Dice Tile Accumulation Sequences for Interactive Hand Completion

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Solution Overview

Problem

Gaming machines lack engaging and dynamic tile accumulation and use sequences that enhance player interaction and reward opportunities, particularly in secondary games triggered by primary games.

Innovation Solution

Implement a gaming system that displays tile accumulation and use sequences, allowing players to select and accumulate tiles in designated areas, apply them to complete hands or runs, and receive rewards for proper completion, with features like bypass options and automatic rules to simplify gameplay.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If traditional gaming machines use simple symbol accumulation, then the game mechanics are easy to understand, but player engagement and interaction are insufficient

Engineering Contradiction:
Improveease of understanding game mechanicsVSAvoidplayer engagement and interaction
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The patent implements dynamic tile accumulation sequences where tiles are accumulated in specific sequences rather than randomly, creating a structured yet adaptable gameplay experience. The system dynamically determines which tiles to accumulate based on game state, providing both structure and player engagement opportunities

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent segments the accumulation process into distinct sequences (hand accumulation sequences and run accumulation sequences) with different rules and objectives. This segmentation allows players to engage with different gameplay mechanics while maintaining overall game coherence

Inventive Principle:
Principle #1Segmentation

2Adaptability or versatility

If gaming machines provide more award opportunities through secondary games, then player reward options increase, but game complexity increases

Engineering Contradiction:
Improvereward opportunitiesVSAvoidgame complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent uses preliminary actions by accumulating tiles in designated sequences before they are needed to complete hands or runs. This preliminary accumulation simplifies the secondary game mechanics by pre-organizing resources, reducing the complexity of tile management during critical gameplay moments

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent introduces an intermediary accumulation area that serves as a buffer between tile generation and tile usage. This intermediary space simplifies the transition between primary and secondary games by providing a structured holding area for tiles, reducing overall game complexity

Inventive Principle:
Principle #24Intermediary (Mediator)

3Ease of operation

If gaming machines require manual tile management, then player control over tile usage increases, but gameplay time and complexity increase

Engineering Contradiction:
Improve player controlVSAvoidgameplay time
Core Design Contradiction:
Ease of operationVSLoss of time

Solution Approach 1:

The patent implements self-service mechanisms where the system automatically manages certain aspects of tile accumulation and tracking. The gaming system automatically tracks accumulated tiles, determines when accumulation sequences are complete, and manages tile availability, reducing manual player effort while maintaining control

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS20250391227A1Selective dice type tile accumulation sequences and related selective accumulated dice type tile use sequences
Publication Date: 2025.12.25 INTERNATIONAL GAME TECHNOLOGY INC
  • US20250391227A1 patent drawing
  • US20250391227A1 patent drawing
  • US20250391227A1 patent drawing

AI summary

Gaming systems and methods that provide tile accumulation sequences and related accumulated dice type tile use sequences, wherein the accumulation sequence includes an accumulation of dice type tiles during one or more plays of one or more games during, and wherein the use sequences include the use of the accumulated dice type tiles to complete runs of a hand and the hand.