U.S. patent application number 11/286789 was filed with the patent office on 2007-03-15 for gaming device with player selectable settings.
Invention is credited to William Arthur Taylor.
Application Number | 20070060252 11/286789 |
Document ID | / |
Family ID | 37855919 |
Filed Date | 2007-03-15 |
United States Patent
Application |
20070060252 |
Kind Code |
A1 |
Taylor; William Arthur |
March 15, 2007 |
Gaming device with player selectable settings
Abstract
A gaming device in which a player may select from several
mathematical bias settings of volatility. Each setting results in
different volatility, the mathematical parameter of statistical
dispersion of results between fewer numbers of lower rewards and
larger numbers of greater rewards. The player may receive indicia
of the settings of volatility and may alter volatility settings
during various stages of play. The player may alter reel strips in
order to accomplish volatility changes or other methods of change
of the volatility of the game may be provided.
Inventors: |
Taylor; William Arthur;
(Evergreen, CO) |
Correspondence
Address: |
BARBER LEGAL
P.O. BOX 16220
GOLDEN
CO
80402-6004
US
|
Family ID: |
37855919 |
Appl. No.: |
11/286789 |
Filed: |
November 23, 2005 |
Related U.S. Patent Documents
|
|
|
|
|
|
Application
Number |
Filing Date |
Patent Number |
|
|
60710929 |
Aug 24, 2005 |
|
|
|
Current U.S.
Class: |
463/16 |
Current CPC
Class: |
G07F 17/32 20130101;
G07F 17/3262 20130101 |
Class at
Publication: |
463/016 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method of providing game play to a player, the method of
providing game play comprising: a) offering to such player a chance
game; b) the chance game having at least a first outcome having a
first probability of occurrence having associated therewith a first
award to the player, c) the chance game having at least a second
outcome having a second probability of occurrence having associated
therewith a second award to the player, d) offering to such player
the option to alter the volatility of the chance game, e) accepting
from such player a selection of alteration of volatility of the
chance game, f) altering volatility of the chance game according to
the selection made by such player, and g) allowing such player to
play the game.
2. The method of providing game play of claim 1, further
comprising: d1) offering to such player indicia of the volatility
of such game.
3. The method of providing game play of claim 2, further
comprising: d2) offering to such player indicia of a plurality of
choices of volatility of such game.
4. The method of providing game play of claim 1, wherein step f) of
altering volatility of the chance game further comprises: f1)
altering the first probability of occurrence.
5. The method of providing game play of claim 1, wherein step f) of
altering volatility of the chance game further comprises: f2)
altering the second probability of occurrence.
6. The method of providing game play of claim 1, wherein step f) of
altering volatility of the chance game further comprises: f3)
altering the first award.
7. The method of providing game play of claim 1, wherein step f) of
altering volatility of the chance game further comprises: f4)
altering the second award.
8. The method of providing game play of claim 1, wherein step f) of
altering volatility of the chance game further comprises: f5)
decreasing the first probability while increasing the second
probability.
9. The method of providing game play of claim 1, further
comprising: a1) requiring a wager by the player in order to play
the game.
10. The method of providing game play of claim 1, further
comprising: h) allowing the player to repeat step g).
11. The method of providing game play of claim 1, further
comprising: i) allowing the player to repeat steps d) through
g).
12. The method of providing game play of claim 1, wherein such
first outcome further comprises providing appearance of a first
number of a first symbol, and further wherein such second outcome
further comprises providing appearance of a second number of a
second symbol, and further wherein altering volatility of the
chance game further comprises reducing the total number the first
symbol and increasing the total number of the second symbol.
13. The method of providing game play of claim 1, further
comprising the step of: j) offering the player the opportunity to
place a side wager in order to increase probability of the first
outcome, wherein the first outcome is a first set of winning
combinations.
14. The method of providing game play of claim 1, further
comprising the step of: k) offering the player a side credit if
they accept reduced probability of the first outcome, wherein the
first outcome is a first set of winning combinations.
15. A method of providing game play to a player, the method of
providing game play comprising: a) offering to such player a chance
game; b) the chance game having at least a first outcome having a
first probability of occurrence having associated therewith a first
award to the player, c) the chance game having at least a second
outcome having a second probability of occurrence having associated
therewith a second award to the player, d) offering to such player
the option to alter the standard deviation of the first and second
probabilities of the chance game over a first time frame, e)
accepting from such player a selection of alteration of standard
deviation of the first and second probabilities of the chance game
over the first time frame, f) altering standard deviation of the
first and second probabilities of the chance game over the first
time frame according to the selection made by such player, and g)
allowing such player to play the chance game.
16. An improved game of chance, wherein the improvement comprises:
a first mode of play offering a first volatility, a second mode of
play offering a second volatility, indicia of the first volatility
and second volatility, and a first control offering the player the
option to play the game in either of the first mode of play or the
second mode of play.
17. The improved game of chance of claim 16, wherein such first
mode of play further comprises providing appearance of a first
number of a first symbol and a second number of a second symbol,
and such second mode of play further comprises providing appearance
of a third number of the first symbol and a fourth number of the
second symbol, wherein the first and third numbers are not equal
and wherein the second and fourth numbers are not equal.
Description
[0001] This application claims priority to U.S. Provisional
Application Ser. No. 60/710,929 filed Aug. 24, 2005, which is
incorporated by reference in its entirety herein.
COPYRIGHT NOTICE
[0002] A portion of the disclosure of this patent document contains
or may contain material that is subject to copyright protection.
The copyright owner has no objection to photocopy reproduction of
the patent document or the patent disclosure exactly as appearing
in the Patent and Trademark Office patent file or records, but
otherwise all copyright rights whatsoever are reserved. 37 CFR
1.71(d).
FIELD OF THE INVENTION
[0003] The invention relates to gambling devices generally and in
particular to gaming devices such as slot machines.
BACKGROUND OF THE INVENTION
[0004] Slot machines are a form of gaming device well known in the
art. Most spin 3 to 5 reels and reward the player according to a
published pay schedule that relates to where the reels stop and
which symbols are shown across the display portion of the machine.
