Gaming Server Dynamic Event Selection for Wagering

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

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

VSEngineering 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

Engineering Contradiction:
Improvegameplay variabilityVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

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.

Inventive Principle:
Principle #15Dynamics

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.

Inventive Principle:
Principle #35Parameter changes

2Adaptability or versatility

If gaming machines incorporate multiple participant games, then dynamic gameplay experience is achieved, but information and coordination demands increase

Engineering Contradiction:
Improvedynamic gameplay experienceVSAvoidinformation coordination
Core Design Contradiction:
Adaptability or versatilityVSLoss of information

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.

Inventive Principle:
Principle #2Taking out (Extraction)

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.

Inventive Principle:
Principle #24Intermediary (Mediator)

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

Engineering Contradiction:
Improveplayer accessibilityVSAvoidinteractive gameplay capability
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

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.

Inventive Principle:
Principle #26Copying

Data Source

PatentUS20240212459A1Method and system for conducting wagers
Publication Date: 2024.06.27 CASTLE ISLAND IP HOLDING LLC
  • US20240212459A1 patent drawing
  • US20240212459A1 patent drawing

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.