The field of disclosure relates generally to gaming devices, and more specifically, systems and methods for modifying a game outcome of a game instance of a skill game by receiving a user input.
Electronic gaming machines (“EGMs”) or gaming devices provide a variety of wagering games such as slot games, video poker games, video blackjack games, roulette games, video bingo games, keno games and other types of games that are frequently offered at casinos and other locations. Play on EGMs typically involves a player establishing a credit balance by inputting money, or another form of monetary credit, and placing a monetary wager (from the credit balance) on one or more outcomes of an instance (or single play) of a primary or base game. In some cases, a player may qualify for a special mode of the base game, a secondary game, or a bonus round of the base game by attaining a certain winning combination or triggering event in, or related to, the base game, or after the player is randomly awarded the special mode, secondary game, or bonus round. In the special mode, secondary game, or bonus round, the player is given an opportunity to win extra game credits, game tokens or other forms of payout. In the case of “game credits” that are awarded during play, the game credits are typically added to a credit meter total on the EGM and can be provided to the player upon completion of a gaming session or when the player wants to “cash out.”
“Slot” type games are often displayed to the player in the form of various symbols arrayed in a row-by-column grid or matrix. Specific matching combinations of symbols along predetermined paths (or paylines) through the matrix indicate the outcome of the game. The display typically highlights winning combinations/outcomes for identification by the player. Matching combinations and their corresponding awards are usually shown in a “pay-table” which is available to the player for reference. Often, the player may vary his/her wager to include differing numbers of paylines and/or the amount bet on each line. By varying the wager, the player may sometimes alter the frequency or number of winning combinations, frequency or number of secondary games, and/or the amount awarded.
Typical games use a random number generator (RNG) to randomly determine the outcome of each game. The game is designed to return a certain percentage of the amount wagered back to the player over the course of many plays or instances of the game, which is generally referred to as return to player (RTP). The RTP and randomness of the RNG ensure the fairness of the games and are highly regulated. Upon initiation of play, the RNG randomly determines a game outcome and symbols are then selected which correspond to that outcome. Notably, some games may include an element of skill on the part of the player and are therefore not entirely random.
In one aspect, an electronic gaming system that includes at least one memory device with instructions stored thereon, and at least one processor in communication with the at least one memory device, wherein the instructions, when executed by the at least one processor, cause the at least one processor to: cause to be displayed on a display device a game interface including a matrix having a plurality of symbol positions for displaying a symbol within each symbol position; and cause a prompt of selecting a user option of a plurality of user options to be displayed during a gaming instance, the plurality of user options including an option to modify the symbols displayed in the matrix during the gaming instance, wherein the prompt is associated with a modification to the symbols resulting in an optimal outcome, and wherein at least one other option is selectable resulting in a suboptimal outcome.
In another aspect, an electronic gaming system is provided. The electronic gaming system may include least one memory device with instructions stored thereon, and at least one processor in communication with the at least one memory device. The instructions, when executed by the at least one processor, may cause the at least one processor to cause to be displayed on a display device a game interface including a matrix having a plurality of symbol positions for displaying a symbol within each symbol position, generate, based on an RNG call outcome, an optimal game outcome, programmatically select a suboptimal game outcome based on the generated optimal game outcome, display at least a portion of the suboptimal game outcome in the matrix, cause to be displayed a prompt to select from a plurality of user options to modify at least one symbol of the at least a portion of the suboptimal game outcome displayed in the matrix, modify, based on a selection received from a user of one of the plurality of user options, the symbols displayed in the matrix, and evaluate the symbols displayed in the matrix to determine if the displayed symbols result in the optimal game outcome being displayed.
In another aspect, a method is provided. The method may be performed by an electronic gaming system including at least one memory device with instructions stored thereon and at least one processor in communication with the at least one memory device. The method may include causing to be displayed on a display device a game interface including a matrix having a plurality of symbol positions for displaying a symbol within each symbol position, generating, based on an RNG call outcome, an optimal game outcome, programmatically selecting a suboptimal game outcome based on the generated optimal game outcome, displaying at least a portion of the suboptimal game outcome in the matrix, causing to be displayed a prompt to select from a plurality of user options to modify at least one symbol of the at least a portion of the suboptimal game outcome displayed in the matrix, modifying, based on a selection received from a user of one of the plurality of user options, the symbols displayed in the matrix, and evaluating the symbols displayed in the matrix to determine if the displayed symbols result in the optimal game outcome being displayed.
In another aspect, at least one non-transitory computer-readable storage media having instructions embodied thereon is provided. When executed by an electronic gaming system including at least one processor in communication with at least one memory device, the instructions may cause the at least one processor to cause to be displayed on a display device a game interface including a matrix having a plurality of symbol positions for displaying a symbol within each symbol position, generate, based on an RNG call outcome, an optimal game outcome, programmatically select a suboptimal game outcome based on the generated optimal game outcome, display at least a portion of the suboptimal game outcome in the matrix, cause to be displayed a prompt to select from a plurality of user options to modify at least one symbol of the at least a portion of the suboptimal game outcome displayed in the matrix, modify, based on a selection received from a user of one of the plurality of user options, the symbols displayed in the matrix, and evaluate the symbols displayed in the matrix to determine if the displayed symbols result in the optimal game outcome being displayed.
