A method for a gaming system

A server-based gaming system with predefined grid mechanics and algorithms ensures fair and engaging gameplay by controlling symbol movements and outcomes, addressing the balance between player engagement and operational integrity.

EP4760668A1Pending Publication Date: 2026-06-17PLAYN GO MARKS LTD

Patent Information

Authority / Receiving Office
EP · EP
Patent Type
Applications
Current Assignee / Owner
PLAYN GO MARKS LTD
Filing Date
2025-12-09
Publication Date
2026-06-17

AI Technical Summary

Technical Problem

Existing online gaming systems struggle to balance player engagement and operational integrity by introducing dynamic game mechanics that maintain unpredictability and fairness while ensuring consistent payout structures.

Method used

A server-based gaming system generates a grid populated with racing symbols, where their movements and rankings are controlled by predefined rules, determining game outcomes without player input, and incorporates server-side algorithms for tie-breaking and prize calculation to ensure fairness and efficiency.

Benefits of technology

The system provides an immersive and unpredictable gaming experience with seamless gameplay, optimized computational efficiency, and consistent outcomes, enhancing player engagement and operational reliability.

✦ 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, including a player-assigned racing symbol and one or more competing racing symbols. The method includes initiating a race sequence spanning a predefined number of game plays, during which the racing symbols move vertically across the grid based on predefined movement rules. A positional ranking of the racing symbols is determined by the server based on their vertical positions within the grid at the end of the race sequence, and a game outcome is calculated based on the ranking. 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, including a player-assigned racing symbol and one or more competing racing 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 dynamic game mechanics, which can create an interactive and immersive gaming experience. By incorporating elements that evolve over multiple stages of gameplay, operators can encourage players to remain engaged over extended periods while maintaining an element of unpredictability.

[0004] Additionally, competitive gameplay scenarios have gained traction to heighten player involvement. These scenarios, often structured around virtual contests, provide players with a sense of progression and accomplishment, which can significantly enhance the overall entertainment value. By tailoring these competitive elements to align with players' preferences, gaming operators can further personalize the gaming experience, fostering deeper engagement.

[0005] At the same time, there is a recognized need to manage the balance between player engagement and the operational constraints of the game. The introduction of mechanics that alter game outcomes based on player performance or interactions can contribute to increased excitement, but they must also be designed to ensure consistent and manageable payout structures. Striking this balance remains a critical challenge, requiring careful consideration of both player expectations and operational integrity. 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

[0006] 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, and the method comprises 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 cell configured to accommodate one symbol, populating, using the server, the grid with a plurality of symbols, the plurality of symbols comprising gaming elements, a player-assigned racing symbol and a competing racing symbol, initiating, using the server, a race sequence spanning over a predefined number of subsequent game plays, wherein the racing symbols are configured to move in a predefined direction across the grid for each game play based on predefined movement rules, controlling, using the server, a first portion of the display of the electronic user device to visually illustrate the movement of the race symbols during the race sequence, determining, using the server, a relative positional ranking of the racing symbols within the grid after completion of the race sequence, wherein the positional ranking is based on positions of the racing symbols within the grid relative to the predefined direction, calculating, using the server, a game outcome based on the positional ranking of the player-assigned racing symbol relative to the competing racing symbols, and controlling, using the server, a second portion of the display of the electronic user device to visually illustrate the game outcome.

[0007] 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 a symbol, including a player-assigned racing symbol and one or more competing racing symbols, which interact dynamically within the grid during the race sequence. The applied symbols are associated with specific features and characteristics relevant to the gameplay, and their interactions may be used for determining the progression and outcome of the race sequence.

[0008] It should be noted that movement of the racing symbols is solely controlled by the server and is not subject to any direct player input. Therefore, the server determines updates to the positions of the player-assigned racing symbol and the competing racing symbols based solely on a predefined scheme for movement and where applicable server-side random number generation. Player interactions with the electronic user device are thus limited to actions such as initiating gameplay and configuring wagers and do not influence the trajectory, speed, or timing of movements of the racing symbols during the race sequence. Accordingly, such a configuration of the gaming system according to the present disclosure ensures that the progression and outcome of the race sequence are processed in a fully automated manner on the server, independent of player reaction time or manual control.

[0009] 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 here is actively populated with racing symbols that move across the grid during the race sequence according to predefined movement rules. The server evaluates the relationships between the racing symbols to determine their positional rankings, creating a more interactive and engaging gaming experience. Such dynamic interactions ensure that each race sequence provides a unique competitive scenario for the player, enhancing both strategic depth and entertainment value.

