The present invention relates to a computer-implemented puzzle-based game, and more particularly, to a system and method of providing an interactive computer-implemented word-puzzle that is solved by selecting letters from a group of jumbled letters to create words that are linked such that the words contain letters arranged in a corresponding letter sequence. The present invention further relates to a gaming machine and gaming device for implementing the word-puzzle.
Games of skill have enjoyed a significant level of popularity throughout the ages, and such games have evolved during the past century with growing technological advances. There are various different types of games, but among the most popular are “puzzle-based” games and in particular word-puzzles. Traditionally, word puzzles have been paper-based but there is increasing popularity in computer-implemented puzzles, i.e. puzzles that can be played by individuals or groups in an online environment using portable computing devices. Such puzzles may also be utilized in games involving the placement of wagers, including in online gambling and electronic gaming machines.
However, there are challenges associated with providing a successful computer-implemented word-based puzzle. For example, it is important for a word-puzzle to provide sufficient entertainment with the ability to attract the interest of players and provide them with the ability to be regularly entertained and even surprised with new puzzle twists and levels of interaction. This is often difficult to achieve using paper-based word-puzzles, which are generally incapable of being played in a number of different or new ways. Accordingly, problems arise with respect to the utilisation of known and existing techniques for providing word-puzzles. A need exists for alternative methods to provide such games in gaming systems.
It is an object of the present invention to overcome at least some of the aforementioned problems or to provide the public with a useful alternative.
The reference to any prior art in this specification is not, and should not be taken as, an acknowledgement or any suggestion, that the prior art forms part of the common general knowledge.
In a first aspect, the present invention provides a computer-implemented method for providing a word puzzle, the method including:
In an embodiment, the method further includes automatically updating, by the one or more processors, based upon real-time or near real-time synchronization with one or more external databases, the plurality of words with new words that are present in the one or more external databases but not present in the internal database, and automatically categorizing the new words.
By automatically updating, based upon real-time or near real-time synchronization with one or more external databases (such as one or more online dictionaries), the plurality of words, the skilled addressee will appreciate that the present invention includes non-technical challenges associated with maintaining the interest of new and participating users in a word-puzzle since the words available for use in each puzzle is regularly, or continuously, updated and may synchronise with the most up to date online dictionaries. Further, synchronisation together with the use of a data structure configured in the particular manner defined above gives rise to technical advantages since the particular categorisation and linking of words enables a more efficient means of retrieving those words for inclusion in a puzzle.
In a particular embodiment, the data structure of words contains six or more groups of words including a first group of two-letter words, a second group of three-letter words, a third group of four-letter words, a fourth group of five-letter words, a fifth group of six-letter words, a sixth group of seven-letter words, and this sequence continues with each additional group of words.
In this embodiment, a word in the first group is linked to a word in each of the remaining groups of the six or more groups, such that the word in the first group is the first linked word and the word in a final group of the six or more groups is the final linked word. If the puzzle is a six-word puzzle, for example, a set of linked words comprising six linked words may be selected for use in the puzzle in which case the graphical user interface will include empty letter fields associated with the selected six linked words.
As mentioned above, words are linked to form a set of linked words if they have a minimum number of letters arranged in a corresponding sequence. An example of a set of linked words include RE, ARE, CARE, CARED, SCARED and ASCARED, which set could be used for example in a six-word puzzle. It will be appreciated that the word ARE from the three-letter group of words includes two letters arranged in the same sequence as the word RE from the two-letter group of words, the word CARE from the four-letter group of words includes three letters arranged in the same sequence as the word ARE from the three-letter group, the word CARED from the five-letter group of words includes four letters arranged in the same sequence as the word CARE from the four-letter group, the word SCARED from the six-letter group of words includes five letters arranged in the same sequence as the word CARED from the five-letter group, and the word ASCARED from the seven-letter group of words includes six letters arranged in the same sequence as the word SCARED from the six-letter group of words.
