WO2009103834A2 - System for incorporating chance into interactive games requiring the application of intellectual or motor skills - Google Patents

System for incorporating chance into interactive games requiring the application of intellectual or motor skills Download PDF

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Publication number
WO2009103834A2
WO2009103834A2 PCT/ES2009/000092 ES2009000092W WO2009103834A2 WO 2009103834 A2 WO2009103834 A2 WO 2009103834A2 ES 2009000092 W ES2009000092 W ES 2009000092W WO 2009103834 A2 WO2009103834 A2 WO 2009103834A2
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WO
WIPO (PCT)
Prior art keywords
azar
incorporating
lottery
interactive games
games
Prior art date
Application number
PCT/ES2009/000092
Other languages
Spanish (es)
French (fr)
Inventor
Ignacio Gerson
Original Assignee
Ignacio Gerson
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Priority claimed from ARP080100713 external-priority patent/AR065418A1/en
Priority claimed from ARP080104067 external-priority patent/AR068707A3/en
Application filed by Ignacio Gerson filed Critical Ignacio Gerson
Priority to US12/918,813 priority Critical patent/US20110009178A1/en
Priority to BRPI0913435A priority patent/BRPI0913435A2/en
Publication of WO2009103834A2 publication Critical patent/WO2009103834A2/en

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Classifications

    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3244Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
    • G07F17/3258Cumulative reward schemes, e.g. jackpots
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3286Type of games
    • G07F17/3295Games involving skill, e.g. dexterity, memory, thinking

Definitions

  • the invention is in the field of digital interactive games. It is operable on various devices such as terminals with "touch screen” monitors, video game consoles, cabinets or slot machines, personal computers, cell phones, interactive digital television, and offers the possibility of participating in skill games either by mere fun, for prizes or for money.
  • the invention is essentially applied in games of resolution by intellectual or motor ability, contemplating the case in which they also include a chance quota in its development, although its resolution necessarily depends on the intellectual or motor capacity of the player.
  • the present invention relates to a novel system from which the chance and skill of the player influence the outcome of a game, to a degree that allows the incorporation of prizes (including payments with money), in addition to mere fun .
  • the present invention proposes a system so that skill games (intellectual or motor) in which chance does not intervene, as well as in those where chance intervenes, to a greater or lesser extent, can be played so that, in addition to Intrinsic appeal that each game offers, an additional incentive that includes access to a prize (including money) is incorporated.
  • Games of pure chance without challenge, without participation of the skill and without possibilities to change the destiny are designed to attract players' attention to an entertainment experience.
  • the games usually attract attention through the use of lights, colors, sounds, musical themes, new topics, varied bonuses and prizes. They also incorporate more and new payment combinations.
  • the system of the present invention patent is a clear solution to the problem posed, since it allows to define gambling games where different levels of difficulty are incorporated, designed to challenge the intellectual or motor skill of the player, meaning new entertainment experiences, superior, always new and attractive.
  • the player who answers the question correctly can access to play the slot with a jackpot of prizes.
  • the probability of winning or losing continues to depend on chance and the fact of obtaining a certain combination of symbols in the slot game, a combination that, once achieved, awards the prize beyond any skill on the part of the player.
  • the system of the present invention patent incorporates as a novelty, in addition to the random component, existing in every gambling game, the need to put into play the intellectual or motor skills of the player in the resolution thereof. That is, your intellectual or motor skills can change the fate of the game session.
  • a payment table is established based on that probability.
  • a given payment table In the long run (that is, given a sufficiently large number of moves, with respect to the total possible combinations), a given payment table generates a certain payout (or percentage of money that the game - the bank - returns to the punters). If the payout is less than 100%, then the bank does not lose money.
  • any of the numbers is 37, as the payout table is $ 1— $ 35 (for any of the 37 numbers) in the long run (after thousands of plays), this payout
  • skill games can only be played for money when it is made between pairs, where two or more players challenge each other by betting money and establishes the way in which money will be distributed according to the result of the game (for example, the winner takes everything, or the money is distributed proportionally to the final score of each player).
  • the punters do not necessarily have to be the same players, there can also be simple punters that bet on one or the other player. In fact, it could even be that the player itself is not a bettor.
  • Extraction lottery The extraction or bollard lottery is one where one is randomly chosen from n items in a bag or bolillero.
  • the n elements are different from each other (for example, numbered from 1 to n) and the probability of choosing any of them is the same (the shape, size and weight of the n elements are equal). In fact, in this case, the probability of choosing any one of them
  • the element once extracted and verified, is replaced in the bag or bolillero, so that it participates in the next extraction, with which, the probability that any of the n j_ objects in the second extraction, is stillrob.
  • the element once extracted and verified, is left out of the bag or bolillero, of such that it is not possible to choose it again.
  • the probability of choosing in the second extraction will be n-1 elements in the bag and the probability of choosing in the second extraction
  • nth extraction will be done with a single element in the bag (the only one that was not chosen in the previous n-1 extractions), whose selection is safe (that is, the probability of choosing that one element is exactly 1).
  • a number i is defined such that ® ⁇ i ⁇ r ⁇ and it is defined that the number of tickets in the bag can never be less than i.
  • each or extractions that is, when the quantity of items left in the bag or bolillero is exactly i
  • the already used elements are not replaced.
  • equiprobable elements were always used (that is, the probability of choosing any one that is in the bag is equal to choosing any of the others). If it were desired that the probabilities were different, it could be done in various ways: physical properties of the elements could be modified (such as, heavier or smaller balls will be more likely to come out of a bollard than lighter or larger balls), or it could modify the quantity of elements of each value (that is, use n elements with k different values with k ⁇ n so that some elements are repeated one or more times, increasing their probability of being chosen).
  • the chance of combinatorial probability is one in which one or more random elements are used (throw a coin, a dice, a whirligig, etc.).
  • n the number of possible combinations (in which respect is respected k the order in which they came out) is n, that is, the
  • J_ probability of each of the combinations is n k.
  • the philosophy on which this system is based is what considers the game an essential activity of the human being and factor of development of its potential, a cultural enrichment, favoring new interests, a stimulus for socialization.
  • the system of the present invention patent implies the use of skills and knowledge. It requires the participation of the person as a whole, with his ingenuity, visual, motor, spatial, linguistic skills, added to his knowledge.
  • the system of the present invention conceives a way of performing skill games maintaining a mathematical balance, equivalent to that presented in games of chance, a probability that allows to maintain a balance between winners and losers and, in Based on this, offering prizes as an additional incentive to the game itself.
  • the principle of operation of the invented incentive system consists in the incorporation of various engines or resources that can be applied to the implementation of each game, so that a random component is incorporated into the game existing.
  • a first applicable resource to incorporate chance in a given game is the so-called maximum results lottery, which is based on the concept of establishing the prizes to be delivered in advance and thus knowing the mathematical results of the same. That is, 10,000 lottery tickets are sold at $ 1 each, a first prize of $ 5,000, a second of $ 2,000, a third of $ 1,000 and a four of $ 500 are awarded. It is known in advance that the calculation will result in a certain value that will allow to distribute these prizes.
  • the Maximum Results Lottery is one in which a series of conditions is randomly drawn that will limit the maximum result that the player can achieve in a given play.
  • the draw can be done with any variant of the Extraction Lottery.
  • the draw that is made (the part of chance involved in the game) is made on a maximum result that can reach a previously defined set of combinations of cards, dice, letters, spatial arrangements, or what will be determined for a specific game.
  • the player's ability will be the one that defines if he manages to take advantage of that randomly selected set of combinations or if he takes advantage of a smaller part.
  • the prize will win him over what he could really take advantage of (and not over the maximum possible result of that combination), so his ability will also influence the prize he receives.
  • a possible solution to this is to have statistical game data for a given population and adjust the payment table so that the statistical payout has the desired value, even if the maximum payout remains for over 100%. If the statistical data is based on a sufficiently large number of plays and the set of players that generated such statistics is significantly representative of the set of players who will use the game, this solution is viable.
  • One solution is to compensate for a possible imbalance of house-friendly ability using exclusively a resource ruled completely by chance.
  • Said compensation resource includes leaving the payment table based on the maximum payout (that is, considering a maximum use of the player's ability), in which case the amount of the imbalance that occurs in favor of the house will be drawn in prizes applied to the same game (mistery prizes, multilevel jackpots, etc.).
  • the proposal is to make a payment table that gives the desired "payout" on the hypothesis (almost certainly false) that all players are perfect. That is, a proportion of maximum results is drawn in the same way that combinations are drawn in a slot machine and this proportion generates a desired payout in the long term.
  • the invention contemplates that all those amounts that are unfairly left in favor of the house be used in the execution of raffles during the games generating surprise prizes for the players in a totally random way, independent of the skill of the player, that is to say, by pure chance.
  • This second resource of incorporation of chance that can be used by the system of the present invention patent is based on the draw of Difficulty Levels of a given game.
  • the only way in which the Difficulty Level Lottery allows you to control the maximum level of the payout is to abuse the high (or virtually impossible) levels. While this can be used so that the bank does not lose money, this may not be desirable. If most players have a not very high ability, the effective payout will be well below that level, leaving the player feeling that he always loses or that the game pays little.
  • a possible solution to this is to have statistical game data for a given population and adjust the difficulty levels so that the statistical payout is close to the desired value.
  • the Lottery of maximum results and the Lottery of difficulty levels have, in turn, two possible scenarios: a) with replacement of tickets or b) without replacement of tickets (by discard).
  • the ticket drawn (drawn) returns to the bag for the next play providing equal conditions between players, that is, all players They play the same draw, with the same amount of tickets and with the same chances of winning.
  • the second case proposes that the ticket drawn (drawn) from the entire bag of results tickets be discarded and the next move continues to extract tickets but with one less and so on until the tickets run out, at which time the bag is renewed.
  • the second one (without replenishment) is handled through exact prizes, that is, if in a bag of 10,000 tickets there is only one jackpot, it is known exactly that a prize will be awarded between 10,000 tickets , neither one more nor one less, while the first form (with replenishment) proposes only a probability and not an exact knowledge of the prizes to be distributed, that is, when replenishing the ticket, the raffle is still over 10,000 tickets.
  • a third resource that can use the incentive system of the present invention patent to incorporate chance in a given game is the so-called Probabilistic Balance System, [SBP] that acts as a payout corrector, allowing both lotteries to be balanced (maximum results and of difficulty levels) based on the more or less local or temporary deviation of the effective payout with respect to the desired payout.
  • SBP Probabilistic Balance System
  • the Probabilistic Balance System dynamically varies the proportion of elements, questions or combinations with high and low maximum results.
  • the Probabilistic Balance System will increase the probability of choosing objects with high maximum results.
  • the Probabilistic Balance System will decrease the probability of choosing objects with high maximum results (but in no case will it eliminate it).
  • Probabilistic balance system dynamically varies the proportion of low, medium, high and virtually impossible levels of difficulty.
  • the Probabilistic Balance System will increase the proportion of objects with low or medium difficulty level.
  • the Probabilistic Balance System will increase the proportion of objects with a high or virtually impossible level of difficulty.
  • the Probabilistic Balance System can be applied continuously or with different frequencies, be it each determined time interval, each determined number of plays or a combination of both.
  • the Probabilistic Balance System is in charge, in sessions executed every certain time, as the game requires, to level the lottery bag to reach a mathematical balance again.
  • said Balance System manages to balance the payout when a draw of difficulty levels yields unexpected results. For example if the system raffled a high level of difficulty almost impossible to solve for a session and the same, thanks to the player's ability, could be resolved, then the system can then balance that session with more raffles of high levels of difficulty.
  • the system of the invention allows difficulty levels to be selected in two different ways: 1) randomly
  • the drawn level is presented to the player who gives his answer, which is evaluated by the system.
  • the game again draws the difficulty levels, takes one out and presents it again to the player, and so on.
  • the player sits down to play and the system defines a
  • the draw is made and the resulting difficulty level is presented to the player through different game structures.
  • the player gives an answer that is sent to the system for analysis and for the evaluation of the balance between the three defined levels.
  • the Probabilistic Balance System analyzes the state of the system. If the answers correspond to the expected, that is, the user correctly resolved most of the easy levels, some of the intermediate levels, and incorrectly the impossible levels, the SBP maintains the state.
  • the System executes the SBP that will intelligently modify the proportional Distribution of difficulty levels to be drawn. .
  • the system draws an impossible level (MAX) and the player returns a winning response.
  • the system executes the SBP resulting in a new equilibrium now consisting of 13 Impossible Levels (MAX) and 9 Levels
  • the system draws an impossible level (MAX) and the player returns a losing response (P).
  • the balance is not modified therefore the system maintains the state.
  • the system draws an Easy Level (MIN) and the player returns a losing response.
  • the system executes the SBP resulting in a new equilibrium now consisting of 9 Impossible Levels (MAX) and 13 Easy Levels (MIN) increasing the probability of being drawn, this time, an easy level (MIN).
  • the system draws an Easy Level (MIN) and the player returns a winning response.
  • the balance is not modified therefore the system maintains the state.
  • the player starts a game session in the system
  • the System defines an initial DPND according to the selected game
  • the System draws the difficulty levels
  • the System presents the difficulty level drawn in the form of a game; An "input" is received from the player and the system performs its corresponding analysis; The System compares the new state (easy levels versus impossible levels) with the initial state and maintains the same state, or runs the SBP; The SBP balances the status of the System according to the "input" received.
  • the system of the present invention patent stands out because it defines a first stage in which, through the lottery of maximum results or that of difficulty levels, it raffles (selects) maximum results or difficulty levels, which will be presented to the user in the form that is most appropriate for each game.
  • the Probabilistic Balance System the second stage, will be executed, if necessary, within a certain time or each certain amount of plays, which may be stipulated in each of the games or more globally, and it will be in charge of balancing the prizes to keep a balanced payout.
  • Another possible variant is to have the amounts accumulated due to the imbalance between the ability of the real player and that of the perfect player be used in prize payments granted by pure chance, in order to comply with the pre-established payout.
  • a completely different approach, within the same principle of operation, possible to use, includes the payment of the skill through a poceado system, so that the payment table is dynamic and based on the current level of accumulation in a series of wells associated with the levels payable.
  • the possible scores that can be reached are divided into a series of discrete levels, where, from a certain level, it is defined that the game will pay to those who reach that level or a higher level.
  • the levels will be defined based on the game in question, but it can be a certain trajectory traveled, a quantity of items collected, places reached, screens completed, ranges of scores, etc.
  • a well will be assembled for each awarded level, that is, for all levels between the minimum that is defined to receive a prize and the maximum possible level of the game. In this way, there will be as many wells as levels that pay prize.
  • each well is divided into two parts (not necessarily equal, but of fixed proportions for each game): an immediate part and a reserve part.
  • the well corresponding to that level is given plus the sum of a pre-established percentage of the immediate parts of all the wells of the levels below that level. For example, if levels 6 to 10 pay a prize and the player reaches level 8, then he will charge the immediate part of the level 8 well and the sum of the predefined percentages of the immediate parts of wells 6 and 7.
  • the reserve part is divided into the same fixed proportion, leaving a new immediate part and a smaller part of the reserve.
  • the game does not have a payout table since all prizes are awarded dynamically by wells.
  • a mixed technique can also be used where dynamic mode begins to be used after the amount of the well reaches a predetermined level.
  • This scheme allows you to add a random percentage in the awards ceremony.
  • the mechanism is the same as in the case of the simple multi-level well system, but additionally, at any time during the game a prize is drawn for random using any type of extraction lottery or using random combinatorial probability.
  • the proportion assigned to the random part of the game will depend on the weight you want to give the player's ability to chance.
  • a set of possible multipliers is selected with their frequency of occurrence (where normally the one with the highest frequency is Ix, equivalent to not using a multiplier).
  • the largest multiplier in the table is taken and its value is doubled, obtaining a z factor (that is, if the largest multiplier is 1Ox, then the z factor will be 20).
  • This factor will be used to define the proportion between the immediate part and the reserve part of each well of so that the immediate part is z and the part of z- 1 reserve is z .
  • the reserves will be sufficient to cover them.
  • Example 1 Tx ⁇ track.
  • Trivia is a game of questions and answers that deal with a specific topic or topic, or with general culture issues.
  • One possible implementation is to design a base of multiple choice questions and answers, which have a level of difficulty associated between 1 and 10, where 1 is very easy and 10 is virtually impossible to solve.
  • a modality of asking ten consecutive questions can be implemented where the player can choose, after answering each one, if he continues playing or retires.
  • the player If the player answers a question incorrectly (or does not answer within the predetermined 30 seconds), the player loses.
  • the player places his bet (it can be fixed or variable value) and the first question is presented. As you answer correctly, new questions appear.
  • the mechanisms of the invention are applicable at various levels in this game. It is possible to use the Difficulty Level Lottery for each question. In turn, a simple Extraction Lottery (with or without replenishment) could be used to circumvent the proportion of levels of difficulty in the series of questions presented.
  • the Probabilistic Balance System can be used to increase the probability that the proportional distribution of difficulty levels includes more or less questions of greater difficulty level based on the historical functioning of the game (for example, if during the last time the The vast majority of people lost in the first three questions, the SBP can make the probability that the DPND of each play includes a higher proportion of questions from level 1 to 3.
  • Payment tables will be assembled based on the probabilistic study of difficulty levels and will incorporate payments based on a specific question. (probably between the first and the fourth), so that in some correct answer (possibly between the fourth and the sixth) the player recovers his bet and, from there, obtains an increasing profit for each answer obtained.
  • the memory test consists of a set of cards all with the same back and with various figures on the front. Normally the front figures are repeated in pairs.
  • the game starts with all the chips face down and the player must turn pairs of chips. If they have the same front, remove them, if not, you should leave them face down as you found them.
  • the game can be implemented so that a player plays alone against the machine and can be finished when there are no more chips (traditional variant) or after a certain amount of moves.
  • the level of difficulty of the game is normally associated with the initial amount of tokens and the images in them (there could be similar to each other although different, a thematic version could be made, for example with Renaissance paintings, where knowledge of the particular subject it would be an additional advantage for the player).
  • the game could also be implemented in such a way that the initial position of the chips is not fully established at the start of the game, but it is established as the player discovers chips (obviously, once a chip was discovered , it is fixed).
  • the Maximum Results Lottery can be used in such a way as to prevent the player from finding a pair in the first P plays (where P can be any number less than or equal to the number of different pairs).
  • the Probabilistic Balance System can be applied to change the probability distribution of the different maximum results and / or difficulty levels.
  • the payment tables will depend on various parameters related to the actual implementation of the game. One possibility is to set the maximum number of moves at a number greater than or equal to the number of pairs and pay per pair found.
  • Another possibility is to play until the board is completed and pay for the amount of moves (the smaller the number of moves, the greater the payment).
  • Another game known in itself is the so-called "Generala” which is made with five dice and a beaker. Each move consists of throwing the dice one to three times (choosing the dice that are reintroduced into the beaker from the second roll) and a series of special games must be completed: ladder (five consecutive numbers), full (two dice with one number and three with another), poker (four dice with the same number), generate it (the five equal dice) and double-generate it (a second one generates it in the same match); and a series of plays with specific numbers (number of ones, number of dozen, etc.).
  • the special games have a specific value (ladder: 20, full: 30, poker: 40, generate it: 50 and double-generate it: 100) and in the plays of specific numbers the points of the equal dice are added (if you draw three doces scores 6 points (3x2) in the box corresponding to number two; if he takes two fives he scores 10 points (2x5) in the box corresponding to number five).
  • the strategy of the player consists in the way to write down the results of each move (if he took four six, should he score 24 to 6 or a poker of 40 ?, if he did not take any game that he can score, does he score 0 in the general, on a number or on the stairs?
  • the Probabilistic Balance System can be applied to change the probability distribution of the different maximum results. Payment tables
  • Multilevel Well System it is possible to use the Multilevel Well System so that players contribute to a series of staggered wells according to the level reached (when betting on full game) and players who reach those levels are charging the parts corresponding.
  • Jackpot Well for those who serve generate it served
  • a specific implementation of a specific game is defined as a game, with its start, finish and award conditions.
  • a specific instance of a game is defined as a game (or play).
  • the game starts with a bet and ends when the player wins, loses or withdraws. Once a game is over, the player must bet again if he wishes to start another game.
  • a specific full run of the generala is a game.
  • a specific trivia session (from the first question until you lose or answer the tenth question correctly) is a game.
  • a roll of one to three shots of generala is a move.
  • a selection of a pair in the memory test is a move.
  • An answer to a specific question in a trivia is a move.
  • a move could also involve a bet and a possible payment.
  • the level of the "payout" is measured proportionally based on the amount of resources or money collected by the corresponding machines. That is to say: it is the percentage of money that the game - the bank - returns to the punters. If the payout is less than 100%, then the bank does not lose money.
  • One or more elements are thrown that can take different values (dice, coins, whirlpools, roulettes, etc.).
  • DPBM proportional distribution of maximum results
  • this lottery of difficulty levels can be combined (if the game allows) with the lottery of maximum results. For example, you can sort by lottery of maximum results one game (board) of word search so that it only contains 5 words and, in addition to circumvent the level of difficulty and choose medium difficulty (there are boards with 5 easier words What others) . Finally one is chosen from the boards with 5 words of medium difficulty and that is what is presented to the player.
  • DPND Proportional distribution of difficulty levels
  • SBP Probabilistic Balance System
  • the Probabilistic Balance System is the mechanism that dynamically modifies the proportions within the stock market; either the bag of maximum results, the bag of difficulty levels, or both; based on the previous behavior.
  • the SBP allows you to increase (or decrease) the chances of winning or getting good results based on what is happening.
  • the mechanism is general and could be applied to a set of players, a set of games, or a combination of both.

