U.S. patent application number 17/305942 was filed with the patent office on 2021-11-04 for skill-based gaming system incorporating over-hold storage and means for awarding the same to maintain a substantial equivalence between theoretical rtp and actual rtp.
The applicant listed for this patent is GameCo, LLC. Invention is credited to Blaine Goldman Graboyes, Eli Weissman.
Application Number | 20210343124 17/305942 |
Document ID | / |
Family ID | 1000005712241 |
Filed Date | 2021-11-04 |
United States Patent
Application |
20210343124 |
Kind Code |
A1 |
Graboyes; Blaine Goldman ;
et al. |
November 4, 2021 |
SKILL-BASED GAMING SYSTEM INCORPORATING OVER-HOLD STORAGE AND MEANS
FOR AWARDING THE SAME TO MAINTAIN A SUBSTANTIAL EQUIVALENCE BETWEEN
THEORETICAL RTP AND ACTUAL RTP
Abstract
A system and method for operating a skilled-based casino-style
video game with an over-hold pool formed of a chance pool and skill
pool. Both the chance pool and skill pool being funded by
prizes/awards not awarded based on less-than optimal skilled play.
Awards from the chance pool and skill pool serve to ensure that
actual RTP converges with theoretical RTP as well as ensuring the
minimum percentage requirements are met under recognized standards
related to gaming devices in casinos.
Inventors: |
Graboyes; Blaine Goldman;
(Las Vegas, NV) ; Weissman; Eli; (Brooklyn,
NY) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
GameCo, LLC |
Las Vegas |
NV |
US |
|
|
Family ID: |
1000005712241 |
Appl. No.: |
17/305942 |
Filed: |
July 16, 2021 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
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16559445 |
Sep 3, 2019 |
11069198 |
|
|
17305942 |
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Current U.S.
Class: |
1/1 |
Current CPC
Class: |
G07F 17/3258 20130101;
G07F 17/3211 20130101; G07F 17/3209 20130101; G07F 17/3267
20130101; G07F 17/3295 20130101 |
International
Class: |
G07F 17/32 20060101
G07F017/32 |
Claims
1. A gaming machine comprising: at least a processor running
executable instructions related to running a skill-based casino
game; a display; a user interface; memory in communication with
said processor; and wherein said processor: (i) monitors actual
skilled play against optimal skilled play; (ii) maintains an
over-hold pool related to less-than optimal skilled play; (iii)
during subsequent plays of the skilled-based casino game, awards an
amount of said over-hold pool based on randomness; (iv) during
subsequent plays of the skilled-based casino game, awards an amount
of said over-hold pool based on a level of monitored skilled play;
and wherein said awards of amounts of said over-hold pool based on
randomness and said awards of amounts of said over-hold pool based
on a level of monitored skilled play cause a substantial
equivalence between an actual return to player and a theoretical
return to player.
2. The gaming machine of claim 1 wherein said over-hold pool is
formed of a chance pool and skill pool.
3. The gaming machine of claim 2 wherein said chance pool and said
skill pool share equally in the over-hold pool due to less-than
optimal skilled play.
4. The gaming machine of claim 2 wherein a random number generator
determines award amounts from said chance pool and said skill
pool.
5. The gaming machine of claim 1 wherein said chance pool and said
skill pool each include a trigger amount which must be reached for
an award to be made from said chance pool and said skill pool.
6. The gaming machine of claim 1 wherein said chance pool and said
skill pool each include a threshold amount at which point an award
must be made from said chance pool and said skill pool.
7. The gaming machine of claim 1 wherein said chance pool and said
skill pool each include a trigger amount which must be reached for
an award to be made from said chance pool and said skill pool; a
threshold amount at which point an award must be made from said
chance pool and said skill pool; and a linear model under which
amounts associated with said chance pool and said skill pool
increment.