It is common to offer bonus games, alternative wagering methods and
other variations to excite players and generate more play.
[0005] Slot machine math is critically important to creation of
legal and successful games. Gaming device operators such as casinos
rely on a house advantage to maintain profitability, and while
players gamble to win in the short run, operators win in the long
run.
[0006] The following helps to explain some terms commonly used in
slot machine mathematics:
[0007] Probability (P). Probability is the chance of an event or an
outcome usually expressed as a decimal. May also be called odds,
often expressed as 1 chance in N trials, or 1 in N.
[0008] Cycle (C). The cycle is the number of possible
events/combinations on a reel-based slot machine. A game with 3
reels containing 22 stopping positions on each has 22*22*22
possible combinations, or a cycle of 10648. This need not refer to
an ordered cycle, nor is it necessarily true that any one given
combination will occur in 10648 trials of the device. Obviously,
different numbers of reels and/or different numbers of stopping
positions will usually result in different cycles. A game with 2
reels having 10 positions will have a cycle of 10*10 or 100
possible events, which could possibly be fairly repetitive, while a
game with 5 reels each having 200 stopping positions will have
200*200*200*200*200 (32 times 10 to the 10.sup.th power) possible
events, a number much larger than the actual reasonable life of a
machine as measured in spins.
[0009] Hit Frequency (HF). Hit frequency measures how often
winner/s occur usually expressed as a percentage. This is also
called a win percentage.
[0010] Hold Percentage (HP). The portion of bets kept by the
operator over the Cycle expressed as a percentage is called the
hold percentage HP. This is also called the house advantage.
[0011] Payback Percentage (PB). One less the Hold Percentage (1-HP)
is the payback percentage PB. It is the portion of bets returned to
players over the Cycle. This is also called the return or simply
the payback.
[0012] Wager (W). The amount risked or bet by the player. Usually a
defined dollar value, but this may be expressed in terms of credits
or other things of value.
[0013] Award (A). The payoff for an outcome. Also called payout. A
pay table usually lists all of the possible awards by outcome. Note
that while event is usually used to refer to a single combination
of reel positions, outcome usually refers to a set of symbols, the
set of symbols usually being the basis for an award. (These terms
may be used interchangeably herein.) Random Number Generator (RNG).
A computer algorithm that generates random or pseudo random numbers
used in gaming devices such as slot and poker machines.
[0014] It is important to understand that these various
mathematical expressions are related to each other, for example,
PB=1-HP, and of course HP=f(A, W, HF) and so on. However, while
these differing quantities are related, they are not identical, and
thus an alteration of Hit Frequency is NOT the same as an
alteration in Hold Percentage and in fact may not directly lead to
an alteration in Hold Percentage.
[0015] Since players tire of the same old games and play methods,
it is desirable to create new gaming devices with greater appeal
and new features. New and appealing games stimulate customer play,
generate more revenue for game operators and ultimately lead to
greater placements of such gaming devices.
[0016] Players also like having choices. Several methods have been
created to give players more choice and control over their gaming
experience. More choices for players often result in new games,
gaming devices or play methods that generate more play and
ultimately more sales.
[0017] Some games today are multi-denominational. These let the
player choose the value of their credits without leaving their
machine. When feeling lucky they might play in terms of $1.00 per
credit or if they're low on funds or during a cold spell they might
play the same game at only $0.01 per credit.
[0018] Many devices today are multi-games that allow the player to
select which of several or many game titles they wish to play at
the same gaming device.
[0019] In U.S. Pat. No. 5,851,147 to Stupak, players can choose
which poker pay table they wish to play against. Changes in the pay
table usually require a different play strategy for optimal
results. A problem with this method is that casual players can't
assess the right play strategy for each choice. Playing the wrong
strategy reduces the payback and lowers the player return. This
patent does not teach a device that specifically allows a player to
select a pay table based upon the mathematical concept of
volatility.
[0020] In U.S. Pat. No. 6,068,552 to Walker, players can select
from certain game parameters, which are automatically offset by
certain parameters, to assure a constant house advantage. There are
several problems with this method. First, most players are ill
equipped to make knowledgeable changes, which may have complicated
and undesirable repercussions. For example, the implications of
swapping a bar for a seven symbol on reel 3 may not be understood
unless the player is a statistician. Second, Walker is hamstrung by
a limited number of selectable parameters. For example, he does not
offer a hit frequency parameter. Third, Walker's options for
responding to players' selections are severely restricted, because
he is fixed upon maintaining a constant house advantage. This
patent does not teach that a player may make choices based upon
volatility.
[0021] Since in general more choice leads to greater satisfaction,
better entertainment value, more play and ultimately more
placements, it is an objective of the present invention to provide
gaming patrons quality choices that are easy to understand and
straightforward to implement.
[0022] It is a further objective of the present invention to
provide new mathematical variables that a player may
manipulate.
SUMMARY
[0023] In one embodiment of a gaming machine subscribing to the
present invention a player may select in advance a portion of game
volatility. In a typical embodiment a player may choose from 3
payback predispositions (three levels of volatility): normal, more
frequent winners of generally lesser value or less frequent winners
of generally greater value, specifically presented to the player in
these or similar terms.
[0024] Unlike reference devices, the player makes a choice based
upon volatility itself, rather than upon changes to other
mathematical parameters that may or may not serve to alter
volatility in a way the player may or may not understand.
SUMMARY IN REFERENCE TO CLAIMS
[0025] It is therefore a first aspect, objective, advantage and
embodiment of the present invention to provide a method of
providing game play to a player, the method of providing game play
comprising:
a) offering to such player a chance game;
b) the chance game having at least a first outcome having a first
probability of occurrence having associated therewith a first award
to the player,
c) the chance game having at least a second outcome having a second
probability of occurrence having associated therewith a second
award to the player,
d) offering to such player the option to alter the volatility of
the chance game,
e) accepting from such player a selection of alteration of
volatility of the chance game,
f) altering volatility of the chance game according to the
selection made by such player, and
g) allowing such player to play the game.
