IP Library Granted Patent US 10,643,430
Granted Patent B2
US 10,643,430 · App. 16/439,347 · Granted May 5, 2020

Casino gaming machines and skill games having added stochastic input

Inventors: Michael M Oberberger (Spring Hill, TN); Nolan K Bushnell (Los Angeles, CA)
Assignee: SYNERGY BLUE LLC
G07F17/3262G07F17/3209
View Patent ↗
Loading inventors, assignments & file history…
Monitor This Case
Get email alerts when status or documents change.
Order Certified Copies
Most orders are placed with the USPTO same day — all within 24 business hours.
Order via The Patent Place →
Pre-filled with this patent's details
Quick Facts
Patent No.
US 10,643,430
App. No.
16/439,347
Granted
May 5, 2020
Kind
B2
Abstract

A computer-implemented method may comprise providing a regulated gaming machine and a game in which skilled players most often achieve greater success than less-skilled players. The game may be configured to generate in-game assets configured such that interaction therewith by players during game play selectively triggers wagers. Before the player inputs are used to interact with the in-game assets, random perturbations are introduced in one or more characteristics thereof, the random perturbations being configured such that the selectively triggered wagers, in the aggregate, reward both the skilled players and the less-skilled players according to a predetermined target Return-to-Player (RTP) percentage for the game. The randomly-perturbed player inputs may then be used to interact with the plurality of in-game assets to generate outcomes. Depending upon the generated outcomes, rewards may be provided to and displayed for the players, according to the predetermined target RTP percentage of the game.

Claims (44)

1. A computer-implemented method, comprising:

providing a regulated gaming machine, the regulated gaming machine comprising at least one processor, a display and a user interface;

providing, in the regulated gaming machine, a game configured for execution by the at least one processor and configured such that skilled players most often achieve greater success in the game than comparatively less-skilled players, the game being configured to generate a plurality of in-game assets on the display of the regulated gaming machine, the plurality of in-game assets being configured such that interaction therewith by players during game play selectively triggers wagers;

receiving, via the user-interface of the regulated gaming machine, at least one player input to interact with a selected one of the generated plurality of in-game assets to trigger a wager;

applying, by the processor, the received at least one player input to a skill-based game engine to generate an outcome;

after the received at least one player input is applied to the skill-based engine but before a reward corresponding to the triggered wager is determined, introducing a random perturbation in the generated outcome;

displaying the randomly-perturbed outcome of the triggered wager on the display of the regulated gaming machine; and

determining and providing a reward to the player based upon the randomly-perturbed outcome and according to a predetermined target Return-to-Player (RTP) percentage for the game.

2. The computer-implemented method of claim 1 wherein, for at least some of the wagers triggered within the regulated gaming machine, the introduction of the random perturbation is performed such that the triggered wagers, in the aggregate, reward both the skilled players and the less-skilled players according to the predetermined target RTP percentage for the game.

3. The computer-implemented method of claim 1 , wherein the random perturbations introduce a random spatial offset to the generated outcome.

4. The computer-implemented method of claim 1 , wherein the random perturbations introduce a change in physics to the generated outcome.

5. The computer-implemented method of claim 1 , wherein the random perturbations introduce a change in mechanics in the generated outcome that determines at least, within the provided game, a manner in which the received user inputs interact with the plurality of in-game assets and a manner in which the plurality of in-game assets interact with each other and with an in-game environment.

6. The computer-implemented method of claim 1 , further comprising introducing random perturbations in a selected received player input before the selected received player input is applied to the skill-based game engine.

7. An electronic, wager-based gaming device, comprising:

a memory;

at least one processor;

a display;

a user interface; and

a plurality of processes spawned by the processor, the plurality of processes comprising processing logic to:

provide a regulated gaming machine, the regulated gaming machine comprising at least one processor, a display and a user interface;

provide, in the regulated gaming machine, a game configured for execution by the at least one processor and configured such that skilled players most often achieve greater success in the game than comparatively less-skilled players, the game being configured to generate a plurality of in-game assets on the display of the regulated gaming machine, the plurality of in-game assets being configured such that interaction therewith by players during game play selectively triggers wagers;

receive, via the user-interface of the regulated gaming machine, at least one player input to interact with a selected one of the generated plurality of in-game assets to trigger a wager;

apply, by the processor, the received at least one player input to a skill-based game engine to generate an outcome;

after the received at least one player input is applied to the skill-based engine but before a reward corresponding to the triggered wager is determined, introduce a random perturbation in the generated outcome;

display the randomly-perturbed outcome of the triggered wager on the display of the regulated gaming machine; and

determine and provide a reward to the player based upon the randomly-perturbed outcome and according to a predetermined target Return-to-Player (RTP) percentage for the game.

