1. Field of the Invention
The present invention relates to casino games and to casino games having bonusing features.
2. Background
Casino games are popular with the public and over the past decade many varieties of new casino games have been introduced. These new games are implemented in standalone gaming machines, in wide area networks and over the Internet. Casino bonusing games are also increasingly popular when placed in operation with underlying casino games such as, for example, slot machines. Such bonusing games not only attract players but provide additional gaming excitement.
Older, more traditional casino games and casino bonus games simply generate a random or pseudorandom result in a game round such as is found in a slot game. The only input from the player is to place a wager and then spin the reels. Occasionally, the player may be prompted pick an object (within a bonus game) but with no mathematical effect one way or the other. Other casino games and casino bonus games involve decision-making game rounds that receive inputs based on a player's skill, strategy, or even knowledge. In these games a player may receive a higher award based on his/her skill, knowledge and strategy. An example of a skill casino game is video poker.
A problem exists that while some players are very good using skill, knowledge, or strategy, other players are not. A need exists to inform players how to skillfully respond in the decision-making game rounds of such casino games. To do so on every game round, however, as some video poker machines do, is contrary to the very nature of such games. That is, players enjoy playing such games because they can exercise skill, strategy, knowledge and/or personal judgment. Constantly giving players this information would defeat the purpose of the game.
Furthermore, some games, that otherwise might make a good casino offering, are sufficiently complex that a large disparity exists between expert play and average play. To always give hints would again defeat the purpose of the game, but a need exists to provide hints to players either randomly in conjunction with the prevailing position of the game, or otherwise.
In British patent application GB 2 262 642 A, a game machine is disclosed wherein the display screen is used to provide “game hints” which occur transiently as a game proceeds and making suggestions to the player relevant to the actual state of the game. For example, the hint may be to “hold” a particular symbol. This reference briefly sets forth the limited use of hints in a fruit machine casino game. The fruit machine with the game hint feature described above does not improve players' long-term results. Such fruit machines generally use a form of “adaptive logic” wherein coin-in and coin-out is monitored over time and wherein odds/payouts of the fruit machine are proactively adjusted to achieve a target win percentage. Examples of adaptive logic fruit-machines in Great Britain are GB 2 185 612 A and GB 2 087 618 A. Any advantage gained by a player following a hint is to the detriment of future outcomes on the fruit machine. In other words, what the fruit machine “gives” it later “takes away” by altering other parameters of the fruit machine. While adaptive logic fruit machines are permitted in certain foreign jurisdictions such as Great Britain, they are not allowed in the United States. In the United States, the casino game operated with a random number generator must, over all play of the casino game, provide a known player expected return (or house advantage) and the casino game cannot proactively monitor performance and correspondingly adjust play parameters.
Hence, a need exists to fully provide hints, tips, or other such information for strategy and/or skill-based casino games on a random and surprise basis. A further need exists to provide the same, or even provide the correct answer, for knowledge-based casino games in which, for example, the player's knowledge is tested, via trivia, for money. A further need exists to provide such information only when hesitation exists on the part of the player. A need, therefore, exists to provide a hint feature in the underlying casino gaming machine and/or in the casino bonus game to aid the player in the play of a decision-making game round especially when a prevailing position exists. Finally, a need exists to provide within a game for players following hints a long term expected return greater than the long term expected return obtained in play of the casino game without providing the hints.
The present invention solves the aforesaid problem by providing a hint feature in a casino game such as an underlying gaming machine having a casino bonus game on a random, prevailing position, and/or hesitation basis. A method is set forth for providing a hint with information to the player of a casino game so as to increase the players expected value and, therefore, to win more at the casino game. During operation of a casino game, a hint feature is displayed during a displayed decision-making game round under control of a processor. If the player follows the information found in the displayed hint, the player's expected instantaneous return from the casino game is increased. The displayed information may be the correct response, eliminating an incorrect response, and/or a response that increases the player's odds in correctly responding. For example, in a knowledge-based game displaying a question with three possible answers, the hint may be the correct answer, eliminating one of the two incorrect answers, and/or information suggesting the correct answer.
The hints provided to players of the casino game of the present invention are true hints that in fact increase the players' instantaneous expected values in play of the casino game as well as overall expected return in play of the casino game.
a sets forth the hardware configuration of a casino game incorporating the hint feature of the present invention.
b sets an underlying casino gaming machine having a casino bonus game incorporating the hint feature of the present invention into a separate screen.