[0026] It is therefore a second aspect, objective, advantage and
embodiment of the present invention to provide a method of
providing game play, further comprising:
d1) offering to such player indicia of the volatility of such
game.
[0027] It is therefore another aspect, objective, advantage and
embodiment of the present invention to provide a method of
providing game play further comprising:
d2) offering to such player indicia of a plurality of choices of
volatility of such game.
[0028] It is therefore another aspect, objective, advantage and
embodiment of the present invention to provide a method of
providing game play, wherein step f) of altering volatility of the
chance game further comprises:
f1) altering the first probability of occurrence.
[0029] It is therefore another aspect, objective, advantage and
embodiment of the present invention to provide a method of
providing game play, wherein step f) of altering volatility of the
chance game further comprises:
f2) altering the second probability of occurrence.
[0030] It is therefore another aspect, objective, advantage and
embodiment of the present invention to provide a method of
providing game play, wherein step f) of altering volatility of the
chance game further comprises:
f3) altering the first award.
[0031] It is therefore another aspect, objective, advantage and
embodiment of the present invention to provide a method of
providing game play, wherein step f) of altering volatility of the
chance game further comprises:
f4) altering the second award.
[0032] It is therefore another aspect, objective, advantage and
embodiment of the present invention to provide a method of
providing game play, wherein step f) of altering volatility of the
chance game further comprises:
f5) decreasing the first probability while increasing the second
probability.
[0033] It is therefore another aspect, objective, advantage and
embodiment of the present invention to provide a method of
providing game play, further comprising:
a1) requiring a wager by the player in order to play the game.
[0034] It is therefore yet another aspect, objective, advantage and
embodiment of the present invention to provide a method of
providing game play, further comprising:
h) allowing the player to repeat step g).
[0035] It is therefore yet another aspect, objective, advantage and
embodiment of the present invention to provide a method of
providing game play, further comprising:
i) allowing the player to repeat steps d) through g).
[0036] It is therefore yet another aspect, objective, advantage and
embodiment of the present invention to provide a method of
providing game play, wherein such first outcome further comprises
providing appearance of a first number of a first symbol, and
further wherein such second outcome further comprises providing
appearance of a second number of a second symbol, and further
wherein altering volatility of the chance game further comprises
reducing the total number the first symbol and increasing the total
number of the second symbol.
[0037] It is therefore yet another aspect, objective, advantage and
embodiment of the present invention to provide a method of
providing game play further comprising the step of:
j) offering the player the opportunity to place a side wager in
order to increase probability of the first outcome, wherein the
first outcome is a first set of winning combinations.
[0038] It is therefore yet another aspect, objective, advantage and
embodiment of the present invention to provide a method of
providing game play further comprising the step of:
k) offering the player a side credit if they accept reduced
probability of the first outcome, wherein the first outcome is a
first set of winning combinations.
[0039] It is therefore yet another aspect, objective, advantage and
embodiment of the present invention to provide a method of
providing game play to a player, the method of providing game play
comprising:
a) offering to such player a chance game;
b) the chance game having at least a first outcome having a first
probability of occurrence having associated therewith a first award
to the player,
c) the chance game having at least a second outcome having a second
probability of occurrence having associated therewith a second
award to the player,
d) offering to such player the option to alter the standard
deviation of the first and second probabilities of the chance game
over a first time frame,
e) accepting from such player a selection of alteration of standard
deviation of the first and second probabilities of the chance game
over the first time frame,
f) altering standard deviation of the first and second
probabilities of the chance game over the first time frame
according to the selection made by such player, and
g) allowing such player to play the chance game.
[0040] It is therefore yet another aspect, objective, advantage and
embodiment of the present invention to provide an improved game of
chance, wherein the improvement comprises:
[0041] a first mode of play offering a first volatility,
[0042] a second mode of play offering a second volatility,
[0043] indicia of the first volatility and second volatility,
and
[0044] a first control offering the player the option to play the
game in either of the first mode of play or the second mode of
play.
[0045] It is therefore yet another aspect, objective, advantage and
embodiment of the present invention to provide an improved game of
chance, wherein the improvement comprises: wherein such first mode
of play further comprises providing appearance of a first number of
a first symbol and a second number of a second symbol, and such
second mode of play further comprises providing appearance of a
third number of the first symbol and a fourth number of the second
symbol, wherein the first and third numbers are not equal and
wherein the second and fourth numbers are not equal.
BRIEF DESCRIPTION OF THE DRAWINGS
[0046] FIG. 1a is a front view of a simplified slot machine of the
video type, in which a player might use "soft buttons" to select
differing levels of volatility.
[0047] FIG. 1b is a front view of a simplified slot machine of the
video type, in which a player might use hardware buttons to select
differing levels of volatility.
[0048] FIG. 2a is a front orthogonal view of a simplified exemplary
"mechanical" reel for use in a mechanical slot machine in a "normal
volatility" mode of play. In actual practice, mechanical slot
machines are now rare and "reel strips" are usually logical data
structures within the programming of the machine.
[0049] FIG. 2b is a front orthogonal view of a simplified exemplary
mechanical reel for use in a mechanical slot machine in a "more
frequent, lower reward" mode of play.
[0050] FIG. 2c is a front orthogonal view of a simplified exemplary
mechanical reel for use in a mechanical slot machine in a "bigger
wins, less frequent wins" mode of play.
[0051] FIG. 3 is a flow chart of a method embodiment of the present
invention showing the basic steps of play.
DETAILED DESCRIPTION OF THE EMBODIMENTS
[0052] The various mathematical constants discussed in the
background of the invention, HP, PB, HP, A, W, HF, P and the like
are related, but are separate mathematical values. Thus for example
the house advantage HP is a function of award, hit frequency, wager
and so on, which themselves are typically functions of percentage
chances of a given outcome, number of events or outcomes in the
cycle and so on. Thus HP=f(A, HF, W), and HF=f(P1 . . . PN), C) and
so on. (In this case, P1 indicates the probability P of a 1.sup.st
possible event or outcome, while PN indicates the probability of
the Nth possible event or outcome of the cycle.) However, it is
important to understand that variations in one characteristic may
not necessarily alter another. As an example, the HP may stay the
same, despite an increase in A, awards, if there is a corresponding
increase in W, the wagers required.
