A method for a gaming system

A server-based gaming system with a dynamic grid and adjacency-based matching scheme addresses the need for unpredictable payouts and efficient resource use, offering an immersive and engaging gaming experience with optimized computational resources.

EP4738298A1Pending Publication Date: 2026-05-06PLAYN GO MARKS LTD
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Patent Information

Authority / Receiving Office
EP · EP
Patent Type
Applications
Current Assignee / Owner
PLAYN GO MARKS LTD
Filing Date
2025-11-04
Publication Date
2026-05-06

AI Technical Summary

Technical Problem

Existing online gaming systems lack the ability to balance game appeal through unpredictable and enhanced payouts while maintaining operational control, leading to a need for innovative game scenarios that captivate players and optimize computational resources.

Method used

A server-based gaming system generates a dynamic grid with variable column structures, applies an adjacency-based matching scheme to determine clusters of horizontally and vertically aligned symbols, and implements a cascading mechanic to enhance gameplay unpredictability and strategic depth, optimizing computational resources and network bandwidth.

Benefits of technology

The system provides an immersive and engaging gaming experience with increased winning possibilities, optimized resource usage, and efficient gameplay under fluctuating conditions, enhancing player retention and operator revenue.

✦ 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 in which a server generates a game environment represented by a grid populated with symbols. The method includes applying a predefined matching scheme to determine a matching level between symbols within the grid based on adjacent connections between horizontally and vertically aligned symbols. The present 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 in which a server generates a game environment represented by a grid populated with symbols. The method includes applying a predefined matching scheme to determine a matching level between symbols within the grid based on adjacent connections between horizontally and vertically aligned symbols. The present 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. Such an 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, there 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 attraction 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, wherein the electronic user device comprises a display screen, the method comprising the steps of generating, using the server, a game environment represented by a grid comprising a predefined number of cells arranged in a set number of columns, each column comprising an individually selected number of cells, each cell configured to accommodate one symbol, populating, using the server, at least a portion of the cells with a plurality of symbols, controlling, using the server, a first portion of the display of the electronic user device to reflect the game environment, determining, using the server and by applying a predefined matching scheme, a matching level between the symbols within the grid and a first predefined criterion, wherein the first predefined criterion defines a cluster of horizontally and vertically matching symbols spanning at least two columns, calculating, using the server, a game outcome based on the matching level, and controlling, using the server, a second 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.

[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 associated with specific features and characteristics relevant to the game. For example, in the context of a slot game (possibly virtual), these elements may represent various symbols or images that interact with other symbols on the grid to determine the game's outcome.

[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. Such a dynamic interaction allows for more strategic depth, enhancing 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 the matching algorithms needed to evaluate the relationships between the elements and symbols. Server-side processing is in the present disclosure a key feature for determining the game outcome, which is then communicated to the electronic user device in real-time. By dynamically adjusting values and outcomes based on the interactions within the grid, the gaming system according to the present disclosure 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 enhances 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 increased engagement can be beneficial for both players and gaming operators by improving satisfaction and potentially increasing revenue.

[0010] Additionally, the operational scheme effectively leverages server-side computational resources to optimize both data processing and network bandwidth usage. By refining the algorithms used by the server, the gaming system reduces computational overhead and ensures efficient data transmission to the electronic user device, providing a smooth and responsive gaming experience. Such a 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. Additionally, efficient processing by the server enables real-time, responsive updates, even under fluctuating network conditions, ensuring uninterrupted gameplay.

[0011] To ensure that the determination made by the server in relation to the gaming outcome is performed with minimal delay, the server applies computationally efficient matching schemes. Techniques employed may include various graph-based image processing approaches commonly used in computer vision for tasks such as pattern recognition and pathfinding. Such exemplary techniques enable rapid and accurate assessment of the relationships between elements on the grid, contributing to a seamless and engaging gaming experience.

