Gaming machines, methods of delivering games, and programs

By enabling players to choose between free games with different feature probabilities, the gaming machine enhances player motivation and excitement through strategic engagement and varied gameplay outcomes.

JP2026059489APending Publication Date: 2026-04-07KONAMI GAMING INC
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-09-26
Publication Date
2026-04-07

AI Technical Summary

Technical Problem

Existing gaming machines provide free games with the same content regardless of the privilege type, leading to decreased player motivation and expectation over repeated plays.

Method used

Implementing a gaming machine with a control unit that triggers different free games, each with varying probabilities for game features, allowing players to choose between a first free game with a lower probability and a second free game with a higher probability, enhancing strategic thinking and gameplay diversity.

Benefits of technology

This approach increases player anticipation and excitement by offering diverse gameplay experiences, encouraging strategic decision-making when selecting free games.

✦ Generated by Eureka AI based on patent content.

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Abstract

We provide games that offer players plenty of new thrills and excitement. [Solution] The gaming machine comprises a display unit and a control unit connected to the display unit, the control unit being configured to provide a base game and a free game, the free game being triggered in at least the base game, the free game including a first free game and a second free game, the first free game and the second free game having the same or corresponding game features, the first free game providing a game feature with a first probability, the second free game providing a game feature with a second probability higher than the first probability, and the player being prompted to choose either the first free game or the second free game when a free game is triggered, and the free game selected by the player being provided.
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Description

Technical Field

[0001] The present disclosure relates to a gaming machine, a method for providing a game, and a program.

Background Art

[0002] Patent Document 1 discloses a gaming machine that provides a slot game. This gaming machine presents a first privilege and a second privilege to a player based on the game result of a base game, and allows the player to select either the first privilege or the second privilege. The first privilege is a free game of a first number of times, and a first multiplier is applied to the game result thereof. The second privilege is a free game of a second number of times less than the first number of times, and a second multiplier larger than the first multiplier is applied to the game result thereof.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In the gaming machine described in Patent Document 1, although the free games provided by the first privilege and the second privilege differ in the number of free games and the magnitude of the multiplier for the game result, the content of the free games is the same. Therefore, regardless of which free game is provided, the player will have the same playing experience. For this reason, the player's expectation for the game decreases according to the number of plays, and there is a risk that the motivation for the player to play the game repeatedly will weaken. In view of such prior art, an object of the present disclosure is to provide a game that can realize a development that sufficiently gives new stimuli and excitement to players.

Means for Solving the Problems

[0005] A gaming machine relating to one aspect of this disclosure comprises a display unit and a control unit connected to the display unit, the control unit being configured to provide a base game and a free game, the free game being triggered in at least the base game, the free game including a first free game and a second free game, the first free game and the second free game having the same or corresponding game features, the first free game providing a game feature with a first probability, the second free game providing a game feature with a second probability higher than the first probability, and in response to the triggering of a free game, the player being prompted to choose either the first free game or the second free game, and the free game selected by the player being provided.

[0006] In this gaming machine, the game feature is offered with a first probability in the first free game, and with a second probability that is higher than the first in the second free game. This gaming machine can offer game features with different probabilities for each free game. Therefore, it is possible to make players aware of the probability of a game feature being offered, allowing them to play the game with anticipation that a feature will be triggered, and to provide a different gameplay experience for each free game, thus diversifying the game's outcomes. Thus, this gaming machine can provide a game that can deliver a sufficiently new stimulus and excitement to the player. Furthermore, by introducing a new metric—the probability of a game feature being offered—this gaming machine can encourage strategic thinking in players when selecting free games.

[0007] In one embodiment, the base game and the free game are slot games, and the control unit may trigger the free game if the result of the base game or the free game includes a trigger symbol. Such a gaming machine has clear trigger conditions for the free game, making it easier for the player to understand the progress of the game.

[0008] In one embodiment, the first probability may be less than 1.0 and the second probability may be 1.0. Such a gaming machine can encourage more strategic thinking from the player when selecting a free game, because the game feature is guaranteed to be applied in the second free game. It should be noted that guaranteed application of the game feature does not only mean that the game feature is guaranteed to be applied when the second free game is offered. For example, in a case where the game feature is triggered probabilistically when the game result in the first free game satisfies predetermined conditions, in the second free game, the trigger condition for the game feature is satisfied simply by the game result satisfying the predetermined conditions.

[0009] In one embodiment, the base game may be a game offered for a fee, while the free game may be a game offered free of charge. Such a gaming machine can increase anticipation for the free game.

[0010] In one embodiment, the number of times the first free game is offered may be the first number, and the number of times the second free game is offered may be the second number, which is smaller than the first number. Such a gaming machine allows players to consider not only the probability of a game feature being offered, but also the number of times the free game is offered when selecting a free game, allowing them to consider the balance between the size of their chances of winning and the return. Therefore, it can encourage players to think more strategically when selecting a free game.

[0011] In one embodiment, the control unit may display the probability of a game feature being offered and the number of free games offered in the first and second free games in a comparable manner on the display unit, allowing the player to select either the first or second free game. Such a gaming machine can provide the player with a situation that makes it easier to consider their options when selecting a free game.

[0012] A method for providing a game relating to another aspect of this disclosure is a method for providing a game that is executed on a gaming machine comprising a display unit and a control unit connected to the display unit and configured to provide a base game and a free game, wherein the free game is triggered in at least the base game, the free game includes a first free game and a second free game, and the first free game and the second free game have the same or corresponding game features, wherein the control unit performs the steps of causing the player to select either the first free game or the second free game in response to the triggering of a free game, and providing the free game selected by the player, wherein in the first free game a game feature is provided with a first probability, and in the second free game a game feature is provided with a second probability that is higher than the first probability. This method for providing a game has the same effect as the gaming machine described above.

[0013] A program relating to another aspect of this disclosure is a program executed in a gaming machine comprising a display unit and a control unit connected to the display unit and configured to provide a base game and a free game, wherein the free game is triggered in at least the base game, the free game includes a first free game and a second free game, and the first free game and the second free game have the same or corresponding game features, the program causing the control unit to have a function to cause the player to select either the first free game or the second free game in response to the triggering of a free game, and a function to provide the free game selected by the player, wherein in the first free game, the game features are provided with a first probability, and in the second free game, the game features are provided with a second probability that is higher than the first probability. This program has the same effect as the gaming machine described above.

