A method for a gaming system

The server-based gaming system dynamically adjusts game outcomes and engagement by generating a dynamic grid with elements and symbols, enhancing player experience through unpredictability and responsiveness, addressing the limitations of traditional systems.

EP4700730A1Pending Publication Date: 2026-02-25PLAYN GO MARKS LTD
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Patent Information

Application Number
EP2025197350
Authority / Receiving Office
EP · EP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-08-23
Filing Date
2025-08-21
Publication Date
2026-02-25

AI Technical Summary

Technical Problem

Existing online gaming systems lack the ability to dynamically adjust game outcomes and player engagement, leading to predictable and less immersive experiences, which can reduce player retention and revenue potential.

Method used

A server-based gaming system that generates a dynamic grid populated with elements and symbols, applies a predefined matching scheme to determine interaction levels, adjusts thresholds, and modifies symbol values based on matching results, ensuring real-time responsiveness and unpredictability.

Benefits of technology

Enhances player engagement and retention by providing unique and unpredictable gaming experiences, optimizing computational resources, and maintaining a uniform experience across devices, while ensuring fairness and adaptability.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present disclosure relates to a computer-implemented method performed by a gaming system. In particular, the disclosure defines a method for operating an online game where a server generates a game environment represented by a grid populated with various elements and symbols. The method includes applying a predefined matching scheme to determine a matching level between sections of a symbol and corresponding elements within the grid, dynamically adjusting thresholds, and modifying values associated with the sections of the symbol based on the matching results. The disclosure also relates to a corresponding gaming system and a computer program product.
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Description

TECHNICAL FIELD

[0001] The present disclosure relates to a computer-implemented method performed by a gaming system. In particular, the disclosure defines a method for operating an online game where a server generates a game environment represented by a grid populated with various elements and symbols. The method includes applying a predefined matching scheme to determine a matching level between sections of a symbol and corresponding elements within the grid, dynamically adjusting thresholds, and modifying values associated with the sections of the symbol based on the matching results. The disclosure also relates to a corresponding gaming system and a computer program product.BACKGROUND

[0002] Games of chance, particularly in the form of online gaming, have become a widely recognized form of entertainment. The sustained success of the gaming industry is heavily reliant on its ability to innovate, introducing novel games and gaming concepts that captivate the gaming audience. This innovative drive is notably evidenced by the industry's adaptation to the digital era, with the Internet and online gaming platforms spearheading a new era of game accessibility and diversity.

[0003] In the online gaming realm, it is a continual pursuit to engage both new and existing players through inventive means, ensuring that they are drawn to, and retained by, the gaming operator's site. One such method involves the introduction of unexpected game scenarios, which hold the potential to both intrigue and motivate players. The allure of these scenarios lies in their ability to emerge unexpectedly, thereby heightening the gaming experience with the prospect of novel and unforeseen outcomes.

[0004] Introducing these elements of surprise within the game can further have the beneficial side effect of increasing the player's potential payout. Such scenarios can augment the value of a player's bet, providing an additional layer of excitement. However, this potential for increased payouts must be carefully regulated by the gaming operator to ensure that the payouts remain within manageable limits. There exists, therefore, a continuous need to balance the game's appeal, via the potential for enhanced payouts, with the imperative for the operator to maintain comprehensive control over the game's operational parameters.SUMMARY

[0005] According to an aspect of the present disclosure, the above is at least partly met by a computer-implemented method for operating an online game on a gaming system, wherein the gaming system includes a server arranged in communication with an electronic user device via a network connection, the electronic user device comprising a display screen, wherein the method comprises the steps of generating, using the server, a game environment represented by a grid comprising a predefined number of cells, the grid being stored in a server-side data structure, populating, using the server, at least a portion of the grid with a plurality of elements, each element being associated with a predefined element feature, populating, using the server, the grid with at least one symbol being different from the plurality of elements, wherein the symbol comprises a plurality of sections, each section associated with a respective element feature, determining, using the server, a capability of the electronic device, controlling, using the server, a portion of the display of the electronic user device to reflect the populated grid by rendering graphical elements based on the determined capability of the electronic device, determining, using the server and by applying a predefined matching scheme, a matching level between the one or more sections of the symbol and corresponding elements comprised within the grid based on a predefined first criterion, comparing, using the server, the matching level to a predefined threshold to determine whether the threshold is met, modifying, using the server, a predefined individual value associated with each section of the symbol that meets the first criterion, wherein the modification is influenced by the number of corresponding elements that match the respective sections, calculating, using the server, a game outcome based on the combined modified values of the sections of the symbol, and controlling, using the server, a portion of the display of the electronic user device to reflect the game outcome by rendering updated graphical elements based on the calculated game outcome, wherein the updated graphical elements are formed by the server based on the determined capability of the electronic device.

[0006] In accordance with the present disclosure, the gaming interaction primarily involves a digital representation of a grid displayed on the electronic user device, structured as a network of multiple cells. Each cell is filled with an element, which is associated with specific features and characteristics relevant to the game. For example, in the context of a slot game (possibly being virtual), these elements may represent various symbols or images that interact with other symbols on the grid to determine the outcome of the game.

[0007] Furthermore, in line with the present disclosure, the operational scheme addresses the limitations of conventional gaming systems by introducing a dynamic and interactive grid structure. Unlike traditional static gaming environments, the grid in the present disclosure is actively populated with elements and symbols, where the relationships between these components are evaluated by the server to determine gaming outcomes. Such a dynamic interaction allows for more strategic depth and enhances player engagement by ensuring that each game round offers a unique experience.

[0008] As defined above, the role of the server is central to this enhanced solution. The server not only manages the generation and population of the grid but also executes complex matching algorithms to evaluate the relationships between the elements and symbols. Such a server-side processing is crucial in determining the game outcome, which is then communicated to the electronic user device in real-time. By dynamically adjusting the values and outcomes based on the interactions within the grid, the system creates a more immersive and unpredictable gaming experience.

[0009] Generally, when the operational scheme according to the present disclosure is applied to a game concept provided by the server, it may be possible to enhance the randomization and variability of the game, thereby increasing the potential winning possibilities for a player. The heightened variability and unpredictability can potentially enhance the attraction and retention of players, leading to longer engagement periods and a more compelling gaming experience compared to traditional systems. Such an increased engagement can be beneficial for both players and gaming operators by improving satisfaction and potentially increasing revenue.