[0012] From a user perspective, the game progresses as a variety of symbols populate the grid, each occupying an individual cell within a column. Each column comprises an individually selected number of cells, allowing for variability in the column structure with each spin (e.g. with potentially a different number of cells in adjacent columns). As the game advances, the server randomly assigns symbols to at least a portion of these cells, creating a unique symbol configuration for each game instance. In other words, each column may have its own number of individual cells independent of the other columns, for example column 1 may have 6 individual cells, column 2 may have 3 individual cells, column 3 may have 5 individual cells, and column 4 may also have 5 individual cells. Such a configuration may change per round of the game.

[0013] The server evaluates the grid in real-time, applying an adjacency-based matching scheme to identify winning clusters, requiring clusters of horizontally and possibly vertically aligned symbols in adjacent cells, spanning at least two columns, to form a win. The adjacency-based scheme according to the present disclosure takes into account columns with differing numbers of cells, ensuring that clusters can form even when adjacent elements vary in size. Preferably, the cluster will generally include both horizontally and vertically adjacently arranged cells fulfilling the first criterion.

[0014] Preferably, the cluster of horizontally and vertically matching symbols spanning at least two columns according to the first criterion is further defined to comprise at least a predefined number of matching symbols. In one embodiment, this predefined number of matching symbols is set to three, meaning that a cluster must span at least two columns and include vertically adjacent matching symbols within at least one column. Another embodiment meeting such a criterion occurs when the cluster of matching symbols spans at least three columns. The predefined number of matching symbols can also be set to exceed three, such as four, five, six, or more, depending on desired gameplay complexity.

[0015] In a preferred embodiment, the first criterion is only fulfilled if the horizontally and vertically matching symbols span at least three columns. Requiring clusters to extend across a minimum of three columns further enhances the strategic depth and challenge of the game by introducing a more complex win condition. The three-column minimum criterion ensures that winning clusters involve broader symbol formations, covering a significant portion of the grid. Such an approach encourages players to target larger connections across multiple columns, reducing the likelihood of frequent wins and heightening the anticipation for successful outcomes.

[0016] Technically, the suggested three-column minimum requirement allows the server to manage game performance by focusing computational resources on evaluating clusters with substantial symbol arrangements. By filtering out smaller, less impactful clusters, the system can allocate processing power to determine outcomes for more complex symbol formations, thereby maintaining efficient gameplay performance. Such a configuration reduces computational load by simplifying the evaluation process, especially in cases where only clusters meeting the extended criteria are considered for game outcomes.

[0017] The requirement for clusters to span at least three columns may be implemented in conjunction with the embodiment requiring a predefined number of matching symbols, which may also be set above three. Combining these criteria provides a versatile framework, allowing the system to create a balanced gaming experience where larger clusters offer higher rewards, while also optimizing server resources to handle only significant symbol formations that meet both horizontal and vertical adjacency conditions. In some preferred embodiments, diagonal connections are excluded, ensuring only clusters with a "side-to-side contact" meet the criterion. Such an approach provides a flexible alternative to traditional payline mechanics, supporting a diverse range of win configurations and enhancing gameplay variety.

[0018] Accordingly, the predefined matching scheme generally requires that symbols within a cluster be positioned in adjacent cells that share at least a portion of one side. Such an adjacency condition, requiring contact along a shared side, ensures that symbols meet specific alignment criteria beyond mere proximity, thus distinguishing clusters based on side-to-side contact rather than diagonal adjacency. Additionally, such a configuration enables precise control over cluster formation, allowing the server to apply matching criteria that focus on aligned groups of symbols in side-adjacent cells only, preferably explicitly excluding diagonal matches.

[0019] In other words, a winning condition is triggered by the horizontal adjacency of a cluster spanning at least two columns, at the same time taking into account cells being vertically adjacent to the horizontally arranged cells spanning said two columns. Once the winning condition is triggered the winning outcome is then calculated based on all the symbols in the cluster, those having a horizontal adjacency and those having a vertical adjacency.

