Anonymity Maintenance in Gaming via Counter-Party Filtering

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Solution Overview

Problem

Financial entities and gaming providers face challenges in filtering out unprofitable counter-parties using arbitrage strategies while maintaining anonymity, as existing systems struggle to differentiate between profitable and unprofitable anonymous traders or gamers without revealing their true identities.

Innovation Solution

Implementing methods and systems that assign anonymous identifiers to users who wish to remain anonymous, allowing entities to filter out unprofitable counter-parties by tracking and classifying them based on trade or game history data, and controlling interactions through tier-based rules that dictate transaction levels and visibility in market or gaming interfaces.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If anonymous identifiers are assigned to users to maintain anonymity, then user anonymity is preserved, but the ability to filter unprofitable counter-parties deteriorates

Engineering Contradiction:
ImproveanonymityVSAvoidability to filter counter-parties
Core Design Contradiction:
ReliabilityVSAdaptability or versatility

Solution Approach 1:

The system segments user identification into two distinct layers: anonymous identifiers (e.g., user IDs, avatars) that are visible to other users during interactions, and real identities that are stored separately in a database and accessible only to the system administrator. This segmentation allows the system to maintain user anonymity in the gaming environment while enabling administrators to identify and filter unprofitable counter-parties based on their real identities.

Inventive Principle:
Principle #1Segmentation

2Measurement precision

If trade or game history data is tracked to classify counter-parties, then the ability to differentiate profitable and unprofitable traders improves, but system complexity increases

Engineering Contradiction:
Improvecounter-party classification accuracyVSAvoidtracking and classification system complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The system performs preliminary classification of counter-parties by analyzing their trade or game history data before actual trading or gaming interactions occur. User profiles are pre-populated with classification information (e.g., profitable, unprofitable, arbitrageur) based on historical performance metrics. This preliminary action enables users to make informed decisions about whom to interact with without requiring complex real-time analysis during transactions.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system introduces an intermediary classification mechanism that mediates between raw trade/game history data and user decision-making. Instead of directly exposing complex historical data to users, the system processes this data through an intermediary layer that generates simplified classification labels and reputation scores. This intermediary layer reduces system complexity by pre-processing and summarizing historical data into actionable insights.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Productivity

If tier-based rules are implemented to control interactions, then system control over profitable interactions improves, but the difficulty of operation increases

Engineering Contradiction:
Improveprofitable interaction efficiencyVSAvoiduser interaction complexity
Core Design Contradiction:
ProductivityVSEase of operation

Solution Approach 1:

The system implements tier-based rules that apply partial control measures rather than comprehensive restrictions. Instead of blocking all interactions with classified users, the system applies selective filtering based on user preferences and interaction types. For example, users can choose to interact with or block specific tiers of counter-parties, and the system enforces these preferences on a per-interaction basis. This partial action approach maintains ease of operation while still improving productivity by facilitating profitable interactions.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS20240404369A1Systems and methods for maintaining anonymity in a gaming or other environment
Publication Date: 2024.12.05 CFPH LLC
  • US20240404369A1 patent drawing
  • US20240404369A1 patent drawing
  • US20240404369A1 patent drawing

AI summary

The present application provides methods and systems for maintaining anonymity in a gaming environment that include or perform the step or steps of receiving a user preference from a first user for maintaining an identity of the first user anonymous during at least one game; tracking game play involving the first user and at least one other user; receiving a request from the at least one other user to initiate at least one game with the first user; retrieving game history data specific to the first user and the at least one other user; retrieving at least one rule for controlling interactions between anonymous users and the at least one other user in the gaming environment; and disposing the request to initiate the at least one game with the first user based at least on the game history data and the at least one rule for controlling interactions between anonymous users and the at least one other user. The game may be a casino-type game, such as poker, blackjack, craps, roulette, and baccarat.