[0010] In line with the present concept, the server is arranged to determine at least one capability of the electronic user device, such as for example the display resolution, supported graphics interface, or image encoding format of the electronic user device. The determined capability is applied when the server generates the graphical representation of the populated grid, such that the transmitted rendering instructions are directly adapted to the device that receives them. By aligning the rendering process with the actual capabilities of the client, the system avoids unnecessary data conversions on the device side and ensures efficient transmission of graphical content.

[0011] Additionally, the determined device capability is also taken into account when the server renders the updated graphical elements that reflect the calculated game outcome. In this way, both the initial presentation of the game environment and the subsequent presentation of the outcome are consistently adapted to the characteristics of the user device. Accordingly, different devices with different capabilities may participate in the same server-based game session without requiring device-specific implementations on the client side, thus improving scalability and maintaining a uniform and responsive gaming experience across platforms.

[0012] Furthermore, the operational scheme according to the present disclosure effectively leverages server-side computational resources to optimize both data processing and network bandwidth usage. By refining the algorithms used by the server, the system reduces computational overhead and ensures efficient data transmission to the electronic user device, providing a smooth and responsive gaming experience. The combination of computational efficiency and bandwidth optimization enables the system to support a larger number of concurrent players without degrading performance, thereby enhancing the overall user experience and the operational capacity of the gaming system.

[0013] To ensure that the determination made by the server in relation to the gaming outcome is performed with minimal delay, the server applies a predefined matching scheme (or algorithm) that operates directly on the data structure representing the grid. The matching scheme evaluates the features associated with the symbol sections against the features of the grid elements. In a preferred embodiment, the predefined matching scheme further takes into account the spatial proximity between the one or more sections of the symbol and corresponding elements within the grid. By structuring the evaluation in this way, the server is able to produce a precise correspondence value that reflects both feature similarity and preferably relative position, where the correspondence value is then used consistently in subsequent processing steps, thus enabling the server to modify the section values and calculate the outcome in a reproducible manner with low computational overhead.

[0014] From a user perspective, the game experience unfolds as the grid is populated with elements, sometimes referred to as high-paying (HP) elements, each associated with distinct features such as colors or symbols. As the game progresses, the user may notice the appearance of a special symbol, distinct from the other elements, which comprises multiple sections, each corresponding to one of the predefined element features. The server dynamically evaluates the grid, in real-time communication with the electronic user device, to determine if the sections of this special symbol align with the HP elements present. Such a matching process, handled using a predefined algorithm, directly influences the gaming outcome. The randomness of the game is further enhanced by the ability of the server to introduce unpredictable elements into the gameplay, such as dynamically adjusting thresholds or applying randomization algorithms to the transformation of symbols. The presented server-client interaction ensures a fluid and engaging gaming experience, where each decision and outcome appear unique and personalized to the player.

[0015] Preferably, the scheme according to the present disclosure further comprises generating, using the server, mystery symbols to populate the grid, and transforming, by the server using a predefined transformation algorithm, into either the plurality of elements or the symbol comprising a plurality of sections, based on a predefined transformation algorithm. Such a population of mystery symbols is desirably performed as an addon to the general operation of the game. Accordingly, in an embodiment where mystery symbols are populating the grid, this is typically performed prior to the steps of populating the grid with the plurality of elements and the least one symbol, where the plurality of elements and the least one symbol are transformed from the mystery symbols.

[0016] In line such an embodiment, the server introduces mystery symbols into the grid, adding an additional layer of unpredictability to the game. Such mystery symbols do not initially reveal their identity and can be transformed by the server into either standard game elements or the special symbol that influences the outcome of the game. The predefined transformation algorithm governs this process, ensuring that the transformation is not entirely random but follows a set pattern that can vary depending on game conditions. By incorporating mystery symbols, the game may be increasingly dynamic and engaging for players, as the uncertainty of what these symbols might become adds excitement. Such unpredictability can keep players more engaged, potentially increasing their time spent in the game. Additionally, the present embodiment may also be seen as enhancing the randomness of the game, making it more difficult for players to predict outcomes, as such increasing the appeal and challenge of the game.

[0017] In one embodiment, the predefined matching scheme applied by the server includes dynamically identifying and matching the elements populating the grid to the corresponding sections of the symbol during a single game within a series of consecutive games. Accordingly, the server continuously monitors the grid throughout each game session, particularly when a series of consecutive games is being played. The role of the server is here is to dynamically identify and match the transformed elements, specifically those that have undergone a transformation from mystery symbols or standard elements to the respective sections of the special symbol. Such a process is carried out within the span of a single game, ensuring that the game progression is closely related to real-time events occurring on the grid. By dynamically applying the matching scheme, the game can adapt to the evolving state of the grid, allowing for immediate feedback and adjustments that maintain the flow and excitement of gameplay.

[0018] According to this specific embodiment, it may be possible to ensuring that each game round feels connected and relevant to the previous one, creating a cohesive gaming experience. The ability of the server to dynamically match elements enhances the responsiveness of the game, making it more interactive and personalized. As the game evolves with each round, the player may feel a greater sense of involvement, knowing that their actions have direct and immediate consequences. Such a feature is particularly advantageous in keeping players engaged over multiple rounds, potentially leading to extended play sessions and increased enjoyment.

[0019] Furthermore, by allowing the game to respond to real-time changes within a single round, this embodiment can introduce variability in gameplay that enhances the overall challenge. Players may find it harder to anticipate outcomes, adding depth and strategy to the game. Such a dynamic interaction between the matching process and the evolving grid ensures that the game remains fresh and exciting, appealing to both new and experienced players alike.

[0020] Along the same line of discussion, in one embodiment the predefined threshold for triggering a gaming outcome is adjustable by the server based on the number of elements matching with the sections of the symbol. Accordingly, the server may as such be configured to dynamically adjust the threshold required to trigger a gaming outcome, depending on how many elements within the grid match with the corresponding sections of the special symbol. The adjustable threshold mechanism allows the game to adapt to the current state of the grid and the ongoing interactions between elements and symbols. Rather than relying on a fixed threshold, the server can fine-tune the difficulty and reward structure of the game in real time, creating a more responsive and personalized gaming experience.