The present disclosure is directed to gaming devices, and more specifically, to gaming devices with a skill feature. Upon initiation of play, the RNG (random number generator) of the gaming device may randomly determine an RNG outcome, based on which a game user interface may be generated. The user interface may include a game matrix in which symbols may be displayed. If the RNG outcome is a winning outcome (e.g., a predefined combination of symbols that results in an award, sometimes referred to herein as an “optimal outcome” or an “optimal game outcome”), the gaming device may not display the winning outcome, and may programmatically select a losing outcome (sometimes referred to herein as a “suboptimal outcome” or “suboptimal game outcome”) based on the winning outcome. For example, the losing outcome may include a subset of symbols of the winning outcome (e.g., the losing outcome may have one symbol or one column modified with respect to the winning outcome). The player may then be prompted to make a selection that causes the displayed losing outcome to be modified, for example, by respinning one or more reels, swapping two or more symbols, and/or nudging one or more reels to change or modify the initially displayed set of symbols. If the player selects an option that results in the winning outcome being displayed, the gaming device may perform the selected option (i.e., respins a reel, swaps symbols, and/or nudges a reel), and the winning outcome may be presented to the player. As such, the gaming device enables the presentation of a game that requires the player to perform a skill-based action to change a losing outcome to a winning outcome.
The gaming device described herein solves certain technical problems associated with providing a skill component in an electronic game. At least one technical problem may be associated with the user interface of the electronic game. Proving prompts and instructions, for example, the prompt for the player to make a selection that causes the displayed losing outcome to be modified, take up space within the user interface and may not be easy for players unfamiliar with the electronic game to understand. The gaming device described herein solves this problem by providing a user interface in which the prompt is overlayed over the game matrix. For example, if the user is prompted to choose whether or not to respin a particular reel, selectable options may be displayed overlayed on that particular reel. By overlaying the prompts over the game matrix, real estate within the user interface is conserved. Further, by displaying the overlay in and/or proximate to an area (e.g., a particular reel or symbol) that may be modified in response to making a selection, the user may more easily understand the prompt and its associated game mechanics.
Another technical problem associated with a skill component in an electronic game involves controlling RTP. In other words, it may not be possible to achieve a maximum prescribed RTP in situations in which the game outcome may depend on selections made by the user. The gaming device described herein solves this problem by controlling RTP of an initial optimal or winning outcome by analyzing an RNG outcome with respect to pay tables defined to provide a maximum RTP, and programmatically selecting a suboptimal or losing outcome based on the winning outcome. Accordingly, any options made by the user that result in modifying the suboptimal or losing outcome will at most result in the user receiving the award associated with the initial optimal or winning outcome. For this reason, the maximum RTP defined by the pay tables used to generate the initial outcome cannot be exceeded not matter what selections are made by the user.
Another technical problem associated with a skill component in an electronic game involves increasing variability and randomness of game outcomes and display outcomes. The gaming device described herein solves this problem by providing different aspects of the game and display outcomes that may be determined randomly, for example, based on an RNG call. For example, the initial outcome, the suboptimal outcome determined based on the initial outcome, the prompts and options that are presented to the player (e.g., the location affected, whether the option is a “respin,” “swap,” or “nudge” operation), and/or certain aspects of what are displayed (what symbols are displayed, how the prompts overlays look), may be determined by the gaming device at least in part based on a random (e.g., RNG) outcome, thereby increasing the randomness and variability of what is displayed and what game outcomes may result.
Communication between the gaming devices 104A-104X and the server computers 102, and among the gaming devices 104A-104X, may be direct or indirect using one or more communication protocols. As an example, gaming devices 104A-104X and the server computers 102 can communicate over one or more communication networks, such as over the Internet through a website maintained by a computer on a remote server or over an online data network including commercial online service providers, Internet service providers, private networks (e.g., local area networks and enterprise networks), and the like (e.g., wide area networks). The communication networks could allow gaming devices 104A-104X to communicate with one another and/or the server computers 102 using a variety of communication-based technologies, such as radio frequency (RF) (e.g., wireless fidelity (WiFi®) and Bluetooth®), cable TV, satellite links and the like.
In some implementation, server computers 102 may not be necessary and/or preferred. For example, in one or more implementations, a stand-alone gaming device such as gaming device 104A, gaming device 104B or any of the other gaming devices 104C-104X can implement one or more aspects of the present disclosure. However, it is typical to find multiple EGMs connected to networks implemented with one or more of the different server computers 102 described herein.
The server computers 102 may include a central determination gaming system server 106, a ticket-in-ticket-out (TITO) system server 108, a player tracking system server 110, a progressive system server 112, and/or a casino management system server 114. Gaming devices 104A-104X may include features to enable operation of any or all servers for use by the player and/or operator (e.g., the casino, resort, gaming establishment, tavern, pub, etc.). For example, game outcomes may be generated on a central determination gaming system server 106 and then transmitted over the network to any of a group of remote terminals or remote gaming devices 104A-104X that utilize the game outcomes and display the results to the players.
