Scripted Scenario Generation in Electronic Gaming Devices
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Solution Overview
Problem
Current electronic gaming devices offer limited variability in scripted scenarios for triggering events, leading to repetitive presentations and reduced player engagement.
Innovation Solution
The electronic gaming device implements a system that generates and displays multiple scripted scenarios based on player preferences and winning events, utilizing a network of servers to manage multimedia streams, player tracking, and dynamic scenario generation, allowing for varied visual and audio presentations.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If multiple scripted scenarios are implemented for triggering events, then player engagement and excitement are enhanced, but device complexity and programming requirements increase
Solution Approach 1:
The patent segments the scripting system into modular components: trigger definitions, scenario templates, and presentation packages. Each triggering event can have multiple associated scenarios stored as separate data structures, allowing the system to select and execute appropriate scenarios without requiring complex monolithic programming. The scenarios are divided into discrete elements such as visual presentations, audio presentations, and animation sequences that can be independently managed and combined.
Solution Approach 2:
The patent implements preliminary action by pre-defining multiple scripted scenarios and storing them in memory before game play occurs. Each triggering event has its associated scenarios prepared in advance with all necessary visual, audio, and animation elements configured. When a triggering event occurs, the system simply selects from the pre-prepared scenarios rather than generating them dynamically, reducing runtime complexity while maintaining high variability.
2Adaptability or versatility
If multiple scripted scenarios are provided for each triggering event, then redundancy of presentations is reduced, but memory requirements and data storage increase
Solution Approach 1:
The patent uses copying by storing multiple presentation packages in memory, where each package contains copied instances of visual, audio, and animation elements. Rather than creating new content each time, the system stores multiple pre-rendered copies of presentations that can be rapidly selected and executed. This allows diverse presentations to be available without requiring excessive processing resources or storage space, as the copies are optimized for efficient storage and retrieval.
3Adaptability or versatility
If dynamic scenario generation is implemented, then player engagement increases, but processing time and computational resources increase
Solution Approach 1:
The system performs preliminary action by pre-configuring all possible scenario selections and their associated triggering events before game play begins. Each triggering event has its multiple scenarios pre-loaded and organized in memory with predetermined selection criteria. When a triggering event occurs, the system uses pre-established selection logic (such as random selection or player preference-based selection) to quickly choose from the pre-prepared scenarios, minimizing processing time while maintaining dynamic adaptability.
Solution Approach 2:
The patent implements feedback mechanisms where player preferences and previous selections are stored and used to influence scenario selection. The system learns from player behavior and adjusts scenario selection accordingly, providing personalized experiences without requiring complex real-time analysis. This feedback loop allows the system to make informed selections quickly based on pre-collected data about player preferences, reducing computational overhead while enhancing engagement.
Data Source
AI summary
Examples disclosed herein relate to systems, devices, and methods, which may receive wagers on one or more paylines. The systems, devices, and methods may determine a winning outcome and/or a losing outcome. The systems, devices, and methods may determine one or more key values. The systems and methods may determine a scripted scenario based on the determined one or more key values. The systems and methods may display one or more presentations based on the determined scripted scenario. The scripted scenario may utilize symbols, characters, and/or other gaming objects.


