TECHNICAL FIELD
[0001] The present disclosure relates to a computer implemented method performed by a gaming
system. In particular, the present disclosure relates to a scheme for extending possible
gaming outcomes also in cases of not reaching a matching level being above a predefined
threshold. The present disclosure also relates to a corresponding gaming system and
to a computer program product.
BACKGROUND
[0002] Games of chance, particularly in the form of online gaming, have become a widely
recognized form of entertainment. The sustained success of the gaming industry is
heavily reliant on its ability to innovate, introducing novel games and gaming concepts
that captivate the gaming audience. This innovative drive is notably evidenced by
the industry's adaptation to the digital era, with the Internet and online gaming
platforms spearheading a new era of game accessibility and diversity.
[0003] In the online gaming realm, it is a continual pursuit to engage both new and existing
players through inventive means, ensuring that they are drawn to, and retained by,
the gaming operator's site. One such method involves the introduction of unexpected
game scenarios, which hold the potential to both intrigue and motivate players. The
allure of these scenarios lies in their ability to emerge unexpectedly, thereby heightening
the gaming experience with the prospect of novel and unforeseen outcomes.
[0004] Introducing these elements of surprise within the game can further have the beneficial
side effect of increasing the player's potential payout. Such scenarios can augment
the value of a player's bet, providing an additional layer of excitement. However,
this potential for increased payouts must be carefully regulated by the gaming operator
to ensure that the payouts remain within manageable limits. There exists, therefore,
a continuous need to balance the game's appeal, via the potential for enhanced payouts,
with the imperative for the operator to maintain comprehensive control over the game's
operational parameters.
SUMMARY
[0005] According to an aspect of the present disclosure, the above is at least partly met
by computer implemented method performed by a gaming system, the gaming system comprising
a server arranged in communication with an electronic user device using a network
connection, the electronic user device comprising a display screen, the gaming system
arranged to operate a series of consecutive games, wherein the method comprises, for
each of the plurality of consecutive games receiving, at the server, a request from
the electronic user device to play a game in the series of consecutive games, the
request comprising a wagering bet, forming, using the server, a table in the form
of a grid having a selected dimension and comprising a selected number of cells, generating,
using the server, a set of elements corresponding to the selected number of cells,
wherein the set of elements are selected from a group of predefined element types,
populating, using the server, the cells of the table with the set of elements, directing,
using the server, the electronic user device to display the table at the display screen,
determining, using the server and by applying a predefined matching scheme, a matching
level between the cells populating the table and each of a plurality of predefined
cluster formations stored at the server, determining, using the server, if the matching
level is within a matching range defined by an upper threshold and a lower threshold,
wherein the upper threshold is arranged lower than a maximum matching level and the
lower threshold is arranged higher than a minimum matching level, and providing, using
the server and if the matching level is within the matching range, a gaming outcome
to the electronic user device, wherein the gaming outcome is dependent on a combination
of the wagering bet, a predefined multiplication factor, and a predefined odds value
for the matching range.
[0006] In accordance with the present disclosure, the gaming interaction primarily involves
a digital representation of a table displayed on the user's device, structured as
a grid composed of multiple cells in an organized layout of rows and columns. Each
cell is filled with an element, which could range from various symbols to numerical
figures, each selected to align with the specific characteristics and rules of the
game at hand. For example, where the game is defined as a virtual slot game, it is
presented on a screen with virtual elements that simulate the experience of traditional
slot machines without the need for physical components.
[0007] Furthermore, in line with the present disclosure the operational scheme according
to the present disclosure addresses the limitations of conventional gaming systems,
where outcomes are often strictly tied to achieving a high matching level. By introducing
a range of acceptable matching levels, the present disclosure ensures that players
are engaged and rewarded even in instances where the highest matching levels are not
attained. This not only enhances the player's gaming experience but also adds a layer
of strategy and excitement to the game, as players navigate through the diverse possibilities
of winning outcomes based on different matching levels.
[0008] To facilitate efficient server-side outcome processing, the predefined matching scheme
employs a set of fixed matching levels that correspond to specific outcome ranges.
These ranges, each defined by a matching level threshold, allow the server to classify
results dynamically, evaluating if the achieved matching level is within a defined
range (e.g., win, near-win, or loss). By classifying outcomes in this manner, the
server can immediately determine the applicable outcome range without recalculating
from scratch. Such a streamlined approach reduces server processing requirements,
improving computational efficiency for handling high volumes of simultaneous game
instances, particularly during peak traffic times. Furthermore, such a classification
provides the basis for the varied reward structure applied to each predefined outcome
range, thereby enhancing player engagement through a structured and scalable reward
system.
[0009] Accordingly, if the player "almost won", then a gaming outcome is still determined
and provided to the electronic user device. As indicated above, this gaming outcome
is in turn dependent on a combination of the wagering bet, a predefined multiplication
factor, and a predefined odds value for the matching range. The scheme according to
the present disclosure may thus maintain a player interest using the novel reward
system. The ability to reward "near wins" effectively broadens the appeal of the game,
making it accessible and engaging for a wider range of players. An example of a "near
miss" includes collecting just short of a predetermined number of symbols to enter
a bonus round.