[0021] By adjusting the threshold based on the number of matching elements, the server can ensure that the game remains fair and engaging, regardless of how the grid is populated during each round. For example, if a higher number of elements match the sections of the symbol, the server might raise the threshold, making the reward more difficult to achieve but potentially more valuable. Conversely, if fewer elements match, the threshold could be lowered to maintain player interest and ensure that progress is achievable.

[0022] Such an approach not only enhances the flexibility of the game but also allows for a more strategic gameplay experience. Players may need to adapt their strategies depending on the changing thresholds, which can increase the depth and complexity of the game. Such a dynamic adjustment can also serve to prolong player engagement, as the fluctuating difficulty levels keep the game challenging and rewarding over time. Additionally, the ability to adjust thresholds on the fly can help prevent the game from becoming predictable, further contributing to the overall appeal and longevity of the gaming experience.

[0023] In a preferred embodiment, the scheme according to the present disclosure the method further comprises transforming, using the server, the symbol into a wild symbol upon meeting the predefined threshold, and triggering, using the server, additional gaming mechanics, including at least one of free spins, or cash prizes. As such, once the server determines that the predefined threshold has been met, it may be possible to initiate a transformation of the symbol into a wild symbol. Such a transformation may in some cases significantly alter the gameplay, as the wild symbol can substitute for other elements within the grid, enhancing the chances the player to achieve further matches in subsequent game rounds. Additionally, the server may also trigger additional gaming mechanics, such as awarding free spins, applying multipliers to the winnings, or offering cash prizes. Such mechanics may also introduce extra layers of excitement and potential rewards, making the game more engaging and rewarding for the player.

[0024] The ability of the wild symbol to substitute for other elements increases the potential for creating winning combinations, thereby boosting the chances of securing more significant rewards. Furthermore, the activation of additional gaming mechanics may enhance the overall game experience by offering the player immediate benefits for their progress. Such additional mechanics can also keep the player engaged by introducing variety and increasing the potential for larger payouts. For example, free spins extend the gameplay without requiring additional bets, while multipliers can significantly amplify the value of the winnings of the player. By providing these varied rewards, the game becomes more immersive, encouraging players to continue playing to unlock these advantageous features.

[0025] In a preferred embodiment of the present disclosure, it may additionally be desirable to calculate, using the server, the game outcome by applying a multiplier to a bet value, the multiplier being determined based on the number of elements matching the respective sections of the symbol, with different multipliers applied for single, double, and triple matches. In line with the present embodiment, the server is in such an embodiment responsible for calculating the game outcome by applying a multiplier to the bet value. Here, the multiplier is not necessarily static. Rather, the multiplier is dynamically determined by the server based on the number of elements within the grid that match the corresponding sections of the special symbol. Specifically, different multipliers are applied depending on whether the match involves a single section, two sections (double match), or all three sections (triple match) of the symbol. Such a specific structure allows for a scalable reward system that directly correlates with the level of success in matching elements during gameplay.

[0026] As is understood from the above, applying higher multipliers for double and triple matches, the game incentivizes players to aim for these more challenging outcomes, which can lead to significantly larger rewards. Such a reward system adds strategic depth to the game, encouraging players to consider their moves more carefully in pursuit of higher multipliers. Additionally, the server dynamically calculates the potential rewards based on the matches, players experience a heightened sense of anticipation and satisfaction when they achieve higher-level matches. The use of multipliers tied to specific matching outcomes also increases the variability and unpredictability of the game.

[0027] Moreover, the predefined matching scheme preferably includes determining a proximity of matching elements within the grid, and the matching level is influenced by the spatial arrangement of the elements relative to the sections of the symbol. Here, predefined matching scheme further takes into account the proximity of the elements within the grid. The matching level is influenced not just by whether elements match the sections but also by how these elements are spatially arranged in relation to the sections of the symbol.

[0028] The inclusion of proximity as a factor in the matching scheme introduces a further dimension to gameplay, where the physical arrangement of elements on the grid plays a crucial role in determining the outcome. The spatial consideration adds a layer of strategy, as players must now consider not only which elements match but also where these elements are located in relation to the sections of the symbol. Such an approach encourages players to think more critically about their moves.

[0029] Preferably, the server is configured to store historical game data, and wherein the predefined threshold for triggering a gaming outcome is dynamically adjusted based on trends identified by the server from the historical game data. As such, the server may be configured to to collect and store historical game data, which includes information about previous game rounds, player behaviors, and the frequency of specific outcomes. The server subsequently utilizes this stored data to identify trends and patterns over time. Based on these identified trends, the server dynamically adjusts the predefined threshold required to trigger a gaming outcome. Accordingly, the game may be allowed to evolve and adapt with the difficulty and reward structures being fine-tuned according to the historical performance data.

[0030] A technical advantage of such an implementation is ability to leverage data-driven insights to optimize the gaming experience. By analyzing historical game data, the server can detect patterns that may indicate whether the game is becoming too easy or too difficult, or if certain outcomes are occurring more or less frequently than intended. As such, the server may possibly, and autonomously, be allowed to make real-time adjustments to the predefined thresholds, thereby maintaining a desired level of challenge and fairness throughout the game.

[0031] Furthermore, such a data-driven approach may further strengthen the adaptability of the game, making it responsive to both individual and collective player behaviors. For example, if the server identifies a trend where players consistently meet the threshold too easily, it can raise the threshold, thereby increasing the challenge and maintaining player interest. Conversely, if the server detects that players are struggling to meet the threshold, it can lower the threshold to prevent frustration and ensure that the game remains enjoyable.

[0032] Furthermore, it may also be desirable to allow the predefined transformation algorithm for the mystery symbols is influenced by an at least partially random process implemented by the server. Accordingly, it is generally preferred to allow the transformation algorithm used in relation to the mystery symbols to not be entirely deterministic. Rather, it is preferred to allow such processing to be influenced by an at least partially random process operated at the server. Such a randomization introduces an additional layer of unpredictability into the game, ensuring that the transformation of mystery symbols into standard elements or the special symbol does not follow a fixed pattern, but instead varies with each instance of the game.

