Multi-Processor Architecture for Server-Based Gaming
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Existing electronic gaming machines (EGMs) face challenges in meeting increasing computational demands due to their reliance on single processors with proprietary game logic and presentation engines, limiting flexibility and scalability, and requiring multiple machines from a single manufacturer.
Innovation Solution
A multi-processor architecture is introduced, separating game logic and presentation engines into distinct processors, allowing for flexible selection of presentation engines and enabling third-party development, thereby reducing reliance on proprietary systems and enhancing scalability.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Device complexity
If a single processor is used to execute both game logic and presentation engine, then device complexity is reduced, but adaptability and versatility deteriorate due to inability to use third-party components
Solution Approach 1:
The patent divides the processor system into two separate processors: a first processor dedicated to executing the game logic engine and a second processor dedicated to executing the presentation engine. This segmentation allows each processor to be independently selected and configured, enabling the use of third-party presentation engines while maintaining proprietary game logic execution, thus resolving the contradiction between device complexity and adaptability.
2Manufacturing precision
If proprietary game logic and presentation engine are integrated in a single system, then manufacturing precision is maintained, but ease of manufacture deteriorates due to inability to use off-the-shelf components
Solution Approach 1:
By separating the game logic engine execution from the presentation engine execution into different processors, the patent enables the presentation engine to be sourced from third-party manufacturers as off-the-shelf components, while the game logic engine remains under proprietary control. This significantly ease of manufacture by allowing modular assembly with commercial components.
Solution Approach 2:
The patent introduces a communication interface as an intermediary between the first processor (game logic) and the second processor (presentation engine). This mediator enables standardized interaction between proprietary and third-party components, maintaining manufacturing precision while facilitating ease of manufacture through modular integration.
3Adaptability or versatility
If multiple processors are used to separate game logic and presentation engine, then adaptability and versatility improve, but device complexity increases
Solution Approach 1:
The patent segments the system into two distinct processors with clearly defined roles: the first processor for game logic and the second for presentation. This segmentation improves adaptability by allowing independent selection of presentation engines while managing complexity through functional separation and dedicated communication protocols between processors.
Solution Approach 2:
The second processor is designed with universal functionality to execute different presentation engines from various third-party manufacturers. This multi-functionality approach allows the same hardware platform to support multiple game titles and presentation styles, improving adaptability without proportionally increasing device complexity.
Data Source
AI summary
An architecture for an electronic gaming machine (EGM) includes multiple processors that separate game logic from game presentation. The multi-processor architecture includes a dedicated game logic engine and a dedicated presentation engine. A first processor having the game logic engine is adapted to handle the input/output (I/O), peripherals, communications, accounting, critical gaming and other game logic, power hit tolerances, protocols to other systems, and other tasks related to operation of the EGM. A second processor is adapted to running a presentation engine. The second processor receives commands from the first processor to present game-oriented outcome and results.


