Gaming System With Dual Mode Skill And Chance Play

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Solution Overview

Problem

Current gaming systems lack the incorporation of skill-based elements, leading to a lack of engagement for skilled players and unpredictability in outcomes, as well as exclusion of lesser skilled players, as they primarily rely on chance rather than player skill.

Innovation Solution

A gaming system that allows players to engage in both non-competitive and competitive modes, where players can wager and compete against each other, with the system determining winning and losing contributions to a shared wager, and awards based on random determination or probability, enabling skilled players to benefit from their skills while accommodating lesser skilled players.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If gaming devices rely on chance-based outcomes, then the system is simple and fair to all players, but skilled players feel disengaged and lesser skilled players feel disadvantaged

Engineering Contradiction:
Improveadaptability to different skill levelsVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The gaming system dynamically adjusts between chance-based and skill-based modes. The controller can switch between determining outcomes randomly (chance) and evaluating player inputs against criteria (skill), allowing the same device to adapt to different player preferences and skill levels without requiring separate systems

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The gaming device is segmented into distinct operational modes: a chance-based mode for casual players and a skill-based mode for engaged players. This segmentation allows each mode to be optimized independently while maintaining overall system simplicity through a unified controller that manages both modes

Inventive Principle:
Principle #1Segmentation

2Productivity

If gaming devices incorporate skill-based elements, then skilled players become more engaged, but the outcome becomes less predictable and harder to regulate

Engineering Contradiction:
Improveplayer engagementVSAvoidoutcome predictability
Core Design Contradiction:
ProductivityVSReliability

Solution Approach 1:

The system changes the parameter of outcome determination from purely random to skill-evaluated. The controller evaluates player inputs against predefined criteria and can adjust the weighting between skill performance and random elements, maintaining regulatory compliance while enhancing skilled player engagement through recognizable skill-based patterns

Inventive Principle:
Principle #35Parameter changes

3Ease of operation

If players wager different amounts in primary games, then each player can play at their own level, but competitive comparison between players becomes difficult

Engineering Contradiction:
Improveflexibility in wageringVSAvoidcompetitive comparability
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The skill-based mode creates equipotential conditions by evaluating all players against the same performance criteria regardless of their primary game wager amounts. This allows players who wagered different amounts in the primary game to compete on equal footing in the skill-based secondary game, enabling meaningful competitive comparison while preserving wagering flexibility

Inventive Principle:
Principle #12Equipotentiality

4Adaptability or versatility

If gaming jurisdictions approve skill-based gaming devices, then skilled players can compete fairly, but regulatory approval becomes more challenging

Engineering Contradiction:
Improveskill-based competitionVSAvoidregulatory approval
Core Design Contradiction:
Adaptability or versatilityVSEase of manufacture

Solution Approach 1:

The gaming device maintains universality by incorporating skill-based elements within an existing regulated gaming framework. The skill evaluation occurs as part of the overall gaming process rather than as a separate unregulated system, allowing the device to function under existing regulatory approvals while providing skill-based competition

Inventive Principle:
Principle #6Universality (Multi-functionality)

Data Source

PatentUS8727865B2Gaming systems, gaming devices and methods with non-competitive play and optional competitive play
Publication Date: 2014.05.20 INTERNATIONAL GAME TECHNOLOGY INC
  • US8727865B2 patent drawing
  • US8727865B2 patent drawing
  • US8727865B2 patent drawing

AI summary

In an embodiment, a gaming system includes a plurality of gaming devices and a controller configured to communicate with the gaming devices. The gaming system enables a plurality of players to play an interactive game in a non-competitive mode and in a competitive mode. If at least two players play the interactive game in the competitive mode, for a competitive wagering event, which includes a competition between two players, the gaming system determines a winning player and a losing player. The gaming system causes the winning player to contribute a winning player portion toward a wager associated with the competitive wagering event and causes the losing player to contribute a losing player portion toward the wager associated with the competitive wagering event. The losing player portion is less than the winning player portion. The gaming system randomly determines and provides any awards to the winning player based on the wager.