Dynamic Game Distribution via Central Controller Monitoring

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Solution Overview

Problem

Networks of gaming machines experience performance disparities due to varying popularity of games, leading to reduced player interest and system efficiency, as low-performing machines can slow down the linked system.

Innovation Solution

A system and method where a central controller monitors the performance of multiple gaming machines, selects and implements different games based on financial and historical performance data, and sends control messages to adjust game offerings dynamically, ensuring optimal game distribution and resource management across the network.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If a single game is implemented on all gaming machines in the network, then system simplicity is maintained, but player interest decreases due to repetitive gameplay and performance disparities

Engineering Contradiction:
Improvegame varietyVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system dynamically changes games on gaming machines based on real-time performance monitoring. The central controller receives performance data from machines and automatically selects and distributes appropriate games, making the system adaptable without requiring complex manual configuration or static game assignments

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system uses automated performance monitoring and game selection algorithms that operate without human intervention. The central controller autonomously analyzes machine performance data and makes game assignment decisions, reducing the need for operator involvement while maintaining game variety

Inventive Principle:
Principle #25Self-service

2Productivity

If popular games are continuously provided on all machines, then player satisfaction increases, but bandwidth consumption increases due to frequent game distribution updates

Engineering Contradiction:
Improvesystem efficiencyVSAvoidbandwidth consumption
Core Design Contradiction:
ProductivityVSLoss of energy

Solution Approach 1:

The system tailors game assignments to individual machine characteristics and performance levels. Each machine receives games appropriate to its specific performance profile, allowing popular games to be distributed selectively to machines that can handle them efficiently, rather than universally across all machines

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The system changes game parameters based on machine performance metrics such as drop rates and play frequencies. By adjusting which games are assigned to which machines based on their performance parameters, the system optimizes both player satisfaction and resource utilization, reducing unnecessary bandwidth consumption

Inventive Principle:
Principle #35Parameter changes

3Ease of operation

If game assignments are fixed on each machine, then system complexity is reduced, but player interest decreases due to repetitive gameplay experiences

Engineering Contradiction:
Improveoperation simplicityVSAvoidgame adaptability
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The system continuously monitors machine performance metrics including drops, plays, and game popularity. This feedback loop enables the central controller to dynamically adjust game assignments based on actual performance data, maintaining operational simplicity while achieving adaptability through automated data-driven decision making

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS10043340B2System and method for implementing a plurality of games
Publication Date: 2018.08.07 PALTRONICS AUSTRALASIA
  • US10043340B2 patent drawing
  • US10043340B2 patent drawing
  • US10043340B2 patent drawing

AI summary

The gaming machine (1) includes a processor (4) with associated memory (5) implementing one of the games, a communications bus (6), a game display (7) for displaying information related to the progress of the game, a game identification display (8) for displaying an image—forming part of the game's resource data set—to allow a potential user to identify the game presently being provided as well as game specific information such as payouts, rules and so on, and a user interface device (9) as user-operable buttons. An output device (10) outputs to the central controller (2) machine performance messages (11) containing machine performance information as time since last play, total drop, total drop over a period of time, total return to player, return to player over a period of time, technical aspects of the gaming machine, and the like.