Accordingly, if the final linked word ASCARED is selected for inclusion in the puzzle, then the remaining words RE, ARE, CARE, CARED and SCARED represent examples of words that are linked to the word ASCARED and which may therefore be selected in a set of linked words for inclusion in the puzzle, and where the selected set of words RE, ARE, CARE, CARED, SCARED and ASCARED represent one possible solution to the puzzle.
The plurality of words may include multiple sets having the same final linked word and hence multiple solutions to the same puzzle. For example, based upon the selection of the final linked word ASCARED, there may be additional sets of linked words in the plurality of words that may be selected to form a viable solution, e.g. AD, CAD, CARD, CARED, SCARED and ASCARED, and RE, ARE, CARE, SCARE, SCARED and ASCARED. Two or more different sets of linked words having the same final linked word may be grouped together to form a multi-set of linked words representing different possible solutions in respect of the same puzzle.
In an embodiment, a multi-set of linked words representing different possible solutions in respect of the same puzzle may be selected for inclusion in the puzzle. By selecting a plurality of different sets of linked words for selection in the same puzzle, words from any one of the linked sets is available for entry by the user(s) in the empty letter fields during gameplay, and the puzzle is therefore not limited to a single set of linked words, i.e. a single solution, but rather multiple solutions.
In an embodiment, the user(s) is restricted from entering letters in letter fields associated with any word other than the word that corresponds with the selected final linked word in the first instance, and then once the selected final linked word has been solved, the restriction is lifted and the user(s) can enter letters into letter fields associated with the remaining words.
Whilst solving the final linked word first may represent a preferred strategy by most participants, it may not be desirable to impose such a restriction on user(s). Accordingly, in an alternate embodiment, the user(s) is able to allocate letters to letter fields associated with any word that has been selected for inclusion in the puzzle.
In an embodiment, a word or words in one particular set of linked words is the same as a word or words in one or more of the remaining sets of linked words such that the same word(s) are present across multiple sets of linked words having the same final linked word. For example, two different sets of linked words having the same final linked word could also include the same two-letter and/or three-letter word.
In this embodiment, when a multi-set of linked words is selected for use in a puzzle, a single set of linked words may ultimately be selected as a prevailing set and the selection of the prevailing set may depend upon the letters allocated to empty letter fields by the user(s) during gameplay. In this way, a single puzzle may have multiple solutions which reduce to a single prevailing solution as the puzzle progresses. Hence, the selection of a particular set of linked words as a prevailing set for use in the puzzle may be dynamic. This may give rise to technical benefits including the conservation of computer and memory resources since, as the game progresses, the computer is only required to match the letters allocated by the user(s) to form words in the puzzle with a reducing number, and ultimately a single, linked word set rather than reviewing all of the linked word sets for the purpose of identifying a match.
According to an example, a first set of linked words may include the words RE, ARE, CARE, CARED, SCARED and ASCARED, and a second set of linked words may include RE, RED, CRED, CARED, SCARED and ASCARED. Therefore, whilst both sets of linked words could be “active” for the entire duration of a puzzle irrespective of letter/word allocation by the user(s), benefit may arise from a dynamic selection of multiple sets of linked words where one is selected as a prevailing set based upon user input during gameplay in substantially real-time.
For example, both of the above sets of linked words (and potentially more sets) may initially be selected for use in a puzzle in view of the corresponding linked final word associated with each set, but subsequently, one of these could be selected as the prevailing set during gameplay to the exclusion of other(s) in the multi-set based upon initial words that are formed by the user(s). For example, if the user(s) form the word CARE in the first instance, the first set of linked words above may be automatically selected for continued use in the puzzle to the exclusion of the second set. On the other hand, if the user(s) form the word CRED in the first instance, the second set of linked words above may be automatically selected to the exclusion of the first set. set of linked words.
In an embodiment, the method includes:
In an embodiment, rejection of a user allocation of a letter to an empty letter field causes a visual or audible alert by the corresponding user device.
In an embodiment, acceptance of a user allocation of a letter to an empty letter field causes the empty letter field to display the successfully allocated letter in the empty letter field.