[0020] The server calculates a game outcome based on an identified matching level, where each winning cluster of symbols contributes to the overall game result. Thereby, the outcome is communicated to the electronic user device, where a second portion of the display reflects the calculated game outcome by rendering updated graphical elements. Providing immediate visual feedback, players can see the results of their gameplay in real-time. By processing and transmitting the outcome with minimal delay, the server ensures that the gaming experience remains smooth and engaging, with the display visually adapting to reflect the results of each game round as clusters are identified and wins are calculated.

[0021] In accordance with the present disclosure, the server uses optimized processing to evaluate clusters and implement cascading effects with minimal latency, ensuring immediate display updates and real-time gameplay. The system may also adjust data transmission based on network conditions, supporting smooth gameplay under variable bandwidth. Such a server-client interaction ensures a smooth, responsive gameplay experience where each play is distinctive, unpredictable, and personalized, offering players a heightened level of engagement and satisfaction.

[0022] In an embodiment, the individually selected number of cells in each column is between two and seven. Such a configuration introduces a flexible yet controlled grid structure for each game instance. By limiting the number of cells within this range, the gaming system ensures an optimal balance between variability and structure in gameplay, allowing for dynamically changing symbol configurations across columns.

[0023] Accordingly, setting the cell count in each column between two and seven enables efficient data handling and server-side processing, as fewer cells allow the server to rapidly execute the matching scheme and update the display with minimal computational overhead. Such a dynamic range of cells provides space for diverse symbol arrangements, supporting real-time gameplay and responsive updates without requiring excessive resources. Furthermore, this configuration ensures a balanced gameplay experience by keeping the game environment engaging yet manageable across different levels of user interaction and device capabilities, enhancing both system performance and player engagement.

[0024] Preferably, the grid comprises more than two columns and the first predefined criterion defines a cluster spanning at least three columns. By implementing a minimum of three columns and requiring clusters to span at least three columns enhances the server's ability to control symbol arrangement and win determination. With a larger layout, the server can apply the adjacency-based matching scheme more effectively, allowing for distinct winning clusters that engage players through visually dynamic and strategically complex patterns. Such a configuration also enables the server to balance the win probability across the grid, preventing overly frequent wins while sustaining player interest through a challenging matching criterion.

[0025] Additionally, by establishing a minimum of three columns and requiring winning clusters to span at least three columns it is further possible to optimize the game's balance between engagement and complexity, thereby offering players an enhanced strategic experience. Such a setup reduces the likelihood of frequent, simplistic wins, encouraging players to explore different game rounds and engage for longer periods. Furthermore, the server can handle symbol arrangements and win outcomes with greater control, enabling efficient processing without compromising display quality or gameplay responsiveness.

[0026] In a preferred embodiment, the scheme according to the present disclosure the method further comprises removing the symbols forming the cluster after a win, thereby forming empty cells, and repopulating the grid with a new set of symbols. Accordingly, subsequent to controlling the second portion of the display of the electronic user device to reflect the game outcome, a cluster of cells that has been identified as fulfilling the first criterion may subsequently be "emptied" and new symbols are generated to fill the empty cells, possibly in a cascading manner, potentially creating additional winning clusters in the same game or in a following subsequent game (out of a series of games or spins).

[0027] Removing symbols from a winning cluster and replacing them with new symbols in the same game instance introduces a cascading mechanic, which enhances gameplay by allowing multiple potential wins within a single game round. Such a cascading effect creates new symbol configurations following each win, forming a sequence of symbol arrangements that vary with each cascade. Such an implementation provides the player with ongoing opportunities for additional wins, making each game instance dynamic and engaging. In a series of games, the new symbols may also carry over potential winning clusters from previous rounds, adding continuity across gameplay. New symbols introduced to the grid may have different dimensions compared to the symbols removed. For example, it is possible to remove five winning symbols from the grid and introduce eight new symbols.