[0010] Generally, when the operational scheme according to the present disclosure is applied
to a game concept provided by the server, it may be possible to increase the randomization
of the game, thus potentially allowing for increasing winning possibilities for a
player participating in the game. An advantage following such a possibility is an
improved attraction power to the game, thus potentially allowing for the player to
remain playing the game for an increased duration as compared to previously known
similar operational schemes. This could potentially be beneficial to both the player
participating in the game and the gaming operator providing the game. Additionally,
allowing for an increased randomization of the game may potentially further increase
the security of the game, since known general computer-based issues relating to the
generation of randomized material to the game are minimized.
[0011] Furthermore, the operational scheme according to the present disclosure uniquely
capitalizes on server-side computational resources to handle both data processing
and bandwidth optimization. By streamlining the server algorithms, the system not
only reduces computational overhead but also improves the use of network bandwidth.
The processed game data is then efficiently transmitted to the electronic user device,
ensuring a fluid and seamless gaming experience. This amalgamation of computational
efficiency and bandwidth optimization serves a dual purpose, it expedites the gaming
process for players while also conserving valuable server resources. Consequently,
the system can accommodate a greater number of players without compromising on performance,
potentially enhancing both the user experience and the game operator's revenue streams.
[0012] The gaming system may in some embodiments employ a multi-level data compression technique
on the server to minimize the volume of data transmitted to each electronic user device.
The server in such embodiments prioritizes critical game state information and visual
updates, reducing non-essential elements or repetitive game data wherever possible.
The suggested compression mechanism not only conserves bandwidth but also enables
faster delivery of relevant data to the client devices, ensuring that high-priority
information is promptly available on the user's display screen. By compressing outgoing
data streams based on the game state and the interaction level, the server enables
optimal network use without impacting the graphical quality or responsiveness on the
electronic user devices, thus enhancing the overall gaming experience while maintaining
server and network efficiency.
[0013] For ensuring that the determination of the gaming outcome is performed with a minimum
amount of perceived delay in the progression of the game it is desirable to apply
a computational efficient matching scheme. Possible schemes that can be used in relation
to the present disclosure include different forms of so-called graph-based image processing
methods that today find usage within e.g. the computer vision field.
[0014] The definition of "adjacently" as used above may be dependent on the specific implementation
of the present scheme. For example, adjacently may be defined as arranged on the same
row of the table or in the same column of the table. It may however also be possible
to allow other element formations to be seen as adjacently, such for example comprising
a combination of cells arranged both on different columns and on different rows, but
at least sharing a side of a cell to another cell holding a matching element. Other
definitions of element formations comprising matching elements are of course possible
and within the scope of the present disclosure. Such a further example of an element
formation may be where matching elements form specific "shapes", but not necessarily
share a cell side with each other. Thus, two adjacent cells may possibly, in some
embodiments, be seen as two cells at least having "touching" cell corners.
[0015] Generally, the cells of the table include four sides, formed as rectangles. However,
the cells of the table may have any number of sides from three and upwards. Accordingly,
the cells may be shaped as triangles, rectangles/squares, octagons, etc. It could
also be possible to combine differently shaped cells in the same table.
[0016] As indicated above, the table is populated with a different element, where the elements
are selected from a group of predefined element types. The group of predefined element
types may in some embodiments comprise the generic element types that are common to
slot games, etc., for example including "bar" symbols or elements from a deck of cards.
Other element types, possibly specific for the game, are of course possible and within
the scope of the present disclosure. The type of elements may also include at least
one generic element type, in some embodiments defined as a wild card or a joker element,
that may be matchable to all of the plurality of predefined element types. As such,
the generic element type may be equally matchable with e.g. a number as well as a
symbol.
[0017] In accordance with an aspect of the present disclosure, when the matching level achieved
by a player exceeds the upper threshold, the gaming system is configured to provide
an additional gaming opportunity. This feature involves presenting the player with
an extra game, distinct from the main series of consecutive games. Consequently, if
the player indeed has a matching result that is above the upper threshold and this
truly wins (as compared to a "near win"), then the player is rewarded with the mentioned
additional game. The outcome of this additional game is intricately linked to, and
at least partially dependent upon, the player's initial wagering bet. This additional
game not only serves as a reward for surpassing the upper threshold but also introduces
a fresh dimension of gameplay, thereby amplifying player engagement and diversifying
the gaming experience.
[0018] In some embodiments the additional game is defined as a bonus game. This conditional
reward system underscores the game's strategic depth, as players are not only tasked
with playing the game but also with seeking out specific elements that unlock additional
value. It is possible, and within the scope of the present disclosure, to allow a
level of the bonus to be depending on a number of the specific type of the predefined
element types being identified from the set of elements within the table including
amongst others, collecting a specific number of symbols, collecting a specific number
of symbols on certain reels, the appearance of a special symbol. Thus, the bonus awarded
is not static but varies according to the quantity of the specific predefined element
type identified. This feature introduces a variable reward mechanism, enhancing the
game's dynamism. It encourages players to continue playing with the objective of maximizing
their identification of the specific element type, thereby potentially increasing
their bonus reward. This creates an incremental reward system that can sustain player
interest over an extended period, as it provides a continuous incentive for skilled
play.
