Aggregation Platform for Real-Time Player Eligibility in Gaming

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Solution Overview

Problem

In computerized gaming systems, existing technologies face challenges in facilitating participation in feature operation events across multiple players and Remote Gaming Servers (RGSs), requiring efficient eligibility determination and award distribution without disrupting ongoing games.

Innovation Solution

A method and system that provides an aggregation platform to determine player eligibility in real-time for a shared feature operation, iteratively select eligible players, and grant awards, while managing possession iterations and award distribution dynamically based on event duration and player activity.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If real-time eligibility determination is performed for multiple players across multiple games, then player engagement and fairness are improved, but system complexity and processing load increase

Engineering Contradiction:
Improvefairness of award distributionVSAvoidsystem complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The system segments the eligibility determination process by creating separate eligibility queues for different games and players, allowing independent processing of eligibility checks for each player-game combination. This segmentation enables real-time determination without overwhelming the entire system, as each queue can be processed independently by the aggregation platform.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The aggregation platform acts as an intermediary between the games and the award distribution system. It receives eligibility data from games, processes it centrally, and manages the feature possession iterations. This intermediary role consolidates complexity into a single management layer rather than distributing it across all games and players.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Reliability

If feature possession is divided into multiple iterations with shorter durations, then player engagement and fairness are improved, but the frequency of eligibility checks and system operations increases

Engineering Contradiction:
Improvefairness of feature distributionVSAvoidoperational efficiency
Core Design Contradiction:
ReliabilityVSProductivity

Solution Approach 1:

The system implements periodic feature possession iterations where the feature is awarded to different eligible players in cycles. Each iteration has a predetermined duration, and the system automatically transitions between players based on this periodic schedule. This periodic action ensures fair distribution while maintaining predictable operational patterns that optimize processing efficiency.

Inventive Principle:
Principle #19Periodic action

Solution Approach 2:

The system performs preliminary actions by pre-determining eligibility of players and pre-calculating the sequence of feature possession iterations before the actual feature distribution begins. This allows the system to prepare eligibility data and iteration schedules in advance, reducing real-time processing requirements and improving overall operational efficiency.

Inventive Principle:
Principle #10Preliminary action

3Ease of operation

If eligibility determination is performed repeatedly during the event duration, then player engagement is improved, but processing time and system resources are consumed

Engineering Contradiction:
Improveplayer engagementVSAvoidprocessing time
Core Design Contradiction:
Ease of operationVSLoss of time

Solution Approach 1:

The system implements feedback mechanisms where player eligibility status is continuously monitored and fed back into the eligibility queues. When players meet new eligibility criteria or their status changes, the system receives feedback and updates the queues accordingly. This feedback approach ensures player engagement by maintaining accurate eligibility information while optimizing processing by only updating when necessary rather than continuously re-evaluating all players.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS20250006001A1Computerized method for operating a feature in a game and a system thereof
Publication Date: 2025.01.02 PLAYTECH SOFTWARE LTD
  • US20250006001A1 patent drawing
  • US20250006001A1 patent drawing
  • US20250006001A1 patent drawing

AI summary

A computerized method of facilitating participation in a feature operation executed in a game is provided. The computerized method comprises providing an aggregation platform operatively communicating with at least one remote game server (RGS). The RGS hosts at least one game to be provided to a plurality of players through players' devices. The method further comprises determining, in real time, eligibility of the plurality of players to participate in an operation of a feature shared between the players for a pre-configured event duration, wherein the shared feature operation is executed separately from the game. In response to determining that players are eligible players, facilitating their participation in the execution of the shared feature operation by iteratively selecting one eligible player as possessing a shared feature for a possession iteration having a respective possession duration, and granting an award feature to an eligible player that possesses the shared feature.