[0033] By the advantageous incorporating of a random process within the transformation algorithm it is possible to significantly increase variability and unpredictability of the game. Furthermore, by utilizing a random or pseudorandom number generator within the server, the system can ensure that the outcomes of the transformation are less predictable and more varied. As such, the randomness helps to prevent pattern recognition by players, which can otherwise reduce the challenge of the game and engagement over time.

[0034] From a technical standpoint, implementing randomness in the transformation process also improves the security and integrity of the game. By making it more difficult for players to anticipate the outcomes of mystery symbols, the game becomes more resistant to manipulation and exploitation. The control provided to the server over the randomization process ensures that the game operates within a defined range of probabilities, maintaining fairness while still allowing for a broad range of possible outcomes.

[0035] Preferably, the server additionally updates the predefined element features stored in the server-side data structure based on real-time player interactions, wherein the updated element features influence the predefined matching scheme applied in subsequent games. Advantageously, the server is as such configured to dynamically update the predefined element features stored within its data structure based on real-time player interactions. These updates are not merely superficial, instead they are preferably arranged to directly influence the predefined matching scheme that the server applies in subsequent games. As players interact with the game, their actions, decisions, and outcomes are monitored by the server, which then adjusts the characteristics of the elements accordingly. Such a continuous feedback loop allows the game to evolve in response to player behavior, ensuring that each new game session is informed by previous ones.

[0036] An advantage following such an implementation relates to the possibility of increasing an adaptability and responsiveness of the gaming environment. That is, by updating element features in real-time, the server can fine-tune the game mechanics to better match the preferences and behaviors of individual players or the player base as a whole. For instance, if the server detects that certain element features are leading to predictable outcomes or reduced player engagement, it can modify those features to introduce new challenges or opportunities, thereby maintaining the appeal of the game.

[0037] In a possible embodiment, the server is further configured to implement a time-based multiplier that increases the predefined individual value associated with each section of the symbol if the matching occurs within a predetermined time interval from the appearance of the symbol on the grid. By means of such an implementation is may be possible to introduce a time-sensitive element into the gameplay, by implementing a time-based multiplier. Specifically, if the player successfully matches elements with the sections of the symbol within a predetermined time interval from when the symbol first appears on the grid, the server automatically increases the predefined individual value associated with each matching section.

[0038] From a technical standpoint, it may as such be desirable to configure the server to precisely track the timing of events within the game, ensuring that the multiplier is applied accurately based on the time elapsed since the appearance of the symbol. Preferably, the server mays as such also be configured to manage such calculations without introducing delays or disruptions to the gameplay, necessitating efficient processing and real-time data handling capabilities.

[0039] As indicated above, the server is in charge of controlling the electronic user device to display the grid as well as the game outcome at the display screen of the electronic user device. In some embodiments the electronic user device is adapted to present a graphical user interface (GUI) at the display screen. The server may in a corresponding manner be adapted to a graphical representation of at least one of the tables, the gaming outcome and the updated table, to be distributed to the electronic user device, where the graphical representation is then presented within the GUI.

[0040] Such a GUI may also be arranged to allow the player to directly interact with the server, for example allowing the player to control his / her participation in the game as well as to control a size of the bet placed when participating in the game.

[0041] Within the context of the present disclosure the expression "forming a graphical representation" should be interpreted broadly. Specifically, it should be understood that the server in some embodiment may be configured to only form a collection of "meta-data" (here corresponding to the graphical representation) that will be rendered at the frontend, such as within the GUI of the electronic user device. However, in another embodiment it may be the other way around, meaning that the server will essentially form an image (here corresponding to the graphical representation) that then will be displayed within the GUI of the electronic user device. Further alternative implementations along the same mutations are possible and within the scope of the present disclosure. Additionally, it may also be possible to allow the graphical representation to be set differently for different game operators, players, or groups of players. The graphical representation may also be dependent on e.g. the geographical location of the players, such as dependent on city, country, or continent where the player is located / registered.

[0042] Within the context of the present disclosure, it should be understood that it in some embodiments so that it may be possible to allow the server to control if a specific electronic user device is to be allowed to apply the scheme according to the present disclosure. Such control may for example be dependent on a geographical location of the electronic user device. Possibly, the geographical location may be selected from a group comprising a city, a country, and a continent.

[0043] According to another aspect of the present disclosure there is provided a gaming system arranged to operate an online game, the gaming system comprising a server arranged in communication with an electronic user device via a network connection, the electronic user device comprising a display screen, wherein the server is arranged to generate a game environment represented by a grid comprising a predefined number of cells, the grid being stored in a server-side data structure, populate at least a portion of the grid with a plurality of elements, each element being associated with a predefined element feature, populate the grid with at least one symbol being different from the plurality of elements, wherein the symbol comprises a plurality of sections, each section associated with a respective element feature, determine a capability of the electronic device, control a portion of the display of the electronic user device to reflect the populated grid by rendering graphical elements based on the determined capability of the electronic device, determine, by applying a predefined matching scheme, a matching level between the one or more sections of the symbol and corresponding elements comprised within the grid based on a predefined first criterion, compare the matching level to a predefined threshold to determine whether the threshold is met, modify a predefined individual value associated with each section of the symbol that meets the first criterion, wherein the modification is influenced by the number of corresponding elements that match the respective sections, calculate a gaming outcome based on the combined modified values of the sections of the symbol, and control a portion of the display of the electronic user device to reflect the gaming outcome by rendering updated graphical elements based on the calculated gaming outcome, wherein the updated graphical elements are formed by the server based on the determined capability of the electronic device. This aspect of the present disclosure provides similar advantages and embodiments as discussed above in relation to the previous aspects of the present disclosure.

[0044] Preferably, the gaming system is a cloud-based computing system, and the server is a cloud server. Thus, the computing power provided by means of the invention may be distributed between a plurality of servers, and the location of the servers must not be explicitly defined. Advantageous following the use of a cloud-based solution is also the inherent redundancy achieved.

[0045] In some embodiments the electronic user devices may be selected to include e.g. a computer (laptop / stationary), a mobile phone, a tablet, a (gaming) consoles or any other gaming device and gambling terminals. The GUI may in some embodiments be allowed to depend on the type of electronic user device.