[0014] A gaming machine relating to another aspect of the present disclosure comprises a display unit and a control unit connected to the display unit, the control unit being configured to provide a base game and a free game, the free game being triggered in at least the base game, the base game and the free game having the same or corresponding game features, the game features being provided with a first probability in the base game and with a second probability higher than the first probability in the free game.

[0015] In this gaming machine, game features are offered with a first probability in the base game, and with a second probability that is higher than the first probability in the free game. This gaming machine can offer game features with different probabilities in the base game and the free game. Therefore, it is possible to make players aware of the probability of game features being offered, allowing them to play the free game with anticipation that features will be triggered, and to provide different gameplay experiences in the base game and the free game, thereby diversifying the game's outcomes. Thus, this gaming machine can provide a game that can deliver a sufficiently new and exciting experience to players.

[0016] A method for providing a game relating to another aspect of this disclosure is a method for providing a game executed on a gaming machine comprising a display unit and a control unit connected to the display unit, wherein the control unit is configured to provide a base game and a free game, the free game is triggered in at least the base game, the base game and the free game have the same or corresponding game features, the game features are provided with a first probability in the base game and with a second probability higher than the first probability in the free game. This method for providing a game has the same effect as the gaming machine described above.

[0017] A program relating to another aspect of this disclosure is a program executed in the control unit of a gaming machine comprising a display unit and a control unit connected to the display unit, which provides a base game and a free game, the free game being triggered in at least the base game, and the base game and the free game having the same or corresponding game features, wherein the program causes the control unit to implement a function to provide a game feature with a first probability in the base game and a function to provide a game feature with a second probability higher than the first probability in the free game. This program has the same effect as the gaming machine described above. [Effects of the Invention]

[0018] According to the present disclosure, there are provided a gaming machine, a game providing method, and a program that can provide a game capable of realizing a development that sufficiently gives new stimuli and excitement to players.

Brief Description of the Drawings

[0019] [Figure 1] FIG. 1 is a perspective view showing an example of a gaming machine according to an embodiment. [Figure 2] FIG. 2 is a block diagram showing an example of the configuration of the gaming machine of FIG. 1. [Figure 3] FIG. 3 is a schematic diagram of the display area of the gaming machine of FIG. 1. [Figure 4] FIG. 4 is a diagram showing an example of a virtual reel strip. [Figure 5] FIG. 5 is a diagram showing an example of a symbol. [Figure 6] FIG. 6 is a diagram showing the relationship between a base game and a free game. [Figure 7] FIG. 7 is a diagram showing an example of a screen for receiving a player's selection. [Figure 8] FIG. 8 is a directory configuration diagram and a block diagram showing a program and data stored in the memory of FIG. 2. [Figure 9] FIG. 9 is a block diagram of a system related to a gaming machine. [Figure 10] FIG. 10 is a block diagram of the game application program of FIG. 9. [Figure 11] FIG. 11 is a block diagram of the system application program of FIG. 9. [Figure 12] FIG. 12 is a flowchart for explaining the operation of the gaming machine. [Figure 13] FIG. 13 is a flowchart for explaining the operation of the gaming machine. [Figure 14] FIG. 14 is a flowchart for explaining the operation of the gaming machine. [Figure 15]Figure 15 shows other relationships between the base game and the free game. [Modes for carrying out the invention]

[0020] The gaming machine according to the embodiment will be described below with reference to the attached drawings. In each figure, the same or corresponding parts are denoted by the same reference numerals, and redundant explanations are omitted.

[0021] Figure 1 is a perspective view showing an example of a gaming machine according to an embodiment. Here, a gaming machine is a device that accepts betting items such as money, medals, or tokens from a player to start a game, and pays out prizes, benefits, or payouts to the player according to the randomly determined game result. Such gaming machines are designed and manufactured in accordance with local regulations and are installed in licensed facilities such as casinos after obtaining approval from a licensing body as equipment. The gaming machine 10 shown in Figure 1 accepts a predetermined game value from a player, generates a game result, and can provide payouts to the player according to the game result and paytable. The gaming machine 10 provides a video slot game as an example. The video slot game includes, for example, a regular game and a free game. The regular game and the free game are provided when predetermined conditions are met. In the regular game and the free game, symbols displayed in the display area constitute the game result (such as a combination of symbols), and a win is determined.

[0022] As shown in Figure 1, the gaming machine 10 includes a display 16 (an example of a display unit) and a cabinet 12. The cabinet 12 also houses a control unit 22 (see Figure 2) that controls the components of the gaming machine 10.

[0023] The display 16 is a flat panel display device such as a liquid crystal display device or an organic EL display device. The display 16 is controlled via the control unit 22 to provide the game screen to the player. Decorative illumination 36 may be provided around the display 16.

[0024] The cabinet 12 is positioned below the display 16. The cabinet 12 has a control panel 18 that protrudes forward from its front. The control panel 18 is equipped with a player tracking unit 20, a speaker 26, a banknote / ticket identification unit 28, a printer unit 30, and an operating section 32.

[0025] The player tracking unit 20 includes a card reader that recognizes a player identification card, a display that presents data to the player, and a keypad that accepts input from the player. The player tracking unit 20 works in cooperation with the control unit 22 or an external system to read information recorded on the player identification card inserted into the card reader by the player, and displays that information and / or information obtained by communicating with the external system on the display. Furthermore, input from the player is accepted via the keypad, the display changes according to that input, and communication with the external system is performed as necessary.

[0026] The speakers 26 are located on the left and right sides of the control panel 18. The speakers 26 provide sound to the player by being controlled via the control unit 22.

[0027] The banknote / ticket identification unit 28 can be housed in the cabinet 12 with its insertion opening for banknotes / tickets exposed. Inside the insertion opening, an identification unit is provided that identifies banknotes / tickets using various sensors. A banknote / ticket storage unit is provided on the output side of the identification unit. The banknote / ticket identification unit 28 receives banknotes / tickets (including vouchers and coupons) that represent game value, identifies them as game value, and notifies the control unit 22.

