State Machine Bonus Trigger for Table Games

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

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

VSEngineering 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

Engineering Contradiction:
Improvebonus game integrationVSAvoidgameplay mechanics
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

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.

Inventive Principle:
Principle #1Segmentation

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.

Inventive Principle:
Principle #6Universality (Multi-functionality)

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

Engineering Contradiction:
Improvegame state managementVSAvoidstate machine implementation
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

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.

Inventive Principle:
Principle #24Intermediary (Mediator)

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.

Inventive Principle:
Principle #26Copying

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

Engineering Contradiction:
Improvebonus trigger detectionVSAvoidcounter tracking mechanism
Core Design Contradiction:
ProductivityVSDevice 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.

Inventive Principle:
Principle #25Self-service

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.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS20240378965A1System and Method for Performing a Computer-Implemented Game with a Trigger via a State Machine
Publication Date: 2024.11.14 GAMES GLOBAL OPERATIONS LTD
  • US20240378965A1 patent drawing
  • US20240378965A1 patent drawing
  • US20240378965A1 patent drawing

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.