Real-Time Gaming Preference Discovery via Player Behavior Analysis

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Current gaming systems fail to provide personalized game recommendations to players, especially new players, as they rely on historical data and demographic information, leading to repetitive game choices and mismatched player preferences.

Innovation Solution

The system dynamically collects and analyzes real-time player behavior data to identify game preferences without the need for historical or demographic information, using a modeling module to partition and analyze data into game play periods, creating personalized game recommendations based on player types.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If historical data and demographic information are used for game recommendations, then personalized recommendations can be provided, but the system cannot provide good recommendations for new players without historical data

Engineering Contradiction:
Improveaccuracy of game recommendationsVSAvoidability to serve new players
Core Design Contradiction:
Measurement precisionVSAdaptability or versatility

Solution Approach 1:

The system performs preliminary actions by collecting and analyzing player behavior data during the initial game session before formal player identification occurs. This allows the system to prepare personalized game recommendations in advance, ensuring that even new players without historical data receive accurate recommendations based on their real-time behavior patterns.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system enables self-service by automatically discovering player preferences through real-time behavior monitoring without requiring players to provide demographic information or complete registration forms. The system serves itself by generating player profiles and game recommendations autonomously based on observed gameplay patterns, making it equally effective for both new and returning players.

Inventive Principle:
Principle #25Self-service

2Adaptability or versatility

If player identification systems are implemented, then personalized game selections can be made, but the system becomes more complex and requires additional player information collection

Engineering Contradiction:
Improvepersonalization capabilityVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The invention extracts only the essential behavior data needed for personalization from the complex player identification process. Instead of requiring full player profiles with demographic information, the system isolates and utilizes specific gameplay behaviors such as game selection patterns, wagering habits, and session duration, thereby reducing system complexity while maintaining personalization capability.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The system applies local quality by implementing personalization only where it adds value - during game selection and recommendation - rather than requiring comprehensive player identification across all system functions. This localized approach to personalization reduces overall system complexity by avoiding unnecessary player information collection and processing.

Inventive Principle:
Principle #3Local quality

3Loss of time

If game libraries are pre-loaded or downloaded based on market research, then games can be made available in advance, but the selections may not match individual player preferences

Engineering Contradiction:
Improvegame preparation timeVSAvoidmatch with player preferences
Core Design Contradiction:
Loss of timeVSMeasurement precision

Solution Approach 1:

The system implements dynamics by transitioning from static pre-loaded game libraries based on market research to dynamic game recommendations that adapt in real-time to individual player behavior. The game selection automatically adjusts and personalizes for each player during their gameplay session, ensuring both timely availability and precise preference matching without requiring advance preparation.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The invention incorporates feedback mechanisms by continuously monitoring player behavior during gameplay and using this real-time feedback to refine and adjust game recommendations. This closed-loop system ensures that game selections remain aligned with player preferences by constantly learning from observed behavior patterns, eliminating the mismatch problem inherent in static pre-loaded libraries.

Inventive Principle:
Principle #23Feedback

4Ease of operation

If operator-recommended games are provided, then game selections can be made available, but player preferences become secondary to operator selections

Engineering Contradiction:
Improvegame selection availabilityVSAvoidplayer preference alignment
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The system applies inversion by reversing the traditional recommendation hierarchy - instead of operators selecting games and players choosing from those selections, the system allows player behavior to drive game recommendations. Player preferences become the primary factor in game selection, with operators providing the game library but having no control over which games are recommended to individual players based on their observed preferences.

Inventive Principle:
Principle #13The other way round (Inversion)

Data Source

PatentUS10042748B2Automated discovery of gaming preferences
Publication Date: 2018.08.07 IGT CANADA SOLUTIONS ULC
  • US10042748B2 patent drawing
  • US10042748B2 patent drawing
  • US10042748B2 patent drawing

AI summary

Systems and methods for automated discovery of gaming preferences and delivery of gaming choices based gaming preferences are disclosed. The systems and methods may operate in real time and may detect and analyze data representing various game features and/or game player behavior and match the data with predetermined models, profiles or game player types. Game choices may then be presented to the game player based on the analysis of the data. Systems and methods to analyze and categorize the game player behavior are also disclosed, including mining data in a cluster model based analysis to identify and develop the models, profiles or game player types and to select the games to be provided for each of the identified models, profiles or game player types. A different collection of games may be provided for each of the identified models, profiles or game player types.