Dynamic Game Grid Repopulation for Unpredictable Gameplay

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Solution Overview

Problem

Conventional gaming systems lack dynamic and unpredictable gameplay mechanics, leading to rigid user interfaces and constrained player engagement, which hampers the ability to captivate players and maintain their interest.

Innovation Solution

A server-driven method that dynamically generates and repopulates a game grid with varied elements, employs a dual-criteria evaluation process, and utilizes a step meter to modify element values in real-time, enhancing gameplay complexity and unpredictability.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If a static grid configuration is used in the game, then the game structure is simple and easy to implement, but the gameplay becomes rigid and player engagement decreases

Engineering Contradiction:
Improvegameplay dynamicsVSAvoidgrid management complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent implements dynamic grid configuration where the server can modify the grid structure, cell states, and element positions during game play. The grid transitions from a static layout to a dynamic environment where cells can be activated, deactivated, repopulated, and reconfigured based on game events, player actions, and random determinations, thereby enhancing gameplay adaptability without requiring complex client-side grid management.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent introduces a temporal dimension to the grid configuration by implementing multi-phase game structures (base game, feature games, bonus rounds) where the grid evolves over time. Additional dimensions are added through multi-level grid systems, overlay grids, and hierarchical cell structures that operate at different levels of abstraction, allowing complex gameplay dynamics while maintaining manageable server-side control.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

2Adaptability or versatility

If predetermined element values are used, then the calculation process is simple and fast, but the game becomes predictable and lacks surprise elements

Engineering Contradiction:
Improvepayout variabilityVSAvoidvalue modification complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent implements dynamic parameter modification where element values are not fixed but can be adjusted during game play. The server modifies values based on multiple factors including random determinations, player achievements, game phase, and contextual conditions. Value modification systems include multipliers, bonuses, progressive increments, and conditional adjustments that transform static payout tables into dynamic value structures, enhancing unpredictability while maintaining server-side calculation efficiency.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The patent incorporates feedback mechanisms where element values are adjusted based on game outcomes, player behavior, and system state. The server continuously monitors game progress and modifies element values in response to achieved criteria, creating a feedback loop that adapts the game difficulty and payout structure in real-time, thereby increasing variability and reducing predictability.

Inventive Principle:
Principle #23Feedback

3Adaptability or versatility

If the grid is repopulated frequently with new elements, then gameplay randomization increases and player engagement improves, but computational overhead and network bandwidth consumption increase

Engineering Contradiction:
Improvegame scenario varietyVSAvoidcomputational resource consumption
Core Design Contradiction:
Adaptability or versatilityVSLoss of energy

Solution Approach 1:

The patent implements selective grid repopulation where only specific regions or cell types are refreshed rather than the entire grid. The server applies repopulation actions partially to high-priority areas (e.g., active feature cells, bonus regions) while maintaining stability in other areas, thereby achieving sufficient randomization and scenario variety while significantly reducing computational overhead and network bandwidth consumption compared to full grid repopulation.

Inventive Principle:
Principle #16Partial or excessive action

Solution Approach 2:

The patent pre-generates pools of elements, configurations, and value modifications on the server side before they are needed in the game. The server maintains ready-to-use element inventories and pre-calculates possible grid configurations, allowing rapid grid updates without real-time computational burden during critical game moments, thereby reducing both computational overhead and network transmission requirements.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentEP4657401A1A method for a gaming system
Publication Date: 2025.12.03 PLAYN GO MARKS LTD
  • EP4657401A1 patent drawingFigure 1
  • EP4657401A1 patent drawingFigure 2
  • EP4657401A1 patent drawingFigure 3A

AI summary

The present disclosure relates to a computer implemented method performed by a gaming system. In particular, the present disclosure relates to a scheme for further improving a randomness in a game provided by means of the gaming system by dynamically populating and repopulating a grid used when playing the game. The present disclosure also relates to a corresponding gaming system and a computer program product.