[0010] As defined above, the role of the server is central to the present disclosure. Accordingly, in line with the present disclosure the server manages not only the generation and population of the grid but also the real-time tracking of the virtual positions of the racing symbols throughout the race sequence. The server determines the positional rankings of the symbols upon completion of the race and calculates the game outcome based on the ranking of the player-assigned racing symbol relative to the competing symbols. Server-side processing enables precise and efficient handling of these computations, which are then communicated to the electronic user device in real-time to provide immediate visual feedback. By dynamically adjusting the game state based on the interactions within the grid, the gaming system according to the present disclosure creates a more immersive and unpredictable gaming experience.

[0011] Generally, when the operational scheme according to the present disclosure is applied to a racing-themed game concept provided by the server, it enhances variability and unpredictability by introducing a competitive element that evolves over multiple game plays. Such a variability can potentially heighten the excitement and engagement of the player, encouraging longer play sessions and increasing retention.

[0012] 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 ensures efficient handling of race sequence computations and data transmission to the electronic user device, providing a smooth and responsive gaming experience. Such a computational efficiency supports real-time updates and uninterrupted gameplay, even under fluctuating network conditions, while also enabling the system to handle a large number of concurrent players without performance degradation.

[0013] Furthermore, to ensure that the determination made by the server in relation to the positional rankings of the racing symbols and the game outcome is performed with minimal delay, the server employs computationally efficient algorithms. The selected algorithms may include optimized data structures for tracking symbol positions and movement, as well as pathfinding techniques to analyze race progression. Such techniques enable rapid and accurate assessment of symbol interactions and rankings, contributing to a seamless and engaging gaming experience.

[0014] From a user perspective, the game progresses as a variety of symbols populate the grid, each occupying an individual cell or more within a column. Each column comprises a predefined number of cells arranged vertically, forming the grid structure displayed on the electronic user device. Among the symbols assigned to the grid, a player-assigned racing symbol and one or more competing racing symbols are included and represent participants in a race sequence.

[0015] The server initiates the race sequence, which spans a predefined number of subsequent game plays. During each game play, the racing symbols are configured to move around within the grid based on predefined movement rules. For example, the player-assigned racing symbol may advance upward by a defined number of cells per game play, while competing racing symbols follow distinct movement patterns. The movements of the racing symbols are visually illustrated on the display screen of the electronic user device, creating the dynamic impression of a race unfolding over time.

[0016] Throughout the race sequence, the server tracks the virtual positions of all racing symbols, including those that may temporarily move off-screen if they advance beyond the visible portion of the grid. Upon completion of the race sequence, the server determines the relative positional ranking of the racing symbols by comparing their final positions within the grid. Accordingly, the ranking establishes the order of the racing symbols, with the highest-ranked symbol considered to have "won" the race.

[0017] Based on the ranking, the server calculates a game outcome that reflects the performance of the player-assigned racing symbol relative to the competing racing symbols. For instance, if the player's symbol finishes in the top position, the game outcome may include a prize calculated according to a predefined prize scheme. The server communicates the calculated outcome to the electronic user device, updating the display to visually illustrate the result.

[0018] Within the context of the present disclosure, it should be understood that the predefined direction across the grid may include vertical, diagonal and horizontal movement of the racing symbols across the grid. That said, both the player-assigned racing symbol and the one or more competing racing symbols are expected to move along the same predefined direction across the grid.

[0019] Furthermore, the gaming elements populating the grid are typically non-racing symbols selected from a predefined symbol set associated with the game. For example, these gaming elements may include icons such as "tires", "roadblocks", or "boost pads", which may influence progression of the racing symbols. Other types of gaming elements are of course possible and within the scope of the present disclosure, such as e.g. gaming elements selected from a deck of cards and other commonly known slot machine related gaming elements common to a player.

[0020] Additionally, in some embodiments it may be possible to allow at least some of the racing symbols are arranged layered onto at least one gaming element. Accordingly, the racing symbols may possibly be seen as superimposed onto e.g. the gaming elements, allowing a "normal" game to proceed below the racing game taking place "on top of" of the normal game.

[0021] Possibly, at least some of the racing symbols are populated in conjunction with one or more cells. That is, the racing symbols may have a size that corresponds to more than one single cell of the grid.

