Adapting Class II Games to Match Class III Award Frequencies
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Solution Overview
Problem
Class II games, such as Bingo, fail to generate the same level of excitement as Class III games due to limited winning patterns and award varieties, resulting in a less engaging player experience.
Innovation Solution
A method is developed to adapt Class II games by simulating Class III game plays to obtain frequency data, selecting outcomes with similar occurrence rates, and defining awards based on these simulations, allowing for the display of Class III-like experiences in Class II games, including the use of weighted random sequence selection and award grouping to enhance player engagement.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If Class II games use traditional bingo patterns, then the game structure remains simple and easy to operate, but the number of winning patterns and award varieties is limited, resulting in reduced player excitement
Solution Approach 1:
The patent applies copying by replicating the award structure and mathematical properties of Class III games within the Class II game framework. The system copies the frequency distributions, award tiers, and payout structures from Class III slot machines and applies them to the Class II bingo format, thereby increasing the number of winning patterns and award varieties without fundamentally changing the underlying Class II game structure. This allows Class II games to offer the excitement and variety of Class III games while maintaining their distinct operational characteristics
Solution Approach 2:
The patent implements parameter changes by modifying the frequency and probability parameters of winning outcomes in Class II games. By adjusting the frequency distributions of different award tiers to match Class III game parameters, the system creates a rich variety of winning patterns with different occurrence rates. This transforms the traditional Class II game experience by introducing multiple award levels with varying frequencies, thereby increasing player engagement without requiring complex structural changes
2Productivity
If Class II games are adapted to provide Class III-like award structures, then player engagement and excitement increase, but the complexity of defining and managing multiple award frequencies increases
Solution Approach 1:
The patent applies preliminary action by pre-calculating and storing the frequency distributions and award structures before the Class II game begins. The system performs simulations or calculations in advance to determine the optimal frequency parameters that will replicate Class III game characteristics. These pre-determined parameters are then applied to the Class II game, allowing the system to manage complex award structures without requiring real-time computational complexity during actual gameplay. This preliminary preparation enables high player engagement while keeping the operational complexity manageable
3Ease of manufacture
If Class II games maintain traditional simple structures, then the game is easy to manufacture and implement, but the mathematical properties and play characteristics differ significantly from Class III games
Solution Approach 1:
The patent implements parameter changes by modifying key mathematical parameters of Class II games to match Class III game characteristics. Specifically, the system adjusts the frequency distributions, award probabilities, and payout structures to replicate the mathematical properties of Class III slot machines. This allows Class II games to achieve similarity in play characteristics and mathematical behavior while maintaining their fundamental structure, thereby balancing ease of manufacture with adaptability to Class III-like experiences
Data Source
AI summary
Methods, systems, and devices for adapting a Class II game to provide play characteristics of a Class III game are provided. Plays of the Class III game are simulated in a computer to obtain frequencies of occurrence of at least one Class III award. Plays of the Class II game are simulated in a computer to obtain frequencies of occurrence of at least one Class II outcome. A Class III award is selected. A Class II outcome having a similar frequency of occurrence to the selected Class III award is selected. An award is defined for the selected Class II outcome according to the selected Class III award.