[0019] If the matching level is within a matching range defined by an upper threshold and
a lower threshold, then the near miss situation occurs so the additional game will
not be triggered but the player may be eligible for a reward. The reward is randomly
awarded and may include a multiplier, a cash prize, a physical prize or combinations
thereof. Visually, the reward may replace the predefined element on the grid or one
or more elements on the grid.
[0020] Preferably, the server of the gaming system comprises a random number generator.
The random number generator is in such an embodiment adapted to produce random outcomes,
that in turn are used to affect the odds values as used when determining the gaming
outcome in the "near win" scenario. The incorporation of a random number generator
ensures that the gaming outcomes are fair and unpredictable, thereby maintaining the
integrity and excitement of the gaming experience. It should however be understood
that the random number generator must not be a "true" random number generator, instead
a semi-random number generator could be used, or other means for affecting the odds
value.
[0021] In a possible embodiment, the predefined odds value is set as 1 out of X, where X
is established to be a minimum of 100. This setting represents a balance between attainability
and challenge, ensuring that the odds remain compelling yet achievable for the players.
By setting such a parameter, the gaming system guarantees that the likelihood of certain
outcomes remains balanced, providing a fair gaming experience while retaining an element
of challenge. Possibly, X may in some embodiments be defined to be less than 200.
This narrower range serves to fine-tune the balance between the probability of success
and the challenge presented to the player. By imposing this upper limit on X, the
gaming system ensures that the odds do not become excessively challenging, thereby
maintaining player interest and engagement over extended periods of gameplay.
[0022] Preferably, the multiplication factor is arranged to be more than 1. Such a definition
of the multiplication actor will dynamically affect the overall outcome of the game.
The multiplication factor will also drastically reduce the level of predictability
of the game, effectively and drastically increasing the randomness of the game, while
being computational efficient for the server performing the novel gaming scheme. The
multiplication factor may in some embodiments be dependent on a matching level determined
in a previously played game in the series of consecutive games.
[0023] In a possible embodiment, the table is graphically visualized as a plurality of parallel
reels. This visualization exploits the visual dynamics of spinning reels, pivotal
in generating excitement and anticipation. Each reel's spin harbors the potential
for winning combinations, the activation of bonuses thus maintaining gameplay that
is visually engaging and emotionally stimulating for the player.
[0024] Additionally, representing the table in this manner is particularly advantageous
for game developers and operators. It provides a standardized visual framework that
can be easily customized, updated, and themed, allowing for the creation of diverse
game offerings within the same structural paradigm. This flexibility in visual design,
achieved without altering the core game mechanics, ensures that the gaming method
retains its robustness and versatility for various game implementations.
[0025] In a further embodiment, at least a portion of the cells within the table is provisioned
with an updated set of elements for each one of the first plurality of consecutive
games. This iterative refreshment of elements serves to ensure a dynamic and unpredictable
gaming environment, enhancing the player's engagement by presenting new potential
combinations and outcomes with every game played.
[0026] Furthermore, the process of updating the set of elements for each game introduces
an element of variety that is crucial to maintaining a user's interest over prolonged
gaming sessions. It effectively combats the monotony that can arise from repetitive
gameplay, thereby sustaining the excitement and challenge intrinsic to the gaming
experience. Furthermore, this feature allows for a strategic depth within the game,
as the updated elements can be designed to interact with the game's progression and
the player's achievements. This interaction not only reinforces the game's complexity
but also allows for a tailored gaming experience, where the evolution of the game's
landscape mirrors the player's journey through the game. It may also be possible to
utilize the updating of elements as a means to introduce special events or promotions
within the game, providing an avenue for game operators to engage with players through
time-limited opportunities or rewards.
[0027] In some embodiments of the present disclosure the first game is a game of chance,
such as for example a slot game, where the player is placing a bet to be allowed to
participate in the game. The gaming outcome may in such an embodiment be dependent
on the bet placed by the player.
[0028] As indicated above, the server is in charge of controlling the electronic user device
to display the table as well as the gaming outcome at the display screen of the electronic
user device. In some embodiments the electronic user device is adapted to present
a graphical user interface (GUI) at the display screen. The server may in a corresponding
manner be adapted to a graphical representation of at least one of the tables, the
gaming outcome, and the updated table, to be distributed to the electronic user device,
where the graphical representation is then presented within the GUI.
[0029] In addition to managing game state updates, the server typically functions as the
control center for all player interactions and bet-related processes. Specifically,
the server receives and processes each player's bet input, calculating potential gaming
outcomes based on the wagering parameters, predefined matching schemes, and applicable
multipliers or odds values. By handling these calculations centrally, the server ensures
that all bets, outcomes, and rewards are accurately aligned with the game's rules
and odds. The client device receives only the resulting outcome and necessary visual
updates, preserving both the integrity and fairness of the gaming process while minimizing
the client's computational load. Such a centralized approach enables the operator
to maintain robust control over game mechanics and regulatory compliance across multiple
client devices and locations.
[0030] Such a GUI may also be arranged to allow the player to directly interact with the
server, for example allowing the player to control his/her participation in the game
as well as to control a size of the bet placed when participating in the game.