In an embodiment, the graphical user interface provides the empty letter fields associated with each word from a selected set of linked words sequentially and in separate rows. For example, a first row may relate to the word in the selected set of linked words having a minimum number of letters (e.g. a two-letter word) and may increase in letters incrementally up to a final row which relates to the word in the selected set of linked words having a maximum number of letters (e.g. a seven-letter word). It will be appreciated that each word in the second and subsequent row will include the same letters that are present in the word in the preceding row, with the letters arranged in the same order. The user(s) will need to complete words in each row and ensure that any new letter added to a row is placed at the beginning, internally, or at the end of the word in the preceding row. In this way, determining one or more of the missing words will assist in determining the remaining words.
In an embodiment, the graphical user interface provides the jumbled letters in an area adjacent the rows to enable the user to view both, select a letter from the jumbled letters, and allocate same to an empty letter field in any one row of the user's choosing. For example, the graphical user interface may be configured to enable the user to select and subsequently drag and drop letters into empty letter fields.
In an embodiment, a user “turn” is defined by the user attempting to allocate a letter to an empty letter field. The user may be provided an additional turn if the allocation of a letter to an empty letter field is determined acceptable.
In an embodiment, when the puzzle is presented to multiple users, the graphical user interface associated with the user whose turn it is will prompt the user to allocate a letter to an empty letter field.
In an embodiment, the graphical user interface across all participating devices may be synchronized across a data communications network such that all participants may observe, substantially in real-time, the attempted allocation of a letter to an empty letter field by any one participant during gameplay. In this way, it is possible for a puzzle to be played with the users physically separated by large distances.
In an embodiment, selection of a final linked word for inclusion in the puzzle is random. Once a final linked word is randomly selected, any associated set(s) of linked words may then be selected for potential inclusion in the puzzle as described above.
In an embodiment, where the puzzle involves two or more competing users, the same puzzle may be presented to each user such that successful allocation of a letter by one user updates the puzzle presented to all other participating users accordingly. In an alternative embodiment, input by one participating user does not necessarily affect the puzzle of another participating user and hence, although users are competing in the same puzzle involving the same final linked word, they may each solve the puzzle utilising different sets of linked words having the same final linked word.
In an embodiment, participating users may be shown, through the graphical user interface, the number of different sets of linked words and hence the number of different solutions that are possible to proceed through the puzzle at any one time during gameplay. Users may also be provided with an opportunity to solve a puzzle in more than one way, namely, by providing users with an opportunity to provide multiple answers simultaneously, or multiple answers within a predetermined time frame.
In an embodiment, each set of linked words is further categorised by difficulty depending upon the difficulty of words included in the set of linked words as compared with other sets, and the selection of a final linked word and/or one or more sets of linked words for inclusion in the puzzle may be based upon a difficulty category selected by the user. Furthermore, when a puzzle has multiple solutions, i.e. multiple sets of linked words that are initially selected for inclusion in the puzzle based on sharing the selected final linked word, each set in the multi-set may have a differing difficulty and one or more sets in the multi-set may be selected for inclusion in the puzzle based upon the difficulty level selected by the user.
In an embodiment involving one or more participating users, determining a winner or scoring a user's interaction with a puzzle may be based upon one or more of:
In an embodiment, the graphical user interface may be configured to display the scoring associated with one or more competing user's interaction with a puzzle, including one or more of:
In an embodiment, the method further includes receiving a wager from the user, and on conclusion of the puzzle, allocate an award to the user based upon the user being successful in satisfying one or more puzzle requirements.
In an embodiment, the award is based upon a quantum of the wager and/or a level of achievement in respect of the user's interaction with the puzzle that resulted in the award.
In an embodiment, the award includes one or more of an award of credits, and redeemable tokens.
In an embodiment, a user may be provided with an award based upon the user's interaction with a puzzle, including for example being awarded redeemable tokens. For example, if a user identifies a word, a particular number of tokens may be allocated, and the number of tokens allocated may increase according to the number of letters associated with the identified word.
