AI-based hopping reward program
A gaming system, device, and method supportive of a self-evolving, AI-based player and other behaviors are provided. The gaming system, device, and method tracks in real time gameplay behavior of a set of players in different gameplay sessions to generate real time gameplay data; based on the real time gameplay data, modifies a player behavior model corresponding to each player in the set of players and a collective behavior model representing a collective behavior of the set of players, for each player in the set of players, determines, by a selected player behavior model, a predicted gameplay behavior in response to a reward offering, and compares a predicted gameplay behavior for each player to one or more player gameplay behavior eligibility thresholds and/or a predicted gameplay behavior of another player to select players eligible to receive the reward offering.
1 . A gaming system comprising:
a communication interface;
a processor coupled with the communication interface; and
a computer-readable storage medium coupled with the processor, the computer-readable storage medium storing data thereon that enables the processor to:
provide historical gameplay data, the historical gameplay data comprising a plurality of different predetermined types of data;
based on the historical gameplay data, change a parameter of a trained corresponding player behavior model for each player of a plurality of players;
update an electronic record associated with each player's trained corresponding behavior model to reflect the changed parameter, the changed parameter being different for each player's trained corresponding player behavior model;
for each player in the plurality of players, determine, by the trained corresponding player behavior model, a plurality of potential predicted behaviors of a respective player over a future time interval in response to a reward offering;
select, as a predicted behavior of a corresponding player, a potential predicted player behavior having at least a threshold probability of occurrence;
update an electronic record associated with each player to reflect a corresponding selected potential predicted player behavior;
determine, by a gaming system behavior model, a plurality of predicted behaviors of a gaming system component over the future time interval;
select, as a predicted behavior of the gaming system, a potential predicted gaming system behavior having at least a threshold probability of occurrence;
update an electronic record associated with the gaming system to reflect the selected potential predicted gaming system behavior;
based on the selected potential predicted gaming system behavior, determine to instantiate an opportunity to receive a reward in addition to a gameplay session outcome over the future time interval to produce a target outcome;
for each player in a set of players, compare the selected potential predicted player behavior corresponding to each player in the set of players against a predicted behavior from a collective behavior model representing a collective behavior of the set of players to select at least first and second players satisfying one or more player gameplay behavior thresholds;
provide, during different gameplay sessions of the at least first and second players, respectively, during the future time interval a reward indicator to a gaming device of each of the at least first and second players, the reward indicator corresponding to the opportunity to receive the reward offering in addition to a gameplay session outcome;
track in real time gameplay behavior of the at least first and second players in the set of players in the different gameplay sessions to generate real time gameplay data over the future time interval, each player of the at least first and second players corresponding to a different set of real time gameplay data;
based on the real time gameplay data, determine an actual behavior of each of the at least first and second players and an actual behavior of the gaming system component over the future time interval;
for a selected player of the at least first and second players, compare the selected potential predicted player behavior of the selected player against the actual behavior of the selected player over the future time interval to determine a respective deviation threshold;
when the respective deviation threshold for the selected player exceeds a predetermined player deviation threshold, change the parameter of the trained corresponding player behavior model for the selected player, the trained corresponding player behavior model for each player in the set of players being different from a trained corresponding player behavior model for another player in the set of players; and
update the electronic record associated with the trained corresponding player behavior model to reflect the changed parameter.
2 . The system of claim 1 , wherein the real time gameplay data comprises one of speed of play, cash in amount, wager behavior, wagering speed, cash out amount, play session length, additional in-session cash in amounts, and idle time, wherein the selected potential predicted player behavior of the respective player comprises a predicted gameplay behavior of the respective player, wherein the processor compares the selected potential predicted player behavior of a selected player to the selected potential predicted player behavior of another player to select the at least first and second players, and wherein the reward comprises one or more of mystery cash win, mystery triggered bonus game, bonus WILD symbol, side jackpot, secondary bonus game, and a loyalty reward.
3 . The system of claim 1 , wherein the processor causes an avatar associated with the reward offering to move, after a first determined residence time, from a first gaming display rendering a first gameplay session associated with the first player to a second gaming display rendering a second gameplay session associated the second player and to move, after a second determined residence time, from the second gaming display rendering the second gameplay session associated with the second player to a third gaming display rendering a third gameplay session associated a third player satisfying one or more player gameplay behavior thresholds.
4 . The system of claim 1 , wherein, in selecting the at least first and second players, the processor further compares first output from a first trained corresponding player behavior model against second output from a second trained corresponding player behavior model to determine whether each of the at least first and second players satisfy one or more player gameplay behavior thresholds.
