IP Library Granted Patent US 8,439,742
Granted Patent B2
US 8,439,742 · App. 13/238,990 · Granted May 14, 2013

Method of adapting a class II game to provide the play characteristics of a class III game

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Quick Facts
Patent No.
US 8,439,742
App. No.
13/238,990
Granted
May 14, 2013
Kind
B2
Abstract

Methods, systems, and devices for adapting a Class II game to provide play characteristics of a Class III game are provided. Plays of the Class III game are simulated in a computer to obtain frequencies of occurrence of at least one Class III award. Plays of the Class II game are simulated in a computer to obtain frequencies of occurrence of at least one Class II outcome. A Class III award is selected. A Class II outcome having a similar frequency of occurrence to the selected Class III award is selected. An award is defined for the selected Class II outcome according to the selected Class III award.

Claims (60)

1. A method of adapting a Class II game to provide play characteristics of a Class III game, the method comprising:

simulating a plurality of plays of the Class III game in a computer to obtain, frequencies of occurrence of at least one Class III award;

simulating a plurality of plays of the Class II game in a computer to obtain frequencies of occurrence of at least one Class II outcome;

selecting a Class III award;

obtaining, from the Class III game simulation, relative frequencies of occurrences of main and special sequences that yield the selected Class III award;

selecting a Class II outcome that has a similar frequency of occurrence to selected Class III award;

defining an award for the selected Class II outcome according to the selected Class III award;

randomly selecting a main or a special sequence that yields the selected Class III award when the selected Class II outcome occurs during play of the Class II game, wherein randomly selecting the main or special sequence comprises weighting the random selection according to the obtained relative frequencies of occurrence of the main and special sequences; and

providing a display corresponding with a display that would have been displayed if the player had been playing the Class III game and had won the selected Class III award according to the selected sequence.

2. A method of adapting a Class II game to provide play characteristics of a Class III game, the method comprising:

simulating a plurality of plays of the Class III game in a computer to obtain frequencies of occurrence of at least one Class III award;

simulating a plurality of plays of the Class II game in a computer to obtain frequencies of occurrence of at least one Class II outcome;

grouping the Class III awards according to ranges of awards;

selecting a Class III award;

obtaining, from the Class III game simulation, relative frequencies of occurrences of main and special sequences that yield awards in the Class III award group that includes the selected Class III award;

selecting a Class II outcome that has a similar frequency of occurrence to the selected Class III award;

defining an award for the selected Class II outcome according to awards in the Class III award group that includes the selected Class III award;

randomly selecting a main or a special sequence that yields an award in the Class III award group that includes the selected Class III award when the selected Class II outcome occurs during play of the Class II game, wherein randomly selecting the main or special sequence comprises weighting the random selection according to the obtained relative frequencies of occurrence of the main and special sequences; and providing a display corresponding with a display that would have been displayed if the player had been playing the Class III game and had won the given Class III award according to the selected sequence.

3. A method of adapting a Class II game to provide play characteristics of a Class III game, the method comprising:

simulating a plurality of plays of the Class III game in a computer to obtain frequencies of occurrence of a plurality of Class III awards;

simulating a plurality of plays of the Class II game in a computer to obtain frequencies of occurrence of at least one Class II outcome;

grouping the Class III awards according to ranges of awards;

selectin a Class III award;

selecting a Class II outcome that has a similar frequency of occurrence to the selected Class III award;

defining an award for the selected Class II outcome according to the selected Class III award, wherein defining an award for the selected Class II outcome comprises defining an award according to awards in the Class III award group that includes the selected Class III award;

running a second simulation of a plurality of plays of the Class II game in a computer using the defined awards of the selected Class II outcomes; and

adjusting the defined awards of the Class II outcomes according to any differences between awards awarded in the second simulation of the Class II game and awards awarded in the simulation of the Class III game.