Description

SISTEMA PARA INCORPORAR EL AZAR A JUEGOS INTERACTIVOS DE RESOLUCIÓN POR HABILIDAD INTELECTUAL O MOTORA SYSTEM FOR INCORPORATING AZAR TO INTERACTIVE RESOLUTION GAMES FOR INTELLECTUAL OR MOTOR SKILL
CAMPO DE LA INVENCIÓN La invención es en el campo de los juegos interactivos digitales. La misma es operable sobre diversos dispositivos tales como terminales con monitores "touch screen", consolas de videojuegos, gabinetes o máquinas tragamonedas, computadoras personales, teléfonos celulares, televisión interactiva digital, y ofrece la posibilidad de participar en juegos de habilidad ya sea por mera diversión, por premios o por dinero.FIELD OF THE INVENTION The invention is in the field of digital interactive games. It is operable on various devices such as terminals with "touch screen" monitors, video game consoles, cabinets or slot machines, personal computers, cell phones, interactive digital television, and offers the possibility of participating in skill games either by mere fun, for prizes or for money.
La invención se aplica esencialmente en juegos de resolución por habilidad intelectual o motora, contemplándose el caso en que los mismos incluyan también una cuota de azar en su desarrollo, aunque su resolución dependa necesariamente de la capacidad intelectual o motora del jugador.The invention is essentially applied in games of resolution by intellectual or motor ability, contemplating the case in which they also include a chance quota in its development, although its resolution necessarily depends on the intellectual or motor capacity of the player.
BREVE DESCRIPCIÓN DE LA INVENCIÓNBRIEF DESCRIPTION OF THE INVENTION
La presente invención se refiere a un novedoso sistema a partir del cual el azar y la habilidad del jugador influyan en el resultado de un juego, en un grado tal que permite la incorporación de premios (incluso pagos con dinero) , además de la mera diversión.The present invention relates to a novel system from which the chance and skill of the player influence the outcome of a game, to a degree that allows the incorporation of prizes (including payments with money), in addition to mere fun .
Para ello se recurre a la aplicación de distintos esquemas, incluidos algunos que ajustan dinámicamente la dificultad o nivel del juego brindando incentivos acordes a dicha habilidad.For this, the application of different schemes is used, including some that dynamically adjust the difficulty or level of the game providing incentives according to that ability.
Como es en si conocido, muchos juegos de habilidad contienen, en mayor o menor medida, un grado de azar cuyo resultado puede ser salvado, mejorado o empeorado por la participación de la habilidad de cada jugador.As is known per se, many skill games contain, to a greater or lesser extent, a degree of chance whose result can be saved, improved or worsened by the participation of each player's ability.
Por ejemplo, juegos en los que intervienen dados (Generala, Backgammon, TEG) , cartas (Solitarios, Uno) , si bien son esencialmente de azar, tienen una componente de habilidad intelectual y estrategia.For example, games involving dice (Generala, Backgammon, TEG), cards (Solitaires, One), while essentially random, have a component of intellectual ability and strategy.
Lo mismo sucede en los juegos donde se sortean letras para formar palabras (Scrabble, Boggle, Sopa de Letras) , o bien donde haya opciones para elegir preguntasThe same happens in games where letters are drawn to form words (Scrabble, Boggle, Word Search), or where there are options to choose questions
(múltiple cholee, Trivia) , interviene el azar y la habilidad intelectual.(multiple cholee, Trivia), chance and intellectual ability intervene.
Por el contrario existen algunos juegos que no contienen azar alguno y que dependen únicamente de la habilidad o conocimiento del jugador: Ajedrez, Damas, Crucigramas. La presente invención propone un sistema para que los juegos de habilidad (intelectual o motora) en los que el azar no interviene, asi como también en aquellos donde el azar interviene, en mayor o menor medida, puedan ser jugados de manera que, además del atractivo intrinseco que brinda cada juego, se incorpore un incentivo adicional que comprende acceder a un premio (incluso dinero) .On the contrary there are some games that do not contain any chance and that depend solely on the skill or knowledge of the player: Chess, Checkers, Crosswords. The present invention proposes a system so that skill games (intellectual or motor) in which chance does not intervene, as well as in those where chance intervenes, to a greater or lesser extent, can be played so that, in addition to Intrinsic appeal that each game offers, an additional incentive that includes access to a prize (including money) is incorporated.
ANTECEDENTES DE LA INVENCIÓN Máquinas Tragamonedas (slot machines)BACKGROUND OF THE INVENTION Slot machines
Juegos de puro azar sin desafio, sin participación de la habilidad y sin posibilidades de cambiar el destino. Los sistemas de juegos están diseñados para atraer la atención de los jugadores hacia una experiencia de entretenimiento. Los juegos atraen la atención generalmente a través del uso de luces, colores, sonidos, temas musicales, tópicos nuevos, bonos variados y premios. Asimismo, incorporan más y nuevas combinaciones pagadoras .Games of pure chance without challenge, without participation of the skill and without possibilities to change the destiny. Game systems are designed to attract players' attention to an entertainment experience. The games usually attract attention through the use of lights, colors, sounds, musical themes, new topics, varied bonuses and prizes. They also incorporate more and new payment combinations.
Sin embargo, cuando el jugador interviene en estos juegos, la experiencia ofrecida por este tipo de sistemas es altamente repetitiva. El funcionamiento de los sistemas detrás de dichos juegos es siempre el mismo. Se componen de un conjunto de ruedas que contiene símbolos de los más variados que giran para arrojar azarosamente un resultado que puede o no consistir en una o más combinaciones pagadoras.However, when the player intervenes in these games, the experience offered by such systems is highly repetitive. The operation of the systems behind these games is always the same. They consist of a set of wheels that contain symbols of the most varied that rotate to randomly throw a result that may or may not consist of one or more paying combinations.
Es sabido que estos sistemas, que ofrecen continuamente el mismo tipo de juego, causan el aburrimiento del jugador y su pérdida de interés.It is known that these systems, which continuously offer the same type of game, cause the player's boredom and loss of interest.
Esta pérdida de interés está manifestando la necesidad de que aparezcan nuevos sistemas de juegos que ofrezcan una experiencia variada y estimulante para el jugador, que incremente su interés y lo incentive a seguir jugando mientras realiza una apuesta.This loss of interest is manifesting the need for new game systems to appear that offer a varied and stimulating experience for the player, which increases his interest and encourages him to continue playing while placing a bet.
Precisamente, el sistema de la presente patente de invención es una clara solución al problema planteado, dado que permite definir juegos de apuestas donde se incorporan diversos niveles de dificultad concebidas para desafiar la habilidad intelectual o motora del jugador, significando nuevas experiencias de entretenimiento, superiores, siempre novedosas y atractivas.Precisely, the system of the present invention patent is a clear solution to the problem posed, since it allows to define gambling games where different levels of difficulty are incorporated, designed to challenge the intellectual or motor skill of the player, meaning new entertainment experiences, superior, always new and attractive.
En los "slots" tradicionales el juego se comporta de una manera estable a lo largo de toda una sesión, siendo la actividad requerida por parte del jugador siempre la misma y los resultados obtenidos totalmente azarosos y absolutamente independientes de cualquier tipo de habilidad por parte del mismo.In traditional "slots" the game behaves in a stable manner throughout an entire session, being the activity required by the player always the same and the results obtained completely random and absolutely independent of any type of skill by the same.
Estos juegos no presentan ningún desafio intelectual o motor al jugador.These games do not present any intellectual or motor challenge to the player.
Por otro lado, existen juegos de "slots", como el detallado en la patente US 6193696, que ofrecen la posibilidad de responder una pregunta de trivia a la vez que se juega al slot.On the other hand, there are games of "slots", such as the one detailed in US 6193696, which offer the possibility of answering a trivia question while playing the slot.
El jugador que responde correctamente a la pregunta puede acceder a jugar al slot con una tabla de pagos de premios mayor. En cualquier caso, la probabilidad de ganar o perder sigue dependiendo del azar y del hecho de obtener una determinada combinación de símbolos en el juego de slot, combinación que, una vez lograda, otorga el premio más allá de cualquier habilidad por parte del jugador.The player who answers the question correctly can access to play the slot with a jackpot of prizes. In any case, the probability of winning or losing continues to depend on chance and the fact of obtaining a certain combination of symbols in the slot game, a combination that, once achieved, awards the prize beyond any skill on the part of the player.
Se destaca nuevamente que, más allá de la posibilidad de aumentar o disminuir el valor del premio al que se accede, mediante la pregunta de "Trivia", el jugador no tiene posibilidad alguna de influir en la resolución del juego de "slot".It stands out again that, beyond the possibility of increasing or decreasing the value of the prize that is accessed, through the question of "Trivia", the player does not It has any chance of influencing the resolution of the slot game.
El sistema de la presente patente de invención incorpora como novedad, además del componente azaroso, existente en todo juego de apuestas, la necesidad de poner en juego las capacidades intelectuales o motoras del jugador en la resolución del mismo. Es decir, su habilidad intelectual o motora puede cambiar el destino de la sesión de juego.The system of the present invention patent incorporates as a novelty, in addition to the random component, existing in every gambling game, the need to put into play the intellectual or motor skills of the player in the resolution thereof. That is, your intellectual or motor skills can change the fate of the game session.
Videojuegos de "Arcade" ActualesCurrent "Arcade" Video Games
En los videojuegos o juegos de "arcade" actuales se trata de que el jugador vaya superando obstáculos y resolviendo tareas, avanzando hacia niveles de dificultad crecientes. Esto es siempre asi, por lo tanto el jugador conoce e incorpora dicha dinámica, sabe que sigue un nivel más difícil, puede ejercitar las habilidades requeridas y en general puede aprender a resolver todos los niveles de dificultad presentados por el juego. Esto es asi porque en definitiva todos los niveles de dificultad, incluso los más difíciles, dependen casi exclusivamente de la habilidad del jugador.In the current arcade video games or games it is about the player overcoming obstacles and solving tasks, moving towards increasing levels of difficulty. This is always the case, therefore the player knows and incorporates this dynamic, knows that it follows a more difficult level, can exercise the required skills and in general can learn to solve all the difficulty levels presented by the game. This is so because ultimately all levels of difficulty, even the most difficult, depend almost exclusively on the skill of the player.
Si bien este tipo de juegos presenta diversos desafios, no puede establecerse un mecanismo pagador de premios o un "payout" , ya que las probabilidades de ganar o perder dependen directamente de la habilidad del jugador y nunca del azar. Es decir, un jugador muy hábil en un determinado juego, seria ganador sistemáticamente.Although this type of game presents several challenges, a prize-paying mechanism or a payout cannot be established, since the odds of winning or losing depend directly on the player's ability and never on chance. That is, a very skilled player in a certain game would be a winner systematically.
Con el sistema de incentivos adicionales de la presente patente de invención, se ejecuta un sorteo de niveles de dificultad azarosos y variados, que incluso pueden incluir niveles de resolución inalcanzable, lo que hace imposible que la práctica o el aprendizaje permitan a un jugador ganar sistemáticamente. De esta manera se garantiza que habrá jugadores que ganan y jugadores que pierden, pudiéndose establecer una matemática determinada que permita un desarrollo de juego donde es viable el otorgamiento de premios, incluso el pago con dinero.With the system of additional incentives of the present invention patent, a draw of random and varied levels of difficulty is executed, which can even include unattainable levels of resolution, which makes it impossible for practice or learning to allow a player to win systematically. In this way it is guaranteed that there will be players who win and players who lose, being able to establish a specific math that allows a game development where the awarding of prizes is viable, even the payment with money.
Otro inconveniente destacable que puede apreciarse en los videojuegos actuales, radica en que la cantidad de niveles de dificultad es limitada y se suceden de acuerdo a secuencia fija, de menor a mayor. En este tipo de juegos un jugador extremadamente experto puede jugar durante horas, lo que no es económicamente rentable.Another notable drawback that can be seen in current video games is that the amount of difficulty levels is limited and they occur according to a fixed sequence, from least to greatest. In this type of games an extremely skilled player can play for hours, which is not economically profitable.
Con el sistema de la presente patente de invención, es posible incorporar el sorteo de una gran cantidad de niveles de dificultad, componiéndose una sesión de juego de una cantidad predeterminada de dichos niveles. De esta manera, puede establecerse la duración de una sesión, y con ello asegurarse que una cantidad importante de jugadores pasarán por una máquina determinada, en donde un porcentaje de ellos va a ganar y otro va a perder, cumpliéndose con un "payout" preestablecido.With the system of the present invention patent, it is possible to incorporate a lot of difficulty levels by drawing a game session of a predetermined amount of said levels. In this way, the duration of a session can be established, and thus ensure that a significant number of players will pass through a certain machine, where a percentage of them will win and another will lose, complying with a pre-established payout. .
Juegos de ConsolaConsole games
Con respecto a los juegos para consolas tales como "Sony Playstation", "Nintendo" , "Xbox", etc., si bien incorporan una multimedia mucho más sofisticada con respecto a los mencionados videojuegos de "arcade", presentan una estructura parecida en cuanto a la sucesión fija de niveles de dificultad, desde los más fáciles a los más difíciles.With respect to games for consoles such as "Sony Playstation", "Nintendo", "Xbox", etc., although they incorporate a much more sophisticated multimedia with respect to the aforementioned "arcade" video games, they have a similar structure as far as to the succession fixed levels of difficulty, from the easiest to the most difficult.
Aunque se trate de una gran cantidad de niveles y muy variados, al seguir una secuencia fija implican, de la misma manera que los juegos de "arcade", sesiones larguísimas donde el éxito de la tarea está relacionado directamente con la habilidad del jugador, por lo tanto seria imposible establecer una matemática que permita ofrecer un "payout" determinado porque el gasto en premios seria altísimo. No hay garantía de que el balance entre los jugadores que ganan y los que pierden se mantenga en un determinado nivel que permita calcular un "payout"'.Although it is a large number of very varied levels, following a fixed sequence implies, in the same way as "arcade" games, very long sessions where the success of the task is directly related to the player's ability, for Therefore, it would be impossible to establish a mathematics that allows a specific payout to be offered because the expense in prizes would be very high. There is no guarantee that the balance between the winning players and losing is maintained at a certain level that allows to calculate a "payout"'.
Con el sistema de aplicación de incentivos de la presente patente de invención, es posible incorporar niveles de dificultad imposibles de resolver, similares en probabilidad de resolución a la obtención del "Jackpot" en una máquina tragamonedas, asegurando un balance que permite recaudar fondos para entregar premios sobre la base de un "payout" adecuado preestablecido.With the incentive application system of the present invention patent, it is possible to incorporate levels of difficulty that are impossible to solve, similar in probability of resolution to obtaining the "Jackpot" in a slot machine, ensuring a balance that allows to raise funds to deliver prizes based on a pre-established proper payout.
Juegos de azar por dineroGambling for money
Los juegos de azar por dinero cuando existe una banca, se basan en el estudio de la probabilidad de las diversas combinaciones ganadoras sobre el total de combinaciones posibles.Gambling for money when there is a bank, are based on the study of the probability of the various winning combinations over the total possible combinations.
Normalmente, se establece una tabla de pagos basada en esa probabilidad. A la larga (es decir, dada una cantidad suficientemente grande de jugadas, respecto del total de combinaciones posibles) , una tabla de pagos determinada genera un cierto payout (o porcentaje de dinero que el juego -la banca- devuelve a los apostadores) . Si el payout es menor que 100%, entonces la banca no pierde dinero.Normally, a payment table is established based on that probability. In the long run (that is, given a sufficiently large number of moves, with respect to the total possible combinations), a given payment table generates a certain payout (or percentage of money that the game - the bank - returns to the punters). If the payout is less than 100%, then the bank does not lose money.
Por ejemplo, sea una ruleta con 37 casilleros distintosFor example, be a roulette with 37 different lockers
(numerados del 0 al 36) y un paño en el que el jugador sólo puede apostar a qué numero saldrá (apuesta a pleno) , donde la tabla de pagos establece que la banca pagará al apostador que acierte al número que salga en la ruleta a razón de 35 a 1 (es decir, por cada peso que apueste el jugador, la banca le pagará $35 si acierta; si el jugador pierde, la banca se queda con su apuesta) .(numbered from 0 to 36) and a cloth in which the player can only bet on which number will come out (full bet), where the payment table establishes that the bank will pay the bettor who hits the number that goes on the roulette wheel. 35 to 1 ratio (that is, for each peso the player bets, the bank will pay him $ 35 if he hits; if the player loses, the bank keeps his bet).
Si la ruleta está bien equilibrada, la probabilidad deIf the roulette is well balanced, the probability of
que salga cualquiera de los números es 37 , como la tabla de pagos es $1—$35 (para cualquiera de los 37 números) a la larga (luego de miles de jugadas) , el payout de esteany of the numbers is 37, as the payout table is $ 1— $ 35 (for any of the 37 numbers) in the long run (after thousands of plays), this payout
35Dl juego será de 37 (porque cuando el jugador gana, se queda con el peso que apostó, además de los 35 que le paga la banca), es decir, casi un 97,3%.35Dl the game will be 37 (because when the player wins, he keeps the weight he bet, in addition to the 35 that the bank pays him), that is, almost 97.3%.
Esto establece que luego de una cantidad de juegos suficientemente grande, la banca tendrá una ganancia neta de cerca de $0,70 por cada $100 apostados.This establishes that after a sufficiently large number of games, the bank will have a net profit of about $ 0.70 for every $ 100 wagered.
Todos los juegos de azar por dinero que son justos están basados en el estudio probabilistico y funcionan del mismo modo, es decir, utilizando una tabla de pagos que define un cierto "payout". Juegos de habilidad, por dineroAll games of chance for money that are fair are based on the probabilistic study and work in the same way, that is, using a payment table that defines a certain "payout". Skill games, for money