8. A gaming machine comprising: at least a processor running
executable instructions related to running a skill-based casino
game; a display; a user interface; memory in communication with
said processor; and wherein said processor: (i) creates an
over-hold pool formed of a chance pool and skill pool related to
less-than optimal skilled play; (ii) after a minimum chance pool
threshold amount is reached and no later than a maximum chance pool
threshold amount is reached, awards an amount of said over-hold
pool based on randomness; (iii) after a minimum threshold amount
and no later than a maximum threshold amount associated with said
skill pool is reached, awards an amount of said over-hold pool
based on a level of monitored skilled play; and wherein said awards
of amounts of said over-hold pool based on randomness and said
awards of amounts of said over-hold pool based on monitored skilled
play cause a substantial equivalence between an actual return to
player and a theoretical return to player.
9. The gaming machine of claim 8 wherein said chance pool and said
skill pool share equally in the over-hold pool due to less-than
optimal skilled play.
10. The gaming machine of claim 8 wherein a random number generator
determines award amounts from said chance pool and said skill
pool.
11. A method comprising: utilizing a processor running executable
instructions to run a skilled-based casino game on a gaming machine
including a display, user interface, and memory in communication
with said at least one processor; and via said processor: (i)
monitoring actual skilled play against optimal skilled play; (ii)
maintaining an over-hold pool related to less-than optimal skilled
play; (iii) during subsequent plays of the skilled-based casino
game, awarding an amount of said over-hold pool based on
randomness; (iv) during subsequent plays of the skilled-based
casino game, awarding an amount of said over-hold pool based on a
level of monitored skilled play; and causing a substantial
equivalence between an actual return to player and a theoretical
return to player based on said awards of amounts of said over-hold
pool based on randomness and said awards of amounts of said
over-hold pool based on a level of monitored skilled play.
12. The method of claim 11 further comprising forming said
over-hold pool of a chance pool and skill pool.
13. The method of claim 12 further comprising forming said chance
pool and said skill pool to share equally in the over-hold pool
related to prizes not awarded due to less-than optimal skilled
play.
14. The method of claim 11 further comprising utilizing a random
number generator to determine an award amount from said chance pool
and said skill pool.
15. The method of claim 11 further comprising including a trigger
amount with said chance pool and skill pool which must be reached
for an award to be made from said chance pool and said skill pool,
respectively.
16. The method of claim 11 further comprising including a threshold
amount with said chance pool and skill pool at which point an award
must be made from said chance pool and said skill pool,
respectively.
17. A method comprising: utilizing at least a processor running
executable instructions related to running a skill-based casino
game, a display, a user interface, memory in communication with
said processor; and via said processor: (i) creating an over-hold
pool formed of a chance pool and skill pool related to less-than
optimal skilled play; (ii) after a minimum chance pool threshold
amount is reached and no later than a maximum chance pool threshold
amount is reached, awarding an amount of said over-hold pool based
on randomness; (iii) after a minimum threshold amount and no later
than a maximum threshold amount associated with said skill pool is
reached, awarding an amount of said over-hold pool based on a level
of monitored skilled play; and wherein said awards of amounts of
said over-hold pool based on randomness and said awards of amounts
of said over-hold pool based on monitored skilled play cause a
substantial equivalence between an actual return to player and a
theoretical return to player.
18. The method of claim 17 further comprising forming said chance
pool and said skill pool to share equally in the over-hold pool due
to less-than optimal skilled play.
19. The method of claim 17 further comprising utilizing a random
number generator to determine an award amount from said chance pool
and said skill pool.
20. The method of claim 17 further comprising basing awards under
steps (ii) and (iii) on a random determination.
Description
CROSS-REFERENCES
[0001] This application is a continuation of, and claims priority
to, U.S. patent application Ser. No. 16/559,445 filed Sep. 3, 2019
which is incorporated herein for all purposes.
FIELD OF THE INVENTION
[0002] The embodiments of the present invention relate to a gaming
system and method for incorporating over-hold storage related to
amounts not won due to non-optimal play, and awarding the over-hold
amounts in a manner to balance the theoretical RTP and actual
RTP.
BACKGROUND
[0003] Gaming jurisdictions employ theoretical return to player
(RTP) to control gaming machine payouts to players. That is, each
game shall reliably payout to a set RTP, above a pre-established
minimum (e.g., 75%). Skill-based games must abide by the same
regulations as non-skilled games. Managing RTP with skill-based
games is more challenging than with gaming devices that rely solely
on a traditional random number generator (RNG).