[0053] Volatility is a term used to describe the variation in
player or investor returns, however, it is more than merely the
overall payback percentage: it is related to standard deviation in
that it is a measure of statistical dispersion of events or
outcomes. Volatility is a measure of hit frequency and the size of
potential winners or the overall manner in which players are paid
back. As a financial measurement, volatility is normally used in
relation to investment decisions, thus one definition is as
follows: A statistical measure of the tendency of a market or
security to rise or fall sharply within a period of time. A more
definitive definition may be as follows: Volatility is the standard
deviation of the change in value of a financial instrument within a
specific time horizon. It is often used to quantify the risk of the
instrument over that time period. Volatility is typically expressed
in annualized terms, and it may either be an absolute number
(100$.+-.5$) or a fraction of the initial value (100$.+-.5%).
[0054] Thus a shorthand definition for volatility may be the
standard deviation considered within a defined time period.
However, while time frames are normally defined in terms of stock
trading sessions, years or the like, time frames may be considered
in a new way: as a number of trials of a gaming machine.
[0055] In more particularity, volatility relates to the fact that
most gaming device do not return a steady and invariant award based
on a wager but rather, sometimes return nothing and other times
return a very high reward. Thus, volatility is a feature of slot
machines that makes them "fun to play". Mathematically, it may be
said that volatility V is a function of other quantities: V=f(HF,
A, W, HP, etc). In greater particularity, V is a function of
standard deviation, SD. For purposes of this application, V may be
defined to be either V=f(SD) or V=SD/HF. Varying these quantities
may alter V but stating that HF, HP, A, W so some other factor is
altered does not necessarily prove that V is altered. Contrawise, V
may vary even when one other specific factor is held constant, or
even when two or more factors remain constant. Thus alterations in
V may occur as a result of alterations in other factors, but mere
alteration of other factors does not inherently necessitate an
alteration in V. Standard deviation may be calculated on the basis
of various values: average award per play, the distribution of
awards, HF per play and so on. In particular, SD may in a preferred
embodiment be calculated on the basis of all possible awards
assigned to each and every combination throughout the cycle
(designated for this application as A.sub.N) from a zero award up
to the maximum award the player may receive. Thus SD(A.sub.N) will
be calculated to include a large number of "zero" awards in this
embodiment as they are typically assigned to non-winning symbol
combinations. Note that calculations of SD may be based upon events
or outcomes.
[0056] As an example "A", a machine that returned a fixed amount,
perhaps $0.90 of every $1.00 bet each time it was played would have
zero standard deviation over ANY time frame, would therefore have
zero volatility and would be noticeably boring to play. Volatility
is that feature of a game that causes many plays to lose but some
plays to win. In an example game "B", occasionally a player wins
$900.00 for a $1.00 bet, but only does so an average of one time
out of one thousand plays (returning zero the rest of the time).
Example B, considered in terms of a time frame measured in trials
of the game, would have a considerably higher standard deviation
over that time frame than example "A". However, the time frame for
the measurement is crucial: to a player who played game "B" only a
few dozen times, the apparent volatility of the game "B" would
probably seem to also be zero, unless the player were fortunate
enough to win within the short time frame defined as a few dozen
trials. Thus volatility is the feature of explosiveness that makes
a gambling game interesting to play. While both examples might
return a 90% payback percentage over the game cycle, the latter
example "B" exhibits great volatility over a long time frame and
would receive play from casino customers, while no sensible
individual would ever bother to play the former example "A".
[0057] That said, individual tolerance for volatility varies a
great deal. While a game that offered a payback once per one
thousand plays would in fact receive plays, the typical individual
needs more frequent positive reinforcement to enjoy play of a game.
Thus, certain gamblers might choose the level of volatility
exhibited by the latter example, but most gamblers would prefer a
lower level of volatility. An example "C" might be a game which
returns a $90 award or payout at a rate of one time per one hundred
plays, while an example "D" might be a game which returns an award
of $9 one time in ten. In each case the volatility is changed.
While the end result of this progression (zero volatility example
"A" above) is patently uninteresting, the typical slot player
actually tends towards a lower volatility and most slot games
reflect this: rewards are small and frequent. (Multi-state
lotteries are an example of extreme volatility: odds of winning may
be many millions to one against, yet the payoff is extremely
large.)
[0058] As noted, volatility is different from PB, payback
percentage: volatility is a factor of payback percentage but it is
not identical to it. A payback percentage of 90% (used in all four
examples above) nonetheless allows for wildly different levels of
volatility. This example is fairly simple and does not cover all
aspects of the present invention. As noted, the PB is constant at
0.9 across all four of examples "A" through "D". In the present
invention, PB (and thus HP) may be altered. This may be desirable
from the game manufacturer/casino perspective if it is discovered
that player #2 requires a higher payback percentage, such as 0.95.
In that event, player #2 will want a game (example "E") which has
both PB and volatility ("V") altered from the play that player #1
may desire. In practice, gambling itself is sufficiently
entertaining that players will voluntarily play machines with a
lower PB or higher PB (pay back) in order to obtain a higher or
perhaps lower level of volatility V, simply becoming bored with
machines having a small potential reward or a low HF.
[0059] In practice, known slot machines offer a fixed level of
volatility. As a result, a player seeking a higher or lower level
of volatility must move from game to game, spending the
considerable amounts of time necessary to locate a game with the
types of payoffs that player desires. As an example, player #1 may
desire a higher level of volatility and may gravitate to a machine
such as machine "B" in the example above, while player #2 may
desire a lower level of volatility and may tend to play a machine
such as machine "C" or "E" above. Both machines "B" and "C" might
have the same payback percentage, yet neither player may like the
other player's favored machine, and player #1 may well not like
machine "E" having the higher PB constant. However, locating the
desired machine may become frustrating and cause a player to leave
a casino prior to finding the satisfactory level of volatility.