[0022] In one embodiment of the present disclosure, the player-assigned racing symbol is assigned a winning outcome in the event of a tie in positional ranking with any competing racing symbol. By ensuring that the player-assigned racing symbol is given priority in the event of a tie in positional rankings with any competing racing symbol at the end of the race sequence, it is possible to establish deterministic tie-breaking rules within the processing framework of the server. Such a solution may preferably, in line with the present disclosure, be implemented through server-side logic that evaluates the positional rankings of all racing symbols at the conclusion of the race sequence. The server applies predefined rules to resolve any ties in favor of the player-assigned racing symbol, enabling the system to communicate a consistent and transparent outcome to the electronic user device.

[0023] By implementing this tie-breaking mechanism at the server level, the game achieves a technical effect of reducing ambiguity in ranking determination and enhancing the predictability of gameplay outcomes. Server-side processing ensures that tie-breaking decisions are executed efficiently and consistently without introducing delays or inconsistencies, even under high computational loads, which further reinforces user trust by ensuring that the player is always assigned a favorable outcome in tie scenarios.

[0024] The technical advantage provided by this feature lies in the optimization of decision-making processes and the enhancement of gameplay fairness. By embedding deterministic tie-breaking rules directly into the server's operational logic, the system minimizes the computational overhead required to handle complex ranking scenarios. Such an approach reduces processing latency and streamlines the flow of data between the server and the user device, ensuring smooth and uninterrupted gameplay. Additionally, resolving ties in favor of the player enhances user retention and satisfaction by aligning the game's mechanics with user expectations, creating a positive feedback loop that benefits both the gaming operator and the player.

[0025] Preferably, the game outcome includes a prize, the prize being calculated based on a predefined prize scheme. By calculating the game outcome to include a prize determined based on a predefined prize scheme, it is possible to standardize the reward mechanics within the gaming system while maintaining flexibility in the types and values of prizes offered. The predefined prize scheme is implemented on the server, where the positional ranking of the player-assigned racing symbol relative to the competing symbols is evaluated. The server then maps the player's rank to a corresponding prize, which may include monetary rewards, multipliers, or other in-game benefits, as defined by the prize scheme.

[0026] Implementing the predefined prize scheme at the server level provides the technical effect of simplifying the reward calculation process while enabling consistent prize determination across all gameplay sessions. By centralizing the logic for prize allocation, the server ensures that prizes are awarded based on objective and deterministic criteria. Such an approach minimizes computational discrepancies and ensures that the game remains predictable and fair, which is particularly important in maintaining compliance with gaming regulations. The dynamic nature of the predefined prize scheme also allows the operator to introduce variability in rewards, enhancing player engagement by offering incentives that evolve over time.

[0027] In an embodiment, the step of controlling the second portion of the display of the electronic user device comprises rendering updated graphical elements indicative of the prize associated with the game outcome. Accordingly, by rendering updated graphical elements indicative of the prize associated with the game outcome, it is possible to provide players with immediate and visually engaging feedback on their performance in the game.

[0028] Providing such graphical updates results in a technical effect of improving the user experience by leveraging real-time server-to-client communication to deliver seamless and visually engaging prize notifications. The immediate visual feedback ensures continuity in gameplay and reinforces player satisfaction by celebrating their achievements through dynamic and interactive visual elements. Implementing such an embodiment based on a server-side implementation also ensures consistency in the presentation of prize-related data, minimizing discrepancies and delays that could otherwise disrupt the gaming experience.

[0029] In a preferred embodiment, the step of determining, using the server, a relative positional ranking of the racing symbols within the grid further comprises maintaining, using the server, a virtual position tracker for each racing symbol during the race sequence, wherein the virtual position tracker updates the position of each racing symbol after each game play based on the predefined movement rules, determining, using the server, a final virtual position for each racing symbol upon completion of the race sequence, and generating, using the server, the positional ranking of the racing symbols based on the final virtual positions, wherein the positional ranking is stored on the server for use in calculating the game outcome.

[0030] Specifically, using a virtual position tracker for each racing symbol during the race sequence allows for the server to ensure that the progression of each symbol is continuously monitored and updated in real time. The virtual position tracker operates as a dynamic data structure that records the position of each racing symbol after each game play, enabling the system to manage and evaluate the interactions of the symbols across multiple game plays. Such a mechanism further allows for symbols being temporarily outside the visible portion of the grid to remain fully integrated into the race logic, supporting consistent gameplay mechanics regardless of visual constraints on the electronic user device.

[0031] Additionally, maintaining and using the position tracker provides the technical effect of enabling precise and efficient ranking determinations at the end of the race sequence. Accordingly, the server generates a positional ranking based on the final virtual positions of the racing symbols, eliminating the need for redundant computations during ranking calculations. Storing the rankings on the server further ensures that the system retains a complete and consistent record of each race sequence, which can be used for auditing or enhancing other game mechanics, such as bonus triggers or progression tracking.

