configured to: verifying participation of one or more of the plurality of players in an electronic game on each of the plurality of gaming machines; and enabling a verified player on each of the plurality of gaming machines to participate in gameplay of the electronic game; as well as A data analyzer, the data analyzer being configured to: receiving game player data from the plurality of gaming machines; determining at least one of a rank, score, or position of the authenticated player based on the received game player data; storing in a memory data associated with determining said at least one of said rank, score, or position of said authenticated plurality of players; retrieving from the memory an allocation table including data identifying allocations of a plurality of rewards; awarding the allocation to each of the plurality of awards based on the allocation table; collecting data associated with the distribution of said rewards, including whether each distribution of said rewards was successful or unsuccessful; as well as Data associated with the reward allocation is stored in the memory.
31. The computer-implemented system of claim 30, wherein the data analyzer is further configured to send data associated with the reward distribution to a server.
32. The computer-implemented system of claim 30, wherein: The controller is further configured to determine whether a change has occurred in the plurality of gaming machines associated with the plurality of players; If a change occurs, then: The controller is further configured to re-authenticate one or more of the plurality of players to participate in the game play at each of the plurality of gaming machines; The controller is further configured to enable the authenticated player to resume playing a game on each of the plurality of gaming machines; The data analyzer is further configured to: receiving changed game player data from the plurality of gaming machines from the memory and determining whether at least one of the ranking, score, or position of the plurality of verified players has changed; and Changed game player data from the plurality of gaming machines and data associated with determining at least one of the change in the ranking, score, or position of the authenticated plurality of players are stored in the memory.
Citation Information
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Cited By
Address type short text similarity calculation method and device, equipment and medium
CN120850990A