In an embodiment, tokens are redeemable to assist a user in relation to solving the puzzle. For example, a letter may be purchased using a predetermined minimum number of tokens.
In a second aspect, the present invention provides a system or game controller for providing a word puzzle, the system or game controller including:
In a third aspect, the present invention provides a computer-readable medium including a plurality of instructions executable by one or more processors to:
In a fourth aspect, the present invention provides a gaming machine including:
In a fifth aspect, the present invention provides a gaming device including:
Features of the present disclosure are illustrated by way of example and not limited in the following figure(s), in which like numerals indicate like elements, in which:
For simplicity and illustrative purposes, the present disclosure is described by referring to an embodiment thereof. In the following description, numerous specific details are set forth in order to provide a thorough understanding of the present disclosure. It will be readily apparent however, that the present disclosure may be practiced without limitation to these specific details. In other instances, some methods and structures have not been described in detail to avoid obscuring the present disclosure.
As used herein, the terms “a” and “an” are intended to denote at least one of a particular element, the term “includes” means includes but not limited to, the term “including” means including but not limited to, and the term “based on” means based at least in part on.
The present invention relates to at least a computer-implemented system and method for providing a word puzzle (220), whereby the system and method (according to one embodiment) utilize a central server (20) in communication with one or more devices (i.e. user devices (150) and administrator devices (250)). The central server (20) maintains one or more processors and/or databases for performing functions including storing, in an internal database (50) that includes a data structure, a plurality of words that are categorized in the data structure according to the number of letters forming each word thereby enabling the plurality of words to be arranged in groups such that each word in the same group has the same number of letters. Each word in one group is linked to at least one other word in a different group according to the words having a minimum number of letters arranged in a corresponding sequence.
Each linked word has a letter count that increases sequentially by an increment of one letter from a first linked word associated with a first group of words having a minimum number of letters up to a final linked word associated with a final group of words having a maximum number of letters, each subsequent linked word beyond the first including one additional letter as compared with the preceding linked word. The subsequent linked word includes all letters of the preceding linked word with one additional letter at the beginning, internally, or an end thereof. In the solution to the example puzzle (220) shown in
The central server (20) is further configured to automatically update, based upon real-time or near real-time synchronization with one or more external databases (130), the plurality of words with new words that are present in the one or more external databases (130) but not present in the internal database (50), and automatically categorize the new words in the relevant group. For example, if the new word is a two-letter word, it will be categorized in the two-letter group of words, and words in other groups will be linked to the new two-letter word according to the above described criteria to create a new set of linked words. In this regard, the server (20) may operate a synchronization module for the purpose of automatically synchronizing database (50) with the one or more external databases (130), and machine learning techniques may be utilized to learn from previous synchronization/categorization successes and/or failures in order to enable the synchronization/categorization process to become more accurate and effective over time.
When a request to operate a word puzzle game is received from a user or users (140), e.g. utilizing an application (160) operating on their device(s) (150), a final linked word from the final group of words having a maximum number of letters is selected (e.g. randomly) for inclusion in the word puzzle together with one or more sets of linked words which share the selected final linked word. For example, the server (20) may operate a random puzzle selector for the purpose of randomly selecting the final linked word before identifying one or more sets of linked words which share the selected final linked word. The step of identifying one or more sets of linked words which share the selected final linked word may involve scanning the database (50) and in particular all available linked word sets in the database (50) to determine which share the selected final linked word.
The server (20) may then provide, for display on the user device (150), a graphical user interface displaying a puzzle game (220) including empty letter fields (224) associated with a number of words that corresponds with the number of words present in the one or more sets of linked words that include the selected final linked word, as well as a plurality of jumbled letters (222) including letters that are required to enable the user(s) (140) to spell the final linked word and hence each of the remaining words in the one or more sets of linked words by allocating letters to the empty letter fields (224). It will be appreciated that each of the jumbled letters (222) is selectable once by the user(s) (140) for allocation to an empty letter field (224) in respect of each word, with a restriction enforced such that the same letter cannot be allocated twice to the same word.
