Wagering Game Machine State Management via Modular Event Controllers
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Solution Overview
Problem
Wagering game machines lack the ability to dynamically and efficiently manage game states and events, limiting their entertainment value and player engagement, as existing systems require complex recompilation and relinking processes to update game logic, which hampers the development and deployment of new and exciting games.
Innovation Solution
A wagering game machine architecture that utilizes a game controller to instantiate game state elements based on generation information and types, with an event controller notifying these elements of events, allowing seamless transitions between states and performance of associated behaviors, using a scripting language for human-readable and manageable game development, enabling real-time updates without shutting down the machine.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If complex recompilation and relinking processes are used to update game logic, then game functionality can be updated, but the machine must be shut down and update time increases
Solution Approach 1:
The game logic is segmented into separate loadable modules that can be independently updated and loaded without affecting the entire system. This allows specific game logic components to be updated while the machine remains operational, eliminating the need for complete system recompilation and shutdown.
Solution Approach 2:
Game logic updates are prepared and validated in advance as loadable modules before being deployed to the machine. This preliminary preparation allows for seamless hot-swapping of game logic without requiring machine shutdown, as the updated logic is ready to be loaded immediately.
2Adaptability or versatility
If traditional game architecture is used, then system stability is maintained, but dynamic state management and real-time updates are limited
Solution Approach 1:
The game architecture implements dynamic state management where game states can be modified in real-time through event-driven updates. The system allows dynamic loading and unloading of game logic modules during operation, enabling flexible state transitions without compromising system stability through proper error handling and validation.
Solution Approach 2:
An event controller acts as an intermediary between game events and state elements, managing the interaction dynamically. This mediator layer ensures that real-time updates are processed systematically, maintaining system reliability while enabling adaptive state management through standardized event handling protocols.
3Productivity
If game updates require recompilation and relinking, then complete system integrity is ensured, but development and deployment efficiency decreases
Solution Approach 1:
Game logic is extracted from the main system executable into separate loadable module files. This extraction allows developers to update individual game logic components without recompiling the entire system, significantly improving development and deployment efficiency while reducing update process complexity through modular replacement.
Solution Approach 2:
Updated game logic is distributed as copyable module files that can be replicated and loaded without complex compilation processes. This copying mechanism simplifies the update workflow, allowing rapid deployment of game logic changes across multiple machines without requiring sophisticated build systems or relinking procedures.
Data Source
AI summary
This description describes techniques for processing events in a wagering game machine. In some embodiments, a wagering game machine includes a game controller configured to instantiate a game state element based on game state element generation information and game state types, wherein the game state element is configured to present a wagering game, and wherein the game state element includes states, wherein each state includes behaviors. The wagering game machine can also include an event controller to notify the game state element about events, wherein the events cause the game state element to move between the states and to perform the behaviors.