[0031] Within the context of the present disclosure the expression "forming a graphical
representation" should be interpreted broadly. Specifically, it should be understood
that the server in some embodiment may be configured to only form a collection of
"meta-data" (here corresponding to the graphical representation) that will be rendered
at the frontend, such as within the GUI of the electronic user device. However, in
another embodiment it may be the other way around, meaning that the server will essentially
form an image (here corresponding to the graphical representation) that then will
be displayed within the GUI of the electronic user device. Further alternative implementations
along the same mutations are possible and within the scope of the present disclosure.
Additionally, it may also be possible to allow the graphical representation to be
set differently for different game operators, players or groups of players. The graphical
representation may also be dependent on e.g. the geographical location of the players,
such as dependent on city, country or continent where the player is located/registered.
[0032] Within the context of the present disclosure, it should be understood that it in
some embodiments so that it may be possible to allow the server to control if a specific
electronic user device is to be allowed to apply the scheme according to the present
disclosure. Such control may for example be dependent on a geographical location of
the electronic user device. Possibly, the geographical location may be selected from
a group comprising a city, a country and a continent.
[0033] According to another aspect of the present disclosure there is provided a gaming
system arranged to operate a series of consecutive games, the gaming system comprising
a server arranged in communication with an electronic user device using a network
connection, the electronic user device comprising a display screen, wherein the server
is arranged to, for each of the plurality of consecutive games receive a request from
the electronic user device to play a game in the series of consecutive games, the
request comprising a wagering bet, form a table in the form of a grid having a selected
dimension and comprising a selected number of cells, generate a set of elements corresponding
to the selected number of cells, wherein the set of elements are selected from a group
of predefined element types, populate the cells of the table with the set of elements,
direct the electronic user device to display the table at the display screen, determine,
by applying a predefined matching scheme, a matching level between the cells populating
the table and each of a plurality of predefined cluster formations stored at the server,
determine if the matching level is within a matching range defined by an upper threshold
and a lower threshold, wherein the upper threshold is arranged lower than a maximum
matching level and the lower threshold is arranged higher than a minimum matching
level, and provide, if the matching level is within the matching range, a gaming outcome
to the electronic user device, wherein the gaming outcome is dependent on a combination
of the wagering bet, a predefined multiplication factor, and a predefined odds value
for the matching range. This aspect of the present disclosure provides similar advantages
and embodiments as discussed above in relation to the previous aspects of the present
disclosure.
[0034] Preferably, the gaming system is a cloud-based computing system, and the server is
a cloud server. Thus, the computing power provided by means of the invention may be
distributed between a plurality of servers, and the location of the servers must not
be explicitly defined. Advantageous following the use of a cloud-based solution is
also the inherent redundancy achieved.
[0035] In some embodiments the electronic user devices may be selected to include e.g. a
computer (laptop/stationary), a mobile phone, a tablet, a (gaming) consoles or any
other gaming device and gambling terminals. The GUI may in some embodiments be allowed
to depend on the type of electronic user device.
[0036] According to a still further aspect of the present disclosure there is provided a
computer program product comprising instructions which, when executed by a computer
or processor, cause a gaming system to operate a series of consecutive games, the
gaming system comprising a server arranged in communication with an electronic user
device using a network connection, the electronic user device comprising a display
screen, wherein the computer program product is executed for each of the plurality
of consecutive games and comprises code for receiving, at the server, a request from
the electronic user device to play a game in the series of consecutive games, the
request comprising a wagering bet, code for forming, using the server, a table in
the form of a grid having a selected dimension and comprising a selected number of
cells, code for generating, using the server, a set of elements corresponding to the
selected number of cells, wherein the set of elements are selected from a group of
predefined element types, code for populating, using the server, the cells of the
table with the set of elements, code for directing, using the server, the electronic
user device to display the table at the display screen, code for determining, using
the server and by applying a predefined matching scheme, a matching level between
the cells populating the table and each of a plurality of predefined cluster formations
stored at the server, code for determining, using the server, if the matching level
is within a matching range defined by an upper threshold and a lower threshold, wherein
the upper threshold is arranged lower than a maximum matching level and the lower
threshold is arranged higher than a minimum matching level, and code for providing,
using the server and if the matching level is within the matching range, a gaming
outcome to the electronic user device, wherein the gaming outcome is dependent on
a combination of the wagering bet, a predefined multiplication factor, and a predefined
odds value for the matching range. Also this aspect of the present disclosure provides
similar advantages and embodiments as discussed above in relation to the previous
aspects of the present disclosure.
[0037] The computer program product is typically executed using a computing device comprised
with the server, preferably including a microprocessor or any other type of computing
device. Similarly, a software executed by the server for operating the gaming system
may be stored on a computer readable medium, being any type of memory device, including
one of a removable nonvolatile random access memory, a hard disk drive, a floppy disk,
a CD-ROM, a DVD-ROM, a USB memory, an SD memory card, or a similar computer readable
medium known in the art. Accordingly, operation of the gaming system may be at least
partly automated, implemented as e.g. software, hardware and a combination thereof.
[0038] Further features of, and advantages with, the present disclosure will become apparent
when studying the appended claims and the following description. The skilled addressee
realize that different features of the present disclosure may be combined to create
embodiments other than those described in the following, without departing from the
scope of the present disclosure.