[0028] The suggested cascading mechanic reduces the frequency of server requests to reset the entire grid between games. By only replacing the empty cells resulting from the winning clusters, the server can maintain efficient processing and minimal resource expenditure, as only portions of the grid need updating. Moreover, such a design promotes effective data handling and improves server response times, as the algorithm primarily targets empty cells without requiring complete recalculations of non-winning sections of the grid.

[0029] Furthermore, incorporating a cascading mechanism to refill empty cells after a winning cluster is removed provides a continuous gameplay experience, thereby enhancing player engagement. The cascading effect not only increases the chances for additional wins in the same game instance but also reduces computational overhead on the server. By limiting updates to empty cells, server processing is optimized, allowing for faster response times and reduced data load. Such an approach contributes to efficient gameplay that maintains smooth performance while delivering an interactive and immersive user experience.

[0030] In a possible embodiment, the plurality of symbols includes a predefined set of distinct categories, each category associated with a different game function, prize value, or triggering event. Defining a set of symbols categorized by distinct functions, prize values, or triggering events allows the game to introduce varied and strategically layered gameplay elements. By associating each category with a unique game function or outcome, the system can create a more complex and engaging experience, where symbol combinations yield different types of rewards or activate specific events. For example, certain categories of symbols may be associated with higher prize values, while others may trigger bonus rounds or modify game rules, adding depth and diversity to the user's experience.

[0031] Technically speaking, categorizing symbols with unique functions enables the server to assign differentiated processing logic to each symbol category. Such an approach optimizes the server's ability to calculate game outcomes based on predefined rules for each category, thus supporting a range of interactive scenarios without excessive computational requirements. Additionally, associating specific symbols with triggering events allows the server to dynamically adapt the game environment in real time, as each new combination can directly influence the game's structure or outcome.

[0032] Furthermore, categorizing symbols by distinct functions, prize values, or triggering events introduces a versatile gameplay mechanic, allowing the system to present varied rewards and interactive elements that enhance user engagement. By assigning specific functions to each symbol category, the server can manage game outcomes efficiently and adaptively, creating a responsive gameplay experience that is both strategic and visually engaging. Thereby, players encounter a richer, multi-layered game environment that maintains their interest while optimizing server processing efficiency.

[0033] Furthermore, the assignment of symbols to the grid may in a preferred embodiment at least partly be selected in a randomized manner for each spin in a series of games. Specifically, incorporating a random process within the symbol assignment mechanism introduces variability and unpredictability to the game, enhancing the player experience. By utilizing a random or pseudorandom number generator within the server, the system ensures that each spin provides a unique configuration of symbols on the grid, preventing recognizable patterns from emerging. Such unpredictability maintains the challenge and engagement of the game, as players are continually presented with fresh symbol arrangements that add to the game's overall complexity and intrigue.

[0034] By implementing randomness in the symbol assignment process it is possible to not only improve gameplay variety but also strengthens the game's security and integrity. By making it difficult for players to predict outcomes, the game becomes resistant to manipulation or exploitation, thus supporting fair play. Additionally, the server-controlled randomization process allows the game to operate within a predefined range of probabilities, preserving a balance between fairness and randomness. Such a setup ensures that each game outcome is both secure and compliant with established probabilistic standards, while still offering a wide range of possible results for the player.

[0035] In a preferred embodiment, the scheme according to the present disclosure further comprises triggering a bonus event when a cluster exceeds a predefined size threshold. By means of configuring the server to trigger a bonus event when a cluster exceeds a predefined size threshold makes it possible to introduce an additional layer of interactivity and reward for players. By setting a size threshold for clusters, the game creates specific win conditions that yield higher rewards when larger clusters of symbols are achieved. Such a feature provides an incentive for players to aim for larger cluster formations, adding strategic depth and a sense of accomplishment when these bonus conditions are met. For example, reaching a cluster of symbols beyond the predefined threshold may activate bonus rounds, award multipliers, or unlock special in-game features, thereby enhancing gameplay variety and engagement.