1. Overview. In
The block diagram hardware components of such a video poker gaming machine 10 as shown in
The processor 20 is usually connected to a random number generator (RNG) 50 which may be a separate hardware component or a software module within memory 60. The RNG 50 is any random or pseudorandom number generator conventionally used in gaming machines. The processor 20 is interconnected to memory 60 and to display 70a. Gaming machine 10 is shown in functional block diagrams and conventional clocks, ports, busses, buffers, hoppers, hopper controllers etc. are not shown.
The hint feature 200 of the present invention is independent of the type of casino gaming machine and can be implemented in any suitable casino game. In
While
The hint feature 200 is further shown in
In
In
The bonus condition can be any suitable bonus condition and is not limited to a bonus symbol 80 appearing on the payline 90. Whatever causes a bonus condition to occur in the play of the underlying game 100a results in play of the casino bonus game 100b. When the player plays the bonus game 140 in display 110, the hint feature 200 of the present invention, in one embodiment, randomly appears. It is important to note that any type of casino bonus game 100b including strategy-based casino bonus games, knowledge-based bonus games or skill-based bonus games, indeed any game in which the player's choices or decisions mathematically affect the expected value of the game round (i.e., decision-making game round), could all be utilized with the hint feature 200 of the present invention.
In many conventional slot games with a bonus game, the same CRT is used for both games. Hence, the bonus game 140 with hint feature can be implemented in the display 70b as a second screen or discussed above for
The hint feature 200 of the present invention is shown in
The term “casino game” is defined herein to be any gaming machine or underlying gaming machine having a bonus game implemented with a computer-based control such as processor 20 in
2. Method. A method for implementing the hint feature 200 of the present invention is illustrated, in one example, in
The example of a knowledge-based casino bonus game 140 is used in the following. The processor 20 based upon obtaining a random number from the random number generator 50 over lines 28 delivers the random number over bus 22 to the display processor 120. The display processor 120 over lines 122 uses the random number to address a stored question, having a plurality of answers in memory 310 for display in display 110. The question is displayed 310 along with the plurality of answers 320 as a bonus decision-making game round for the player to respond to. For example, a question with three answers, the three answers are three possible inputs that the player can respond to.
Whether or not the hint is displayed 330, for the case of randomly displaying the hint, is determined at a random statistical frequency 340. If, for example, the overall random statistical frequency is ten percent, then through all play of the bonus game 140 statistically, the hint is randomly displayed 330 ten percent of the time. Of course, from the viewpoint of the player, the display of the hint suddenly appears randomly. Again, this random statistical frequency 340 is based upon the output of the random number generator 50 and is determined by the processor 20 in software for delivering an activation signal over bus 22 to the display processor 120. When the display processor 120 is suitably activated, it will also display the hint 330 in the display 110 in the casino bonus game 140. The displayed hint increases the player's odds in winning the displayed game round (i.e. increases the player's instantaneous expected value for the decision-making game round). The player then inputs 390 an answer from the possible answers which is received 350 in the casino game 140 according to the method of the present invention. If the answer is correct 360 (or more correct), an award 370 is given and, if the answer is incorrect, the casino bonus game 140 ends 380.
In another embodiment, the hint 200 is displayed when a set time frame 340a (such as 5 seconds) expires, as determined by the processor, after the decision-making game round is displayed. Or, in yet another embodiment, the hint 200 is displayed when a prevailing position 340b, as determined by the processor, in the decision-making game round is displayed, as determined by the processor.
In yet another embodiment, if the player actually inputs 390 a response, the hint of the present invention appears under control of the processor and, for example, states: “Are you sure?” 340c. The player is then allowed to provide another input 390. In this example, if the difference in expected value (EV) is large between the initially selected answer and the correct answer, then the “Are you sure?” pops up because the player is making an error that is very costly. This embodiment can be used with stage 330 wherein a hint is displayed first or, with the stage 330 occuring after the player inputs 390 the wrong input. Here, the “Are you sure?” feature can be displayed based on the random statistical feature 340 or the prevailing position 340b.