[0060] Other machines allow customization of certain features that
may or may not alter volatility depending upon alterations chosen
by the player without any knowledge of the term volatility or the
impact on volatility of the customized choices they make. U.S. Pat.
No. 5,851,147 to Stupak, and U.S. Pat. No. 6,068,552 to Walker, are
both examples of this. The '147 patent allows players to select a
paytable to play against, the '552 patent even allows players to
customize a reel strip, wagers or the like. However, neither of
these patents specifically mentions alterations to the level of
volatility or even standard deviation or hit frequency, for that
matter. It seems reasonable that player alterations to these
machines may under some conditions or in some embodiments alter V,
yet no such teaching is presented, and the examples and wording in
these patents make it clear that it is not "necessarily inherent"
that changes in V occur. Thus for example a machine according to
such a patent that increases HF of one winning combination while
decreasing HF of another winning combination MAY be altering V, but
it may equally well not alter V.
[0061] Paybacks on slot machines typically depend on the reels and
pay schedule. Slot machines reels are mapped with a number of
symbols. The size and composition of the reel maps or reelstrips
determine possible outcomes and thereby the probability of event/s
or outcome/s. The reelstrips and pay table are the 2 major
variables that determine player payback percentages or returns in
this example.
[0062] In one embodiment of a gaming device subscribing to the
present invention, a player may select volatility from 3 settings
on a slot machine. Effectively this embodiment varies the
reelstrips while holding the pay table constant to achieve the
desired characteristics of each setting.
[0063] FIG. 1a is a front view of a simplified slot machine of the
video type according to a first embodiment of the invention, in
which a player might use "soft buttons" to select differing levels
of volatility while FIG. 1b is a front view of a second embodiment
of the invention in which a player might use hardware buttons to
select differing levels of volatility. Machines 100a, 100b have
video screens 102a, 102b, coin acceptors 112a, 112b, credit card
slots 110a, 110b, and a plurality of buttons. Softbuttons 104, 106,
108 may be used in the first embodiment to select different modes
of play or settings of volatility. In another embodiment, that of
FIG. 1b, normal buttons 114b, 116b, 118b may be used to select
differing levels of volatility. The first setting (used by pushing
softbutton 106) is "normal". This represents the baseline
mathematical model as provided by the game designers.
[0064] The next setting is "win more often" (alternatively, "More
Frequent Wins" or another phrase such as "high volatility", a
catchy phrase like "Lotta Wins!" or the like). Selection of button
108 of FIG. 1a may provide this mode game play. This setting alters
play of the game by providing a higher HF at a lower average level
of awards. This may be carried out in various ways. In one
presently preferred embodiment, the machine in this mode
substitutes one higher paying symbol from the reelstrip with a
lower paying symbol found more commonly on the other reel strips of
the machine. Thus, combinations using that lower paying symbol
occur more often, but these more frequent combinations are lower
paying combinations. The substituted symbol then suffers reduced
odds of occurring, meaning that fewer of the higher paying awards
may occur.
[0065] In other embodiments, there are other methods of altering
the results of the trials so as to achieve this outcome: alteration
of odds of an individual symbol coming up rather than the number of
that symbol, for example, symbols may be weighted internally, the
number of reel positions themselves may be changed, blanks may be
added, relative frequency may be changed indirectly by not changing
a given symbol but by changing the number of others, a symbol may
be granted other characteristics such as making it a wildcard and
so on. This alteration in volatility may occur by means of known
systems such as the symbol substitution discussed: note that symbol
substitution or pay table alterations by themselves are not alone
the subject matter of this patent, but rather player alteration of
volatility, a different mathematical quantity from numbers of
symbols on a reel strip, PB, A, W, HB and so on.
[0066] The third and final setting is "less frequent winners . . .
" (alternatively, Bigger Winners). Starting from the normal setting
this selection substitutes one lower paying symbol with a higher
paying symbol. Thus, higher paying combinations occur more often at
the expense of lower paying combinations.
[0067] A simplified example shows how this works in practice.
TABLE. 1, COLUMN 1 shows the reelstrips for reel 1. There are 10
symbols on this reel. In the normal setting, 4 are plums, 3 are
oranges, 2 are bars and 1 is sevens. (Reels 2 through 5 are the
same as reel 1 in the normal state regardless of the selected
setting.) TABLE. 2 shows the pay table (which remains constant
throughout), the number of hits for each winning occurrence, the
total cycle of all possible combinations (also constant throughout)
and the frequency of each winning occurrence in the normal setting.
TABLE-US-00001 TABLE 1 REEL STRIPS Reel 1 Symbols Position 1.
NORMAL 2. MORE FREQUENT 3. BIGGER WINS 1 SEVENS SEVENS SEVENS 2
PLUMS PLUMS PLUMS 3 ORANGES ORANGES ORANGES 4 PLUMS PLUMS PLUMS 5
BARS BARS BARS 6 PLUMS PLUMS SEVENS 7 ORANGES ORANGES ORANGES 8
BARS PLUMS BARS 9 ORANGES ORANGES ORANGES 10 PLUMS PLUMS PLUMS
[0068] Now, in practice the "normal" setting may be found as COLUMN
1 of TABLE 1. However, the player is offered the option of altering
volatility V in this invention. TABLE-US-00002 GAME SETTING 1:
Normal 3 in a row 4 in a row 5 in a row PAYS Sevens 20 50 1000 Bars
10 20 100 Oranges 5 10 50 Plums 2 5 20 3 in a row 4 in a row 5 in a
row Total HITS Sevens 90 9 1 100 Bars 640 128 32 800 Oranges 1890
567 243 2700 Plums 3840 1536 1024 6400 Sum 6460 2240 1300 10000
COMBIN Cycle 10{circumflex over ( )}5 = 100000 FREQ Sevens 0.090%
0.009% 0.001% 0.100% Bars 0.640% 0.128% 0.032% 0.800% Oranges
1.890% 0.567% 0.243% 2.700% Plums 3.840% 1.536% 1.024% 6.400% Sum
6.460% 2.240% 1.300% 10.000%
[0069] When the player selects COLUMN 2 of TABLE 1, "more frequent"
wins, reel position 8 is changed from bars to plums. TABLE-3 will
show the results. TABLE-US-00003 TABLE 3 GAME SETTING 2: More
Frequent Wins 3 in a row 4 in a row 5 in a row PAYS Sevens 20 50
1000 Bars 10 20 100 Oranges 5 10 50 Plums 2 5 20 3 in a row 4 in a
row 5 in a row Total HITS Sevens 90 9 1 100 Bars 320 64 16 400
Oranges 1890 567 243 2700 Plums 4800 1920 1280 8000 Sum 7100 2560
1540 11200 COMBIN Cycle 10{circumflex over ( )}5 = 100000 FREQ
Sevens 0.090% 0.009% 0.001% 0.100% Bars 0.320% 0.064% 0.016% 0.400%
Oranges 1.890% 0.567% 0.243% 2.700% Plums 4.800% 1.920% 1.280%
8.000% Sum 7.100% 2.560% 1.540% 11.200%
[0070] As can be seen from TABLE 3 this change from game setting 1
(COLUMN 1 of TABLE 1) increases the overall hit frequency from
10.0% to 11.2%. There are now relatively more plum winning
combinations (from 6400 to 8000) and relatively fewer bar winning
combinations (from 800 to 400). Overall, the complete cycle of
10,000 plays will offer the player an increased number of wins: 120
more wins. However, the size of the wins may be decreased if plums
are a less valuable win than are bars.