[0032] In line with the above discussion about movement of the racing symbols within the grid, it is possible, in an embodiment of the invention, to configure the server to ensure that the race sequence includes a single direction, however this does not exclude movement of racing symbols in a direction perpendicular direction, in that racing symbols can move from one column to the next but the race sequence will have a single direction.

[0033] In an embodiment, it may be possible to adapt the scheme according to the present disclosure to further comprise removing, using the server, the racing symbols after the completion of the race sequence, and repopulating, using the server, the grid with a new set of symbols for subsequent game plays. Adapting the scheme to include the removal of racing symbols after the race sequence and the repopulation of the grid introduces a dynamic refresh mechanism that resets the game state for subsequent game plays. The removal step ensures that the racing symbols do not persist on the grid after the conclusion of a race sequence, preventing their positions from influencing the outcomes of future races.

[0034] Accordingly, the server arranges such an implementation by clearing the grid of all racing symbols and then assigning a new set of symbols, including new racing symbols, to the cells, ensuring the game progresses seamlessly into the next play cycle. Such a configuration allows the system to achieve a technical effect by creating a cyclical and modular game structure. Each game cycle is independent of the previous one, maintaining fairness and unpredictability. The repopulation mechanism further leverages server-side algorithms to generate randomized or predefined patterns for the new symbols, introducing variability that enhances the overall engagement of the game.

[0035] Preferably, the assignment of racing symbols and other symbols to the grid is at least partly randomized for the race sequence. By incorporating at least partial randomization in the assignment of racing symbols and other symbols to the grid, the gameplay experience becomes more varied and engaging. Randomization ensures that each race sequence starts with a unique configuration of symbols, preventing predictability. Such a dynamic assignment process is managed by the server, which generates the symbol layout algorithmically, ensuring that the randomness adheres to predefined parameters, such as symbol distribution or frequency rules. Accordingly, players are less likely to encounter repetitive gameplay scenarios, maintaining their interest over longer periods. Additionally, the random placement of symbols generally aligns with regulatory expectations for fairness in gaming, ensuring that outcomes cannot be influenced by external factors while still providing an engaging and dynamic gaming experience.

[0036] In an embodiment, the scheme further comprises triggering, using the server, a bonus event when the player-assigned racing symbol achieves a predefined position on the grid during the race sequence. Triggering a bonus event when the player-assigned racing symbol reaches a predefined position on the grid introduces a rewarding mechanism that ties player performance to unexpected game enhancements. The server monitors the progress of the player-assigned racing symbol during the race sequence and evaluates whether it has achieved the predefined position. Upon meeting the condition, the server initiates a bonus event, which may include additional spins, cash prizes, or other gameplay benefits, adding an element of surprise to the racing experience.

[0037] Advantageously, predefined movement rules for the racing symbols are influenced by additional game factors, including the positions of other racing symbols or predefined obstacles within the grid. Adapting the predefined movement rules for the racing symbols to account for additional game factors, such as the positions of other symbols or predefined obstacles within the grid, adds strategic depth to the gameplay. The server evaluates these factors in real time, modifying the trajectory or behavior of the racing symbols as they progress through the race sequence. For example, a racing symbol may slow down, speed up, or change its movement pattern when encountering certain obstacles, adding an element of unpredictability to the race.

[0038] Additionally, the race sequence may in some embodiments further comprise an extension mechanism that adds additional game plays to the sequence based on a triggering event. Adding an extension mechanism to the race sequence allows additional game plays to be appended based on a triggering event, providing opportunities for prolonged engagement and increased rewards. The server monitors for specific triggers, such as achieving a minimum ranking or landing on a special grid cell, and dynamically extends the race sequence by initiating additional game plays.

[0039] Such a mechanism may possibly foster player engagement by maintaining the excitement and momentum of the race sequence, particularly when players are close to achieving a favorable outcome. Accordingly, the possibility of extended gameplay incentivizes players to remain invested, as it creates an avenue for achieving greater rewards while retaining the core competitive dynamics of the game. Operators benefit from this feature by having the flexibility to design promotions or special events tied to extended gameplay scenarios, further enhancing the appeal of the game.