[0046] According to a still further aspect of the present disclosure there is provided a computer program product comprising a computer-readable medium having stored thereon computer program means for operating a gaming system, the gaming system comprising a server arranged in communication with an electronic user device via a network connection, the electronic user device comprising a display screen, wherein the computer program product, when executed by the server, performs the steps of generating, using the server, a game environment represented by a grid comprising a predefined number of cells, the grid being stored in a server-side data structure, populating, using the server, at least a portion of the grid with a plurality of elements, each element being associated with a predefined element feature, populating, using the server, the grid with at least one symbol being different from the plurality of elements, wherein the symbol comprises a plurality of sections, each section associated with a respective element feature, determining, using the server, a capability of the electronic device, controlling, using the server, a portion of the display of the electronic user device to reflect the populated grid by rendering graphical elements based on the determined capability of the electronic device, determining, using the server and by applying a predefined matching scheme, a matching level between the one or more sections of the symbol and corresponding elements comprised within the grid based on a predefined first criterion, comparing, using the server, the matching level to a predefined threshold to determine whether the threshold is met, modifying, using the server, a predefined individual value associated with each section of the symbol that meets the first criterion, wherein the modification is influenced by the number of corresponding elements that match the respective sections, calculating, using the server, a game outcome based on the combined modified values of the sections of the symbol, and controlling, using the server, a portion of the display of the electronic user device to reflect the game outcome by rendering updated graphical elements based on the calculated game outcome, wherein the updated graphical elements are formed by the server based on the determined capability of the electronic device. Also this aspect of the present disclosure provides similar advantages and embodiments as discussed above in relation to the previous aspects of the present disclosure.

[0047] The computer program product is typically executed using a computing device comprised with the server, preferably including a microprocessor or any other type of computing device. Similarly, a software executed by the server for operating the gaming system may be stored on a computer readable medium, being any type of memory device, including one of a removable nonvolatile random access memory, a hard disk drive, a floppy disk, a CD-ROM, a DVD-ROM, a USB memory, an SD memory card, or a similar computer readable medium known in the art. Accordingly, operation of the gaming system may be at least partly automated, implemented as e.g. software, hardware and a combination thereof.

[0048] Further features of, and advantages with, the present disclosure will become apparent when studying the appended claims and the following description. The skilled addressee realize that different features of the present disclosure may be combined to create embodiments other than those described in the following, without departing from the scope of the present disclosure.BRIEF DESCRIPTION OF THE DRAWINGS

[0049] The various aspects of the present disclosure, including its particular features and advantages, will be readily understood from the following detailed description and the accompanying drawings, in which: The various aspects of the present disclosure, including its particular features and advantages, will be readily understood from the following detailed description and the accompanying drawings, in which: Fig. 1 illustrates an exemplary gaming system according to a currently preferred embodiment of the present disclosure, Fig. 2 provides an exemplary illustration of a typical graphical user interface (GUI) for use in playing a game, Figs. 3A - 3E provide an exemplary illustration of a typical graphical user interface (GUI) for use in playing a game according to the present disclosure, and Figs. 4A and 4B provide a further exemplary illustration of a typical graphical user interface (GUI) for use in playing the game according to the present disclosure, and Fig. 5 is a flow chart illustrating the exemplary steps for operating the gaming system as shown in Fig. 1. DETAILED DESCRIPTION

[0050] The present disclosure will now be described more fully hereinafter with reference to the accompanying drawings, in which currently preferred embodiments of the present disclosure are shown. This present disclosure may, however, be embodied in many different forms and should not be construed as limited to the embodiments set forth herein; rather, these embodiments are provided for thoroughness and completeness to fully convey the scope of the present disclosure to the skilled addressee. Like reference characters refer to like elements throughout.

[0051] Referring now to the drawings and Fig. 1 in particular, there is depicted a gaming system 100 in which an online game, such as a slot game, may be played according to a currently preferred embodiment of the present disclosure. The system architecture illustrated in Fig. 1 depicts a system environment in which systems, methods, apparatus, computer-readable mediums and data structures consistent with the principles of some embodiments of the present disclosure may be included. It may be appreciated that the components of system 100 may be implemented through any suitable combinations of hardware, software, and / or firmware.

[0052] As shown in Fig. 1, system 100 includes at least one server 102 and / or at least one gaming database 104. Server 102 and gaming database 104 may be communicably linked to a plurality of electronic user devices in the form of electronic user devices, such as client devices 106, 108, 110, etc. through network 112. The network 112 may be wired or wireless, including for example wired connections like a building LAN, a WAN, an Ethernet network, an IP network, etc., and wireless connections like WLAN, CDMA, GSM, GPRS, 3G mobile communications, 4G mobile communications, Bluetooth, infrared, or similar. As such, the network 112 may be locally and / or globally provided.

[0053] The gaming database 104 may be any type of physical unit on which games reside, such as a machine in a gaming venue, a lottery machine, an electronic game system, etc. Network 112 may be implemented as the Internet, or any local or wide area network, either public or private. Network 112 may also be a hardware system physically connecting some or all of the server 102 and client devices 106, 108, 110. Client devices 106, 108, 110, typically each operated by a player, may be implemented as any computing devices such as a personal computing device, a server, a server network, handheld computing device, slot machine, other gaming machine in a gaming venue such as a betting terminal, a gaming console, lottery machine, an interface in a virtual environment, etc.

[0054] It may be appreciated by one of ordinary skill in the art that while only one server, one gaming database, one network and two client devices are depicted, more or fewer servers, more or fewer gaming databases, more networks and more or fewer client devices and / or other devices may reside within system 100.

[0055] The elements inside system 100 may include one or more (micro) processors, purpose-built hardware such as, for example, FPGA, ASIC, etc., software systems and applications, software packages, mechanical and electrical parts, etc. Software packages that may be part of server 102, gaming database 104, client devices 106, 108, 110 and network 112 may be recorded on a computer readable medium such as a memory device, RAM, CD / DVD / USB drives, handheld memory device, etc., and / or may be part of a physical device such as one or more (microprocessors or electro-mechanical systems. Any of server 102, gaming database 104, client devices 106, 108, 110, network 112 and further electronic user device 114 may be fixed systems, mobile systems, portable systems, or cloud systems (as discussed above). Fig. 1 shows only three electronic user devices 106, 108, 110, however it should be understood that a general implementation of the present disclosure comprises a large plurality of electronic user devices, possibly greatly above three, such as 100, 1000, 10000, etc.

