This invention relates to casino games, and more particularly to a method of tracking errors made by a player during the play of the game. The errors can be quantified and used by the gaming establishment in a variety of ways including directly or indirectly returning all or a portion of the accumulated monetary value of the errors to the player.
Casino games come in a variety of embodiments. There are the wager and spin games, such as reel or video slot machines, in which no player decision is required to effect the outcome of the game. The player simply makes a wager, pulls the handle or presses the SPIN button on the slot machine and the outcome is displayed to the player. The player has no control or input into the outcome of the game and the player wins or loses simply on the basis of a random event. The player cannot make a mistake or error that will affect the outcome of a game such as a slot machine.
There are other casino games in which the player has a modest input in the result of the game. In games such as Roulette or Keno, the player makes a wager and then selects one or more numbers that the player hopes will occur during the play of the game. The winning number or numbers are then randomly selected and winning and losing events are determined. While the player does have input at the beginning of each round of play, the outcome of the game is independent of any action or decision making by the player.
However, there are many casino games in which decision making by the player does affect the outcome of the game. Typical of these types of games is video draw poker. A player makes a wager to be eligible to play the game. After an initial deal of five cards is displayed to the player on a video display screen, the player is allowed to discard and replace unwanted cards with replacement cards. The player attempts to achieve the highest possible poker hand from the starting five cards. Video poker games use poker hand rankings to determine winning combinations and a payout schedule is used to determine the amount awarded to the player for achieving a winning combination.
Players often make mistakes in analyzing the starting five cards and determining which cards to hold and which cards to discard. Players also make mistakes by pressing the wrong buttons or by playing too fast and not recognizing which cards the player actually has as starting cards.
Casino games such as video draw poker offer the player a pay table that is based on the mathematical probabilities of the game being played. If the player were to play the game without making any strategy mistakes or other misplays of each hand, the gaming machine would return to the player over the long run the calculated mathematical game return based on the pay table presented to the player. Misplays of game strategy and other player errors lower the game return and diminish the player's chances of possibly having a winning session at the gaming machine.
It is possible to determine mathematically how a player should play each hand of cards that is presented to the player so that the player can have the best possible chance of maximizing the game return of the gaming machine being played. One well known way of determining player strategy is to calculate the highest expected value for each starting hand dealt to the player. The player then plays his hand in accordance with the strategy that has the highest expected value for the pay table being offered to the player. Players who are capable of recognizing the best way to play each starting hand have the best chance to have a winning session at the gaming machine.
However, most players are not capable of recognizing the best way to play each and every starting hand that a player is dealt in a game of video draw poker. Invariably, players will commit errors in playing each hand and the gaming establishment presently simply benefits from the errors made by the player in that the actual game return of the gaming machine is higher than the theoretical game return of the gaming machine had the player not made errors during the play of the game.
It is an object of the present invention to provide a method of determining the errors made by a player during the play of a casino game, calculating the affect of those errors on the game return and returning those errors in whole or in part to the player either directly or indirectly.
It is a feature of the present invention to analyze each starting hand of a game of chance played on a gaming machine and determine the highest expected value of the starting hand. The expected value of the starting hand as then played by the player is also determined and compared to the highest expected value of the starting hand. The difference, if any, is the error made by the player. The monetary value of the difference is accrued and returned in whole or in part to the player, either directly or indirectly.
It is an advantage of the present invention that the player has a fairer play of the gaming machine since the monetary value of any errors or a portion of the monetary values of any errors committed by the player during the play of the game are returned to the player. A player would be less reluctant to play a game of chance that the player was not totally comfortable with because the monetary value of any errors or a portion of the monetary value of any errors made by the player would be returned to the player over the course of playing the game. The gaming establishment would benefit from having more players and a higher volume of play.
Other objects, features and advantages of the present invention will become apparent from a consideration of the following detailed description.
A player makes a wager and a starting five card video poker hand is displayed to the player. The computer controls of the gaming machine calculate the highest expected value (highest TEVi) for the five card hand displayed. The player selects which cards, if any, the player wishes to hold. The computer controls then calculate the expected value of the hand as played by the player (player TEVi). The difference between the highest TEVi and the player TEVi is also calculated (highest TEVi−player TEVi). This difference is multiplied by the amount of the player's wager and the resultant amount is the error made by the player. The error is accumulated over one or more rounds of play and the accumulated error amount in whole or in part may be returned to the player in a variety of ways, either directly or indirectly.