Gaming device 104A is often of a cabinet construction which may be aligned in rows or banks of similar devices for placement and operation on a casino floor. The gaming device 104A often includes a main door which provides access to the interior of the cabinet. Gaming device 104A typically includes a button area or button deck 120 accessible by a player that is configured with input switches or buttons 122, an access channel for a bill validator 124, and/or an access channel for a ticket-out printer 126.
In
In many configurations, the gaming device 104A may have a main display 128 (e.g., video display monitor) mounted to, or above, the gaming display area 118. The main display 128 can be a high-resolution liquid crystal display (LCD), plasma, light emitting diode (LED), or organic light emitting diode (OLED) panel which may be flat or curved as shown, a cathode ray tube, or other conventional electronically controlled video monitor.
In some implementations, the bill validator 124 may also function as a “ticket-in” reader that allows the player to use a casino issued credit ticket to load credits onto the gaming device 104A (e.g., in a cashless ticket (“TITO”) system). In such cashless implementations, the gaming device 104A may also include a “ticket-out” printer 126 for outputting a credit ticket when a “cash out” button is pressed. Cashless TITO systems are used to generate and track unique bar-codes or other indicators printed on tickets to allow players to avoid the use of bills and coins by loading credits using a ticket reader and cashing out credits using a ticket-out printer 126 on the gaming device 104A. The gaming device 104A can have hardware meters for purposes including ensuring regulatory compliance and monitoring the player credit balance. In addition, there can be additional meters that record the total amount of money wagered on the gaming device, total amount of money deposited, total amount of money withdrawn, total amount of winnings on gaming device 104A.
In some implementations, a player tracking card reader 144, a transceiver for wireless communication with a mobile device (e.g., a player's smartphone), a keypad 146, and/or an illuminated display 148 for reading, receiving, entering, and/or displaying player tracking information is provided in gaming device 104A. In such implementations, a game controller within the gaming device 104A can communicate with the player tracking system server 110 to send and receive player tracking information.
Gaming device 104A may also include a bonus topper wheel 134. When bonus play is triggered (e.g., by a player achieving a particular outcome or set of outcomes in the primary game), bonus topper wheel 134 is operative to spin and stop with indicator arrow 136 indicating the outcome of the bonus game. Bonus topper wheel 134 is typically used to play a bonus game, but it could also be incorporated into play of the base or primary game.
A candle 138 may be mounted on the top of gaming device 104A and may be activated by a player (e.g., using a switch or one of buttons 122) to indicate to operations staff that gaming device 104A has experienced a malfunction or the player requires service. The candle 138 is also often used to indicate a jackpot has been won and to alert staff that a hand payout of an award may be needed.
There may also be one or more information panels 152 which may be a back-lit, silkscreened glass panel with lettering to indicate general game information including, for example, a game denomination (e.g., $0.25 or $1), pay lines, pay tables, and/or various game related graphics. In some implementations, the information panel(s) 152 may be implemented as an additional video display.
Gaming devices 104A have traditionally also included a handle 132 typically mounted to the side of main cabinet 116 which may be used to initiate game play.
Many or all the above described components can be controlled by circuitry (e.g., a game controller) housed inside the main cabinet 116 of the gaming device 104A, the details of which are shown in
An alternative example gaming device 104B illustrated in
Example gaming device 104B includes a main cabinet 116 including a main door which opens to provide access to the interior of the gaming device 104B. The main or service door is typically used by service personnel to refill the ticket-out printer 126 and collect bills and tickets inserted into the bill validator 124. The main or service door may also be accessed to reset the machine, verify and/or upgrade the software, and for general maintenance operations.
Another example gaming device 104C shown is the Helix™ model gaming device manufactured by Aristocrat® Technologies, Inc. Gaming device 104C includes a main display 128A that is in a landscape orientation. Although not illustrated by the front view provided, the main display 128A may have a curvature radius from top to bottom, or alternatively from side to side. In some implementations, main display 128A is a flat panel display. Main display 128A is typically used for primary game play while secondary display 128B is typically used for bonus game play, to show game features or attraction activities while the game is not in play or any other information or media desired by the game designer or operator. In some implementations, example gaming device 104C may also include speakers 142 to output various audio such as game sound, background music, etc.
Many different types of games, including mechanical slot games, video slot games, video poker, video black jack, video pachinko, keno, bingo, and lottery, may be provided with or implemented within the depicted gaming devices 104A-104C and other similar gaming devices. Each gaming device may also be operable to provide many different games. Games may be differentiated according to themes, sounds, graphics, type of game (e.g., slot game vs. card game vs. game with aspects of skill), denomination, number of paylines, maximum jackpot, progressive or non-progressive, bonus games, and may be deployed for operation in Class 2 or Class 3, etc.