[0056] Although the various components of Fig. 1 are illustrated as discrete elements, it should be recognized that certain operations of some of the various components may be performed by the same physical device, e.g., by one or more microprocessors or other type of devices.

[0057] Turning now to Fig. 2 illustrating a graphical user interface (GUI) 202 to be displayed at a client device, such as any of the client devices 106, 108, 110, in the illustrated embodiment provided as an application ("app") or within e.g. a web browser of the portable client device 106 being a tablet. The game to be played at the client device 106 is here shown as an online game of chance in the form of a slot game, visualized within the GUI 202 as comprising a grid 200 comprising five individual reels arranged in columns (C1 - C5) and provided with a plurality of different symbols or elements. The grid 200 also comprises three rows (R1 - R3). As such, the predefined dimension of the grid 200 as shown in Fig. 2 is five times three, thus comprising 15 cells in total.

[0058] The GUI also comprises a "button" 206 to start the game, here provided with the description "SPIN" for initiating a turn of the game. In addition, the GUI 202 comprises an indicator of the current bet 208 (i.e. payment for each turn of the game) and an indicator of the total payment to the player 210. It should in any case be understood that other types of games may be played within the scope of the present disclosure, for example being skill based as compared to a game of chance.

[0059] Turning now instead to Figs. 3A - 3E, presented in conjunction with Fig. 5, where initially Fig. 3A presents an exemplary game provided in conjunction with a scheme according to the present disclosure. The grid 300 is initially generated, S1, by the server 102 and comprises a predefined number of cells arranged in rows and columns, similar to the configuration described with respect to Fig. 2. Each cell within the grid 300 is populated by the server 102 with various game elements, which in this context may include mystery symbols 302 and normal gameplay symbols 304.

[0060] Following the initial setup depicted in Fig. 3A, in Fig. 3B the server 102 dynamically transforms the mystery symbols 302 into a plurality of high-paying (HP) elements 306 now instead populating, S2, the grid 300, each associated with a predefined element feature 308. Simultaneously, the server populates, S3, the grid 300 with special symbols 310-1, 310-2 and 310-3, which are distinct from the plurality of HP elements 306. Each special symbol 310-1, 310-2 and 310-3 comprises a plurality of sections 312, 314, 316, with each section associated with a respective element feature 308. For example, each section of the special symbols 310-1, 310-2 and 310-3 might be associated with specific colors, shapes, or symbols relating to the respective element feature 308. In Fig. 3B, the grid comprises seven HP elements 306 and three special symbols 310.

[0061] The server 102 at this stage begins to dynamically evaluate the grid 300 to determine if any of the sections 312, 314, 316 of the special symbols 310-1, 310-2 and 310-3 matches, S4, with their corresponding element feature 308 of the HP elements 306, based on the predefined matching scheme stored in the server-side data structure. The server 102 compares, S5, the matching level to the predefined threshold to determine whether the threshold is met.

[0062] Once the server 102 identifies these matches, with further reference to Fig. 3C, it proceeds to update the game state accordingly. Such an update generally involves visually indicating the matched sections of the special symbols 310-1, 310-2 and 310-3 on the grid 300, highlighting these sections to show that they have been successfully activated by the matching elements 306. The server 102 might apply graphical effects, such as highlighting or animation, to draw attention to the matched sections and to signal to the player that progress has been made. In Fig. 3C, it may be seen that the two special symbols 310-1 and 310-2 have been completely matched to the three HP elements 306 with corresponding element feature 308 to the sections 312, 314, 316. Accordingly, six of the seven HP elements 306 are now matched to the two special symbols 310-1 and 310-2.

[0063] However, the third special symbol 310-3 has only been partly matched in relation to one of its sections, namely section 312. This is due to the fact that there only remains one additional HP elements 306 having an element feature 308 matching section 312 of the third special symbol 310-3.

[0064] The server 102, at this stage, continues to monitor the grid 300, and here trigger further game mechanics based on the identified matches including modifying the predefined individual values associated with the matched sections, applying multipliers, or even transforming the special symbols 310-1, 310-2 and 310-3 into wild symbols. The updated game state, including the identified matches and any visual changes to the special symbols 310, is then communicated to the relevant client device(s) 106, 108, 110.

[0065] Furthermore, subsequent to the successful identification of matches between the sections 312, 314 of the special symbols 310-1, 310-2 and 310-3 and the corresponding high-paying (HP) elements 306, the server 102 also proceeds to modify the predefined individual values associated with these sections. These modifications may be influenced by various factors, such as the number of matched elements and potentially other game mechanics like multiplier values.

[0066] Specifically, in Fig. 3D showing only the three special symbols 310-1, 310-2 and 310-3, the server 102 has increased the predefined individual value associated with the matched sections 312, 314, 316 of the special symbols 310-1, 310-2 and 310-3. Such an increase reflects the determination made by the server 102 that the matching process has met or exceeded the predefined threshold for triggering an outcome related to these sections.

[0067] As mentioned in relation to Fig. 3C, two of the special symbols 310-1 and 310-2 has a complete match between the respective element feature 308 of the HP elements 306, whereas the third special symbol 310-3 only has a single match between one element feature 308 and one section 314 of the special symbol 310. A complete value 318 of the sections 312, 314, 316 is dependent of level of matching, as is reflected in Fig. 3D.

[0068] The specific modifications made to these values could vary depending on the present implementation. For instance, a higher multiplier could result in a more significant increase in the value of the matched sections, enhancing the potential reward for the player.

[0069] Fig. 3D also shows how these modifications are visually represented. The matched and modified sections 312, 314, 316 of the special symbols 310-1, 310-2 and 310-3 might be highlighted or animated to indicate that their values have been enhanced.

[0070] Furthermore, in Fig. 3E it is illustrates the final game environment after the server 102 has calculated, S6, the overall game outcome based on the modifications applied to the special symbols 310 and the matched high-paying (HP) elements 306 within the grid 300. Following the modifications to the individual values of the matched sections 312, 314, 316 of the special symbols 310-1, 310-2 and 310-3, the server 102 proceeds to aggregate these values to determine the final game outcome. The game outcome calculation considers not only the direct modifications made to the matched sections but also any additional factors that may influence the game rewards, such as multipliers, bonuses, or other game-specific mechanics.

