Skill-Dependent Wagering Game Proportion Control
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Solution Overview
Problem
It is challenging for casino operators to control the return-to-player in skill-based gaming machines, making it difficult to offer such games due to varying player skills and regulatory issues, which can deter them from implementing skill-based games.
Innovation Solution
A mechanism that allows configuring the skill-based component of a wagering game on electronic gaming machines to set a desired proportion between player skill-dependent and random components, enabling operators to manage return-to-player and attract players by offering customizable skill levels.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If skill-based gaming is introduced to increase player excitement and control, then player preference and engagement are improved, but return-to-player control deteriorates due to varying player skills
Solution Approach 1:
The system dynamically adjusts the skill component proportion based on player performance. The processing system monitors player success rates and automatically modifies the proportion of skill-based versus random components in real-time, allowing the game to adapt to individual player abilities while maintaining overall return-to-player targets.
Solution Approach 2:
The invention changes the parameter of skill component proportion from a fixed value to a variable that can be adjusted between 0% and 100%. This allows operators to configure different skill levels and enables the system to modify the skill component proportion dynamically based on player performance, thereby controlling return-to-player while maintaining player engagement.
2Ease of operation
If skill-based components are added to wagering games, then player excitement and desirability are improved, but device complexity increases due to configuration and monitoring requirements
Solution Approach 1:
The processing system performs multiple functions: it determines game outcomes, monitors player success rates, adjusts skill component proportions, and controls prize awards. This multi-functional approach consolidates complexity into a single system rather than requiring separate mechanisms for each function.
Solution Approach 2:
The system automatically monitors player performance and adjusts the skill component proportion without requiring manual intervention. The processing system self-regulates by detecting player success rates and modifying game parameters accordingly, reducing operational complexity.
3Ease of operation
If the skill component proportion is increased to enhance player skill impact, then player control and excitement are improved, but return-to-player variability increases making regulatory compliance difficult
Solution Approach 1:
The system implements feedback loops where player success rates are continuously monitored and used to adjust the skill component proportion. This feedback mechanism ensures that return-to-player remains within target ranges by automatically reducing skill component proportion when player success rates indicate potential deviations from expected return-to-player.
Solution Approach 2:
The skill component proportion is made dynamic rather than static, allowing the system to respond to player performance in real-time. This dynamic adjustment maintains precision in return-to-player by adapting to individual player skills while ensuring overall compliance with regulatory requirements.
Data Source
AI summary
A method includes receiving a skill level input specifying a first skill level from a set of different skill levels, and in response to the skill level input, placing the gaming machine in a first state. Each respective skill level in the set of different skill levels is correlated to a different respective proportion between a player skill-dependent component and random component of the wagering game. Thus placing the gaming machine in the first state has the effect of setting that skill-dependent to random proportion to a desired value. After placing the gaming machine in the first state, the method includes receiving player inputs for which a prize may ultimately be awarded. This prize is determined by (i) any player inputs included in the player input set for the player skill-dependent component and (ii) the random component in an award proportion based on the desired value.