Tradicionalmente, los juegos de habilidad (ya sea intelectual y/o motora) sólo se pueden jugar por dinero cuando se hace entre pares, donde dos o más jugadores se desafian entre si apostando dinero y se establece la forma en que se repartirá el dinero según el resultado del juego (por ejemplo, el ganador se lleva todo, o el dinero se reparte proporcionalmente respecto del puntaje final de cada jugador) .Traditionally, skill games (either intellectual and / or motor) can only be played for money when it is made between pairs, where two or more players challenge each other by betting money and establishes the way in which money will be distributed according to the result of the game (for example, the winner takes everything, or the money is distributed proportionally to the final score of each player).
Los apostadores no necesariamente tienen que ser los mismos jugadores, también puede haber simples apostadores que apuestan por uno u otro jugador. De hecho, hasta podria ser que el jugador en si no sea apostador.The punters do not necessarily have to be the same players, there can also be simple punters that bet on one or the other player. In fact, it could even be that the player itself is not a bettor.
El único lugar en el que existe una banca respecto de este tipo de juegos es cuando la misma es un simple mediador (o broker) de confianza mutua. En caso de existir dicho broker, su ganancia puede estar definida como un pequeño porcentaje de cada apuesta, independientemente de qué jugador resulte ganador; o bien a través de la gestión de esquemas de pago probabilisticos dejándose un margen consistente a favor de la banca.The only place where there is a bank with regard to this type of games is when it is a simple mediator (or broker) of mutual trust. If there is such a broker, your win may be defined as a small percentage of each bet, regardless of which player is the winner; or through the management of probabilistic payment schemes leaving a consistent margin in favor of banking.
Consideraciones generales acerca de los recursos de azar El azar en los juegosGeneral considerations about resources of chance Chance in games
Existen dos mecanismos ampliamente utilizados para generar aleatoriedad en los juegos de azar: a) Lotería de extracción (o lotería de bolillero) b) Azar de probabilidad combinatoria Según la forma en que se implementen ambas, las mismas podrían ser equivalentes en algunos casos.There are two mechanisms widely used to generate randomness in games of chance: a) Extraction lottery (or bolillero lottery) b) Chance of combinatorial probability Depending on the way both are implemented, they could be equivalent in some cases.
Lotería de extracción La lotería de extracción o de bolillero es aquella donde se escoge al azar uno entre n elementos de una bolsa o bolillero .Extraction lottery The extraction or bollard lottery is one where one is randomly chosen from n items in a bag or bolillero.
Normalmente, los n elementos son diferentes entre sí (por ejemplo, numerados del 1 al n) y la probabilidad de elegir cualquiera de ellos es igual (la forma, tamaño y peso de los n elementos son iguales) . De hecho, en este caso, la probabilidad de elegir uno cualquiera de ellosNormally, the n elements are different from each other (for example, numbered from 1 to n) and the probability of choosing any of them is the same (the shape, size and weight of the n elements are equal). In fact, in this case, the probability of choosing any one of them
es exactamente n .It is exactly n .
Cuando se van a extraer más de un elemento sucesivamente, existen dos formas tradicionales de hacerlo: a) con reposición b) sin reposiciónWhen more than one element is to be extracted successively, there are two traditional ways of doing so: a) with replacement b) without replacement
Extracción con reposiciónExtraction with replacement
En la primera, el elemento, una vez extraído y verificado, se vuelve a reponer en la bolsa o bolillero, de modo tal que participe en la siguiente extracción, con lo cual, la probabilidad de que salga cualquiera de los n j_ objetos en la segunda extracción, sigue siendo „ .In the first, the element, once extracted and verified, is replaced in the bag or bolillero, so that it participates in the next extraction, with which, the probability that any of the n j_ objects in the second extraction, is still „.
Extracción sin reposiciónExtraction without replacement
En la segunda forma, el elemento, una vez extraído y verificado, se deja fuera de la bolsa o bolillero, de modo tal que no es posible elegirlo nuevamente. En este caso, quedarán n-1 elementos en la bolsa y la probabilidad de elegir en la segunda extracciónIn the second form, the element, once extracted and verified, is left out of the bag or bolillero, of such that it is not possible to choose it again. In this case, there will be n-1 elements in the bag and the probability of choosing in the second extraction
1 cualquiera de ellos será de n- \ . Para la tercera extracción, quedarán n-2 elementos en la bolsa y la probabilidad de que se elija uno cualquiera de ellos será1 any of them will be n - \. For the third extraction, there will be n-2 items left in the bag and the probability of choosing any one of them will be
1 n- 2 y asi sucesivamente. Si se siguen extrayendo elementos sin reposición, la n-ésima extracción se hará con un solo elemento en la bolsa (el único que no fue elegido en las n-1 extracciones anteriores) , cuya selección es segura (es decir, la probabilidad de elegir ese único elemento es exactamente 1) .1 n-2 and so on. If elements are still extracted without replacement, the nth extraction will be done with a single element in the bag (the only one that was not chosen in the previous n-1 extractions), whose selection is safe (that is, the probability of choosing that one element is exactly 1).
Extracción con reposición parcial - ventana de reposición Existe la posibilidad de utilizar un sistema mixto donde los boletos extraídos no se repongan inmediatamente, pero que impida que "la bolsa se vacíe", de modo tal que nunca la probabilidad de extraer un boleto especifico sea exactamente 1.Extraction with partial replacement - replacement window There is the possibility of using a mixed system where the extracted tickets are not immediately replenished, but that prevents "the bag from emptying", so that the probability of extracting a specific ticket is never exactly one.
Dados n elementos, se define un número i tal que ®<i<rι y se define que la cantidad de boletos en la bolsa nunca puede ser menor que i.Given n elements, a number i is defined such that ® <i <rι and it is defined that the number of tickets in the bag can never be less than i.
Una forma posible de implementación es que cada n-i extracciones (es decir cuando la cantidad de elementos que queda en la bolsa o bolillero es exactamente i) , se reponen los n-i elementos ya utilizados. Otra posibilidad es reponer sólo una parte de los n-i elementos. De hecho, si permitimos que el numero i elegido cumpla que 0≤ i≤ " , entonces la extracción con reposición y sin reposición pasan a ser los casos específicos de los limites de i en el mecanismo general de reposición parcial (í=0 es sin reposición e i=n es con reposición) .One possible form of implementation is that each or extractions (that is, when the quantity of items left in the bag or bolillero is exactly i), the already used elements are not replaced. Another possibility is to replace only part of the elements. In fact, if we allow the number i chosen to comply with 0≤ i≤ ", then the extraction with replacement and without replacement becomes the specific cases of the limits of i in the general partial replacement mechanism (í = 0 is without replacement ei = n is with replacement).
Variantes no equiprobablesNon-equiprobable variants
En los casos descriptos aqui, siempre se utilizaron elementos equiprobables (es decir, que la probabilidad de elegir uno cualquiera que esté en la bolsa es igual a elegir cualquiera de los otros) . Si se deseara que las probabilidades fuesen distintas, podría hacerse de diversas maneras: podrían modificarse propiedades físicas de los elementos (como ser, bolillas más pesadas o más pequeñas tendrán más probabilidad de salir de un bolillero que bolillas más livianas o grandes) , o podría modificarse la cantidad de elementos de cada valor (esto es, utilizar n elementos con k valores distintos con k<n de modo tal que algunos elementos están repetidos una o más veces, incrementando su probabilidad de ser elegidos) .In the cases described here, equiprobable elements were always used (that is, the probability of choosing any one that is in the bag is equal to choosing any of the others). If it were desired that the probabilities were different, it could be done in various ways: physical properties of the elements could be modified (such as, heavier or smaller balls will be more likely to come out of a bollard than lighter or larger balls), or it could modify the quantity of elements of each value (that is, use n elements with k different values with k <n so that some elements are repeated one or more times, increasing their probability of being chosen).
Azar de probabilidad combinatoriaRandom combinatorial probability
El azar de probabilidad combinatoria es aquel en el que se utiliza uno o más elementos que generan azar (arrojar una moneda, un dado, una perinola, etc.) .The chance of combinatorial probability is one in which one or more random elements are used (throw a coin, a dice, a whirligig, etc.).
Por ejemplo, si se arroja n veces un dado de k caras, la cantidad de combinaciones posibles (en la que se respeta k el orden en que salieron) es de n , es decir, que laFor example, if a dice of k faces is thrown n times, the number of possible combinations (in which respect is respected k the order in which they came out) is n, that is, the
J_ probabilidad de cada una de las combinaciones es de nk .J_ probability of each of the combinations is n k.
Estas probabilidades pueden modificarse no distinguiendo el orden o repitiendo valores en distintas caras del dado .These probabilities can be modified by not distinguishing the order or repeating values on different faces of the dice.
Equivalencias de mecanismosMechanism equivalences
En algunos casos, es posible simular el azar de probabilidad combinatoria utilizando lotería de extracción.In some cases, it is possible to simulate the chance of combinatorial probability using extraction lottery.
Por ejemplo: Todas las combinaciones posibles de dos dados de 6 caras resultan en 36 ( 6 ) suponiendo que distinguimos la combinación 1 - 2 de 2 - 1 (en caso contrario se puede implementar también) .For example: All possible combinations of two 6-sided dice result in 36 (6) assuming that we distinguish the combination 1 - 2 from 2 - 1 (otherwise it can also be implemented).
Si se desea simular este evento de azar de probabilidad combinatoria utilizando la lotería de extracción, simplemente es necesario introducir en la bolsa 36 boletos, cada uno de ellos representando una combinación posible de los dos dados. La extracción deberá ser con reposición, ya que el arrojar dos dados una y otra vez nunca depende del resultado anterior. La Figura 1 muestra ambas formas de representar el mismo juego .If you want to simulate this event of chance of combinatorial probability using the extraction lottery, it is simply necessary to enter 36 tickets in the bag, each representing a possible combination of the two dice. The extraction must be replenished, since throwing two dice over and over again never depends on the previous result. Figure 1 shows both ways of representing the same game.
En Estados Unidos las jurisdicciones difieren en la ley, requiriendo en algunas de ellas, que el sorteo de una máquina tragamonedas sea azaroso cinta por cinta, donde la combinación final es una probabilidad del azar de cada cinta (modelo de Azar de probabilidad combinatoria) .In the United States jurisdictions differ in law, requiring in some of them, that the raffle of a slot machine be random tape by tape, where the final combination is a probability of chance of each tape (Random model of combinatorial probability).
Sin embargo otras jurisdicciones exigen que el sorteo sea hecho definiendo primero TODAS las combinaciones posibles, metiendo todas ellas en una bolsa y sorteando una (modelo de Lotería de extracción) . Inclusive la condición para que dicho sorteo sea justo para cada jugador exige que una vez sorteada, la combinación vuelva a meterse en la bolsa para el próximo sorteo y no sea descartada (Lotería de extracción con reposición) .However, other jurisdictions require that the draw be made by first defining ALL possible combinations, putting all of them in a bag and drawing one (Extraction Lottery model). Even the condition so that this draw is fair for each player requires that once drawn, the combination gets back into the bag for the next draw and is not discarded (Extraction lottery with replenishment).
HOJA DE SUSTITUCIÓN (REGLA 26) DESCRIPCIÓN DE LA INVENCIÓN FilosofíaSUBSTITUTE SHEET (RULE 26) DESCRIPTION OF THE INVENTION Philosophy
La filosofía en la cual en se apoya este sistema, es la que considera al juego una actividad esencial del ser humano y factor de desarrollo de sus potencialidades, un enriquecimiento cultural, favorecedor de nuevos intereses, un estimulo para la socialización.The philosophy on which this system is based, is what considers the game an essential activity of the human being and factor of development of its potential, a cultural enrichment, favoring new interests, a stimulus for socialization.
Los juegos de puro azar, al no involucrar al jugador con su inteligencia y habilidades, son propensos a crear hábitos de mecanización y compulsión, lo que se traduce muchas veces en ludopatia de mayor o menor seriedad.The games of pure chance, not involving the player with their intelligence and skills, are prone to create habits of mechanization and compulsion, which often translates into more or less serious gambling.
El sistema de la presente patente de invención, implica la utilización de habilidades y conocimientos. Requiere de la participación de la persona en su totalidad, con su ingenio, sus habilidades visuales, motoras, espaciales, lingüisticas, sumadas a sus conocimientos.The system of the present invention patent implies the use of skills and knowledge. It requires the participation of the person as a whole, with his ingenuity, visual, motor, spatial, linguistic skills, added to his knowledge.
Con su implementación se obtienen juegos que favorecen, en el ser humano, la afirmación de su identidad y le evita la mecanización en su comportamiento, por lo tanto disminuye la propensión a conductas compulsivas.With its implementation, games are obtained that favor, in the human being, the affirmation of their identity and avoid mechanization in their behavior, therefore decreases the propensity to compulsive behaviors.
Basado en lo indicado en los párrafos precedentes, es posible afirmar que el sistema para aplicar incentivos adicionales en los juegos interactivos en general a que se refiere la presente patente de invención, representa una verdadera innovación en el campo del entretenimiento ya que se integran estímulos de tipo cultural, sustituyendo la compulsión por un verdadero desafio en la puesta a prueba de los conocimientos adquiridos.Based on what is indicated in the preceding paragraphs, it is possible to affirm that the system for applying additional incentives in interactive games in general referred to in the present invention patent represents a true innovation in the field of entertainment since stimuli are integrated cultural type, replacing the compulsion with a real challenge in testing the knowledge acquired.
Principio de Funcionamiento El sistema de la presente patente de invención concibe una forma de realizar juegos de habilidad manteniendo un equilibrio matemático, equivalente al que se presenta en los juegos de azar, una probabilidad que permita poder mantener un balance entre ganadores y perdedores y, en función de ello, ofrecer premios como incentivo adicional al del propio juego.Principle of Operation The system of the present invention patent conceives a way of performing skill games maintaining a mathematical balance, equivalent to that presented in games of chance, a probability that allows to maintain a balance between winners and losers and, in Based on this, offering prizes as an additional incentive to the game itself.
Partiendo de la concepción enunciada, puede decirse que el principio de funcionamiento del sistema de incentivos inventado, consiste en la incorporación de diversos motores o recursos que se pueden aplicar a la implementación de cada juego, de modo que se incorpore una componente de azar al juego existente.Starting from the stated conception, it can be said that the principle of operation of the invented incentive system consists in the incorporation of various engines or resources that can be applied to the implementation of each game, so that a random component is incorporated into the game existing.
Estos recursos pueden utilizarse en forma aislada o combinada según sea el tipo de juego en el que se aplique el sistema inventado.These resources can be used in isolation or in combination according to the type of game in which the invented system is applied.
Dichos recursos pueden titularse de la siguiente manera: 1) Lotería de resultados máximos/ la) Lotería de resultados máximos con compensación estadística;These resources can be titled as follows: 1) Maximum results lottery / la) Maximum results lottery with statistical compensation;
Ib) Lotería de resultados máximos con compensación de desbalance de habilidad por azar puro; 2) Lotería de niveles de dificultad;Ib) Lottery of maximum results with compensation of skill imbalance by pure chance; 2) Lottery of difficulty levels;
3) Sistema de balance probabilístico;3) Probabilistic balance system;
4) Sistema de pozos multinivel 1) Lotería de resultados máximos4) Multilevel well system 1) Lottery of maximum results
Un primer recurso aplicable para incorporar azar en un juego determinado, es la denominada lotería de resultados máximos, que se basa en el concepto de establecer de antemano los premios a entregar y de esta manera conocer los resultados matemáticos de la misma. Es decir, se venden 10.000 boletos de lotería a $1 cada uno, se entrega un primer premio de $5.000, un segundo de $2,000, un tercero de $1.000 y un cuatro de $500. Se sabe de antemano que el cálculo resultará en un determinado valor que permitirá repartir dichos premios.A first applicable resource to incorporate chance in a given game is the so-called maximum results lottery, which is based on the concept of establishing the prizes to be delivered in advance and thus knowing the mathematical results of the same. That is, 10,000 lottery tickets are sold at $ 1 each, a first prize of $ 5,000, a second of $ 2,000, a third of $ 1,000 and a four of $ 500 are awarded. It is known in advance that the calculation will result in a certain value that will allow to distribute these prizes.
La Lotería de resultados máximos es aquella en la que se sortea al azar una serie de condiciones que limitarán el máximo resultado que el jugador pueda alcanzar en una determinada jugada.The Maximum Results Lottery is one in which a series of conditions is randomly drawn that will limit the maximum result that the player can achieve in a given play.
El sorteo puede hacerse con cualquier variante de Lotería de extracción.The draw can be done with any variant of the Extraction Lottery.
El sorteo que se realiza (la parte de azar involucrada en el juego) se hace sobre un resultado máximo que podrá alcanzar un conjunto definido previamente de combinaciones de cartas, dados, letras, disposiciones espaciales, o lo que se determinare para un juego especifico .The draw that is made (the part of chance involved in the game) is made on a maximum result that can reach a previously defined set of combinations of cards, dice, letters, spatial arrangements, or what will be determined for a specific game.
Una vez que se realiza dicho sorteo, la habilidad del jugador será la que defina si logra aprovechar al 100% ese conjunto de combinaciones seleccionado al azar o si aprovecha una parte menor. El premio lo ganará sobre lo que realmente pudo aprovechar (y no sobre el resultado máximo posible de dicha combinación) , por lo que su habilidad también influirá en el premio que reciba.Once this draw is made, the player's ability will be the one that defines if he manages to take advantage of that randomly selected set of combinations or if he takes advantage of a smaller part. The prize will win him over what he could really take advantage of (and not over the maximum possible result of that combination), so his ability will also influence the prize he receives.
De este modo, una selección inteligente de combinaciones asociadas a resultados máximos y una tabla de pagos asociada a los resultados generará un payout acotado para el juego, permitiendo que el mismo se juegue por dinero con una banca, del mismo modo que las máquinas tragamonedas tradicionales.In this way, an intelligent selection of combinations associated with maximum results and a payment table associated with the results will generate a bounded payout for the game, allowing it to be played for money with a bank, in the same way as traditional slot machines .