The games available for play on the gaming device 200 are controlled by a game controller 202 that includes one or more processors 204. Processor 204 represents a general-purpose processor, a specialized processor intended to perform certain functional tasks, or a combination thereof. As an example, processor 204 can be a central processing unit (CPU) that has one or more multi-core processing units and memory mediums (e.g., cache memory) that function as buffers and/or temporary storage for data. Alternatively, processor 204 can be a specialized processor, such as an application specific integrated circuit (ASIC), graphics processing unit (GPU), field-programmable gate array (FPGA), digital signal processor (DSP), or another type of hardware accelerator. In another example, processor 204 is a system on chip (SoC) that combines and integrates one or more general-purpose processors and/or one or more specialized processors. Although
Memory 208 can store one or more game programs 206 that provide program instructions and/or data for carrying out various implementations (e.g., game mechanics) described herein. Stated another way, game program 206 represents an executable program stored in any portion or component of memory 208. In one or more implementations, game program 206 is embodied in the form of source code that includes human-readable statements written in a programming language or machine code that contains numerical instructions recognizable by a suitable execution system, such as a processor 204 in a game controller or other system. Examples of executable programs include: (1) a compiled program that can be translated into machine code in a format that can be loaded into a random access portion of memory 208 and run by processor 204; (2) source code that may be expressed in proper format such as object code that is capable of being loaded into a random access portion of memory 208 and executed by processor 204; and (3) source code that may be interpreted by another executable program to generate instructions in a random access portion of memory 208 to be executed by processor 204.
Alternatively, game programs 206 can be set up to generate one or more game instances based on instructions and/or data that gaming device 200 exchanges with one or more remote gaming devices, such as a central determination gaming system server 106 (not shown in
Gaming devices, such as gaming device 200, are highly regulated to ensure fairness and, in many cases, gaming device 200 is operable to award monetary awards (e.g., typically dispensed in the form of a redeemable voucher). Therefore, to satisfy security and regulatory requirements in a gaming environment, hardware and software architectures are implemented in gaming devices 200 that differ significantly from those of general-purpose computers. Adapting general purpose computers to function as gaming devices 200 is not simple or straightforward because of: (1) the regulatory requirements for gaming devices 200, (2) the harsh environment in which gaming devices 200 operate, (3) security requirements, (4) fault tolerance requirements, and (5) the requirement for additional special purpose componentry enabling functionality of an EGM. These differences require substantial engineering effort with respect to game design implementation, game mechanics, hardware components, and software.
One regulatory requirement for games running on gaming device 200 generally involves complying with a certain level of randomness. Typically, gaming jurisdictions mandate that gaming devices 200 satisfy a minimum level of randomness without specifying how a gaming device 200 should achieve this level of randomness. To comply,
In
Another regulatory requirement for running games on gaming device 200 includes ensuring a certain level of RTP. Similar to the randomness requirement discussed above, numerous gaming jurisdictions also mandate that gaming device 200 provides a minimum level of RTP (e.g., RTP of at least 75%). A game can use one or more lookup tables (also called weighted tables) as part of a technical solution that satisfies regulatory requirements for randomness and RTP. In particular, a lookup table can integrate game features (e.g., trigger events for special modes or bonus games; newly introduced game elements such as extra reels, new symbols, or new cards; stop positions for dynamic game elements such as spinning reels, spinning wheels, or shifting reels; or card selections from a deck) with random numbers generated by one or more RNGs, so as to achieve a given level of volatility for a target level of RTP. (In general, volatility refers to the frequency or probability of an event such as a special mode, payout, etc. For example, for a target level of RTP, a higher-volatility game may have a lower payout most of the time with an occasional bonus having a very high payout, while a lower-volatility game has a steadier payout with more frequent bonuses of smaller amounts.) Configuring a lookup table can involve engineering decisions with respect to how RNG outcomes are mapped to game outcomes for a given game feature, while still satisfying regulatory requirements for RTP. Configuring a lookup table can also involve engineering decisions about whether different game features are combined in a given entry of the lookup table or split between different entries (for the respective game features), while still satisfying regulatory requirements for RTP and allowing for varying levels of game volatility.
When a player wishes to play the gaming device 200, he/she can insert cash or a ticket voucher through a coin acceptor (not shown) or bill validator 234 to establish a credit balance on the gaming device. The credit balance is used by the player to place wagers on instances of the game and to receive credit awards based on the outcome of winning instances. The credit balance is decreased by the amount of each wager and increased upon a win. The player can add additional credits to the balance at any time. The player may also optionally insert a loyalty club card into the card reader 230. During the game, the player views with one or more UIs, the game outcome on one or more of the primary game display 240 and secondary game display 242. Other game and prize information may also be displayed.
For each game instance, a player may make selections, which may affect play of the game. For example, the player may vary the total amount wagered by selecting the amount bet per line and the number of lines played. In many games, the player is asked to initiate or select options during course of game play (such as spinning a wheel to begin a bonus round or select various items during a feature game). The player may make these selections using the player-input buttons 236, the primary game display 240 which may be a touch screen, or using some other device which enables a player to input information into the gaming device 200.
