Lottery Gaming System Player Selection Reuse

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Solution Overview

Problem

Traditional lottery games waste unselected game play records as they are not reused, leading to inefficiencies in game design and reduced player engagement, as players cannot choose from a pool of records without knowing the outcomes.

Innovation Solution

A method for electronically implemented lottery games that allows players to select from allocated game play records, with unselected records being marked as available for future use, enabling their reuse and reducing waste by reassigning them in a central processing system.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If traditional lottery games distribute game play records in random order without player selection, then the game operation is simple and fast, but player engagement is reduced and unselected records are wasted

Engineering Contradiction:
Improvegame operation simplicityVSAvoidplayer engagement
Core Design Contradiction:
Ease of operationVSProductivity

Solution Approach 1:

The system dynamically adjusts between two operational modes: a simple random distribution mode for efficiency, and an interactive selection mode for enhanced player engagement. The gaming system can switch between these modes based on game type, player preference, or operational requirements, allowing the system to be both simple when needed and engaging when desired.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The game play record distribution process is segmented into distinct phases: initial random allocation of record sets to players, followed by optional player selection within those sets. This segmentation allows the system to maintain simple overall operation while enabling detailed player interaction when desired, resolving the contradiction between operational simplicity and player engagement.

Inventive Principle:
Principle #1Segmentation

2Productivity

If players are allowed to select from allocated game play records, then player engagement is enhanced, but the system complexity increases

Engineering Contradiction:
Improveplayer engagementVSAvoidsystem complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The system performs preliminary random allocation of game play record sets to players before the selection phase. This preliminary action simplifies the overall system architecture by handling the complex random distribution centrally, then allowing players to make simpler selections within pre-defined sets, rather than requiring players to choose from the entire pool of records.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The allocated game play record sets serve as an intermediary structure between the central random distribution system and player selections. This intermediary layer simplifies player interaction by presenting a manageable subset of records to choose from, while the central system maintains control over the overall distribution and ensures fairness.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Ease of manufacture

If unselected game play records are not reused, then the game design is simple, but there is waste of game play records and reduced efficiency

Engineering Contradiction:
Improvegame design simplicityVSAvoidwaste of game play records
Core Design Contradiction:
Ease of manufactureVSLoss of substance

Solution Approach 1:

Instead of discarding unselected game play records, the system recovers them by collecting and making them available for future allocation. This approach maintains simple game design by using the same basic record pool, while eliminating waste through the recovery and reuse of previously unselected records in subsequent gaming sessions.

Inventive Principle:
Principle #34Discarding and recovering

Solution Approach 2:

The system ensures continuous useful action by continuously recycling unselected game play records back into the available pool for future use. This creates an ongoing cycle where records are constantly being allocated, selected, unselected, and reallocated, maximizing the utilization of the game play record pool without requiring additional records or complex design changes.

Inventive Principle:
Principle #20Continuity of useful action

4Productivity

If all game play records must be used, then efficiency is improved, but it becomes difficult to maintain predetermined payouts and holds

Engineering Contradiction:
ImproveefficiencyVSAvoidpredetermined payout integrity
Core Design Contradiction:
ProductivityVSReliability

Solution Approach 1:

The system performs preliminary random allocation of game play records to players before selection occurs. This preliminary action ensures that the overall distribution maintains the predetermined statistical properties and payout structures, while allowing player selections to occur within this pre-established framework. The predetermined payouts are maintained because the initial allocation preserves the required distribution characteristics.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system allocates more game play records to players than can be immediately used, creating a buffer that allows for player selections while maintaining the overall statistical integrity. This excessive initial allocation ensures that predetermined payouts and holds are maintained across the larger pool, even as individual players select from subsets of the allocated records.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS7476155B2Gaming apparatus and method for providing enhanced player participation in lottery games
Publication Date: 2009.01.13 EVERI GAMES INC
  • US7476155B2 patent drawing
  • US7476155B2 patent drawing
  • US7476155B2 patent drawing

AI summary

A lottery gaming system utilizes one or more pools of predetermined game play records. In response to a game play request, the gaming system allocates a number or set of game play records. A representation for each allocated game play record is then displayed to the player in some fashion that does not indicate the result of the respective game play record, and the requesting player is allowed to select one or more of the allocated game play records through the respective representations. The selected game play record or records are assigned to the player and the player ultimately sees the result associated with each selected game play record. However, the allocated game play records that are not selected by the player, and thus remain unassigned, are collected or otherwise made available for use in response to another game play request.