Skill-Based Wagering Game with Dynamic Difficulty and Supplemental Awards

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Solution Overview

Problem

There is a challenge in creating gaming systems that incorporate a skill-based component appealing to players of all skill levels, as high-skill players may find games too easy and low-skill players may find them too difficult, leading to dissatisfaction and reduced playtime.

Innovation Solution

A skill-based wagering game is introduced, where players match moving objects to targets, with the gaming system determining difficulty levels and awards based on skill inputs, offering both primary and supplemental skill awards tied to the player's performance, ensuring engagement across various skill levels.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If the skill-based game is made relatively difficult to satisfy high-skill players, then high-skill players can achieve sufficient success, but low-skill players cannot achieve sufficient success and may stop playing

Engineering Contradiction:
Improvegame difficulty adaptationVSAvoidgame playability
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The patent applies dynamics by making the game difficulty adjustable through multiple selectable difficulty levels. The system dynamically transitions between different difficulty configurations, allowing the same game to adapt to varying player skill levels. This resolves the contradiction by enabling both high-skill players to choose challenging levels and low-skill players to select easier levels, thereby maintaining playability across all skill levels while preserving adaptability.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent implements parameter changes by modifying game parameters such as time limits, object speeds, and task complexity based on the selected difficulty level. These parameter adjustments allow the game to maintain appropriate challenge levels for different skill groups without requiring separate games, thus resolving the contradiction between adaptability and ease of operation.

Inventive Principle:
Principle #35Parameter changes

2Reliability

If the available awards are decreased to make the economics work for skill-based games, then the gaming system becomes more economically viable, but high-skill players have no incentive to master the game due to paltry awards

Engineering Contradiction:
Improvegaming economicsVSAvoidaward structure adaptability
Core Design Contradiction:
ReliabilityVSAdaptability or versatility

Solution Approach 1:

The patent applies segmentation by dividing the award structure into multiple tiers corresponding to different difficulty levels and performance outcomes. Instead of a single award pool, the system segments awards into base awards available to all players and supplemental skill awards for high performers. This segmentation allows the system to maintain economically viable base awards while providing attractive supplemental awards that incentivize high-skill players without compromising overall gaming economics.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent implements partial action by providing base awards to all players regardless of skill level, ensuring economic viability through widespread participation. Simultaneously, it provides excessive (supplemental) awards to high-skill players who master the game, creating strong incentives for skill development. This dual-award approach resolves the contradiction between economic reliability and award adaptability.

Inventive Principle:
Principle #16Partial or excessive action

3Ease of operation

If the skill-based game is made easy to learn and play, then low-skill players can achieve success and remain engaged, but high-skill players may find the game too easy and lose interest

Engineering Contradiction:
Improvegame accessibilityVSAvoidgame challenge level
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The patent applies dynamics by implementing multiple difficulty levels that allow the game to adapt its challenge level in real-time based on player selection. The system dynamically adjusts game parameters such as time limits, object movement speeds, and task complexity to match the chosen difficulty level. This enables low-skill players to access easy modes where they can achieve success, while high-skill players can select harder modes that provide appropriate challenges, thereby resolving the contradiction between ease of operation and adaptability.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS10275995B2Gaming system and method providing a skill-based wagering game with an available supplemental skill award
Publication Date: 2019.04.30 INTERNATIONAL GAME TECHNOLOGY INC
  • US10275995B2 patent drawing
  • US10275995B2 patent drawing
  • US10275995B2 patent drawing

AI summary

Various embodiments of the present disclosure provide a skill-based wagering game with an available supplemental skill award. In various embodiments, the skill-based wagering game is a matching game. During play, the player makes skill inputs to attempt to correctly match moving objects to corresponding targets. The gaming system determines a primary award based on how many correct matches the player achieves, which is directly tied to the player's skill level during play. The primary award generally increases as the quantity of correct matches increases. For players who exhibit a high skill level during play (e.g., correctly match all of the moving objects to the targets), the gaming system may also provide a supplemental skill award. The probability of the supplemental skill award being large generally increases as the player's skill level during play increases.