Gaming System Player Auto-Relocation Mechanism
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Solution Overview
Problem
Online poker games face challenges such as collusion among players and boredom due to sequential gameplay, where players must wait for their turn, leading to inefficiencies and potential fraudulent activities.
Innovation Solution
A computer gaming system that automatically moves players from one table to another upon folding, utilizing a queue system to ensure seamless gameplay and reduce idle time, thereby increasing game activity and security by separating collusive players and allowing more hands to be played within a given timeframe.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If players play sequentially at a single table, then each player gets full attention and can make informed decisions, but players experience boredom and idle time increases
Solution Approach 1:
The system dynamically adjusts the number of tables a player can access and the ability to move between tables based on game state, player actions, and anti-collusion requirements. Players transition between static table assignments and dynamic multi-table access, optimizing both engagement and security
Solution Approach 2:
The gaming system segments players into different tables and groups, allowing simultaneous participation in multiple game instances. This segmentation enables players to remain active across multiple segments rather than idle at a single table
2Productivity
If players are allowed to play at multiple tables simultaneously, then players can play more hands per hour and reduce idle time, but collusion becomes more difficult to detect and prevent
Solution Approach 1:
The system continuously monitors player behavior, betting patterns, and communication across multiple tables, providing real-time feedback to detect potential collusion. The system adjusts player permissions and table assignments based on this feedback, dynamically responding to suspicious patterns while maintaining high productivity
Solution Approach 2:
The system introduces an intermediary layer of automated monitoring and control between players and tables, managing player-table assignments and detecting collusion attempts. This intermediary enables multi-table play while maintaining security through automated oversight
3Ease of operation
If players must wait for their turn in sequential gameplay, then each player receives adequate attention, but game speed and player engagement decrease
Solution Approach 1:
The system enables continuous player action by allowing simultaneous participation in multiple game tables rather than sequential turn-based play. Players maintain continuous engagement across multiple tables, eliminating idle waiting time while the system manages player actions across all tables
4Reliability
If the system monitors and tracks players across multiple tables to prevent collusion, then security is improved, but system complexity and computational requirements increase
Solution Approach 1:
The system implements universal monitoring mechanisms that function across all tables and player groups simultaneously, rather than requiring separate tracking systems for each table. The same monitoring infrastructure serves multiple detection purposes, reducing overall system complexity while maintaining comprehensive collusion detection
Data Source
AI summary
A system for computer gaming includes a processor configured to provide a first table of a first group of players grouped together to play a first hand and provide to each of the first group of players one or more cards for the first hand. The system includes an interface couple to the processor and configured to receive from a first player of the first group of players a request to fold the one or more cards of the first player. The processor is also configured to automatically move the first player to a second table of a second group of players grouped together to play a second hand.