[0040] Preferably, the step of determining the relative positional ranking of the racing symbols within the grid further may comprise tracking, using the server, positions of all racing symbols throughout the race sequence, including racing symbols that move outside the visible portion of the grid on the display screen, comparing, using the server, the positions of the racing symbols, which may for example be vertical positions of the racing symbols at the end of the race sequence to calculate the positional ranking, and resolving, using the server, positional ties between racing symbols based on predefined tiebreaking rules. Similarly, horizontal positions are possible and within the scope of the present disclosure.

[0041] Tracking the positions of all racing symbols throughout the race sequence, including those that temporarily move off-screen, ensures comprehensive and accurate ranking determination at the end of the race. The server maintains a real-time record of each symbol's position within the grid, updating these values after each game play based on the predefined movement rules. At the conclusion of the race sequence, the server compares the positions of the racing symbols to calculate the positional ranking and resolves ties based on predefined tiebreaking rules.

[0042] 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.

[0043] 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 a bet placed when participating in the game.

[0044] 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.

[0045] 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.

[0046] 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.

[0047] 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 cell configured to accommodate one symbol, populate the grid with a plurality of symbols, the plurality of symbols comprising gaming elements, a player-assigned racing symbol and a competing racing symbol, including one player-assigned racing symbol and one or more competing racing symbols, initiate a race sequence spanning over a predefined number of subsequent game plays, wherein the racing symbols are configured to move in a predefined direction across the grid for each game play based on predefined movement rules, control a first portion of the display of the electronic user device to visually illustrate the movement of the race symbols during the race sequence, determine a relative positional ranking of the racing symbols within the grid after completion of the race sequence, wherein the positional ranking is based on positions of the racing symbols within the grid relative to the predefined direction, calculate a game outcome based on the positional ranking of the player-assigned racing symbol relative to the competing racing symbols, and control a second portion of the display of the electronic user device to visually illustrate the 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.

[0048] 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.

[0049] 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.

[0050] According to a still further aspect of the present disclosure there is provided a computer program 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 cell configured to accommodate one symbol, populating, using the server, the grid with a plurality of symbols, the plurality of symbols comprising gaming elements, a player-assigned racing symbol and a competing racing symbol, initiating, using the server, a race sequence spanning over a predefined number of subsequent game plays, wherein the racing symbols are configured to move in a predefined direction across the grid for each game play based on predefined movement rules, controlling, using the server, a first portion of the display of the electronic user device to visually illustrate the movement of the race symbols during the race sequence, determining, using the server, a relative positional ranking of the racing symbols within the grid after completion of the race sequence, wherein the positional ranking is based on positions of the racing symbols within the grid relative to the predefined direction, calculating, using the server, a game outcome based on the positional ranking of the player-assigned racing symbol relative to the competing racing symbols, and controlling, using the server, a second portion of the display of the electronic user device to visually illustrate the 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.

[0051] 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.

[0052] 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

[0053] 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 - 3C 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 - 4B provide another exemplary illustration of a typical graphical user interface (GUI) for use in playing a 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

[0054] 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.

[0055] 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.

[0056] 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.

[0057] 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.

[0058] 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.

[0059] 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.

[0060] 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.

[0061] 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 - C4) and provided with a plurality of different symbols or elements. The grid 200 also comprises five rows (R1 - R5). As such, the predefined dimension of the grid 200 as shown in Fig. 2 is 4 x 5, thus comprising 20 cells in total, a single cell denoted as 204.

[0062] 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.

[0063] Turning now instead to Figs. 3A - 3D, 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, where the server 102 starts by generating, S1, the game environment, including a grid 300 comprising a predefined number of cells arranged in columns. In the illustrated embodiment, the grid 300 again consists of 20 cells arranged in four columns (C1 - C4) and five rows (R1 - R5), forming a 4 x 5 grid. The size and structure of the grid are predefined but may vary across game implementations depending on the design choices of the gaming operator or game theme requirements but can of course also be selected as suitable to match a display screen of the client device.

[0064] Once the grid 300 is generated, the server 102 populates, S2, the grid 300 with a plurality of symbols. Among these symbols, one player-assigned racing symbol 310 (here represented as a "solid car icon") and two competing racing symbols 320 and 330 (here represented as "empty car icons") are included. The racing symbols may occupy more than one cell. The competing racing symbols 320 and 330 appear at their initial positions within the grid, specifically in C2, C3, and the player's racing symbol 310 appears at C4, each at the bottom row R5. The remaining cells of the grid 300 are filled with gaming elements in the form of non-racing symbols selected from a predefined symbol set associated with the game. For example, these symbols may include icons such as "tires", "roadblocks", or "boost pads", which may influence progression of the racing symbols 310, 320, 330 within the grid 300. Other well known gaming elements from the area of slot games are also possible.