[0004] Casinos derive much of their revenue from slot machines, but
younger players do not tend to play traditional slot machines
(i.e., non-interactive, reel-based games using RNGs to generate
outcomes). Therefore, as the player demographic continues to trend
younger, skill-based gaming is seen as an attractive
alternative.
[0005] Accordingly, the new gaming system and method detailed
herein manages the RTP of skill-based games by storing amounts not
won due to non-optimal play in an over-hold pool. The amounts in
the over-hold pool may be aggregated in a skill pool, a chance pool
or both which are then distributed based on ranges defined by
trigger and threshold amounts.
SUMMARY
[0006] In one embodiment of the present invention, a gaming machine
comprises: at least a processor running executable instructions
related to running a skill-based casino game; a display; a user
interface; memory in communication with said processor; and wherein
said processor running said executable instructions: (i) monitors
actual skill play against optimal skill play; (ii) maintains an
over-hold pool of funds related to prizes not awarded due to less
than optimal skill play; (iii) awards a portion of said over-hold
pool based on randomness; (iv) awards a portion of said over-hold
pool based on skilled play; and wherein said awards of a portion of
said over-hold pool based on randomness and said awards of a
portion of said over-hold pool based on skilled play contribute to
a substantial equivalence between an actual return to player and a
theoretical return to player.
[0007] One method embodiment of the present invention comprises
utilizing a processor running executable instructions to run a
casino game on a gaming machine including a display, user
interface, and memory in communication with said at least one
processor; via said processor, (i) comparing actual skill play to
optimal skill play; (ii) maintaining an over-hold pool of funds
related to monies not awarded due to less than optimal skill play;
(iii) awarding a portion of said over-hold pool based on
randomness; (iv) awarding a portion of said over-hold pool based on
skilled-play; and wherein said awarding of a portion of said
over-hold pool based on randomness and said awarding of a portion
of said over-hold pool based on skilled play contribute to a
substantial equivalence between an actual return to player and a
theoretical return to player.
[0008] In one embodiment, the awarding of a portion of said
over-hold pool based on randomness and the awarding of a portion of
said over-hold pool based on skilled play is predicated on a
pre-established range defined by a trigger over-hold pool amount
and threshold over-hold pool amount. In another embodiment, a
visual indicator provides players with a running tally of the
over-hold pool amount and a likelihood of winning a portion of the
over-hold pool.
[0009] Besides providing a new casino game concept, the embodiments
of the present invention provide a mechanism for casinos to stay
within gaming regulations (e.g., GLI-11) requiring gaming machines
to pay back at a certain minimum rate.
[0010] Other variations, embodiments and features of the present
invention will become evident from the following detailed
description, drawings and claims.
BRIEF DESCRIPTION OF THE DRAWINGS
[0011] FIG. 1 illustrates a block diagram of components of an
electronic gaming machine for conducting a game according to the
embodiments of the present invention;
[0012] FIG. 2 illustrates a block diagram of a wireless network
system accessible by mobile devices for conducting a game according
to the embodiments of the present invention;
[0013] FIG. 3 illustrates a block diagram of a wireless network
system accessible by mobile devices for conducting a game according
to the embodiments of the present invention;
[0014] FIG. 4 illustrates a block diagram of funding an over-hold
pool according to the embodiments of the present invention;
[0015] FIG. 5 illustrates an over-hold pool segregated into
different sub-pools according to the embodiments of the present
invention;
[0016] FIGS. 6A and 6B illustrate exemplary over-hold pool visual
indicators according to the embodiments of the present
invention;
[0017] FIG. 7 illustrates a diagram of an over-hold pool payout
scheme according to the embodiments of the present invention;
[0018] FIGS. 8A through 8C illustrate a display configured to show
the chance pool and skill pool amounts according to the embodiments
of the present invention;
[0019] FIG. 9 illustrates a flow chart detailing one methodology
for conducting a casino-style skill-based game according to the
embodiments of the present invention;
[0020] FIGS. 10A through 1OF illustrate screen shots detailing
various meters associated with the embodiments of the present
invention; and
[0021] FIGS. 11A through 11C illustrate various pay schemes
according to embodiments of the present invention.
