Server-Based Gaming System for Transparent Skill Scoring

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Solution Overview

Problem

Games of skill face challenges in establishing fair, objective scoring criteria that are outside the control of participants and operators, leading to potential manipulation and lack of transparency, which undermines player trust and game integrity.

Innovation Solution

A gaming system that utilizes a server-based platform where participants select from a basket of events with both predictability and randomness, using algorithms to determine results and award prizes based on objective criteria, ensuring that outcomes are entirely verifiable and immune to manipulation by operators or participants.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If games of skill use subjective or hidden parameters for scoring, then operators can manipulate outcomes, but player trust and game integrity are compromised

Engineering Contradiction:
Improvegame integrityVSAvoidscoring system transparency
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The system automatically determines outcomes based on participant selections and pre-established objective criteria. The server compares selections against actual results and automatically awards prizes without human intervention, eliminating operator manipulation and ensuring game integrity through self-executing transparent rules

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The system provides immediate feedback to participants about their selections, the actual outcomes, and the scoring results. This transparent feedback loop allows players to verify that outcomes are determined fairly by objective criteria rather than hidden manipulation, building trust while maintaining simple operational rules

Inventive Principle:
Principle #23Feedback

2Reliability

If games of skill require significant time and effort from participants to exercise skills, then skill impact increases, but player accessibility decreases

Engineering Contradiction:
Improveskill impactVSAvoidparticipant effort
Core Design Contradiction:
ReliabilityVSEase of operation

Solution Approach 1:

The system requires participants to make limited selections (e.g., choosing 3 events from a basket of events) rather than requiring extensive skill demonstration. This partial action approach maintains skill impact by testing knowledge while reducing the time and effort burden to make the game accessible to more players

Inventive Principle:
Principle #16Partial or excessive action

Solution Approach 2:

The system replaces complex skill-based mechanical actions (such as physical dexterity tasks or extensive analysis) with simplified selection mechanisms. Participants use knowledge and judgment to make choices rather than investing significant time in skill execution, lowering the effort barrier while preserving the skill-based nature of the game

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

3Adaptability or versatility

If games of skill operate online with hidden parameters, then operational flexibility increases, but manipulation risk and player trust issues increase

Engineering Contradiction:
Improveoperational flexibilityVSAvoidmanipulation risk
Core Design Contradiction:
Adaptability or versatilityVSObject-affected harmful factors

Solution Approach 1:

The system pre-establishes all scoring criteria, event baskets, and outcome determination rules before the game begins. These parameters are locked and cannot be changed during gameplay, preventing operator manipulation while maintaining operational flexibility through pre-configured adaptable game structures that can be adjusted between games

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The server acts as an impartial intermediary that automatically compares participant selections against actual outcomes and determines winners based on pre-established criteria. This automated intermediary eliminates human manipulation risk while preserving operational flexibility through programmable game configurations that can be adapted for different game types and parameters

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS10092825B2System, method, and apparatus for a game of skill
Publication Date: 2018.10.09 PLATFORM GAMING TECHNOLOGIES INC
  • US10092825B2 patent drawing
  • US10092825B2 patent drawing
  • US10092825B2 patent drawing

AI summary

A gaming system includes a server having a basket containing a set of events, each event having an element of predictability and an element of randomness. User devices connected to the server accept user selections with respect to a pre-determined game and each user selection includes an ordered list of a subset of the basket. The gaming system has a way to determine results of the plurality of events and a way to determine if any of the user selections matches the results, and if so, declaring a winner.