A method for a gaming game to judge a player's swinging claw
By recording the time and direction changes of the jaw movement, we can determine whether the player is operating the jaw swing, and when judging that it is a jaw swing, we control the discount intensity of the lower jaw execution, which solves the problem that the existing claw machine cannot judge the jaw swing, and achieves effective evaluation of player operations and reduces losses.
Patent Information
- Application Number
- CN202310039990.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-01-13
- Publication Date
- 2025-06-17
- Estimated Expiration
- 2043-01-13
AI Technical Summary
The existing claw machines cannot effectively determine whether the player is operating the claw, which leads to the risk of losses to the machine sender when the master operates.
By recording the time and direction changes of the jaw movement, we judge whether it is a jaw swing operation, and when it is judged as a jaw swing, we control the lower jaw to perform the discount force to reduce the possibility of the item being grabbed.
It realizes effective judgment of players' claw swing operations, reduces the losses of claw machine sellers, and satisfies the players' gaming experience fun.
Smart Images

Figure CN115970260B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of game algorithms, and more specifically, to a method for a gaming machine to determine when a player swings the claw. Background Art
[0002] The claw crane is a common electronic gaming machine. In a claw crane, goods are displayed in a transparent box, and there is a robotic arm that can be controlled to grab items. Users need to rely on their skills to manipulate the arm, drive the claw to move to the corresponding position of the item, and then release the claw to obtain the item they want. With the development of technology, there are also some online platforms for claw cranes on the market. These claw cranes are controlled by a mobile terminal to move the claw. For such claw cranes, users control the movement of the claw by operating the direction keys on the mobile terminal, and then control the claw to grab the desired item by operating the claw release button on the mobile terminal.
[0003] Swinging the claw, as the name implies, is to swing the claw; a large number of practices have proved that the probability of grabbing the desired item by swinging the claw when operating a claw crane is higher. Currently, most traditional claw cranes or online platforms allow swinging the claw in order to attract more players to experience. However, current claw cranes cannot determine whether the claw is being swung. If there is really a master at swinging the claw, it is likely to cause relatively large losses to the claw crane providers. Therefore, the existing claw cranes urgently need to be improved. Summary of the Invention
[0004] To solve the problems existing in the above-mentioned prior art, this application provides a method for a gaming machine to determine when a player swings the claw, including the following steps:
[0005] S1: Receive a start signal and control the machine to start;
[0006] S2: Receive the player's first control signal and control the claw to move in a first direction;
[0007] S3: Record the time T1 when the claw moves in the first direction, and determine whether T1 is greater than a threshold value. If not, execute step S4;
[0008] S4: Receive the player's release control signal, record the idle time T2, and determine whether T2 is greater than the threshold value. If not, execute step S5;
[0009] S5: Receive the player's second control signal and control the claw to move in a second direction;
[0010] S6: Determine whether the second direction is the opposite direction of the first direction. If so, execute step S7;
[0011] S7: Record the time T3 when the clamping jaw moves in the second direction, and determine whether T3 is greater than the threshold value. If not, record one claw flick, and control the value N of the claw flick counter to increase by 1, where the initial value of N is 0 and N is a natural number;
[0012] S8: Receive the player's lower claw control signal, detect the value N of the claw flick counter. If N≥1, control the lower claw to execute the discount strength. If N = 0, control the lower claw to execute the normal strength.
[0013] As a further improvement of the present application, after step S7, the following steps are further included: Repeat steps S2 - S7. If any one of T1, T2, or T3 is greater than the threshold value, control the value N of the claw flick counter to be cleared.
[0014] As a further improvement of the present application, in step S6, if the second direction is not the opposite direction of the first direction, control the value N of the claw flick counter to be cleared.
[0015] As a further improvement of the present application, before step S1, receiving the user's first setting signal to set the threshold values of T1, T2, and T3 is further included.
[0016] As a further improvement of the present application, the threshold values of T1, T2, and T3 are all ≤1S.
[0017] As a further improvement of the present application, before step S1, receiving the user's second setting signal to set the discount rate of the lower claw discount strength is further included.
[0018] As a further improvement of the present application, the discount rate of the lower claw discount strength is ≤20%.
[0019] As a further improvement of the present application, in step S3, if T1 is greater than the threshold value, end the judgment process; in step S4, if T1 is greater than the threshold value, end the judgment process; in step S7, if T3 is greater than the threshold value, end the judgment process.
[0020] As a further improvement of the present application, in step S6, if the second direction is not the opposite direction of the first direction, end the judgment process.