[0028] The printer unit 30 can be housed in the cabinet 12 with the ticket output slot exposed. Inside the ticket output slot is a printing section for printing predetermined information onto paper, and a storage section for storing the printing paper is provided on the paper inlet side of the printing section. Under the control of the control unit 22, the printer unit 30 prints the information onto paper and outputs tickets from the gaming machine 10 according to the credit payout process. The output tickets can be inserted into the banknote / ticket identification unit 28 of another gaming machine, allowing the paid-out credits to be used for gameplay, or they can be exchanged for cash at a kiosk terminal or casino cage within the casino.

[0029] The control unit 32 receives input from the player. The control unit 32 includes a group of buttons that receive various instructions from the player of the gaming machine 10. For example, the control unit 32 may include a group of spin buttons and a group of setting buttons. The spin button receives instructions to start an instance of the game (start spinning the reels). The group of setting buttons includes a group of bet buttons and a cash-out button, etc. The group of bet buttons receives instructions from the player regarding the amount of credits to bet (bet amount). The cash-out button receives instructions to pay out credits accumulated in the gaming machine 10.

[0030] Figure 2 is a block diagram showing an example of the configuration of a gaming machine. The gaming machine 10 includes a control unit 22. The control unit 22 comprises a CPU (Central Processing Unit) 38 including a processor, an interface unit 40, memory 42, and storage 44, etc. The control unit 22 may be housed inside the cabinet 12 as a control board. The control unit 22 is configured to communicate with each part via the interface unit 40 and controls the operation of each part by executing a program recorded in the memory 42 (an example of a storage unit) or storage 44 (an example of a storage unit) of the CPU 38, and provides the game to the player.

[0031] The interface unit 40 includes a chipset that provides communication functions for the CPU 38, such as a memory bus connected to the CPU 38, various expansion buses, a serial interface, a USB (Universal Serial Bus) interface, and an Ethernet (registered trademark) interface.

[0032] The memory 42 can be configured to include a volatile storage medium such as RAM (Random Access Memory), a non-volatile storage medium such as ROM (Read-Only Memory), and a rewritable non-volatile storage medium such as EEPROM (Electrically Erasable Programmable Read-Only Memory). The storage 44 provides the control unit 22 with the function of an external storage device and can use removable storage media such as memory cards and magneto-optical disks, and can also use hard disks.

[0033] The interface unit 40 is connected to a banknote / ticket identification unit 28, a printer unit 30, a player tracking unit 20, a graphics controller (GPU: Graphics Processing Unit) 50, an input controller 52, a sound controller 53, and an illumination controller 54. The graphics controller 50, input controller 52, sound controller 53, and illumination controller 54 can be housed inside the cabinet 12 as a control board.

[0034] The control unit 22 is connected to the display 16 via the graphics controller 50. The control unit 22 is connected to the operation unit 32 via the input controller 52. The control unit 22 is connected to the illumination 36 via the illumination controller 54.

[0035] The control unit 22 controls each component by executing programs stored in the memory 42 and storage 44, and provides the game to the player. Here, for example, the control unit 22 may be configured to store the operating system and subsystem programs and data that provide the basic functions of the control unit 22 in the EEPROM of the memory 42, and the application programs and data that provide the game in the storage 44. With such a configuration, the game can be easily changed or updated by replacing the storage 44. Furthermore, the control unit 22 may be a multiprocessor configuration including multiple CPUs.

[0036] The following describes each block connected to the control unit 22. The banknote / ticket identification unit 28 receives banknotes / tickets at the insertion slot and notifies the control unit 22 of identification information corresponding to the banknote type or credit payout process. The control unit 22 increases the amount of credits available in the game according to the notified information. The printer unit 30, under the control of the control unit 22 which receives operation of the cash-out button included in the operation unit 32, prints information corresponding to the credit payout process from the gaming machine 10 onto a ticket and outputs it.

[0037] The player tracking unit 20 works in cooperation with the control unit 22 to send and receive player information and other data to and from the casino management system. The graphics controller 50 controls the display 16 under the control of the control unit 22 and displays a display image including various graphics data. The sound controller 53 drives the speaker 26 under the control of the control unit 22 and provides various sounds such as announcements, sound effects, and background music. The illumination controller 54 controls the lighting of the illumination 36 under the control of the control unit 22.

[0038] The interface unit 40 includes various communication interfaces for communicating with the outside world of the gaming machine 10. For example, the interface unit 40 can communicate with an external network via Ethernet 55, 58, 60, and a serial interface 62. Figure 2 shows examples of communication with other gaming machines 10, a known server-side gaming network (server-based gaming), a G2S network (game-system), and a slot information system (slot data system). The control unit 22 can share game-related information with other gaming machines 10 by communicating with the control unit 22 of the other gaming machine 10 via Ethernet 55 without using an I / O board.

[0039] Figure 3 is a schematic diagram of the display area of ​​the gaming machine shown in Figure 1. As shown in Figure 3, the control unit 22, which is executing a predetermined program, displays the game screen on the display area of ​​the display 16. The game screen has a symbol display area 64 that displays a slot game. The symbol display area 64 is displayed, for example, in the lower area of ​​the game screen. Above the symbol display area 64, there is an area 65 where information related to the game is displayed.

[0040] The symbol display area 64 includes a grid 68 on which symbols can be displayed. By using such a display area, the gaming machine 10 operates as a slot machine that determines winning combinations and pays out payouts according to the combinations of symbols displayed in the grid 68 of the symbol display area 64.

[0041] The display 16 displays multiple symbols in a grid 68. The grid 68 includes multiple rows and columns. The grid 68 is composed of multiple cells 70, which are the stopping positions of the symbols. Figure 3 shows a game screen including multiple cells arranged in a 5x3 grid (matrix). The number of columns and rows of the grid is not particularly limited and may be other configurations such as 5x4, 3-4-4-4-3, 6x3, 6x4, 3-3-3-5-5, etc., and may increase or decrease depending on the game progress and / or the bet amount. One symbol is displayed in the stopping position of each of the multiple cells 70 in the symbol display area 64.

