Player Proxy Gaming System for Missed Action Execution

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Solution Overview

Problem

Players often miss opportunities to execute game actions within time limits in games like bingo due to distractions or slow reactions, leading to forfeited prizes.

Innovation Solution

A gaming system and method that allows a player proxy to execute game play events for another player, enabling timely completion of actions even after the initial player's time window has expired, through a processor-controlled system that communicates between gaming machines in a peer-to-peer arrangement or with a gaming server.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If a player is required to execute actions within a time window (e.g., daubing in bingo), then the game maintains challenge and engagement, but the player may forfeit actions or prizes due to distractions, forgetfulness, or slow reactions

Engineering Contradiction:
Improveaction execution reliabilityVSAvoidtime window for action
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The system performs preliminary actions by automatically executing game actions on the player's behalf when the player fails to act within the time window. The gaming system monitors player responses and automatically completes actions (such as marking bingo cards) that the player missed, thereby preserving the player's opportunity to win without extending the original time window.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The gaming system provides self-service by automatically detecting when a player has missed an action and autonomously executing the required game action without requiring additional player input or intervention. The system serves itself by monitoring its own state and automatically remedying missed player actions.

Inventive Principle:
Principle #25Self-service

2Ease of operation

If reminders are provided to players (e.g., flashing buttons, pop-up messages), then players are alerted to execute actions, but players still miss time windows due to distractions and slow reactions

Engineering Contradiction:
Improveplayer reminder systemVSAvoidaction completion reliability
Core Design Contradiction:
Ease of operationVSReliability

Solution Approach 1:

The gaming system acts as an intermediary between the player and the game actions. When a player fails to execute an action within the time window despite reminders, the system automatically executes the action on the player's behalf, serving as a mediator that ensures action completion without requiring direct player involvement at the moment of execution.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The system provides self-service by automatically executing missed actions without requiring additional player input. The gaming system monitors its own state, detects missed actions, and autonomously completes them, thereby improving reliability without adding complexity to the player interface.

Inventive Principle:
Principle #25Self-service

3Reliability

If a player proxy system is implemented to execute actions for players, then action execution reliability improves and forfeited opportunities are reduced, but the system complexity increases

Engineering Contradiction:
Improvegame action executionVSAvoidgaming system architecture
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The player proxy system provides self-service by automatically executing missed actions without requiring additional player input or complex intermediary systems. The gaming system monitors its own state and autonomously remediates missed actions, improving reliability while minimizing the addition of complex external components.

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS10163300B2System and method for enabling a player proxy to execute a gaming event
Publication Date: 2018.12.25 VIDEO GAMING TECH INC
  • US10163300B2 patent drawing
  • US10163300B2 patent drawing
  • US10163300B2 patent drawing

AI summary

The gaming system that includes a first gaming machine operated by a first player at a first location and a second gaming machine operated by a second player at a second location. The second location is remote from the first. The first gaming machine is configured to present a game to the first player upon receipt of a wager from the first player. The second gaming machine is configured to present the game to the second player upon receipt of a wager from the second player. The gaming system further includes a processor programmed to receive a request to execute a game play event for the first player. In response to the request, the processor is configured to execute the game play event for the first player and the second player.