Transient Character Management in Electronic Gaming Systems

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Solution Overview

Problem

Existing electronic gaming systems lack the ability to efficiently provide transient characters associated with outputs, dynamically communicate their statuses, and offer variability and flexibility while maintaining Return to Player (RTP) rates.

Innovation Solution

A gaming system that includes a processor and memory, which executes instructions to display an electronic game with transient characters. The system randomly determines prizes and health points for each character, spins and stops reels to display symbols, and determines if attack symbols reduce the characters' health points, leading to awards and the replacement of characters.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If transient characters are introduced to enhance game variability and player engagement, then game flexibility and user experience are improved, but system complexity and computational resource requirements increase

Engineering Contradiction:
Improvegame flexibilityVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The game system is segmented into distinct functional modules: a character management module that handles transient character instantiation and lifecycle, a status communication module that manages information display, and an RTP management module that controls payout parameters. This modular segmentation allows the system to handle complexity in an organized manner while maintaining flexibility in character-based game features

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system pre-determines and stores character attributes, status parameters, and reward structures before game execution. Transient characters are pre-configured with their lifecycles, health points, and associated rewards, allowing the game engine to efficiently manage them during gameplay without real-time computational overhead, thus balancing flexibility with system complexity

Inventive Principle:
Principle #10Preliminary action

2Loss of information

If dynamic status communication of transient characters is implemented, then information delivery and player engagement are enhanced, but data processing requirements and system resource consumption increase

Engineering Contradiction:
Improveinformation deliveryVSAvoidsystem resource consumption
Core Design Contradiction:
Loss of informationVSUse of energy by moving object

Solution Approach 1:

The system implements periodic status updates for transient characters rather than continuous real-time communication. Character status information (health points, lifecycle stage, reward status) is communicated at discrete intervals or upon significant state changes, reducing data processing requirements while maintaining effective information delivery to players about their game progress and character states

Inventive Principle:
Principle #19Periodic action

3Adaptability or versatility

If multiple transient characters with varying lifecycles are managed, then game variability and player engagement are improved, but computational overhead and processing time increase

Engineering Contradiction:
Improvegame variabilityVSAvoidprocessing efficiency
Core Design Contradiction:
Adaptability or versatilityVSProductivity

Solution Approach 1:

Transient characters are designed with self-managing attributes including automatic lifecycle progression, self-updating status information, and autonomous reward triggering. Each character independently tracks its own health points, determines when rewards should be issued, and manages its own expiration, reducing the computational burden on the central game engine and improving processing efficiency while maintaining high game variability

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS20250174072A1Systems and methods for providing transient features associated with outputs in electronic gaming
Publication Date: 2025.05.29 ARISTOCRAT TECHNOLOGIES INC
  • US20250174072A1 patent drawing
  • US20250174072A1 patent drawing
  • US20250174072A1 patent drawing

AI summary

A gaming system configured to: display an electronic game including reels and transient characters each associated with one of the reels and displayed for a predetermined number of spins; randomly determine a prize and a number of health points for each character; spin and stop the reels and display a set of symbols on each stopped reel; determine, for each stopped reel, whether the set of symbols includes an attack symbol that causes the number of health points of the associated character to reach zero; when the number of health points for any of the characters reaches zero, generate an award that includes the prize for the character having zero health points; remove each character having zero remaining spins, determined after the reels are stopped; and for each removed character, display a new character and determine a prize and a number of health points for the new character.