Gaming Server Dynamic Event Selection for Wagering
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Solution Overview
Problem
Existing gaming machines struggle to provide dynamic and interactive gameplay experiences that incorporate the participation of multiple players, limited by static data and regulatory constraints, resulting in a lack of variability and engagement in games of skill.
Innovation Solution
A gaming system and method that utilizes a gaming server to dynamically select and present 'live' events, including simulated, historical, and live events, to players, allowing for time-dependent wagering and varying gameplay conditions, thereby enhancing player interaction and satisfaction while reducing processing requirements.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If traditional gaming machines use static gaming data, then regulatory constraints are satisfied, but gameplay variability and player engagement are limited
Solution Approach 1:
The patent implements dynamic event selection where the gaming system randomly selects from multiple pending events (simulated, historical, or live) at the time of wagering, rather than using predetermined static data. This allows gameplay conditions to change dynamically based on what events are available, increasing variability while maintaining regulatory compliance through the use of approved event types.
Solution Approach 2:
The system changes the parameter of event data from static to dynamic by selecting different events from a pool of pending events. Each event contains different parameters (participants, conditions, timing) that vary based on selection, allowing gameplay to adapt to available events while keeping the overall system structure relatively simple.
2Adaptability or versatility
If gaming machines incorporate multiple participant games, then dynamic gameplay experience is achieved, but information and coordination demands increase
Solution Approach 1:
The patent extracts the complexity of coordinating multiple participants by separating the event selection and data management functions into a centralized gaming server. The gameplay machine itself remains relatively simple, receiving pre-processed event data and player inputs, while the server handles the complex coordination of multiple events, participants, and wagering outcomes.
Solution Approach 2:
The gaming server acts as an intermediary between the gameplay machine and multiple external events/participants. It receives data from various sources (simulated events, historical data, live feeds), processes and coordinates this information, then presents a simplified interface to the player, reducing the information coordination burden on the gameplay machine.
3Ease of operation
If gaming machines allow player participation at different times and locations, then accessibility is improved, but facilitating truly interactive gameplay becomes challenging
Solution Approach 1:
The system creates copies of event data from multiple sources (simulated events, historical recordings, live feeds) and distributes them to players at different locations and times. Each player receives the same or different event copies based on timing and availability, allowing asynchronous participation while maintaining the integrity of the original events and enabling interaction through shared event outcomes.
Data Source
AI summary
A gaming system and method are provided that facilitate gameplay on one or a plurality of gameplay stations connected to a gaming server. The gaming server is configured to identify, upon receiving a gameplay request, a first plurality of events to execute. The gaming server is configured to receive a wager from a player and to compare the wager against a scorecard for the plurality of events, with a payout determined from the correct and incorrect predictions. The first plurality of events is determined in a time-dependent manner so as to approximate the gameplay experience of live and/or in-person gaming experiences.