Another variation to the hint feature of the present invention is based on asking for advice. For example: “ask a friend” for knowledge-based games. It would function as follows: Three “friends” graphically appear on screen (i.e. displaying a choice of hints to be selected by the player) of the casino game in stage 330 under control of the processor. The player chooses one 390a, and the “friend” then visually and/or states the hint 200: “I'm X % sure the answer is Y”. The algorithm starts audibly with the known answer (e.g., B) of two possible answers to a knowledge-based question, and with a desired degree of certainty (e.g., 80%). The microprocessor randomly choose a number from 1 to 100. If the number is 80 or less (e.g., an 80% chance), then the “friend” says “I'm 80% sure the right answer is B.” If the number is 81 or more (e.g., a 20% chance), the the “friend” says “I'm 80% sure the right answer is A.” In this example, the “friend” is expected to be right 80% of the time, and in fact the friend would be. What is interesting in this embodiment is that this is a “hint” in the sense that it provides information to the player. However, the information may not be strictly correct. In the example above, if the “friend” is 80% sure, then obviously a player that doesn't know with certainty that he/she should should adopt the “friend's” answer, because it could be wrong. The term “hint” in this embodiment is defined to contain information for the player that, in principle, increases the expected value for the game round so that statistically (i.e. a percentage odds) the player chooses properly or more properly from the possible inputs. In this embodiment, the player interacts 390a with the displayed hint 330.
In the example of
The display 330 of the hint 200 can occur simultaneously with the display of the answers 320 (i.e., possible inputs) or after the display. In the case of the hint feature 200 being displayed 330 after the answers are displayed 320, it may be that the player has already input 390 (because the player knows the answer) and which input has already been received 350 by the casino bonus game 140. In which case, the processor 20 (and/or control of the display processor 120) would prevent the hint 200 from being displayed 330. Indeed, in one variation of the present invention, a predetermined hesitation time 340a such as two to five seconds after display of the question 310 and the answers 320 is used in the processor in stage 340a. Only then would the hint 330 be displayed. It appears to the player than the casino bonus game 140 anticipates that the player does not know the answer to the question and then provides a hint. In one variation, the system determines whether the random statistical frequency authorizes display 330 of the hint 200 and whether it should be displayed is based upon the lack of receiving a player input 350 before the predetermined time frame lapses (i.e. hesitation). The order of determination is immaterial.
The information 331 contained in the hint 200 can be quite blunt and the odds of the player, when following the information 331 in the hint 200 increases from 33% (guessing), in winning to 100%. For example, in
Consider a casino bonus game with questions 310 having two possible answers 320, for each of which the right answer is awarded 50 credits in stage 370, and a wrong answer is awarded 20 credits in stage 372. Players knowing none of the answers (i.e., guessing at all of them) have a long term (i.e. over all play of the casino game) expected value of EV=½×50+½×20=35 credits. A player of one bonus game round has an instantaneous expected value of 50 credits or 35 credits. The instantaneous difference between the player knowing the answer and the player not knowing the answer is thus 15 credits. An advantage of the current invention is that this difference may be adjusted to a desired level over all play of the casino game through the use of hints 200. For example, if hints 200 showing the right answer are given randomly 340 with frequency 10%, then the player knowing nothing (i.e. guessing) has long term effective expected value=0.55×50+0.45×20=36.5, with the difference now being only 13.5 credits over all play of the casino bonus game. That is, when the player follows the information in the hint.
Or consider a bonus game round comprising a question 310 having three possible answers 320 for which, on average, a right answer 370 is awarded 100 credits and a wrong answer 372 is awarded 70 credits. A player knowing the correct answer has an expected value of 100 credits. A player knowing none of the answers (guessing at all of them) has an expected value EV=⅓×100+⅔×70=80 credits. The difference between these two types of players is thus 20 credits. However, randomly 340 giving a hint 50% of the time that eliminates a wrong answer brings up the expected value of the player who guesses to EV=0.5×(½×100+½×70)+0.5×(⅓×100+⅔×70)=82.5 credits provided the player follows the information in the hint.
While these are specific examples for knowledge-based bonus games, what is important is that the difference in expected return can be brought to a desired level through appropriate design of the mathematical value of the game, types of hints, and hint frequencies. The term “expected return (ER)” is used for the overall casino game and the term “expected value” is used, in this example, for the casino bonus game itself. For example, a conventional underlying casino game having a long term expected return (ER) of 65% with a bonus casino game having a long term expected value of 25 units at a random frequency of 1%, then the longterm expected return for the underlying game with the bonus game is ER=65%+25%=90% (house advantage is 10%).
The above examples is based upon a knowledge-based bonus game. The teachings of the present invention are not limited to knowledge-based bonus games and, hence, could be given in strategy-based bonus games and skill-based bonus games. The term “guessing” is used herein for selection of the possible player inputs for decision-making rounds not only in the above discussed knowledge-based games, but also in strategy- and skill-based casino games as explained next.