8. The electronic, wager-based gaming device of claim 7 wherein, for at least some of the wagers triggered within the regulated gaming machine, the introduction of the random perturbation is performed such that the triggered wagers, in the aggregate, reward both the skilled players and the less-skilled players according to the predetermined target RTP percentage for the game.

9. The electronic, wager-based gaming device of claim 7 , wherein the random perturbations introduce a random spatial offset to the generated outcome.

10. The electronic, wager-based gaming device of claim 7 , wherein the random perturbations introduce a change in physics to the generated outcome.

11. The electronic, wager-based gaming device of claim 7 , wherein the random perturbations introduce a change in mechanics in the generated outcome that determines at least, within the provided game, a manner in which the received user inputs interact with the plurality of in-game assets and a manner in which the plurality of in-game assets interact with each other and with an in-game environment.

12. The electronic, wager-based gaming device of claim 7 , further comprising processing logic to introduce random perturbations in a selected received player input before the selected received player input is applied to the skill-based game engine.

13. A tangible, non-transitory computer-readable medium having data stored thereon representing sequences of instructions which, when executed by a regulated gaming computing device, cause the regulated gaming to carry out a method, comprising:

providing a regulated gaming machine, the regulated gaming machine comprising at least one processor, a display and a user interface;

providing, in the regulated gaming machine, a game configured for execution by the at least one processor and configured such that skilled players most often achieve greater success in the game than comparatively less-skilled players, the game being configured to generate a plurality of in-game assets on the display of the regulated gaming machine, the plurality of in-game assets being configured such that interaction therewith by players during game play selectively triggers wagers;

receiving, via the user-interface of the regulated gaming machine, at least one player input to interact with a selected one of the generated plurality of in-game assets to trigger a wager;

applying, by the processor, the received at least one player input to a skill-based game engine to generate an outcome;

after the received at least one player input is applied to the skill-based engine but before a reward corresponding to the triggered wager is determined, introducing a random perturbation in the generated outcome;

displaying the randomly-perturbed outcome of the triggered wager on the display of the regulated gaming machine; and

determining and providing a reward to the player based upon the randomly-perturbed outcome and according to a predetermined target Return-to-Player (RTP) percentage for the game.

14. The tangible, non-transitory computer-readable medium of claim 13 wherein, for at least some of the wagers triggered within the regulated gaming machine, the introduction of the random perturbation is performed such that the triggered wagers, in the aggregate, reward both the skilled players and the less-skilled players according to the predetermined target RTP percentage for the game.

15. The tangible, non-transitory computer-readable medium of claim 13 , wherein the random perturbations introduce a random spatial offset to the generated outcome.

16. The tangible, non-transitory computer-readable medium of claim 13 , wherein the random perturbations introduce a change in physics to the generated outcome.

17. The tangible, non-transitory computer-readable medium of claim 13 , wherein the random perturbations introduce a change in mechanics in the generated outcome that determines at least, within the provided game, a manner in which the received user inputs interact with the plurality of in-game assets and a manner in which the plurality of in-game assets interact with each other and with an in-game environment.

18. The tangible, non-transitory computer-readable medium of claim 13 , further comprising introducing random perturbations in a selected received player input before the selected received player input is applied to the skill-based game engine.

Assignments (4)
SECURITY INTEREST Recorded Jan 24, 2025
From: EMPIRE TECHNOLOGICAL GROUP LIMITED
To: FIFTH THIRD BANK, N.A.
Reel/Frame 070179/0634 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Feb 21, 2024
From: AKKADIAN ENTERPRISES
To: EMPIRE TECHNOLOGICAL GROUP LIMITED
Reel/Frame 066644/0652 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Jul 6, 2022
From: SYNERGY BLUE, LLC
To: AKKADIAN ENTERPRISES
Reel/Frame 060406/0192 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Nov 12, 2021
From: OBERBERGER, MICHAEL M; BUSHNELL, NOLAN K
To: SYNERGY BLUE LLC
Reel/Frame 058101/0813 →