During certain game events, the gaming device 200 may display visual and auditory effects that can be perceived by the player. These effects add to the excitement of a game, which makes a player more likely to enjoy the playing experience. Auditory effects include various sounds that are projected by the speakers 220. Visual effects include flashing lights, strobing lights or other patterns displayed from lights on the gaming device 200 or from lights behind the information panel 152 (
When the player is done, he/she cashes out the credit balance (typically by pressing a cash out button to receive a ticket from the ticket printer 222). The ticket may be “cashed-in” for money or inserted into another machine to establish a credit balance for play.
Additionally, or alternatively, gaming devices 104A-104X and 200 can include or be coupled to one or more wireless transmitters, receivers, and/or transceivers (not shown in
Although
According to some examples, the mobile gaming devices 256 may be configured for stand-alone determination of game outcomes. However, in some alternative implementations the mobile gaming devices 256 may be configured to receive game outcomes from another device, such as the central determination gaming system server 106, one of the EGMs 104, etc.
Some mobile gaming devices 256 may be configured to accept monetary credits from a credit or debit card, via a wireless interface (e.g., via a wireless payment app), via tickets, via a patron casino account, etc. However, some mobile gaming devices 256 may not be configured to accept monetary credits via a credit or debit card. Some mobile gaming devices 256 may include a ticket reader and/or a ticket printer whereas some mobile gaming devices 256 may not, depending on the particular implementation.
In some implementations, the casino 251 may include one or more kiosks 260 that are configured to facilitate monetary transactions involving the mobile gaming devices 256, which may include cash out and/or cash in transactions. The kiosks 260 may be configured for wired and/or wireless communication with the mobile gaming devices 256. The kiosks 260 may be configured to accept monetary credits from casino patrons 262 and/or to dispense monetary credits to casino patrons 262 via cash, a credit or debit card, via a wireless interface (e.g., via a wireless payment app), via tickets, etc. According to some examples, the kiosks 260 may be configured to accept monetary credits from a casino patron and to provide a corresponding amount of monetary credits to a mobile gaming device 256 for wagering purposes, e.g., via a wireless link such as a near-field communications link. In some such examples, when a casino patron 262 is ready to cash out, the casino patron 262 may select a cash out option provided by a mobile gaming device 256, which may include a real button or a virtual button (e.g., a button provided via a graphical user interface) in some instances. In some such examples, the mobile gaming device 256 may send a “cash out” signal to a kiosk 260 via a wireless link in response to receiving a “cash out” indication from a casino patron. The kiosk 260 may provide monetary credits to the casino patron 262 corresponding to the “cash out” signal, which may be in the form of cash, a credit ticket, a credit transmitted to a financial account corresponding to the casino patron, etc.
In some implementations, a cash-in process and/or a cash-out process may be facilitated by the TITO system server 108. For example, the TITO system server 108 may control, or at least authorize, ticket-in and ticket-out transactions that involve a mobile gaming device 256 and/or a kiosk 260.
Some mobile gaming devices 256 may be configured for receiving and/or transmitting player loyalty information. For example, some mobile gaming devices 256 may be configured for wireless communication with the player tracking system server 110. Some mobile gaming devices 256 may be configured for receiving and/or transmitting player loyalty information via wireless communication with a patron's player loyalty card, a patron's smartphone, etc.
According to some implementations, a mobile gaming device 256 may be configured to provide safeguards that prevent the mobile gaming device 256 from being used by an unauthorized person. For example, some mobile gaming devices 256 may include one or more biometric sensors and may be configured to receive input via the biometric sensor(s) to verify the identity of an authorized patron. Some mobile gaming devices 256 may be configured to function only within a predetermined or configurable area, such as a casino gaming area.
In this example, a gaming data center 276 includes various devices that are configured to provide online wagering games via the networks 417. The gaming data center 276 is capable of communication with the networks 417 via the gateway 272. In this example, switches 278 and routers 280 are configured to provide network connectivity for devices of the gaming data center 276, including storage devices 282a, servers 284a and one or more workstations 286a. The servers 284a may, for example, be configured to provide access to a library of games for online game play. In some examples, code for executing at least some of the games may initially be stored on one or more of the storage devices 282a. The code may be subsequently loaded onto a server 284a after selection by a player via an EUD and communication of that selection from the EUD via the networks 417. The server 284a onto which code for the selected game has been loaded may provide the game according to selections made by a player and indicated via the player's EUD. In other examples, code for executing at least some of the games may initially be stored on one or more of the servers 284a. Although only one gaming data center 276 is shown in
In this example, a financial institution data center 270 is also configured for communication via the networks 417. Here, the financial institution data center 270 includes servers 284b, storage devices 282b, and one or more workstations 286b. According to this example, the financial institution data center 270 is configured to maintain financial accounts, such as checking accounts, savings accounts, loan accounts, etc. In some implementations one or more of the authorized users 274a-274c may maintain at least one financial account with the financial institution that is serviced via the financial institution data center 270.
