Gaming Device Multiple Meters Persistent Award Tracking

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Solution Overview

Problem

Existing electronic gaming systems fail to persistently track and display award values for each column, randomly assign award values and threshold values at the start of gameplay, efficiently communicate persistent award values, and optimize data storage and computation resources, leading to limitations in variability and fairness in game play.

Innovation Solution

A gaming device and method that uses a random number generator to assign and display award values and threshold values for each column, allowing these values to persist and increment until a threshold is reached, enabling efficient communication and storage while enhancing gameplay variability and fairness.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If award values are tracked and displayed for each column, then gameplay variability and fairness are improved, but data storage and computation resources are consumed

Engineering Contradiction:
Improvegameplay variabilityVSAvoiddata storage resources
Core Design Contradiction:
Adaptability or versatilityVSQuantity of substance

Solution Approach 1:

The system divides the gaming device into multiple independent columns, each with its own award value tracking and display. This segmentation allows each column to be managed separately, reducing the computational overhead compared to a monolithic system while maintaining overall gameplay variability through the interaction of multiple segmented award tracks.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Award values and threshold values are randomly assigned at the start of gameplay before the player begins interacting with the game. This preliminary randomization establishes the framework for variability without requiring continuous computation during gameplay, thereby reducing real-time computational resource consumption while preserving fairness and variability.

Inventive Principle:
Principle #10Preliminary action

2Loss of information

If award values are persistently tracked and displayed, then communication of game status is improved, but device complexity increases

Engineering Contradiction:
Improvecommunication of game statusVSAvoidsystem complexity
Core Design Contradiction:
Loss of informationVSDevice complexity

Solution Approach 1:

The display function is extracted and dedicated to showing award values and threshold values for each column. This separation of the display function from the core game logic simplifies the overall system architecture by creating a clear interface between the data storage layer and the user interface layer, reducing device complexity while improving status communication.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The system continuously displays award values and threshold values to provide real-time feedback to the player about their progress toward winning. This feedback mechanism improves communication of game status without significantly increasing complexity, as it utilizes the existing display infrastructure and simple comparison logic between current award values and thresholds.

Inventive Principle:
Principle #23Feedback

3Reliability

If random number generator assigns award values and threshold values, then fairness is improved, but computation resources are consumed

Engineering Contradiction:
ImprovefairnessVSAvoidcomputation resources
Core Design Contradiction:
ReliabilityVSUse of energy by moving object

Solution Approach 1:

The random number generator assigns award values and threshold values at the beginning of gameplay in a preliminary action. This upfront randomization ensures fairness by establishing the game parameters before player interaction begins, while minimizing computation resources during actual gameplay since no additional random generation is needed during the game progression.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system changes the parameters (award values and threshold values) randomly at the start of each game session. This parameter change approach maintains fairness through randomness while being computationally efficient, as the parameters are set once and then used throughout the game without requiring continuous computation or re-generation.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS20240395110A1Gaming operations and gaming device having multiple meters for storing and tracking persistent awards
Publication Date: 2024.11.28 ARISTOCRAT TECH AUSTRALIA PTY LTD
  • US20240395110A1 patent drawing
  • US20240395110A1 patent drawing
  • US20240395110A1 patent drawing

AI summary

A gaming device includes a memory, and processor that when executed by the processor to cause the processor to cause a selection of symbols to display in a plurality of columns of symbol positions, where the selection for each column is performed from a corresponding reel strip that includes symbols including award value symbols; cause a display of a current first award total stored in the memory and associated with a first column of symbol positions, and determine a threshold value for the first column. In response to the selected symbols of the first column including an award value symbol, the processor may increase the current first award total by a value of the award value symbol, determine if the current first award total meets or exceeds the threshold value, and if so, output an award that includes at least the current first award total.