Virtual Player Segmentation in Electronic Gaming Machines

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Solution Overview

Problem

Traditional casino game machines lack player control and decision-making opportunities, resulting in a limited entertainment experience for human players.

Innovation Solution

A game machine system that includes a display, interface device, processor, and data storage, allowing players to choose between being a first or second player, with options to wager all units or forfeit, and featuring a central office for downloading game instructions and managing wagering units, enabling interactive games with simulated outcomes.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If traditional slot machine design is used, then the machine structure is simple and easy to operate, but the player has no control or decision-making opportunities, resulting in limited entertainment experience

Engineering Contradiction:
Improveplayer control and decision-makingVSAvoidgame machine structure
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The game machine is divided into multiple independent virtual players (first player, second player, third player) within a single physical device. Each virtual player has separate wagering units, game states, and decision-making capabilities. This segmentation allows the machine to provide controlled decision-making experiences while maintaining a relatively simple physical structure, as the complexity is virtualized through software rather than requiring multiple physical machines.

Inventive Principle:
Principle #1Segmentation

2Adaptability or versatility

If player control and decision-making are added to enhance entertainment value, then the gaming experience is improved, but the game machine requires more complex systems for managing multiple players and wagering units

Engineering Contradiction:
Improveplayer interaction capabilityVSAvoidsystem complexity for managing players and wagering units
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

A single game machine performs multiple functions by hosting several virtual players simultaneously. The machine can manage first player wagering units, second player wagering units, and third player wagering units independently, while also handling various game types (skill-based, chance-based, hybrid). This multi-functionality approach allows the system to provide diverse player interactions without requiring separate dedicated machines for each function, thereby managing complexity efficiently.

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

Solution Approach 2:

The game machine acts as an intermediary between the physical player and multiple virtual players. The physical player interacts with the machine interface, which then manages the complex interactions between virtual players, wagering units, and game outcomes. This intermediary role allows the physical machine structure to remain relatively simple while handling complex multi-player logic through software mediation.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Adaptability or versatility

If the game machine allows players to wager all units or forfeit, then player engagement and decision-making are enhanced, but the risk distribution and outcome management become more complex

Engineering Contradiction:
Improvewagering optionsVSAvoidoutcome management complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The wagering system dynamically adjusts based on player choices and game states. Players can select from multiple wagering options (wager all units, wager some units, forfeit) and the system adapts by redistributing wagering units among virtual players accordingly. The game transitions between different states (skill-based phase, chance-based phase) based on player decisions, creating a dynamic experience that manages complexity through flexible state transitions rather than rigid fixed structures.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS11676457B2System and method for electronic all-in game
Publication Date: 2023.06.13 BRAIN GAMES L C
  • US11676457B2 patent drawing
  • US11676457B2 patent drawing
  • US11676457B2 patent drawing

AI summary

An electronic game machine comprises a display, an interface device for receiving input from a human player and a controller. The controller, responsive to initiation of a machine implemented game, prompts the human player to select to play a first player state or a second player state. The controller receives in response to the prompt, an input from the human player through the interface device whereby the human player chooses the first player state or the second player state. The first player state enables the human player to select at least one of at least two predefined selections responsive to a game state and the second player state defines the response of the humane player according to predetermined rules. If the human player has selected the first player state, the controller receives the selection from the human player of the at least one of the at least two predefined selections, determines a predetermined response of the electronic game machine responsive to the selection of the human player and determines an outcome to the machine implemented game responsive to the selection of the human player and the predetermined response of the electronic game machine. If the human player has selected the second player state, the controller automatically responds to selections of the electronic game machine in accordance with the predetermined rules and determines the outcome to the machine implemented game responsive to the automatic responses of the human player. The controller awards the wagered units responsive to the determined outcome. If the human player and the electronic game machine each have remaining wagering units, the controller implements a further round of wagering.