Systems and methods for evaluating a jackpot using a time cap

A gaming system for evaluating a jackpot using a time cap is provided. The system includes a processor and a memory, wherein the processor is configured to execute instructions stored in the memory which when executed, cause the processor to at least store, in the memory, a jackpot including time cap parameters and a value of the jackpot. The instructions, when executed, further cause the processor to select a time cap based on the time cap parameters. The instructions, when executed, further cause the processor to determine, in response to a game instance, that the selected time cap has been reached. The instructions, when executed, further cause the processor to credit, in response to the determination, the value of the progressive jackpot to a player credit balance.

TECHNICAL FIELD

The field of disclosure relates generally to electronic gaming, and more particularly to electronic gaming systems and methods for evaluating a progressive jackpot using a time cap.

BACKGROUND

Electronic gaming machines (“EGMs”) or gaming devices provide a variety of wagering games such as slot games, video poker games, video blackjack games, roulette games, video bingo games, keno games and other types of games that are frequently offered at casinos and other locations. Play on EGMs typically involves a player establishing a credit balance by inputting money, or another form of monetary credit, and placing a monetary wager (from the credit balance) on one or more outcomes of an instance (or single play) of a primary or base game. In some cases, a player may qualify for a special mode of the base game, a secondary game, or a bonus round of the base game by attaining a certain winning combination or triggering event in, or related to, the base game, or after the player is randomly awarded the special mode, secondary game, or bonus round. In the special mode, secondary game, or bonus round, the player is given an opportunity to win extra game credits, game tokens or other forms of payout. In the case of “game credits” that are awarded during play, the game credits are typically added to a credit meter total on the EGM and can be provided to the player upon completion of a gaming session or when the player wants to “cash out.”

Typical games use a random number generator (RNG) to randomly determine the outcome of each game. The game is designed to return a certain percentage of the amount wagered back to the player over the course of many plays or instances of the game, which is generally referred to as return to player (RTP). The RTP and randomness of the RNG ensure the fairness of the games and are highly regulated. Upon initiation of play, the RNG randomly determines a game outcome and symbols are then selected which correspond to that outcome. Notably, some games may include an element of skill on the part of the player and are therefore not entirely random.

SUMMARY

A gaming system for evaluating a jackpot using a time cap is provided. The system includes a processor and a memory, wherein the processor is configured to execute instructions stored in the memory which when executed, cause the processor to at least store, in the memory, a jackpot including time cap parameters and a value of the jackpot. The instructions, when executed, further cause the processor to select a time cap based on the time cap parameters. The instructions, when executed, further cause the processor to determine, in response to a game instance, that the selected time cap has been reached. The instructions, when executed, further cause the processor to credit, in response to the determination, the value of the progressive jackpot to a player credit balance.

DETAILED DESCRIPTION

The systems and methods described herein provide a mechanism for implementing a jackpot, such as a mystery value progressive jackpot, having a time cap. A mystery value progressive jackpot is a progressive jackpot that may be awarded when a value accumulated in response to player wagers rises above a threshold value and may be automatically awarded when the accumulated value reaches a mystery value. In the example embodiment, when the accumulated progressive jackpot is greater than the value threshold, the progressive jackpot may be awarded based on, for example, a random number generator (RNG) outcome, and when a jackpot value that is equal to the mystery value, the jackpot value may be automatically awarded. In the example embodiment, if the progressive jackpot value threshold is not reached before a time cap is reached, the jackpot value may be automatically awarded. The time cap may be selected, for example, from within a range of time (sometimes referred to herein as a “time cap range”) specified by parameters of the progressive jackpot (sometimes referred to herein as “time cap parameters”). In the example embodiment, when a time duration from initiation of the jackpot and/or the current time (e.g., a clock or calendar time) reaches a time threshold, the progressive jackpot may be awarded based on the outcome of, for example, the RNG, and when the time duration reaches the cap time, the progressive jackpot may automatically be awarded. As such, the jackpot may be awarded at a frequency desired by an operator of the progressive jackpot regardless of the rate at which the progressive jackpot accumulates. In some embodiments, the mystery value progressive jackpot may be a multi-tier progressive jackpot, and each tier of the multi-tier progressive jackpot may have a corresponding mystery value and time cap. Additionally, or alternatively, the time cap may be implemented for another type of jackpot awarded by an EGM such as, for example, a fixed sum, a state-dependent amount (e.g., dependent on a range of accumulated wagers), and/or another prize (e.g., a vehicle or a travel vacation).