[0042] The symbols placed in each of the multiple cells 70 are determined using a virtual reel strip to display the virtual reel 66. Hereafter, the virtual reel 66 will also be simply referred to as a reel. Figure 4 shows an example of a virtual reel set in a typical game. The virtual reel set includes multiple virtual reel strips, each of which contains a symbol sequence indicating the order of symbols to be displayed in the symbol display area 64. In each cell 70 of the grid 68 shown in Figure 3, symbols are displayed based on the symbol sequence of the virtual reel 66, which includes the virtual reel strips 72, 74, 76, 78, and 80 that make up the virtual reel set 82. In other words, each cell 70 of the grid 68 is associated with a virtual reel strip 72-80 for each column, and the symbols placed in a predetermined portion of each virtual reel strip 72-80 are displayed. Furthermore, the symbols displayed in the cells 70 of the grid 68 change by moving (scrolling or spinning) each symbol column by column based on the symbol sequence of the virtual reel strips 72-80, and the symbols stop when the movement (scrolling or spinning) for each column is stopped. Here, the virtual reel strips 72-80 are data, and the control unit 22 uses the program contained in memory 42 or storage 44, and the data that displays the symbol arrangement (i.e., the order of symbols on each reel strip) which is adjusted for each cell column. The virtual reel set 82 is a collective term for such virtual reel strips 72-80.

[0043] The virtual reel strips 72-80 shown in Figure 4 are composed of symbols 84 at each symbol position 86, and these symbols are arranged in a defined order for each reel. The number of symbols forming the virtual reel strips 72-80 is not limited to this and can be any number. Also, the number of symbols forming the virtual reel strips 72-80 may be the same or may be different from each other.

[0044] Figure 5 shows details of the symbols 84 shown in Figure 4. Each virtual reel strip 72-80 contains symbols selected from the symbol set 88 of the various symbols 84 shown in Figure 5. The symbol set 88 includes card symbols ("J", "Q", "K", and "A") that mimic playing cards as standard symbols, as well as picture symbols ("Pic-A", "Pic-B", "Pic-C", "Pic-D", and "Pic-E") that depict people, animals and plants, objects, treasures and coins, etc.

[0045] Symbol set 88 includes trigger symbol 85 ("TR"). Trigger symbol 85 is a symbol that triggers a free game when a predetermined number of symbols appear during the determination of winning combinations.

[0046] Symbol set 88 may include special symbol 87 ("SP") and inner symbol 89 ("IN"). Special symbol 87 is a symbol used in the game features of the free game described later. Inner symbol 89 is a symbol that is converted into one of the symbols included in the paytable after the reels stop.

[0047] Symbol set 88 may include a wild symbol ("Wild") which is substituted for another symbol when determining winning combinations. Symbol set 88 may also include a jackpot symbol that has been assigned a jackpot category (rank). The jackpot categories are based on the size of the prize, such as MINI, MAJOR, MAXI, MEGA, and GRAND.

[0048] Multiple virtual reel sets may be provided depending on the game content. For example, the virtual reel set used in the regular game and the virtual reel set used in the free game may be the same or different. The virtual reel set used in the free game may be configured to include more picture symbols, wild symbols, trigger symbols 85, special symbols 87, and inner symbols 89 compared to the virtual reel set used in the regular game. By doing so, the probability of winning or the expected value during the free game can be increased, and a more valuable free game can be provided to the player.

[0049] A payline is set in the symbol display area 64. The payline is set to span, for example, from a cell in the leftmost column to a cell in the rightmost column. For example, a payline can consist of any cell in the leftmost column, any cell in the second column from the left, any cell in the third column from the left, any cell in the fourth column from the left, and any cell in the fifth column from the left (the rightmost column). In a 5x3 matrix, 243 types (3 to the power of 5) of paylines can be set, but 40 or 50 of these paylines may be set.

[0050] The gaming machine 10 provides two types of games: a regular game (also called the main game or base game) which is offered for a fee, and a special game which is offered when predetermined trigger conditions are met. The special game is a free game and is offered free of charge. In other words, the free game is offered without consuming any game value. The free game is triggered in at least the base game. The free game may also be triggered if the result of the base game or the result of the free game includes a trigger symbol 85. The number of times the free game is offered may be changed depending on the number of trigger symbols 85 included in the game result.

[0051] In regular and special games, the combination of symbols displayed in the symbol display area 64 from the symbol array representing the game result is the target for determining a winning combination. The control unit 22 starts the game and randomly determines the stopping position of each virtual reel strip 72-80. The virtual reel strips 72-80 displayed on the display 16 move (scroll or spin) from their current position and stop based on the stopping position to represent the game result. Therefore, on the display 16 or grid 68, the symbols included in the virtual reel strips 72-80 change in accordance with the continuous movement (scroll or spin) of the virtual reel strips 72-80 in the vertical direction of the symbol display area 64, and are displayed so that one symbol stops in each cell 70 according to the order of symbols defined in the virtual reel strips 72-80.

[0052] The control unit 22 can be configured to change the multiple symbols displayed on the display 16 in the manner described above, according to the player's operation received by the operation unit 32, stop them in a predetermined order, and pay a payout according to the combination of symbols stopped within the symbol display area 64.

[0053] The control unit 22 provides a game feature when predetermined conditions are met in the base game or free game. For example, the game feature may replace some of the symbols in a symbol combination displayed as a game result with inner symbols 89. Since the inner symbols 89 are converted into one of the symbols included in the paytable, the game feature can increase the number of such symbols included in the game result, thereby increasing the probability of a win. The game feature is not limited to those described above, and may also include adding trigger symbols 85, changing symbols, duplicating symbols, inserting special symbols 87, providing multipliers, increasing the number of rows and / or columns in the grid 68, providing jackpot payouts, or enhancing the virtual reel strip. The enhancement of the virtual reel strip can be achieved, for example, by removing card symbols from the virtual reel strip or by adding inner symbols 89 to the virtual reel strip. The game feature may also be applied before the game result is displayed.

[0054] The control unit 22 may provide the same or corresponding game features in the base game and the free game. Corresponding game features are game features that basically relate to the same mechanism or mechanics, but differ in degree or extent, such as a difference in the number of symbols added or a difference in how the virtual reel strip is enhanced, or the addition of a different mechanism or mechanics. For example, the control unit 22 may provide a game feature that adds a wild symbol in the base game, and a game feature that adds a multiplier wild symbol, which is a wild symbol with the function of a multiplier added, in the free game.