[0071] As a result of the completed matches and the applied modifications, the special symbols 310-1, 310-2 and 310-3 may undergo a final transformation. For example, the server 102 might convert the special symbols 310-1, 310-2 and 310-3 into wild symbols that can substitute for other elements in future game rounds. Such a transformation is visually represented in the grid 300, with the special symbols 310-1, 310-2 and 310-3 taking on a new appearance that signifies their enhanced status. Furthermore, the server 102 calculates the total game outcome by summing the modified values of sections 312 and 314, along with any additional bonuses or multipliers.

[0072] Additionally, the server 102 subsequently controls, S7, a portion of the display of the electronic user device 106 to reflect the gaming outcome, by rendering the updated graphical elements based on the calculated gaming outcome within the GUI.

[0073] In a possible embodiment, section 316 of the special symbols 310, which was not fully matched in earlier stages, may remain unchanged or partially modified based on the present implementation. The server 102 might retain this section for potential matching in future game rounds or reset it depending on the outcome of the current game session.

[0074] Turning now to Figs. 4A and 4B, presenting an additional operation of the gaming scheme according to the present disclosure. Again, in Fig. 4A there is provided grid 400, in essence corresponding to the grids 200 and 300 of Figs. 2 and 3A, comprising five columns (C1 - C5) and three rows (R1 - R3).

[0075] In the illustration presented in Fig. 4A, four special symbols 410-1, 410-2, 410-3, and 410-4 now populate the grid 400 in conjunction with eight HP elements 306. As is seen in Fig. 4A, the eight HP elements 306 are subdivided into three HP elements 306 having a first type of element feature 308, three HP elements 304 with a second type of element feature 308, but only two HP elements 306 having a third type of element feature 308.

[0076] Since the matching scheme applied in Fig. 4A is configured slightly differently compared to the embodiment illustrated in Figs. 3A - 3E, the end result will also be slightly different. Specifically, in Fig. 4A there is a threshold requirement set to a prerequisite that three HP elements 304 having a specific type of element feature 308 are needed for "unlocking" a corresponding section of the respective special symbols 410-1, 410-2, 410-3, and 410-4 populating the grid 400. It should be noted, as indicated and discussed above, that the threshold requirement may be less or more than three, and being within the scope of the present disclosure.

[0077] As apparent from Fig. 4A, only two of the three types of HP elements 304 fulfill the threshold requirement. Accordingly, only the corresponding sections 312, 314 of the special symbols 410-1, 410-2, 410-3, and 410-4 will be matched. On the other hand, all four special symbols 410-1, 410-2, 410-3, and 410-4 will be matched, not just limited to three out of the four special symbols 410-1, 410-2, 410-3, and 410-4. Thus, even though the threshold for unlocking / matching a section of the special symbols 410-1, 410-2, 410-3, and 410-4 is set higher in Fig. 4A as compared to the embodiment illustrated in Figs. 3A - 3E, the matching in Fig. 4A extends to further special symbols compared to the embodiment illustrated in Figs. 3A - 3E.

[0078] Fig. 4B presents, similar to Fig. 3D, only the matched / unlocked special symbols 410-1, 410-2, 410-3, and 410-4. Since two of the three sections 312, 314, 316 have been unlocked (not 316) in relation to each of the four special symbols 410-1, 410-2, 410-3, and 410-4, the complete value 318, being dependent on the number of matched / unlocked sections 312, 314, 316, will be the same for each of the four special symbols 410-1, 410-2, 410-3, and 410-4. Ultimately, the gaming outcome will be dependent on the accumulation of the value 318 for the four special symbols 410-1, 410-2, 410-3, and 410-4.

[0079] The control functionality of the present disclosure may be implemented using existing computer processors, or by a special purpose computer processor for an appropriate system, incorporated for this or another purpose, or by a hardwired system. Embodiments within the scope of the present disclosure include program products comprising machine-readable media for carrying or having machine-executable instructions or data structures stored thereon. Such machine-readable media can be any available media that can be accessed by a general purpose or special purpose computer or other machine with a processor. By way of example, such machine-readable media can comprise RAM, ROM, EPROM, EEPROM, CD-ROM or other optical disk storage, magnetic disk storage or other magnetic storage devices, or any other medium which can be used to carry or store desired program code in the form of machine-executable instructions or data structures and which can be accessed by a general purpose or special purpose computer or other machine with a processor. When information is transferred or provided over a network or another communications connection (either hardwired, wireless, or a combination of hardwired or wireless) to a machine, the machine properly views the connection as a machine-readable medium. Thus, any such connection is properly termed a machine-readable medium. Combinations of the above are also included within the scope of machine-readable media. Machine-executable instructions include, for example, instructions and data which cause a general-purpose computer, special purpose computer, or special purpose processing machines to perform a certain function or group of functions.

[0080] Although the figures may show a sequence the order of the steps may differ from what is shown. Also two or more steps may be performed concurrently or with partial concurrence. Such variation will depend on the software and hardware systems chosen and on designer choice. All such variations are within the scope of the disclosure. Likewise, software implementations could be accomplished with standard programming techniques with rule-based logic and other logic to accomplish the various connection steps, processing steps, comparison steps and decision steps. Additionally, even though the present disclosure has been described with reference to specific exemplifying embodiments thereof, many different alterations, modifications and the like will become apparent for those skilled in the art. Further, a single unit may perform the functions of several means recited in the claims. In the claims, any reference signs placed between parentheses shall not be construed as limiting to the claim. Furthermore, in the claims, the word "comprising" does not exclude other elements or steps, and the indefinite article "a" or "an" does not exclude a plurality.

[0081] Variations to the disclosed embodiments can be understood and effected by the skilled addressee in practicing the claimed present disclosure, from a study of the drawings, the disclosure, and the appended claims. The person skilled in the art realizes that the present disclosure is not limited to the preferred embodiments.