5 . The system of claim 1 , wherein the reward offering is independent of a final outcome of a current gameplay session associated with the at least first and second players and wherein the processor further determines, based on an output from the collective behavior model, a reward amount and reward pulse to hit frequency, compares the selected potential predicted gaming system behavior over the future time interval against an actual behavior of the gaming system component over the future time interval to determine a deviation threshold, and when the deviation threshold for the gaming system component exceeds a predetermined gaming system component deviation threshold, change a parameter of the gaming system behavior model.
6 . The system of claim 3 , wherein the one or more player gameplay behavior thresholds comprise a predicted reaction of a selected player to being offered the reward offering and a casino benefit realized from offering the reward offering to the selected player and wherein the gaming system behavior model predicts a behavior of gaming devices associated with the set of players.
7 . The system of claim 3 , wherein the one or more player gameplay behavior thresholds comprise speed of play, money wagered per time, and floor-average comparison and wherein the collective behavior model comprises a representative player behavior model predicting a behavior of a representative player in the set of players.
8 . A method, comprising:
providing historical gameplay data, the historical gameplay data comprising a plurality of different predetermined types of data;
based on the historical gameplay data, changing a parameter of a trained corresponding player behavior model for each player of a plurality of players;
updating an electronic record associated with each player behavior model to reflect the changed parameter, the changed parameter being different for each player's trained corresponding player behavior model;
for each player in the plurality of players, receiving, from the trained corresponding player behavior model, a plurality of potential predicted behaviors of a respective player over a future time interval in response to a reward offering;
selecting, as a predicted behavior of a corresponding player, a potential predicted player behavior having at least a threshold probability of occurrence;
updating an electronic record associated with each player to reflect a corresponding selected potential predicted player behavior;
receiving, from a gaming system behavior model, a plurality of predicted behaviors of a gaming system component over the future time interval;
selecting, as a predicted behavior of the gaming system, a potential predicted gaming system behavior having at least a threshold probability of occurrence;
updating an electronic record associated with the gaming system to reflect the selected potential predicted gaming system behavior;
based on the selected potential predicted gaming system behavior, determining to instantiate an opportunity to receive the reward offering in addition to a gameplay session outcome over the future time interval to produce a target outcome;
for each player in a set of players, comparing the selected potential predicted player behavior corresponding to each player in the set of players against a predicted behavior from a collective behavior model representing a collective behavior of the set of players to select at least first and second players satisfying one or more player gameplay behavior thresholds;
providing, during different gameplay sessions of the at least first and second players, respectively, during the future time interval a reward indicator to a gaming device of each of the at least first and second players, the reward indicator corresponding to the opportunity to receive the reward offering in addition to a gameplay session outcome;
tracking in real time gameplay behavior of the at least first and second players in the set of players in the different gameplay sessions to generate real time gameplay data over the future time interval, each player of the at least first and second players corresponding to a different set of real time gameplay data;
based on the real time gameplay data, determining an actual behavior of each of the at least first and second players and an actual behavior of the gaming system component over the future time interval;
for a selected player of the at least first and second players, comparing the selected potential predicted player behavior of the selected player against the actual behavior of the selected player over the future time interval to determine a respective deviation threshold;
when the respective deviation threshold for the selected player exceeds a predetermined player deviation threshold, changing the parameter of the trained corresponding player behavior model for the selected player, the trained corresponding player behavior model for each player in the set of players being different from a trained corresponding player behavior model for another player in the set of players;
updating the electronic record associated with the trained corresponding player behavior model to reflect the changed parameter of the trained corresponding player behavior model;
comparing the predicted behavior of the gaming system component over the future time interval against an actual behavior of the gaming system component over the future time interval to determine a deviation threshold;
when the deviation threshold for the gaming system component exceeds a predetermined gaming system component deviation threshold, changing a parameter of the gaming system behavior model; and
updating the electronic record associated with the gaming system behavior model to reflect the changed parameter of the gaming system behavior model.
9 . The method of claim 8 , wherein the real time gameplay data comprises one of speed of play, cash in amount, cash out amount, play session length, additional in-session cash in amounts, wager behavior, wagering speed, and idle time, wherein the comparing compares the selected potential predicted player behavior of a selected player to the selected potential predicted player behavior of another player, and wherein the reward offering comprises one or more of mystery cash win, mystery triggered bonus game, bonus WILD symbol, side jackpot, secondary bonus game, and a loyalty reward.
10 . The method of claim 8 , further comprising:
after a first determined residence time, moving an avatar associated with the reward offering from a first gaming display rendering a first gameplay session associated with the first player to a second gaming display rendering a second gameplay session associated the second player; and
after a different second determined residence time, moving the avatar from the second gaming display rendering the second gameplay session associated with the second player to a third gaming display rendering a third gameplay session associated a third player satisfying one or more player gameplay behavior eligibility thresholds.
