Skill-Based Interaction Mechanism for Electronic Gaming Devices
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Solution Overview
Problem
Electronic gaming devices rely solely on random number generators (RNG) for outcome determination, lacking interactive elements that could enhance user engagement and control over game outcomes, which limits player interaction and experience.
Innovation Solution
Implementing a skill-based interaction mechanism after RNG-based outcome determination, allowing players to interact with objects on a touchscreen display to change the outcome display, generate additional outcomes, or award prizes, thereby integrating skill-based interactions with RNG-based systems to manage volatility and Return to Player (RTP) effectively.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If RNG-based outcome determination is used exclusively, then game fairness and regulatory compliance are ensured, but user engagement and interaction are limited
Solution Approach 1:
The game process is divided into distinct phases: RNG-based outcome determination phase and skill-based interaction phase. The skill-based phase is further segmented into multiple interaction opportunities where players can select from different objects. This segmentation allows the system to maintain regulatory compliance through RNG while adding engaging skill-based layers without overwhelming complexity.
Solution Approach 2:
The RNG determines the game outcome in advance before the player interacts with the skill-based elements. This preliminary action ensures that the core outcome is fair and predetermined, while subsequent player interactions with objects serve to modify presentation or trigger additional features rather than determine the fundamental result, maintaining both engagement and compliance.
2Adaptability or versatility
If skill-based interaction elements are added after RNG determination, then user control and engagement are enhanced, but system complexity increases
Solution Approach 1:
The skill-based interaction objects serve as intermediaries between the predetermined RNG outcome and the final game presentation. Players interact with these objects to influence how the outcome is displayed or whether additional features are triggered, providing control without requiring complex real-time outcome determination systems.
Solution Approach 2:
The system transitions from a static RNG-based outcome display to a dynamic multi-phase interaction model. The skill-based phase introduces dynamic elements where player choices can alter the presentation, trigger bonus features, or modify the game state, making the system adaptable while managing complexity through clear phase separation.
3Productivity
If multiple interaction objects with functions are displayed, then player engagement and control are increased, but processing requirements and computational load increase
Solution Approach 1:
Instead of requiring players to evaluate all possible interaction objects simultaneously, the system presents a limited set of objects with specific functions at each interaction opportunity. Players can choose to interact with one or more objects without being required to analyze every possibility, reducing computational burden while maintaining engaging gameplay.
Data Source
AI summary
Innovations in implementing a skill-based interaction mechanism after random number generator (“RNG”)-based outcome determination in an electronic gaming device are described herein. For example, after RNG-based outcome determination, objects may be displayed on a touchscreen display of the electronic gaming device. A given object may be associated with one or more functions to be carried out upon interaction with the object (e.g., selection of the object by the user on the touchscreen display). For example, upon selection of the object, a function associated with the object is carried out to change display of the object or generate an additional outcome using the RNG.


