Methods, devices and systems for skill-based wagering games with programmatically-variable-randomness
First Claim
1. A computer-implemented method, comprising:
- providing a regulated gaming machine comprising at least one processor, a display and a player interface;
providing, in the regulated gaming machine, a game configured for execution by the at least one processor and requiring a plurality of skillful actions by a player to achieve an objective of the game, the game being further configured such that skilled players more often achieve or come closer to achieve the objective of the game than do comparatively less-skilled players;
iteratively, during game play of the provided game;
selectively generating a random value from within a predetermined range of values;
receiving inputs from the player via the player interface;
generating a skillful action of the required plurality of skillful actions within the game based upon the received player inputs;
generating a randomly-altered outcome of the skillful action by applying the selectively generated random value to at least one of;
the received player inputs; and
a determined outcome of the skillful action;
selectively providing a reward to the player according to the randomly-altered outcome and according to a predetermined target Return to Player (RTP) percentage for the game;
selectively changing the predetermined range of values such that a later-generated random value is randomly generated from within the changed predetermined range of values; and
displaying the randomly-altered outcome of the skillful action and the reward to the player on the display.
3 Assignments
0 Petitions
Accused Products
Abstract
A game, configured for execution in a regulated gaming machine, may require skillful actions by a player to achieve an objective of the game. The game may be further configured such that outcomes are partially determined by randomness and partially determined by inputs to the regulated gaming machine from the player. A computer-implemented method may comprise, iteratively, during game play of the game: receiving inputs from the player via a player interface; generating a skillful action within the game based upon the received player inputs, and generating an outcome of the skillful action that is partially determined by randomness and partially determined by the generated skillful action based upon the player inputs. A reward may be selectively provided to the player according to the generated outcome and according to a predetermined target Return to Player (RTP) percentage for the game. The degree to which the randomness affects the generated outcome and the degree to which the skillful action based upon inputs from the player affect the generated outcome may then be changed such that a later-generated outcome is differently affected by the randomness and by inputs from the player than a prior-generated outcome.
60 Citations
20 Claims
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1. A computer-implemented method, comprising:
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providing a regulated gaming machine comprising at least one processor, a display and a player interface; providing, in the regulated gaming machine, a game configured for execution by the at least one processor and requiring a plurality of skillful actions by a player to achieve an objective of the game, the game being further configured such that skilled players more often achieve or come closer to achieve the objective of the game than do comparatively less-skilled players; iteratively, during game play of the provided game; selectively generating a random value from within a predetermined range of values; receiving inputs from the player via the player interface; generating a skillful action of the required plurality of skillful actions within the game based upon the received player inputs; generating a randomly-altered outcome of the skillful action by applying the selectively generated random value to at least one of; the received player inputs; and a determined outcome of the skillful action; selectively providing a reward to the player according to the randomly-altered outcome and according to a predetermined target Return to Player (RTP) percentage for the game; selectively changing the predetermined range of values such that a later-generated random value is randomly generated from within the changed predetermined range of values; and displaying the randomly-altered outcome of the skillful action and the reward to the player on the display. - View Dependent Claims (2, 3, 4, 5)
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6. A computer-implemented method, comprising:
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providing a regulated gaming machine comprising at least one processor, a display and a player interface; providing, in the regulated gaming machine, a game configured for execution by the at least one processor and requiring a plurality of skillful actions by a player to achieve an objective of the game, the game being further configured such that outcomes are partially determined by randomness and partially determined by skillful actions generated based upon inputs to the regulated gaming machine from the player; iteratively, during game play of the provided game; selectively generating a random value from within a predetermined range of values; receiving inputs from the player via the player interface; applying the selectively generated random value to the received player inputs; generating a skillful action within the game based upon the altered player inputs; generating an outcome of the generated skillful action that is partially determined by randomness and partially determined by the generated skillful action based upon the altered player inputs; selectively providing a reward to the player according to the generated outcome and according to a predetermined target Return to Player (RTP) percentage for the game; and selectively changing a degree to which the randomness affects at least one later-generated outcome and selectively changing the predetermined range of values, such that a random value that is later-generated from within a narrower predetermined range of values enables smaller changes to be applied to later-received player inputs and results in smaller changes to the at least one later-generated outcome and such a random value that is later-generated from within a comparatively broader predetermined range of values enables greater changes to be applied to later-received player inputs and results in smaller changes to the at least one later-generated outcome; and displaying the generated outcome on the display of the regulated gaming machine. - View Dependent Claims (7, 8, 9, 10)
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11. An electronic, wager-based regulated gaming device, comprising:
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a memory; at least one processor; a display; a player interface; and a plurality of processes spawned by the at least one processor, the plurality of processes comprising processing logic to; provide, in the regulated gaming machine, a game configured for execution by the at least one processor and requiring a plurality of skillful actions by a player to achieve an objective of the game, the game being further configured such that outcomes are partially determined by randomness and partially determined by skillful actions generated based upon inputs to the regulated gaming machine from the player; iteratively, during game play of the provided game; selectively generating a random value from within a predetermined range of values; receiving inputs from the player via the player interface; applying the selectively generated random value to the received player inputs; generating a skillful action within the game based upon the altered player inputs; generating an outcome of the generated skillful action that is partially determined by randomness and partially determined by the generated skillful action based upon the altered player inputs; selectively providing a reward to the player according to the generated outcome and according to a predetermined target Return to Player (RTP) percentage for the game; and selectively changing a degree to which the randomness affects at least one later-generated outcome and selectively changing the predetermined range of values, such that a random value that is later-generated from within a narrower predetermined range of values enables smaller changes to be applied to later-received player inputs and results in smaller changes to the at least one later-generated outcome and such a random value that is later-generated from within a comparatively broader predetermined range of values enables greater changes to be applied to later-received player inputs and results in smaller changes to the at least one later-generated outcome; and displaying the generated outcome on the display of the regulated gaming machine. - View Dependent Claims (12, 13, 14, 15)
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16. A tangible, non-transitory computer-readable medium having data stored thereon representing sequences of instructions which, when executed by a regulated gaming computing device comprising at least one processor, a display and a player interface, cause the regulated gaming to carry out a method, comprising:
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providing a regulated gaming machine providing, in the regulated gaming machine, a game configured for execution by the at least one processor and requiring a plurality of skillful actions by a player to achieve an objective of the game, the game being further configured such that outcomes are partially determined by randomness and partially determined by skillful actions generated based upon inputs to the regulated gaming machine from the player; iteratively, during game play of the provided game; selectively generating a random value from within a predetermined range of values; receiving inputs from the player via the player interface; applying the selectively generated random value to the received player inputs; generating a skillful action within the game based upon the altered player inputs; generating an outcome of the generated skillful action that is partially determined by randomness and partially determined by the generated skillful action based upon the altered player inputs; selectively providing a reward to the player according to the generated outcome and according to a predetermined target Return to Player (RTP) percentage for the game; and selectively changing a degree to which the randomness affects at least one later-generated outcome and selectively changing the predetermined range of values, such that a random value that is later-generated from within a narrower predetermined range of values enables smaller changes to be applied to later-received player inputs and results in smaller changes to the at least one later-generated outcome and such a random value that is later-generated from within a comparatively broader predetermined range of values enables greater changes to be applied to later-received player inputs and results in smaller changes to the at least one later-generated outcome; and displaying the generated outcome on the display of the regulated gaming machine. - View Dependent Claims (17, 18, 19, 20)
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Specification