The systems and methods described herein therefore embody a variety of different technical effects, such as, for example: (a) a data structure for a gaming system that includes time cap parameters that enable a jackpot to be awarded based on a current timestamp and a selected time cap; and (b) a data structure for a gaming system that includes an RNG and a pay table, and that causes a jackpot to automatically be awarded upon a time cap being reached independent of a rate of player wagers.

Communication between the gaming devices104A-104X and the server computers102, and among the gaming devices104A-104X, may be direct or indirect using one or more communication protocols. As an example, gaming devices104A-104X and the server computers102can communicate over one or more communication networks, such as over the Internet through a website maintained by a computer on a remote server or over an online data network including commercial online service providers, Internet service providers, private networks (e.g., local area networks and enterprise networks), and the like (e.g., wide area networks). The communication networks could allow gaming devices104A-104X to communicate with one another and/or the server computers102using a variety of communication-based technologies, such as radio frequency (RF) (e.g., wireless fidelity (WiFi®) and Bluetooth®), cable TV, satellite links and the like.

In many configurations, the gaming device104A may have a main display128(e.g., video display monitor) mounted to, or above, the gaming display area118. The main display128can be a high-resolution LCD, plasma, LED, or OLED panel which may be flat or curved as shown, a cathode ray tube, or other conventional electronically controlled video monitor.

In some embodiments, a player tracking card reader144, a transceiver for wireless communication with a mobile device (e.g., a player's smartphone), a keypad146, and/or an illuminated display148for reading, receiving, entering, and/or displaying player tracking information is provided in EGM104A. In such embodiments, a game controller within the gaming device104A can communicate with the player tracking system server110to send and receive player tracking information.

Example gaming device104B includes a main cabinet116including a main door which opens to provide access to the interior of the gaming device104B. The main or service door is typically used by service personnel to refill the ticket-out printer126and collect bills and tickets inserted into the bill validator124. The main or service door may also be accessed to reset the machine, verify and/or upgrade the software, and for general maintenance operations.

FIG. 2is a block diagram depicting exemplary internal electronic components of a gaming device200connected to various external systems. All or parts of the example gaming device200shown could be used to implement any one of the example gaming devices104A-X depicted inFIG. 1. As shown inFIG. 2, gaming device200includes a topper display216or another form of a top box (e.g., a topper wheel, a topper screen, etc.) that sits above cabinet218. Cabinet218or topper display216may also house a number of other components which may be used to add features to a game being played on gaming device200, including speakers220, a ticket printer222which prints bar-coded tickets or other media or mechanisms for storing or indicating a player's credit value, a ticket reader224which reads bar-coded tickets or other media or mechanisms for storing or indicating a player's credit value, and a player tracking interface232. Player tracking interface232may include a keypad226for entering information, a player tracking display228for displaying information (e.g., an illuminated or video display), a card reader230for receiving data and/or communicating information to and from media or a device such as a smart phone enabling player tracking.FIG. 2also depicts utilizing a ticket printer222to print tickets for a TITO system server108. Gaming device200may further include a bill validator234, player-input buttons236for player input, cabinet security sensors238to detect unauthorized opening of the cabinet218, a primary game display240, and a secondary game display242, each coupled to and operable under the control of game controller202.

The games available for play on the gaming device200are controlled by a game controller202that includes one or more processors204. Processor204represents a general-purpose processor, a specialized processor intended to perform certain functional tasks, or a combination thereof. As an example, processor204can be a central processing unit (CPU) that has one or more multi-core processing units and memory mediums (e.g., cache memory) that function as buffers and/or temporary storage for data. Alternatively, processor204can be a specialized processor, such as an application specific integrated circuit (ASIC), graphics processing unit (GPU), field-programmable gate array (FPGA), digital signal processor (DSP), or another type of hardware accelerator. In another example, processor204is a system on chip (SoC) that combines and integrates one or more general-purpose processors and/or one or more specialized processors. AlthoughFIG. 2illustrates that game controller202includes a single processor204, game controller202is not limited to this representation and instead can include multiple processors204(e.g., two or more processors).

FIG. 2illustrates that processor204is operatively coupled to memory208. Memory208is defined herein as including volatile and nonvolatile memory and other types of non-transitory data storage components. Volatile memory is memory that does not retain data values upon loss of power. Nonvolatile memory is memory that does retain data upon a loss of power. Examples of memory208include random access memory (RAM), read-only memory (ROM), hard disk drives, solid-state drives, USB flash drives, memory cards accessed via a memory card reader, floppy disks accessed via an associated floppy disk drive, optical discs accessed via an optical disc drive, magnetic tapes accessed via an appropriate tape drive, and/or other memory components, or a combination of any two or more of these memory components. In addition, examples of RAM include static random access memory (SRAM), dynamic random access memory (DRAM), magnetic random access memory (MRAM), and other such devices. Examples of ROM include a programmable read-only memory (PROM), an erasable programmable read-only memory (EPROM), an electrically erasable programmable read-only memory (EEPROM), or other like memory device. Even thoughFIG. 2illustrates that game controller202includes a single memory208, game controller202could include multiple memories208for storing program instructions and/or data.