DETAILED DESCRIPTION
[0022] For the purposes of promoting an understanding of the
principles in accordance with the embodiments of the present
invention, reference will now be made to the embodiments
illustrated in the drawings and specific language will be used to
describe the same. It will nevertheless be understood that no
limitation of the scope of the invention is thereby intended. Any
alterations and further modifications of the inventive feature
illustrated herein, and any additional applications of the
principles of the invention as illustrated herein, which would
normally occur to one skilled in the relevant art and having
possession of this disclosure, are to be considered within the
scope of the invention claimed.
[0023] Those skilled in the art will recognize that the embodiments
of the present invention involve both hardware and software
elements which portions are described below in such detail required
to construct and operate a game method and system according to the
embodiments of the present invention.
[0024] As will be appreciated by one skilled in the art, aspects of
the present invention may be embodied as a system, method or
computer program product. Accordingly, aspects of the present
invention may take the form of an entirely hardware embodiment, an
entirely software embodiment (including firmware, resident
software, micro-code, etc.), or an embodiment combining software
and hardware. Furthermore, aspects of the present invention may
take the form of a computer program product embodied in one or more
computer readable medium(s) having computer readable program code
embodied thereon.
[0025] Any combination of one or more computer readable medium(s)
may be utilized. The computer readable medium may be a computer
readable signal medium or a computer readable storage medium. A
computer readable storage medium may be, for example, but not
limited to, an electronic, magnetic, optical, electromagnetic,
infrared, or semiconductor system, apparatus, or device, or any
suitable combination of the foregoing. More specific examples (a
non-exhaustive list) of the computer readable storage medium would
include the following: an electrical connection having one or more
wires, a portable computer diskette, a hard disk, a random access
memory (RAM), a read-only memory (ROM), an erasable programmable
read-only memory (EPROM or Flash memory), an optical fiber, a
portable compact disc read-only memory (CD-ROM), and optical
storage device, a magnetic storage device, or any suitable
combination of the foregoing. In the context of this document, a
computer readable storage medium may be any tangible medium that
can contain or store a program for use by or in connection with an
instruction execution system, apparatus, or device.
[0026] A computer readable signal medium may include a propagated
data signal with computer readable program code embodied thereon,
for example, in baseband or as part of a carrier wave. Such a
propagated signal may take any variety of forms, including, but not
limited to, electromagnetic, optical, or any suitable combination
thereof. A computer readable signal medium may be any computer
readable medium that is not a computer readable storage medium and
that can communicate, propagate, or transport a program for use by
or in conjunction with an instruction execution system, apparatus,
or device.
[0027] Program code embodied on a computer readable medium may be
transmitted using any appropriate medium, including but not limited
to wireless, wireline, optical fiber cable, RF and the like, or any
suitable combination of the foregoing.
[0028] Computer program code for carrying out operations for
aspects of the present invention may be written in any combination
of one or more programming languages, including an object-oriented
programming language such as Java, Smalltalk, C++ or the like or
conventional procedural programming languages, such as the "C"
programming language, AJAX, PHP, HTML, XHTML, Ruby, CSS or similar
programming languages. The programming code may be configured in an
application, an operating system, as part of a system firmware, or
any suitable combination thereof. The programming code may execute
entirely on the user's computer, partly on the user's computer, as
a standalone software package, partly on the user's computer and
partly on a remote computer or entirely on a remote computer or
server as in a client/server relationship sometimes known as cloud
computing. In the latter scenario, the remote computer may be
connected to the user's computer through any type of network,
including a local area network (LAN) or a wide area network (WAN),
or the connection may be made to an external computer (for example,
through the Internet using an Internet Service Provider).
[0029] Aspects of the present invention are described below with
reference to flowchart illustrations and/or block diagrams of
methods, apparatus (systems) and computer program products
according to embodiments of the invention. It will be understood
that each block of the flowchart illustrations and/or block
diagrams, and combinations of blocks in the flowchart illustrations
and/or block diagrams, can be implemented by computer program
instructions. These computer program instructions may be provided
to a processor of a general-purpose computer, special purpose
computer, or other programmable data processing apparatus to
produce a machine, such that the instructions, which execute via
the processor of the computer or other programmable data processing
apparatus, create means for implementing the functions/acts
specified in the flowchart and/or block diagram.