Problemas inherentes a la lotería de resultados máximos La Lotería de resultados máximos permite controlar la cota máxima del payout tomando como único referente un jugador perfecto en un juego determinado. Si bien esto puede utilizarse para que la banca no pierda dineroProblems inherent in the maximum results lottery The Maximum Results Lottery allows you to control the maximum payout level by taking as the only reference a perfect player in a given game. While this can be used so that the bank does not lose money
(definiendo un payout máximo estrictamente menor al 100% para dicho jugador perfecto), esto puede no ser deseable.(defining a maximum payout strictly less than 100% for said perfect player), this may not be desirable.
Si la mayoría de los jugadores tiene una habilidad bastante inferior a la del hipotético jugador perfecto, el payout efectivo estará muy por debajo del payout máximo dejando la sensación al jugador de que nunca gana o de que el juego paga poco.If most players have a much lower skill than the hypothetical perfect player, the effective payout will be well below the maximum payout, leaving the player feeling that he never wins or that the game pays little.
la) Lotería de resultados máximos con compensación estadísticala) Maximum results lottery with statistical compensation
Una solución posible a esto es contar con datos estadísticos de juego para una población dada y ajustar la tabla de pagos de modo tal que el payout estadístico tenga el valor deseado, aunque payout máximo quede por encima del 100%. Si los datos estadísticos están basados en una cantidad suficientemente grande de jugadas y el conjunto de jugadores que generó dicha estadística es significativamente representativo del conjunto de jugadores que utilizarán el juego, esta solución es viable.A possible solution to this is to have statistical game data for a given population and adjust the payment table so that the statistical payout has the desired value, even if the maximum payout remains for over 100%. If the statistical data is based on a sufficiently large number of plays and the set of players that generated such statistics is significantly representative of the set of players who will use the game, this solution is viable.
En efecto, hacer una tabla de pagos de modo tal que si todos los jugadores fuesen perfectos, la casa sistemáticamente perderla dinero, sin embargo, haciendo un estudio estadístico del comportamiento de los jugadores, se podrá establecer un "payout" adecuado de manera que el desbalance que se pueda producir a favor de la casa cuando los jugadores tienen poca habilidad, se reserva para ser utilizado en pagos a los jugadores más hábiles .In fact, to make a payment table so that if all the players were perfect, the house systematically lose money, however, by making a statistical study of the players' behavior, an appropriate payout can be established so that the imbalance that may occur in favor of the house when players have little ability, is reserved for use in payments to the most skilled players.
Si bien este mecanismo puede dar resultados satisfactorios, es cierto que se trata de algo ciertamente empírico e implica un doble riesgo para la casa: Si durante un periodo largo la distribución de la habilidad de los jugadores es sistemáticamente más alta que lo esperado, la casa pierde dinero. Si por el contrario, es más baja de lo esperado, la casa podría ganar dinero en exceso lo cual nunca es conveniente porque termina generando clientes descontentos. Se establece un "payout" menor que el buscado.While this mechanism can give satisfactory results, it is true that it is something that is certainly empirical and involves a double risk to the house: If for a long period the distribution of the players' ability is systematically higher than expected, the house lose money If on the contrary, it is lower than expected, the house could earn money in excess which is never convenient because it ends up generating disgruntled customers. A "payout" is established lower than the one sought.
Por la razón expuesta se incorpora otro recurso mediante el cual se asegure definitivamente que si el "payout" no es el más adecuado, la banca invariablemente procederá a pagar premios de compensación. Ib) Lotería de resultados máximos con compensación de desbalance de habilidad por azar puro.For this reason, another resource is incorporated through which it is definitely ensured that if the payout is not the most appropriate, the bank will invariably proceed to pay compensation prizes. Ib) Lottery of maximum results with compensation of skill imbalance by pure chance.
Una solución es compensar un posible desbalance de habilidad favorable a la casa utilizando exclusivamente un recurso regido completamente por el azar.One solution is to compensate for a possible imbalance of house-friendly ability using exclusively a resource ruled completely by chance.
Dicho recurso de compensación comprende dejar la tabla de pagos basada en el payout máximo (es decir, considerando un aprovechamiento máximo de la habilidad del jugador) , en cuyo caso el monto del desbalance que se va produciendo a favor de la casa será sorteado en premios aplicados al mismo juego (mistery prizes, multilevel jackpots, etc.) .Said compensation resource includes leaving the payment table based on the maximum payout (that is, considering a maximum use of the player's ability), in which case the amount of the imbalance that occurs in favor of the house will be drawn in prizes applied to the same game (mistery prizes, multilevel jackpots, etc.).
La propuesta es hacer una tabla de pagos que otorgue el "payout" deseado sobre la hipótesis (casi seguro falsa) de que todos los jugadores son perfectos. Esto es, se sortea una proporción de resultados máximos del mismo modo que se sortean las combinaciones en una máquina "slot" y esta proporción genera un "payout" deseado en el largo plazo.The proposal is to make a payment table that gives the desired "payout" on the hypothesis (almost certainly false) that all players are perfect. That is, a proportion of maximum results is drawn in the same way that combinations are drawn in a slot machine and this proportion generates a desired payout in the long term.
Como se presume que es muy alta la probabilidad de que los jugadores no sean perfectos, se sabe que necesariamente se genera un desbalance a favor de la casa, es decir, el "payout" termina siendo más bajo de lo configurado.As it is presumed that the probability that the players are not perfect is very high, it is known that an imbalance in favor of the house is necessarily generated, that is, the "payout" ends up being lower than configured.
Teniendo en cuenta lo expuesto, la invención contempla que todos esos montos que quedan injustamente a favor de la casa sean utilizados en la ejecución de sorteos durante los juegos generando premios sorpresa para los jugadores en forma totalmente aleatoria, independiente de la habilidad del jugador, es decir, por puro azar.Taking into account the above, the invention contemplates that all those amounts that are unfairly left in favor of the house be used in the execution of raffles during the games generating surprise prizes for the players in a totally random way, independent of the skill of the player, that is to say, by pure chance.
De la manera expuesta, este nuevo sorteo, por puro azar, que se incorpora, al utilizar como pozo para pagar los premios el referido desbalance a favor de la casa, independientemente de la habilidad del jugador, se garantiza que el "payout" establecido por la tabla de pagos es siempre el más adecuado.In the exposed way, this new draw, by pure chance, which is incorporated, by using the aforementioned imbalance in favor of the house as a well to pay for the prizes, regardless of the player's ability, guarantees that the payout established by The payment table is always the most appropriate.
2) Lotería de niveles de dificultad2) Lottery of difficulty levels
Este segundo recurso de incorporación del azar que puede utilizar el sistema de la presente patente de invención, se basa en el sorteo de Niveles de dificultad de un determinado juego.This second resource of incorporation of chance that can be used by the system of the present invention patent is based on the draw of Difficulty Levels of a given game.
Cuando los elementos, preguntas o combinaciones involucrados en un juego se les puede asignar el concepto de nivel de dificultad, se sortea primero un nivel de dificultad y luego un elemento, pregunta o combinación asociado a dicho nivel de dificultad.When the elements, questions or combinations involved in a game can be assigned the concept of difficulty level, a difficulty level is drawn first and then an element, question or combination associated with said difficulty level.
Cuando se puede determinar de antemano que existen elementos, preguntas o combinaciones que resultan de un nivel de dificultad tan alto que es virtualmente imposible de resolver, es posible lograr una distribución de estos elementos para controlar el payout del juego. Problemas inherentes a la lotería de niveles de dificultadWhen it is possible to determine in advance that there are elements, questions or combinations that result from such a high level of difficulty that it is virtually impossible to solve, it is possible to achieve a distribution of these elements to control the payout of the game. Problems inherent in the lottery of difficulty levels
El único modo en que la Lotería de niveles de dificultad permite controlar la cota máxima del payout es abusando de los niveles altos (o virtualmente imposibles) . Si bien esto puede utilizarse para que la banca no pierda dinero, esto puede no ser deseable. Si la mayoría de los jugadores tiene una habilidad no muy alta, el payout efectivo estará muy por debajo de dicha cota, dejando la sensación al jugador de que siempre pierde o de que el juego paga poco.The only way in which the Difficulty Level Lottery allows you to control the maximum level of the payout is to abuse the high (or virtually impossible) levels. While this can be used so that the bank does not lose money, this may not be desirable. If most players have a not very high ability, the effective payout will be well below that level, leaving the player feeling that he always loses or that the game pays little.
Una solución posible a esto es contar con datos estadísticos de juego para una población dada y ajustar los niveles de dificultad de modo tal que el payout estadístico se aproxime al valor deseado.A possible solution to this is to have statistical game data for a given population and adjust the difficulty levels so that the statistical payout is close to the desired value.
Si los datos estadísticos están basados en una cantidad suficientemente grande de jugadas y el conjunto de jugadores que generó dicha estadística es significativamente representativo del conjunto de jugadores que utilizarán el juego, esta solución es viable .If the statistical data is based on a sufficiently large number of plays and the set of players that generated such statistics is significantly representative of the set of players who will use the game, this solution is viable.
Variantes de las Loterías de resultados máximos y de Niveles de DificultadVariants of the Lotteries of maximum results and Difficulty Levels
Ahora, la Lotería de resultados máximos y la Lotería de niveles de dificultad tienen, a su vez, dos posibles escenarios: a) con reposición de los boletos o b) sin reposición de los boletos (por descarte) . Como se explicó precedentemente en el capitulo de consideraciones generales acerca de los recursos de azar, en el primer caso, el boleto extraído (sorteado) vuelve a la bolsa para la próxima jugada brindando una igualdad de condiciones entre jugadores, es decir que todos los jugadores juegan el mismo sorteo, con la misma cantidad de boletos y con las mismas posibilidades de ganar.Now, the Lottery of maximum results and the Lottery of difficulty levels have, in turn, two possible scenarios: a) with replacement of tickets or b) without replacement of tickets (by discard). As explained previously in the chapter on general considerations about resources of chance, in the first case, the ticket drawn (drawn) returns to the bag for the next play providing equal conditions between players, that is, all players They play the same draw, with the same amount of tickets and with the same chances of winning.
El segundo caso propone que el boleto extraido (sorteado) de la bolsa entera de boletos de resultados sea descartado y la próxima jugada sigue extrayendo boletos pero con uno menos y asi sucesivamente hasta agotar los boletos, momento en el cual se renueva la bolsa.The second case proposes that the ticket drawn (drawn) from the entire bag of results tickets be discarded and the next move continues to extract tickets but with one less and so on until the tickets run out, at which time the bag is renewed.
La diferencia entre estos dos escenarios es que el segundo (sin reposición) se maneja a través de premios exactos, es decir que, si en una bolsa de 10.000 boletos hay un solo premio mayor, se sabe exactamente que se entregará un premio entre 10.000 boletos, ni uno más ni uno menos, mientras que la primera forma (con reposición) propone sólo una probabilidad y no un conocimiento exacto de los premios a repartir, o sea, al reponer el boleto el sorteo sigue siendo sobre 10.000 boletos.The difference between these two scenarios is that the second one (without replenishment) is handled through exact prizes, that is, if in a bag of 10,000 tickets there is only one jackpot, it is known exactly that a prize will be awarded between 10,000 tickets , neither one more nor one less, while the first form (with replenishment) proposes only a probability and not an exact knowledge of the prizes to be distributed, that is, when replenishing the ticket, the raffle is still over 10,000 tickets.
Ahora, en este segundo caso, es sólo la probabilidad la que dice que dicho premio deberla salir en un promedio de 1 en 10.000, pero en este caso no hay garantía que este premio salga exactamente 1 vez cada 10.000, puede ser variable y salir a los 12.000, 15.000 o hasta 20.000, e, inclusive, salir más de una vez durante 10.000 extracciones consecutivas. La realidad es que no es exacto, lo cual lo hace más natural. De todas maneras los diferentes juegos requieren, según su funcionalidad, la utilización de alguna de estas dos formas .Now, in this second case, it is only the probability that says that such prize should go out on an average of 1 in 10,000, but in this case there is no guarantee that this prize goes out exactly 1 time every 10,000, it can be variable and go to the 12,000, 15,000 or up to 20,000, and even leave more than once for 10,000 consecutive extractions. The reality is that it is not accurate, which makes it more natural. However, different games require, depending on their functionality, the use of one of these two ways.
3) Sistema de balance probabilistico3) Probabilistic balance system
Un tercer recurso que puede utilizar el sistema de incentivos de la presente patente de invención para incorporar azar en un juego determinado, es el denominado Sistema de balance probabilístico, [SBP) que actúa como corrector del payout, permitiendo balancear ambas loterías (de resultados máximos y de niveles de dificultad) en base a la desviación más o menos local o temporal del payout efectivo respecto del payout deseado. En el caso de la Lotería de resultados máximos, el Sistema de balance probabilístico varia dinámicamente la proporción de elementos, preguntas o combinaciones con resultados máximos altos y bajos.A third resource that can use the incentive system of the present invention patent to incorporate chance in a given game, is the so-called Probabilistic Balance System, [SBP] that acts as a payout corrector, allowing both lotteries to be balanced (maximum results and of difficulty levels) based on the more or less local or temporary deviation of the effective payout with respect to the desired payout. In the case of the Maximum Results Lottery, the Probabilistic Balance System dynamically varies the proportion of elements, questions or combinations with high and low maximum results.
Esto es, si se detecta que el payout efectivo está muy por debajo del payout deseado, el Sistema de balance probabilístico aumentará la probabilidad de elegir objetos con resultados máximos altos.That is, if it is detected that the effective payout is well below the desired payout, the Probabilistic Balance System will increase the probability of choosing objects with high maximum results.
Si, por el contrario, el payout efectivo está muy por encima del payout deseado, el Sistema de balance probabilístico disminuirá la probabilidad de elegir objetos con resultados máximos altos (pero en ningún caso la eliminará) .If, on the contrary, the effective payout is well above the desired payout, the Probabilistic Balance System will decrease the probability of choosing objects with high maximum results (but in no case will it eliminate it).
En el caso de la Lotería de niveles de dificultad, elIn the case of the Difficulty Level Lottery, the
Sistema de balance probabilístico varia dinámicamente la proporción de niveles de dificultad bajos, medios, altos y virtualmente imposibles.Probabilistic balance system dynamically varies the proportion of low, medium, high and virtually impossible levels of difficulty.
Esto es, si se detecta que el payout efectivo está muy por debajo del payout deseado, el Sistema de balance probabilístico aumentará la proporción de objetos con nivel de dificultad bajo o medio.That is, if it is detected that the effective payout is well below the desired payout, the Probabilistic Balance System will increase the proportion of objects with low or medium difficulty level.
Si, por el contrario, el payout efectivo está muy por encima del payout deseado, el Sistema de balance probabilístico aumentará la proporción de objetos con nivel de dificultad alto o virtualmente imposible.If, on the contrary, the effective payout is well above the desired payout, the Probabilistic Balance System will increase the proportion of objects with a high or virtually impossible level of difficulty.
Frecuencia, discrecionalidad y localidad del SBP El Sistema de balance probabilístico puede aplicarse en forma continua o con distintas frecuencias, ya sea cada determinado intervalo de tiempo, cada determinada cantidad de jugadas o una combinación de ambas.Frequency, discretionality and location of the SBP The Probabilistic Balance System can be applied continuously or with different frequencies, be it each determined time interval, each determined number of plays or a combination of both.
Por otra parte, se le pueden permitir grandes ajustes o acotar la diferencia entre el estado anterior y el estado posterior del sistema, de modo tal que el jugador no note que repentinamente el juego es mucho más fácil o más difícil .On the other hand, you can allow large adjustments or narrow the difference between the previous state and the subsequent state of the system, so that the player does not notice that suddenly the game is much easier or more difficult.
Finalmente, el ajuste puede realizarse sobre un jugador individual o sobre un conjunto de jugadores (ya sea aquellos que están en una región o local determinado u otro perfil que se pueda identificar) . Efecto del SBPFinally, the adjustment can be made on an individual player or on a set of players (either those in a given region or local or other profile that can be identified). SBP Effect
Desde una bolsa llena de elementos o combinaciones con determinada cantidad de niveles de dificultad y eligiendo por azar uno de ellos, el juego presenta al jugador un desafio más o menos complicado según cual haya sido el nivel de dificultad sorteado.From a bag full of elements or combinations with a certain amount of difficulty levels and by randomly choosing one of them, the game presents the player with a more or less complicated challenge depending on the difficulty level drawn.
Dicha forma que implica desafiar al jugador con diferentes niveles de dificultad, puede resultar en distintos escenarios dependiendo de la habilidad de cada jugador. Es decir, un nivel de dificultad medio puede ser resuelto con éxito por una persona habilidosa y no ser resuelto por una persona sin la misma habilidad y/o conocimiento .This form that involves challenging the player with different levels of difficulty, can result in different scenarios depending on the ability of each player. That is, a medium level of difficulty can be successfully resolved by a skilled person and not be solved by a person without the same skill and / or knowledge.
En tal caso, el Sistema de balance probabilistico es el encargado, en sesiones ejecutadas cada un tiempo determinado, según el juego asi lo requiera, de nivelar la bolsa de la lotería para llegar a un equilibrio matemático nuevamente.In this case, the Probabilistic Balance System is in charge, in sessions executed every certain time, as the game requires, to level the lottery bag to reach a mathematical balance again.