4. A computer system configured to a Class II carne to characteristics of a Class III game, the computer system comprising:

one or more memories;

one or more processors communicatively coupled with the one or more memories, the one or more processors configured to:

simulate a plurality of plays of the Class III game in a computer to obtain frequencies of occurrence of at least one Class III award;

simulate a plurality of plays of the Class II game in a computer to obtain frequencies of occurrence of at least one Class II outcome;

select a Class III award;

obtain, from the Class III game simulation, relative frequencies of occurrences of main and special sequences that yield the selected Class III award;

select a Class II outcome that has a similar frequency of occurrence to the selected Class III award;

randomly select a main or a special sequence that yields the selected Class III award when the selected Class II outcome occurs during play of the Class II game, wherein randomly selecting the main or special sequence comprises weighting the random selection according to the obtained relative frequencies of occurrence of the main and special sequences; and

define an award for the selected Class II outcome according to the selected Class III award.

5. A computer program product for adapting a Class II game to provide play characteristics of a Class III game, the computer program product comprising:

a non-transitory computer-readable medium comprising:

code for simulating a plurality of plays of the Class III game in a computer to obtain frequencies of occurrence of at least one Class III award;

code for simulating a plurality of plays of the Class II game in a computer to obtain frequencies of occurrence of at least one Class II outcome;

code for grouping the Class III awards according to ranges of awards;

code for selecting a Class III award;

code for obtaining, from the Class III game simulation, relative frequencies of occurrences of main and special sequences that yield awards in a Class III award group that includes the selected Class III award;

code for selecting a Class II outcome that has a similar frequency of occurrence to the selected Class III award;

code for defining an award for the selected Class II outcome according to awards in the Class III award group that include the selected Class III award;

code for randomly selecting a main or a special sequence that yields an award in the Class III award group that includes the selected Class III award when the selected Class II outcome occurs during play of the Class II game, wherein randomly selecting the main or special sequence comprises weighting the random selection according to the obtained relative frequencies of occurrence of the main and special sequences; and

code for providing a display corresponding with a display that would have been displayed if the player had been playing the Class III game and had won the given Class III award according to the selected sequence.

6. A computer program product for adapting a Class II game to provide play characteristics of a Class III game, the computer program product comprising:

a non-transitory computer-readable medium comprising:

code for simulating a plurality of plays of the Class III game in a computer

to obtain frequencies of occurrence of at least one Class III award;

code for simulating a plurality of plays of the Class II game in a computer

to obtain frequencies of occurrence of at least one Class II outcome;

code for grouping the Class III awards according to ranges of awards;

code for selecting a Class III award;

code for selecting a Class II outcome that has a similar frequency of occurrence to the selected Class III award; and

code for defining an award for the selected Class II outcome according to awards in the Class III award group that include the selected Class III award;

code for running a second simulation of a plurality of plays of the Class II game in a computer using the defined awards of the selected Class II outcomes; and

code for adjusting the defined awards of the Class II outcomes according to any differences between awards awarded in the second simulation of the Class II game and awards awarded in the simulation of the Class III game.

Assignments (6)
RELEASE OF SECURITY INTERESTS AT R/F 042712/0455 Recorded Jul 1, 2025
From: JEFFERIES FINANCE LLC
To: AGS LLC
Reel/Frame 071784/0539 →
SECURITY INTEREST Recorded Jun 30, 2025
From: AGS LLC
To: BARCLAYS BANK PLC
Reel/Frame 071787/0124 →
SECURITY INTEREST Recorded Jun 7, 2017
From: AGS LLC
To: JEFFERIES FINANCE LLC, AS COLLATERAL AGENT
Reel/Frame 042712/0455 →
RELEASE OF SECURITY INTEREST Recorded Jun 6, 2017
From: CITICORP NORTH AMERICA, INC.
To: AGS LLC; CADILLAC JACK, INC.
Reel/Frame 042702/0036 →
SECURITY AGREEMENT Recorded Dec 24, 2013
From: AGS LLC
To: CITICORP NORTH AMERICA, INC., AS COLLATERAL AGENT
Reel/Frame 031869/0018 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Jan 4, 2012
From: CHANG, YI-CHEN; LIFCHITS, INNA; VANCURA, OLAF
To: AGS, LLC
Reel/Frame 027476/0681 →