[0071] It may be seen that various effects on the "house
percentage", or "house advantage" HP may occur. If the relative
value of mathematical constant "A", the award of the plum winning
combinations versus the A value of the bar winning combinations is
low enough, the reduction in volatility may result in embodiments
in which the lower volatility increases the HP, the house
percentage, thus benefiting the casino. If the value of plum
combination awards is somewhat higher, there may exist a level and
embodiment at which HP is not altered. At yet a higher ratio of
plum awards over bar awards, HP may decrease: the player may
overall receive a benefit in such an embodiment.
[0072] If the player chooses "setting 3", COLUMN 3 of TABLE 1,
bigger winners, reel position 6 is changed from plums to sevens. As
can be seen from TABLE 4 this reduces the overall hit frequency
from 10.0% to 8.5%. But, there are now relatively more of the
higher paying seven winners, which have increased from 100 to 200
hits per cycle. Of course, this has come at the expense of the
lower paying plum winners (reduced from 6400 to 4800 per cycle).
And as noted previously, the effect on HP may be variable: HP may
increase, decrease or stay the same in differing embodiments.
TABLE-US-00004 TABLE 4 GAME SETTING 3: Bigger Winners 3 in a row 4
in a row 5 in a row PAYS Sevens 20 50 1000 Bars 10 20 100 Oranges 5
10 50 Plums 2 5 20 3 in a row 4 in a row 5 in a row Total HITS
Sevens 180 18 2 200 Bars 640 128 32 800 Oranges 1890 567 243 2700
Plums 2880 1152 768 4800 Sum 5590 1865 1045 8500 COMBIN Cycle
10{circumflex over ( )}5 = 100000 FREQ Sevens 0.180% 0.018% 0.002%
0.200% Bars 0.640% 0.128% 0.032% 0.800% Oranges 1.890% 0.567%
0.243% 2.700% Plums 2.880% 1.152% 0.768% 4.800% Sum 5.590% 1.865%
1.045% 8.500%
[0073] By changing only 1 symbol on reel 1, significant changes are
made to the play characteristics and volatility of the game. (Note
that in this simplified example the overall game return or payback
percentage PB as well as hit frequency HF do change, an attribute
that may or may not be implemented in an actual design.) Thus the
player decides whether to play a more volatile game or not in a
manner that is mathematically correct, aesthetically pleasing and
commercially viable.
[0074] While programmed reel strips are advantageous in the present
invention due to the prevalence of electronic gambling machines,
the same device may be arranged in hardware as well. FIG. 2a is a
front orthogonal view of a simplified exemplary "mechanical" reel
200a for use in a mechanical slot machine in a "normal volatility"
mode of play. In actual practice, mechanical slot machines are now
rare and "reel strips" are usually logical data structures within
the programming of the machine. FIG. 2b is a front orthogonal view
of a simplified exemplary mechanical reel 200b for use in a
mechanical slot machine in a "more frequent, lower reward" mode of
play while FIG. 2c is a front orthogonal view of a simplified
exemplary mechanical reel 200c for use in a mechanical slot machine
in a "bigger wins, less frequent wins" mode of play.
[0075] In FIG. 2a, reel may have a number of positions such as
position 202a and 202b. In the "normal" mode of play, position 202a
may be occupied by a lower paying symbol such as a plum while
position 202b may be occupied by a higher paying symbol such as a
"7".
[0076] When the player elects a "more wins" mode of play in which
the average award A actually goes down but the hit frequency HF
goes up, reel 200b of FIG. 2b may be used instead. In a machine, a
reel may be physically substituted into place, one reel may be
deactivated and another one activated, symbols on the reel may be
altered (the mechanical reels may have electronically or
mechanically controlled choices of symbols to display) and so on.
In practice, a lower paying symbol such as a plum may replace a
higher paying symbol such as "7". Since other reels of the game
feature more plums than "7" symbols, the net result is an increase
in the number of winning combinations as the newly added plum may
line up with more like symbols, but the average value of A across
all possible winning combinations goes down.
[0077] Should a player elect higher volatility, reel 200c of FIG.
2c may be used. In this event, position 204c retains its symbol but
a position 202c having a lower paying symbol such as a plum may
have that symbol removed and a less common but more valuable symbol
such as "7" may be added. Volatility is thus increased, and the
possibility of a large payout A may be increased, but the overall
hit frequency HF may decrease.