Claims

1. A computer-implemented method for operating an online game on a gaming system, wherein the gaming system includes a server arranged in communication with an electronic user device via a network connection, the electronic user device comprising a display screen, wherein the method comprises the steps of: generating, using the server, a game environment represented by a grid comprising a predefined number of cells, the grid being stored in a server-side data structure, populating, using the server, at least a portion of the grid with a plurality of elements, each element being associated with a predefined element feature, populating, using the server, the grid with at least one symbol being different from the plurality of elements, wherein the symbol comprises a plurality of sections, each section associated with a respective element feature, determining, using the server, a capability of the electronic device, controlling, using the server, a portion of the display of the electronic user device to reflect the populated grid by rendering graphical elements based on the determined capability of the electronic device, determining, using the server and by applying a predefined matching scheme, a matching level between the one or more sections of the symbol and corresponding elements comprised within the grid based on a predefined first criterion, comparing, using the server, the matching level to a predefined threshold to determine whether the threshold is met, modifying, using the server, a predefined individual value associated with each section of the symbol that meets the first criterion, wherein the modification is influenced by the number of corresponding elements that match the respective sections, calculating, using the server, a game outcome based on the combined modified values of the sections of the symbol, and controlling, using the server, a portion of the display of the electronic user device to reflect the game outcome by rendering updated graphical elements based on the calculated game outcome, wherein the updated graphical elements are formed by the server based on the determined capability of the electronic device.

2. The method according to claim 1, wherein the step of controlling the portion of the display of the electronic user device comprises generating, using the server, rendering instructions that are adapted to at least one capability of the electronic user device, the capability comprising at least one of a display resolution, a graphics application programming interface, or a supported image encoding format of the electronic user device.

3. The method according to any one of claims 1 and 2, further comprising the step of: generating, using the server, mystery symbols to populate the grid, and transforming, by the server using a predefined transformation algorithm, into either the plurality of elements or the symbol comprising a plurality of sections, based on a predefined transformation algorithm.

4. The method according to any one of the preceding claims, wherein the predefined matching scheme applied by the server includes dynamically identifying and matching the elements to the corresponding sections of the symbol during a single game within a series of consecutive games.

5. The method according to any one of the preceding claims, wherein the predefined threshold for triggering a gaming outcome is adjustable by the server based on the number of elements matching with the sections of the symbol.

6. The method according to any one of the preceding claims, wherein the method further comprises the steps of: transforming, using the server, the symbol into a wild symbol upon meeting the predefined threshold, and triggering, using the server, additional gaming mechanics, including at least one of free spins or cash prizes.

7. The method according to any one of the preceding claims, further comprising the step of: calculating, using the server, the game outcome by applying a multiplier to a bet value, the multiplier being determined based on the number of elements matching the respective sections of the symbol, with different multipliers applied for single, double, and triple matches.

8. The method according to any one of the preceding claims, wherein the predefined matching scheme includes determining a proximity of matching elements within the grid, and the matching level is influenced by the spatial arrangement of the elements relative to the sections of the symbol.

9. The method according to any one of the preceding claims, wherein the server is configured to store historical game data, and wherein the predefined threshold for triggering a gaming outcome is dynamically adjusted based on trends identified by the server from the historical game data.

10. The method according to claim 3, wherein the predefined transformation algorithm for the mystery symbols is influenced by an at least partially random process implemented by the server.

11. The method according to any one of the preceding claims, further comprising the step of: updating, using the server, the predefined element features stored in the server-side data structure based on real-time player interactions, wherein the updated element features influence the predefined matching scheme applied in subsequent games.

12. The method according to any one of the preceding claims, wherein the server is further configured to implement a time-based multiplier that increases the predefined individual value associated with each section of the symbol if the matching occurs within a predetermined time interval from the appearance of the symbol on the grid.

13. The method according to any one of the preceding claims, wherein the game is a slot game.

14. A gaming system arranged to operate an online game, the gaming system comprising a server arranged in communication with an electronic user device via a network connection, the electronic user device comprising a display screen, wherein the server is arranged to: generate a game environment represented by a grid comprising a predefined number of cells, the grid being stored in a server-side data structure, populate at least a portion of the grid with a plurality of elements, each element being associated with a predefined element feature, populate the grid with at least one symbol being different from the plurality of elements, wherein the symbol comprises a plurality of sections, each section associated with a respective element feature, determine a capability of the electronic device, control a portion of the display of the electronic user device to reflect the populated grid by rendering graphical elements based on the determined capability of the electronic device, determine, by applying a predefined matching scheme, a matching level between the one or more sections of the symbol and corresponding elements comprised within the grid based on a predefined first criterion, compare the matching level to a predefined threshold to determine whether the threshold is met, modify a predefined individual value associated with each section of the symbol that meets the first criterion, wherein the modification is influenced by the number of corresponding elements that match the respective sections, calculate a gaming outcome based on the combined modified values of the sections of the symbol, and control a portion of the display of the electronic user device to reflect the gaming outcome by rendering updated graphical elements based on the calculated gaming outcome, wherein the updated graphical elements are formed by the server based on the determined capability of the electronic device.

15. A computer program product comprising a computer-readable medium having stored thereon computer program means for operating a gaming system, the gaming system comprising a server arranged in communication with an electronic user device via a network connection, the electronic user device comprising a display screen, wherein the computer program product, when executed by the server, performs the steps of: generating, using the server, a game environment represented by a grid comprising a predefined number of cells, the grid being stored in a server-side data structure, populating, using the server, at least a portion of the grid with a plurality of elements, each element being associated with a predefined element feature, populating, using the server, the grid with at least one symbol being different from the plurality of elements, wherein the symbol comprises a plurality of sections, each section associated with a respective element feature, determining, using the server, a capability of the electronic device, controlling, using the server, a portion of the display of the electronic user device to reflect the populated grid by rendering graphical elements based on the determined capability of the electronic device, determining, using the server and by applying a predefined matching scheme, a matching level between the one or more sections of the symbol and corresponding elements comprised within the grid based on a predefined first criterion, comparing, using the server, the matching level to a predefined threshold to determine whether the threshold is met, modifying, using the server, a predefined individual value associated with each section of the symbol that meets the first criterion, wherein the modification is influenced by the number of corresponding elements that match the respective sections, calculating, using the server, a game outcome based on the combined modified values of the sections of the symbol, and controlling, using the server, a portion of the display of the electronic user device to reflect the game outcome by rendering updated graphical elements based on the calculated game outcome, wherein the updated graphical elements are formed by the server based on the determined capability of the electronic device.

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