The method of the present invention involves calculating player error that occurs during a game of chance, accruing the player error and returning the player error or a portion of the player error to the player in any of a variety of ways.
In any game of chance in which the player is required to make a decision on how to play the game, the possibility of player error exists. Typical of games of chance in which player error can occur are the various iterations of draw poker. In each of these games, it is possible to calculate mathematically the optimal manner of playing the initially dealt cards to achieve the highest expected value. It is also possible to calculate mathematically the expected value of how the player actually plays the initially dealt cards. Any difference between the optimal manner of play and the way the player plays the initially dealt cards is the player error. The monetary value of the player error based on the amount wagered by the player can be accrued and the accumulated monetary value of the player error in whole or in part can be returned to the player in any of a variety of ways.
In draw poker, the player makes a wager to play the game. When draw poker is played on an electronic gaming machine, an initial five card video poker hand is displayed to the player. This hand is randomly selected from the fifty-two cards that comprise a standard deck of playing cards. The player may hold or discard each, any or all of these initial five cards. Mathematically, there are thirty two possible ways (25=32) for a player to play this initial five card hand. Thus, the number of possible discard strategies (i) is thirty-two.
The computer controls of the gaming machine are programmed to calculate the highest expected value (highest TEVi) for the initial five card hand displayed. This is done by analyzing all thirty-two possible discard strategies and calculating the expected value for each of the possible discard strategies. The expected value for each discard strategy is calculated using Formula #1:
where:
As can be seen from Formula #1, the calculation of the expected value for each possible discard strategy is dependent on the awards paid to the player for achieving winning hand combinations. In draw poker, the awards to the player are represented by winning hand combinations displayed to the player in a pay table.
As an example of how these calculations work, assume the player receives the following initially dealt five card hand:
KING KING♦ TEN♥ JACK♥ QUEEN♥
Also for this example, assume the player is playing a draw poker game of the format of Bonus Poker in which the pay table presented to the player is shown in Table 1:
Initially, the computer controls analyze all thirty-two ways that the player may hold and discard cards from this initial five card hand. Using Formula #1, the following results are achieved from this analysis:
The highest TEV for this example starting hand is 1.5264 when the player uses strategy #7 and holds the KING and KING♦.
The player then selects which cards, if any, the player wishes to hold. The computer controls using Formula #1 calculate the expected value of the hand as played by the player (player TEV). The difference between the highest TEV and the player TEV is also calculated (highest TEV−player TEV). This difference is multiplied by the amount of the player's wager and the resultant amount is the monetary value of the error made by the player. If the player choose the best strategy when the player played the initial five card hand, then the player error would be zero, but players do not always play each hand using the best strategy.
For example, if the player were to use strategy #26 and hold the TEN♥ JACK♥ QUEEN♥ (hoping perhaps to draw a Royal Flush), the player's TEV would be 0.9177. The error made by the player is therefore the highest TEV minus the player's TEV (1.5264−0.9177) which equals 0.6087. The monetary value of the player's error is then the error times the amount of the player's wager. If the player were playing $1.00 per hand, the monetary value of the error on this hand would have been $0.6087. If the player were playing dollar video poker and wagering a maximum bet of $5.00 per hand, the monetary value of the error would have been $3.0435. If the player were playing 25¢ video poker and wagering a maximum bet of $1.25 per hand, the monetary value of the error would have been $0.7609.
The calculation of the player error for any other strategy for playing the hand would be done the same way. If the player had chosen strategy #7, then there would be no player error since strategy #7 is the best mathematical way to play the example hand.
This method of calculating player error can be used for any form of video poker (with or without wild cards and with or without one or more Jokers) and for any pay table used in video poker.
In the preferred embodiment of the present invention, the player error can be accumulated over one or more rounds of play and all or a portion of the accumulated error amount may be returned to the player in a variety of ways. It is also possible to combine a plurality of video draw poker gaming machines, such as bank of gaming machines at a particular gaming location, or even a plurality of gaming machines at a plurality of gaming locations and accumulate the monetary value of the player error made at all of these gaming machines.
Since the errors made by the player are calculated and accrued as monetary amounts, any of a variety of ways can be used to return this error amount to the player. In each of the examples or variations described herein, either all or only a portion of the monetary value of the player error can be returned to the player. The operator of the gaming machine can decide what portion of the accumulated player error would be appropriate to return to the player should the operator decide not to return all of the error.