BRIEF DESCRIPTION OF THE DRAWINGS
[0039] The various aspects of the present disclosure, including its particular features
and advantages, will be readily understood from the following detailed description
and the accompanying drawings, in which:
The various aspects of the present disclosure, including its particular features and
advantages, will be readily understood from the following detailed description and
the accompanying drawings, in which:
Fig. 1 illustrates an exemplary gaming system according to a currently preferred embodiment
of the present disclosure;
Fig. 2 provides an exemplary illustration of a typical graphical user interface (GUI)
for use in playing a game;
Figs. 3A - 3E present exemplary illustrations of operations of different tables according
to different embodiments of the present disclosure, and
Fig. 4 is a flow chart illustrating the exemplary steps for operating the gaming system
as shown in Fig. 1.
DETAILED DESCRIPTION
[0040] The present disclosure will now be described more fully hereinafter with reference
to the accompanying drawings, in which currently preferred embodiments of the present
disclosure are shown. This present disclosure may, however, be embodied in many different
forms and should not be construed as limited to the embodiments set forth herein;
rather, these embodiments are provided for thoroughness and completeness to fully
convey the scope of the present disclosure to the skilled addressee. Like reference
characters refer to like elements throughout.
[0041] Referring now to the drawings and Fig. 1 in particular, there is depicted a gaming
system 100 in which an online game, such as a slot game, may be played according to
a currently preferred embodiment of the present disclosure. The system architecture
illustrated in Fig. 1 depicts a system environment in which systems, methods, apparatus,
computer-readable mediums and data structures consistent with the principles of some
embodiments of the present disclosure may be included. It may be appreciated that
the components of system 100 may be implemented through any suitable combinations
of hardware, software, and/or firmware.
[0042] As shown in Fig. 1, system 100 includes at least one server 102 and/or at least one
gaming database 104. Server 102 and gaming database 104 may be communicably linked
to a plurality of electronic user devices in the form of electronic user devices,
such as client devices 106, 108, 110, etc. through network 112. The network 112 may
be wired or wireless, including for example wired connections like a building LAN,
a WAN, an Ethernet network, an IP network, etc., and wireless connections like WLAN,
CDMA, GSM, GPRS, 3G mobile communications, 4G mobile communications, Bluetooth, infrared,
or similar. As such, the network 112 may be locally and/or globally provided.
[0043] The gaming database 104 may be any type of physical unit on which games reside, such
as a machine in a gaming venue, a lottery machine, an electronic game system, etc.
Network 112 may be implemented as the Internet, or any local or wide area network,
either public or private. Network 112 may also be a hardware system physically connecting
some or all of the server 102 and client devices 106, 108, 110. Client devices 106,
108, 110, typically each operated by a player, may be implemented as any computing
devices such as a personal computing device, a server, a server network, handheld
computing device, slot machine, other gaming machine in a gaming venue such as a betting
terminal, a gaming console, lottery machine, an interface in a virtual environment,
etc.
[0044] It may be appreciated by one of ordinary skill in the art that while only one server,
one gaming database, one network and two client devices are depicted, more or fewer
servers, more or fewer gaming databases, more networks and more or fewer client devices
and/or other devices may reside within system 100.
[0045] The elements inside system 100 may include one or more (micro) processors, purpose-built
hardware such as, for example, FPGA, ASIC, etc., software systems and applications,
software packages, mechanical and electrical parts, etc. Software packages that may
be part of server 102, gaming database 104, client devices 106, 108, 110 and network
112 may be recorded on a computer readable medium such as a memory device, RAM, CD/DVD/USB
drives, handheld memory device, etc., and/or may be part of a physical device such
as one or more (microprocessors or electro-mechanical systems. Any of server 102,
gaming database 104, client devices 106, 108, 110, network 112 and further electronic
user device 114 may be fixed systems, mobile systems, portable systems, or cloud systems
(as discussed above). Fig. 1 shows only three electronic user devices 106, 108, 110,
however it should be understood that a general implementation of the present disclosure
comprises a large plurality of electronic user devices, possibly greatly above three,
such as 100, 1000, 10000, etc.
[0046] Although the various components of Fig. 1 are illustrated as discrete elements, it
should be recognized that certain operations of some of the various components may
be performed by the same physical device, e.g., by one or more microprocessors or
other type of devices.
[0047] Turning now to Fig. 2 illustrating a graphical user interface (GUI) 202 to be displayed
at a client device, such as any of the client devices 106, 108, 110, in the illustrated
embodiment provided as an application ("app") or within e.g. a web browser of the
portable client device 106 being a tablet. The game to be played at the client device
106 is here shown as an online game of chance in the form of a slot game, visualized
within the GUI 202 as comprising a table comprising five individual reels 204 arranged
in columns and provided with a plurality of different symbols or elements. The table
also comprises three rows. As such, the predefined dimension of the table as shown
in Fig. 2 is five times three, thus comprising 15 cells in total.
[0048] The GUI also comprises a "button" 206 to start the game, here provided with the description
"SPIN" for initiating a turn of the game. In addition, the GUI 202 comprises an indicator
of the current bet 208 (i.e. payment for each turn of the game) and an indicator of
the total payment to the player 210. It should in any case be understood that other
types of games may be played within the scope of the present disclosure, for example
being skill based as compared to a game of chance.
