Dynamic Award Mapping for Class II Gaming Systems

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Solution Overview

Problem

Existing Class II gaming systems fail to effectively replicate the excitement and payout dynamics of Class III games, as the mapping of bingo outcomes to slot machine results is predictable and does not accurately mimic the odds and frequencies of Class III games, limiting player engagement.

Innovation Solution

A method where Class II game outcomes are represented as Class III gaming events, with multiple award types associated with each winning outcome, allowing the frequency and payout of secondary events to mimic actual Class III games, varying based on player wager size, ensuring all players receive awards for the same outcomes.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If a one-to-one mapping of bingo outcomes to slot machine results is used, then the game outcome can be displayed as a simulated slot event, but the excitement and player engagement are reduced because the results are predictable and do not mimic actual Class III game odds

Engineering Contradiction:
Improvegame outcome representationVSAvoidplayer engagement
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The patent applies parameter changes by transitioning from a fixed one-to-one mapping to a dynamic many-to-one mapping system. The mapping between bingo outcomes and slot machine results is no longer rigid but adapts based on payout thresholds and probability distributions. This allows the simulated slot event to dynamically adjust its characteristics (payout amounts, hit frequencies, result distributions) to match actual Class III game mechanics, thereby resolving the contradiction between maintaining simple outcome representation and preserving player engagement through realistic game simulation.

Inventive Principle:
Principle #35Parameter changes

2Adaptability or versatility

If multiple award types are associated with each winning outcome, then the payout frequency and amounts can be varied to mimic Class III games, but the system complexity increases

Engineering Contradiction:
Improvepayout variationVSAvoidaward mapping system
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent applies segmentation by dividing the award structure into multiple distinct award types (e.g., base awards, bonus awards, progressive awards) that can be independently configured and associated with different bingo outcomes. This modular approach allows the system to handle complex payout variations by combining simpler award components rather than managing a single monolithic award system, thus reducing the practical complexity while enabling sophisticated payout strategies that mimic Class III games.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent introduces an intermediary mapping layer that translates bingo outcomes into multiple award types before they are converted into simulated slot event results. This intermediary layer acts as a buffer between the simple bingo outcome determination and the complex simulated slot payouts, allowing the system to manage complexity centrally in the mapping logic rather than distributed across multiple independent systems. The intermediary consolidates the complexity management while enabling flexible payout variation.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Ease of operation

If the mapping reflects actual Class III game odds and frequencies, then player engagement increases, but the payout structure becomes more complex and harder to control

Engineering Contradiction:
Improveplayer engagementVSAvoidpayout structure
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The patent applies dynamics by making the payout structure adaptive rather than static. The mapping system dynamically adjusts payout amounts, hit frequencies, and result distributions based on the simulated slot event parameters and actual Class III game characteristics. This dynamic approach allows the system to maintain realistic game odds and high player engagement while controlling complexity through centralized parameter configuration rather than hard-coded complex logic, resolving the contradiction between engagement and controllability.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS8506386B2Method and apparatus for awarding wins for game play
Publication Date: 2013.08.13 ARIES TECHNOLOGY LLC
  • US8506386B2 patent drawing
  • US8506386B2 patent drawing
  • US8506386B2 patent drawing

AI summary

A method of awarding wins for game play comprises determining winning outcomes from all possible outcomes of game play and assigning at least one of two different types of awards, such as either or both primary and secondary credit awards, to each winning outcome. Preferably, the winning combinations and associated awards are selected so that, when assigned to a secondary event, the outcome of the game may be represented as the outcomes of a secondary event. In one embodiment, the outcomes of a Class II game, such as bingo, are represented by outcomes Class III type event, such as the game of slots. In accordance with the invention, the representation of the game outcomes mimics the frequency of wins and the payouts associated for those wins in a true Class III game, including as dependent upon the size of a player's wager.