Computerized Card Selection System with Null Card Conflict Resolution

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Solution Overview

Problem

Existing computer-based multiplayer card games, such as poker, often rely on luck rather than skill, leading to early dropout from betting due to the rarity of good hands, and lack efficient tracking and management of card selections and betting processes.

Innovation Solution

A computer-based multiplayer card game system where players use client and server software to select and manage cards over a network, ensuring card selections are based on skill and strategy, with features like null card delivery for duplicate requests, instantaneous card distribution, and automated scoring, allowing for faster gameplay and varied game options.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If traditional poker games are played with standard card dealing, then the game follows conventional rules, but good hand combinations are rare and players drop out early due to lack of skill involvement

Engineering Contradiction:
Improvecard selection processVSAvoidgameplay speed
Core Design Contradiction:
Ease of operationVSProductivity

Solution Approach 1:

Players make card selections before the dealing process begins. The system pre-determines which cards each player will receive based on their selections, eliminating the need for post-dealing adjustments and accelerating the overall game pace while maintaining strategic depth.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent replaces traditional mechanical card dealing with a computerized selection system. Players interact with a digital interface to select desired cards, and the computer automatically handles card distribution and hand evaluation, streamlining the process and enabling faster gameplay without sacrificing skill-based decision-making.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

2Ease of operation

If wild cards are introduced to increase chances of good hands, then player engagement improves, but the game relies more on luck than skill

Engineering Contradiction:
Improvehand qualityVSAvoidskill-based outcome
Core Design Contradiction:
Ease of operationVSReliability

Solution Approach 1:

The system dynamically adjusts the deck composition and card availability based on player selections and game state. By changing parameters such as which cards are available for selection and how they are distributed, the system ensures that hand quality depends on strategic choices rather than fixed luck, while still providing opportunities for strong combinations.

Inventive Principle:
Principle #35Parameter changes

3Adaptability or versatility

If multiple players select cards simultaneously, then game complexity increases, but manual tracking of selections and betting becomes error-prone and time-consuming

Engineering Contradiction:
Improvemulti-player interactionVSAvoidcard selection management
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The computer system automatically tracks, validates, and processes card selections from all players without human intervention. The system self-manages the complexity of multi-player interactions, resolving conflicts, determining available cards, and maintaining game state, thereby eliminating manual tracking errors and reducing operational complexity.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The system provides real-time feedback to players about card availability, selection status, and game progress. This feedback mechanism allows players to make informed decisions while the system simultaneously updates its internal state, efficiently managing the complexity of multiple simultaneous selections and bets through automated processing and communication.

Inventive Principle:
Principle #23Feedback

4Productivity

If card dealing is done traditionally, then the process is simple, but instantaneous card distribution and automated scoring are not achieved

Engineering Contradiction:
Improvegameplay speedVSAvoidcard distribution process
Core Design Contradiction:
ProductivityVSExtent of automation

Solution Approach 1:

The patent replaces manual card dealing and scoring with automated computer-based processes. The system instantly processes card selections, determines dealt cards, calculates hands, and updates game state automatically, achieving instantaneous card distribution and scoring while managing the complexity through software implementation.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

Data Source

PatentUS7717783B2Computer-based, interactive, real-time card selection game
Publication Date: 2010.05.18 THWARTPOKER
  • US7717783B2 patent drawing
  • US7717783B2 patent drawing
  • US7717783B2 patent drawing

AI summary

The invention is a method of playing computerized card games against real or virtual players. The cards games are usually variations of poker, where the quality of the players' hands is due to skill and strategy rather than the luck of the draw. Players request desired cards from a computerized dealer without knowledge of which cards other players have requested. A null card, which has no value in determining the outcome of the game, is delivered to players who request the same card as another player has requested regardless of whether the card was requested previously or during the current round. In another embodiment, a null card is delivered only when two or more players request the same card during the current round or if a player requests a card that has already been distributed.