[0065] At this stage, the grid 300 is displayed on the electronic user device 106, providing the player with a clear visual representation of the racing symbols and their starting positions. To be noted is that the racing symbols may have different start positions. The player-assigned racing symbol 310 is distinguished from the competing symbols, allowing the player to immediately identify their role in the game. The configuration of the grid and initial placement of the racing symbols are determined by the server 102 and are governed by predefined rules to maintain fairness and variability in gameplay. For example, the starting positions of the racing symbols may be randomized within predefined constraints to ensure that each game instance presents a unique challenge to the player.

[0066] As illustrated in Fig. 3B, the race sequence is initiated, S3, by the server 102, following the generation and population of the grid 300 as described in connection with Fig. 3A. In this embodiment, the predefined direction of movement for the racing symbols is vertical, meaning that all racing symbols progress upward within their respective columns during the race sequence. However, movement in any other direction, such as diagonal or horizontal, is not explicitly excluded and is defined by a predefined movement rule. In this example, the movement of the racing symbols will only be vertical. Such a configuration ensures clarity in the race mechanics and simplifies the visual tracking of symbol progress for the player.

[0067] During such a stage of the game, each racing symbol 310, 320, 330 advances according to predefined movement rules. The predefined movement rules may involve a random determination of the number of steps per game play, or the movement may be influenced by interactions with specific symbols within the grid. For example, the mentioned "boost pad" symbol encountered by a racing symbol may allow it to advance additional rows, while the mentioned "roadblock" symbol may temporarily delay its progress. Such interactions may possibly add an element of unpredictability and strategy to the game, keeping the player engaged.

[0068] As seen in Fig. 3B, after the first game play, the competing racing symbols 320 and 330 have progressed further upward in a direction toward the top row R1 in the grid 300 than the player-assigned racing symbol 310. Specifically, the first competing racing symbol 320 has advanced to the fourth row R4 of column C2, and the second competing racing symbol 330 has moved to the third row R3 of column C3. The player-assigned racing symbol 310 has advanced only to the fourth row R4 of column C4, trailing the other symbols.

[0069] The server 102 subsequently controls, S4, the display on the client device 106, visually illustrating the current positions of the racing symbols within the grid 300. Such a visual representation may generally be dynamically updated to reflect the progression of the race, allowing the player to observe the competitive interactions in real time. The visual feedback provided by the server ensures that the player remains fully engaged, observing how their assigned racing symbol 310 compares to the progress of the competing symbols 320 and 330.

[0070] In Fig. 3C, the race sequence progresses further, with the server 102 continuing to execute and monitor the predefined movement rules for each racing symbol during subsequent game plays. The player-assigned racing symbol 310 gains momentum during this stage, advancing upward to surpass one of the competing racing symbols, 320, while continuing to compete closely with the second competing racing symbol, 330.

[0071] As the race sequence unfolds, the predefined movement rules determine the number of steps each racing symbol progresses per game play. Possibly, the movement rules may in some embodiments be influenced by both random factors and symbol-specific interactions within the grid. For example, during the previous game play, the player-assigned racing symbol 310 encountered a "boost pad" symbol in its column, allowing it to advance multiple rows in a single game play. Conversely, the competing racing symbol 330 encountered a "roadblock" symbol, which delayed its progression, enabling the player-assigned racing symbol 310 to overtake it. Such interactions not only introduce variability but also encourage the player to remain attentive to the ongoing dynamics of the race.

[0072] As seen in Fig. 3C, the player-assigned racing symbol 310 has now advanced to the second row R2 of column C4, surpassing the first competing racing symbol 320, which remains in the third row R3 of column C2. The second competing racing symbol 330 is however also positioned in the second row R2 of column C3. In this example, the non-racing symbols (i.e. gaming elements) as comprised with the grid 300, again exemplified as "roadblocks" and "boost pads", remain in their respective positions, influencing the progression of the racing symbols as the race continues.

[0073] In line with the present disclosure, the server 102 continuously controls the display on the client device 106 to reflect these updates in real time. The dynamic visualization ensures that the player can observe the competitive interactions between the racing symbols, tracking the progress of their assigned symbol relative to its competitors.

[0074] Fig. 3D illustrates the conclusion of the race sequence, where the player-assigned racing symbol 310 secures the top position in the grid, surpassing the competing racing symbol 320. At this stage, the race sequence has reached its final game play, and the server 102 determines, S5, the relative positional ranking of the racing symbols based on their final positions in the grid.

