Pseudo Skill-Based Gaming System with Segmented Reward Structure
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Solution Overview
Problem
Conventional skill-based gaming solutions face challenges in creating games that allow minimally skilled players to achieve reasonable payback while preventing exceptionally skilled players from exceeding a 100% return-to-player (RTP), and they struggle to compete with other games in terms of profit and excitement, with a need for enhanced player engagement and increased winning opportunities.
Innovation Solution
A pseudo skill-based game system that combines a game of chance with an apparent game of skill, using a gaming machine to award game credits and points, where credits are redeemable but points are not, with the number of points increasing based on player skill, and prizes are influenced by skill but the total prize amount is not, to maintain overall payout percentages and regulatory compliance.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If a skill-based game allows minimally skilled players to achieve reasonable payback, then player engagement is improved, but exceptionally skilled players may achieve payback exceeding 100% of coin-in
Solution Approach 1:
The patent segments the reward system into two distinct components: game credits (redeemable for payouts, controlled by overall payout percentages) and game points (not redeemable for payouts, awarded based on player skill). This segmentation allows the system to provide skill-based engagement through game points while maintaining reliable control over actual monetary returns through game credits, preventing exceptionally skilled players from exceeding 100% RTP.
Solution Approach 2:
The patent introduces game points as an intermediary element that decouples skill-based performance from direct monetary payout. Game points serve as a mediator that rewards player skill and achievement without directly affecting the controlled payout percentage, allowing the system to maintain both player engagement and reliable RTP control simultaneously.
2Reliability
If a skill-based game is developed to ensure it cannot exceed 100% return-to-player, then operator profit is protected, but the game may lack excitement and competitiveness compared to other casino games
Solution Approach 1:
The patent segments the game experience into two layers: a controlled payout layer (game credits) that ensures operator profit protection, and an uncontrolled skill-reward layer (game points) that provides excitement and competitiveness. This segmentation allows the game to be both reliable in terms of RTP control and adaptable in terms of player engagement and excitement.
Solution Approach 2:
The patent changes the parameter being rewarded for skill from monetary value to non-monetary points. By awarding game points instead of directly increasing monetary payouts based on skill, the system maintains controlled payout percentages while still providing competitive excitement through skill-based point accumulation and leaderboard competition.
3Adaptability or versatility
If conventional skill-based gaming is deployed, then player skill can influence outcomes, but uniform regulation is lacking across jurisdictions
Solution Approach 1:
The patent segments the reward system to separate regulated elements (game credits with controlled payout percentages) from unregulated skill elements (game points awarded based on player performance). This segmentation allows the game to maintain regulatory compliance in jurisdictions with strict skill-based gaming restrictions while still providing skill-based engagement, as the skill-influenced game points do not directly affect monetary payouts.
Data Source
AI summary
Disclosed are games, gaming machines, gaming systems and methods including a predetermined award presented in a manner in which a player's skill at the game appears to affect the amount of the award without actually having an effect on its amount.