Entonces, dicho Sistema de balance logra equilibrar el payout cuando un sorteo de niveles de dificultad arroja resultados inesperados. Por ejemplo si el sistema sorteó un alto nivel de dificultad casi imposible de resolver para una sesión y la misma, gracias a la habilidad del jugador, se pudo resolver, entonces el sistema podrá luego equilibrar dicha sesión con más sorteos de altos niveles de dificultad. Ejemplificación del SBPThen, said Balance System manages to balance the payout when a draw of difficulty levels yields unexpected results. For example if the system raffled a high level of difficulty almost impossible to solve for a session and the same, thanks to the player's ability, could be resolved, then the system can then balance that session with more raffles of high levels of difficulty. SBP Exemplification
El sistema de la invención permite seleccionar niveles de dificultad de dos maneras diferentes: 1) en forma azarosaThe system of the invention allows difficulty levels to be selected in two different ways: 1) randomly
(por distintos métodos) y 2) en forma artificialmente inteligente de acuerdo al desempeño del jugador (o de un conjunto de jugadores) por medio del SBP. De las dos maneras se puede llegar al mismo payout. Siguen los dos ejemplos de lo anteriormente explicado:(by different methods) and 2) in an artificially intelligent way according to the performance of the player (or a set of players) through the SBP. In both ways you can reach the same payout. The two examples of the above explained follow:
Ejemplos de Aplicación Ejemplo 1 (sin SBP)Application Examples Example 1 (without SBP)
Si tenemos 3 niveles de dificultad A, B y C donde A es el fácil, B es uno de los niveles intermedios y C es el imposible, un jugador J que se sienta en una terminal recibirá por sorteo alguno de estos tres niveles de dificultad.If we have 3 difficulty levels A, B and C where A is the easy one, B is one of the intermediate levels and C is the impossible one, a player J who sits in a terminal will receive one of these three difficulty levels by lottery.
Entonces, el jugador coloca su apuesta y el juego sortea los niveles de dificultad. El nivel sorteado es presentado al jugador quien da su respuesta, que es evaluada por el sistema.Then, the player places his bet and the game raffles the difficulty levels. The drawn level is presented to the player who gives his answer, which is evaluated by the system.
Si la respuesta es correcta, el juego realiza nuevamente el sorteo de los niveles de dificultad, saca uno y vuelve a presentarlo al jugador, y asi sucesivamente.If the answer is correct, the game again draws the difficulty levels, takes one out and presents it again to the player, and so on.
Si la respuesta es incorrecta, el juego procede exactamente de la misma manera. Vuelve a realizar el sorteo de niveles de dificultad. Que el jugador obtenga un nivel fácil, intermedio o difícil es completamente azaroso y el premio depende del desempeño. Ej emplo 2 (con SBP)If the answer is incorrect, the game proceeds in exactly the same way. Re-draw difficulty levels. That the player obtains an easy, intermediate or difficult level is completely random and the prize depends on the performance. Ex emplo 2 (with SBP)
El jugador se sienta a jugar y el sistema define unaThe player sits down to play and the system defines a
Distribución proporcional de niveles de dificultad (DPND) de inicio, relacionado con la proporción representada por cada uno de los niveles de dificultad A (fácil) , BProportional distribution of difficulty levels (DPND) at baseline, related to the proportion represented by each of the difficulty levels A (easy), B
(intermedio) y C (prácticamente imposible) .(intermediate) and C (practically impossible).
Se realiza el sorteo y el nivel de dificultad resultante es presentado al jugador a través de diferentes estructuras de juegos. El jugador da una respuesta que es enviada al sistema para su análisis y para la evaluación del equilibrio entre los tres niveles definidos.The draw is made and the resulting difficulty level is presented to the player through different game structures. The player gives an answer that is sent to the system for analysis and for the evaluation of the balance between the three defined levels.
Cada un tiempo determinado (o una determinada cantidad de jugadas) , el Sistema de balance probabilistico analiza el estado del sistema. Si las respuestas corresponden a lo esperado, es decir, el usuario resolvió correctamente la mayoría de los niveles fáciles, algunos de los intermedios, e incorrectamente los niveles imposibles, el SBP mantiene el estado.Every certain time (or a certain number of plays), the Probabilistic Balance System analyzes the state of the system. If the answers correspond to the expected, that is, the user correctly resolved most of the easy levels, some of the intermediate levels, and incorrectly the impossible levels, the SBP maintains the state.
Si por el contrario, el estado se vio modificado por el hecho de que el usuario contestó correctamente a un nivel imposible o el usuario contestó incorrectamente varios niveles fáciles, el Sistema ejecuta el SBP que modificará inteligentemente la Distribución proporcional de niveles de dificultad que se sortearán.If, on the contrary, the state was modified by the fact that the user answered correctly at an impossible level or the user incorrectly answered several easy levels, the System executes the SBP that will intelligently modify the proportional Distribution of difficulty levels to be drawn. .
Casos de uso simples del SBP Se pueden utilizar 4 casos de uso muy simples para comprender el funcionamiento. Para ejemplificarlos partiremos de un DPND inicial de 10 Niveles de DificultadSimple use cases of the SBP 4 very simple use cases can be used to understand the operation. To exemplify them We will start from an initial DPND of 10 Difficulty Levels
Minima (MIN) y 9 Niveles de Dificultad Máxima (MAX) :Minimum (MIN) and 9 Levels of Maximum Difficulty (MAX):
El sistema sortea un nivel imposible (MAX) y el jugador devuelve una respuesta ganadora. El sistema ejecuta el SBP que resulta en un nuevo equilibrio consistente ahora en 13 Niveles Imposibles (MAX) y 9 NivelesThe system draws an impossible level (MAX) and the player returns a winning response. The system executes the SBP resulting in a new equilibrium now consisting of 13 Impossible Levels (MAX) and 9 Levels
Fáciles (MIN) incrementando la probabilidad de que resulte nuevamente sorteado un Nivel Imposible (MAX) .Easy (MIN) increasing the probability that a Impossible Level (MAX) will be drawn again.
El sistema sortea un nivel imposible (MAX) y el jugador devuelve una respuesta perdedora (P) . El equilibrio no se modifica por lo tanto el sistema mantiene el estado. El sistema sortea un Nivel Fácil (MIN) y el jugador devuelve una respuesta perdedora. El sistema ejecuta el SBP que resulta en un nuevo equilibrio consistente ahora en 9 Niveles Imposibles (MAX) y 13 Niveles Fáciles (MIN) incrementando la probabilidad de que resulte sorteado, esta vez, un nivel fácil (MIN) . El sistema sortea un Nivel Fácil (MIN) y el jugador devuelve una respuesta ganadora. El equilibrio no se modifica por lo tanto el sistema mantiene el estado.The system draws an impossible level (MAX) and the player returns a losing response (P). The balance is not modified therefore the system maintains the state. The system draws an Easy Level (MIN) and the player returns a losing response. The system executes the SBP resulting in a new equilibrium now consisting of 9 Impossible Levels (MAX) and 13 Easy Levels (MIN) increasing the probability of being drawn, this time, an easy level (MIN). The system draws an Easy Level (MIN) and the player returns a winning response. The balance is not modified therefore the system maintains the state.
Descripción del ProcesoProcess description
El jugador inicia una sesión de juego en el sistema;The player starts a game session in the system;
El Sistema define un DPND inicial según el juego seleccionado;The System defines an initial DPND according to the selected game;
El Sistema realiza el sorteo de los niveles de dificultad;The System draws the difficulty levels;
El Sistema presenta el nivel de dificultad sorteado en forma de juego; Se recibe un "input" del jugador y el sistema realiza su correspondiente análisis; El Sistema compara el nuevo estado (niveles fáciles versus niveles imposibles) con el estado inicial y mantiene el mismo estado, o bien ejecuta el SBP; El SBP equilibra el estado del Sistema según el "input" recibido.The System presents the difficulty level drawn in the form of a game; An "input" is received from the player and the system performs its corresponding analysis; The System compares the new state (easy levels versus impossible levels) with the initial state and maintains the same state, or runs the SBP; The SBP balances the status of the System according to the "input" received.
En función de lo precedentemente explicado, puede decirse que el sistema de la presente patente de invención se destaca porque define una primera etapa en la cual a través de la lotería de resultados máximos o la de niveles de dificultad, sortea (elige) resultados máximos o niveles de dificultad, los que se presentarán al usuario en la forma que sea más apropiada para cada juego.Based on the foregoing, it can be said that the system of the present invention patent stands out because it defines a first stage in which, through the lottery of maximum results or that of difficulty levels, it raffles (selects) maximum results or difficulty levels, which will be presented to the user in the form that is most appropriate for each game.
El Sistema de balance probabilistico, la segunda etapa, se ejecutará, si fuese necesario, dentro de un determinado tiempo o cada determinada cantidad de jugadas, que podrán ser estipulados en cada uno de los juegos o más globalmente, y la misma se encargará de balancear los premios para mantener un payout equilibrado.The Probabilistic Balance System, the second stage, will be executed, if necessary, within a certain time or each certain amount of plays, which may be stipulated in each of the games or more globally, and it will be in charge of balancing the prizes to keep a balanced payout.
Payout Para lograr llegar a una probabilidad sobre el modelo de Lotería de resultados máximos o de niveles de dificultad con o sin reposición, es necesario definir una hipótesis sobre el nivel de habilidad del jugador, dicha hipótesis digamos que es exigente y se utiliza como referencia el jugador perfecto, es decir, aquel que cumple con los techos planteados por el resultado máximo o nivel de dificultad (para esto es necesario que dicho jugador pueda ser modelado) .Payout To reach a probability on the Lottery model of maximum results or levels of difficulty with or without replacement, it is necessary to define a hypothesis about the level of skill of the player, said hypothesis that is demanding and used as reference the perfect player, that is, the one who meets the ceilings raised by the maximum result or level of difficulty (for this it is necessary that said player can be modeled).
Asi se establece la habilidad máxima posible. Es claro que el jugador real tendrá una performance menor (o, a lo sumo igual) a la del jugador perfecto. De esta manera es posible establecer una probabilidad y mediante una simulación lograr predecir un payout aproximado y cercano al deseado.This establishes the maximum possible skill. It is clear that the real player will have a lower performance (or at most equal) to that of the perfect player. In this way it is possible to establish a probability and by means of a simulation manage to predict an approximate and close payout to the desired one.
Otra variante posible es hacer que los montos acumulados debido al desbalance entre la habilidad del jugador real y la del jugador perfecto se utilicen en pagos de premios otorgados por puro azar, de modo tal de cumplir con el payout preestablecido.Another possible variant is to have the amounts accumulated due to the imbalance between the ability of the real player and that of the perfect player be used in prize payments granted by pure chance, in order to comply with the pre-established payout.
4) Sistema de Pozos Multlnivel4) Multilevel Well System
Un enfoque completamente diferente, comprendido dentro del mismo principio de funcionamiento, posible de utilizar, comprende el pago de la habilidad mediante un sistema poceado, de modo tal que la tabla de pagos es dinámica y está basada en el nivel actual de acumulación en una serie de pozos asociados con los niveles pagaderos .A completely different approach, within the same principle of operation, possible to use, includes the payment of the skill through a poceado system, so that the payment table is dynamic and based on the current level of accumulation in a series of wells associated with the levels payable.
4a) Sistema de pozos multinivel simple4a) Simple multi-level well system
Este esquema premia exclusivamente la habilidad.This scheme exclusively rewards skill.
Se dividen los puntajes posibles que se pueden alcanzar en una serie de niveles discretos, donde, a partir de un cierto nivel, se define que el juego pagará a quienes alcancen ese nivel o uno superior. Los niveles se definirán en base al juego en cuestión, pero puede tratarse de una cierta trayectoria recorrida, una cantidad de items recogidos, lugares alcanzados, pantallas completadas, rangos de puntajes, etc.The possible scores that can be reached are divided into a series of discrete levels, where, from a certain level, it is defined that the game will pay to those who reach that level or a higher level. The levels will be defined based on the game in question, but it can be a certain trajectory traveled, a quantity of items collected, places reached, screens completed, ranges of scores, etc.
Se armará un pozo para cada nivel premiado, esto es, para todos los niveles entre el minimo que se define que reciba premio y el máximo nivel posible del juego. De este modo, habrá tantos pozos como niveles que pagan premio.A well will be assembled for each awarded level, that is, for all levels between the minimum that is defined to receive a prize and the maximum possible level of the game. In this way, there will be as many wells as levels that pay prize.
Del importe que cada jugador paga para jugar, se destina una parte a la ganancia de la empresa y el resto se divide en tantas partes como pozos se deben mantener. La proporción en que se aporta a cada pozo se deberá fijar para cada instancia de juego (podrían ser iguales o diferentes entre si) .Of the amount that each player pays to play, one part goes to the company's profit and the rest is divided into as many parts as wells must be maintained. The proportion in which it is contributed to each well must be set for each game instance (they could be the same or different from each other).
A su vez, cada pozo se divide en dos partes (no necesariamente iguales, pero de proporciones fijas para cada juego) : una parte inmediata y una parte de reserva.In turn, each well is divided into two parts (not necessarily equal, but of fixed proportions for each game): an immediate part and a reserve part.
Cuando un jugador alcanza un nivel que paga premio entonces se le entrega el pozo correspondiente a ese nivel más la suma de un porcentaje preestablecido de las partes inmediatas de todos los pozos de los nivele menores a ese. Por ejemplo, si los niveles 6 a 10 pagan premio y el jugador alcanza el nivel 8, entonces cobrará la parte inmediata del pozo de nivel 8 y la suma de los porcentajes predefinidos de las partes inmediatas de los pozos 6 y 7. Cuando la parte inmediata de un pozo se entrega como premio, la parte de reserva se divide en la misma proporción fija, quedando una nueva parte inmediata y una menor parte de reserva.When a player reaches a level that pays a prize, then the well corresponding to that level is given plus the sum of a pre-established percentage of the immediate parts of all the wells of the levels below that level. For example, if levels 6 to 10 pay a prize and the player reaches level 8, then he will charge the immediate part of the level 8 well and the sum of the predefined percentages of the immediate parts of wells 6 and 7. When the immediate part of a well is awarded as a prize, the reserve part is divided into the same fixed proportion, leaving a new immediate part and a smaller part of the reserve.
A continuación, si los pozos no quedaron ordenados de modo tal que a mayor nivel corresponde un pozo mayor, los mismos se reordenan para que esto ocurra. En el caso trivial en que el porcentaje predefinido que se entrega de los pozos de nivel inferior es 100%, este reordenamiento nunca ocurre.Then, if the wells were not arranged in such a way that a larger well corresponds to a higher level, they are rearranged to make this happen. In the trivial case where the predefined percentage that is delivered from the lower level wells is 100%, this rearrangement never occurs.
El juego no tiene una tabla de pagos ya que todos los premios se otorgan dinámicamente por pozos.The game does not have a payout table since all prizes are awarded dynamically by wells.
Dichos pozos podrían tener limites superiores de modo tal de evitar un crecimiento ilimitado de los mismos. Una vez que un pozo alcanza el monto de su limite, los nuevos aportes que corresponderían a este, se distribuirán entre el resto de los pozos en la misma proporción que se hace el reparto original, pero sin contar los pozos que ya han alcanzado sus respectivos limites.These wells could have upper limits in order to avoid unlimited growth. Once a well reaches the limit, the new contributions that would correspond to it, will be distributed among the rest of the wells in the same proportion as the original distribution is made, but not counting the wells that have already reached their respective limits.
Asimismo se puede definir un nivel mínimo para cada pozo, donde la casa seria responsable de cubrir la diferencia entre el nivel mínimo y el nivel actual toda vez que el monto del pozo quede por debajo de dicho umbral.You can also define a minimum level for each well, where the house would be responsible for covering the difference between the minimum level and the current level as long as the amount of the well is below that threshold.
Ajuste dinámico de aportes a los pozos Dada la limitación superior de los pozos, podría darse el caso (sobre todo en los niveles más altos con poca frecuencia de aparición) que se alcancen dichos límites y que los pozos no crezcan durante mucho tiempo (hasta que el pozo se utilice para pagar un premio) .Dynamic adjustment of contributions to wells Given the superior limitation of wells, it may be the case (especially at higher levels with a low frequency of occurrence) that these limits are reached and that the wells do not grow for a long time (until the well is used to pay a prize).
Una forma de evitar esto es hacer que los porcentajes de aporte a cada pozo, en lugar de ser valores fijos predefinidos sean proporcionales a las diferencias entre el limite superior del pozo y el valor actual del pozo, de modo tal que, a medida que el valor del pozo se acerca al limite, el aporte es cada vez menor (y es mayor en los niveles que están más lejos de su limite) .One way to avoid this is to make the contribution percentages to each well, instead of being predefined fixed values, proportional to the differences between the upper limit of the well and the current value of the well, so that, as the The value of the well is close to the limit, the contribution is less and less (and is higher at levels that are farther from its limit).
Puede utilizarse también una técnica mixta donde el modo dinámico se comience a utilizar luego de que el monto del pozo alcance un nivel predeterminado.A mixed technique can also be used where dynamic mode begins to be used after the amount of the well reaches a predetermined level.
4b) Sistema de pozos multinivel mixto con azar4b) Mixed multilevel well system with chance
Este esquema permite agregar un porcentaje de azar en la entrega de premios.This scheme allows you to add a random percentage in the awards ceremony.
Del importe que cada jugador paga para jugar, se destina una parte a la ganancia de la empresa, otra parte se destina al pago de premios por azar y el resto se divide en tantas partes como pozos se deben mantener. La proporción en que se aporta a cada pozo se deberá fijar para cada instancia de juego (podrían ser iguales o diferentes entre si) del mismo modo que se hará con la proporción que se destine a los premios por azar.Of the amount that each player pays to play, one part goes to the company's profit, another part goes to the payment of prizes by chance and the rest is divided into as many parts as wells must be maintained. The proportion in which it is contributed to each well must be set for each game instance (they could be the same or different from each other) in the same way that it will be done with the proportion that is destined to the prizes by chance.
El mecanismo es el mismo que en el caso del sistema de pozos multinivel simple, pero adicionalmente, en cualquier momento de la partida se sortea un premio por azar utilizando cualquier tipo de lotería de extracción o usando azar de probabilidad combinatoria.The mechanism is the same as in the case of the simple multi-level well system, but additionally, at any time during the game a prize is drawn for random using any type of extraction lottery or using random combinatorial probability.