According to some implementations, the gaming data center 276 may be configured to provide online wagering games in which money may be won or lost. According to some such implementations, one or more of the servers 284a may be configured to monitor player credit balances, which may be expressed in game credits, in currency units, or in any other appropriate manner. In some implementations, the server(s) 284a may be configured to obtain financial credits from and/or provide financial credits to one or more financial institutions, according to a player's “cash in” selections, wagering game results and a player's “cash out” instructions. According to some such implementations, the server(s) 284a may be configured to electronically credit or debit the account of a player that is maintained by a financial institution, e.g., an account that is maintained via the financial institution data center 270. The server(s) 284a may, in some examples, be configured to maintain an audit record of such transactions.
In some alternative implementations, the gaming data center 276 may be configured to provide online wagering games for which credits may not be exchanged for cash or the equivalent. In some such examples, players may purchase game credits for online game play, but may not “cash out” for monetary credit after a gaming session. Moreover, although the financial institution data center 270 and the gaming data center 276 include their own servers and storage devices in this example, in some examples the financial institution data center 270 and/or the gaming data center 276 may use offsite “cloud-based” servers and/or storage devices. In some alternative examples, the financial institution data center 270 and/or the gaming data center 276 may rely entirely on cloud-based servers.
One or more types of devices in the gaming data center 276 (or elsewhere) may be capable of executing middleware, e.g., for data management and/or device communication. Authentication information, player tracking information, etc., including but not limited to information obtained by EUDs 264 and/or other information regarding authorized users of EUDs 264 (including but not limited to the authorized users 274a-274c), may be stored on storage devices 282 and/or servers 284. Other game-related information and/or software, such as information and/or software relating to leaderboards, players currently playing a game, game themes, game-related promotions, game competitions, etc., also may be stored on storage devices 282 and/or servers 284. In some implementations, some such game-related software may be available as “apps” and may be downloadable (e.g., from the gaming data center 276) by authorized users.
In some examples, authorized users and/or entities (such as representatives of gaming regulatory authorities) may obtain gaming-related information via the gaming data center 276. One or more other devices (such EUDs 264 or devices of the gaming data center 276) may act as intermediaries for such data feeds. Such devices may, for example, be capable of applying data filtering algorithms, executing data summary and/or analysis software, etc. In some implementations, data filtering, summary and/or analysis software may be available as “apps” and downloadable by authorized users.
The UI system 302 includes one or more UIs that a player can interact with. The UI system 302 could include one or more game play UIs 304, one or more bonus game play UIs 308, and one or more multiplayer UIs 312, where each UI type includes one or more mechanical UIs and/or graphical UIs (GUIs). In other words, game play UI 304, bonus game play UI 308, and the multiplayer UI 312 may utilize a variety of UI elements, such as mechanical UI elements (e.g., physical “spin” button or mechanical reels) and/or GUI elements (e.g., virtual reels shown on a video display or a virtual button deck) to receive player inputs and/or present game play to a player. Using
The game play UI 304 represents a UI that a player typically interfaces with for a base game. During a game instance of a base game, the game play UI elements 306A-306N (e.g., GUI elements depicting one or more virtual reels) are shown and/or made available to a user. In a subsequent game instance, the UI system 302 could transition out of the base game to one or more bonus games. The bonus game play UI 308 represents a UI that utilizes bonus game play UI elements 310A-310N for a player to interact with and/or view during a bonus game. In one or more implementations, at least some of the game play UI element 306A-306N are similar to the bonus game play UI elements 310A-310N. In other implementations, the game play UI element 306A-306N can differ from the bonus game play UI elements 310A-310N.
Based on the player inputs, the UI system 302 could generate RNG calls to a game processing backend system 314. As an example, the UI system 302 could use one or more application programming interfaces (APIs) to generate the RNG calls. To process the RNG calls, the RNG engine 316 could utilize gaming RNG 318 and/or non-gaming RNGs 319A-319N. Gaming RNG 318 could correspond to RNG 212 or hardware RNG 244 shown in
The RNG conversion engine 320 processes each RNG outcome from RNG engine 316 and converts the RNG outcome to a UI outcome that is feedback to the UI system 302. With reference to
After generating the UI outcome, the game processing backend system 314 sends the UI outcome to the UI system 302. Examples of UI outcomes are symbols to display on a video reel or reel stops for a mechanical reel. In one example, if the UI outcome is for a base game, the UI system 302 updates one or more game play UI elements 306A-306N, such as symbols, for the game play UI 304. In another example, if the UI outcome is for a bonus game, the UI system could update one or more bonus game play UI elements 310A-310N (e.g., symbols) for the bonus game play UI 308. In response to updating the appropriate UI, the player may subsequently provide additional player inputs to initiate a subsequent game instance that progresses through the game processing pipeline.
Some games may include an element of skill on the part of the player. For example, the player may be presented with a prompt and a plurality of choices. The player may need to select the choice that results in a winning outcome in order to be awarded the winning outcome, as explained in more detail below.