[0078] Note that in the examples described, each reel position is
equally weighted, which is the normal practice in the art. The
proportion of outcomes are weighted by virtue of the number and
type of symbols distributed upon the reels. That is, the unequal
distribution or weighting of outcomes occurs only because certain
symbols occur more frequently on the reel than other symbols. A
different weighting method may be used in which actual reel
positions have different likelihoods of occurrence. In any
embodiments in which either different reel position symbols or
different position weights are used so that different events
throughout the cycle are not weighted equally, if, for example, the
RNG ranges associated with the reelmaps are skewed it may be
necessary or desirable to weight the events (or outcomes) when
calculating the value of SD and/or SD(A.sub.N) as discussed
above.
[0079] FIG. 3 is a flow chart of a method embodiment of the present
invention showing the basic steps of play. It may be seen that the
steps of play are generally as follows:
a) offering to such player a chance game requiring a wager by the
player in order to play the game
b) the chance game having at least a first outcome having a first
probability of occurrence having associated therewith a first award
to the player
c) the chance game having at least a second outcome having a second
probability of occurrence having associated therewith a second
award to the player
d) offering to such player the option to alter the volatility of
the chance game such as indication of the volatility of the game
and/or a plurality of choices of volatility of the such game
e) accepting from such player a selection of alteration of
volatility of the chance game
[0080] f) altering volatility of the chance game according to the
selection made by such player including but not limited to altering
the first probability of occurrence, altering the second
probability of occurrence, altering the first award, altering the
second award, decreasing the first probability while increasing the
second probability and combinations thereof
h) allowing the player to repeat some or all of the above
steps.
[0081] It may be seen that in alternative embodiments, other
methods of alteration of the volatility of the game may be provided
to the player.
[0082] In embodiments such as the embodiment of FIG. 1, the best
mode now contemplated and presently preferred embodiment of the
invention, the changes to volatility may be explained and made
known to the player. In such embodiments, the softbuttons 104, 106,
108 may have indicia of increasing or decreasing levels of
volatility. This is in marked contrast to prior art devices
allowing players to alter reel strips, pay tables or other game
parameters without necessarily inherently altering volatility. Yet
the mathematical constant "volatility" is a crucial psychological
differentiation between games.
[0083] Volatility is a critical aspect of game play today.
Formerly, for players to get different payback characteristics
meant experimenting with different machines. While payback
percentages are often advertised, volatility and hit frequency
information is not. Thus, only by playing a machine for a period of
time could a player get a feel for what kind of payback experience,
hit frequency and hence, volatility, they could expect. Trial and
error on slot machines is an expensive way to for players to obtain
such information.
[0084] Manufacturers recognize the importance of volatility. Some
games, such as Aristocrat's Agassi, offer the player choices of
different numbers of free spins and multiplier values only during
an infrequent bonus round. Others like IGT's Hundred or Nothing, as
the name implies, take almost the opposite approach paying wins of
100 or nothing at all. These games are examples of fixed volatility
games: when parameters cannot be changed, the game is automatically
one with fixed volatility. When other parameters are changed, the
result may or may not alter volatility, but this change is not
necessarily certain to occur. Never before has a choice of
volatility been offered in a base game as in this invention.
[0085] The present device may also be retrofitted to already
existing games such as the two previously mentioned. A player may
like other characteristics of one game (such as Agassi's visual
appeal, but not approve of the volatility of the game. The game
manufacturer may add to a popular existing game the functionality
of the present invention so as to broaden the appeal of the game,
even without changing other aspects of the play of such a game.
Similarly, the games of the '147 reference and the '552 patents may
be altered by the addition of the present invention: in addition to
allowing players to alter pay tables or reel strip entries or the
like, such games may offer players the ability to necessarily alter
volatility. (Note that the '552 patent, for example, teaches that
HP, the house advantage, is to remain constant across all modes of
play, an aspect of the '552 patent which teaches away from the
flexible house advantage of the present invention. If the present
invention were to be added to the device of the '552 patent, it
would be necessary to use an embodiment of the present invention
which allows the HP to remain constant when the player selects or
alters V.)
[0086] The player of games embodying the present invention may
select characteristics of the game over which they formerly held no
control. Control allows players a positive feeling about their
gambling experience. They may by means of the present invention
have direct influence and actual involvement over how their game
functions, its play character and the manner in which they are paid
back, leading to higher satisfaction and better return
business.
[0087] Some players prefer more playing time for their wager, and
so prefer a lot of smaller winners. More frequent small winners
generally extend playing time on device, which is a well-known and
desirable attribute of gaming devices in the art today. The present
invention encourages this behavior by allowing garners to customize
the specific mathematical attribute under discussion, V.
[0088] This invention may be used in virtually any slot machine and
any other gaming device that uses a pay table. Poker type machines
such as the embodiment of FIG. 1b may benefit, for example the deck
may be varied while holding the pay table constant, or the pay
table may be varied while holding the deck constant, or by other
means.
[0089] The present invention is straightforward, simple to
understand and relatively inexpensive for a manufacturer to
implement. It is mathematically correct, aesthetically pleasing and
commercially viable.
[0090] A large number of alternative embodiments exist to practice
the present invention. In one alternative embodiment, hit frequency
may be used to alter volatility. In such embodiments volatility,
which like standard deviation is a measure of statistical
dispersion, is altered by means of hit frequency. Player selections
may simply be offered as Fewer Hits <=> Normal <=> More
Hits, a result leading to different HP and BP as well.
[0091] In another alternative embodiment the number of possible
player settings of volatility are not 3, but 5. The number of
choices may be any agreeable number or infinitely variable.
[0092] In another embodiment the means of changing volatility
entails changing the composition of any reel or reels, and any
number of symbols may be changed.
[0093] In another alternative embodiment, there may be a cost
involved to change volatility, as in a side bet or additional bet.
Thus, in such embodiments W, the wager, may be directly or
indirectly changed. In such embodiments, as an example, the
alterations of volatility may alter basic W: a desired increase in
volatility may require an increase in the wager W. In other such
embodiments, the player may place a "side bet" which increases
certain winning combinations values or A to a higher level. In yet
other variations, the player may actually receive a "side credit"
for reducing winning combinations.
[0094] In another alternative, the pay table may be changed in
conjunction with reelstrip changes. As noted previously, the
various mathematical constants discussed, HP, PB, HP, A, W, HF, P
and the like are related, but are separate entities. Thus pay
tables may be altered (as shown in references) without necessarily
altering V, or V may be altered by means of or along with
alterations in pay tables.
