Machine Learning Skill Score for Wagering Game Adaptation
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Solution Overview
Problem
Existing wagering games lack systems and processes to adjust attributes based on patron performance, resulting in an intolerable level of difficulty for unskilled players and insufficient challenge for skilled players.
Innovation Solution
A system that uses machine learning models to analyze patron performance data, generating a skill score to adjust game attributes such as reel speed and hitbox dimensions, thereby tailoring the gaming experience to individual skill levels.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If fixed difficulty settings are used in wagering games, then game configuration is simple and reliable, but the game presents intolerable difficulty to unskilled players and insufficient challenge to skilled players
Solution Approach 1:
The patent implements dynamic difficulty adjustment by continuously monitoring player performance metrics (accuracy, response time, win rate) and automatically modifying game parameters such as reel speed, hitbox dimensions, and reward thresholds. This transforms the static game configuration into a dynamic system that adapts to individual player skill levels in real-time, resolving the contradiction between adaptability and complexity through automated control mechanisms.
Solution Approach 2:
The system establishes a feedback loop where player performance data is collected, analyzed by machine learning models, and used to adjust game attributes. The feedback mechanism includes monitoring player actions, comparing them against skill thresholds, and modifying game parameters accordingly. This feedback-driven approach enables the system to adapt to player skill levels while maintaining manageable complexity through structured data processing and automated decision-making.
2Adaptability or versatility
If machine learning models are used to analyze patron performance, then game attributes can be dynamically adjusted to skill levels, but processing time and computational resources increase
Solution Approach 1:
The system performs preliminary actions by pre-processing and storing player performance data in structured formats, preparing machine learning models in advance with pre-computed skill thresholds and game parameter mappings. This preliminary preparation enables faster real-time skill assessment and game configuration adjustments, reducing processing time during actual gameplay while maintaining sophisticated skill-based adaptation capabilities.
Solution Approach 2:
The patent employs simplified copies or representations of complex player behavior patterns through aggregated performance metrics and normalized skill scores. Instead of processing every raw player action in detail, the system creates condensed representations of player skill levels that can be quickly evaluated by machine learning models, significantly reducing computational time while preserving the essential adaptability needed for skill-based game configuration.
3Ease of operation
If game attributes are adjusted based on skill level, then player engagement is maintained, but game outcomes and awards become less stable
Solution Approach 1:
The system applies local quality adjustments by modifying specific game parameters (reel speed, hitbox size, reward multipliers) independently based on player skill level, rather than fundamentally changing the entire game outcome structure. This localized adjustment maintains the core stability of game outcomes and award distributions while enhancing player engagement through personalized difficulty and reward scaling, thus resolving the contradiction between engagement and outcome stability.
Data Source
AI summary
A computing device can determine gaming data including outcomes for a historical wagering games associated with a particular user account. The computing device can determine a skill score corresponding to the particular user account based on the gaming data. The computing device can render a reel including a subset of indicia on a display device. The computing device can modify an attribute of the wagering game based on the skill score. The computing device can rotate the reel on the display device. The computing device can receive an input from a user. The computing device can stop rotation of the reel at a particular position based on the input and a current value of the attribute. The computing device can determine an outcome of a wagering game based on a stopped position of the reel.


