Gaming System Skill-Based Configuration Options

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Solution Overview

Problem

The gaming industry faces challenges in creating gaming systems that balance yield and randomness to encourage prolonged player participation while incorporating skill-based features that reward players without compromising revenue for operators.

Innovation Solution

A gaming system with game-logic circuitry that includes a skill-based feature and a non-skill-based feature, allowing players to customize configuration options based on their skill performance, affecting the volatility and payout of non-skill-based features without altering the overall return-to-player percentage.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If skill-based features are added to gaming systems to reward skilled performances with higher payouts, then player engagement and revenue increase, but game complexity and operational difficulty increase

Engineering Contradiction:
ImproverevenueVSAvoidgame complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The gaming system is divided into distinct skill-based features and non-skill-based features. The skill-based features (e.g., skill stop, shooting gallery, memory game) are segmented as separate playable components that can be independently configured and activated, allowing complex skill elements to be managed as modular units rather than integrated throughout the entire game system.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system dynamically adjusts game configuration options based on player skill level. Players who demonstrate higher skill in skill-based features gain access to additional configuration options for non-skill-based features (e.g., selecting volatility levels, number of reels, paylines), creating an adaptive game structure that evolves during gameplay rather than remaining static.

Inventive Principle:
Principle #15Dynamics

2Adaptability or versatility

If configuration options are made player-selectable based on skill level, then player customization and engagement improve, but ease of operation decreases

Engineering Contradiction:
Improveplayer customizationVSAvoidease of operation
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The system performs preliminary determination of player skill level through skill-based features before presenting configuration options. Players complete skill challenges (e.g., stopping a spinning wheel, shooting targets, matching memory cards) that automatically assess their capability, and only after successful completion are customized configuration options made available, eliminating the need for players to manually navigate complex settings menus.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system automatically manages the complexity of configuration options by linking them directly to demonstrated skill levels. Players self-qualify for advanced configurations through their gameplay performance, and the system automatically unlocks appropriate options without requiring players to understand or navigate through multiple configuration screens, making the complex system self-regulating.

Inventive Principle:
Principle #25Self-service

3Productivity

If skill-based features alter payback percentage dynamically, then player rewards increase for skilled performance, but reliability of expected value decreases

Engineering Contradiction:
Improveplayer rewardsVSAvoidexpected value
Core Design Contradiction:
ProductivityVSReliability

Solution Approach 1:

The system changes game parameters (payback percentage, volatility, feature availability) based on player skill level. Players who demonstrate higher skill gain access to configurations with higher payback percentages and more favorable terms (e.g., more reels, more paylines, higher volatility options), while maintaining an overall balanced expected value across the entire gaming system through controlled parameter adjustments.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS10665053B2Configuring gaming system options based on player skill
Publication Date: 2020.05.26 LNW GAMING INC
  • US10665053B2 patent drawing
  • US10665053B2 patent drawing
  • US10665053B2 patent drawing

AI summary

A regulated gaming system includes game-logic circuitry, an electronic display device, and an electronic input device detecting a physical item associated with a monetary value to establish a credit balance. The gaming system performs a casino wagering game initiated by an input indicative of a wager covered by the credit balance. The casino wagering game comprises a base-game feature and a bonus-game feature having a skill-based feature and a non-skill-based feature. When the bonus-game feature is triggered, a player participates in the skill-based feature and a set of configuration options is determined in response to input selections made by the player. The non-skill-based feature of the wagering game is customized using the determined set of configuration options. A resultant wagering game outcome is determined from the base-game feature and the bonus-game feature, and a credit balance is adjusting accordingly, prior to a cashout of the credit balance.