State Machine Bonus Trigger for Table Games
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Solution Overview
Problem
There is a challenge in incorporating bonus games into computer-implemented table games like roulette and poker, as the gameplay mechanics differ significantly from slot games, making it difficult to trigger and activate bonus games during table game play.
Innovation Solution
A state machine with first and second states is used to manage the transition between different games, where a counter tracks the number of instances of the first game played with a bonus trigger number matching a game-selected number, allowing the system to switch between game states and perform bonus games based on predefined thresholds.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If slot game-style triggers are implemented into table game play, then bonus games can be integrated into table games, but the gameplay mechanics conflict because table game gameplay differs significantly from slot game play
Solution Approach 1:
The system segments the gaming experience into distinct game states (first game state for table games, second game state for bonus games) managed by a state machine. This allows bonus game triggers to be integrated into table games without disrupting the core table game mechanics, as the system transitions between segmented states rather than mixing mechanics directly.
Solution Approach 2:
The state machine serves as a universal control mechanism that manages both table game play and bonus game activation within a single system. It provides multi-functionality by handling different game types and trigger conditions through a unified state management approach, allowing the same system to accommodate both slot-style bonus triggers and table game mechanics.
2Adaptability or versatility
If a state machine is used to manage game transitions, then bonus games can be activated based on trigger conditions, but the system complexity increases
Solution Approach 1:
The state machine acts as an intermediary layer between the table game logic and bonus game activation. It mediates the transition between game states and evaluates trigger conditions without requiring direct integration of complex bonus game mechanics into the table game code, thereby managing complexity through abstraction.
Solution Approach 2:
The system uses a counter to track trigger conditions, essentially creating a simplified copy or representation of the bonus game activation state. This counter mechanism provides a straightforward way to monitor game instances and trigger conditions without requiring complex state evaluation logic, reducing the perceived complexity of the state machine implementation.
3Productivity
If a counter tracks the quantity of game performances for bonus triggers, then bonus games can be triggered based on match frequency, but the tracking mechanism adds system complexity
Solution Approach 1:
The counter automatically increments with each game instance and self-evaluates against the threshold condition. This self-service mechanism tracks trigger conditions without requiring external intervention or complex monitoring systems, as the counter autonomously manages the tracking and comparison functions.
Solution Approach 2:
The system changes the parameter being tracked from complex game state analysis to a simple numerical counter that increments with each game instance. This parameter transformation simplifies the tracking mechanism by converting a potentially complex evaluation process into a straightforward numerical comparison against a threshold value.
Data Source
AI summary
Systems, methods, and memory devices for setting a state machine to a first or second state that indicates whether a first or second computer-implemented game is selected. A counter indicates a quantity of performances of the first game in which a bonus trigger number matches a game-selected number during performance of instance(s) of the first game. Example implementations can perform an instance of the first game while the state machine is in the first state, after determining whether the first game-selected number matches a bonus trigger number, determine whether to set the state machine to the second state based on a comparison of the counter and a threshold number, set the state machine to the second state when the counter equals the threshold number, perform instance(s) of a second game after the state machine is set to the second state, and set the state machine back to the first state.