[0030] These computer program instructions may also be stored in a
computer readable medium that can direct a computer, other
programmable data processing apparatus, or other devices to
function in a particular manner, such that the instructions stored
in the computer readable medium produce an article of manufacture
including instructions which implement the function/act specified
in the flowchart and/or block diagram.
[0031] The computer program instructions may also be loaded onto a
computer, other programmable data processing apparatus, or other
devices to cause a series of operational steps to be performed on
the computer, other programmable apparatus or other devices to
produce a computer-implemented process such that the instructions
which execute on the computer or other programmable apparatus
provide processes for implementing the functions/acts specified in
the flowchart and/or block diagrams. As used herein, a "gaming
machine" should be understood to be any one of a general purpose
computer, as for example a personal computer, laptop computer,
standalone machine, a client computer configured for interaction
with a server, a special purpose computer such as a server, or a
smart phone, soft phone, tablet computer, personal digital
assistant or any other machine adapted for executing programmable
instructions in accordance with the description thereof set forth
above.
[0032] In broadest terms, the embodiments of the present invention
are directed at managing over-hold to ensure that actual RTP
converges with theoretical RTP as well as ensuring the minimum
percentage requirements for GLI-11 are achieved along with the
Confidence Interval required by various jurisdictions (e.g.,
Nevada). GLI-11 are the recognized standards for gaming devices in
casinos.
[0033] The embodiments of the present invention may be facilitated
by an electronic gaming machine controlled by the electronic gaming
machine's processor as described herein. The processor may be local
or remote (i.e., server-based system). The electronic gaming
machine may be a standalone device or bar-top device and forming
part of a gaming machine network or not. A block diagram of an
exemplary electronic gaming machine 100 is shown in FIG. 1. The
exemplary electronic gaming machine 100 may include a central
processing unit (CPU) also deemed a processor 105 which controls
the electronic gaming machine 100 based on instructions stored in
program read-only memory (ROM) 110 and pay table ROM 115. Program
ROM 110 stores executable instructions related to the operation of
the skill-based gaming machine 100 and which are generally
permanent. CPU 105 may be connected to a video controller 120 which
provides output to one or more video displays 125. Similarly, an
audio controller 130 provides audio output as dictated by the CPU
105 through speakers 135. The aforementioned components, and
others, may be attached to a circuit board forming a motherboard.
In another embodiment, the electronic gaming machine 100 may be
linked to a central game server which allows players to select from
a number of games via the electronic gaming machine 100. In such an
embodiment, one or more processors integrated into the central
server control the gaming machine 100 based on instructions stored
in program ROM 110. A random number generator 137 communicates with
said processor 105.
[0034] A user interface 140 may comprise a button panel or display
incorporating touch screen technology or any other devices (e.g.,
joy stick) providing means for users to communicate with, and
instruct, the electronic gaming machine 100. Wager memory 145
stores an amount of money/credits deposited into the electronic
gaming machine 100 by a player and specific wager information
related to each play of the electronic gaming machine 100. Payout
system 150 includes a coupon printer, bill validator and/or similar
devices for receiving and distributing currency, tickets and/or
coupons via the electronic gaming machine 100.
[0035] Those skilled in the art will recognize that the
configuration and features of the electronic gaming machine 100
disclosed herein are exemplary and may be altered in any number of
ways without impacting the embodiments of the present
invention.
[0036] FIG. 2 shows a block diagram of a gaming network 175 which
may be used to facilitate play of a casino-style game of chance via
linked gaming machines according to the embodiments of the present
invention. The gaming machine network 175 comprises a central
processor 180 (e.g., processor-equipped game server) in
communication with multiple gaming machines 185-1 through 185-N as
described in FIG. 1. The gaming machines 185-1 through 185-N may be
smart or dumb clients.