Memory208can store one or more game programs206that provide program instructions and/or data for carrying out various embodiments (e.g., game mechanics) described herein. Stated another way, game program206represents an executable program stored in any portion or component of memory208. In one or more embodiments, game program206is embodied in the form of source code that includes human-readable statements written in a programming language or machine code that contains numerical instructions recognizable by a suitable execution system, such as a processor204in a game controller or other system. Examples of executable programs include: (1) a compiled program that can be translated into machine code in a format that can be loaded into a random access portion of memory208and run by processor204; (2) source code that may be expressed in proper format such as object code that is capable of being loaded into a random access portion of memory208and executed by processor204; and (3) source code that may be interpreted by another executable program to generate instructions in a random access portion of memory208to be executed by processor204.

Alternatively, game programs206can be setup to generate one or more game instances based on instructions and/or data that gaming device200exchange with one or more remote gaming devices, such as a central determination gaming system server106(not shown inFIG. 2but shown inFIG. 1). For purpose of this disclosure, the term “game instance” refers to a play or a round of a game that gaming device200presents (e.g., via a user interface (UI)) to a player. The game instance is communicated to gaming device200via the network214and then displayed on gaming device200. For example, gaming device200may execute game program206as video streaming software that allows the game to be displayed on gaming device200. When a game is stored on gaming device200, it may be loaded from memory208(e.g., from a read only memory (ROM)) or from the central determination gaming system server106to memory208.

One regulatory requirement for games running on gaming device200generally involves complying with a certain level of randomness. Typically, gaming jurisdictions mandate that gaming devices200satisfy a minimum level of randomness without specifying how a gaming device200should achieve this level of randomness. To comply,FIG. 2illustrates that gaming device200includes an RNG212that utilizes hardware and/or software to generate RNG outcomes that lack any pattern. The RNG operations are often specialized and non-generic in order to comply with regulatory and gaming requirements. For example, in a reel game, game program206can initiate multiple RNG calls to RNG212to generate RNG outcomes, where each RNG call and RNG outcome corresponds to an outcome for a reel. In another example, gaming device200can be a Class II gaming device where RNG212generates RNG outcomes for creating Bingo cards. In one or more embodiments, RNG212could be one of a set of RNGs operating on gaming device200. More generally, an output of the RNG212can be the basis on which game outcomes are determined by the game controller202. Game developers could vary the degree of true randomness for each RNG (e.g., pseudorandom) and utilize specific RNGs depending on game requirements. The output of the RNG212can include a random number or pseudorandom number (either is generally referred to as a “random number”).

FIG. 2illustrates that gaming device200includes an RNG conversion engine210that translates the RNG outcome from RNG212to a game outcome presented to a player. To meet a designated RTP, a game developer can setup the RNG conversion engine210to utilize one or more lookup tables to translate the RNG outcome to a symbol element, stop position on a reel strip layout, and/or randomly chosen aspect of a game feature. As an example, the lookup tables can regulate a prize payout amount for each RNG outcome and how often the gaming device200pays out the prize payout amounts. The RNG conversion engine210could utilize one lookup table to map the RNG outcome to a game outcome displayed to a player and a second lookup table as a pay table for determining the prize payout amount for each game outcome. The mapping between the RNG outcome to the game outcome controls the frequency in hitting certain prize payout amounts.

AlthoughFIGS. 1 and 2illustrates specific embodiments of a gaming device (e.g., gaming devices104A-104X and200), the disclosure is not limited to those embodiments shown inFIGS. 1 and 2. For example, not all gaming devices suitable for implementing embodiments of the present disclosure necessarily include top wheels, top boxes, information panels, cashless ticket systems, and/or player tracking systems. Further, some suitable gaming devices have only a single game display that includes only a mechanical set of reels and/or a video display, while others are designed for bar counters or tabletops and have displays that face upwards. Additionally, or alternatively, gaming devices104A-104X and200can include credit transceivers that wirelessly communicate (e.g., Bluetooth or other near-field communication technology) with one or more mobile devices to perform credit transactions. As an example, bill validator234could contain or be coupled to the credit transceiver that output credits from and/or load credits onto the gaming device104A by communicating with a player's smartphone (e.g., a digital wallet interface). Gaming devices104A-104X and200may also include other processors that are not separately shown. UsingFIG. 2as an example, gaming device200could include display controllers (not shown inFIG. 2) configured to receive video input signals or instructions to display images on game displays240and242. Alternatively, such display controllers may be integrated into the game controller202. The use and discussion ofFIGS. 1 and 2are examples to facilitate ease of description and explanation.

