Online Game Grid Matching With Dynamic Threshold Adjustment

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Solution Overview

Problem

Existing online gaming systems lack the ability to dynamically adjust game outcomes and player engagement, leading to predictable and less immersive experiences, which can reduce player retention and revenue potential.

Innovation Solution

A server-based gaming system that generates a dynamic grid populated with elements and symbols, applies a predefined matching scheme to determine interaction levels, adjusts thresholds, and modifies symbol values based on matching results, ensuring real-time responsiveness and unpredictability.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If the gaming system uses static game outcomes and fixed thresholds, then the system complexity is reduced and computational resources are saved, but player engagement and retention decrease due to predictable experiences

Engineering Contradiction:
Improveplayer engagementVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent implements dynamic thresholds that automatically adjust based on player performance and game state. The matching threshold is no longer fixed but changes in real-time, creating unpredictable gameplay experiences while maintaining system manageability through automated adjustment logic rather than complex manual configuration

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system dynamically modifies game parameters including symbol values, matching thresholds, and grid configurations based on gameplay progression. This allows the game to adapt its difficulty and reward structure without requiring complete redesign of the game architecture, resolving the contradiction between adaptability and complexity

Inventive Principle:
Principle #35Parameter changes

2Adaptability or versatility

If the gaming system dynamically adjusts thresholds and modifies symbol values in real-time, then player engagement and unpredictability are enhanced, but computational resources and processing time increase

Engineering Contradiction:
Improvegame unpredictabilityVSAvoidcomputational resources
Core Design Contradiction:
Adaptability or versatilityVSUse of energy by moving object

Solution Approach 1:

The system pre-calculates and prepares potential game states, symbol configurations, and threshold adjustments before they are needed in gameplay. This allows dynamic adjustments to be made efficiently during gameplay without excessive real-time computational burden, as the heavy lifting is done in advance

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system implements periodic evaluation and adjustment of game parameters at specific intervals or triggers rather than continuously. This reduces computational overhead by limiting dynamic adjustments to meaningful moments in gameplay while still maintaining unpredictability and player engagement

Inventive Principle:
Principle #19Periodic action

3Ease of operation

If the gaming system implements device capability detection and adaptive rendering, then user experience consistency across devices is improved, but system complexity and development time increase

Engineering Contradiction:
Improveuser experience consistencyVSAvoiddevelopment complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The system implements a universal adaptive rendering framework that automatically detects device capabilities and adjusts graphical output accordingly. This single multi-functional system handles multiple device types and capabilities without requiring separate codebases for each device, reducing development complexity while improving experience consistency

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

Solution Approach 2:

The system continuously monitors device performance and rendering capabilities, using this feedback to dynamically adjust graphical elements, resolution, and rendering quality. This closed-loop approach ensures consistent user experience across devices without requiring manual configuration for each device type

Inventive Principle:
Principle #23Feedback

Data Source

PatentEP4700730A1A method for a gaming system
Publication Date: 2026.02.25 PLAYN GO MARKS LTD
  • EP4700730A1 patent drawingFigure 1
  • EP4700730A1 patent drawingFigure 2
  • EP4700730A1 patent drawingFigure 3A

AI summary

The present disclosure relates to a computer-implemented method performed by a gaming system. In particular, the disclosure defines a method for operating an online game where a server generates a game environment represented by a grid populated with various elements and symbols. The method includes applying a predefined matching scheme to determine a matching level between sections of a symbol and corresponding elements within the grid, dynamically adjusting thresholds, and modifying values associated with the sections of the symbol based on the matching results. The disclosure also relates to a corresponding gaming system and a computer program product.