[0055] The control unit 22 may set the activation conditions for game features to be the same or different in the base game and the free game. The activation condition may be that a predetermined symbol is included in the game result, or it may be set so that the feature is activated probabilistically when a predetermined symbol is included in the game result. By introducing such a concept of probability, it is possible to prepare free games with different activation probabilities. For example, a first free game may be prepared in which the game feature is offered with a first probability, and a second free game may be prepared in which the same or corresponding game feature is offered with a second probability. Different probabilities are set for the first and second probabilities. The second probability may be set higher than the first probability. For example, the first probability may be less than 1.0 and the second probability may be 1.0. In this case, in the first free game, the game feature is not necessarily activated even if a predetermined symbol is included in the game result, so the inclusion of the predetermined symbol in the game result means that the player has a chance to activate the game feature. In contrast, in the second free game, the game feature is always activated when a predetermined symbol is included in the game result, so the inclusion of the predetermined symbol in the game result satisfies the activation condition for the game feature.

[0056] The control unit 22 may set activation conditions for game features that are applicable only to free games. Since free games are generally offered multiple times, the activation conditions for game features can be set to be achievable over multiple free games. For example, special symbols 87 that appear as a result of a free game may be collected, and the number of collected symbols may be maintained during the free game, thereby activating game features according to the total number of special symbols 87 collected. In this case, a game feature can be provided that gradually strengthens the virtual reel strip according to the total number of special symbols 87 collected.

[0057] The control unit 22 may be configured to allow the player to select either the first free game or the second free game described above in response to the triggering of a free game, and to provide the free game selected by the player.

[0058] Figure 6 shows the relationship between the base game and the free game. As shown in Figure 6, when a free game is triggered during the base game, the player is selected via the user interface. The control unit 22 may display on the display 16, in a manner that allows comparison, the probability of a game feature being provided and the number of times a free game is provided in a free game (an example of a first free game) and a super free game (an example of a second free game), and allow the player to select either a free game or a super free game.

[0059] Figure 7 shows an example of a screen that accepts player selections. As shown in Figure 7, the display 16 shows that the number of free games offered is "75" and the game feature is offered randomly, and that the number of super free games offered is "45" and the game feature is guaranteed. The number of super free games offered (an example of the second offer) is set to be less than the number of free games offered (an example of the first offer). The player can choose either a free game or a super free game. By presenting the number of offers and the conditions for activating the game feature, the player can consider the balance between the size of their chances of winning and the return. Therefore, it is possible to encourage more strategic thinking from the player when selecting a free game.

[0060] Figures 8 and 9 are directory diagrams and block diagrams showing the programs and data stored in the memory of Figure 2. Figure 10 is a block diagram of the game application program of Figure 9. Figure 11 is a block diagram of the system application program of Figure 9. In the embodiments shown in Figures 8 to 11, memory 42 stores a game application program 92 containing computer-executable instructions, and the game is processed by executing these computer-executable instructions on the CPU 38, and the game screen is displayed on the display 16 of the gaming machine 10. In one embodiment, the game application program 92 also includes program code 94 and program object data 96 containing computer-executable instructions for implementing the game using the algorithms shown in Figures 12 to 14.

[0061] In an exemplary embodiment, memory 42 stores a game application program 92 and a system application program 98, which include computer-executable instructions. The game is processed by executing these computer-executable instructions on the CPU 38, and the game screen is displayed on the display 16 of the gaming machine 10. The game application program 92 provides game-specific front-end functions by being executed on the CPU, and the system application program 98 provides general-purpose back-end functions. In the illustrated embodiment, the game application program 92 and the system application program 98 are implemented on the same operating system. However, these programs may be implemented on different operating systems or on different processors.

[0062] In one embodiment, the game application program 92 includes a number of software modules, including a bet / payline button listener module 100, a start button listener module 102, a credit balance manager module 104, a sampling manager 106, a random number generator (RNG) 108, a comparison manager 110, a game result generator 112, a prize evaluation module 114, a game presenter 116, a game graphics presenter 118, a game sound presenter 120, a prize indicator 122, a rewards provider 124, an application manager 126, and an external communicator 128. The game application program 92 may also include a paytable 130, reel strip data 132, and a stop position table 134.

[0063] The bet / payline button listener module 100 is a software module for receiving signals from the bet button on the control unit 32, which is generated by the button when the player operates the button to select a bet amount. Upon receiving the signal, the bet / payline button listener module 100 transmits the signal generation to the application manager 126 in order to change the bet in the game.

[0064] The start button listener module 102 is a software module for receiving signals from the start button, which is generated when the player operates this button to start the game. Upon receiving the signal, the start button listener module 102 communicates the occurrence of the signal to the application manager 126 in order to start the game.

[0065] Upon receiving a signal from the start button listener module 102, the application manager 126 requests the sampling manager 106 to obtain the required number of random numbers from the random number generator 108.

[0066] The random number generator 108 is a software module that generates random numbers based on a predetermined random number generation calculation algorithm. The random number generator 108 may also generate pseudorandom numbers. The random number generator 108 returns random numbers in response to a request from the sampling manager 106. The random number generator 108 may be implemented in whole or in part as an integrated circuit or wired logic.

[0067] The comparison manager 110 compares the current state of the game and / or each random number with the reel strip data 132 and the stop position table 134, and specifies the corresponding stop position of the reel strip based on each random number.

[0068] The reel strip data 132 has virtual reel strips for normal games, free games, and special games. The comparison manager 110 mentioned above queries the application manager 126 to identify the current state of the game and select a virtual reel strip.

[0069] The stop position table 134 contains a range of random numbers associated with each stop position on the virtual reel strip. The comparison manager 110 determines the stop position of each reel based on the corresponding random numbers and the stop position table 134.

[0070] The game result generator 112 generates game results based on the selected reel layout, the stopping positions of each reel, the stopping positions of the internal symbols, and the attributes to be added. In one embodiment, the game result generator 112 may apply changes to the game results when predetermined conditions are met.

[0071] The prize evaluation module 114 evaluates the game result by referring to the payout table 130. Specifically, it evaluates the prize based on whether the symbols defined as winning combinations in the payout table 130 have stopped.

[0072] The game presenter 116 utilizes the game graphics presenter 118 and the game sound presenter 120 to provide a game presentation process consisting of video and sound in order to ultimately form a predetermined game result.

[0073] The game sound presenter 120 provides the sound presentation process by using the sound controller 53 and speaker 26. The winning indicator 122 shows the winning combinations and payment conditions of the winning symbols formed in the game result. The rewards provider 124 provides reward credits to the winnings meter based on the winning evaluation.