FIG. 3illustrates, in block diagram form, an embodiment of a game processing architecture300that implements a game processing pipeline for the play of a game in accordance with various embodiments described herein. As shown inFIG. 3, the gaming processing pipeline starts with having a UI system302receive one or more player inputs for the game instance. Based on the player input(s), the UI system302generates and sends one or more RNG calls to a game processing backend system314. Game processing backend system314then processes the RNG calls with RNG engine316to generate one or more RNG outcomes. The RNG outcomes are then sent to the RNG conversion engine320to generate one or more game outcomes for the UI system302to display to a player. The game processing architecture300can implement the game processing pipeline using a gaming device, such as gaming devices104A-104X and200shown inFIGS. 1 and 2, respectively. Alternatively, portions of the gaming processing architecture300can implement the game processing pipeline using a gaming device and one or more remote gaming devices, such as central determination gaming system server106shown inFIG. 1.

The UI system302includes one or more UIs that a player can interact with. The UI system302could include one or more game play UIs304, one or more bonus game play UIs308, and one or more multiplayer UIs312, where each UI type includes one or more mechanical UIs and/or graphical UIs (GUIs). In other words, game play UI304, bonus game play UI308, and the multiplayer UI312may utilize a variety of UI elements, such as mechanical UI elements (e.g., physical “spin” button or mechanical reels) and/or GUI elements (e.g., virtual reels shown on a video display or a virtual button deck) to receive player inputs and/or present game play to a player. UsingFIG. 3as an example, the different UI elements are shown as game play UI elements306A-306N and bonus game play UI elements310A-310N.

The game play UI304represents a UI that a player typically interfaces with for a base game. During a game instance of a base game, the game play UI elements306A-306N (e.g., GUI elements depicting one or more virtual reels) are shown and/or made available to a user. In a subsequent game instance, the UI system302could transition out of the base game to one or more bonus games. The bonus game play UI308represents a UI that utilizes bonus game play UI elements310A-310N for a player to interact with and/or view during a bonus game. In one or more embodiments, at least some of the game play UI elements306A-306N are similar to the bonus game play UI elements310A-310N. In other embodiments, the game play UI element306A-306N can differ from the bonus game play UI elements310A-310N.

FIG. 3also illustrates that UI system302could include a multiplayer UI312purposed for game play that differ or is separate from the typical base game. For example, multiplayer UI312could be set up to receive player inputs and/or presents game play information relating to a tournament mode. When a gaming device transitions from a primary game mode that presents the base game to a tournament mode, a single gaming device is linked and synchronized to other gaming devices to generate a tournament outcome. For example, multiple RNG engines316corresponding to each gaming device could be collectively linked to determine a tournament outcome. To enhance a player's gaming experience, tournament mode can modify and synchronize sound, music, reel spin speed, and/or other operations of the gaming devices according to the tournament game play. After tournament game play ends, operators can switch back the gaming device from tournament mode to a primary game mode to present the base game. AlthoughFIG. 3does not explicitly depict that multiplayer UI312includes UI elements, multiplayer UI312could also include one or more multiplayer UI elements.

Based on the player inputs, the UI system302could generate RNG calls to a game processing backend system314. As an example, the UI system302could use one or more application programming interfaces (APIs) to generate the RNG calls. To process the RNG calls, the RNG engine316could utilize gaming RNG318and/or non-gaming RNGs319A-319N. Gaming RNG318corresponds to RNG212shown inFIG. 2. As previously discussed with reference toFIG. 2, gaming RNG318often performs specialized and non-generic operations that comply with regulatory and/or game requirements. For example, because of regulation requirements, gaming RNG318could be a cryptographic random or pseudorandom number generator (PRNG) (e.g., Fortuna PRNG) that securely produces random numbers for one or more game features. To generate random numbers, gaming RNG318could collect random data from various sources of entropy, such as from an operating system (OS). Alternatively, non-gaming RNGs319A-319N may not be cryptographically secure and/or be computationally less expensive. Non-gaming RNGS319A-319N can, thus, be used to generate outcomes for non-gaming purposes. As an example, non-gaming RNGs319A-319N can generate random numbers for such as generating random messages that appear on the gaming device.

