Gaming Machine Skill-Based Wagering With Dynamic RTP Awards
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Solution Overview
Problem
Existing gaming machines lack player interaction and excitement, leading to frustration and reduced play duration, necessitating new features to enhance engagement and profitability.
Innovation Solution
Implement a skill-based wagering game system that determines player skill levels through interactive gameplay, adjusts return-to-player (RTP) values based on skill, and allows players to select awards based on their performance, incorporating various skill games such as maze, shooting, and racing games.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of manufacture
If traditional reel-based wagering games are used, then the gaming machine structure is simple and easy to manufacture, but player interaction is limited and excitement is reduced
Solution Approach 1:
The patent transforms static reel-spinning gameplay into dynamic skill-based challenges where game conditions, obstacles, and opportunities change based on player actions and performance, creating an adaptive gaming experience that maintains engagement while preserving the core wagering mechanism
Solution Approach 2:
The system modifies game parameters such as difficulty levels, time limits, and reward structures based on player skill demonstrations, allowing the game to adapt to different player capabilities while maintaining the fundamental wagering game architecture
2Device complexity
If traditional fixed RTP wagering games are used, then the game outcome is predetermined and simple to control, but player excitement and engagement are reduced
Solution Approach 1:
The patent implements dynamic RTP adjustment where the return-to-player percentage is no longer fixed but varies based on player skill level, game conditions, and performance metrics, creating a more engaging experience while maintaining mathematical control through predefined adjustment ranges and protocols
3Ease of operation
If skill-based wagering games with dynamic RTP are implemented, then player engagement and excitement are enhanced, but the game system complexity increases
Solution Approach 1:
The patent divides the skill assessment process into discrete evaluable events and metrics, allowing the complex skill evaluation to be broken down into manageable components that can be processed independently and combined to determine overall skill level and corresponding RTP adjustments
Solution Approach 2:
The system implements continuous feedback loops where player performance is monitored, skill levels are updated in real-time, and RTP values are dynamically adjusted based on accumulated performance data, creating an adaptive system that responds to player actions while maintaining mathematical control
4Adaptability or versatility
If skill level assessment is implemented, then awards can be customized based on player ability, but the data processing requirements increase
Solution Approach 1:
The patent pre-establishes skill level thresholds, award structures, and RTP adjustment protocols before gameplay begins, allowing the system to process player performance data through predefined decision trees and lookup tables rather than requiring complex real-time calculations, thereby maintaining processing efficiency while enabling customized awards
Data Source
AI summary
A gaming machine for providing a skill-based wagering game to a player is described herein. The gaming machine includes a controller programmed to display the skill-based wagering game on a display device, receive a signal indicating a wager being received from the player, and initiate the skill-based wagering game. The controller determines a player skill level value associated with the player based on player skill operations received during game play and accesses RTP value data to determine an RTP value based on the determined player skill level value and the received wager amount. The controller generates a plurality of primary awards as a function of the determined RTP value, displays a primary award selection screen to select a primary award from the plurality of primary awards, and adjust the credit balance based on the player selected primary award.


