US2023394926A1PendingUtilityA1

Wagering game system and method with session rtp adjusted based on player skill

Assignee: Gaming Arts LLCPriority: Feb 12, 2016Filed: Jan 3, 2023Published: Dec 7, 2023
Est. expiryFeb 12, 2036(~9.6 yrs left)· nominal 20-yr term from priority
G07F 17/3267G07F 17/3213G07F 17/3295G07F 17/3297G07F 17/3209G07F 17/3211G07F 17/3244
79
PatentIndex Score
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Cited by
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Claims

Abstract

A gaming machine and method include a monetary input device, a user interface configured to: enable a player to select a wager for a game of chance having a skill-based activity, to interact with the game of chance using a gaming input device. A processor is programmed to enable the player to win a prize based at least in part on input from the gaming input device, and to set at least one parameter of the skill-based activity or the gaming input device to a first difficulty for winning the prize during a first game of a gaming session including a plurality of games, and to adjust the parameter to modify the difficulty to a second difficulty for winning the prize during a subsequent game of the gaming session to maintain a predetermined percentage or percentage range of money or credits returned to the player (RTP) during the gaming session.

Claims

exact text as granted — not AI-modified
1 . An electronic gaming machine comprising:
 a monetary input device configured to determine a monetary value associated with a physical item;   a user interface configured to:
 enable a player to select a wager for a game of chance; 
 enable the player to interact with the game of chance using a gaming input device; 
 and enable the player to initiate a cash out operation; and 
   a processor programmed to:
 add the monetary value to a credit balance for the player; 
 deduct the selected wager from the credit balance; 
 decrease the credit balance in response to the cash out operation;
 present the game of chance and enable the player to receive an award from a plurality of awards, the game of chance comprising at least one at least partially skill-based activity, wherein the player is enabled to interact with the at least one at least partially skill-based activity using the gaming input device; 
 select a first award from a plurality of awards with a first probability for one game of a gaming session; and 
 
   
       select a second award a from the plurality of awards for a subsequent game of the gaming session in response to a first skill level of the player relative to a second skill level of the player. 
     
     
         2 . The electronic gaming machine of  claim 1  wherein the award amounts associated with the at least one at least partially skill-based activity are varied for a player with a high skill level relative to a player with a low skill level. 
     
     
         3 . The electronic gaming machine of  claim 1  wherein the award amounts associated with the at least partially skill-based activity are varied for a player with a high skill level relative to a player with a low skill level. 
     
     
         4 . The electronic gaming machine of  claim 1  wherein the processor is further programmed to adjust the award amounts based on a skill level of a player by monitoring play of the electronic gaming machine by the player during a given time period. 
     
     
         5 . The electronic gaming machine of  claim 1  wherein the processor is further programmed to adjust the award amounts is based on at least one player skill attribute of speed, dexterity, and agility. 
     
     
         6 . The electronic gaming machine of  claim 1  wherein the processor is further programmed to adjust the award amount based on the historic skill level of a player. 
     
     
         7 . The electronic gaming machine of  claim 1  wherein the processor is further programmed to determine the skill level of the player based on a player performance during at least one previous gaming session. 
     
     
         8 . The electronic gaming machine of  claim 1  wherein award amounts are adjusted to a predetermined return to player percentage or predetermined return to player percentage range level if the historical skill level of the player has not yet been determined. 
     
     
         9 . The electronic gaming machine of  claim 1  wherein the processor is further programmed to update the historical skill level of a player based on at least one of an award history, a bonus award history or a skill level of the player. 
     
     
         10 . The electronic gaming machine of  claim 1  wherein the identity of the player is determined based on a player reward card. 
     
     
         11 . The electronic gaming machine of  claim 1  wherein the processor is further programmed to determine the identity of the player based on recognizing a mobile device of the player. 
     
     
         12 . The electronic gaming machine of  claim 1  wherein the processor is further programmed to adjust the award amounts and the difficulty of the at least partially skill-based activity to maintain a predetermined percentage or percentage range of money or credits returned to the player over time. 
     
     
         13 . The electronic gaming machine of  claim 1  wherein the processor is programmed to adjust the award amounts and the randomness of the game of chance to maintain a predetermined percentage or percentage range of money or credits returned to the player over time. 
     
     
         14 . An electronic gaming machine comprising:
 a monetary input device configured to determine a monetary value associated with a physical item;   a user interface configured to:
 enable a player to select a wager for a game of chance; 
 enable the player to interact with the game of chance using a gaming input device; 
 and enable the player to initiate a cash out operation; and 
   a processor programmed to:
 add the monetary value to a credit balance for the player; 
 deduct the selected wager from the credit balance; 
 decrease the credit balance in response to the cash out operation;
 present a game of skill and enable the player to receive an award from a plurality of awards, the game of skill comprising at least one at least partially skill-based activity, wherein the player is enabled to interact with the at least one at least partially skill-based activity using the gaming input device; 
 select a first award from a plurality of awards with a first probability for one game of a gaming session; and 
 select a second award a from the plurality of awards for a subsequent game of the gaming session in response to a first skill level of the player relative to a second skill level of the player. 
 
