Multidimensional Map Generation for Unpredictable Session Gameplay
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Solution Overview
Problem
Digital games of chance often lack engagement due to repetitive processes, leading to player disinterest, as outcomes are immediately ascertained and interaction is limited.
Innovation Solution
Implement multidimensional maps where the outcome of each spin is not directly translated into a win or loss, with movement indicators guiding character movement on dynamically generated maps, incorporating unpredictable scenarios and embedded sub-games to enhance player interaction.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If conventional slot reels with immediate award determination are used, then the game structure is simple and easy to understand, but player engagement decreases due to repetitive processes and limited interaction
Solution Approach 1:
The patent transitions from traditional one-dimensional slot reel outcomes (direct award determination) to a two-dimensional map-based system where reel outcomes determine character movement directions on a map. This dimensional expansion allows for multiple possible paths and outcomes from each spin, significantly increasing player engagement while maintaining the simplicity of the spinning mechanism.
Solution Approach 2:
The patent implements dynamic map generation where the map layout, character starting position, and award locations are randomly determined for each game session. This dynamic element ensures that no two gameplay experiences are identical, preventing repetition fatigue while preserving the core spinning interaction.
2Stability of the object's composition
If the multidimensional map layout is predefined, then the game structure is consistent and predictable, but player interest decreases due to lack of unpredictability
Solution Approach 1:
The system dynamically generates the map layout, character position, and award locations at the start of each game session based on random determination. This ensures that while the game mechanics remain consistent, the actual gameplay experience varies unpredictably with each session, preventing player fatigue from repetition.
Solution Approach 2:
The patent changes key parameters (map layout, character position, award locations) between game sessions through random determination. This parameter variation maintains structural consistency in gameplay mechanics while introducing unpredictability in actual game states, balancing stability and variety.
3Productivity
If the outcome is directly translated into a win or loss, then the game resolution is immediate and simple, but player interaction is limited and repetitive
Solution Approach 1:
The patent segments the game resolution into two distinct phases: (1) reel spinning that determines movement direction, and (2) character movement on the map that determines the final outcome. This segmentation allows for immediate feedback from the spin while extending the interaction through the map traversal phase, increasing player engagement without sacrificing resolution efficiency.
Solution Approach 2:
The patent introduces an intermediary element (the map with multiple possible destinations) between the reel outcome and the final award determination. Instead of directly translating reel symbols to wins/losses, the outcome first determines character movement on the map, which then leads to the final result. This intermediary phase significantly enhances player interaction while maintaining quick resolution.
4Adaptability or versatility
If embedded sub-games are added to increase interactivity, then player engagement increases, but device complexity increases
Solution Approach 1:
The patent implements a universal map-based outcome determination system that serves multiple functions: it determines award locations, defines movement paths, and can incorporate various sub-game mechanics. This multi-functional approach increases player interactivity without requiring separate complex systems for each function, thereby limiting the increase in overall device complexity.
Data Source
AI summary
A system for unpredictably generating multidimensional maps includes a processor. The processor receives a first request to initiate a first session in an environment; determines a first multidimensional map parameter defining a constraint and a first multidimensional map element defining a feature of the first multidimensional map; generates the first multidimensional map based on the first multidimensional map parameter and the first multidimensional map element; institutes the first session, causing display of the first generated multidimensional map on a computing device; receives a second request to initiate a second session in the environment; determines a second multidimensional map parameter and a second multidimensional map element; generates the second multidimensional map, which is unpredictably different from the first multidimensional map, based on the second multidimensional map parameter and the second multidimensional map element; and institutes the second session, causing a display of the second generated multidimensional map on the computing device.