[0075] As shown in Fig. 3D, the player-assigned racing symbol 310 is positioned in the first row R1 of column C4, marking its victory in the race by sharing the top row R1 with the second competing racing symbol 330. The first competing racing symbol 320 is positioned in the second row R2 of column C2. Although the second competing racing symbol 330 shares the same row as the player-assigned symbol 310, the predefined rules ensure that the player-assigned symbol 310 is ranked higher in the event of a tie. Such a tie-breaking rule is a desirable aspect of the mechanics of the game to ensure fairness and maintain the engagement of the player.

[0076] Once the rankings are established, the server 102 calculates, S6, the game outcome based on the final positional ranking of the player-assigned racing symbol 310 relative to its competitors 320, 330. In this embodiment, the first-place finish triggers a prize calculation according to a predefined prize scheme. For example, the player may receive a cash reward, a multiplier applied to their bet, or other in-game benefits. The server 102 subsequently controls, S7, the display on the client device 106 to visually illustrate the game outcome.

[0077] As depicted in Fig. 3D, the player-assigned racing symbol 310 is highlighted with visual effects, such as for example a glowing outline or an animated celebration graphic, to signify its victory. The GUI also updates the total balance display 210 to reflect the prize awarded to the player.

[0078] Turning finally to Figs. 4A and 4B, presenting a second embodiment of operating a gaming environment in line with the scheme according to the present disclosure. In this embodiment, the game environment is structured similarly to the first embodiment but introduces horizontal movement as the predefined direction for the race sequence. As shown in Fig. 4A, the server 102 similarly generates a grid 400 comprising a predefined number of cells arranged in columns C1 - C4 and rows R1 - R5, again creating a 4 x 5 structure. The server 102 proceeds to populate the grid 400 with a plurality of symbols including one player-assigned racing symbol 410 and two competing racing symbols 420 and 430.

[0079] In this embodiment, the racing symbols are initially positioned at the far left of the grid, specifically in positions corresponding to R2 (player-assigned 410), R3, and R4 for columns C1, respectively. In comparison to Figs. 3A - 3D, the racing symbols 410, 420, 430 are in Figs. 4A and 4B presented as being superimposed on the non-racing symbols (i.e. gaming elements). The remaining cells of the grid 400 are populated with non-racing symbols, including symbols that may influence the movement of the racing symbols 410, 420, 430. For example, a "speed boost" symbol positioned in C3, R3 may accelerate the progress of a racing symbol, while a "slowdown" symbol in C2, R4 may reduce its speed.

[0080] As illustrated in Fig. 4A, the race sequence is initiated, and the racing symbols 410, 420, 430 begin to move horizontally from left to right across the grid 400. The predefined movement rules govern the number of steps each symbol progresses during a game play. For this embodiment, the movement is influenced by interactions with specific grid symbols, as well as random factors that determine the step count. By the end of the first game play, the competing racing symbols 420 and 430 have gained a significant lead, advancing to C2 and C3, respectively, while the player-assigned racing symbol 410 lags behind in C1 (not explicitly illustrated).

[0081] In Fig. 4B, the race sequence concludes with the competing racing symbols 420, 430 maintaining their lead. The first competing racing symbol 420 reaches the far-right column (C4, R3), securing the first position, while the second competing racing symbol 430 finishes closely behind in C3, R4. The player-assigned racing symbol 410 remains in column C3, R2, unable to completely overtake or make tie with both competing racing symbols 420, 430.

[0082] At this stage, the server 102 determines the relative positional ranking of the racing symbols based on their final horizontal positions in the grid. The player-assigned racing symbol 410 is ranked second (since tie with the third competing racing symbol 330), falling short of the positions required to trigger a prize. The server 102 accordingly calculates the game outcome, reflecting the loss for the player in this race sequence. The GUI on the client device updates to visually illustrate the outcome. The racing symbols 420 and 430 are highlighted to indicate their victory, while the player-assigned racing symbol 410 remains unmarked, signifying its loss.

[0083] 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.

[0084] 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.

[0085] 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, wherein the electronic user device comprises a display screen, and the method comprises 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 cell configured to accommodate one symbol, populating, using the server, the grid with a plurality of symbols, the plurality of symbols comprising gaming elements, a player-assigned racing symbol and a competing racing symbol, initiating, using the server, a race sequence spanning over a predefined number of subsequent game plays, wherein the racing symbols are configured to move in a predefined direction across the grid for each game play based on predefined movement rules, controlling, using the server, a first portion of the display of the electronic user device to visually illustrate the movement of the race symbols during the race sequence, determining, using the server, a relative positional ranking of the racing symbols within the grid after completion of the race sequence, wherein the positional ranking is based on positions of the racing symbols within the grid relative to the predefined direction, calculating, using the server, a game outcome based on the positional ranking of the player-assigned racing symbol relative to the competing racing symbol, and controlling, using the server, a second portion of the display of the electronic user device to visually illustrate the game outcome.

