Self-learning gaming machine

Amusement devices: games – Including means for processing electronic data – In a game requiring strategy or problem solving by a...

Reexamination Certificate

Rate now

  [ 0.00 ] – not rated yet Voters 0   Comments 0

Details

C463S020000, C463S021000, C463S023000

Reexamination Certificate

active

06485367

ABSTRACT:

FIELD OF THE INVENTION
The present invention relates generally to gaming machines and, more particularly, to a self-learning gaming machine that adjusts a parameter of a game for future plays based on a player's selection affecting an outcome of a current play.
BACKGROUND OF THE INVENTION
Gaming machines, such as slot machines, video poker machines and the like, have been a cornerstone of the gaming industry for several years. Generally, the popularity of such machines with players is dependent on the likelihood (or perceived likelihood) of winning money at the machine and the intrinsic entertainment value of the machine relative to other available gaming options. Where the available gaming options include a number of competing machines and the expectation of winning each machine is roughly the same (or believed to be the same), players are most likely to be attracted to the most entertaining and exciting of the machines. Shrewd operators consequently strive to employ the most entertaining and exciting machines available because such machines attract frequent play and hence increase profitability to the operator. Accordingly, in the competitive gaming machine industry, there is a continuing need for gaming machine manufacturers to produce new types of games, or enhancements to existing games, which will attract frequent play by enhancing the entertainment value and excitement associated with the game.
SUMMARY OF THE INVENTION
A self-learning gaming machine comprises a game of chance executed by a processor in response to a wager. The game includes a plurality of symbol-bearing indicia and an adjustable parameter. The adjustable parameter is adjusted by the processor for future plays of the game based on a player's selections affecting outcomes of at least one previous plays. During the previous play, the player's selection is made after the plurality of symbol-bearing indicia are displayed.


REFERENCES:
patent: 4657247 (1987-04-01), Okada
patent: 4679789 (1987-07-01), Okada
patent: 5542669 (1996-08-01), Charron et al.
patent: 5833538 (1998-11-01), Weiss
patent: 6068552 (2000-05-01), Walker et al.
patent: 6106395 (2000-08-01), Begis
patent: 6110041 (2000-08-01), Walker et al.
patent: 6238288 (2001-05-01), Walker
patent: 6254483 (2001-07-01), Acres
patent: 6334613 (2002-01-01), Yoseloff
patent: 6343988 (2002-02-01), Walker et al.
patent: 2272499 (1999-05-01), None

LandOfFree

Say what you really think

Search LandOfFree.com for the USA inventors and patents. Rate them and share your experience with other people.

Rating

Self-learning gaming machine does not yet have a rating. At this time, there are no reviews or comments for this patent.

If you have personal experience with Self-learning gaming machine, we encourage you to share that experience with our LandOfFree.com community. Your opinion is very important and Self-learning gaming machine will most certainly appreciate the feedback.

Rate now

     

Profile ID: LFUS-PAI-O-2994623

  Search
All data on this website is collected from public sources. Our data reflects the most accurate information available at the time of publication.