Accordingly, the present invention seeks to challenges users to solve a word puzzle by forming a string of words, where each word builds on the previous word, by selecting and allocating letters to empty letter word fields (224) from a set of jumbled letters (222).
Examples of graphical user interfaces displaying word string puzzles (220) in accordance with an embodiment of the present invention are shown in
As an alternative or in addition to steps being carried out by one or more processors associated with user device (150), steps may also be carried out by one or more processors associated with the server (20). For example, the server (20) could be programmed to provide any functions described herein that cannot be provided locally on the user device(s) (150).
By way of example, segment 600 of
As mentioned above,
It is to be understood that despite there being multiple means of data storage described above, this is by way of example only. For example, in an alternate embodiment, all data could be stored in a single repository that is suitably indexed such that data can be easily extracted.
The user account may capture information sufficient to enable the user (140) to be correctly identified, as described above. The process of installing the application (160) is indicated by arrow (170), and an example interface which enables the user (140) to login or register to use the application (160) is indicated by reference numeral (180). A similar registration/login process may apply to administrators (240) using an administrator application (260) operating on an administrator device (250).
If the user (140A) prefers to compete against others (140B, 140C), such as their friends, they can invite additional registered participants to a competition. Alternatively, users can choose to compete against a random set of other users, in which case the user (140A) may be presented with a competition game interface (200). In this regard, the server (20) may operate a random user selector for randomly selecting registered users to compete against user (140A), and this selection may be further based upon preferences of user (140A) (e.g. user (140A) is female and prefers to compete against other females, or user (140A) is university qualified and prefers to compete against other users who are university qualified, etc). When other users (140B, 140C) are invited to compete, they may receive a notification (210) which they can either accept or reject. Users may receive such notifications either via the application (160), or if they don't have the application (160) operating on their device (150), they may be invited to download and install the application (160) via a text message or email.
The graphical user interface (220) provides jumbled letters (222) in an area adjacent the rows to enable the user (140) to view both, select a letter from the jumbled letters (222), and allocate same to an empty letter field (224) in any one available row of the user's choosing. For example, the graphical user interface (220) may be configured to enable the user to select and subsequently drag and drop letters into empty letter fields (224).
It will be appreciated that solving the final linked word first is likely to represent a preferred strategy by most participants, since once the final linked word (having the greatest number of letters) is solved, the remaining words having a reduced number of letters will be easier to solve since they will include the same sequence of certain letters.
When a game commences, the user (140) will be presented with the set of jumbled letters (222), and then using those letters, the user (140) will need to create a sequence of words where each word builds upon the word in the previous row (although it is to be understood that the empty letter words could be presented in other arrangements, and not necessarily rows). Letters must stay in the same sequence with one letter added to make the next word in the sequence. The one letter may be added at either the start, inside or at the end of the previous word. Depending on the number of sets of linked words present in the database (50), the puzzle may only have one solution but most puzzles will have multiple solutions (i.e. multiple different sets of linked words having the same final linked word).
An example of a puzzle game (220) is shown in
The completed puzzles (220) shown in
The first two completed puzzles shown in
It is to be understood that
There may be circumstances in which the game controller (40) and in particular the puzzle selector module selects a final linked word where a word or words in one particular set of linked words is the same as a word or words in one or more of the remaining sets of linked words such that the same word(s) are present across multiple sets of linked words having the same final linked word. In one example, two different sets of linked words having the same final linked word could also include the same two-letter and/or three-letter word. It is to be understood that rather than select only one of the available sets of words that are linked to the final linked word, the multiple sets of linked words may be selected in the first instance for use in a puzzle.
When a multi-set of linked words is selected for use in a puzzle, a single set of linked words may ultimately be selected by the game controller (40) as a prevailing set and the selection of the prevailing set may depend upon, for example, the letters allocated to empty letter fields (224) by the user(s) during gameplay. In this way, a single puzzle may have multiple solutions which reduce to a single prevailing solution as the user(s) progress through the puzzle (220). In other words, the selection of a particular set of linked words as a prevailing set for use in the puzzle may be dynamic. This may give rise to technical benefits including the conservation of computer and memory resources since, as the game (220) progresses, the computer is only required to match the letters allocated by the user(s) to form words in the puzzle (220) with a reducing number, and ultimately a single, linked word set rather than reviewing all of the linked word sets for the purpose of identifying a match.