[0021] Compared with the prior art, the beneficial effects of the present application are:
[0022] The present application can determine whether it is a claw flick before the machine's lower claw. If it is a claw flick and the lower claw is operated, it can automatically control the machine to execute the discount strength, thereby reducing the possibility of an item being grabbed; while satisfying the player's experience of fun, it can also reduce the losses of the claw machine providers. Description of the Drawings
[0023] To more clearly illustrate the solutions in the present application or the prior art, the following provides a brief introduction to the drawings required for use in the description of the embodiments or the prior art. Obviously, the drawings in the following description are some embodiments of the present application. For those of ordinary skill in the art, without creative efforts, other drawings can be obtained based on these drawings.
[0024] Figure 1 This is a schematic flowchart of an embodiment of the present application. Detailed implementation manners
[0025] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by those of ordinary skill in the technical field to which this application belongs; the terms used in the description of the present application in the specification are only for the purpose of describing specific embodiments and are not intended to limit the present application; the terms "including" and "having" and any variations thereof in the specification, claims, and drawings of this application are intended to cover non-exclusive inclusion. The terms "first", "second", etc. in the specification, claims, or drawings of this application are used to distinguish different objects and not to describe a specific order.
[0026] Referring to "embodiments" herein means that the specific features, structures, or characteristics described in connection with the embodiments may be included in at least one embodiment of the present application. The phrase appearing in various positions in the specification does not necessarily refer to the same embodiment, nor is it an independent or alternative embodiment mutually exclusive with other embodiments. Those skilled in the art explicitly and implicitly understand that the embodiments described herein may be combined with other embodiments.
[0027] To enable those skilled in the technical field to better understand the solutions of the present application, the following will clearly and completely describe the technical solutions in the embodiments of the present application in conjunction with the drawings.
[0028] As Figure 1 shown, a method for a gaming game to judge a player's swinging claw specifically includes the following steps:
[0029] S1: Receive a start signal and control the machine to start;
[0030] S2: Receive the player's first control signal and control the claw to move in the first direction;
[0031] S3: Record the time T1 when the claw moves in the first direction and judge whether T1 is greater than the threshold. If not, execute step S4. If so, it means it is not a swinging claw, then end the judgment process and proceed to the next round of judgment;
[0032] S4: Receive the control signal released by the player, record the idle time T2, and determine whether T2 is greater than the threshold. If not, execute step S5. If so, it indicates that it is not a flick of the claw, then end the judgment process and proceed to the next round of judgment;
[0033] S5: Receive the player's second control signal and control the claw to move in the second direction;
[0034] S6: Determine whether the second direction is the opposite direction of the first direction. If so, execute step S7. If not, it indicates that it is not a flick of the claw, then end the judgment process and proceed to the next round of judgment;
[0035] S7: Record the time T3 when the claw moves in the second direction and determine whether T3 is greater than the threshold. If so, it indicates that it is not a flick of the claw, then end the judgment process and proceed to the next round of judgment. If not, record one flick of the claw and control the value N of the flick claw counter to increment by 1, where the initial value of N is 0 and N is a natural number;
[0036] S8: Receive the player's lower claw control signal, detect the value N of the flick claw counter. If N≥1, then control the lower claw to execute the discount strength. If N = 0, then control the lower claw to execute the normal strength.
[0037] The above first direction and second direction can be any direction among front, back, left, and right. In the actual operation process by the user, there often occurs the situation of repeated flicks of the claw. For example: after flicking the claw left and right once, continuously flick the claw left and right. Therefore, in this example, in order to be able to judge the situation of repeated flicks of the claw, after the above step S7, the following steps are further included:
[0038] Repeat steps S2 - S7; during the process of repeating S2 - S7, if any one of T1, T2, or T3 is greater than the threshold, then control the value N of the flick claw counter to be cleared. When any one of T1, T2, or T3 is greater than the threshold, the system will judge that the current operation is not a flick of the claw. Clearing the counter is to enable the machine to execute the normal grasping strength when the user lowers the claw, satisfying the user's gaming experience.
[0039] It should be noted that what this application needs to judge is whether the operation of the user before lowering the claw is a flick of the claw. If it is a flick of the claw, then execute the discount strength grasping to reduce the loss of goods. Therefore, during the actual grasping process, regardless of whether there is a flick of the claw or there are multiple flicks of the claw in the previous operations of the user, as long as it is not a flick of the claw before lowering the claw, then control the machine to execute the normal grasping strength.
