Composable State Machine for Flexible Game Logic
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Solution Overview
Problem
Existing game development kits for electronic gaming devices have a rigid structure that makes it difficult for developers to implement custom game functionality, requiring significant overrides and duplication of code, and do not allow for flexible modification of game execution flow without recompilation.
Innovation Solution
A frontend game development platform with a composable state machine that supports customizable game logic and triggers, allowing developers to modify game workflows and logic without recompiling, and storing these modifications in configuration files for distribution.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If a rigid game development kit structure is used, then the system provides stable and regulated game execution, but developers cannot easily implement custom game functionality requiring significant code overrides and duplication
Solution Approach 1:
The patent segments the game development kit into modular components including a state machine engine, trigger system, and action system. Each state represents a discrete game logic unit that can be independently configured, allowing developers to build custom game functionality by composing states rather than writing duplicate code. The state machine engine processes triggers and executes actions as separate modular units.
Solution Approach 2:
The patent implements dynamic configuration of game logic through a state machine that can be modified at runtime without recompilation. Developers can add, remove, or modify states, triggers, and actions dynamically. The system supports hot-swapping of game logic components and allows configuration changes to be applied immediately, making the system adaptable to custom functionality needs.
2Adaptability or versatility
If the game development kit allows flexible modification of game execution flow, then developers can easily insert custom logic steps, but the system requires recompilation for each modification
Solution Approach 1:
The state machine engine is designed to load and execute game logic from external configuration files rather than compiled code. Modifications to game execution flow, state transitions, triggers, and actions can be made by editing configuration files and reloading them at runtime without triggering a recompilation process. This dynamic loading mechanism eliminates repeated recompilation cycles.
Solution Approach 2:
The patent introduces an intermediary configuration file layer between the developer's logic definitions and the engine's execution. Configuration files serve as a neutral intermediary format that can be edited without compilation, then parsed and loaded by the engine. This intermediary layer decouples the modification process from the compilation process, allowing flexible changes without rebuilds.
3Adaptability or versatility
If a modular frontend design environment is implemented, then games can be composable and interoperable, but the system architecture becomes more complex
Solution Approach 1:
The patent implements universal interfaces and protocols that allow different game components, states, and modules to interoperate through standardized mechanisms. The trigger system and action system use common data structures and event handlers that work across different game types and components. This universality enables composability while managing architectural complexity through standardization.
Solution Approach 2:
The state machine engine implements feedback loops where the execution state continuously reports back to the configuration system, allowing dynamic adjustment of game logic. Triggers generate events that feed back into the state machine, which then executes appropriate actions and transitions. This feedback mechanism enables composability by allowing components to interact and adapt to each other's state through standardized feedback channels.
Data Source
AI summary
The innovations herein concern a frontend game development platform, wherein games developed by the platform comprise: a composable state machine having a plurality of states, wherein each of the plurality of states supports customizable game logic and a plurality of triggers. In prior art GDK slot game engines, most games had a fairly rigid structure that did not easily accommodate custom game developer functionality. The innovations presented herein thus provide a more flexible frontend game (e.g., slot game) development platform and a game engine that provides developers with the ability to easily insert their own custom logic steps or stages into outcome calculation and game flow/presentation. In addition, the improved game engine will provide developers the ability to have game execution flow defined externally—and in a way that it may be modified without the need for a recompilation of the configuration files and/or state machines with each code modification.


