Skill-Based Gaming Machine with Dynamic Cup Difficulty Adjustment

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Solution Overview

Problem

There is a need for casino gaming systems that incorporate skill-based games appealing to young people and type A males, offering head-to-head competition and monetization opportunities while meeting jurisdictional and player expectations for win distribution.

Innovation Solution

A gaming machine that assesses player skill levels to adjust game difficulty and win outcomes, using a 'Kitty' system to manage minimum and maximum returns, with players competing to accumulate credits through a visual ball-tossing game displayed on a video interface, where skill factors influence cup target movement and prize distribution.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If skill-based games are introduced to appeal to young people and type A males, then player engagement and demographic appeal are improved, but game complexity and difficulty of operation increase

Engineering Contradiction:
Improvedemographic appealVSAvoidgame operation
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The game dynamically adjusts the number of cups and game parameters based on the player's skill level. As players improve their throwing accuracy, the system automatically increases the number of cups from 10 to 20, providing continuous challenge while maintaining accessibility for different skill levels and age groups.

Inventive Principle:
Principle #15Dynamics

2Adaptability or versatility

If head-to-head competition is implemented, then player engagement and entertainment value are improved, but game complexity and rules complexity increase

Engineering Contradiction:
Improvecompetition formatVSAvoidgame rules
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The game is divided into two independent playing areas with separate cup sets for each player, allowing simultaneous independent play. The competition element is simplified to a straightforward comparison of scores after both players complete their turns, avoiding complex rules while enabling head-to-head engagement.

Inventive Principle:
Principle #1Segmentation

3Productivity

If skill assessment is used to adjust game difficulty, then player engagement and challenge are improved, but measurement precision requirements increase

Engineering Contradiction:
Improvegame challengeVSAvoidskill measurement
Core Design Contradiction:
ProductivityVSMeasurement precision

Solution Approach 1:

The game automatically assesses player skill by tracking the number of successful throws required to remove all cups. This self-assessment mechanism uses the player's own performance data to determine skill level and adjust subsequent game parameters, eliminating the need for external skill evaluation while maintaining fair difficulty adjustment.

Inventive Principle:
Principle #25Self-service

4Reliability

If controlled win outcomes are implemented to meet regulatory requirements, then compliance with jurisdictional requirements is improved, but game fairness and player trust may worsen

Engineering Contradiction:
Improveregulatory complianceVSAvoidplayer trust
Core Design Contradiction:
ReliabilityVSObject-generated harmful factors

Solution Approach 1:

The game uses probabilistic cup placement parameters that create unpredictable outcomes while maintaining controlled return-to-player ratios. The randomness of cup positions and the skill-based nature of throwing combine to produce fair-seeming results that naturally align with regulatory requirements without apparent manipulation, preserving player trust.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS11854352B2Skill-based gaming machine and method that maintain a desired return to player
Publication Date: 2023.12.26 ARISTOCRAT TECH AUSTRALIA PTY LTD
  • US11854352B2 patent drawing
  • US11854352B2 patent drawing
  • US11854352B2 patent drawing

AI summary

A gaming machine having an electronic display which displays a plurality of empty drinking cups. A game controller causes the display of a ball and its movement toward and into one of the empty cups. A game play mechanism allows the player to direct the movement of the ball. If the player is successful in movement of a ball into a cup, the cup and the ball is then removed from the display. During play of the game, an amount of sobriety is determined in accord with the number of cups removed by the player. In accordance with the amount of sobriety determined, the cups are displayed in wobbling movement in order to give amusement to the game as well as difficulty in the play.