If the RNG outcome is determined, at step 406, to be a winning outcome, processor 204 may, at step 412, generate an optimal UI outcome (e.g., symbols to be displayed within gaming matrix 502 of symbol positions corresponding to a winning pattern). In certain embodiments, the RNG outcome may correspond to reel stops and processor 204 may evaluate symbols that will be displayed that correspond to the reel stops to determine the optimal UI outcome. The optimal UI outcome may comprise a winning outcome (e.g., a winning set of symbols to be displayed). In one example, the UI comprises a set of five (5) virtual or mechanical reels 504A-504E. The optimal UI outcome may comprise all five (5) reels 504A-504E displaying the same symbol (e.g., “Symbol One”) in the slot game UI. Each reel may comprise a plurality of symbols displayed within a symbol position within the matrix.
The UI system 302 (e.g., the gaming processor) may then, at step 414, programmatically determine an initial displayable UI outcome based on the optimal UI outcome. In various embodiments, processor 204 may randomly determine an outcome by selecting a different or modified reel stop position, compared to the reel stop position that would result from displaying the initial optimal UI outcome, for one or more selected reels 504a-504e. In various embodiments, which one or more of reels 504A-504E to have, for example, its position modified may be a predetermined one of reels 504A-504E, such as reel 504A, etc. In various embodiments, which or reels 504A-504E is selected may be random. In some embodiments, processor 204 may select one of reels 504A-504E by evaluating the optimal UI outcome and determining the symbols on one particular reel (e.g., reel 504A) to be spun again, or “respun,” (e.g., based on another RNG call and/or table lookup).
Next, an evaluation is performed, at step 416, by processor 204 to determine if the determined initial displayable UI outcome is a winning outcome. If the determined initial displayable UI outcome is not a winning outcome, the determined initial displayable UI outcome is presented, at step 418, to the player. If the determined first displayable UI outcome is a winning outcome, a second initial displayable UI outcome is determined at step 420. It is then determined, at step 422, if the second initial displayable UI outcome is a winning outcome. If the second initial displayable UI outcome is not a winning outcome, the second initial displayable UI outcome is presented to the player at step 418. If it is a winning outcome, a third initial displayable UI outcome is determined at step 420. Therefore, the initial displayable UI outcome presented to the user is a losing outcome that is based on (or includes a subset of symbols of the winning outcome) the optimal UI outcome, or winning outcome. In some embodiments, the initial displayable UI outcome comprises a sub set of symbols of the optimal UI outcome. For example, in the preceding example, the initial displayable UI outcome comprises four (4) reels with the same symbol and one (1) reel with one or more other symbols. However, in some embodiments, the optimal UI outcome (e.g., the winning outcome) may comprise a multiple-symbol win.
As shown in
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As shown in
If the player selects the optimal modification option, at step 426, the first displayable UI outcome may be modified per the optimal modification. The optimal modification may transform the first displayable UI outcome into the optimal UI outcome, i.e., the winning UI outcome. The optimal UI outcome may then be presented, at step 428, to the player. In some embodiments, if the optimal modification option is selected, the player may receive the greatest credit award associated with the RNG outcome.
If the player selects a suboptimal modification option, at step 430, the first displayable UI outcome may be modified per the suboptimal modification and the suboptimal UI outcome may be presented to the player at step 432. If the player selects the end game/no modification option, at step 434, the first displayable UI outcome is not modified and the first displayable UI outcome is presented to the user (as shown in
If the player selects the end game/no modification option, the first displayable UI outcome may not be modified. In some embodiments, if the no modification option is selected, the player may receive none of the credit award or a reduced amount of the credit award associated with the RNG outcome.
In some embodiments, the player may be presented with multiple modification options such as a respin of one or more reels 504A-504E, a swap of two or more symbols, and/or a nudge of one or more reels 504A-504E (i.e., to reposition the symbols of a reel 504A-504E up or down a set number of positions) to modify the initial set of symbols displayed (which is a losing outcome) to a different set of symbols that is a winning outcome.
After an optimal outcome is presented at step 428, a suboptimal outcome is presented at step 432, and/or an initial displayable UI outcome is presented at step 434, the game instance may end at step 436.
In some embodiments, the game process illustrated and described in
In some embodiments, the prompt comprises one or more optimal modification options and one or more suboptimal modification options. In other embodiments, the player is presented with one or more optimal modification options and an end game/no modification option. In other embodiments, the player is presented with one or more optimal modification options, one or more suboptimal modification options, and an end game/no modification option.
Examples of optimal modification options, suboptimal modification options and end game/no modification options are presented below. These examples are not intended to be limiting.
In some embodiments, the prompt may comprise an option to respin one or more reels 504A-504E. In some embodiments, the UI comprises 5 virtual reels 504A-504E and the player may be presented with an option to spin at least one of reels 504A-504E. In some embodiments, the player may select one or more reels 504A-504E to respin and one or more reels to hold (i.e., leave as currently displayed). In one example, the player may then be presented with a prompt comprising the following options: (1) “Respin Reel 1” (which may be, for example, the optimal modification option) or (2) “End Game” (i.e., the no modification option). In some embodiments, the respin option may simply state “Respin” and appear on or adjacent to the correct reel 504A-504E, in this case reel 504A. In some embodiments the player is not presented with a suboptimal modification option. If the player selects the “Respin Reel 1” option, the UI system may modify the initial displayable UI outcome (i.e., respins selected reel(s)) and then, if the selected option corresponds to the optimal UI outcome, present the optimal UI outcome, i.e., the winning UI outcome.
