Persistence Game Award Control via Accumulation Meter Thresholds

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Class III gaming terminals with persistence secondary games face uncertainties in providing secondary game awards due to random outcome generation, leading to inconsistent player experiences and financial risks for casinos, while Class II systems with predetermined outcomes lack a functional persistence secondary game mechanism.

Innovation Solution

A Class II central determination gaming system that incorporates a persistence secondary game using predetermined game outcomes, where a non-retreating or retreating accumulation meter determines when to provide a persistence game award value, ensuring the award is given after reaching a threshold, either immediately or stored for subsequent plays, thereby controlling the timing and presentation of game outcomes.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If Class III gaming terminals use random outcome generation for persistence secondary games, then player excitement and potential awards are increased, but financial risk and outcome predictability for casinos worsen

Engineering Contradiction:
Improveplayer excitementVSAvoidfinancial risk
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The system pre-determines persistence game outcomes and stores them in a pool before actual gameplay. When a persistence game is triggered, the system retrieves a pre-determined outcome from the pool rather than generating it randomly during play. This preliminary determination of outcomes allows the casino to control financial risk while still providing player excitement through the persistence game mechanism.

Inventive Principle:
Principle #10Preliminary action

2Reliability

If Class II gaming systems use predetermined outcomes, then financial risk is reduced, but persistence secondary game functionality is lost

Engineering Contradiction:
Improvefinancial riskVSAvoidpersistence game functionality
Core Design Contradiction:
ReliabilityVSAdaptability or versatility

Solution Approach 1:

The system segments the outcome determination process into two independent parts: (1) pre-determined persistence game outcomes stored in a pool, and (2) randomly generated primary game outcomes displayed to players. This segmentation allows Class II systems to maintain predetermined outcomes for financial control while restoring persistence secondary game functionality through the retrieved pre-determined outcomes.

Inventive Principle:
Principle #1Segmentation

3Ease of operation

If persistence game awards are provided immediately upon threshold reach, then player satisfaction is increased, but award control and financial management are reduced

Engineering Contradiction:
Improveplayer satisfactionVSAvoidaward control
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The system introduces an intermediary award pool that stores pre-determined persistence game awards. When a player reaches the threshold, the system retrieves an appropriate award from this intermediary pool rather than providing immediate cash awards. This intermediary mechanism allows the system to control award distribution while maintaining player satisfaction through timely award provision.

Inventive Principle:
Principle #24Intermediary (Mediator)

4Duration of action of moving object

If accumulation meters are non-retreating, then player engagement is increased, but award frequency and casino revenue are reduced

Engineering Contradiction:
Improveplayer engagementVSAvoidaward frequency
Core Design Contradiction:
Duration of action of moving objectVSProductivity

Solution Approach 1:

The system implements dynamic accumulation meters that can be configured as either non-retreating or retreating based on operational requirements. For non-retreating meters, the accumulation persists across plays to enhance player engagement. For retreating meters, the accumulation resets under certain conditions to increase award frequency. The system dynamically adjusts meter behavior to balance player engagement with award frequency and revenue goals.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS9569932B2Central determination gaming system and method for providing a persistence game with predetermined game outcomes
Publication Date: 2017.02.14 INTERNATIONAL GAME TECHNOLOGY INC
  • US9569932B2 patent drawing
  • US9569932B2 patent drawing
  • US9569932B2 patent drawing

AI summary

A gaming system which provides a persistence game which utilizes predetermined game outcomes. One or more predetermined game outcomes include a persistence game award value. If a predetermined game outcome including such a persistence game award value is selected to be provided to the player in association with a current play of a primary game, the gaming system determines whether to provide this persistence game award value to a player in association with the current play of the primary game, or to store this persistence game award value to be subsequently provided to a player in association with a subsequent play of the primary game. The determination of whether to provide or store the persistence game award value is based on the then current progress of the persistence game (i.e., the current state of an accumulation meter).