Estos premios se rigen con los mismos mecanismos que un bonus o un motivador en una máquina de slot tradicional y el payout se define del mismo modo. Si se desea que la totalidad del la proporción destinada a premios por azar se distribuya (de modo tal que la ganancia de la casa provenga únicamente de la proporción ya separada a tal efecto) , entonces se ajustará el payout de estos premios en 100%.These awards are governed by the same mechanisms as a bonus or a motivator in a traditional slot machine and the payout is defined in the same way. If it is desired that the totality of the proportion destined for prizes by chance be distributed (so that the profit of the house comes only from the proportion already separated for that purpose), then the payout of these prizes will be adjusted 100%.
La proporción que se asigne a la parte azarosa del juego dependerá del peso que se le quiera dar a la habilidad del jugador respecto del azar.The proportion assigned to the random part of the game will depend on the weight you want to give the player's ability to chance.
4c) Sistema de pozos multinivel con multiplicador por azar Este esquema permite agregar el sorteo de un multiplicador a cualquiera de los esquemas anteriores de pozos multinivel. El multiplicador se aplica, exclusivamente, a la parte de pozos multinivel por habilidad.4c) Multilevel well system with random multiplier This scheme allows you to add a multiplier draw to any of the previous multilevel well schemes. The multiplier applies exclusively to the part of multi-level wells by skill.
Se selecciona un conjunto de multiplicadores posibles con su frecuencia de aparición (donde normalmente el de mayor frecuencia es Ix, equivalente a no usar multiplicador) .A set of possible multipliers is selected with their frequency of occurrence (where normally the one with the highest frequency is Ix, equivalent to not using a multiplier).
Se toma el mayor multiplicador de la tabla y se duplica su valor obteniéndose un factor z (es decir, si el mayor multiplicador es 1Ox, entonces el factor z será 20) . Se utilizará este factor para definir la proporción entre la parte inmediata y la parte de reserva de cada pozo de i modo tal que la parte inmediata sea z y la parte de z- 1 reserva sea z . De este modo, aun cuando se obtengan por sorteo multiplicadores grandes, las reservas serán suficientes para cubrirlos.The largest multiplier in the table is taken and its value is doubled, obtaining a z factor (that is, if the largest multiplier is 1Ox, then the z factor will be 20). This factor will be used to define the proportion between the immediate part and the reserve part of each well of so that the immediate part is z and the part of z- 1 reserve is z . Thus, even if large multipliers are obtained by lot, the reserves will be sufficient to cover them.
Surge claro de lo precedentemente expuesto que se trata de una invención que define una nueva combinación de medios concebida para lograr un resultado superior, siendo la misma imprevisible y sorprendente incluso para un experto en la especialidad. Consecuentemente, además de ser nueva, su concepción constitutiva y funcional muestra una clara actividad inventiva, de manera que, reúne las condiciones que exige la Ley para ser considerada patente de invención.It is clear from the foregoing that it is an invention that defines a new combination of means designed to achieve a superior result, being the same unpredictable and surprising even for an expert in the field. Consequently, in addition to being new, its constitutive and functional conception shows a clear inventive activity, so that it meets the conditions required by the Law to be considered an invention patent.
Actividad InventivaInventive Activity
Ningún juego interactivo de los que se conocen en la actualidad propone, ni siquiera sugiere la solución que surge de lo indicado en los párrafos precedentes, razón por la cual se trata de una propuesta que, además de novedosa posee una clara actividad inventiva.No interactive game known today, does not even suggest the solution that arises from what is indicated in the preceding paragraphs, which is why it is a proposal that, besides being innovative, has a clear inventive activity.
Descripción de ejemplos de aplicaciónDescription of application examples
Para concretar las ventajas asi someramente comentadas, a las que los usuarios y los entendidos en la especialidad podrán agregar muchas otras más, y para facilitar la comprensión del sistema de incentivos inventado, se describen a continuación algunos ejemplos preferidos de realización, con la expresa aclaración de que, precisamente, por tratarse de ejemplos, no corresponde asignar a los mismos un carácter limitativo o exclusivo del alcance de protección de la presente patente de invención, sino simplemente le asiste una intención meramente explicativa de la concepción básica en que se funda la misma.To specify the advantages thus briefly commented, to which users and those skilled in the art can add many more, and to facilitate the understanding of the invented incentive system, some preferred examples of realization are described below, with the express clarification that precisely because they are examples, it does not apply assign to them a limiting or exclusive character of the scope of protection of the present invention patent, but simply a purely explanatory intention of the basic conception on which it is based assists.
Ejemplo 1 : Tx±vía.Example 1: Tx ± track.
Como es en si conocido, el Trivia es un juego de preguntas y respuestas que versan sobre algún tema o tópico especifico, o bien sobre temas de cultura general. Existen muchas versiones de este tipo de juegos, desde los tradicionales de tablero (Trivial Pursuit, Carrera de Mente, etc.), hasta versiones en medios masivos de comunicación {¿Quién quiere ser millonario?, Odol Pregunta, Jeopardy, etc.) .As is known in itself, the Trivia is a game of questions and answers that deal with a specific topic or topic, or with general culture issues. There are many versions of this type of games, from traditional board games (Trivial Pursuit, Mind Race, etc.), to mass media versions {Who wants to be a millionaire ?, Odol Question, Jeopardy, etc.).
Posible implementaciónPossible implementation
Una implementación posible consiste en diseñar una base de preguntas y respuestas de tipo múltiple choice, que tengan asociado un nivel de dificultad entre 1 y 10, donde 1 es muy fácil y 10 es virtualmente imposible de resolver.One possible implementation is to design a base of multiple choice questions and answers, which have a level of difficulty associated between 1 and 10, where 1 is very easy and 10 is virtually impossible to solve.
Puede implementarse una modalidad de realizar diez preguntas consecutivas donde el jugador puede elegir, luego de responder cada una, si sigue jugando o se retira.A modality of asking ten consecutive questions can be implemented where the player can choose, after answering each one, if he continues playing or retires.
Si el jugador contesta una pregunta en forma incorrecta (o no responde dentro de los 30 segundos predeterminados), el jugador pierde. Al iniciar el juego, el jugador realiza su apuesta (puede ser de valor fijo o variable) y se le presenta la primer pregunta. A medida que va contestando en forma correcta, aparecen nuevas preguntas.If the player answers a question incorrectly (or does not answer within the predetermined 30 seconds), the player loses. At the start of the game, the player places his bet (it can be fixed or variable value) and the first question is presented. As you answer correctly, new questions appear.
Si contesta diez preguntas seguidas en forma correcta, el jugador gana el Jackpot.If he answers ten straight questions correctly, the player wins the Jackpot.
Utilización de la invención Los mecanismos de la invención son aplicables a varios niveles en este juego. Es posible utilizar la Lotería de Niveles de Dificultad para cada pregunta. A su vez, podría utilizarse una simple Lotería de Extracción (con o sin reposición) para sortear la proporción de niveles de dificultad que habrá en la serie de preguntas que se presentan.Use of the invention The mechanisms of the invention are applicable at various levels in this game. It is possible to use the Difficulty Level Lottery for each question. In turn, a simple Extraction Lottery (with or without replenishment) could be used to circumvent the proportion of levels of difficulty in the series of questions presented.
Finalmente, se puede utilizar el Sistema de Balance Probabílístíco para incrementar la probabilidad de que la distribución proporcional de niveles de dificultad incluya más o menos preguntas de mayor nivel de dificultad en base al funcionamiento histórico del juego (por ejemplo, si durante el último tiempo la gran mayoría de la gente perdió en las primeras tres preguntas, el SBP puede hacer que la probabilidad de que la DPND de cada jugada incluya una mayor proporción de preguntas de nivel 1 a 3.Finally, the Probabilistic Balance System can be used to increase the probability that the proportional distribution of difficulty levels includes more or less questions of greater difficulty level based on the historical functioning of the game (for example, if during the last time the The vast majority of people lost in the first three questions, the SBP can make the probability that the DPND of each play includes a higher proportion of questions from level 1 to 3.
Tablas de pagos Las tablas de pagos se armarán en base al estudio probabilistico sobre los niveles de dificultad e incorporarán pagos a partir de una pregunta determinada (probablemente entre la primera y la cuarta) , de modo tal que en alguna respuesta correcta (posiblemente entre la cuarta y la sexta) el jugador recupere su apuesta y, a partir de allí, obtenga una ganancia cada vez mayor por cada respuesta obtenida.Payment tables Payment tables will be assembled based on the probabilistic study of difficulty levels and will incorporate payments based on a specific question. (probably between the first and the fourth), so that in some correct answer (possibly between the fourth and the sixth) the player recovers his bet and, from there, obtains an increasing profit for each answer obtained.
Ejemplo 2: Memory TestExample 2: Memory Test
Como es en sí conocido, el memory test consiste en un conjunto de fichas todas con el dorso igual y con diversas figuras en el frente. Normalmente las figuras del frente se repiten de a pares.As it is known in itself, the memory test consists of a set of cards all with the same back and with various figures on the front. Normally the front figures are repeated in pairs.
El juego se inicia con todas las fichas boca abajo y el jugador debe ir dando vuelta pares de fichas. Si las mismas tienen el frente igual, las retira, si no, debe dejarlas boca abajo como las encontró.The game starts with all the chips face down and the player must turn pairs of chips. If they have the same front, remove them, if not, you should leave them face down as you found them.
Normalmente se juega de a dos o más jugadores turnándose para elegir las fichas. El juego finaliza cuando no quedan más fichas boca abajo y gana el jugador que más pares retiró.Usually two or more players are played taking turns choosing the chips. The game ends when there are no more chips face down and the player with the most pairs withdrew wins.
Posible implementaciónPossible implementation
El juego se puede implementar para que un jugador juegue solo contra la máquina y se puede finalizar cuando no quedan más fichas (variante tradicional) o luego de una determinada cantidad de movidas.The game can be implemented so that a player plays alone against the machine and can be finished when there are no more chips (traditional variant) or after a certain amount of moves.
En el primer caso, se pagaría por cantidad de movidas (cuanto menor sea el número, más se pagará) , en el segundo caso, se puede pagar por cantidad de pares encontrados. El nivel de dificultad del juego está asociado normalmente a la cantidad inicial de fichas y a las imágenes en las mismas (podría haber fichas similares entre si aunque distintas, podria hacerse una versión temática, por ejemplo con pinturas renacentistas, donde el conocimiento del tema en particular seria una ventaja adicional para el jugador) .In the first case, it would be paid for the amount of moves (the smaller the number, the more it will be paid), in the second case, it can be paid for the number of pairs found. The level of difficulty of the game is normally associated with the initial amount of tokens and the images in them (there could be similar to each other although different, a thematic version could be made, for example with Renaissance paintings, where knowledge of the particular subject it would be an additional advantage for the player).
También se puede bajar el nivel de dificultad presentando más de un par con la misma imagen.You can also lower the difficulty level by presenting more than one pair with the same image.
Utilización de la invenciónUse of the invention
Se puede utilizar la Lotería de Niveles de Dificultad para definir la cantidad de pares repetidos que se mostrarán. También podria utilizarse la misma para agrandar o achicar la distancia en el tablero entre ambos fichas de un par.You can use the Difficulty Level Lottery to define the number of repeated pairs that will be displayed. It could also be used to enlarge or reduce the distance on the board between both pieces of a pair.
Finalmente, el juego también podria implementarse de manera tal que la posición inicial de las fichas no esté establecida por completo al iniciarse la partida, si no que se establece a medida que el jugador va descubriendo fichas (obviamente, una vez que una ficha fue descubierta, la misma se fija) . De este modo, se puede utilizar la Lotería de Resultados Máximos de manera tal de impedir que el jugador encuentre un par en las P primeras jugadas (donde P puede ser cualquier número menor o igual a la cantidad de pares diferentes) .Finally, the game could also be implemented in such a way that the initial position of the chips is not fully established at the start of the game, but it is established as the player discovers chips (obviously, once a chip was discovered , it is fixed). In this way, the Maximum Results Lottery can be used in such a way as to prevent the player from finding a pair in the first P plays (where P can be any number less than or equal to the number of different pairs).
Se puede aplicar el Sistema de Balance Probabilístico para cambiar la distribución de probabilidad de los distintos resultados máximos y/o niveles de dificultad. Tablas de pagosThe Probabilistic Balance System can be applied to change the probability distribution of the different maximum results and / or difficulty levels. Payment tables
Las tablas de pagos dependerán de diversos parámetros relativos a la implementación en sí del juego. Una posibilidad es fijar la cantidad máxima de movidas en un número mayor o igual a la cantidad de pares y pagar por par encontrado.The payment tables will depend on various parameters related to the actual implementation of the game. One possibility is to set the maximum number of moves at a number greater than or equal to the number of pairs and pay per pair found.
Otra posibilidad es jugar hasta completar el tablero y pagar por cantidad de movidas (a menor cantidad de movidas, mayor el pago) .Another possibility is to play until the board is completed and pay for the amount of moves (the smaller the number of moves, the greater the payment).
Ejemplo 3: Generala.Example 3: Generate it.
Otro juego en si conocido es el denominado "Generala" que se realiza con cinco dados y un cubilete. Cada movida consiste en tirar los dados una a tres veces (eligiendo los dados que se vuelven a introducir en el cubilete a partir de la segunda tirada) y se deben completar una serie de juegos especiales: escalera (cinco números consecutivos) , full (dos dados con un número y tres con otro) , póquer (cuatro dados con el mismo número) , generala (los cinco dados iguales) y doble-generala (una segunda generala en el mismo partido) ; y una serie de jugadas con números específicos (cantidad de unos, cantidad de doces, etc.) .Another game known in itself is the so-called "Generala" which is made with five dice and a beaker. Each move consists of throwing the dice one to three times (choosing the dice that are reintroduced into the beaker from the second roll) and a series of special games must be completed: ladder (five consecutive numbers), full (two dice with one number and three with another), poker (four dice with the same number), generate it (the five equal dice) and double-generate it (a second one generates it in the same match); and a series of plays with specific numbers (number of ones, number of dozen, etc.).
Normalmente los juegos especiales tienen un valor específico (escalera: 20, full: 30, póquer: 40, generala: 50 y doble-generala: 100) y en las jugadas de números específicos se suman los puntos de los dados iguales (si saca tres doces anota 6 puntos (3x2) en el casillero correspondiente al número dos; si saca dos cincos anota 10 puntos (2x5) en el casillero correspondiente al número cinco) .Normally the special games have a specific value (ladder: 20, full: 30, poker: 40, generate it: 50 and double-generate it: 100) and in the plays of specific numbers the points of the equal dice are added (if you draw three doces scores 6 points (3x2) in the box corresponding to number two; if he takes two fives he scores 10 points (2x5) in the box corresponding to number five).
En total una partida tiene once movidas.In total a game has eleven moves.
Los juegos especiales, si salen en el primero de los tres tiros, se llaman "servidos" y su puntaje es 5 puntos más que el normal, a excepción de la generala que simplemente "gana el partido".The special games, if they come out in the first of the three shots, are called "served" and their score is 5 points more than normal, except for the general who simply "wins the game."
La estrategia del jugador consiste en la forma de anotar los resultados de cada movida (si sacó cuatro seises ¿le conviene anotar 24 al 6 o un póquer de 40?, si no sacó ningún juego que pueda anotar, ¿anota 0 en la generala, en un número o en la escalera?The strategy of the player consists in the way to write down the results of each move (if he took four six, should he score 24 to 6 or a poker of 40 ?, if he did not take any game that he can score, does he score 0 in the general, on a number or on the stairs?
Posible implementaciónPossible implementation
Se puede jugar de forma tradicional en la que luego de cada movida el jugador elige qué anota. Se puede jugar también de modo tal que la máquina le presente al jugador qué tipo de jugada deberá anotar en la próxima movida. Se puede implementar una apuesta global para una jugada completa o una apuesta para cada movida.You can play in a traditional way in which after each move the player chooses what he scores. It can also be played in such a way that the machine presents to the player what type of play he should score in the next move. You can implement a global bet for a complete play or a bet for each move.
Utilización de la invenciónUse of the invention
Se puede utilizar la Lotería de Resultados Máximos de modo y controlar la salida de los dados en una partida o movida en base a dicha Loteria.You can use the Maximum Results Lottery so that you can control the output of the dice in a game or move based on that Lottery.
Se puede aplicar el Sistema de Balance Probabilístico para cambiar la distribución de probabilidad de los distintos resultados máximos. Tablas de pagosThe Probabilistic Balance System can be applied to change the probability distribution of the different maximum results. Payment tables
Se puede pagar en base al puntaje tradicional del juego, ya sea en forma lineal o incrementando los premios mayores de manera de hacerlo más atractivo. Se pueden implementar pagos por llegar a determinados umbrales de puntos. Se pueden implementar premios específicos para los juegos especiales o si los consiguen en determinado momento.It can be paid based on the traditional score of the game, either linearly or by increasing the top prizes so as to make it more attractive. Payments can be implemented for reaching certain point thresholds. You can implement specific prizes for special games or if you get them at a certain time.
Según se indicó precedentemente, es posible utilizar el Sistema de Pozos Multinivel de modo que los jugadores vayan aportando a una serie de pozos escalonados según el nivel alcanzado (cuando se hace apuesta por partida completa) y los jugadores que alcanzan dichos niveles van cobrando las partes correspondientes.As indicated above, it is possible to use the Multilevel Well System so that players contribute to a series of staggered wells according to the level reached (when betting on full game) and players who reach those levels are charging the parts corresponding.
Ejemplos de formas de Pago por PozosExamples of Well Payment Methods