[0049] Turning now to Fig. 3A, there is shown an exemplary element population of a table
300, here illustrated as a successful outcome within the gaming system detailed in
the present disclosure. Fig. 3A features the table 300 as a grid-based table 300,
comprising three horizontal rows (R1 - R3) and five vertical columns (C1 - C5). This
structure forms the playfield for an exemplary slot game provided in line with the
provision of a series of consecutive games managed by the gaming system.
[0050] The gaming system employs in such an embodiment a centralized mechanism for updating
the game table on the server, controlling which cells within the table require updating
based on game logic and player interactions. Upon determining that a cell update is
necessary, the server sends only the modified cell data to the client device, rather
than refreshing the entire game state. Such a targeted updating process enhances real-time
responsiveness by reducing the volume of data transmitted to the client and lowering
the device's processing demand, ensuring that players experience smooth gameplay without
interruptions. The suggested method allows the server to manage high-frequency updates
effectively, supporting fast-paced gaming environments where rapid state changes are
common.
[0051] Central to Fig. 3A is the middle row, R2, uniformly occupied by five "diamond symbols"
representing a "true win" within the game's context. This rewarding sequence extends
across the entire row, intersecting each column from C1 to C5. To visually convey
the win to the player, the "diamond symbols" may for example be set apart through
a subtle visual modification, in Fig. 3A exemplified with a light gray shading.
[0052] Adjacent to this central row of diamonds, the other cells in the grid are randomly
filled with a variety of traditional slot game icons, including but not limited to
bars, cherries, and the number seven. These icons provide a visual representation
of the range of outcomes elements to be used in conjunction with the slot game according
to the present disclosure.
[0053] The determination of if there in fact is a win, and to what level such a win should
be treated is in accordance to the present disclosure determined using a predefined
matching scheme. The predefined matching scheme utilizes a set of criteria to evaluate
the element's arrangement on the grid, identifying matching levels that qualify as
winning outcomes. When such an alignment is determined to be above an e.g. previously
defined upper threshold, the server 102 responds by provisioning the electronic user
device 106 with an indication of a successful gaming outcome. The electronic user
device 106 may additionally or optionally be provided with an opportunity to engage
in an additional game. Such an additional game may in some embodiments be distinct
from the series of consecutive games and offers a gaming outcome that is influenced
in part by the original wagering bet and the results of the additional game. This
mechanism not only amplifies the excitement of the gaming experience but also aligns
with the inventive steps claimed, ensuring that the players' interaction with the
gaming system is both dynamic and rewarding.
[0054] Turning now to Fig. 3B, illustrating another exemplary table 302, populated with
an although new set of elements. Fig. 3B is directed to a contrasting scenario within
the same gaming system, illustrating an instance of a "true loss" where the outcome
falls below a predefined lower threshold according to the gaming system's predefined
matching scheme. In this figure, a grid-based table, indicated as element 302, is
composed of three horizontal rows (R1 - R3) and five vertical columns (C1 - C5), and
is utilized for the execution of a slot game, an integral part of the sequence of
games facilitated by the gaming system.
[0055] In the instance depicted by Fig. 3B, the arrangement of symbols within the grid does
not meet the criteria set by the predefined matching scheme to qualify as a winning
or near-win outcome. The matching level derived from the evaluation of the symbol
arrangement by the server is determined to be below the predefined lower threshold.
The visual representation does not feature the distinctive shading or highlighting
used to indicate a win, underscoring the absence of a successful combination according
to the game's rules and parameters.
[0056] The significance of the 'true loss' scenario lies not only in its function as a possible
game outcome but also in its importance in maintaining the balance and integrity of
the game's reward system. By clearly establishing the threshold for losses, the gaming
system ensures a calibrated level of challenge and keeps the probabilistic nature
of the game intact. The predetermined lower threshold serves as a critical reference
point for the gaming system to provide a consistent and fair gaming experience, upholding
the principles of chance and probability that are fundamental to the design of such
games.
[0057] Turning to Fig. 3C in conjunction with Fig. 4, illustrating a still further example
of an exemplary table 304, populated with an although new set of elements. Fig. 3C
specifically exemplifies a `near win' scenario within the gaming system, where the
outcome teeters on the cusp of a win according to the predefined matching scheme.
[0058] In accordance with the present disclosure, the depicted process begins with the server
102 receiving, S1, a request from the electronic user device 106 to engage in gameplay.
This initial interaction sets the stage for the subsequent gaming activities and decision-making
by the server. Following this, the server 102 proceeds to form, S2, a table in the
shape of a grid comprising a plurality of cells. The structure of this grid is crucial,
as it lays the groundwork for the game's visual and interactive elements.
[0059] Next, the server generates, S3, a set of elements corresponding to the cells within
the grid. These elements are derived from a predetermined group of icons and symbols
that are central to the slot game's theme and mechanics. Once the elements are generated,
the server populates, S4, the cells of the table with this set. The arrangement of
these elements is crucial for the gameplay, as it directly influences the determination
of wins and losses.