The player could simply be paid the amount of his error at the conclusion of each hand. The monetary value of the player's error for that hand could be displayed to the player (with or without a suitable DUMMY!! graphical representation) and the player could be paid the amount of his error. Using the above example, the $5 player would be paid $3.04 at the end of his hand, regardless of the outcome of the hand. Even if the player beat the odds and achieved the Royal Flush, the player would still be entitled to the return of his error since the player did not mathematically play the hand to its highest expected value. Alternatively, a portion of the $3.04 could be returned to the player with the operator of the gaming machine simply keeping the rest of the player error.
Another more palatable way to return the error is to determine a threshold monetary value of accumulated error and, when the threshold monetary value is accrued, then pay the player the error. Any suitable threshold value may be used. For example, say the threshold value is $20.00. Whenever, the accumulated monetary value of the player error reaches $20.00, the payout mechanism on the gaming machine is actuated and $20.00 is paid to the player. This can be done by adding $20.00 worth of credits to the credit meter on the gaming machine or by activating the payout hopper and dispensing $20.00 worth of coins or tokens into the payout tray on the gaming machine. A suitable animation can be displayed on the video screen of the gaming machine to alert the player to what is occurring.
Alternatively, whenever the threshold value is reached, say $20.00, then a portion, say $17.00, is returned to the player.
In a variation of this direct pay back scheme, the threshold amount can be a range of values, instead of one fixed value. For example, the threshold amount could be a range from say $15.00 to $25.00. A random number generator could be used to randomly select a value within the threshold range and when the monetary value of the accumulated player error reaches the randomly selected value, the amount in whole or part is paid to the player, with the accompanying graphics display. Any suitable range of amounts can be used.
Another way of returning the monetary value of the accumulated error to the player is to use this error to fund one or more progressive jackpots. It is known to provide a progressive jackpot on a video poker gaming machine for certain poker hand rankings achieved by the player. For example, progressive jackpots have been provided for a Royal Flush, a Straight Flush, a Four-of-a-Kind and even a Full House and a Flush. Whenever the player achieves one of these hands, the player wins the amount of the progressive jackpot associated with the particular hand.
The monetary value in whole or in part of each player error could be added to the value of the progressive jackpot and thus the monetary value in whole or in part of the player's error would be returned to the player whenever the player achieved one of these winning hands.
If a plurality of gaming machines were linked together to one or more common progressive jackpots, each player could compete for not only the monetary value of his errors, but also the monetary value of all of the other player's errors.
Another method of returning the player error to the player is to give the player a free hand of play of the video poker game whenever enough player error has been accumulated to pay for such a free hand. For example, if the player were playing video poker for $5 per hand (such as $1 denomination video poker at five credits per hand), whenever the player error had accumulated in the amount of at least $5, the electronic controls of the gaming machine could simply announce to the player that he had won a FREE HAND and deal out the five initial cards to the player without the player having to make a wager. The player would then play out the five initial cards according to the conventional manner of play of the video poker game and collect any award that the player achieved from that hand.
Likewise, this option of awarding the player a free hand when the player error has accrued to certain amounts can also be applied when a player is playing multiple hand poker games such as TRIPLE PLAY draw poker. TRIPLE PLAY draw poker is described in U.S. Pat. No. 5,823,873, the disclosure of which is incorporated herein. For example, if the player were playing TRIPLE PLAY poker and the accumulated player error had accrued to an amount sufficient to award the player a free hand, when the player next wagered to play three hands of poker in TRIPLE PLAY, the player would also be awarded a fourth hand for free.
In the multiple hand poker game formats (such as TRIPLE PLAY, or FIVE PLAY draw poker or TEN PLAY draw poker—the method of play of both FIVE PLAY draw poker and TEN PLAY draw poker is described in U.S. Pat. No. 6,098,985, the disclosure of which is incorporated herein), the player error could also be accrued until an amount at least large enough to award the player two or more free hands had been reached. For example, when a sufficient amount of player error had been accumulated, the player's next wager on a TRIPLE PLAY draw poker hand could be converted into a FIVE PLAY draw poker hand so that the player could play five hands for a three hand wager. Likewise, when a sufficient amount of player error had been accumulated, the player's next wager on a FIVE PLAY draw poker hand could be converted into a TEN PLAY draw poker hand so that the player could play ten hands for a five hand wager. These are just representatives of the many different ways that accumulated player error could be returned in whole or in part to a player as free hands; one could even accrue the player error until the amount was sufficient to convert a single hand of draw poker into a TRIPLE PLAY or higher hands of draw poker. Alternatively, the player could be provided with one or more additional hands at a reduced wager amount, such as a fourth hand of video poker could be provided to the player for only a three credit wager, but the hand would be treated as being played against a five coin pay table.