[0037] FIG. 3 shows a block diagram of a wireless gaming system 200
which may be used to facilitate remote play of a casino-style game
according to the embodiments of the present invention. The wireless
gaming system 200 comprises a processor-equipped game server 205,
including one or more processors 210 running game software, and
remote devices 215-1 through 215-N (e.g., smart phones) configured
to access said game server 205 facilitating game play on the remote
devices 215-1 through 215-N. In another embodiment, the video-based
game according to the embodiments of the present invention may be
in the form of a software application ("App") downloadable onto
smart phones, tablets or computers and playable via processing
power and a user interface associated therewith.
[0038] While the following description may relate to a specific
skill-based casino game, the following system and method as
described are adaptable to any skill-based casino-style video
game.
[0039] FIG. 4 shows a block diagram 300 of funding an over-hold
pool according to the embodiments of the present invention. Arrow
305 represents an optimal play input into a gaming machine
processor 310. Responsive to the optimal play input 305, the
processor 310 causes a full payout 315 to be made to the player.
Arrow 320 represents a less-than optimal play input. Responsive to
the less-than optimal play input 320, the processor 310 may cause a
less than full payout 325 to be made (or no payout) to the player
and at least a portion of the over-hold related to the less-than
optimal play input 320 to be diverted 325 to the over-hold pool
330.
[0040] Over-hold as used herein means the amount of money (i.e.,
funds) the game holds due to a player playing the skill-based game
less than optimally. For example, in a shooting game, optimal play
means destroying every target whereas in a racing game optimal play
is avoiding every obstacle. Under GLI-11, the math model for a
gaming device must assume that players perform optimally. However,
in reality approximately 25% to 40% of players do not perform
optimally resulting in an over-hold relative to the RTP. The monies
not won due to less-than optimal play are used to fund the
over-hold pool. As shown in FIG. 5, the over-hold pool 350 my be
segregated into two sub-pools comprising a chance pool 355 and a
skill pool 360. In one embodiment, the chance pool 355 and skill
pool 360 each include approximately 50% of the over-hold pool 350.
Those skilled in the art will recognize that the percentages held
in the chance pool 355 and skill pool 360 may vary (e.g., the
chance pool 355 may hold 70% of the over-hold pool while the
skill-pool 360 holds 30% of the over-hold pool or vice versa).
[0041] In one embodiment, the over-hold pool amount and likelihood
of some portion of the over-hold pool being won are displayed for
players. In one such embodiment, as shown in FIGS. 6A and 6B, a
wheel 400 is the mechanism which serves to provide the players with
the over-hold pool amount and likelihood of some portion of the
over-hold pool being distributed. Other mechanisms (e.g., graphs,
windows, etc.) may also be used to display the over-hold pool
amount and likelihood of some portion of the over-hold pool being
won.
[0042] Wheel 400 acts to display two pieces of data. The first
piece of data is the amount of the over-hold pool represented by
arrow 405 and inner icons 410. As shown, as the arrow 405 moves in
a clockwise fashion, the over-hold pool amount represented by the
inner icons 410 increases as identified by the arrow 405. A bar
scale 415, utilizing a series of bars 420 that progress clockwise
about the inner icons 410, represents the likelihood of a portion
of the over-hold pool being distributed (i.e., the threshold amount
being reached).
[0043] In one embodiment, a portion of the over-hold pool 350 for
each the chance pool 355 and skill pool 360 is eligible to be won
once a trigger amount 455 is reached and must be won by the time a
threshold amount 460 is reached. FIG. 7 shows an exemplary diagram
450 identifying the trigger amount as $7 and the threshold amount
of $15. FIGS. 6A and 6B shows a trigger amount of $3 (one bar has
been displayed in FIG. 6A) and a threshold amount of $15. As the
arrow progresses towards the threshold amount of $15, more bars 420
are added to signify a pending award.
[0044] In one embodiment, once the value of the chance pool 355
reaches the trigger amount, each subsequent wager may result in
awarding at least a portion of the chance pool 355. In one
embodiment, the probability of winning the chance pool 355
increases linearly from a 10% probability associated with the
trigger amount to 100% at the threshold amount. In one embodiment,
the chance pool payout is between 50% and 100% of the chance pool
amount as determined by the RNG.