   
     
     
         15 . The electronic gaming machine of  claim 14  wherein the award amounts associated with the at least one at least partially skill-based activity are varied for a player with a high skill level relative to a player with a low skill level. 
     
     
         16 . The electronic gaming machine of  claim 14  wherein the skill level of the player is determined based on an award history associated with the player. 
     
     
         17 . The electronic gaming machine of  claim 14  wherein the processor is further programmed to adjust the award amounts based on a skill level of a player is determined by monitoring play of the electronic gaming machine by the player during a given time period. 
     
     
         18 . The electronic gaming machine of  claim 14  wherein the processor is further programmed to adjust the award amounts is based on at least one player skill attribute of speed, dexterity, and agility. 
     
     
         19 . The electronic gaming machine of  claim 14  wherein the processor is further programmed to adjust the award amount based on the historic skill level of a player. 
     
     
         20 . The electronic gaming machine of  claim 14  wherein the processor is further programmed to determine the skill level of the player based on a player performance during at least one previous gaming session. 
     
     
         21 . The electronic gaming machine of  claim 14  wherein award amounts are adjusted to a predetermined return to player percentage or predetermined return to player percentage range level if the historical skill level of the player has not yet been determined. 
     
     
         22 . The electronic gaming machine of  claim 14  wherein the processor is further programmed to update the historical skill level of a player based on at least one of an award history, a bonus award history or a skill level of the player. 
     
     
         23 . The electronic gaming machine of  claim 14  wherein the identity of the player is determined based on a player reward card. 
     
     
         24 . The electronic gaming machine of  claim 14  wherein the processor is further programmed to determine the identity of the player based on recognizing a mobile device of the player. 
     
     
         25 . The electronic gaming machine of  claim 14  wherein the processor is further programmed to adjust the award amounts and the difficulty of the at least partially skill-based activity to maintain a predetermined percentage or percentage range of money or credits returned to the player over time. 
     
     
         26 . The electronic gaming machine of  claim 14  wherein the processor is further programmed to adjust the award amounts and the randomness of the game of chance to maintain a predetermined percentage or percentage range of money or credits returned to the player over time. 
     
     
         27 . An electronic gaming machine comprising:
 a monetary input device configured to determine a monetary value associated with a physical item;   a user interface configured to:
 enable a player to select a wager for a game of chance; 
 enable the player to interact with the game of chance using a gaming input device; 
 and enable the player to initiate a cash out operation; and 
   a processor programmed to:
 add the monetary value to a credit balance for the player; 
 deduct the selected wager from the credit balance; 
 decrease the credit balance in response to the cash out operation;
 present the game of chance and enable the player to receive an award from a plurality of awards, the game of chance comprising at least one at least partially skill-based activity, wherein the player is enabled to interact with the at least one at least partially skill-based activity using the gaming input device; 
 select the award from a plurality of awards for one game of a gaming session; and 
 select a second award a from the plurality of awards for a subsequent game of the gaming session in response to a first skill level of the player relative to a second skill level of the player. 
 
   
     
     
         28 . The electronic gaming machine of  claim 27  wherein the award amounts associated with at least partially skill-based activity are varied for a player with a high skill level relative to a player with a low skill level. 
     
     
         29 . The electronic gaming machine of  claim 27  wherein the skill level of the player is determined based on an award history associated with the player. 
     
     
         30 . The electronic gaming machine of  claim 27  wherein the processor is further programmed to adjust the award amounts based on a skill level of a player determined by monitoring play of the electronic gaming machine by the player during a given time period. 
     
     
         31 . The electronic gaming machine of  claim 27  wherein the processor is further programmed to adjust the award amounts is based on at least one player skill attribute of speed, dexterity, and agility. 
     
     
         32 . The electronic gaming machine of  claim 27  wherein the processor is further programmed to adjust the award amount based on the historic skill level of a player. 
     
     
         33 . The electronic gaming machine of  claim 27  wherein the processor is further programmed to determine the skill level of the player based on a player performance during at least one previous gaming session. 
     
     
         34 . The electronic gaming machine of  claim 27  wherein award amounts are adjusted to a predetermined return to player percentage or predetermined return to player percentage range level if the historical skill level of the player has not yet been determined. 
     
