Peer-to-Peer Gaming System with Server-Mediated Skill Validation

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Solution Overview

Problem

Current systems for skill-based peer-to-peer gaming lack accuracy and innovation, failing to provide a satisfactory experience in terms of fairness and flexibility, particularly in environments like casinos where chance-based games dominate.

Innovation Solution

A system and method for peer-to-peer gaming that includes a network architecture connecting gaming clients to a server, enabling users to select from various skill-based games, match compatible players, and negotiate wagers, with features like risk management and payout determination to ensure fair play and efficient winnings processing.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If skill-based peer-to-peer gaming is implemented in casino environments, then user engagement and operational efficiency are enhanced, but the system lacks accuracy and fairness compared to traditional gambling systems

Engineering Contradiction:
Improveoperational efficiencyVSAvoidaccuracy of skill-based competition
Core Design Contradiction:
ProductivityVSMeasurement precision

Solution Approach 1:

The patent introduces a server as an intermediary that mediates between gaming clients and the gaming network. The server validates game results, determines winners based on skill metrics, and manages monetary transactions, thereby ensuring accuracy and fairness in skill-based competition while maintaining operational efficiency.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The system implements feedback mechanisms where the server receives game results from clients, validates them against skill-based criteria, and provides feedback on winner determination. This closed-loop feedback ensures accurate assessment of skill-based performance while streamlining the gaming operation.

Inventive Principle:
Principle #23Feedback

2Adaptability or versatility

If a network architecture is introduced to enable peer-to-peer gaming, then flexibility and user engagement improve, but device complexity increases

Engineering Contradiction:
Improveflexibility of gaming environmentVSAvoidcomplexity of network architecture
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent merges the gaming client functionality with the network communication capabilities into an integrated system. The client devices communicate with the server through standardized protocols, combining multiple functions into a unified peer-to-peer gaming architecture that maintains flexibility while managing complexity.

Inventive Principle:
Principle #5Merging (Combining)

3Reliability

If risk management and payout determination features are added, then fairness is ensured, but system complexity increases

Engineering Contradiction:
Improvefairness of gaming outcomeVSAvoidcomplexity of risk management system
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The server acts as an intermediary that centralizes risk management and payout determination functions. By consolidating these complex functions on the server side rather than distributing them across multiple clients, the system ensures fairness and reliability while managing overall system complexity in a centralized manner.

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS20250014417A1Location based restrictions on networked gaming
Publication Date: 2025.01.09 AG 18
  • US20250014417A1 patent drawing
  • US20250014417A1 patent drawing
  • US20250014417A1 patent drawing

AI summary

Systems, methods and software for multi-player electronic gaming are described. One embodiment includes a system for multi-player electronic gaming, the system including at least one gaming client configured to accept a selection of at least one gaming option from a player, and allow the player to play a game based on the selection of the at least one gaming option. The system includes an administration server configured to: receive the selection of the at least one gaming option from the at least one gaming client, and initiate the game for the player based on the selection of the at least one gaming option. The system includes at least one gaming server configured to run the game and transmit data about the game to the administration server.