2. The method according to claim 1, wherein at least some of the racing symbols are arranged layered onto at least one gaming element.

3. The method according to any one of claims 1 and 2, wherein at least some of the racing symbols are populated in conjunction with one or more cells.

4. The method according to any one of the preceding claims, wherein the player-assigned racing symbol is assigned a winning outcome in the event of a tie in positional ranking with any competing racing symbol.

5. The according to any one of the preceding claims, wherein the game outcome includes a prize, the prize being calculated based on a predefined prize scheme.

6. The method according to any one of the preceding claims, wherein the step of controlling the second portion of the display of the electronic user device comprises rendering updated graphical elements indicative of the prize associated with the game outcome.

7. The method according to any one of the preceding claims, wherein the step of determining, using the server, a relative positional ranking of the racing symbols within the grid further comprises: maintaining, using the server, a virtual position tracker for each racing symbol during the race sequence, wherein the virtual position tracker updates the position of each racing symbol after each game play based on the predefined movement rules, determining, using the server, a final virtual position for each racing symbol upon completion of the race sequence, and generating, using the server, the positional ranking of the racing symbols based on the final virtual positions, wherein the positional ranking is stored on the server for use in calculating the game outcome.

8. The method according to any one of the preceding claims, further comprising the steps of: removing, using the server, the racing symbols after the completion of the race sequence, and repopulating, using the server, the grid with a new set of symbols for subsequent game plays.

9. The method according to any one of the preceding claims, wherein the assignment of racing symbols and other symbols to the grid is at least partly randomized for the race sequence.

10. The method according to any one of the preceding claims, further comprising the step of: triggering, using the server, a bonus event when the player-assigned racing symbol achieves a predefined position on the grid during the race sequence.

11. The method according to any one of the preceding claims, wherein the predefined movement rules for the racing symbols are influenced by additional game factors, including the positions of other racing symbols or predefined obstacles within the grid.

12. The method according to any one of the preceding claims, wherein the race sequence further comprises an extension mechanism that adds additional game plays to the sequence based on a triggering event.

13. The method according to any one of the preceding claims, wherein the step of determining the relative positional ranking of the racing symbols within the grid further comprises: tracking, using the server, positions of all racing symbols throughout the race sequence, including racing symbols that move outside the visible portion of the grid on the display screen, comparing, using the server, the vertical positions of the racing symbols at the end of the race sequence to calculate the positional ranking, and resolving, using the server, positional ties between racing symbols based on predefined tiebreaking rules.

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 arranged in a set number of columns, each cell configured to accommodate one symbol, populate the grid with a plurality of symbols, the plurality of symbols comprising gaming elements, a player-assigned racing symbol and a competing racing symbol, initiate a race sequence spanning over a predefined number of subsequent game plays, wherein the racing symbols are configured to move in a predefined direction across the grid for each game play based on predefined movement rules, control a first portion of the display of the electronic user device to visually illustrate the movement of the race symbols during the race sequence, determine a relative positional ranking of the racing symbols within the grid after completion of the race sequence, wherein the positional ranking is based on positions of the racing symbols within the grid relative to the predefined direction, calculate a game outcome based on the positional ranking of the player-assigned racing symbol relative to the competing racing symbols, and control a second portion of the display of the electronic user device to visually illustrate the game outcome.

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 arranged in a set number of columns, each cell configured to accommodate one symbol, populating, using the server, the grid with a plurality of symbols, the plurality of symbols comprising gaming elements, a player-assigned racing symbol and a competing racing symbol, initiating, using the server, a race sequence spanning over a predefined number of subsequent game plays, wherein the racing symbols are configured to move in a predefined direction across the grid for each game play based on predefined movement rules, controlling, using the server, a first portion of the display of the electronic user device to visually illustrate the movement of the race symbols during the race sequence, determining, using the server, a relative positional ranking of the racing symbols within the grid after completion of the race sequence, wherein the positional ranking is based on positions of the racing symbols within the grid relative to the predefined direction, calculating, using the server, a game outcome based on the positional ranking of the player-assigned racing symbol relative to the competing racing symbols, and controlling, using the server, a second portion of the display of the electronic user device to visually illustrate the game outcome.