Electronic Casino Games With Virtual Player Behavior Modeling
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Solution Overview
Problem
Casinos lack games that combine the profitability of slot machines with the player-vs.-player interaction of table games, such as poker, and existing electronic gaming devices do not effectively simulate player behaviors to enhance live player decision-making.
Innovation Solution
An electronic gaming device that allows live players to compete against virtual players in multiplayer card games, where the composition of playing cards can vary and the virtual player's behaviors are simulated to influence live player decisions, using a multi-player game engine and behavioral modeling to enhance gameplay.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If electronic gaming devices provide traditional slot games, then profitability is high, but player-vs.-player interaction is absent
Solution Approach 1:
The patent combines the profitability model of slot machines with the interactive element of player-vs.-player competition by implementing electronic gaming devices that simulate multiplayer poker games. The system merges the automated game progression and payout structure of slots with the strategic depth and social interaction of poker, allowing players to compete against virtual opponents while maintaining high-profitability through automated gameplay and reduced house involvement.
Solution Approach 2:
The patent creates virtual players that copy human playing behaviors and strategies through behavioral modeling. These virtual opponents replicate realistic poker playing patterns, decision-making processes, and strategic adaptations, providing live players with an authentic player-vs.-player experience without requiring actual human opponents, thus maintaining profitability through automated systems.
2Adaptability or versatility
If table games provide player-vs.-player interaction, then engagement is high, but profitability is lower compared to electronic devices
Solution Approach 1:
The patent replaces the physical table game environment with electronic gaming devices that simulate poker gameplay. This substitution maintains player-vs.-player interaction through virtual opponents while eliminating the need for physical tables, dealers, and multiple players per table, thereby increasing profitability through higher device density, automated game progression, and reduced operational costs.
Solution Approach 2:
The patent changes the fundamental parameters of poker gameplay by implementing automated virtual opponents with configurable behavioral models, game speeds, and betting patterns. This allows the game to maintain strategic depth and player interaction while operating at speeds and volumes impossible in physical table games, thereby increasing profitability through faster game cycles and higher player throughput.
3Adaptability or versatility
If virtual players are simulated with behavioral modeling, then player engagement improves, but device complexity increases
Solution Approach 1:
The patent segments the virtual player's behavior into distinct modular components including decision-making algorithms, betting patterns, strategic adaptations, and behavioral traits. This segmentation allows the complex virtual opponent to be constructed from manageable, independently developable modules, facilitating easier programming, testing, and maintenance while providing rich player engagement through realistic opponent behavior.
Data Source
AI summary
Apparatus and methods related to multi-player casino games are described. An electronic gaming device is provided that allows a live player to compete against a virtual player in a multi-player wager-based game using playing cards derived from the insertion of a physical denomination of currency. The electronic gaming device can be configured to simulate the decision making of a virtual player and associated behaviors of the virtual player during game play. In some instances, the simulated behaviors of the virtual player output at the electronic gaming device can be learned by a live player so that the live player can make better or more advantageous game play decisions. The simulated behaviors of the virtual player can be conveyed to the live player via visual images, such as simulated facial expressions of the virtual player.