[0074] The application manager 126 manages the operation and status of each software module. In addition, the application manager 126 manages the configuration, progress, and status of the game application program 92. The application manager 126 refers to the game state storage unit 127, determines the size of the symbol display area 64 based on the stored game state, and provides the game. The external communicator 128 exchanges commands and data with the system application program 98.

[0075] The credit balance manager module 104 performs the process of decrementing the credit balance according to the bet amount and incrementing the credit balance based on the total number of wins displayed on the wins meter. The payout table 130 includes the payout or bonus amount associated with each winning combination.

[0076] In an exemplary embodiment, the system application program 98 provides functions other than background processing and game-specific functions. The system application program 98 includes a number of software modules, including a system manager 142, a security manager 144, a slot management module 146, a denomination manager 148, a data logger 150, a communication manager 152, a banknote acceptor manager 154, a meter management module 156, and a cash-out manager 158.

[0077] The system application program 98 may include a game recall file 160, an accounting log 162, and a meter 164. The system manager 142 is a software module for managing all functions other than background processing and game-specific functions performed by the system application program 98.

[0078] The security manager 144 is a software module for managing game verification, door security, and monitoring security sensors. The slot management module 146 is a software module for managing data storage and communicating with an external slot information system.

[0079] The denomination manager 148 is a software module for configuring the denomination settings of the gaming machine 10. The denomination settings can include 1 cent, 2 cents, 5 cents, 25 cents, 1 dollar, 5 dollars, etc. The data logger 150 is a software module for recording the results of each game in the game recall. In addition, the data logger 150 stores error events, banknote logs, cash-out logs, ticket logs, etc., in the accounting log.

[0080] The game recall file 160 is accumulated data containing the results of each game. The game recall file 160 is stored in non-volatile memory. The accounting log 162 is accumulated data containing error events, banknote logs, cash-out logs, ticket logs, etc. The accounting log 162 is stored in non-volatile memory.

[0081] The communication manager 152 is a software module that manages communication between the game application program 92 and the system application program 98. The communication manager 152 also manages network communication between the system application program 98 and other gaming machines 10 and external networks (such as the slot management system network, G2S network, gaming servers for server-based gaming networks, or VLT system network).

[0082] The banknote acceptor manager 154 is a software module for managing banknote acceptors and receives information about banknotes inserted into them. In response to receiving information from the banknote acceptors, the banknote acceptor manager 154 communicates with the meter management module to increment the credit balance based on the inserted banknotes.

[0083] The meter management module 156 is a software module for adjusting the values ​​of the meter 164 in response to communication with the game application program 92 via the communication manager 152, the banknote acceptor manager 154, or the cash-out manager 158. The meter 164 includes a credit meter for showing the current credit balance of the gaming machine, and a winnings meter for showing the total number of winnings in the current game session. The meters further include background meters such as coin-in, coin-out, total drop, jackpot paid by the server, and / or banknote insertion. These meters may be implemented as data on non-volatile memory or as hardware meters.

[0084] The cash-out manager 158 is a software module for managing the cash-out procedure. In response to the player's operation on the cash-out button, the cash-out manager 158 is activated, and the gaming machine pays out the total amount on the credit meter in the form of cash or vouchers.

[0085] Figures 12 to 14 are flowcharts illustrating the operation of the gaming machine. The algorithm (gaming method) for the operation of the gaming machine is implemented in the game application program 92, and is realized when the CPU 38 executes the game application program 92. The operation of the gaming machine involves multiple steps. Each step may be executed independently or in combination with other steps.

[0086] As shown in Figure 12, in step S10, the control unit 22 receives a game start operation from the player, and upon receiving a spin button operation from the player, deducts the set total bet amount from the credits and obtains a predetermined number of random numbers required to provide the game. The random numbers are generated internally by the random number generator 108 of the control unit 22. The control unit 22 may also obtain random numbers from a random number generator provided separately from the control unit 22, or it may be configured to obtain random numbers from a device such as a server located outside the gaming machine 10.

[0087] In step S12, the control unit 22 starts spinning the multiple reels. Next, in step S14, the control unit 22 stops spinning the multiple reels. In step S16, the control unit 22 determines whether it has acquired a chance to activate a game feature. For example, if a game feature is activated probabilistically when a predetermined symbol is included in the game result, the control unit 22 determines that it has acquired a chance to activate the game feature when the predetermined symbol is included in the game result.

[0088] If it is determined that a chance to activate a game feature has been obtained (step S16: YES), the control unit 22, in step S18, obtains a random number for determining whether to activate the game feature. The random number is obtained by one of the methods described in step S10. Next, in step S20, the control unit 22 determines whether the random number obtained in step S18 is within the first range. If it is determined that the random number is within the first range (step S20: YES), the control unit 22 applies the game feature in step S22. For example, in the symbol combination displayed as the game result, the control unit 22 replaces some of the symbols in that symbol combination with inner symbols 89. Then, the control unit 22 converts the inner symbols 89 into one of the symbols included in the paytable.

[0089] If it is determined that the chance to activate a game feature has not been obtained (Step S16: NO), if it is determined that the random number is not within the first range (Step S20: NO), or if Step S22 has ended, the control unit 22, in Step S24, confirms the symbol combination as the game result and determines whether the symbol combination has a winning combination. If it is determined that a winning combination has been obtained (Step S24: YES), the control unit 22, in Step S26, grants the amount corresponding to the winning combination as a bonus. For example, the control unit 22 adds the amount corresponding to the winning combination to the credits held. The control unit 22 may also grant the bonus if a winning combination was formed before the inner symbol 89 was replaced. If it is determined that no winning combination has been obtained (Step S24: NO), no bonus is granted.

[0090] Next, in step S28, the control unit 22 determines whether the trigger conditions for a free game are met. For example, the control unit 22 determines that the trigger conditions for a free game are met if the game result includes a predetermined number of trigger symbols 85.

[0091] If it is determined that the trigger conditions for a free game are met (step S28: YES), the control unit 22 accepts the player's selection in step S30. The control unit 22 accepts the player's selection by displaying a screen for accepting the player's selection, for example, as shown in Figure 7. Subsequently, if a free game is selected (step S32: YES), the control unit 22 proceeds to the flowchart shown in Figure 13 (A in the figure), and if a super free game is selected (step S32: NO), it proceeds to the flowchart shown in Figure 14 (B in the figure). Figures 13 and 14 are flowcharts that explain the operation of the gaming machine.