[0060] The server then directs, S5, the electronic user device to display the populated
table on the device's screen. This visual representation is what the player interacts
with; hence, its accuracy and clarity are paramount. At this juncture, the server
applies, S6, the predefined matching scheme, as is elaborated and exemplified above,
to determine the matching level. This scheme is a set of rules that assesses the arrangement
of the elements on the grid to identify possible winning combinations.
[0061] The server then assesses, S7, whether the matching level falls within a specific
matching range, bounded by an upper and lower threshold as discussed above. In Fig.
3C, this is illustrated by four "bar" symbols arranged on row R1, covering columns
C1 to C4, a formation that qualifies as above the lower threshold yet below the upper
one.
[0062] Finally, the server provides, S8 a gaming outcome that depends on the predefined
odds value associated with the matching range. In this "near win" instance, although
the outcome does not trigger the highest reward, it still offers a result that is
contingent on the specific range in which the matching level falls. The predefined
odds value may in turn connected to a random number generator (not shown) that defines
if the near win indeed is to generate any form of positive gaming outcome. That is,
in some embodiments the odds value for the near win will result in that no positive
gaming outcome is in fact generated. As an example, the odds value may be set to e.g.
1 in 100, meaning that in one out of 100 the near win will generate a positive gaming
outcome. The odds value may of course be selected as suitable for the specific game
and to ensure that the randomness of the game is keep at a desirable level and in
accordance with the general "randomness discussions" above.
[0063] A further exemplary embodiment of a "near miss" scenario is shown in Figs. 3D and
3E. In this further example, it is necessary for the player to "collect" at least
three predefined element types (in Fig. 3D e.g. "diamonds") within table 306 to reach
above the previously discussed upper threshold for the collection to be defined as
a "true win", which in tun may trigger an additional game such as e.g. a set of free
spins or a bonus game. Conversely, a "true loss" is defined by a player collecting
only one of the predefined element types.
[0064] However, in Fig. 3D player has collected two of the predefined element types in column
C1, row R2 and column C3, row R2 of the grid-table 306. The player therefore did not
meet the criteria to trigger the upper threshold but instead met the near miss" scenario
within the gaming system i.e. the matching level is within the matching range defined
by the upper threshold and the lower threshold. In this near miss instance the system
randomly awards the player a cash prize as illustrated in column C3 row R2 of Fig.
3E, by replacing the symbol with the cash prize.
[0065] The control functionality of the present disclosure may be implemented using existing
computer processors, or by a special purpose computer processor for an appropriate
system, incorporated for this or another purpose, or by a hardwired system. Embodiments
within the scope of the present disclosure include program products comprising machine-readable
media for carrying or having machine-executable instructions or data structures stored
thereon. Such machine-readable media can be any available media that can be accessed
by a general purpose or special purpose computer or other machine with a processor.
By way of example, such machine-readable media can comprise RAM, ROM, EPROM, EEPROM,
CD-ROM or other optical disk storage, magnetic disk storage or other magnetic storage
devices, or any other medium which can be used to carry or store desired program code
in the form of machine-executable instructions or data structures and which can be
accessed by a general purpose or special purpose computer or other machine with a
processor. When information is transferred or provided over a network or another communications
connection (either hardwired, wireless, or a combination of hardwired or wireless)
to a machine, the machine properly views the connection as a machine-readable medium.
Thus, any such connection is properly termed a machine-readable medium. Combinations
of the above are also included within the scope of machine-readable media. Machine-executable
instructions include, for example, instructions and data which cause a general-purpose
computer, special purpose computer, or special purpose processing machines to perform
a certain function or group of functions.
[0066] Although the figures may show a sequence the order of the steps may differ from what
is depicted. Also two or more steps may be performed concurrently or with partial
concurrence. Such variation will depend on the software and hardware systems chosen
and on designer choice. All such variations are within the scope of the disclosure.
Likewise, software implementations could be accomplished with standard programming
techniques with rule-based logic and other logic to accomplish the various connection
steps, processing steps, comparison steps and decision steps. Additionally, even though
the present disclosure has been described with reference to specific exemplifying
embodiments thereof, many different alterations, modifications and the like will become
apparent for those skilled in the art. Further, a single unit may perform the functions
of several means recited in the claims. In the claims, any reference signs placed
between parentheses shall not be construed as limiting to the claim. Furthermore,
in the claims, the word "comprising" does not exclude other elements or steps, and
the indefinite article "a" or "an" does not exclude a plurality.
[0067] Variations to the disclosed embodiments can be understood and effected by the skilled
addressee in practicing the claimed present disclosure, from a study of the drawings,
the disclosure, and the appended claims. The person skilled in the art realizes that
the present disclosure is not limited to the preferred embodiments.
