Game Machine State Detection Using Credit and Timer Logic

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Solution Overview

Problem

Conventional game machines cannot distinguish between an occupied state and an unoccupied state, leading to incorrect attraction presentations, where a game machine temporarily interrupted by a player is mistaken for empty, causing other players to mistakenly play it.

Innovation Solution

Incorporating a credit determination part and a timer to differentiate between occupied and unoccupied states by determining the presence or absence of credits and measuring time, with directional and vibration speakers to control attraction presentations accordingly.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If only two states (currently playing state and non-playing state) are determined, then the game machine can operate with simple state detection, but another player cannot be prevented from erroneously playing the game machine when it is temporarily interrupted

Engineering Contradiction:
Improvestate detection simplicityVSAvoidplayer identification accuracy
Core Design Contradiction:
Ease of operationVSReliability

Solution Approach 1:

The patent segments the non-playing state into two distinct states: occupied state (when a player has inserted credits but temporarily interrupted the game) and unoccupied state (when no player is present). This segmentation allows the system to differentiate between these scenarios using the credit determination part and timer, preventing erroneous play while maintaining operational simplicity.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent introduces an intermediary determination mechanism (credit determination part combined with timer) that mediates between the simple non-playing state detection and the need for accurate player identification. This intermediary system uses credit presence and time elapsed as intermediate criteria to distinguish between occupied and unoccupied states, resolving the contradiction between simplicity and accuracy.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Productivity

If attraction presentation is performed on all non-playing states, then the game machine can maximize attraction effect, but another player may erroneously play the game machine that is in the occupied state

Engineering Contradiction:
Improveattraction effectVSAvoiderroneous play by other players
Core Design Contradiction:
ProductivityVSObject-affected harmful factors

Solution Approach 1:

The patent applies local quality by differentiating the treatment of different non-playing states. Attraction presentation is selectively performed only in the unoccupied state, while being suppressed in the occupied state. This localized differentiation ensures that attraction effects are maximized when appropriate (unoccupied state) while preventing harmful effects (erroneous play) in the occupied state.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent inverts the conventional approach by suppressing attraction presentation in the occupied state rather than performing it universally. This inversion prevents the harmful effect of erroneous play while maintaining the beneficial attraction effect in the unoccupied state, resolving the contradiction between productivity and harmful factors.

Inventive Principle:
Principle #13The other way round (Inversion)

3Adaptability or versatility

If the game machine is determined to be in the non-playing state when no player is present, then attraction presentation can be performed to encourage players, but the system cannot distinguish this from a player who temporarily interrupted the game

Engineering Contradiction:
Improveplayer engagement capabilityVSAvoidplayer presence information
Core Design Contradiction:
Adaptability or versatilityVSLoss of information

Solution Approach 1:

The patent implements feedback by continuously monitoring credit presence and time elapsed to determine the current state. The credit determination part provides feedback on whether a player is present, and the timer provides feedback on how long the player has been absent. This feedback mechanism enables the system to adapt its behavior (performing or suppressing attraction presentation) while maintaining accurate information about player presence.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The patent applies preliminary action by using the timer to measure time elapsed since the player last interacted with the machine. This preliminary time measurement allows the system to distinguish between a player who temporarily interrupted the game (short time elapsed) and a completely absent player (long time elapsed), preventing loss of player presence information while enabling appropriate state determination.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS11373478B2Game machine
Publication Date: 2022.06.28 OMRON CORP
  • US11373478B2 patent drawing
  • US11373478B2 patent drawing
  • US11373478B2 patent drawing

AI summary

A game machine that can discriminate between two states of an occupied state and an unoccupied state includes a credit function. The game machine includes the credit function configured to determine presence or absence of a credit and a timer part configured to measure a lapse of time, and transitions to the occupied state in which a game is determined to be interrupted or the unoccupied state in which the game machine is determined to be idle according to a determination of the presence or absence of the credit in the credit function when the timer part measures a lapse of a first time.