US2011207520A1PendingUtilityA1
Systems, Apparatuses and Methods for Changing Symbols in Gaming Systems
Est. expiryAug 6, 2029(~3.1 yrs left)· nominal 20-yr term from priority
G07F 17/34
38
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Claims
Abstract
Symbols are randomly arranged on a gaming machine. The random arrangement represents initial states of the symbols for purposes of applying a cellular automata rule. The cellular automata rule is applied to the symbols such that each of the symbols to a subsequent state independently of a value of the symbols. The subsequent state of each symbol may be based at least on the initial state of each symbol and the initial state of another of the symbols. A payout condition may be evaluated based on the subsequent states of the symbols.
Claims
exact text as granted — not AI-modified1 . A method comprising:
causing a random arrangement of symbols to be rendered via a gaming apparatus; at a first time step, assigning an active state to a subset of the symbols and an inactive state to others of the symbols; for one or more additional time steps, performing for each symbol:
a) determining whether to set the symbol to the active or inactive state for the additional time step via a rule that is based on 1) a state of the symbol at a previous time step, and 2) a state of neighbors of the symbol at the previous time step, wherein the state of the symbol and the state of the neighbors are selected from the active and inactive states;
b) determining if the collective states of the symbols results in a terminating condition; and
c) if the terminating condition is detected, ceasing to apply the rule for additional time steps; and
performing a payout evaluation based on the states of the symbols for at least one of the first and additional time steps.
2 . The method of claim 1 , wherein performing the payout evaluation comprises changing any symbols in the active state to wild symbols.
3 . The method of claim 1 , wherein performing the payout evaluation comprises randomly generating new symbols to replace any symbols in the active state.
4 . The method of claim 1 , wherein the terminating condition comprises one or more of a) determining that all of the symbols are at the inactive state; and b) detecting an infinitely repeating sequence of the states for at least a portion of the symbols and a portion of the time steps.
5 . The method of claim 1 , wherein the active state is assigned to a subset of the symbols based on a value of the symbols.
6 . A non-transitory computer readable storage medium storing instructions that are executable by a processor to cause an apparatus to perform the method of claim 1 .
7 . A gaming apparatus comprising:
a processor and memory storing instructions that are executable by a processor to cause the gaming apparatus to perform the method of claim 1 .
8 . A method comprising:
causing a random arrangement of symbols of a gaming machine, wherein the random arrangement represents a initial state of the symbols for purposes of applying a cellular automata rule; applying the cellular automata rule to the symbols, wherein the cellular automata rule changes the symbols to at least one subsequent state independently of a value of the symbols; evaluating a payout condition based on the subsequent state of the symbols; and conditionally providing a payout based on the payout condition.
9 . The method of claim 8 , wherein the cellular automata rule comprises a deterministic rule.
10 . The method of claim 8 , wherein the states of the symbols comprise binary states.
11 . The method of claim 10 , wherein the cellular automata rule changes each of the symbols to the subsequent state based on a) the initial state of each symbol and b) the initial state of at least one neighboring symbol.
12 . The method of claim 11 , wherein the binary states comprise alive states and dead states; and wherein, in the initial state, particular symbols are set to the alive state; and wherein the cellular automata rule changes each of the symbols to the subsequent state as follows:
if the symbol is currently in the alive state and a first number range of neighboring symbols are in the alive state, the symbol remains in the alive state, otherwise the symbol changes to the dead state; and if the symbol is currently in the dead state and a second number range of neighboring symbols are in the alive state, the symbol changes to the alive state, otherwise the symbol remains in the dead state.
13 . The method of claim 10 , wherein evaluating the payout condition comprises changing to a wild symbol any symbols in the subsequent states that correspond to a selected one of the binary states.
14 . The method of claim 10 , wherein evaluating the payout condition comprises randomly generating a new symbol to replace any symbols in the subsequent states that correspond to a selected one of the binary states.
15 . The method of claim 8 , wherein the cellular automata rule changes each of the symbols to the subsequent state based on a) the initial state of each symbol and b) the initial state of at least one neighboring symbol.
16 . The method of claim 8 , wherein the subsequent state comprises a plurality of sequentially evaluated states, wherein the cellular automata rule causes the symbols to change respective state for each of the time steps based on a) a previous state of each symbol and b) a previous state of another of the symbols.
17 . The method of claim 16 , wherein the sequentially evaluated states are evaluated until at least one of the following occurs:
a) all of the symbols are at a same state; and b) an infinitely repeating sequence of states is detected for at least a portion of the symbols.
18 . A non-transitory computer readable storage medium storing instructions that are executable by a processor to cause an apparatus to perform the method of claim 8 .
19 . A gaming apparatus comprising:
a processor; and memory coupled to the processor, wherein the memory stores instructions operable by the processor to cause the apparatus to:
cause a random arrangement of symbols rendered via the gaming apparatus, wherein the random arrangement represents initial states of the symbols for purposes of applying a cellular automata rule;
apply the cellular automata rule to the symbols, wherein the cellular automata rule changes the symbols to at least one subsequent state independently of a value of the symbols;
evaluate a payout condition based on the subsequent state of the symbols; and
conditionally provide a payout based on the payout condition.
20 . The gaming apparatus of claim 19 , wherein the cellular automata rule comprises a deterministic rule.
21 . The gaming apparatus of claim 19 , wherein the states of the symbols comprise binary states.
22 . The gaming apparatus of claim 21 , wherein the cellular automata rule changes each of the symbols to the subsequent state based on a) the initial state of each symbol and b) the initial state of at least one neighboring symbols.
23 . The gaming apparatus of claim 22 , wherein the binary states comprise alive states and dead states; and wherein, in the initial state, particular symbols are set to the alive state; and wherein the cellular automata rule changes each of the symbols to the subsequent state as follows:
if the symbol is currently in the alive state and a first number range of neighboring symbols are in the alive state, the symbol remains in the alive state, otherwise the symbol changes to the dead state; otherwise if the symbol is currently in the dead state and a second number range of neighboring symbols are in the alive state, the symbol changes to the alive state, otherwise the symbol remains in the dead state.
24 . The gaming apparatus of claim 21 , wherein evaluating the payout condition comprises changing to a wild symbol any symbols in the subsequent states that correspond to a selected one of the binary states.
25 . The gaming apparatus of claim 21 , wherein evaluating the payout condition comprises generating a new symbol to replace any symbols in the subsequent states that correspond to a selected one of the binary states.
26 . The gaming apparatus of claim 19 , wherein the cellular automata rule changes each of the symbols to the subsequent state based on a) the initial state of each symbol and b) the initial state of at least one neighboring symbol.
27 . The gaming apparatus of claim 19 , wherein the subsequent state comprises a plurality of sequentially evaluated states, wherein the cellular automata rule causes the symbols to change respective state for each of the time steps based on a) a previous state of each symbol and b) a previous state of another of the symbols.
28 . The gaming apparatus of claim 27 , wherein the sequentially evaluated states are evaluated until at least one of the following occurs:
a) all of the symbols are at a same state; and b) an infinitely repeating sequence of states is detected for at least a portion of the symbols.Cited by (0)
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