[0045] In one embodiment, once the value of the skill pool 360
reaches the trigger amount, each subsequent eliminated goal or
conquered objective may result in awarding at least a portion of
the skill pool 360. In one embodiment, like the chance pool
methodology, the probability of winning the skill pool 360
increases linearly from a 10% probability associated with the
trigger amount to 100% at the threshold amount and the skill pool
payout is between 50% and 100% of the skill pool amount as
determined by the RNG. In one embodiment, when the skill pool
reaches its threshold, the next successful skill-based objective to
be achieved by a player results in a win of at least a portion of
the skill pool. Alternatively, the skill pool award may be
automatically paid when the skill pool threshold is reached.
[0046] In another embodiment, the chance pool 355 and skill pool
360 are never zeroed out. In such an embodiment, the chance pool
355 and skill pool 360 always have a positive amount to maintain
the interest of players and encourage longer play. Regardless of
the embodiment, the chance pool payouts and skill pool payouts are
used to ensure a degree of equivalence or convergence between the
actual RTP and theoretical RTP. In terms of a formula: Game RTP
=(Optimal Play Payouts+Less-Than Optimal Play Payouts+Chance Pool
Payouts +Skill Pool Payouts)/Total Money Wagered. Accordingly, the
casino may manage the game RTP by adjusting the chance pool payouts
and skill pool payouts.
[0047] The embodiments of the present invention are suitable for
single gaming machines or may be implemented across multiple gaming
machines such that chance pool 355 and skill pool 360 may grow
faster and larger based on multiple gaming machines contributing to
a single common over-hold pool.
[0048] FIGS. 8A through 8C show a chance pool and skill pool
display 450 depicting a current chance pool amount 455, chance pool
threshold amount 460, current skill pool amount 465 and skill pool
threshold amount 470. As shown, the current chance pool amount 455
and current skill pool amount 465 are equivalent. In FIG. 8B, the
display 450 shows that a portion ($5) of the chance pool has been
awarded while FIG. 8C shows that a portion ($3) of skill pool has
been awarded such that the amounts are updated.
[0049] FIG. 9 illustrates a flow chart 500 detailing one
methodology for conducting a skill-based casino-style game
according to the embodiments of the present invention. At step 505,
a player funds the gaming machine by inserting currency, coins,
vouchers and/or tickets into a bill validator or ticket reader. The
funding amount is then displayed on the gaming machine's credit
meter. At step 510, a player enters a bet amount for the game or
keeps it constant from the last game play. The bet amount is then
displayed on a bet meter. The bet amount range (e.g., $1 to $25) is
established by the house or casino offering the game facilitated by
the gaming machine. At step 515, a skill-based game is initiated by
the player. At step 520, the processor monitors the game play to
determine if the player is playing optimally. The processor may do
so in real-time during play, after a certain time of play, after
the play, based on the bet, has ended or in any other time-based
period desired. The significant objective is to determine if the
player is playing optimally or not. If so, at step 525, a
pre-established payout is made to the player in association with
optimal play and the bet placed at step 510. If, at step 520, it is
determined that the player is, or was not, playing optimally, at
step 530, it is determined if the play is worthy of a less-than
optimal play payout. If so, at step 535, a pre-established payout
is made to the player in association with less-than optimal play
and the bet placed at step 510. If, at step 530, it is determined
that the less-than optimal play is not worthy of a payout, at step
540, the processor determines the amount not won due to less-than
optimal play. For example, if the player could have won $5 with
optimal play but only won $3 based on less-than optimal play, $2 is
added to the over-hold pool (i.e., $5-$3=$2). At step 545, the
money added to the over-hold pool at step 540 is shared in a
pre-established manner between the chance pool and skill pool. At
step 550, it is determined if the trigger amount has been reached
for the chance pool. If so, at step 555, it is determined if the
chance pool threshold amount has been reached. If so, at step 560,
a chance pool payout is made. If, at step 555, the chance pool
threshold has not been reached, at step 565, it is determined if a
random chance pool payout is to be made. If so, at step 560, a
chance pool payout is made. If, at step 555, it is determined that
no chance pool payout is to be made, the flowchart 500 loops back
to step 505 (or step 510 if the gaming machine is already
funded).