[0036] By implementing a size-based bonus threshold it is also possible to allow the server to dynamically adjust the game's reward structure based on cluster size. Such a configuration provides the server with control over bonus event frequency, enabling a balanced distribution of rewards while managing payout probabilities. Additionally, the server can calculate and trigger bonuses in real time as soon as a threshold-exceeding cluster is identified, creating an immediate and rewarding visual experience for the player.

[0037] In a preferred embodiment, 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 horizontally and vertically matching symbols. By such an inclusion of the proximity-based matching scheme, the game evaluates clusters not only by adjacency but also by the spatial arrangement of matching symbols within the grid. Such a configuration also allows the matching level to be influenced by factors such as the density and distribution of symbols, which adds a more nuanced approach to calculating wins. With proximity playing a role, the matching scheme can assess clusters of varying shapes, sizes, and densities, creating more complex and strategic win conditions. Such a system adds depth by rewarding specific formations of symbols that satisfy both adjacency and spatial criteria.

[0038] Additionally, integrating spatial arrangement into the matching scheme allows the server to calculate game outcomes based on more than just simple adjacency. The server can dynamically assess symbol groupings by taking proximity into account, which enables it to offer varied and less predictable win conditions. Accordingly, the gaming system also allows the game to support different payout structures based on cluster shape or density, making the game more adaptable to various levels of player engagement and complexity without overloading server resources.

[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 grids, the gaming outcome and the updated grid, 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] In certain embodiments and as mentioned above, the game operates within a slot game context, utilizing grid-based mechanics in a format familiar to players of traditional and online slot games. Presenting the game as a slot game enhances its appeal and accessibility by integrating dynamic cluster-based matching within a well-known gaming structure. By adopting slot game conventions, the invention benefits from player familiarity, enabling users to intuitively engage with gameplay while experiencing the novel mechanics introduced by the adjacency-based matching scheme and cascading symbol replacements. The slot game context is particularly advantageous for achieving varied win combinations, as the server can incorporate traditional slot elements, such as symbol categories, prize multipliers, and bonus triggers, into the grid structure. Such a format also provides a unique combination of traditional slot gameplay and advanced cluster-matching dynamics, broadening the scope of potential player interactions and increasing player engagement.

[0044] 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 arranged in a set number of columns, each column comprising an individually selected number of cells, each cell configured to accommodate one symbol, populate at least a portion of the cells with a plurality of symbols, control a first portion of the display of the electronic user device to reflect the game environment, determine, by applying a predefined matching scheme, a matching level between the symbols within the grid and a first predefined criterion, wherein the first predefined criterion defines a cluster of horizontally and vertically matching symbols spanning at least two columns, calculate a game outcome based on the matching level, and control a second 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. This aspect of the present disclosure provides similar advantages and embodiments as discussed above in relation to the previous aspects of the present disclosure.

[0045] 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. Still further, cloud-based architecture supports extensive scalability and concurrent user capacity, further enhancing gameplay availability across multiple user devices.

[0046] 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.

[0047] 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 arranged in a set number of columns, each column comprising an individually selected number of cells, each cell configured to accommodate one symbol, populating, using the server, at least a portion of the cells with a plurality of symbols, controlling, using the server, a first portion of the display of the electronic user device to reflect the game environment, determining, using the server and by applying a predefined matching scheme, a matching level between the symbols within the grid and a first predefined criterion, wherein the first predefined criterion defines a cluster of horizontally and vertically matching symbols spanning at least two columns, calculating, using the server, a game outcome based on the matching level, and controlling, using the server, a second 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. 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.

[0048] 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.

[0049] Further features of, and advantages with, the present disclosure will become apparent when studying the appended claims and the following description. The skilled addressee realizes 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

[0050] 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 prior-art graphical user interface (GUI) for use in playing a game, Figs. 3A - 3C provide a first exemplary illustration of a grid generating a positive gaming outcome in relation to the present disclosure, Fig. 4 provide a second exemplary illustration of a grid generating a positive gaming outcome in relation to the present disclosure, Fig. 5 presents an illustration of an exemplary grid excluded from generating a positive gaming outcome, and Fig. 6 is a flow chart illustrating the exemplary steps for operating the gaming system as shown in Fig. 1. DETAILED DESCRIPTION

[0051] 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. The 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.