     
         35 . The electronic gaming machine of  claim 27  wherein the processor is further programmed to update the historical skill level of a player based on at least one of an award history, a bonus award history or a skill level of the player. 
     
     
         36 . The electronic gaming machine of  claim 27  wherein the identity of the player is determined based on a player reward card. 
     
     
         37 . The electronic gaming machine of  claim 27  wherein the processor is further programmed to determine the identity of the player based on recognizing a mobile device of the player. 
     
     
         38 . The electronic gaming machine of  claim 27  wherein the processor is further programmed to adjust the award amounts and the difficulty of the at least partially skill-based activity to maintain a predetermined percentage or percentage range of money or credits returned to the player over time. 
     
     
         39 . The electronic gaming machine of  claim 27  wherein the processor is further programmed to adjust the award amounts and the randomness of the game of chance to maintain a predetermined percentage or percentage range of money or credits returned to the player over time. 
     
     
         40 . An electronic gaming machine comprising:
 a monetary input device configured to determine a monetary value associated with a physical item;   a user interface configured to:
 enable a player to select a wager for a game of chance; 
 enable the player to interact with the game of chance using a gaming input device; 
 and enable the player to initiate a cash out operation; and 
   a processor programmed to:
 add the monetary value to a credit balance for the player; 
 deduct the selected wager from the credit balance; 
 decrease the credit balance in response to the cash out operation;
 present a game of skill and enable the player to receive an award from a plurality of awards, the game of skill comprising at least one skill-based activity, wherein the player is enabled to interact with the at least one skill-based activity using the gaming input device; 
 select the award from a plurality of awards for one game of a gaming session; and 
 select a second award from the plurality of awards for a subsequent game of the gaming session in response to a first skill level of the player relative to a second skill level of the player. 
 
   
     
     
         41 . The electronic gaming machine of  claim 40  wherein the award amounts associated with at least partially skill-based activity are varied for a player with a high skill level relative to a player with a low skill level. 
     
     
         42 . The electronic gaming machine of  claim 40  wherein the skill level of the player is determined based on an award history associated with the player. 
     
     
         43 . The electronic gaming machine of  claim 40  wherein the processor is further programmed to adjust the award amounts based on a skill level of a player is determined by monitoring play of the electronic gaming machine by the player during a given time period. 
     
     
         44 . The electronic gaming machine of  claim 40  wherein the processor is further programmed to adjust the award amounts is based on at least one player skill attribute of speed, dexterity, and agility. 
     
     
         45 . The electronic gaming machine of  claim 40  wherein the processor is further programmed to adjust the award amount based on the historic skill level of a player. 
     
     
         46 . The electronic gaming machine of  claim 40  wherein the processor is further programmed to determine the skill level of the player based on a player performance during at least one previous gaming session. 
     
     
         47 . The electronic gaming machine of  claim 40  wherein award amounts are adjusted to a predetermined return to player percentage or predetermined return to player percentage range level if the historical skill level of the player has not yet been determined. 
     
     
         48 . The electronic gaming machine of  claim 40  wherein the processor is further programmed to update the historical skill level of a player based on at least one of a award history, a bonus award history or a skill level of the player. 
     
     
         49 . The electronic gaming machine of  claim 40  wherein the identity of the player is determined based on a player reward card. 
     
     
         50 . The electronic gaming machine of  claim 40  wherein the processor is further programmed to determine the identity of the player based on recognizing a mobile device of the player. 
     
     
         51 . The electronic gaming machine of  claim 40  wherein the processor is further programmed to adjust the award amounts and the difficulty of the at least partially skill-based activity to maintain a predetermined percentage or percentage range of money or credits returned to the player over time. 
     
     
         52 . The electronic gaming machine of  claim 40  wherein the processor is further programmed to adjust the award amounts and the randomness of the game of chance to maintain a predetermined percentage or percentage range of money or credits returned to the player over time. 
     
     
         53 . An electronic gaming machine comprising:
 a monetary input device configured to determine a monetary value associated with a physical item;   a user interface configured to:
 enable a player to select a wager for a game of chance; 
 enable the player to interact with the game of chance using a gaming input device; 
 and enable the player to initiate a cash out operation; and 
   a processor programmed to:
 add the monetary value to a credit balance for the player; 
 deduct the selected wager from the credit balance; 
 decrease the credit balance in response to the cash out operation;
 enable the player to receive an award associated with the game of chance based at least in part on input received by the gaming input device, the game of chance comprising a at least partially skill-based activity, wherein the player is enabled to interact with the at least partially skill-based activity using the gaming input device; and 
 adjust award amounts based on (i) a skill level of the player, as determined by monitoring play of the electronic gaming machine game by the player during a given time period, and (ii) a desired maximum return or maximum return range to player associated with the electronic gaming machine. 
 
