Billing Server Count Limit Renewal for Game Machines

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Solution Overview

Problem

Existing billing systems for arcade game machines face challenges in managing continuous use while ensuring accurate pay-per-use billing, particularly when machines are disconnected from the network due to failures or unauthorized use, and struggle to flexibly adjust usage limits based on varying circumstances.

Innovation Solution

A billing management system that includes a billing server connected to a communication network, where game machines transmit play count information at preset intervals, allowing the server to perform pay-per-use billing, renew usage limits, and restrict play when limits are reached, ensuring continuous operation with proper use and preventing unauthorized use.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Duration of action of moving object

If the allowable number of uses is set high to ensure prolonged continuous use of the machines, then the duration of machine operation is improved, but the ability to perform regular pay-per-use billing is lost

Engineering Contradiction:
Improvecontinuous use periodVSAvoidbilling accuracy
Core Design Contradiction:
Duration of action of moving objectVSMeasurement precision

Solution Approach 1:

The system preliminarily sets a default count limit in the billing server before the machine operates. This preliminary setting allows the machine to operate continuously without frequent interruptions for billing, while the system is already prepared to perform accurate billing calculations once the limit is reached or the billing cycle expires.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system implements feedback by having the game machine transmit billing information (including play count data) to the billing server at predetermined intervals. The server then renews the count limit based on this feedback, enabling continuous operation while maintaining accurate pay-per-use billing through regular information exchange.

Inventive Principle:
Principle #23Feedback

2Measurement precision

If the allowable number of uses is set low to enable short cycle billing and settlement, then the billing accuracy is improved, but the machines are disabled frequently which adversely affects business profit

Engineering Contradiction:
Improvebilling accuracyVSAvoidbusiness profit
Core Design Contradiction:
Measurement precisionVSProductivity

Solution Approach 1:

The billing server preliminarily sets a default count limit that allows for a reasonable operating cycle before billing intervention is needed. This preliminary configuration balances billing accuracy with business continuity, preventing frequent machine disablements while maintaining the ability to perform accurate periodic billing.

Inventive Principle:
Principle #10Preliminary action

3Measurement precision

If the machines are connected to the communication network for the center to access use history data, then the billing accuracy is improved, but the system reliability deteriorates when network connection is interrupted

Engineering Contradiction:
Improvebilling accuracyVSAvoidoperation continuity
Core Design Contradiction:
Measurement precisionVSReliability

Solution Approach 1:

The game machine preliminarily stores billing information (including play count data) locally before network connection is needed. This preliminary data storage ensures that even if the network connection is interrupted, the machine can continue to operate and the billing information will be transmitted accurately once connectivity is restored.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system provides a cushion by allowing the game machine to operate with a predetermined count limit stored locally. This cushion enables the machine to continue functioning during network interruptions, and the system is prepared to renew the limit and perform billing calculations when the connection is restored, maintaining both reliability and billing accuracy.

Inventive Principle:
Principle #11Beforehand cushioning (Prior cushioning)

4Ease of operation

If the count limit is set in the machine when it is turned on for the first time, then the ease of operation is improved, but the adaptability deteriorates as the limit becomes unchangeable

Engineering Contradiction:
Improveinitial setup simplicityVSAvoidlimit flexibility
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The count limit is made dynamic by allowing it to be renewed and adjusted by the billing server based on billing information received from the game machine. The server can modify the limit according to various conditions (billing history, usage patterns, administrative decisions), providing flexibility while maintaining ease of initial operation.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS7950998B2Billing management system for game machine
Publication Date: 2011.05.31 SEGA CORP
  • US7950998B2 patent drawing
  • US7950998B2 patent drawing
  • US7950998B2 patent drawing

AI summary

A collective system for billing management of each game machine installed in shops or the like via communication network. A limit is set to the usable number, while the game machine is ensured continuous use as long as it is properly used and the billing is carried out regularly during the continuous use on a pay-per-use basis. The play count is counted up every time one game is played, and when the play count has reached or exceeded a count limit, the use of the game machine is restricted. The game machine is connected to a billing server via a communication network. The billing server includes a count limit renewing unit which renews the count limit of the game machine that has transmitted billing information, and transmits the new count limit back to the game machine every time the billing server receives the billing information from the game machine.