[0092] The first case where a free game is selected is described below. As shown in Figure 13, first, in step S40, the control unit 22 changes the reel arrangement. The control unit 22 enhances the virtual reel strip compared to the base game, for example. Next, in step S42, the control unit 22 initializes the special symbol accumulation count. The special symbol accumulation count is set to, for example, 0. Next, in step S44, the control unit 22 initializes the remaining number of free games. For example, the control unit 22 sets the number of free games offered to the player in step S30 as the remaining number of free games. Next, in step S46, the control unit 22 decrements the remaining number of free games by one.

[0093] Next, the control unit 22 obtains a random number in step S48. The random number is obtained by one of the methods described in step S10. In step S50, the control unit 22 starts spinning the multiple reels. Next, in step S52, the control unit 22 stops spinning the multiple reels. In step S54, the control unit 22 determines whether it has acquired a chance to activate a game feature. This game feature is the same as or corresponds to the game feature of the base game and the Super Free Game described later. For example, if a game feature is activated probabilistically when a predetermined symbol is included in the game result, the control unit 22 determines that it has acquired a chance to activate the game feature when the predetermined symbol is included in the game result.

[0094] If it is determined that a chance to activate a game feature has been obtained (step S54: YES), the control unit 22, in step S56, obtains a random number for determining whether to activate the game feature. The random number is obtained by one of the methods described in step S10. Next, in step S58, the control unit 22 determines whether the random number obtained in step S56 is within the first range. If it is determined that the random number is within the first range (step S58: YES), the control unit 22 applies the game feature in step S60. For example, in the symbol combination displayed as the game result, the control unit 22 replaces some of the symbols in that symbol combination with inner symbols 89. At this time, the control unit 22 may replace more inner symbols 89 than the base game. Then, the control unit 22 converts the inner symbols 89 into one of the symbols included in the paytable.

[0095] If it is determined that the chance to activate a game feature has not been obtained (step S54: NO), if it is determined that the random number is not within the first range (step S58: NO), or if step S60 has ended, the control unit 22, in step S62, confirms the symbol combination as the game result and determines whether the symbol combination has a winning combination. If it is determined that a winning combination has been obtained (step S62: YES), the control unit 22, in step S64, grants the amount corresponding to the winning combination as a bonus. For example, the control unit 22 adds the amount corresponding to the winning combination to the credits held. The control unit 22 may also grant the bonus if a winning combination was formed before the inner symbol 89 was replaced. If it is determined that no winning combination has been obtained (step S62: NO), no bonus is granted.

[0096] Next, in step S66, the control unit 22 determines whether the remaining number of free games is 0. If it is determined that the remaining number of free games is not 0 (step S66: NO), the control unit 22 determines in step S68 whether the game result includes special symbols 87. If it is determined that the game result includes special symbols 87 (step S68: YES), the control unit 22 adds the number of stopped special symbols 87 to the number of accumulated special symbols in step S70. Next, in step S72, the control unit 22 determines whether the number of accumulated special symbols has reached a threshold. If it is determined that the number of accumulated special symbols has reached a threshold (step S72: YES), the control unit 22 upgrades the reel arrangement. For example, the control unit 22 may remove card symbols from the virtual reel strip or add inner symbols 89 to the virtual reel strip. Note that multiple thresholds may be provided, and the degree of enhancement may be set for each threshold.

[0097] If it is determined that the game result does not include special symbol 87 (step S68: NO), if it is determined that the number of accumulated special symbols has not reached the threshold (step S72: NO), or if step S72 has ended, the control unit 22 returns to step S46. In this way, the processes from step S46 to step S74 are repeatedly executed until it is determined that the number of remaining free games is 0 (step S66: YES). If it is determined that the number of remaining free games is 0 (step S66: YES), the flowchart shown in Figure 13 ends, and the system returns to the flowchart shown in Figure 12 (A' in the figure).

[0098] Next, we will explain the case where a Super Free Game is selected. The operation of the Super Free Game shown in Figure 14 (steps S80 to S114) is the same as the operation of the Free Game shown in Figure 13 (steps S40 to S74), except that the range used for determining the activation of game features is a second range which is larger than the first range, and the degree of reel arrangement enhancement is different. Because the second range is larger than the first range, the probability of a game feature being provided is higher in the Super Free Game than in the Free Game. When the flowchart shown in Figure 14 is completed, the process returns to the flowchart shown in Figure 12 (B' in the figure).

[0099] Returning to Figure 12, if it is determined that the trigger conditions for the free game are not met (step S28: NO), if the free game shown in Figure 13 has ended (A' in the figure), or if the super free game shown in Figure 14 has ended (B' in the figure), the flowchart shown in Figure 12 ends.

[0100] In the gaming machine 10, in a free game (an example of a first free game), the game feature is offered with a first probability, and in a super free game (an example of a second free game), the game feature is offered with a second probability, which is higher than the first probability. The gaming machine 10 can offer game features with different probabilities for each free game. Therefore, it is possible to make players aware of the probability of a game feature being offered, allowing them to play the game with anticipation that a feature will be triggered, and to provide a different play experience for each free game, thereby diversifying the game's outcomes. Thus, the gaming machine 10 can provide a game that can deliver a development that fully provides players with new stimulation and excitement. Furthermore, by introducing a new metric—the probability of a game feature being offered—the gaming machine 10 can encourage strategic thinking in players when selecting a free game.

[0101] The gaming machine 10 may also be a client computing device, in which case the game is delivered from a network server computer system to one or more client computing devices via a communication network. The processor of the client computing device can be programmed to function as the control unit 22 of the gaming machine 10.

[0102] When the gaming machine 10 is used as a client computing device, it is possible to: 1) use a rich client method in which the majority of processing associated with game execution is performed on the client side and the results are sent to the server; 2) use a thin client method in which only the minimum processing is performed on the client side and the main processing is performed on the server side; or 3) use a zero client method in which the majority of data storage and processing is performed on the server side and the client is specialized in input / output. In this case, the software configuration shown in the example will be implemented by distributing it between the client and the server.

[0103] In the gaming machine 10 described above, an example was explained in which the player selects between a free game and a super free game, but the control unit 22 may also make a selection based on probability without a player selection. In the gaming machine 10 described above, the probability that a game feature is provided in the base game (first range in step S20) and the probability that a game feature is provided in the free game (first range in step S58) do not need to be the same, and different values ​​may be set.