[0052] 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.

[0053] 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, 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.

[0054] 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.

[0055] 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.

[0056] 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 electromechanical 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.

[0057] 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 types of devices.

[0058] Turning now to Fig. 2, illustrating a typical prior-art graphical user interface (GUI) 200 to be displayed at a client device, such as any of the client devices 106, 108, 110. In the illustrated embodiment, the GUI 200 is provided as an application ("app") or within, e.g., a web browser on the portable client device 106, here shown as a tablet. The game depicted in Fig. 2 represents a standard online game of chance in the form of a traditional slot game, visualized within the GUI 200 with a grid 202 comprising five individual reels arranged in uniformly structured columns (C1 - C5). Each column C1 - C5 comprises an equal number of rows, specifically five rows (R1 - R5), making the grid dimension a fixed five-by-five layout with 25 cells 204 in total.

[0059] In the illustrated prior-art configuration, the cells 204 within the grid 202 are populated with a predefined, uniform number of symbols per column that remains the same for each game round. Each cell 204 is populated with one of a variety of symbols or elements, typically assigned in a fixed manner, where every column displays a full set of symbols across all five rows. Such prior-art grids generally operate using fixed paylines or simple adjacency rules, often requiring consecutive matches along predefined lines, rather than flexible, cluster-based criteria.

[0060] The GUI 202 further comprises a virtual "button" 206 labeled "SPIN" to initiate a turn of the game, along with an indicator of the current bet amount 208 (i.e., payment for each game turn) and a total balance display 210 indicating the player's remaining funds or accumulated winnings.

[0061] Turning now instead to Figs. 3A - 3C, presented in conjunction with Fig. 6, 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 dynamically arranged number of cells in columns C1 - C5, where each column holds an individually selected number of cells that varies between game instances. For example, in Fig. 3A, the columns C1 through C5 respectively comprise 2, 3, 5, 3, and 5 cells, illustrating a configuration that contrasts with the fixed grid structure seen in the prior-art example of Fig. 2.

[0062] Upon generation of this variable grid structure, the server 102 proceeds to populate, S2, the grid 300 with a plurality of symbols across at least a portion of the cells, as illustrated in Fig. 3B. Symbols are assigned randomly across each column, with each symbol positioned according to the variable cell count per column, creating a unique symbol layout for each game instance. This setup enhances gameplay variability and introduces different win scenarios, distinguishing it from the fixed structure seen in Fig. 2.

[0063] Once the grid 300 has been populated, the server 102 controls, S3, the display on the client device 106, directing it to show the game environment as depicted in Fig. 3B. The server 102 then determines, S4, a matching level between the symbols within the grid 300 by applying an adjacency-based matching scheme. According to the present disclosure, the scheme identifies clusters of horizontally and potentially vertically aligned symbols in adjacent cells, spanning at least two columns to form a winning cluster. Notably, the matching algorithm accommodates columns with differing cell counts, allowing clusters to form even when adjacent columns have different heights, a functionality that diverges significantly from the fixed paylines of prior-art grids as shown in Fig. 2.

[0064] As exemplified in Figs. 3B and 3C, a winning cluster of "diamonds" spans columns C1, C2, and C3, satisfying the predefined matching criteria. The illustrated cluster comprises four diamonds in total: one diamond in C1, two diamonds arranged vertically in C2, and one diamond in C3, forming a cluster through horizontal and vertical adjacency across multiple columns. The server 102 applies the matching scheme according to the present disclosure, which requires clusters to include horizontally or vertically adjacent symbols spanning at least two columns. By allowing matches across varying column heights, the matching scheme accommodates clusters like the diamond arrangement, even where adjacent columns contain differing cell counts, a significant departure from prior-art grids with fixed paylines.