[0095] In another alternative embodiments setting selections may be
made at any time during play. The player might elect to change
volatility between rounds of betting, before, during or after a
round of betting, and so on. The player choice may in embodiments
be allowed to change frequently or may be fixed for periods of time
or spans in terms of number of plays. One example would be a player
offered the opportunity to alter V after knowing the winning
combination, but at the expense of "locking in" a set number of
plays the player must take at the new setting of V before they will
be allowed to cash out their winnings. However the best mode now
contemplated and presently preferred embodiment allows the player
to alter volatility before wagering.
[0096] In yet another alternative, player selections may be
accomplished by means of selecting characters or personas instead
of settings. For example, selecting "Granny Greenbacks" may provide
the payback nature ascribed to "More Hits", while "High Roller
Harry" may effectively select the predisposition or bias associated
with Fewer Hits of Greater Value. Thus the indicia of volatility
may be personified by video characters offered by the machine.
Video characters may offer different levels of volatility of play,
may have differing names, may have differing images displayed on
the game machine during play, may have differing sounds or voices
produced during play, may alter other game parameters, may
represent fictional players playing against the real player under
certain game rules, and combinations thereof.
[0097] In another alternative the overall game return or payback
percentage may or may not change in fact or materially between game
volatility setting selections. In yet another alternative
embodiment, the game may or may not tell players what the actual
effects or implications of their selections are. That is, the game
may or may not display the fact that the hit frequency has gone up
from 10.0% to 11.0% during a switch in volatility mode, and/or that
the payback percentage changes from 92.0% to 91.9% or 92.1% or some
other value during the same switch of mode.
[0098] In another alternative volatility adjustments may be
achieved by stratifying or otherwise constraining the random number
generator, or by any legally and practically acceptable means, so
that certain symbol combinations and/or winning events occur more
often than others with or without changing the pay table or
reelstrips. The RNG range itself may be altered for any symbol/s.
If 10 symbols each have 1 place on a reel and the RNG range is
10000, each symbol would normally correspond to 0-999, 1000-1999,
and so on. This could be skewed to 0-499, 500-1999, etc., to adjust
the relative or absolute frequencies without modifying the
reelstrips themselves.
[0099] Similarly, other game events may be added (or withdrawn) to
adjust volatility as desired. These events might include random or
mystery pays that are not related to reel events at all. For
example, adding a random award of 10 for no reason related to play
of the base game may increase the hit frequency and/or volatility,
with or without the player's receiving indicia of the change of V
or HF.
[0100] In yet another alternative, the player may decide which
symbols are substituted for which while the machine provides
indicia of the effect of the change upon volatility, or in which
the player alters the level of volatility while watching the
corresponding changes to the game which result if the symbols are
changed to effect the desired volatility change. The player may
even choose the number and composition of reels (number and type of
symbols per reel), including the size of the reel/s and the number
of stopping positions per reel/s while receiving indicia of the
resulting change in volatility, or the player may alter volatility
and see the resulting alterations to the reels necessary to effect
the desired change in volatility or standard deviation across a
time frame. New symbols may be anything including blanks, while
some may be deleted entirely, while the machine provides indicia of
the effect of the change upon volatility, or in which the player
alters the level of volatility while watching the corresponding
changes to the game which result if the symbols are changed to
effect the desired volatility change. If the resulting game would
returns a mathematical payback percentage exceeding pre-determined
limits, then the cost to play (ie, the wager, ante, side or
additional bet) may be simply adjusted to compensate and ensure a
competitive or agreeable return for the operator in a known manner.
Alternatively, the pay table may be modified or reduced to achieve
any desired level of volatility by similar mechanisms. Similarly,
if the resulting game would return a mathematical payback
percentage below pre-determined limits, then the cost to play (ie,
the wager, ante, side or additional bet) may be decreased to
compensate. The pay table may also be modified or increased to
achieve any desired return, while the machine provides indicia of
the effect of the change upon volatility, or in which the player
alters the level of volatility while watching the corresponding
changes to the game which result if the symbols are changed to
effect the desired volatility change
[0101] In another alternative, the player choices presented or
volatility changes of any kind may be dictated by events within the
game itself, including a bonus round or rounds, such as obtaining
any certain symbol, symbol combination, event, series or
combination of events. For example, up arrow symbols might increase
the relative hit frequency and down arrows decrease it for any
symbol, combination of symbols, the game overall or any portion
thereof.
[0102] In another family of alternative embodiments the game rules
themselves may be changed to accomplish volatility changes.
Paylines (required symbol positioning of winners), wild symbols or
any winning outcome may be newly defined, redefined or otherwise
modified as necessary to achieve the level of volatility desired by
the player.
[0103] In another alternative embodiment the games may be networked
and volatility changes shared across multiple machines. Network
versions may optionally employ any or all of the above elements in
any combination. Network play may be competitive or collaborative.
Gaming devices may be standalone machines or function as terminals
as in the case of server-based gaming or lottery games.
[0104] The disclosure is provided to allow practice of the
invention by those skilled in the art without undue
experimentation, including the best mode presently contemplated and
the presently preferred embodiment. There are numerous variations
falling within the scope of the present invention. Any subset or
combination of the above methods, player selections, means or forms
of wagering or paying, finding winners and losers and/or displaying
or otherwise presenting outcomes may be used. This invention may be
employed with any combination of games or options including, but
not limited to, bonuses, random or mystery awards, multipliers,
progressives, other games, player skill components, other features,
side bets, wagering or play methods. This invention may be employed
in whole or in part, or itself as a bonus, add-on or otherwise in
conjunction with new or traditional gaming devices or methods.
Thus, these and all embodiments described should be viewed as
illustrative, rather than limiting. Nothing in this disclosure is
to be taken to limit the scope of the invention, which is
susceptible to numerous alterations, equivalents and substitutions
without departing from the scope and spirit of the invention. The
scope of the invention is to be understood from the appended
claims.
* * * * *