Audio Content Layer Control for Electronic Gaming Machines

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Solution Overview

Problem

Electronic gaming machines (EGMs) face challenges in attracting and retaining players, as existing systems lack effective methods to enhance player engagement and loyalty, particularly in controlling audio content layers across multiple machines.

Innovation Solution

A system that includes a processing circuit and communication interface to identify and manage multiple audio content layers, allowing each active EGM to receive a unique portion based on the number of active machines, enabling collaboration and social interaction through audio content selection and synchronization.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If traditional single-machine audio systems are used, then each EGM operates independently, but player engagement and loyalty remain limited

Engineering Contradiction:
Improveplayer engagementVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The audio content is divided into multiple layers that can be selectively assigned to different EGMs. Each EGM receives a specific portion of audio layers based on the number of active machines, creating a segmented distribution system that enables collaborative audio experiences while maintaining individual machine independence.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

A central controller acts as an intermediary between the audio content source and the EGMs. This mediator distributes appropriate audio layers to each machine based on real-time conditions (number of active EGMs), enabling coordinated multi-machine audio experiences without requiring direct peer-to-peer communication between EGMs.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Ease of operation

If audio content is distributed to all EGMs, then each machine has full audio capability, but network bandwidth and processing load increase

Engineering Contradiction:
Improveaudio playback capabilityVSAvoidnetwork bandwidth
Core Design Contradiction:
Ease of operationVSLoss of energy

Solution Approach 1:

Each EGM is equipped with the specific audio layers locally required for its operational context rather than receiving all audio content. The system assigns different portions of audio layers to different machines based on the number of active EGMs, optimizing local resource utilization and reducing redundant data transmission across the network.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

Instead of providing complete audio content to every EGM, the system delivers only the necessary partial set of audio layers to each machine. This partial action approach ensures sufficient audio capability for each EGM's specific context while minimizing overall network bandwidth consumption and processing requirements.

Inventive Principle:
Principle #16Partial or excessive action

3Reliability

If multiple audio layers are managed centrally, then audio synchronization is improved, but system complexity and communication overhead increase

Engineering Contradiction:
Improveaudio synchronizationVSAvoidcontrol system complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The central controller pre-identifies and assigns specific audio layers to each EGM based on the current number of active machines before audio playback begins. This preliminary assignment ensures that each EGM has the correct audio content ready locally, enabling synchronized playback without requiring complex real-time coordination during actual audio delivery.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS10825289B2Controlling audio content layers played on a bank of electronic gaming machines
Publication Date: 2020.11.03 INTERNATIONAL GAME TECHNOLOGY INC
  • US10825289B2 patent drawing
  • US10825289B2 patent drawing
  • US10825289B2 patent drawing

AI summary

A system comprising a communication interface, a processing circuit, and a memory device that stores machine readable instructions that, when executed by the processing circuit, cause the processing circuit to identify audio content that comprises multiple audio content layers. Each audio content layer of the plurality of audio content layers being playable to generate a portion of sound that is generated when playing the audio content. The processing circuit determines a quantity of active electronic gaming machines (“EGMs”) in a bank of EGMs, determines a portion of the audio content layers based on the quantity of active EGMs, and generates audio instructions for an active EGM in the bank of EGMs. The audio instructions can indicate that the portion of the audio content layers are selectable to be played by the active EGM. The processing circuit transmits, via the communication interface, the audio instructions to the active EGM.