Bot Simulation for Wagering Game Multiplayer Availability
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Solution Overview
Problem
Conventional electronic gaming machines do not allow for the introduction of simulated players, such as bots, during gameplay, nor do they simulate player behavior based on actual data or using machine learning or artificial intelligence.
Innovation Solution
A system and method that enable the initiation of a simulated multiplayer game on an electronic gaming machine, where bots are selected from a bot selection table and simulate player behavior, and their entry times in the game are determined from a timed entry distribution table.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If conventional electronic gaming machines are used with traditional human-only gameplay, then the gaming system maintains simplicity in implementation, but the gaming experience becomes limited when human players are unavailable
Solution Approach 1:
The patent creates virtual copies of human players called 'bots' that simulate player behavior through predefined strategies and randomization. These bot entities replicate human gaming actions including joining games, placing bets, and cashing out, allowing the gaming system to function with simulated players when human players are unavailable, thus resolving the contradiction between gaming availability and system complexity
Solution Approach 2:
The system pre-configures bot behavior parameters, strategies, and decision-making algorithms before the gaming session begins. Bot profiles including betting patterns, game preferences, and cashout thresholds are established in advance, enabling bots to autonomously participate in gaming activities without requiring real-time human intervention, thereby maintaining gaming availability while controlling implementation complexity
2Adaptability or versatility
If bots are introduced to simulate player behavior, then the gaming system can provide multiplayer experiences without human players, but the system complexity increases due to bot management requirements
Solution Approach 1:
The gaming system is enhanced with universal bot management functionality that handles multiple tasks including bot creation, deployment, monitoring, and removal through a unified interface. The bot manager component provides multi-functional capabilities to control various aspects of bot participation in gaming activities, reducing the complexity burden by consolidating management operations into a single system module
Solution Approach 2:
Bots are designed with autonomous decision-making capabilities that allow them to independently execute gaming actions based on pre-configured strategies and current game state. Bots automatically join games, place bets, manage their virtual credits, and cash out without requiring continuous human oversight or complex real-time control systems, thereby reducing bot management complexity while maintaining multiplayer simulation capability
3Reliability
If bots with realistic player behavior simulation are implemented, then the gaming experience is enhanced, but the computational resources and system complexity increase
Solution Approach 1:
The bot behavior simulation implements a balanced approach by incorporating selective levels of realism in different behavioral aspects. Bots use randomized decision-making combined with basic strategic rules rather than full artificial intelligence, providing sufficiently realistic player behavior simulation for gaming purposes while avoiding the excessive computational resources that would be required for advanced AI, thus resolving the contradiction between simulation realism and computational complexity
Data Source
AI summary
An electronic gaming machine includes a display device and a processor configured to execute instructions stored in a memory, which when executed, cause the processor to at least initiate a multiplayer game, select at least one bot of a plurality of bots from a bot selection table associated with each bot of the plurality of bots, each bot simulating a player behavior, determine an entry time for at least one bot of the plurality of bots in the simulated multiplayer game, and control the display device to simulate a selection, by the at least one bot, of at least one selectable item at the determined entry time.