11 . The method of claim 8 , wherein the reward offering is independent of a final outcome of a current gameplay session associated with the at least first and second players and wherein selecting of the at least first and second players further comprises:
comparing first output from a first trained corresponding player behavior model against second output from a second trained corresponding player behavior model to determine whether each of the at least first and second players satisfy one or more player gameplay behavior thresholds.
12 . The method of claim 8 , further comprising:
determining, based on output from a collective player behavior model, a reward amount and reward pulse to hit frequency and wherein the collective player behavior model comprises a representative player behavior model predicting a behavior of a representative player in the set of players.
13 . The method of claim 10 , wherein the one or more player gameplay behavior eligibility thresholds comprise a predicted reaction of a selected player to being offered the reward and a casino benefit realized from offering the reward to the selected player.
14 . The method of claim 10 , wherein the one or more player gameplay behavior eligibility thresholds comprise speed of play, money wagered per time, and floor-average comparison and wherein the collective behavior model comprises a gaming system behavior model predicting a behavior of gaming devices associated with the set of players.
15 . A system comprising:
a communication interface;
a processor coupled with the communication interface; and
a computer-readable storage medium coupled with the processor, the computer-readable storage medium comprising processor-executable instructions that, when executed by the processor, cause the processor to:
track in real time gameplay behavior of a set of players in different gameplay sessions to generate real time gameplay data;
based on the real time gameplay data, modify a parameter of a player gameplay behavior model;
update a stored electronic record to reflect the modified parameter;
determine, by a gaming system behavior model, a plurality of potential predicted behavior of a gaming system component over a future time interval in response to a reward program offering, the reward program offering being independent of a final outcome of a current gameplay session;
select, as a predicted gaming system behavior, a potential predicted gaming system behavior having at least a threshold probability of occurrence;
update a stored electronic record to reflect the selected potential predicted gaming system behavior;
determine, using the player gameplay behavior model, a plurality of potential predicted player gameplay behaviors over the future time interval resulting from the reward program offering;
select, as a predicted player gameplay behavior, a potential predicted player gameplay behavior having at least a threshold probability of occurrence;
update the stored electronic record to reflect the selected potential predicted player gameplay behavior;
compare the selected potential predicted gaming system behavior to a set of requirements to determine to offer the reward program offering to one or more players in the set of players over the future time interval;
provide, during the future time interval and during one or more gameplay sessions of the one or more players a reward indicator associated with the reward program offering to a gaming device of each of the one or more players;
determine, from gameplay data, a set of results corresponding to the reward program offering;
compare, by a machine learning network, the set of results against the selected potential predicted player gameplay behavior for the one or more players;
update the parameter of the player gameplay behavior model based on a difference between the set of results and the selected potential predicted player gameplay behavior; and
update the stored electronic record to reflect the updated parameter of the player gameplay behavior model.
16 . The system of claim 15 , wherein the real time gameplay data comprises one of speed of play, cash in amount, cash out amount, play session length, additional in-session cash in amounts, wager behavior, wagering speed, and idle time, wherein the potential predicted gaming system behavior is associated with plural gaming devices, and wherein the reward program offering comprises one or more of mystery cash win, mystery triggered bonus game, bonus WILD symbol, side jackpot, and a loyalty reward.
17 . The system of claim 15 , wherein the processor causes an avatar associated with the reward program offering to move, after a first determined residence time, from a first gaming display rendering a first gameplay session associated with a first player of the one or more players to a second gaming display rendering a second gameplay session associated a second player of the one or more players and to move, after a second determined residence time, from the second gaming display rendering the second gameplay session associated with the second player to a third gaming display rendering a third gameplay session associated a third player of the one or more players.
18 . The system of claim 15 , wherein the player gameplay behavior model comprises a representative player behavior model and wherein the selected potential predicted player gameplay behavior is associated with a representative player derived from real time gameplay data from gameplay sessions of the set of players.
19 . The system of claim 15 , wherein the player gameplay behavior model comprises plural player gameplay behavior models, wherein each of the plural player gameplay behavior models corresponds to predicted behavior associated with a corresponding player of the one or more players, wherein each of the player gameplay behavior models is different from others of the plural player gameplay behavior models, wherein the processor further determines, based on the real time gameplay data, a reward amount and reward pulse to hit frequency, and wherein the one or more players are selected based on a player gameplay behavior threshold, the player gameplay behavior threshold comprising one or more of speed of play, money wagered per time, and floor-average comparison.
20 . The system of claim 19 , wherein one or more player gameplay behavior eligibility thresholds comprise a predicted reaction of a selected player to being offered the reward program offering and a casino benefit realized from offering the reward program offering to the selected player and wherein, in selecting the one or more players, the processor further compares first output from a first player gameplay behavior model associated with a first player against second output from a second player gameplay behavior model associated with a second player to determine whether each of at least first and second players satisfy one or more player gameplay behavior thresholds.