An aim of the puzzle may be not only to solve the puzzle but to do so in a manner that satisfies a scoring criteria including in relation to puzzle difficulty, time taken, etc. In this regard, determining a winner or scoring and awarding a user's interaction with a puzzle may be based upon a number of different factors, including one or more of puzzle completion time, completion of a puzzle using a minimum number of turns, resignation by one or more opponents, difficulty associated with a set of linked words, and the number of different solutions achieved simultaneously by a user, or within a particular time frame. Users can compete on their own by trying to better their score or against others via online competitions. Where the puzzle involves two or more competing users, the same puzzle may be presented to each user such that successful allocation of a letter by one user updates the puzzle presented to all other participating users accordingly.
As mentioned previously, each set of linked words may be further categorised by difficulty depending upon the difficulty level assigned to the final linked word as compared with other final linked words, or individual words included in the set of linked words as compared with other sets. The selection of a final linked word and selection of a set of linked words that share the final linked word may be based upon a difficulty category that is pre-selected by the user (140).
A user may be provided with an award based upon the user's interaction with a puzzle, including for example being awarded redeemable tokens, or credit if a user has placed a wager in respect of the game (as described in greater detail below). For example, if a user (140) correctly identifies a word in a particular row, a particular number of tokens or credit may be allocated, and the number of tokens or credit allocated may increase according to the number of letters associated with the identified word. Furthermore, the number of tokens or credit allocated may increase based upon the difficulty of words identified. Tokens or credit may also be redeemable to assist the user (140) in relation to solving the puzzle. For example, a letter may be purchased using a predetermined minimum number of tokens or credit.
It will also be appreciated that the gaming system upon which the puzzle game (220) can be played can take a number of different forms. In one form, the gaming system may utilise the system components shown in
Where features in these additional embodiments are the same or perform similar functions as features that have been previously described with respect to the system of
Irrespective of how the game is implemented, the hardware utilised in the gaming system will include, at the broadest level, an interface (e.g. the previously described interface (160), and screens (284) associated with the machine (280) and device (282)) and a controller (e.g. the previously described game controller (40), noting that each of machine (280) and device (282) include or are linked to similar controllers (not shown)). If the game (220) is configured to enable the placement of wagers, i.e. where a single or multiple players place a wager on solving the puzzle, or on the basis that the player or players achieve some other goal associated with the game, the system may include the necessary components to enable same. For example, in addition to including a screen (284) for displaying representations of the puzzle game (220) including the empty letter fields (224) and clues (222), the machine (280) and device (282) include a means of enabling the player to interact (e.g. a bank of buttons (286) as shown on gaming machine (280), and a joystick and associated buttons (288) as shown on gaming device (282)).
Additional hardware may be included the machine (280) and/or device (282) to enable players to input “credit” which enables the placement of wagers. For example, the machine (280) includes a coin slot (290) and note collection device (292) which enable the player to input credit and then place wagers utilising the credit. Other means of inputting credit may also be incorporated into the machine (280) or device (282) which are not shown, including for example the use of tickets or cards held by the player. Since device (282) does not include credit input hardware, it may utilise other means of recognising credit input by the player by other means (e.g. by using an associated software application on a smart device that includes a payment gateway enabling credit to be generated in exchange for funds that are transferred electronically from a financial institution associated with the player). Once credit is input, wagers may be deducted from the credit (e.g. from a credit meter) when a game commences.
Each attempt at allocated one of the jumbled letters 222 to an empty letter field 224 may constitute a game round, and for each game round, the game controller (40) may determine the outcome of the round (e.g. whether the player selected a correct letter for the selected empty letter field). If the outcome of the round is a losing outcome, then a single player may be provider another turn (i.e. another round), or the next round may involve another player if multiple players are competing in a multiplayer competition. If the outcome of a round is a winning outcome, then a monetary award may be payable to the particular player (and accumulated until the puzzle has been completed). In an alternative embodiment, only players who win the entire puzzle will be awarded.
