Game Machine Skill Evaluation Adjusting Virtual Currency Consumption

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Solution Overview

Problem

In game machines, it is challenging to accurately reflect a player's skill level in game results, leading to players with low skill levels consuming more game value and potentially discouraging them from playing.

Innovation Solution

A game machine that includes a skill evaluating device to determine if player operations meet predefined skill conditions, consuming game value only when the conditions are met, and providing rewards for skilled play, thereby adjusting game value consumption based on skill level.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If game value is consumed in accordance with game results, then game progression is enabled, but players with low skill levels consume game value more quickly and may avoid playing

Engineering Contradiction:
Improvegame progression speedVSAvoidplayer participation willingness
Core Design Contradiction:
ProductivityVSEase of operation

Solution Approach 1:

The patent changes the parameter of game value consumption from a fixed amount to a variable amount based on skill evaluation results. The control unit determines consumption amount according to the degree of satisfaction of skill conditions, allowing dynamic adjustment between 0 and predetermined maximum amounts. This resolves the contradiction by enabling game progression while protecting low-skill players from excessive consumption.

Inventive Principle:
Principle #35Parameter changes

2Measurement precision

If game results reflect game skill, then skilled players receive better outcomes, but low-skill players consume more game value relative to their skill level

Engineering Contradiction:
Improveskill reflection accuracyVSAvoidgame value consumption efficiency
Core Design Contradiction:
Measurement precisionVSLoss of energy

Solution Approach 1:

The patent implements parameter changes by making game value consumption amount a function of skill evaluation. The control unit adjusts consumption parameters based on multiple skill conditions (timing, accuracy, sequence), creating a nuanced relationship where consumption reflects skill level without being purely punitive. Skilled players consume more but receive proportionate rewards, while less skilled players consume less, maintaining fairness.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The system establishes a feedback loop where player operations are evaluated against skill conditions, and the evaluation results directly influence subsequent game value consumption. This feedback mechanism ensures that consumption patterns align with demonstrated skill levels, preventing both excessive consumption by low-skill players and under-consumption that would devalue skilled play.

Inventive Principle:
Principle #23Feedback

3Reliability

If skill evaluation is implemented to determine game value consumption, then fair play is encouraged, but game system complexity increases

Engineering Contradiction:
Improvefairness of game systemVSAvoidgame control system complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent segments the skill evaluation system into distinct functional modules: detection units for specific operations, evaluation units for assessing skill conditions, and control units for determining consumption amounts. This segmentation allows complex skill evaluation to be implemented through coordinated simple units, managing system complexity while maintaining fairness.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The control unit serves multiple functions: it detects player operations, evaluates skill conditions, determines game value consumption amounts, and controls the consumption process. This multi-functionality reduces overall system complexity by consolidating what could be separate components into a single versatile unit.

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

Data Source

PatentUS10478726B2Game machine and program
Publication Date: 2019.11.19 KONAMI DIGITAL ENTERTAINMENT CO LTD
  • US10478726B2 patent drawing
  • US10478726B2 patent drawing
  • US10478726B2 patent drawing

AI summary

A game machine includes a game operation acceptance device configured to accept one or more game operations by a player. The game machine also includes a skill evaluating device configured to determine whether or not the one or more game operations that are accepted by the game operation acceptance device satisfy one or more predefined skill conditions. The game machine also includes a game value consuming device configured to consume a game value in case that the skill evaluating device determined that the one or more game operations by the player which are accepted by the game operation acceptance device satisfy the one or more predefined skill conditions.