[0104] In the gaming machine 10 described above, we explained the case where there is a gradient in the probability of triggering a game feature when the same or corresponding game feature is provided in both the free game and the super free game. However, this can also be applied when the same or corresponding game feature is provided in both the base game and the free game. Figure 15 shows the relationship between the base game and the free game. As shown in Figure 15, the free game is triggered in the base game where the game feature is provided with a first probability. This free game has the same or corresponding game feature as the base game, and that game feature is provided with a second probability that is higher than the first probability. In this case, since the same or corresponding game feature as the base game is provided with a higher probability in the free game than in the base game, the player's expectations for the free game can be increased.

[0105] The functions of the control unit 22 of the gaming machine 10 described above can also be realized by a program executed by a computer. That is, a program can be created to make one or more computers function in the same way as the control unit 22 described above. The program may be provided by recording it on a computer-readable recording medium such as ROM or semiconductor memory. Such a program may be divided into multiple modules.

[0106] Furthermore, various modifications are possible to the operation in each embodiment. For example, the system may acquire a required number of random numbers in advance to determine the reel stopping position, determine whether a special game has been won and whether a prize has been won, and then sequentially display the results on the display. In addition, for example, the control unit 22 may acquire a required number of random numbers all at once at the start of the game and store each random number in a memory area of ​​memory 42 or storage 44 that will not be erased even in the event of a power failure. In this case, even if a power failure occurs during the game, the control unit 22 can reproduce the game's progress by retrieving the random numbers acquired at the start of the game before the power failure occurred from memory 42 or storage 44 when resuming the game after power is restored. For example, if a power failure occurs just before a game result that yields a high payout is formed, it could be a problem if the same game progress is not reproduced after power is restored. However, as described above, by acquiring all random numbers all at once at the start of the game and saving these random numbers in memory 42 or storage 44, the game can be reproduced in the same way as before the power failure occurred after power is restored, thus avoiding such problems.

[0107] Furthermore, while the above embodiment described a configuration in which banknotes or tickets are used as the game value, and these are received by a banknote / ticket identification device and tickets are printed out by a printer unit, the present invention is not limited thereto. The game value is a concept that includes tangible objects such as coins, banknotes, tokens, medals, and tickets, or electronic data such as virtual credits or virtual currencies that have equivalent value. For example, it may be a configuration in which coins are received by a coin acceptor and coins are paid out from a coin hopper. It may also be a configuration in which the player is identified, credits accumulated in an account on the server are used and credits are paid out to the account, or it may be a configuration in which credit information recorded on a storage medium such as a magnetic card or IC card is read and used, and credits are paid out by writing to the storage medium. Furthermore, it may also be a configuration in which credits are electronically transferred between a smartphone or a wearable device. [Explanation of symbols]

[0108] 10...Gaming machine, 16...Display (an example of a display unit), 22...Control unit.

Claims

1. It comprises a display unit and a control unit connected to the display unit, The control unit, A configuration capable of providing a base game and a free game, wherein the free game is triggered in at least the base game, the free game includes a first free game and a second free game, the first free game and the second free game have the same or corresponding game features, the game feature is provided with a first probability in the first free game, and the game feature is provided with a second probability that is higher than the first probability in the second free game. In response to the triggering of the aforementioned free game, the player is instructed to choose either the first free game or the second free game. A gaming machine that provides the free game selected by the player.

2. The base game and the free game are slot games, The gaming machine according to claim 1, wherein the control unit triggers the free game if the result of the base game or the result of the free game includes a trigger symbol.

3. The gaming machine according to claim 1 or 2, wherein the first probability is less than 1.0 and the second probability is 1.

0.

4. The gaming machine according to claim 1 or 2, wherein the base game is a game provided for a fee, and the free game is a game provided free of charge.

5. The gaming machine according to claim 1 or 2, wherein the number of times the first free game is provided is the first number, and the number of times the second free game is provided is the second number, which is smaller than the first number.

6. The gaming machine according to claim 1 or 2, wherein the control unit displays on the display unit in a manner that allows comparison between the probability of the game feature being provided in the first free game and the second free game and the number of times the free game is provided, thereby allowing the player to select either the first free game or the second free game.

7. A method for providing a game to be executed on a gaming machine comprising: a display unit; and a control unit connected to the display unit and configured to provide a base game and a free game, wherein the free game is triggered in at least the base game, the free game includes a first free game and a second free game, and the first free game and the second free game have the same or corresponding game features, The control unit, The steps include: causing the player to select either the first free game or the second free game in response to the triggering of the free game; A method for providing a game, which involves the steps of providing a free game selected by the player, providing the game feature with a first probability in the first free game, and providing the game feature with a second probability that is higher than the first probability in the second free game.

8. A gaming machine comprising a display unit and a control unit connected to the display unit and configured to provide a base game and a free game, wherein the free game is triggered in at least the base game, the free game includes a first free game and a second free game, and the first free game and the second free game have the same or corresponding game features, wherein a program executed by the control unit, the control unit, A function that allows the player to select either the first free game or the second free game in response to the triggering of the aforementioned free game, A program that provides the free game selected by the player, and in the first free game, the game feature is provided with a first probability, and in the second free game, the game feature is provided with a second probability that is higher than the first probability.

9. It comprises a display unit and a control unit connected to the display unit, The control unit, A gaming machine configured to provide a base game and a free game, wherein the free game is triggered in at least the base game, the base game and the free game have the same or corresponding game features, the game features are provided with a first probability in the base game, and the game features are provided with a second probability higher than the first probability in the free game.

10. A method for providing a game that is executed on a gaming machine comprising a display unit and a control unit connected to the display unit, The control unit, A method for providing a game, configured to provide a base game and a free game, wherein the free game is triggered in at least the base game, the base game and the free game have the same or corresponding game features, the game features are provided with a first probability in the base game, and the game features are provided with a second probability higher than the first probability in the free game.

11. A gaming machine comprising a display unit and a control unit connected to the display unit, which provides a base game and a free game, wherein the free game is triggered in at least the base game, and the base game and the free game have the same or corresponding game features, wherein a program is executed in the control unit, The control unit, The base game has a function that provides the game feature with first probability, A program that implements the function of providing the game feature in the free game with a second probability that is higher than the first probability.

Citation Information

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