In the example for
Consider the following examples. In blackjack, a given position (e.g., player holds 12 and dealer holds 10 and an upcard) provides several strategic alternatives to the player. In principle, a calculable expected value (EV) is associated with each of these alternatives. So, the hint that is displayed may be a function of the prevailing position 340 in the game as determined by the processor in stage 560a. For example, a common position is a player holding 16 vs. a dealer holding 10 with an upcard. Here, the difference between Hitting and Standing is minimal (˜1%) in terms of EV. However, the difference between Hitting and Standing is more substantial with, say, a player holding 12 vs. a dealer holding 10 with an upcard, and so this invention may be utilized to make hints more frequent when a given position has a larger disparity between perfect strategy and weak strategy. Likewise, this invention can be utilized to give hints only, or always, when the disparity is greater than a certain differential EV. In this manner, the player may be helped along for the “difficult” decisions in a game. This serves to, as alluded to earlier, potentially mitigate the difference between a “perfect” player and an “average” player, if desired. In
An example of a non-decision-based casino game using the present invention to turn into a decision-based casino game follows. A player enters a bonus round and is given a choice of choosing one of five colored shields on the display screen. Five random awards (20, 40, 60, 80, 100 units) are randomly hidden behind the shields, one per shield. The player touches the desired shield. An arrow then flies in to pierce the shield, which crumbles to reveal the award the player has won. As described, this is a game with player input (the choice of the shield to touch) but not a decision-making casino game. The reason it is not a decision-based casino game is that, mathematically, it makes no difference which shield the player touches. As described, over all play the player has the same expected value of ⅕×20+⅕×40+⅕×60+⅕×80+⅕×100=60. If as part of the game, a hint 200 randomly appears such as “Don't choose the shield on the far right!” or “The shield with the highest award is red!” or “The shield with the lowest award is striped!”, etc., the player's choice now does matter. Mathematically, the player's expected value after the hint is now a function of which shield is chosen. Hence, the game has been converted to a decision-based game wherein specific choices on the part of the player are mathematically preferred over other choices.
Two approaches exist for providing the hint 200 of the present invention. The first is a static or stored approach and the second is a dynamic or calculated approach.
In
In
While
In the gaming machine 10 example of
In the second approach of the present invention, the stored hint 740 is not used. Under this approach, and with reference to
In general, the casino game whether it is a gaming machine 10 of
The method of the present invention can be summarized in the following. In one embodiment, the decision-making game rounds 700 are stored in memory 60, 130 of the casino game 10, 100, each of the stored decision-making game rounds 700 has at least one stored hint 740. The examples of
3. Wide Area Progressive. The hint feature 200 can also be used in a wide area progressive. For example, in one variation of the present invention, the hint feature 200 is used during play of the casino gaming machines interconnected into a wide area progressive 800 as shown in
It is to be expressly understood that there is a variety of wide area progressive system configurations 800 and that such system configurations can be adapted to include an island of gaming machines, gaming machines spread across a casino, gaming machines interconnected together amongst a variety of casinos or a progressive system connected over a network or over the Internet. Again, the topological configuration of a wide area progressive system 800 does not affect the teachings of the hint feature 200 of the present invention.
4. Internet. In another variation of the present invention, the casino gaming machine is a player's own personal computer PC interconnected to a central computer 900 over the Internet 910. It is immaterial whether the casino game is being played in the software in the player's personal computer PC or whether the player's personal computer PC operates as an input/output device for the casino game being operated by software in the central computer 900.
In
The above disclosure sets forth a number of embodiments of the present invention. Those skilled in this art will however appreciate that other arrangements or embodiments, not precisely set forth, could be practiced under the teachings of the present invention. For example, the displaying the hint can occur before, with, or after the receipt of the players input. The scope of this invention should only be limited by the scope of the following claims.
This application is a continuation of U.S. application Ser. No. 10/057,243 filed on Jan. 24, 2002 now U.S. Pat. No. 6,666,765 entitled CASINO GAME AND METHOD HAVING A HINT FEATURE.
Number | Name | Date | Kind |
---|---|---|---|
5401023 | Wood | Mar 1995 | A |
6342007 | Wood et al. | Jan 2002 | B1 |
6390473 | Vancura et al. | May 2002 | B1 |
6394899 | Walker | May 2002 | B1 |
6666765 | Vancura | Dec 2003 | B2 |
Number | Date | Country |
---|---|---|
2 087 618 | May 1982 | GB |
2 185 612 | Jul 1987 | GB |
2 197 974 | Jun 1988 | GB |
2 217 500 | Oct 1989 | GB |
2 262 642 | Jun 1993 | GB |
Number | Date | Country | |
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20040235547 A1 | Nov 2004 | US |
Number | Date | Country | |
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Parent | 10057243 | Jan 2002 | US |
Child | 10682020 | US |