Se otorgan puntajes de acuerdo a la forma tradicional del juego y se arman (como ejemplo) : Pozo Jackpot (para quienes sacan generala servida)Scores are awarded according to the traditional form of the game and are assembled (as an example): Jackpot Well (for those who serve generate it served)
Pozo 4 (nivel 300 puntos o más)Well 4 (level 300 points or more)
Pozo 3 (nivel 220 a 299 puntos)Well 3 (level 220 to 299 points)
Pozo 2 (nivel 150 a 219 puntos)Well 2 (level 150 to 219 points)
Pozo 1 (nivel 100 a 149 puntos)Well 1 (level 100 to 149 points)
Se define que en cada nivel la parte Inmediata del pozo será del 40% y la parte de reserva del pozo será del 60%.It is defined that at each level the Immediate part of the well will be 40% and the reserve part of the well will be 60%.
El monto de la apuesta de un jugador se repartirá del siguiente modo: Ganancia para la casa: 10%The amount of a player's bet will be distributed as follows: Win for the house: 10%
Aporte al pozo 1: 25%Contribution to well 1: 25%
Aporte al pozo 2: 20% Aporte al pozo 3: 20% Aporte al pozo 4: 15% Aporte al pozo Jackpot: 10%Contribution to well 2: 20% Contribution to well 3: 20% Contribution to well 4: 15% Contribution to Jackpot well: 10%
En un instante dado los pozos podrían estar configurados del siguiente modo:At any given time the wells could be configured as follows:
Figure imgf000045_0001
correspondiente al nivel
Figure imgf000045_0001
corresponding to the level
Supongamos que un jugador, con esta configuración de pozos obtiene 178 puntos. Entonces alcanzó el nivel 2. El jugador cobra la parte inmediata de este pozo solamente ($1.725) y la parte de reserva ($2.586) se vuelve a partir en un 40% de parte inmediata y un 60% de parte de reserva quedando $1.035 y $1.551 respectivamente .Suppose a player, with this well configuration, obtains 178 points. Then he reached level 2. The player charges the immediate part of this well only ($ 1,725) and the reserve part ($ 2,586) is returned from an immediate 40% and a 60% reserve part leaving $ 1,035 and $ 1,551 respectively.
Pero este pozo ahora es menor que el pozo de nivel 1 y eso no debe ocurrir, entonces se reordenan los pozos por sus montos y queda la siguiente tabla:
Figure imgf000046_0001
But this well is now smaller than the level 1 well and that should not happen, so the wells are rearranged by their amounts and the following table remains:
Figure imgf000046_0001
Si ahora un jugador saca 246 puntos, le corresponde la parte inmediata del pozo de nivel 3 ($25.315); la correspondiente parte de reserva ($15.189) se vuelve a partir 40%/β0% quedando la nueva parte inmediata en $6.076 y la nueva parte de reserva en $9.113; como este pozo sigue siendo mayor que el pozo de nivel 2, no se reordenan los mismos y queda la siguiente tabla:If a player now scores 246 points, he is entitled to the immediate part of the level 3 pit ($ 25,315); the corresponding reserve part ($ 15,189) is returned from 40% / β0%, leaving the new immediate part at $ 6,076 and the new reserve part at $ 9,113; As this well is still larger than the level 2 well, they are not rearranged and the following table remains:
Figure imgf000046_0002
Figure imgf000046_0002
Nota: Para simplificar la explicación, no se están considerando los constantes aportes a los pozos por parte de todos los jugadores que inician una partida. Alternativa: Entregar la parte inmediata del pozo correspondiente al nivel más la suma del 100% de todos los pozos de los niveles inferioresNote: To simplify the explanation, the constant contributions to the wells by all the players that start a game are not being considered. Alternative: Deliver the immediate part of the well corresponding to the level plus the sum of 100% of all the wells of the lower levels
Dada la misma tabla original, supongamos nuevamente que un jugador obtiene 178 puntos. Alcanzó el nivel 2.Given the same original table, suppose again that a player gets 178 points. It reached level 2.
Ahora lo que va a cobrar es la parte inmediata del pozo de nivel 2 ($1.725) más la parte inmediata del pozo de nivel 1 ($1.173), en total $2.898. Las partes de reserva de ambos pozos se vuelven a dividir en 40%/60% y queda la siguiente configuración de los pozos:Now what you are going to charge is the immediate part of the level 2 well ($ 1,725) plus the immediate part of the level 1 well ($ 1,173), totaling $ 2,898. The reserve parts of both wells are again divided into 40% / 60% and the following well configuration remains:
Figure imgf000047_0001
Figure imgf000047_0001
Si ahora un jugador saca 246 puntos (nivel 3), cobrará la suma de las partes inmediatas de los pozos de nivel 1, 2 y 3, en total $11.865. Se vuelven a dividir las partes de reserva de los tres pozos y queda:
Figure imgf000048_0001
If a player now scores 246 points (level 3), he will charge the sum of the immediate parts of the level 1, 2 and 3 wells, in total $ 11,865. The reserve parts of the three wells are again divided and it remains:
Figure imgf000048_0001
Nótese que en esta alternativa, nunca es necesario reordenar ya que todos los pozos inferiores se vacian al mismo tiempo que el pozo del nivel acertado.Note that in this alternative, it is never necessary to reorder since all the lower wells are emptied at the same time as the well of the successful level.
Nota; Para simplificar la explicación, no se están considerando los constantes aportes a los pozos por parte de todos los jugadores que inician una partida.Note; To simplify the explanation, the constant contributions to the wells by all the players that start a game are not being considered.
Alternativas intermediasIntermediate alternatives
Los dos ejemplos anteriores dieron los casos extremos de tomar solamente la parte inmediata del nivel correspondiente (y el 0% de los niveles inferiores) y tomar la parte inmediata del nivel correspondiente más la suma total del 100% de las partes inmediatas de los niveles inferiores.The two previous examples gave the extreme cases of taking only the immediate part of the corresponding level (and 0% of the lower levels) and taking the immediate part of the corresponding level plus the total sum of 100% of the immediate parts of the lower levels. .
Podrían establecerse distintos porcentajes de los porcentajes de los niveles inferiores y armar distintos escenarios de formas de pago. Efecto del aporte del pago de los jugadores Si se considerara que dada la tabla inicial original comienzan a jugar diez usuarios que ponen $10 cada uno para ello (en total $100) , $10 pasarían a la ganancia de la casa y el resto se suma a los pozos respectivos en la proporción indicada al principio (nivel 1 25%; nivel 2 20%; nivel 3 20%, nivel 4 15%, jackpot 10%), con lo que la nueva tabla quedarla de este modo:Different percentages of the percentages of the lower levels could be established and different payment methods scenarios can be put together. Effect of the contribution of the players' payment If it is considered that given the original initial table ten users start to play $ 10 each ($ 100 in total), $ 10 would go to the house profit and the rest is added to the respective wells in the proportion indicated at the beginning (level 1 25%; level 2 20%; level 3 20%, level 4 15%, jackpot 10%), so that the new table would remain this way:
Pozo Pozo total Parte Parte de inmediata reservaWell Total well Part Part of immediate reservation
Nivel 1 $2.956 $1.183 $1.773Level 1 $ 2,956 $ 1,183 $ 1,773
Nivel 2 $4.331 $1.733 $2.598Level 2 $ 4,331 $ 1,733 $ 2,598
Nivel 3 $25.335 $10.134 $15.201 Nivel 4 $310.106 $124.043 $186.063Level 3 $ 25,335 $ 10,134 $ 15,201 Level 4 $ 310,106 $ 124,043 $ 186,063
Jackpot $593.017 $237.207 $355.810 Jackpot $ 593,017 $ 237,207 $ 355,810
GLOSARIO DE TÉRMINOSGLOSSARY OF TERMS
Tézminos asociados a los juegosTerms associated with games
JuegoGame
Se define como juego a una implementación especifica de un juego determinado, con sus condiciones inicio, finalización y premiación.A specific implementation of a specific game is defined as a game, with its start, finish and award conditions.
Ejemplo: la "generala por puntaje total de 11 movidas" es un juego; el "memory test de 10 fichas distintas en tablero de 5x4 por cantidad de movidas hasta encontrar todos los pares" es otro juego.Example: "generate it by total score of 11 moves" is a game; the "memory test of 10 different chips on a 5x4 board by number of moves until all pairs are found" is another game.
PartidaDeparture
Se define como partida (o jugada) a una instancia especifica de un juego. La partida se inicia con una apuesta y se finaliza cuando el jugador gana, pierde o se retira. Una vez finalizada una partida, el jugador debe apostar nuevamente si desea comenzar otra partida.A specific instance of a game is defined as a game (or play). The game starts with a bet and ends when the player wins, loses or withdraws. Once a game is over, the player must bet again if he wishes to start another game.
Una corrida completa especifica de la generala es una partida. Una sesión especifica de trivia (desde la primera pregunta hasta que pierde o contesta correctamente la décima pregunta) es una partida.A specific full run of the generala is a game. A specific trivia session (from the first question until you lose or answer the tenth question correctly) is a game.
MovidaMove
Se define como movida a una acción especifica del jugador dentro de una partida. Una tirada de uno a tres tiros de generala es una movida. Una selección de un par en el memory test es una movida. Una respuesta a una pregunta especifica en una trivia es una movida. Según como se defina el juego, una movida podría también conllevar una apuesta y un posible pago.It is defined as moving to a specific action of the player within a game. A roll of one to three shots of generala is a move. A selection of a pair in the memory test is a move. An answer to a specific question in a trivia is a move. Depending on how the game is defined, a move could also involve a bet and a possible payment.
Nótese que pueden existir juegos en los que la partida es de una sola movida, por definición (no sólo porque el jugador pierda rápido) como ser el quid de única pregunta por tiempo o una partida de slot tradicional.Note that there may be games in which the game is a single move, by definition (not only because the player loses fast) such as being the crux of only one question per time or a traditional slot game.
PayoutPayout
Es la cantidad de premios, tanto en objetos diversos como en dinero, que entrega una máquina o un conjunto de máquinas. El nivel del "payout" se mide proporcionalmente en función de la cantidad de recursos o dinero recaudado por las máquinas correspondientes. Es decir: es el porcentaje de dinero que el juego -la banca- devuelve a los apostadores. Si el payout es menor que 100%, entonces la banca no pierde dinero.It is the amount of prizes, both in diverse objects and in money, that a machine or a set of machines delivers. The level of the "payout" is measured proportionally based on the amount of resources or money collected by the corresponding machines. That is to say: it is the percentage of money that the game - the bank - returns to the punters. If the payout is less than 100%, then the bank does not lose money.
Mecanismos genéricos de azarGeneric random mechanisms
Lotería de Extracción (lotería de bolillero)Extraction Lottery (Bolillero Lottery)
Elección al azar de uno entre n boletos (o bolillas) de una bolsa o bolillero. Probabilidad de elegir uno i cualquiera (si todos los boletos son distintos) es n .Random choice of one among n tickets (or balls) of a bag or locker. Probability of choosing one and any (if all tickets are different) is n .
Si se quiere incrementar la probabilidad de algunos boletos respecto de otros, se pueden repetir (es decir, se ponen en la bolsa n boletos con k valores distintos donde k<n) . Utilizando distintas cantidades se manejan las probabilidades. Lotería de Extracción con reposiciónIf you want to increase the probability of some tickets with respect to others, they can be repeated (that is, they put in the bag n tickets with k different values where k <n). Using different amounts the probabilities are handled. Extraction lottery with replacement
Una vez extraído un boleto, el mismo se repone en la bolsa. La probabilidad de cada extracción de la bolsa es independiente de lo que pasó antes.Once a ticket has been removed, it is replaced in the bag. The probability of each extraction from the bag is independent of what happened before.
Lotería de Extracción sin reposiciónExtraction Lottery without replacement
Una vez extraído un boleto, el mismo se deja fuera de la bolsa y no juega más (al menos hasta que se vacie la bolsa) . La probabilidad de extracción de cada elemento depende de las extracciones anteriores.Once a ticket has been removed, it is left out of the bag and does not play anymore (at least until the bag is empty). The probability of extraction of each element depends on the previous extractions.
Lotería de Extracción con reposición parcial (ventana de reposición)Extraction lottery with partial replacement (replenishment window)
Es un sistema mixto en el cual no se reponen los boletos inmediatamente, si no a partir de determinado momento (en general cuando quedan k boletos en la bolsa (con k<n) . Se puede implementar de distintos modos: una vez que se comienza a reponer, se repone continuamente (ya sea el que se extrajo hace más tiempo o uno al azar) , o se reponen todos de una vez y se vuelven a esperar n-k jugadas para volver a reponer.It is a mixed system in which tickets are not immediately replenished, if not from a certain moment (in general when there are k tickets left in the bag (with k <n). It can be implemented in different ways: once it starts to replenish, it is continually replenished (either the one that was extracted more time or one at random), or they are replenished all at once and they are expected again to play again to replenish.
Azar de probabilidad combinatoriaRandom combinatorial probability
Se arrojan uno o más elementos que pueden tomar distintos valores (dados, monedas, perinolas, ruletas, etc.) .One or more elements are thrown that can take different values (dice, coins, whirlpools, roulettes, etc.).
Mecanismos específicos de la invención Lotería de resultados máximosSpecific mechanisms of the invention Maximum results lottery
Se puede utilizar para juegos en los que se pueden definir condiciones de inicio (fichas en un tablero, orden de cartas en un mazo, etc.) o condiciones de control peseteadas para el desarrollo del juego (orden en que se mostraran las fichas una vez que se descubran, combinaciones de fichas o dados que irán apareciendo, etc.), de modo tal que los mismos garanticen que un jugador, aunque juegue perfectamente, no puede superar un resultado máximo (un techo) cuando se dan dichas condiciones para la partida determinada.It can be used for games in which you can define starting conditions (chips on a board, order of cards in a deck, etc.) or control conditions weighted for the development of the game (order in that the chips are displayed once they are discovered, combinations of chips or dice that will appear, etc.), so that they guarantee that a player, even if he plays perfectly, cannot overcome a maximum result (a roof) when These conditions are given for the given item.
En estos juegos, se meten en la bolsa una cierta proporción de resultados máximos y antes de cada partida se elige cuál se usará utilizando la loteria de extracción ya sea con reposición, sin reposición o con reposición parcial.In these games, a certain proportion of maximum results are put in the bag and before each game it is chosen which one will be used using the extraction lottery either with replacement, without replacement or with partial replacement.
Una vez hecho esto, se seleccionan (posiblemente también utilizando la loteria de extracción ya sea con reposición, sin reposición o con reposición parcial) condiciones de inicio (o condiciones de control, según corresponda al juego especifico) que cumplan con el resultado máximo seleccionado.Once this is done, they are selected (possibly also using the extraction lottery either with replacement, without replacement or with partial replacement) starting conditions (or control conditions, as appropriate to the specific game) that meet the maximum selected result.
-Atención: Nótese que, en principio, se sortean por un lado los resultados máximos y, por el otro, las partidas especificas .-Attention: Note that, in principle, the maximum results are drawn on the one hand and, on the other, the specific items.
Distribución proporcional de resultados máximos (DPRM)Proportional distribution of maximum results (DPRM)
La distribución proporcional de resultados máximos (DPBM) es la distribución de los diversos resultados máximos que hay en un momento dado dentro de la bolsa cuando se utiliza la loteria de resultados máximos. Lotería de niveles de dificultadThe proportional distribution of maximum results (DPBM) is the distribution of the various maximum results that exist at any given time in the stock market when the maximum results lottery is used. Difficulty Level Lottery
En los juegos en que se puede definir distintos niveles de dificultad ya sea para la partida completa o para cada movida, se meten en la bolsa una determinada proporción de cada nivel de dificultad y antes de la partida o la movida (según corresponda) se elige qué nivel de dificultad se usará utilizando la lotería de extracción ya sea con reposición, sin reposición o con reposición parcial .In games where you can define different levels of difficulty either for the entire game or for each move, a certain proportion of each level of difficulty is put in the bag and before the game or move (as appropriate) you choose what level of difficulty will be used using the extraction lottery either with replacement, without replacement or with partial replacement.
-Nótese que la lotería de niveles de dificultad se puede aplicar tanto a la partida como un todo, como sólo a una movida (esto dependerá del juego en cuestión) .-Note that the lottery of difficulty levels can be applied both to the game as a whole, as only to a move (this will depend on the game in question).
-Nótese que esta lotería de niveles de dificultad se puede combinar (si el juego lo permite) con la lotería de resultados máximos . Por ejemplo, se puede sortear por lotería de resultados máximos una partida (tablero) de sopa de letras de modo tal que la misma sólo contenga 5 palabras y, además sortear el nivel de dificultad y elegir dificultad media (hay tableros con 5 palabras más fáciles que otros) . Finalmente se elige uno entre los tableros con 5 palabras de dificultad media y ese es el que se le presenta al jugador.-Note that this lottery of difficulty levels can be combined (if the game allows) with the lottery of maximum results. For example, you can sort by lottery of maximum results one game (board) of word search so that it only contains 5 words and, in addition to circumvent the level of difficulty and choose medium difficulty (there are boards with 5 easier words What others) . Finally one is chosen from the boards with 5 words of medium difficulty and that is what is presented to the player.
Distribución proporcional de niveles de dificultad (DPND) La distribución proporcional de niveles de dificultad (DPND) es la distribución de los diversos niveles de dificultad que hay en un momento dado dentro de la bolsa cuando se utiliza la lotería de niveles de dificultad. Sistema de balance probabilistico (SBP)Proportional distribution of difficulty levels (DPND) The proportional distribution of difficulty levels (DPND) is the distribution of the various levels of difficulty that exist at any given time inside the bag when the difficulty level lottery is used. Probabilistic Balance System (SBP)
El Sistema de balance probabilistico (SBP) es el mecanismo que modifica dinámicamente las proporciones dentro de la bolsa; ya sea la bolsa de resultados máximos , la bolsa de niveles de dificultad, o ambas; en base al comportamiento anterior.The Probabilistic Balance System (SBP) is the mechanism that dynamically modifies the proportions within the stock market; either the bag of maximum results, the bag of difficulty levels, or both; based on the previous behavior.
El SBP permite incrementar (o disminuir) las probabilidades de ganar o de sacar buenos resultados en base a lo que viene ocurriendo. El mecanismo es general y se podría aplicar a un conjunto de jugadores, a un conjunto juegos, o a una combinación de ambos.The SBP allows you to increase (or decrease) the chances of winning or getting good results based on what is happening. The mechanism is general and could be applied to a set of players, a set of games, or a combination of both.
En definitiva, el SBP lo que permite es variar dinámicamente la distribución proporcional de resultados máximos o la distribución proporcional de niveles de dificultad en las bolsas correspondientes si el comportamiento efectivo de los jugadores difiere del que se esperaba para la distribución que se estaba utilizando. Ultimately, what the SBP allows is to dynamically vary the proportional distribution of maximum results or the proportional distribution of difficulty levels in the corresponding exchanges if the actual behavior of the players differs from that expected for the distribution that was being used.