The screen (284) on the machine (280) may be in the form of a video display unit, e.g. a cathode ray tube screen. However, the screens (284) on each of the machine (280) and device (282) may utilise any suitable display technology, such as a Liquid Crystal Display (LCD) or plasma screen, and the screens may also be configured as touch screens.
Whilst not shown, the game controller (40) associated with gaming machine (280) may include a processor mounted on a circuit board, whereby instructions and data to control operation of the processor are stored in a memory, which is in data communication with the processor. The previously described selectors (i.e. the random puzzle selector for randomly selecting a final linked word and a set of linked words for use in the puzzle, and random user selector) may be in the form of modules that generate the requisite words and users for use by the processor. It is to be understood that the gaming machine (280) and device (282) may include additional features, such as hardware meters (e.g. credit meters), input/output interfaces, communications interface, and other intelligent devices, which are not shown or described herein for the purpose of brevity.
As used herein, the term “central server”, “computer”, “computing system” or the like may include any processor-based or microprocessor-based system including systems using microcontrollers, reduced instruction set computers (RISC), application specific integrated circuits (ASICs), logic circuits, and any other circuit or processor including hardware, software, or a combination thereof capable of executing the functions described herein. Such are exemplary only, and are thus not intended to limit in any way the definition and/or meaning of such terms.
The one or more processors as described herein are configured to execute a set of instructions that are stored in one or more data storage units or elements (such as one or more memories), in order to process data. For example, the one or more processors may include or be coupled to one or more memories. The data storage units may also store data or other information as desired or needed. The data storage units may be in the form of an information source or a physical memory element within a processing machine. An example of memory used in the gaming machine (280) for example includes RAM, EPROM and a mass storage device where the RAM holds program files for execution by the processor, and the EPROM is a boot ROM device or may contain some system or game code.
The set of instructions may include various commands that instruct the one or more processors to perform specific operations such as the methods and processes of the various embodiments of the subject matter described herein. The set of instructions may be in the form of a software program. The software may be in various forms such as system software or application software. Further, the software may be in the form of a collection of separate programs, a program subset within a larger program or a portion of a program. The software may also include modular programming in the form of object-oriented programming. The processing of input data by the processing machine may be in response to user commands, or in response to results of previous processing, or in response to a request made by another processing machine.
The diagrams of embodiments herein illustrate one or more control or processing units. It is to be understood that the processing or control units may represent circuits, circuitry, or portions thereof that may be implemented as hardware with associated instructions (e.g., software stored on a tangible and non-transitory computer readable storage medium, such as a computer hard drive, ROM, RAM, or the like) that perform the operations described herein. The hardware may include state machine circuitry hardwired to perform the functions described herein. Optionally, the hardware may include electronic circuits that include and/or are connected to one or more logic-based devices, such as microprocessors, processors, controllers, or the like.
Optionally, the one or more processors may represent processing circuitry such as one or more of a field programmable gate array (FPGA), application specific integrated circuit (ASIC), microprocessor(s), and/or the like. The circuits in various embodiments may be configured to execute one or more algorithms to perform functions described herein. The one or more algorithms may include aspects of embodiments disclosed herein, whether or not expressly identified in the figures or a described method
Throughout this specification and claims which follow, unless the context requires otherwise, the word “comprise”, and variations such as “comprises” and “comprising”, will be understood to mean the inclusion of a stated feature or step, or group of features or steps, but not the exclusion of any other feature or step, or group of features or steps.
The reference to any prior art in this specification is not, and should not be taken as, an acknowledgement or any suggestion that the prior art forms part of the common general knowledge.
Number | Date | Country | Kind |
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2020904082 | Nov 2020 | AU | national |
Filing Document | Filing Date | Country | Kind |
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PCT/AU2021/051322 | 11/9/2021 | WO |