[0065] Also illustrated in Figs. 3B and 3C are three vertically aligned "filled squares" in column C3, which, despite being adjacent, do not fulfill the cluster-matching criteria. This is because the predefined matching scheme requires clusters to span at least two columns, and clusters formed solely within a single column, such as this arrangement of filled squares, do not qualify as winning clusters. By omitting single-column formations from the matching criteria, the system ensures that winning configurations maintain a broader, multi-column scope, enhancing the complexity and variability of potential winning outcomes.

[0066] Upon identifying the diamond cluster as a winning configuration, the server 102 calculates, S5, a game outcome based on this cluster and any associated reward structure. Finally, as shown in Fig. 3C, the server 102 controls, S6, a second portion of the display, such as the total balance display 210, to render updated graphical elements on the client device, as such reflecting the calculated game outcome and adjusting the total balance display 210 in real time. In Fig. 3C, the cluster has also been further highlighted within the grid 302. The provided visual feedback effectively communicates the game's outcome, allowing the player to observe the impact of the dynamically generated grid structure on the gameplay.

[0067] In Fig. 4, there is presented an alternative grid 402 in line with the present disclosure. Here, column C1 comprises five cells, column C2 has three cells, column C3 has five cells, column C4 has two cells, and column C5 has five cells. The grid 402 displays a dynamically structured arrangement of cells with varying column heights, demonstrating another example of the flexible grid configuration enabled by the present disclosure.

[0068] In the illustrated example in Fig. 4, the winning cluster consists of "heart" symbols that meet the predefined matching criteria. As illustrated, the cluster expands horizontally and vertically across columns C1 through C4. Specifically, the cluster begins in column C1, then extends horizontally to C2, vertically within C2, then back to C3, and finally to C4, where it again expands through C3, C2 and C1, forming an interconnected path of matching symbols. This path allows for both horizontal and vertical adjacencies, forming a cluster that satisfies the multi-column requirement of the matching scheme.

[0069] The flexible structure of the grid 402 allows the winning cluster to span columns with differing cell counts, enabling a more varied and dynamic formation of winning clusters compared to fixed grid configurations. Such an arrangement highlights the versatility of the adjacency-based matching scheme, which accommodates clusters that follow irregular paths across multiple columns with differing numbers of cells.

[0070] Furthermore, in a similar manner as presented in relation to Figs. 3A - 3C, the server 102 identifies this arrangement of hearts as a winning cluster according to the predefined matching criteria. Once the server 102 confirms the configuration as a winning outcome, it proceeds to calculate the game result and updates the graphical user interface (GUI) to reflect the player's increased balance based on the calculated outcome.

[0071] Turning finally to Fig. 5, where a still further alternative grid 501 is presented, structured in line with the present disclosure but exemplifying a configuration that does not generate a winning outcome. The grid 501 comprises five columns, C1 through C5, with each column containing an individually selected number of cells as follows: column C1 has two cells, column C2 has two cells, column C3 has three cells, column C4 has five cells, and column C5 has five cells. Such a variable structure again demonstrates a layout in which potential matches are present but do not satisfy the adjacency criteria defined by the matching scheme.

[0072] In the illustrated example in Fig. 5, the grid 501 includes several groups of identical symbols, such as "heart" symbols in columns C1, C2, and C4, as well as "diamond" symbols and "filled square" symbols distributed across different columns. However, these symbols are positioned in a way that only allows for diagonal connections between matching elements. For instance, there are diagonal arrangements of both "heart" and "diamond" symbols between columns C1 and C2. However, these symbols do not meet the adjacency requirement because they do not share a full side in a horizontal or vertical alignment.

