Gaming Machine Power Interface Control Logic
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Solution Overview
Problem
Casino enterprises face challenges in enhancing the gaming experience for patrons using portable electronic devices, as existing systems lack efficient integration and management of these devices during gaming sessions, leading to potential device abandonment and misuse of gaming machines for charging purposes.
Innovation Solution
The development of a gaming system that includes a power interface and detection capabilities in electronic gaming machines (EGMs) to manage the use of portable electronic devices, such as smartphones, by controlling power supply based on gaming activity and detecting device presence and abandonment, encouraging their use while preventing monopolization for charging purposes.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If a power interface is added to EGM to enable portable device charging, then patron engagement with portable devices is improved, but the risk of device abandonment and misuse increases
Solution Approach 1:
The system continuously monitors game play activity and uses this feedback to dynamically control power supply to the power interface. When game play activity is detected, power is available; when activity ceases, power is automatically removed. This feedback mechanism prevents device abandonment and misuse while maintaining integration benefits.
Solution Approach 2:
The power interface control logic dynamically adjusts power availability based on real-time game play detection. The system transitions between power-on and power-off states according to game play status, creating a dynamic power management system that adapts to patron behavior and prevents misuse.
2Ease of operation
If power is continuously available at the power interface, then ease of device charging is improved, but monopolization of the EGM for charging purposes increases
Solution Approach 1:
The system uses game play activity detection as feedback to control power interface availability. Power is supplied only when game play is actively occurring, ensuring the EGM remains available for gaming purposes while providing charging convenience during appropriate times.
Solution Approach 2:
The power interface operates in periodic cycles, alternating between power-on states (when game play is detected) and power-off states (when game play ceases). This periodic power delivery pattern ensures charging availability during gaming sessions while preventing continuous monopolization of the EGM.
3Reliability
If detection capabilities are added to identify device presence, then prevention of device abandonment is improved, but device complexity increases
Solution Approach 1:
The existing game play activity detection system serves dual purposes: it monitors gaming behavior for fairness and simultaneously detects device presence for power management. This self-service approach eliminates the need for separate detection hardware, reducing system complexity while maintaining reliable device presence identification.
Solution Approach 2:
The game play activity detection mechanism is extended to perform multiple functions: monitoring game state for regulatory compliance and detecting device presence for power interface control. This multi-functional approach reduces overall system complexity by consolidating detection capabilities into a single system component.
Data Source
AI summary
A gaming system compatible with patron-controlled portable electronic devices, such as smart phones, is described. In particular, an electronic gaming machine (EGM) can be configured with a power interface that allows portable electronic device carried by the patron to receive power. To prevent patrons from monopolizing an EGM for the purposes of solely charging their portable electronic device, the EGM can be configured with power interface control logic that controls the flow of power to the power interface including cutting off power to the power interface. The EGM can include an object detection capability that allows objects, such as a portable electronic device located on or near the EGM to be detected. In one embodiment, when the EGM detects an object has been abandoned, i.e., left at the EGM by a patron, the EGM can be configured to take actions that allow the object to be recovered.


