Queued Wagering Game Iteration for Faster Hand Count Accumulation

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Solution Overview

Problem

Patrons in gaming establishments often lose interest due to the need to meet minimum hand counts before receiving payouts, leading to prolonged wait times and potential inability to cash out winnings immediately.

Innovation Solution

The system automatically iterates through wagering games without displaying losing outcomes, storing them in a queue, and presents skill-based games sequentially after reaching a predetermined hand count, reducing the time required to meet payout conditions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Loss of time

If the system displays losing outcomes and requires user input for each game, then the patron can see game results and make informed decisions, but the time to reach minimum hand count increases significantly

Engineering Contradiction:
Improvetime to reach minimum hand countVSAvoiduser interaction requirement
Core Design Contradiction:
Loss of timeVSEase of operation

Solution Approach 1:

The system pre-determines and queues a sequence of skill-based games to be played automatically after the wagering game hand count is reached. This preliminary preparation of the game queue allows the system to transition smoothly from wagering mode to skill-based mode without requiring continuous user input, thereby reducing the time to reach payout thresholds while maintaining operational ease.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The gaming device automatically manages the game sequence by queuing skill-based games and executing them without requiring continuous user intervention. The system serves itself by automatically transitioning between game types and managing the hand count accumulation process, eliminating the need for users to manually initiate each game or review losing outcomes in detail.

Inventive Principle:
Principle #25Self-service

2Productivity

If the system requires patrons to play additional games to meet hand count, then the minimum hand count threshold is achieved, but patrons lose interest due to prolonged wait times

Engineering Contradiction:
Improvehand count accumulation rateVSAvoidduration of gameplay
Core Design Contradiction:
ProductivityVSDuration of action of moving object

Solution Approach 1:

The system maintains continuous useful action by queuing skill-based games that can be played automatically after the hand count threshold is reached. This eliminates interruptions and waiting periods, allowing the game to proceed seamlessly from wagering mode to skill-based mode without idle time, thereby maintaining high productivity in hand count accumulation while reducing the perceived duration of gameplay for the user.

Inventive Principle:
Principle #20Continuity of useful action

Solution Approach 2:

The system dynamically adjusts the game flow based on real-time hand count accumulation. When the minimum hand count is reached, the system automatically transitions from wagering games to queued skill-based games, creating a dynamic and adaptive gameplay experience that responds to user progress and maintains engagement throughout the session.

Inventive Principle:
Principle #15Dynamics

3Ease of operation

If the system presents all skill-based games immediately after wagering games, then the patron can play skill-based games without waiting, but the hand count accumulation is delayed

Engineering Contradiction:
Improveaccess to skill-based gamesVSAvoidtime to meet hand count conditions
Core Design Contradiction:
Ease of operationVSLoss of time

Solution Approach 1:

The system performs preliminary action by queuing skill-based games in advance and preparing them for automatic execution. This allows the system to accumulate hand counts efficiently during the wagering phase while having skill-based games ready to be played immediately once the threshold is reached, eliminating waiting time without delaying hand count accumulation.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS20250252819A1Automatically iterating hand counts in electronic gaming environments
Publication Date: 2025.08.07 PRIMERO GAMES LLC
  • US20250252819A1 patent drawing
  • US20250252819A1 patent drawing
  • US20250252819A1 patent drawing

AI summary

Disclosed herein are systems and methods for using computing devices combined with memory to facilitate enhancements to video games. The computing device can receive a selection of a game feature via a user interface. The computing device can iteratively decrease a current credits value on the wagering game based on a bet amount for a wagering game and generate a current iteration outcome of the wagering game comprising a plurality of current iteration indicia. In each iteration, the computing device can determine whether the current iteration outcome results in a losing combination of the plurality of current iteration indicia and autonomously perform another iteration without user input in response to the current iteration outcome being a losing combination.