[0040] Similarly, in the above step S6, if the second direction is not opposite to the first direction, the value N of the pawl counter is cleared. In the implementation, assuming the first direction is to the left, the system will only determine that the current operation is a pawl throw when the second direction is to the right. When the second direction is not opposite to the first direction, it means that the user's current operation is not a pawl throw, so the value N of the pawl counter needs to be cleared to ensure that if the user claws down at this moment, the machine can execute the normal grasping force and guarantee the gaming experience and fun of the player.
[0041] In this example, the thresholds of T1, T2, and T3 are all set by the user in advance, that is, before step S1, it also includes receiving the user's first setting signal and pre-setting the thresholds of T1, T2, and T3 in the system. In this example, the threshold ranges of T1, T2, and T3 do not exceed 1 second.
[0042] Meanwhile, when a pawl throw occurs, the discount rate of the discount strength of the downward claw is also set by the user in advance, that is, before step S1, it also includes receiving the user's second setting signal and pre-setting the discount rate of the discount strength of the downward claw in the system. In this example, the discount rate range of the discount strength of the downward claw does not exceed 20%, in other words, the discount strength of the downward claw is not less than 80% of the normal downward claw strength.
[0043] In this example, during the process of recording the time of T1, T2, or T3, the intermittent timing step of the system is 2 ms, that is, the system detects the current action every 2 ms.
[0044] Obviously, the embodiments described above are only a part of the embodiments of the present application, rather than all the embodiments. The drawings show the preferred embodiments of the present application, but do not limit the patent scope of the present application. The present application can be implemented in many different forms. On the contrary, the purpose of providing these embodiments is to understand the disclosure of the present application more thoroughly and comprehensively. Although the present application has been described in detail with reference to the foregoing embodiments, for those skilled in the art, they can still modify the technical solutions described in the foregoing specific embodiments, or perform equivalent replacements on some of the technical features. Any equivalent structure made by using the specification and drawings of the present application, directly or indirectly applied to other related technical fields, is equally within the scope of the patent protection of the present application.
Claims
1. A method for a gaming game to determine a player's claw swing, characterized in that: It includes the following steps: S1: Receive a start signal and control the machine to start; S2: Receive the player's first control signal and control the jaw to move in the first direction; S3: Record the time T1 when the jaw moves in the first direction, and determine whether T1 is greater than the threshold. If not, execute step S4; S4: Receive the player's release control signal, record the idle time T2, and determine whether T2 is greater than the threshold. If not, execute step S5; S5: Receive the player's second control signal and control the jaw to move in the second direction; S6: Determine whether the second direction is the opposite direction of the first direction. If so, execute step S7; S7: Record the time T3 when the jaw moves in the second direction, and determine whether T3 is greater than the threshold. If not, record one claw flick and increment the value N of the claw flick counter by 1, where the initial value of N is 0 and N is a natural number; S8: Receive the player's lower claw control signal, detect the value N of the claw flick counter. If N≥1, control the lower claw to execute the discount strength. If N = 0, control the lower claw to execute the normal strength; In step S3, if T1 is greater than the threshold, end the judgment process; In step S4, if T2 is greater than the threshold, end the judgment process; In step S7, if T3 is greater than the threshold, end the judgment process.
2. The method for a gaming game to determine a player's claw swing according to claim 1, characterized in that: After step S7, it further includes the following steps: Repeat steps S2 - S7. If any one of T1, T2, or T3 is greater than the threshold, control the value N of the claw flick counter to be cleared.
3. The method for a gaming game to determine a player's claw swing according to claim 1, characterized in that: In step S6, if the second direction is not the opposite direction of the first direction, control the value N of the claw flick counter to be cleared.
4. The method for a gaming game to determine a player's claw swing according to claim 1, characterized in that: Before step S1, it further includes receiving the user's first setting signal and setting the thresholds of T1, T2, and T3.
5. The method for a gaming game to determine a player's claw swing according to claim 4, characterized in that: The thresholds of T1, T2, and T3 are all ≤1S.
6. The method for a gaming game to determine a player's claw swing according to claim 1, characterized in that: Before step S1, it further includes receiving the user's second setting signal and setting the discount rate of the lower claw discount strength.
7. The method for a gaming game to determine a player's claw swing according to claim 6, characterized in that: The discount rate of the lower claw discount strength is ≤20%.
8. The method for a gaming game to determine a player's claw swing according to claim 1, characterized in that: In step S6, if the second direction is not the opposite direction of the first direction, end the judgment process.
Citation Information
Patent Citations
Depression angle aiming method and device of online UFO catcher
CN108273262A
Electric control method for doll clamping machine
CN114712843A