Variable Trigger State Gaming System for Dynamic Feature Activation
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Solution Overview
Problem
Current gaming systems lack the ability to dynamically adjust the probability of triggering feature games based on player selections, limiting player engagement and potential winnings.
Innovation Solution
A gaming system that includes a processor and memory to store multiple feature game trigger probability states, allowing the system to adjust the probability of initiating a feature game based on player input, with options to set the probability to either a current or highest trigger state, influencing the likelihood of feature game activation and winnings.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If the probability of feature game trigger is fixed, then the system is simple to operate, but player engagement and potential winnings are limited
Solution Approach 1:
The patent implements dynamic adjustment of feature game trigger probability by allowing the system to switch between multiple probability states (first, second, third probabilities) based on player selections during different game phases. The base game and feature game probabilities are made variable rather than fixed, enabling the system to adapt to player choices and enhance engagement while maintaining manageable complexity through structured state transitions.
2Adaptability or versatility
If multiple probability states are implemented, then player engagement increases, but the device complexity increases
Solution Approach 1:
The patent segments the trigger probability into distinct discrete states (first probability during base game, second probability during interlude, third probability during feature game). Each probability state is associated with specific game phases and player selections, creating a modular structure that manages complexity by breaking down the continuous probability adjustment into manageable discrete segments.
Solution Approach 2:
The system changes the probability parameter dynamically based on game phase and player selections. The trigger probability transitions between predefined states (first, second, third probabilities) rather than using a single fixed value, allowing the system to offer multiple engagement levels while controlling complexity through structured parameter transitions tied to specific game events and player choices.
3Adaptability or versatility
If the trigger probability is adjusted based on player selection, then personalized gaming experience is provided, but the ease of operation decreases
Solution Approach 1:
The system automatically adjusts the trigger probability based on player selections without requiring manual configuration. Players make selections during game play (such as selecting features or making wagers), and the system autonomously transitions between probability states based on these selections, providing personalized experience while maintaining ease of operation through automatic rather than manual probability adjustment.
Data Source
AI summary
A gaming system comprises a processor and memory storing a) multiple feature game trigger probability states including a lowest feature game trigger probability state and a highest feature game trigger probability state; b) a current feature game trigger probability state of the multiple feature game trigger states; and c) instructions. When the instructions are executed, they cause the processor to receive a player selection in respect of play of a game with a base game from which a feature game can be triggered, generate a base game outcome for display, evaluate the base game to determine whether to make an award in respect of the base game, and control a probability of the feature game being initiated (e.g., select the current feature game trigger probability state if the player selection has a first characteristic, or the highest feature game probability state if the player selection has a second characteristic).