Claims

REIVINDICACIONES
1.- SISTEMA PARA INCORPORAR EL AZAR A JUEGOS INTERACTIVOS DE RESOLUCIÓN POR HABILIDAD INTELECTUAL O MOTORA, tales como los juegos interactivos digitales operables desde terminales especificas, consolas de videojuegos, computadoras personales, teléfonos celulares, televisión interactiva digital, aún cuando los mismos incluyan una cuota inicial de azar para su habitual desarrollo, con el objeto de incorporar la posibilidad de obtener premios1.- SYSTEM FOR INCORPORATING AZAR TO INTERACTIVE RESOLUTION GAMES FOR INTELLECTUAL OR MOTOR SKILLS, such as digital interactive games operable from specific terminals, video game consoles, personal computers, cell phones, digital interactive television, even if they include a initial random fee for its usual development, in order to incorporate the possibility of obtaining prizes
(incluso pagos con dinero) , además de la mera diversión caracterizado porque comprende la incorporación de al menos un recurso azaroso capaz de mantener un equilibrio matemático entre ganadores y perdedores equivalente al que rige los juegos de puro azar, manteniendo la condición de que, para la resolución de cada juego, se requiere la participación de la persona, con su ingenio y sus habilidades visuales, motoras, espaciales, lingüisticas, sumadas a sus conocimientos.(including payments with money), in addition to the mere fun characterized in that it includes the incorporation of at least one random resource capable of maintaining a mathematical balance between winners and losers equivalent to the one that governs the games of pure chance, maintaining the condition that, for The resolution of each game requires the participation of the person, with their ingenuity and visual, motor, spatial, linguistic skills, added to their knowledge.
2.- SISTEMA PARA INCORPORAR EL AZAR A JUEGOS INTERACTIVOS, según lo reivindicado en 1, caracterizado porque el recurso azaroso incorporado es administrado por un sistema de balance probabilistico que asegura la proporción adecuada entre ganadores y perdedores en función del "payout" preestablecido.2.- SYSTEM FOR INCORPORATING THE AZAR TO INTERACTIVE GAMES, as claimed in 1, characterized in that the randomized resource incorporated is managed by a probabilistic balance system that ensures the adequate proportion between winners and losers based on the pre-established payout.
3.- SISTEMA PARA INCORPORAR EL AZAR A JUEGOS3.- SYSTEM FOR INCORPORATING THE AZAR TO GAMES
INTERACTIVOS, según lo reivindicado en 1, caracterizado porque el recurso azaroso incorporado es una lotería de resultados máximos que comprende el sorteo previo del resultado máximo que podrá alcanzar el jugador (aunque juegue de manera perfecta) .INTERACTIVE, as claimed in 1, characterized in that the random resource incorporated is a lottery of maximum results comprising the previous draw of the maximum result that the player can reach (even if he plays perfectly).
4.- SISTEMA PARA INCORPORAR EL AZAR A JUEGOS INTERACTIVOS, según lo reivindicado en 3, caracterizado porque la loteria de resultados máximos es una loteria de extracción con reposición.4.- SYSTEM FOR INCORPORATING THE AZAR TO INTERACTIVE GAMES, as claimed in 3, characterized in that the maximum results lottery is an extraction lottery with replacement.
5.- SISTEMA PARA INCORPORAR EL AZAR A JUEGOS INTERACTIVOS, según lo reivindicado en 3, caracterizado porque la loteria de resultados máximos es una loteria de extracción sin reposición.5.- SYSTEM FOR INCORPORATING THE AZAR TO INTERACTIVE GAMES, as claimed in 3, characterized in that the maximum result lottery is an extraction lottery without replacement.
6.- SISTEMA PARA INCORPORAR EL AZAR A JUEGOS INTERACTIVOS, según lo reivindicado en 3, caracterizado porque la loteria de resultados máximos es una loteria de extracción con reposición parcial.6.- SYSTEM FOR INCORPORATING THE AZAR TO INTERACTIVE GAMES, as claimed in 3, characterized in that the maximum results lottery is an extraction lottery with partial replacement.
7.- SISTEMA PARA INCORPORAR EL AZAR A JUEGOS INTERACTIVOS, según lo reivindicado en 1, caracterizado porque el recurso azaroso incorporado es una loteria de niveles de dificultad que sortea el nivel de dificultad que se establece para cada juego entre un nivel máximo7.- SYSTEM TO INCORPORATE THE AZAR TO INTERACTIVE GAMES, as claimed in 1, characterized in that the random resource incorporated is a lottery of difficulty levels that raffles the level of difficulty that is established for each game between a maximum level
(virtualmente imposible de superar) y un nivel mínimo (sumamente fácil de superar) .(virtually impossible to overcome) and a minimum level (extremely easy to overcome).
8.- SISTEMA PARA INCORPORAR EL AZAR A JUEGOS INTERACTIVOS, según lo reivindicado en 7, caracterizado porque la loteria de niveles de dificultad es de extracción con reposición. 8.- SYSTEM FOR INCORPORATING THE AZAR TO INTERACTIVE GAMES, as claimed in 7, characterized in that the lottery of difficulty levels is extraction with replacement.
9.- SISTEMA PARA INCORPORAR EL AZAR A JUEGOS INTERACTIVOS, según lo reivindicado en 7, caracterizado porque la loteria de niveles de dificultad es de extracción sin reposición.9.- SYSTEM FOR INCORPORATING THE AZAR TO INTERACTIVE GAMES, as claimed in 7, characterized in that the lottery of difficulty levels is extraction without replacement.
10.- SISTEMA PARA INCORPORAR EL AZAR A JUEGOS INTERACTIVOS, según lo reivindicado en 7, caracterizado porque la loteria de niveles de dificultad es de extracción con reposición parcial.10.- SYSTEM FOR INCORPORATING THE AZAR TO INTERACTIVE GAMES, as claimed in 7, characterized in that the lottery of difficulty levels is extraction with partial replacement.
11.- SISTEMA PARA INCORPORAR EL AZAR A JUEGOS INTERACTIVOS, según lo reivindicado en 7, caracterizado porque la loteria de niveles de dificultad se ejecuta para establecer el nivel de dificultad de un juego completo.11.- SYSTEM FOR INCORPORATING THE AZAR TO INTERACTIVE GAMES, as claimed in 7, characterized in that the lottery of difficulty levels is executed to establish the level of difficulty of a complete game.
12.- SISTEMA PARA INCORPORAR EL AZAR A JUEGOS INTERACTIVOS, según lo reivindicado en 7, caracterizado porque la loteria de niveles de dificultad se ejecuta para establecer el nivel de dificultad de cada uno de los eventos del juego.12.- SYSTEM FOR INCORPORATING THE AZAR TO INTERACTIVE GAMES, as claimed in 7, characterized in that the lottery of difficulty levels is executed to establish the level of difficulty of each of the game's events.
13.- SISTEMA PARA INCORPORAR EL AZAR A JUEGOS INTERACTIVOS, según lo reivindicado en 1, caracterizado porque el recurso azaroso incorporado es la combinación de la loteria de resultados máximos y la loteria de niveles de dificultad.13.- SYSTEM FOR INCORPORATING THE AZAR TO INTERACTIVE GAMES, as claimed in 1, characterized in that the random resource incorporated is the combination of the lottery of maximum results and the lottery of difficulty levels.
14.- SISTEMA PARA INCORPORAR EL AZAR A JUEGOS INTERACTIVOS, según lo reivindicado en 2, caracterizado porque el sistema de balance probabilistico, es el recurso que modifica las proporciones de los niveles máximos, mínimos e intermedios que se sortean en una lotería de niveles de dificultad, en función de comportamientos anteriores.14.- SYSTEM FOR INCORPORATING THE AZAR TO INTERACTIVE GAMES, as claimed in 2, characterized in that the probabilistic balance system is the resource that modifies the proportions of the levels maximum, minimum and intermediate that are drawn in a lottery of difficulty levels, based on previous behaviors.
15.- SISTEMA PARA INCORPORAR EL AZAR A JUEGOS INTERACTIVOS, según lo reivindicado en 2, caracterizado porque el sistema de balance probabilístico, es el recurso que modifica las proporciones de los resultados máximos, que se sortean en una lotería de resultados máximos, en función de comportamientos anteriores.15.- SYSTEM FOR INCORPORATING THE AZAR TO INTERACTIVE GAMES, as claimed in 2, characterized in that the probabilistic balance system is the resource that modifies the proportions of the maximum results, which are drawn in a lottery of maximum results, depending on of previous behaviors.
16.- SISTEMA PARA INCORPORAR EL AZAR A JUEGOS INTERACTIVOS, según lo reivindicado en 2, caracterizado porque el sistema de balance probabilístico se aplica en forma continua.16.- SYSTEM FOR INCORPORATING THE AZAR TO INTERACTIVE GAMES, as claimed in 2, characterized in that the probabilistic balance system is applied continuously.
17.- SISTEMA PARA INCORPORAR EL AZAR A JUEGOS INTERACTIVOS, según lo reivindicado en 2, caracterizado porque el sistema de balance probabilístico se aplica cada determinado intervalo de tiempo.17.- SYSTEM FOR INCORPORATING THE AZAR TO INTERACTIVE GAMES, as claimed in 2, characterized in that the probabilistic balance system is applied every certain time interval.
18.- SISTEMA PARA INCORPORAR EL AZAR A JUEGOS INTERACTIVOS, según lo reivindicado en 2, caracterizado porque el sistema de balance probabilístico se aplica cada determinada cantidad de jugadas.18.- SYSTEM FOR INCORPORATING THE AZAR TO INTERACTIVE GAMES, as claimed in 2, characterized in that the probabilistic balance system is applied every certain amount of plays.
19.- SISTEMA PARA INCORPORAR EL AZAR A JUEGOS INTERACTIVOS, según lo reivindicado en 2, caracterizado porque el sistema de balance probabilístico se aplica combinando intervalos de tiempo con cantidad de jugadas. 19.- SYSTEM FOR INCORPORATING THE AZAR TO INTERACTIVE GAMES, as claimed in 2, characterized in that the probabilistic balance system is applied by combining time intervals with number of plays.
20.- SISTEMA PARA INCORPORAR EL AZAR A JUEGOS INTERACTIVOS, según lo reivindicado en 2, caracterizado porque el sistema de balance probabilistico se aplica sobre cada jugador interviniente.20.- SYSTEM FOR INCORPORATING THE AZAR TO INTERACTIVE GAMES, as claimed in 2, characterized in that the probabilistic balance system is applied to each intervening player.
21.- SISTEMA PARA INCORPORAR EL AZAR A JUEGOS INTERACTIVOS, según lo reivindicado en 2, caracterizado porque el sistema de balance probabilistico se aplica sobre grupos de jugadores intervinientes .21.- SYSTEM FOR INCORPORATING AZAR TO INTERACTIVE GAMES, as claimed in 2, characterized in that the probabilistic balance system is applied to groups of players involved.
22.- SISTEMA PARA INCORPORAR EL AZAR A JUEGOS INTERACTIVOS, según lo reivindicado en 1, caracterizado porque, el recurso que permite establecer un payout preestablecido y repartir premios en forma proporcional a la habilidad es un sistema de pozos multinível.22.- SYSTEM TO INCORPORATE THE AZAR TO INTERACTIVE GAMES, as claimed in 1, characterized in that, the resource that allows to establish a pre-established payout and to distribute prizes proportional to the ability is a multi-level well system.
23.- SISTEMA PARA INCORPORAR EL AZAR A JUEGOS INTERACTIVOS, según lo reivindicado en 22 caracterizado porque se premia la habilidad en base al sistema de pozos multinível simple.23.- SYSTEM FOR INCORPORATING THE AZAR TO INTERACTIVE GAMES, as claimed in 22, characterized in that the ability is rewarded based on the simple multi-level well system.
24.- SISTEMA PARA INCORPORAR EL AZAR A JUEGOS INTERACTIVOS, según lo reivindicado en 22 caracterizado porque se premia la habilidad en base al sistema de pozos multinível mixto con azar.24.- SYSTEM FOR INCORPORATING THE AZAR TO INTERACTIVE GAMES, as claimed in 22 characterized in that the ability is rewarded based on the system of mixed multinível wells with chance.
25.- SISTEMA PARA INCORPORAR EL AZAR A JUEGOS INTERACTIVOS, según lo reivindicado en 22 caracterizado porque se premia la habilidad en base al sistema de pozos multinivel con multiplicador por azar. 25.- SYSTEM FOR INCORPORATING THE AZAR TO INTERACTIVE GAMES, as claimed in 22 characterized in that the ability is rewarded based on the multi-level well system with random multiplier.
26.- SISTEMA PARA INCORPORAR EL AZAR A JUEGOS INTERACTIVOS, según lo reivindicado en 22 caracterizado porque los pozos que constituyen el sistema se conforman en base a proporciones preestablecidas.26.- SYSTEM FOR INCORPORATING THE AZAR TO INTERACTIVE GAMES, as claimed in 22, characterized in that the wells that constitute the system are formed based on pre-established proportions.
27.- SISTEMA PARA INCORPORAR EL AZAR A JUEGOS INTERACTIVOS, según lo reivindicado en 22 caracterizado porque los pozos que constituyen el sistema se establecen en base a funciones relacionadas con la cantidad de premios en cada pozo y los montos mínimos y máximos de cada uno de ellos.27.- SYSTEM FOR INCORPORATING THE AZAR TO INTERACTIVE GAMES, as claimed in 22 characterized in that the wells that constitute the system are established based on functions related to the amount of prizes in each well and the minimum and maximum amounts of each of they.
28.- SISTEMA PARA INCORPORAR EL AZAR A JUEGOS INTERACTIVOS, según lo reivindicado en 22, caracterizado porque cada pozo se conforma con una proporción de entrega inmediata y una proporción de reserva.28.- SYSTEM FOR INCORPORATING THE AZAR TO INTERACTIVE GAMES, as claimed in 22, characterized in that each well is satisfied with a proportion of immediate delivery and a reserve proportion.
29.- SISTEMA PARA INCORPORAR EL AZAR A JUEGOS INTERACTIVOS, según lo reivindicado en 22, caracterizado porque los premios correspondientes a cada nivel se componen por la totalidad de la parte de entrega inmediata correspondiente a ese nivel más la suma de una proporción predeterminada de cada uno de los pozos correspondientes a niveles inferiores.29.- SYSTEM FOR INCORPORATING THE AZAR TO INTERACTIVE GAMES, as claimed in 22, characterized in that the prizes corresponding to each level are made up of the entire immediate delivery part corresponding to that level plus the sum of a predetermined proportion of each one of the wells corresponding to lower levels.
30.- SISTEMA PARA INCORPORAR EL AZAR A JUEGOS INTERACTIVOS, según lo reivindicado en 1, caracterizado porque los montos acumulados debido al desbalance entre la habilidad del jugador real y la del jugador perfecto, que impliquen la obtención de un payout menor al preestablecido, se utilizan en pagos de premios otorgados por puro azar, de modo tal de cumplir con el payout preestablecido .30.- SYSTEM TO INCORPORATE THE AZAR TO INTERACTIVE GAMES, as claimed in 1, characterized in that the amounts accumulated due to the imbalance between the ability of the real player and that of the perfect player, which involve obtaining a payout lower than the preset, are used in prize payments granted by pure chance, in order to comply with the preset payout.
31.- SISTEMA PARA INCORPORAR EL AZAR A JUEGOS INTERACTIVOS, según lo reivindicado en 30, caracterizado porque el recurso azaroso incorporado es la combinación de la lotería de resultados máximos y la lotería de niveles de dificultad y donde el desbalance a favor de la casa se entrega a los jugadores en forma de premios por azar.31.- SYSTEM FOR INCORPORATING THE AZAR TO INTERACTIVE GAMES, as claimed in 30, characterized in that the random resource incorporated is the combination of the lottery of maximum results and the lottery of difficulty levels and where the imbalance in favor of the house is Delivery to players in the form of random prizes.
32.- SISTEMA PARA INCORPORAR EL AZAR A JUEGOS INTERACTIVOS, según lo reivindicado en 1, caracterizado porque se otorgan premios por puro azar tomados de una proporción fija del aporte de los jugadores, adicional a los premios otorgados por la habilidad de los mismos.32.- SYSTEM TO INCORPORATE THE AZAR TO INTERACTIVE GAMES, as claimed in 1, characterized in that prizes are awarded by pure chance taken from a fixed proportion of the players' contribution, in addition to the prizes awarded for their ability.
33.- SISTEMA PARA INCORPORAR EL AZAR A JUEGOS INTERACTIVOS, según lo reivindicado en 1, caracterizado porque se sortea por puro azar un multiplicador a aplicar al premio correspondiente a la habilidad.33.- SYSTEM FOR INCORPORATING THE AZAR TO INTERACTIVE GAMES, as claimed in 1, characterized in that a multiplier to be applied to the prize corresponding to the skill is drawn by chance.
34.- SISTEMA PARA INCORPORAR EL AZAR A JUEGOS INTERACTIVOS, según lo reivindicado en 1, caracterizado porque se combina el premio por habilidad con el multiplicador por puro azar y el premio por azar.34.- SYSTEM FOR INCORPORATING THE AZAR TO INTERACTIVE GAMES, as claimed in 1, characterized in that the skill prize is combined with the multiplier by pure chance and the prize by chance.
35.- SISTEMA PARA INCORPORAR EL AZAR A JUEGOS INTERACTIVOS, según lo reivindicado en 34, caracterizado porque el multiplicador por azar y el premio por azar se obtienen mediante una lotería de extracción sin reposición. 35.- SYSTEM FOR INCORPORATING THE AZAR TO INTERACTIVE GAMES, as claimed in 34, characterized in that the random multiplier and the random prize are obtained through an extraction lottery without replacement.
36,- SISTEMA PARA INCORPORAR EL AZAR A JUEGOS INTERACTIVOS, según lo reivindicado en 34, caracterizado porque el multiplicador por azar y el premio por azar se obtienen mediante una loteria de extracción con reposición.36, - SYSTEM FOR INCORPORATING THE AZAR TO INTERACTIVE GAMES, as claimed in 34, characterized in that the random multiplier and the random prize are obtained by means of an extraction lottery with replacement.
37.- SISTEMA PARA INCORPORAR EL AZAR A JUEGOS INTERACTIVOS, según lo reivindicado en 34, caracterizado porque el multiplicador por azar y el premio por azar se obtienen mediante una loteria de extracción con reposición parcial.37.- SYSTEM FOR INCORPORATING THE AZAR TO INTERACTIVE GAMES, as claimed in 34, characterized in that the random multiplier and the random prize are obtained through an extraction lottery with partial replacement.
38.- SISTEMA PARA INCORPORAR EL AZAR A JUEGOS INTERACTIVOS, según lo reivindicado en 34, caracterizado porque el multiplicador por azar se obtiene mediante una loteria de extracción sin reposición y el premio por azar se obtiene por medio de una loteria de extracción con reposición.38.- SYSTEM FOR INCORPORATING THE AZAR TO INTERACTIVE GAMES, as claimed in 34, characterized in that the random multiplier is obtained by means of an extraction lottery without replacement and the prize by chance is obtained by means of an extraction lottery with replacement.
39.- SISTEMA PARA INCORPORAR EL AZAR A JUEGOS INTERACTIVOS, según lo reivindicado en 34, caracterizado porque el multiplicador por azar se obtiene mediante una loteria de extracción sin reposición y el premio por azar se obtiene por medio de una loteria de extracción con reposición parcial.39.- SYSTEM FOR INCORPORATING THE AZAR TO INTERACTIVE GAMES, as claimed in 34, characterized in that the random multiplier is obtained by means of an extraction lottery without replacement and the prize by chance is obtained by means of an extraction lottery with partial replacement .
40.- SISTEMA PARA INCORPORAR EL AZAR A JUEGOS40.- SYSTEM FOR INCORPORATING THE AZAR TO GAMES
INTERACTIVOS, según lo reivindicado en 34, caracterizado porque el multiplicador por azar se obtiene mediante una loteria de extracción con reposición y el premio por azar se obtiene por medio de una loteria de extracción sin reposición.INTERACTIVE, as claimed in 34, characterized in that the random multiplier is obtained through a replacement lottery with replacement and the prize by chance It is obtained through an extraction lottery without replacement.
41.- SISTEMA PARA INCORPORAR EL AZAR A JUEGOS INTERACTIVOS, según lo reivindicado en 34, caracterizado porque el multiplicador por azar se obtiene mediante una loteria de extracción con reposición y el premio por azar se obtiene por medio de una loteria de extracción con reposición parcial.41.- SYSTEM FOR INCORPORATING THE AZAR TO INTERACTIVE GAMES, as claimed in 34, characterized in that the random multiplier is obtained by means of an extraction lottery with replacement and the prize by chance is obtained by means of an extraction lottery with partial replacement .
42.- SISTEMA PARA INCORPORAR EL AZAR A JUEGOS INTERACTIVOS, según lo reivindicado en 34, caracterizado porque el multiplicador por azar se obtiene mediante una loteria de extracción con reposición parcial y el premio por azar se obtiene por medio de una loteria de extracción sin reposición.42.- SYSTEM FOR INCORPORATING THE AZAR TO INTERACTIVE GAMES, as claimed in 34, characterized in that the random multiplier is obtained by means of an extraction lottery with partial replacement and the prize by chance is obtained by means of an extraction lottery without replacement .
43.- SISTEMA PARA INCORPORAR EL AZAR A JUEGOS INTERACTIVOS, según lo reivindicado en 34, caracterizado porque el multiplicador por azar se obtiene mediante una loteria de extracción con reposición parcial y el premio por azar se obtiene por medio de una loteria de extracción con reposición. 43.- SYSTEM FOR INCORPORATING THE AZAR TO INTERACTIVE GAMES, as claimed in 34, characterized in that the random multiplier is obtained by means of an extraction lottery with partial replacement and the prize by chance is obtained by means of an extraction lottery with replacement .
PCT/ES2009/000092 2008-02-21 2009-02-19 System for incorporating chance into interactive games requiring the application of intellectual or motor skills WO2009103834A2 (en)

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BRPI0913435A BRPI0913435A2 (en) 2008-02-21 2009-02-19 system for incorporating randomness into interactive intellectual or motor skill resolution games

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ARP080100713 AR065418A1 (en) 2008-02-21 2008-02-21 SYSTEM FOR INCORPORATING AZAR TO INTERACTIVE RESOLUTION GAMES FOR INTELLECTUAL OR MOTOR SKILL
AR20080100713 2008-02-21
AR20080104067 2008-09-19
ARP080104067 AR068707A3 (en) 2008-09-19 2008-09-19 SYSTEM FOR INCORPORATING AZAR TO INTERACTIVE RESOLUTION GAMES FOR INTELLECTUAL OR MOTOR SKILL

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Citations (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US6193696B1 (en) 1997-09-30 2001-02-27 Becton Dickinson France, S.A. Lockable safety shield assembly for a prefillable syringe

Patent Citations (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US6193696B1 (en) 1997-09-30 2001-02-27 Becton Dickinson France, S.A. Lockable safety shield assembly for a prefillable syringe

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