Proximity-Based Game System Using Euclidean Scoring

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Solution Overview

Problem

Traditional lottery games require exact matches, which can lead to low winning probabilities and limited player engagement, as they do not account for proximity or similarity in selected values.

Innovation Solution

A computer-based system generates a proximity game where players select values from a pool, and the system calculates a proximity score using Euclidean formulas, determining winners based on the closeness of their selections to winning values, allowing for prize distribution without exact matches.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If traditional lottery games require exact matches, then the game rules are simple and easy to understand, but the winning probability is low and player engagement is limited

Engineering Contradiction:
Improvewinning criteria flexibilityVSAvoidgame rule complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent changes the winning criterion parameter from exact match to proximity-based matching. Instead of requiring player-selected values to exactly equal winning values, the system calculates proximity scores based on the closeness of selected values to winning values, allowing multiple degrees of matching (e.g., exact match, one-off match, two-offs match) with different prize levels.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The patent introduces dynamic evaluation by calculating proximity scores that measure the degree of closeness between player selections and winning values. This dynamic approach allows the system to adaptively determine winning status and prize amounts based on how close the player's selections are to the winning values, rather than using a static exact-match rule.

Inventive Principle:
Principle #15Dynamics

2Reliability

If exact match rules are used, then the game operation is simple, but the player engagement and winning chances are reduced

Engineering Contradiction:
Improvewinning opportunity reliabilityVSAvoidgame operation simplicity
Core Design Contradiction:
ReliabilityVSEase of operation

Solution Approach 1:

The system changes the matching parameter from binary (exact match or no match) to continuous (proximity score). This allows players to win based on how close their selections are to winning values, improving reliability of winning opportunities while the automated calculation maintains operational simplicity.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The patent replaces the mechanical exact-match verification system with an automated proximity calculation system. The game-operating computer automatically calculates proximity scores and determines winning status, maintaining ease of operation through automation while improving winning opportunities through flexible matching criteria.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

3Productivity

If proximity calculation is implemented, then player engagement increases, but the computational complexity increases

Engineering Contradiction:
Improvegame processing efficiencyVSAvoidsystem complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The patent replaces manual or complex proximity evaluation with automated computer-based calculations. The game-operating computer systematically calculates proximity scores using predefined formulas, improving processing efficiency through automation while managing system complexity through standardized computational approaches.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

Solution Approach 2:

The system uses standardized proximity calculation parameters and formulas that can be efficiently computed by computers. By defining clear mathematical relationships for proximity measurement, the system achieves high processing efficiency while keeping the computational model manageable and scalable.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS9959710B2Proximity based games and computer-implemented methods and computer systems for playing thereof
Publication Date: 2018.05.01 INTRALOT
  • US9959710B2 patent drawing
  • US9959710B2 patent drawing
  • US9959710B2 patent drawing

AI summary

The present invention provides for a game-operating computer system, including: at least one server and game-operating software stored on a non-transient computer readable medium accessible by the server, where the at least one server, executing game-operating software, is at least configured to: generate an instance of a proximity game, where the instance of the proximity game is played based on the following rules: a) selecting a plurality of winning values from a pool of values, b) electronically receiving a first plurality of player-selected values from the pool of values, c) electronically receiving a second plurality of player-selected values from the pool of values, d) comparing the player-selected values with the winning values, where at least one player-selected value is not equal to at least one winning values; and e) determining at least one winning player from the at least one first player and the at least one second player.