[0050] At step 570, it is determined if the trigger amount has been
reached for the skill pool. If so, at step 575, it is determined if
the skill pool threshold has been reached. If so, at step 580, a
portion of the skill pool is paid out. If, at step 570, the skill
pool trigger amount has not been reached, the flow chart loops back
to step 505 (or step 510 if the gaming machine is already funded).
If, at step 575, the skill pool threshold has not been reached, it
is determined if a skill pool payout is to be made. If so, a skill
pool payout is made at step 580. Play continues in this manner with
the over-hold pool being funded with amounts not won due to
less-than optimal play. Those skilled in the art will recognize
that the steps of the flowchart 500 are for reference purposes and
may be handled in different orders than shown and may be handled
simultaneously rather than in chronological order.
[0051] FIGS. 10A through 10F show screen shots of meters used to
track pool meters according to the embodiments of the present
invention. In one embodiment, a potential payout is randomly
determined. Normally, the potential payout is not shown to the
player but is shown in FIGS. 10A through 10G for purposes of
reference. FIG. 10A shows a screen shot including a potential
payout meter 605, over-hold meter 610, chance pool meter 615, skill
pool meter 620 and credit meter 625. As shown, the potential payout
meter 605 reflects $32.18 and the credit meter 625 depicts $25.50.
The potential payout meter 605 is indicative of the payout a player
wins for executing a perfect skill-based challenge. In this
instance, the player did not execute a perfect skill-based
challenge as shown in FIG. 6B. The payout to the player is shown as
$17.00, which is added to the credit meter 625, with the balance of
$15.18 (i.e., $32.18-$17.00) being added to the over-hold meter
610. Each of the chance pool meter 615 and skill pool meter 620
reflect an equal amount ($7.59) of the over-hold meter 605.
[0052] FIG. 10C shows that on the next play the potential payout is
set at $25.98. In this instance, the player did execute a perfect
skill-based challenge winning the $25.98 which is added to the
credit meter 625 (minus $1.00 for the play). FIG. 10D shows that on
the next play the potential payout is set to $100.46. In this
instance, the player did not achieve any payout. Thus, the
over-hold meter 610 has been increased by the $100.46 with the
chance pool meter 615 and skill pool meter 620 receiving 50% of the
$100.46. FIG. 10E shows the player winning the chance pool of
$57.82. The chance pool is randomly awarded at any time. In one
embodiment, as set forth above, the chance pool is won between a
trigger amount and an upper threshold amount. FIG. 10F shows the
skill pool being won. The skill pool is only available to be won if
the player successfully accomplishes a skill-based challenge.
[0053] FIGS. 11A through 11C show various pay schemes according to
embodiments of the present invention. FIG. 11A shows a first
exemplary pay table 700-1 listing a range of over-hold pool
threshold values 705 and corresponding over-hold pool payout
percentages 710. With pay table 700-1, when a bet results in a
payout (base pay) and the over-hold pool amount is above the
minimum threshold value (as shown $10.00), the player wins the
percentage of the over-hold pool amount shown in column 710. For
example, if a player wins a base pay amount of $5.00 with the
threshold value at $25.00, the player wins an additional 10% of the
threshold value of $25.00 or $2.50. Accordingly, the total player
payout is $7.50 (i.e., $5.00+$2.50).
[0054] FIGS. 11B and 11C show three exemplary pay tables 700-2
through 700-4 based on a $1 bet and multipliers 715-1 through
715-3, weighted percentage 720-1 through 720-3 and RTP percentage
725-1 through 725-3. Pay table 700-2 is used when the over-hold
threshold value is less than $10.00; pay table 700-3 is used when
the over-hold threshold value is equal to or more than $10.00 and
pay table 700-4 is used when the over-hold threshold value is more
than $20.00 with the total RTP percentage set at 90%, 95% and 100%,
respectively. By way of example, if a base pay amount is $10.00 and
the over-hold pool amount is at $15.00, pay table 700-3 is used.
Consequently, based on weighted percentages, a multiplier amount is
randomly selected and used to increase the base pay amount
accordingly.
[0055] Although the invention has been described in detail with
reference to several embodiments, additional variations and
modifications exist within the scope and spirit of the invention as
described and defined in the following claims.
* * * * *