Gaming System Volatility Selection Mechanism
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Solution Overview
Problem
Current electronic gaming systems lack the ability to dynamically adjust gameplay volatility and reward structures based on player preferences and outcomes, limiting player engagement and interaction.
Innovation Solution
A gaming system that implements a base game and a feature game, where a trigger condition in the base game activates a feature with selectable volatility options, allowing players to choose features with different win probabilities and free games, and awards a repeat win prize based on the base game outcome and symbol displays.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If a fixed volatility structure is used in the base game, then the game design is simple and RTP is easy to control, but player engagement is limited and player preferences cannot be accommodated
Solution Approach 1:
The patent implements dynamic volatility selection by allowing players to choose from multiple volatility levels (e.g., low, medium, high) during bonus feature triggers. This transforms the static game structure into a dynamic one where volatility adapts to player preference, resolving the contradiction between adaptability and complexity by making the system flexible only when needed (during bonus triggers) rather than throughout the entire base game
Solution Approach 2:
The game is segmented into distinct phases: base game with fixed simple structure, and bonus features with selectable volatility. This segmentation allows the complex volatility selection mechanism to be isolated to specific trigger conditions rather than being embedded throughout the entire game, reducing overall system complexity while maintaining adaptability where needed
2Ease of operation
If multiple volatility options are provided during feature games, then player engagement and interaction are enhanced, but the game controller complexity and programming requirements increase
Solution Approach 1:
The patent implements preliminary action by pre-configuring multiple volatility levels with their associated parameters (RTP targets, symbol weights, paytable structures) before gameplay begins. When a bonus trigger occurs, the system simply presents the pre-prepared volatility options to the player and executes the selected configuration, avoiding the need for complex real-time calculations and reducing controller programming complexity
Solution Approach 2:
Different volatility levels are implemented by changing game parameters (symbol frequencies, payline configurations, award multipliers) rather than fundamentally altering the game engine. This parameter-based approach simplifies controller programming compared to implementing entirely different game logic for each volatility level, as the core system remains unchanged and only configurable parameters vary
3Reliability
If the repeat win amount is calculated based on base game outcome, then reward structure is simplified and RTP is easier to manage, but player excitement and engagement are reduced
Solution Approach 1:
The patent maintains reliable RTP control by calculating the base repeat win amount from the triggering base game outcome, then applies parameter changes through volatility-based multipliers and bonus additions. This layered approach preserves the mathematical foundation for RTP management while adding flexibility through selectable volatility levels that modify the final reward, resolving the contradiction between reliability and adaptability
Data Source
AI summary
An electronic gaming system includes a display device, a memory, and a processor. The processor is configured to perform a variety of operations, including, for example, determining whether a trigger condition has occurred during a base game, and determining a repeat win amount during the base game. In at least some embodiments, the processor is also configured to control the display device to display a plurality of selections, each selection corresponding to a feature game, in response to occurrence of the trigger condition. Each feature game may be associated with a win volatility and displayed in association with information about the win volatility, and each win volatility may be based, at least in part, upon the repeat win amount determined during the base game.