Another way to return accumulated player error to a player is to award a player a predetermined starting hand when the player error had accrued to a pre-established amount. For example, once the accumulated player error had reached a sufficient amount, the electronic controls of the gaming machine would simply deal a predetermined starting hand to the player, such as Four to a Royal Flush (such as the King, Queen, Jack and Ten of Spades). This is a good starting hand because the player has a one-in-forty-seven chance of completing this hand to a Royal Flush which is a high payout hand. The player also has a chance to achieve a Straight Flush, a Flush or a Straight. Thus, the player's chances of achieving a winning hand when the initially dealt five cards are Four to a Royal Flush are much better than when the player is randomly dealt an initial five card hand.
Other predetermined starting hands can be used: Three to a Royal Flush, a sequential Four Card Straight Flush or any appropriate hand. Because the Expected Value of any predetermined starting hand can be calculated, the amount of player error suitable for awarding the player any particular predetermined staring hand can also be easily calculated.
A variation of providing the player a predetermined starting hand for free would be to provide the player a predetermined starting hand in conjunction with the player making a wager. When an appropriate amount of player error has been accrued, the player could be offered the opportunity to play a predetermined starting hand if the player made a certain wager. For example, after a certain level of player error has been accrued, the player would be offered the opportunity to play a Four to the Royal Flush starting hand if the player made a maximum coin wager. Because this offer would be made in conjunction with a player wager, the offer could be made at a lower level of accrued player error and thus could be made more often than could the offer be made when the predetermined starting hand is provided for free to the player.
Likewise, an offer to play a predetermined starting hand could be made to the player for a partial wager (less than the maximum credits that can be played on a hand) after a suitable amount of player error has accrued. For example, an offer could be made to the player to wager three credits on a certain predetermined hand, but the player would then play that hand at the five credit value of the pay table.
Similarly, as the player error accumulates, the player could be offered a menu of predetermined hands to chose from. The player then chooses which predetermined starting hand the player wishes to play—either with or without a wager or with a partial wager. As the amount of player error accumulates, the menu could be expanded to include hands of increasing value.
Another variation would be to allow the player a choice between simply collecting the accumulated error available to be returned to the player or use the accumulated error for a free or partially free hand. This option of allowing the player to receive all or a portion of the accumulated player in cash or credits or to use all or a portion of the accumulated error could be applied to any of the variations discussed herein.
Still yet another way of using the accumulated player error would be to offer the player a higher return pay table when the accumulated error had reached a suitable amount. For example, when the player error accumulates to a pre-established amount, the player would be told that the next hand played by the player would be with reference to a different pay table. This second special pay table could have a higher overall game return than the regular first pay table—say 102% game return versus a 97% game return on the regular first pay table. Any suitable higher return pay table can be used depending on the amount of accumulated player error that has accrued and is to be returned to the player.
The method of the present invention would equalize the game return on a gaming machine for all players and would increase the enjoyment of video draw poker since a player's skill level would not necessarily affect the game return. Novice players would have more playing time on a video draw poker gaming machine and would not need to feel intimidated if they did not know the optimal draw/discard strategy for playing each starting hand that was dealt to them. In a multi-machine carousel of video poker games, a player could increase his potential for a winning session because he could benefit from the player errors made by the other players at the commonly-linked gaming machines.
While the invention has been illustrated with respect to several specific embodiments thereof, these embodiments should be considered as illustrative rather than limiting. Various modifications and additions may be made and will be apparent to those skilled in the art. Accordingly, the invention should not be limited by the foregoing description, but rather should be defined only by the following claims.
This application is a Continuation-in-Part of application Ser. No. 09/532,388, filed Mar. 22, 2000, entitled “Method of Tracking and Using Player Error During the Play of a Casino Game”, now U.S. Pat. No. 6,343,989.
Number | Name | Date | Kind |
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5401023 | Wood | Mar 1995 | A |
6343989 | Wood et al. | Feb 2002 | B1 |
Number | Date | Country | |
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20020103021 A1 | Aug 2002 | US |
Number | Date | Country | |
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Parent | 09532388 | Mar 2000 | US |
Child | 10056760 | US |