In some embodiments, the prompt may be broader. The player may be presented with a prompt comprising the following options: (1) “Respin a Reel” or (2) “End Game” (i.e., the no modification option). If the player selects the “Respin a Reel” option and then selects one or more of reels 504A-504E that is the optimal modification option, the UI system may modify the initial displayable UI outcome (i.e., perform a respin) and then present the optimal UI outcome, i.e., the winning UI outcome. If the player selects the “Respin a Reel” option but then selects one or more of reels 504A-504E that are not a suboptimal modification option (e.g., a reel that did not need to be modified to obtain a winning outcome), the initial displayable UI outcome may be modified to the suboptimal UI outcome.
In some embodiments, the player may select which symbol to respin. For example, after selecting which reel(s) 504A-504E to respin, or alternatively instead of selecting a reel to respin, the player may select which symbol to respin.
In some embodiments, the prompt may include an option to swap two or more symbols. In some embodiments, the UI comprises five (5) virtual reels 504A-504E and the player may be presented with an option to swap two or more of the symbols in the same or one or more different reel. The player may be presented with a prompt comprising the following options: (1) “Swap Symbol X and Symbol Y” (i.e., the optimal modification option) or (2) “End Game” (i.e., the no modification option). If the player selects the “Swap Symbol X and Symbol Y” option, the UI system may modify the initial displayable UI outcome (i.e., swamp the selected symbols) and present the optimal UI outcome, i.e., the winning outcome, to the player.
In some embodiments, the prompt may be broader. For example, in some embodiments, the prompt presented to the player may comprise the following options: (1) “Swap Symbols” or (2) “End Game” (i.e., the no modification option). If the player does not select the swap the symbols that would result in the optimal outcome, the player has selected a suboptimal modification and the initial displayable UI outcome is modified with the suboptimal modification.
In some embodiments, the prompt may comprise an option to nudge one or more reels. In some embodiments, the UI comprises five (5) virtual reels (Reels 1-5) and the player may be presented with an option to nudge at least one of reels 504A-504E. The player may be presented with a prompt comprising the following options: (1) “Nudge Reel 1” (which may be, for example, the optimal modification option) or (2) “End Game” (i.e., the no modification option). In some embodiments, the nudge option may simply state “Nudge” and appear on or adjacent to the correct reel, in this in this example reel 504A. If the player selects “Nudge Reel 1”, the UI system may modify the initial displayable UI outcome (i.e., nudge Reel 1) and present the optimal UI outcome, i.e., the winning outcome, to the player.
In some embodiments, the prompt may be broader. For example, the player may be presented with a prompt comprising the following options: (1) “Nudge a Reel” or (2) “End Game” (i.e., the no modification option). If the player selects the “Nudge a Reel” option and then selects the optimal reel 504A-504E to nudge, the UI system may modify the initial displayable UI outcome (i.e., nudge Reel 1) and present the optimal UI outcome, i.e., the winning outcome, to the player. If the player selects the “Nudge a Reel” option but then selects a reel 504A-504E that is a suboptimal modification option (e.g., a reel that did not need to be modified to obtain a winning outcome), the initial displayable UI outcome may be modified to the suboptimal UI outcome.
In some embodiments, one or more indicators are provided on the UI to the player. The one or more indicators may assist the player with selecting the optimal modification option. In some embodiments, the optimal modification option may be presented in green and/or blink. For example, if the optimal modification option is to respin reel 504A, the “Respin Reel 1” option may be presented in green. In another example, the “Respin a Reel” option may be presented in green and then the optimal reel 504A-504E to respin may be turn green. In some embodiments, the suboptimal modification option and/or the no modification option may appear in red. For example, if the player selects to “Respin a Reel” the suboptimal reels to respin may appear in red. Additionally, or alternatively, the no modification option, e.g., “End Game” may appear in red.
If the RNG outcome is not a winning outcome, the gaming device may convert the RNG outcome to a losing UI outcome using the systems and methods described above. The losing UI outcome may then be presented to the player. In some embodiments, the player may then be presented with a prompt, as described above, e.g., (1) “Respin Reel 1” or (2) “End Game”. If the player selects “Respin Reel 1”, a second losing UI outcome different than the first losing UI outcome may be generated and presented to the player. If the player selects “End Game” the first losing UI outcome may be presented to the player.
In some embodiments, instead of a slot game UI, as shown in
While the disclosure has been described with respect to the figures, it will be appreciated that many modifications and changes may be made by those skilled in the art without departing from the spirit of the disclosure. Any variation and derivation from the above description and figures are included in the scope of the present disclosure as defined by the claims.
This application claims the benefit of priority to U.S. Provisional Patent Application Ser. No. 63/400,344, filed Aug. 23, 2022, and entitled “SYSTEMS AND METHODS FOR MODIFYING A GAME OUTCOME OF A SKILL GAME,” the contents and disclosures of which are hereby incorporated in their entirety.
Number | Date | Country | |
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63400344 | Aug 2022 | US |