[0073] According to the predefined matching criteria as defined in relation to the present disclosure, a winning cluster must consist of horizontally adjacent symbols spanning at least two columns, with adjacent symbols required to share at least a portion of one side. In the presented example, while the matching symbols are close in proximity, the cells with matching elements only connect at the corners in a diagonal fashion, meaning they do not share any part of a side. Accordingly, such an arrangement does not satisfy the side-to-side contact condition required by the adjacency-based matching scheme. Instead, the scheme according to the present disclosure explicitly excludes diagonal connections, thereby omitting clusters formed solely through corner contacts from qualifying as winning clusters.

[0074] Fig. 5 effectively illustrates how the matching scheme distinguishes between valid and invalid cluster formations, ensuring that only symbols that are directly adjacent in a side-by-side configuration qualify as winning clusters. Such an approach prevents unintended clusters from forming based solely on corner contacts, enforcing a more structured and predictable win-determination mechanism. As a result, no game outcome is triggered in this configuration, as the arrangement of matching symbols fails to meet the first criterion for forming a winning cluster.

[0075] It should be noted that 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.

[0076] 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.

[0077] 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.

Examples

Embodiment Construction

[0051]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. The 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.

[0052]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 embodimen...

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, wherein the electronic user device comprises a display screen, the method comprising the steps of: generating, using the server, a game environment represented by a grid comprising a predefined number of cells arranged in a set number of columns, each column comprising an individually selected number of cells, each cell configured to accommodate one symbol, populating, using the server, at least a portion of the cells with a plurality of symbols, controlling, using the server, a first portion of the display of the electronic user device to reflect the game environment, determining, using the server and by applying a predefined matching scheme, a matching level between the symbols within the grid and a first predefined criterion, wherein the first predefined criterion defines a cluster of horizontally and vertically matching symbols spanning at least two columns, calculating, using the server, a game outcome based on the matching level, and controlling, using the server, a second 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.

2. The method according to claim 1, wherein the first predefined criterion excludes diagonal adjacency between symbols.

3. The method according to any one of claims 1 and 2, wherein the individually selected number of cells in each column is between two and seven.

4. The method according to any one of the preceding claims, wherein the grid comprises more than two columns and the first predefined criterion defines a cluster spanning at least three columns.

5. The method according to any one of the preceding claims, further comprising the steps of: removing the symbols forming the cluster after a win, thereby forming empty cells, and repopulating the grid with a new set of symbols.

6. The method according to claim 5, wherein the repopulation of the grid comprises cascading remaining or new symbols into empty cells.

7. The method according to any one of the preceding claims, wherein each cell includes at least one side, and wherein the first predefined criterion defining a cluster requires at least two adjacent cells having at least a portion of a side in contact with each other.

8. The method according to any one of the preceding claims, wherein the plurality of symbols includes a predefined set of distinct categories, each category associated with a different game function, prize value, or triggering event.

9. The method according to any one of the preceding claims, wherein the assignment of symbols to the grid is at least partly randomized for each spin in a series of games.

10. The method according to any one of the preceding claims, further comprising the step of: triggering a bonus event when a cluster exceeds a predefined size threshold.

11. 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 horizontally and vertically matching symbols.

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

13. 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 arranged in a set number of columns, each column comprising an individually selected number of cells, each cell configured to accommodate one symbol, populate at least a portion of the cells with a plurality of symbols, control a first portion of the display of the electronic user device to reflect the game environment, determine, by applying a predefined matching scheme, a matching level between the symbols within the grid and a first predefined criterion, wherein the first predefined criterion defines a cluster of horizontally and vertically matching symbols spanning at least two columns, calculate a game outcome based on the matching level, and control a second 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.

14. 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 arranged in a set number of columns, each column comprising an individually selected number of cells, each cell configured to accommodate one symbol, populating, using the server, at least a portion of the cells with a plurality of symbols, controlling, using the server, a first portion of the display of the electronic user device to reflect the game environment, determining, using the server and by applying a predefined matching scheme, a matching level between the symbols within the grid and a first predefined criterion, wherein the first predefined criterion defines a cluster of horizontally and vertically matching symbols spanning at least two columns, calculating, using the server, a game outcome based on the matching level, and controlling, using the server, a second 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.

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