   
     
     
         54 . The electronic gaming machine of  claim 53  wherein the award amounts associated with at least partially skill-based activity are varied for a player with a high skill level relative to a player with a low skill level. 
     
     
         55 . The electronic gaming machine of  claim 53  wherein the skill level of the player is determined based on an award history associated with the player. 
     
     
         56 . The electronic gaming machine of  claim 53  wherein the processor is further programmed to adjust the award amounts based on a skill level of a player is determined by monitoring play of the electronic gaming machine by the player during a given time period. 
     
     
         57 . The electronic gaming machine of  claim 53  wherein the processor is further programmed to adjust the award amounts is based on at least one player skill attribute of speed, dexterity, and agility. 
     
     
         58 . The electronic gaming machine of  claim 53  wherein the processor is further programmed to adjust the award amount based on the historic skill level of a player. 
     
     
         59 . The electronic gaming machine of  claim 53  wherein the processor is further programmed to determine the skill level of the player based on a player performance during at least one previous gaming session. 
     
     
         60 . The electronic gaming machine of  claim 54  wherein award amounts are adjusted to a predetermined return to player percentage or predetermined return to player percentage range level if the historical skill level of the player has not yet been determined. 
     
     
         61 . The electronic gaming machine of  claim 54  wherein the processor is further programmed to update the historical skill level of a player based on at least one of an award history, a bonus award history or a skill level of the player. 
     
     
         62 . The electronic gaming machine of  claim 54  wherein the identity of the player is determined based on a player reward card. 
     
     
         63 . The electronic gaming machine of  claim 54  wherein the processor is further programmed to determine the identity of the player based on recognizing a mobile device of the player. 
     
     
         64 . The electronic gaming machine of  claim 54  wherein the processor is further programmed to adjust the award amounts and the difficulty of the at least partially skill-based activity to maintain a predetermined percentage or percentage range of money or credits returned to the player over time. 
     
     
         65 . The electronic gaming machine of  claim 54  wherein the processor is further programmed to adjust the award amounts and the randomness of the game of chance to maintain a predetermined percentage or percentage range of money or credits returned to the player over time. 
     
     
         66 . An electronic gaming machine comprising:
 a monetary input device configured to determine a monetary value associated with a physical item;   a user interface configured to:
 enable a player to select a wager for a game of chance; 
 enable the player to interact with the game of chance using a gaming input device; 
 and enable the player to initiate a cash out operation; and 
   a processor programmed to:
 add the monetary value to a credit balance for the player; 
 deduct the selected wager from the credit balance; 
 decrease the credit balance in response to the cash out operation;
 enable the player to receive an award associated with the game of chance based at least in part on input received by the gaming input device, the game of chance comprising a skill-based activity, wherein the player is enabled to interact with the skill-based activity using the gaming input device; and 
 adjust award amounts based on a skill level of the player, as determined by monitoring play of the electronic gaming machine game by the player during a given time period, and responsive to actual return to player deviates in a threshold amount from a predetermined value or predetermined value range of the expected return to player. 
 
   
     
     
         67 . The electronic gaming machine of  claim 66  wherein award amounts return to a normal range once the deviation between actual return to player and the predetermined value of the expected return to player is resolved. 
     
     
         68 . The electronic gaming machine of  claim 66  wherein the deviation in a threshold amount between actual return to player and expected return to player is set at one of the following: a predetermined percentage of deviation or a predetermined percentage range of deviation, a target value or a tolerance range. 
     
     
         69 . An electronic gaming machine comprising:
 a monetary input device configured to determine a monetary value associated with a physical item;   a user interface configured to: enable a player to interact with a game of chance using a gaming input device;   enable the player to initiate a cash out operation; and   a processor programmed to:
 add the monetary value to a credit balance for the player; 
 deduct the selected wager from the credit balance; 
 decrease the credit balance in response to the cash out operation; 
 enable the player to receive an award associated with the game of chance based at least in part on input from the gaming input device, the game of chance including a skill-based activity having a plurality of skill-based characteristics; 
 establish a maximum return-to-player threshold less than 100% for a player having a skill level above a specified skill threshold; and 
 adjust the return to player level or percentage range return to player level to less than the return to player threshold by adjusting award awards associated with the skill-based activity. 
   
     
     
         70 . The electronic gaming machine of  claim 69  wherein the processor is further programmed to identify the player and an associated skill level, and to adjust the percentage return to player or percentage range return to player based on the associated skill level. 
     
     
         71 . The electronic gaming machine of  claim 69  wherein the game of chance comprises a primary game and wherein the processor is further programmed to present a skill-based bonus game in response to a specified outcome of the primary game.

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