Electronic Game Feature Frequency Selection for Player Math Profiles

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Solution Overview

Problem

Existing electronic games often have a one-size-fits-all math profile that fails to cater to diverse player types, limiting appeal and engagement.

Innovation Solution

Implementing selectable options for game features, such as frequency of occurrence, through user interfaces with graphical representations like sliders or buttons, allowing players to customize their gaming experience.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If a one-size-fits-all math profile is used for the electronic game, then the game development is simplified and the game supplier can focus on theme and mechanics, but the game appeal is limited to a narrow range of player types

Engineering Contradiction:
Improvegame appeal to player typesVSAvoidmath profile configuration
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The math profile is made dynamic and adjustable rather than fixed. Players can select different math profiles (e.g., Conservative, Balanced, Aggressive) that dynamically change game parameters such as feature frequency, payout percentages, and volatility. This allows the same game to adapt to different player preferences and risk tolerances.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes key mathematical parameters of the game including feature occurrence frequency, payout amounts, and return-to-player ratios. By allowing players to adjust these parameters through profile selection, the game can cater to different player types without requiring multiple different games.

Inventive Principle:
Principle #35Parameter changes

2Productivity

If the frequency of occurrence of a feature is increased, then player engagement is improved, but the return to player decreases

Engineering Contradiction:
Improvefeature occurrence frequencyVSAvoidreturn to player
Core Design Contradiction:
ProductivityVSLoss of energy

Solution Approach 1:

The system explicitly trades off feature frequency parameters against return-to-player parameters. When players select a math profile that increases feature frequency (e.g., more frequent small wins), the system automatically adjusts payout parameters to maintain the desired return-to-player ratio, making the trade-off transparent and player-driven.

Inventive Principle:
Principle #35Parameter changes

3Loss of energy

If the return to player is increased, then player satisfaction is improved, but the frequency of occurrence of features decreases

Engineering Contradiction:
Improvereturn to playerVSAvoidfeature occurrence frequency
Core Design Contradiction:
Loss of energyVSProductivity

Solution Approach 1:

Players can select math profiles that prioritize return-to-player over feature frequency. These profiles may offer higher payout percentages but less frequent features, allowing players who value rewards over frequency to optimize their experience accordingly.

Inventive Principle:
Principle #35Parameter changes

4Adaptability or versatility

If selectable options for game features are provided, then player customization and engagement are enhanced, but the user interface complexity increases

Engineering Contradiction:
Improveplayer customizationVSAvoiduser interface
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The math profile selection is segmented into distinct, pre-defined categories (Conservative, Balanced, Aggressive) rather than requiring players to adjust individual parameters. This segmentation simplifies the interface while maintaining customization capability, as players simply choose a profile rather than configuring multiple settings.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The math profile selection mechanism serves multiple functions: it controls feature frequency, adjusts payout percentages, modifies volatility, and sets return-to-player ratios all through a single selection interface. This multi-functionality reduces interface complexity by consolidating multiple controls into one mechanism.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Data Source

PatentUS20250349185A1Selectable feature frequency in an electronic game
Publication Date: 2025.11.13 INTERNATIONAL GAME TECHNOLOGY INC
  • US20250349185A1 patent drawing
  • US20250349185A1 patent drawing
  • US20250349185A1 patent drawing

AI summary

Embodiments of the present disclosure are directed to providing selectable options for a frequency of occurrence for each of one or more features of an electronic game. According to one embodiment, a method for operating an electronic game can comprise providing a user interface, the user interface providing options for each of a plurality of features of the electronic game and receiving an indication of a selected option for a selected feature of the plurality of features of electronic game. The selected option for the selected feature can affect a hit rate for the selected feature. The selected option for the selected features of the plurality of features of the electronic game can be applied and the electronic game can be executed with the applied selected option for the selected feature.