Skill-Based Gaming Machine with Dynamic Cup Difficulty Adjustment
Find Innovative SolutionsGenerate Solutions
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
Engineering 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
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.
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
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.
3Productivity
If skill assessment is used to adjust game difficulty, then player engagement and challenge are improved, but measurement precision requirements increase
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.
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
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.
Data Source
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.