1. A computer implemented method performed by a gaming system, the gaming system comprising
a server arranged in communication with an electronic user device using a network
connection, the electronic user device comprising a display screen, the gaming system
arranged to operate a series of consecutive games, wherein the method comprises, for
each of the plurality of consecutive games, the steps of:
- receiving, at the server, a request from the electronic user device to play a game
in the series of consecutive games, the request comprising a wagering bet,
- forming, using the server, a table in the form of a grid having a selected dimension
and comprising a selected number of cells,
- generating, using the server, a set of elements corresponding to the selected number
of cells, wherein the set of elements are selected from a group of predefined element
types,
- populating, using the server, the cells of the table with the set of elements,
- directing, using the server, the electronic user device to display the table at
the display screen,
- determining, using the server and by applying a predefined matching scheme, a matching
level between the cells populating the table and each of a plurality of predefined
cluster formations stored at the server,
- determining, using the server, if the matching level is within a matching range
defined by an upper threshold and a lower threshold, wherein the upper threshold is
arranged lower than a maximum matching level and the lower threshold is arranged higher
than a minimum matching level, and
- providing, using the server and if the matching level is within the matching range,
a gaming outcome to the electronic user device, wherein the gaming outcome is dependent
on a combination of the wagering bet, a predefined multiplication factor, and a predefined
odds value for the matching range.
2. The method according to claim 1, wherein if the matching level is above the upper
threshold, the method further comprises:
- providing, using the server, the electronic user device with an additional game
separate from the series of consecutive games,
wherein the gaming outcome is at least partly dependent on the wagering bet and a
result of the additional game.
3. The method according to any one of claims 1 and 2, wherein the server comprises a
random number generator configured to generate a random outcome corresponding to the
odds value.
4. The method according to any one of the preceding claims, wherein the predefined odds
value is 1 out of X, and X is defined to be at least 100.
5. The method according to claim 4, wherein X is defined to be below 200.
6. The method according to any one of the preceding claims, wherein the game is a slot
game.
7. The method according to any one of the preceding claims, wherein the multiplication
factor is more than 1.
8. The method according to any one of the preceding claims, further comprising the steps
of:
- rendering, using the server, a graphical illustration of the gaming outcome, and
- directing, using the server, the electronic user device to display, at the display
screen, the graphical illustration of the gaming outcome.
9. The method according to claim 2, wherein the additional game is a bonus game.
10. A gaming system arranged to operate a series of consecutive games, the gaming system
comprising a server arranged in communication with an electronic user device using
a network connection, the electronic user device comprising a display screen, wherein
the server is arranged to, for each of the plurality of consecutive games:
- receive a request from the electronic user device to play a game in the series of
consecutive games, the request comprising a wagering bet,
- form a table in the form of a grid having a selected dimension and comprising a
selected number of cells,
- generate a set of elements corresponding to the selected number of cells,
wherein the set of elements are selected from a group of predefined element types,
- populate the cells of the table with the set of elements,
- direct the electronic user device to display the table at the display screen,
- determine, by applying a predefined matching scheme, a matching level between the
cells populating the table and each of a plurality of predefined cluster formations
stored at the server,
- determine if the matching level is within a matching range defined by an upper threshold
and a lower threshold, wherein the upper threshold is arranged lower than a maximum
matching level and the lower threshold is arranged higher than a minimum matching
level, and
- provide, if the matching level is within the matching range, a gaming outcome to
the electronic user device, wherein the gaming outcome is dependent on a combination
of the wagering bet, a predefined multiplication factor, and a predefined odds value
for the matching range.
11. The gaming system according to claim 10, wherein if the matching level is above the
upper threshold, the server is further arranged to:
- provide the electronic user device with an additional game separate from the series
of consecutive games,
wherein the gaming outcome is at least partly dependent on the wagering bet and a
result of the additional game.
12. The gaming system according to any one of claims 10 and 11, wherein the server comprises
a random number generator configured to generate a random outcome corresponding to
the odds value.
13. The gaming system according to any one of claims 10 - 12, wherein the predefined odds
value is 1 out of X, and X is defined to be at least 100.
14. The gaming system according to any one of claims 10 - 13, further comprising the steps
of:
- rendering, using the server, a graphical illustration of the gaming outcome, and
- directing, using the server, the electronic user device to display, at the display
screen, the graphical illustration of the gaming outcome.
15. A computer program product comprising instructions which, when executed by a computer
or processor, cause a gaming system to operate a series of consecutive games, the
gaming system comprising a server arranged in communication with an electronic user
device using a network connection, the electronic user device comprising a display
screen, wherein the computer program product is executed for each of the plurality
of consecutive games and comprises:
- code for receiving, at the server, a request from the electronic user device to
play a game in the series of consecutive games, the request comprising a wagering
bet,
- code for forming, using the server, a table in the form of a grid having a selected
dimension and comprising a selected number of cells,
- code for generating, using the server, a set of elements corresponding to the selected
number of cells, wherein the set of elements are selected from a group of predefined
element types,
- code for populating, using the server, the cells of the table with the set of elements,
- code for directing, using the server, the electronic user device to display the
table at the display screen,
- code for determining, using the server and by applying a predefined matching scheme,
a matching level between the cells populating the table and each of a plurality of
predefined cluster formations stored at the server,
- code for determining, using the server, if the matching level is within a matching
range defined by an upper threshold and a lower threshold, wherein the upper threshold
is arranged lower than a maximum matching level and the lower threshold is arranged
higher than a minimum matching level, and
- code for providing, using the server and if the matching level is within the matching
range, a gaming outcome to the electronic user device, wherein the gaming outcome
is dependent on a combination of the wagering bet, a predefined multiplication factor,
and a predefined odds value for the matching range.