The RNG conversion engine320processes each RNG outcome from RNG engine316and converts the RNG outcome to a UI outcome that is feedback to the UI system302. With reference toFIG. 2, RNG conversion engine320corresponds to RNG conversion engine210used for game play. As previously described, RNG conversion engine320translates the RNG outcome from the RNG212to a game outcome presented to a player. RNG conversion engine320utilizes one or more lookup tables322A-322N to regulate a prize payout amount for each RNG outcome and how often the gaming device pays out the derived prize payout amounts. In one example, the RNG conversion engine320could utilize one lookup table to map the RNG outcome to a game outcome displayed to a player and a second lookup table as a pay table for determining the prize payout amount for each game outcome. In this example, the mapping between the RNG outcome and the game outcome controls the frequency in hitting certain prize payout amounts. Different lookup tables could be utilized depending on the different game modes, for example, a base game versus a bonus game.

After generating the UI outcome, the game processing backend system314sends the UI outcome to the UI system302. Examples of UI outcomes are symbols to display on a video reel or reel stops for a mechanical reel. In one example, if the UI outcome is for a base game, the UI system302updates one or more game play UI elements306A-306N, such as symbols, for the game play UI304. In another example, if the UI outcome is for a bonus game (e.g., a progressive jackpot), the UI system could update one or more bonus game play UI elements310A-310N (e.g., symbols) for the bonus game play UI308. In response to updating the appropriate UI, the player may subsequently provide additional player inputs to initiate a subsequent game instance that progresses through the game processing pipeline.

FIG. 4is a flowchart illustrating an exemplary process flow400of an example mystery value progressive jackpot that may be performed by system100(shown inFIG. 1), in which the mystery value progressive jackpot is evaluated based in part on a time cap. System100may provide the mystery value progressive jackpot (step402). The progressive jackpot includes parameters such as, for example, parameters relating to the selection of a mystery value and/or a time cap (sometimes referred to herein as “mystery value parameters” and “time cap parameters,” respectively). A value of the progressive jackpot may be incremented in response to a player wager (e.g., a game instance). The progressive jackpot may be awarded in response to the first occurrence of either (1) the value of the progressive jackpot reaching the selected mystery value; or (2) the selected time cap being reached. In some embodiments, the progressive jackpot may have a plurality of tiers, each of the tiers having a corresponding mystery value and time cap. In such embodiments, each tier may be analyzed separately (e.g., according to a respective process flow400).

In response to initiating the progressive jackpot, system100selects a mystery value at which the progressive jackpot is to be awarded based on the mystery value parameters (step404). In some embodiments, the mystery value may be selected from within a mystery value range, for example, using an RNG (e.g., gaming RNG318and/or non-gaming RNGs319A-319N). In some embodiments, the mystery value may be awarded after the value of the progressive jackpot reaches a value threshold, and may be awarded prior to the value of the jackpot reaching the selected mystery value. The value threshold may correspond to, for example, a minimum value of the mystery value range. In some embodiments, the minimum and/or maximum mystery values may be selected from within the mystery range using an RNG (e.g., gaming RNG318and/or non-gaming RNGs319A-319N). As such, a median mystery value may be selected to, for example, cause the progressive jackpot to be awarded from within the mystery value range.

Further in response to initiating the progressive jackpot, system100selects a time cap at which the progressive jackpot is to be awarded based on the time cap parameters (step406). As with respect to the mystery value, in some embodiments, the time cap may be selected from within a time cap range using an RNG (e.g., gaming RNG318and/or non-gaming RNGs319A-319N). In some embodiments, the progressive jackpot may be awarded after a time threshold has been reached, and may be awarded prior to or upon the selected time cap being reached. The time threshold may correspond to, for example, a minimum time value of the time cap range. As such, a median time cap may be selected to, for example, cause the time cap to be awarded during the time cap range. In some embodiments, the time cap, time threshold, and/or time cap range may be defined as a time duration from, for example, the initiation of the progressive jackpot and/or the selection of the time cap. Additionally or alternatively, in some embodiments, the time cap may be defined as a calendar time (e.g., a date time). For example, the time cap parameters may specify that the progressive jackpot be awarded between 10 p.m. and 11 p.m. on a certain weeknight.

System100detects a game instance (step408), for example, by detecting a player wager at one of gaming devices104A-104X. In response to detecting a game instance, system100determines whether the accumulated value of the progressive jackpot has reached the mystery value by comparing the accumulated value to the selected mystery value (step410). In response to a determination that the mystery value has not been reached, system100determines whether the selected time cap has been reached (step412), for example, by comparing a system clock and/or timer to the time cap. If either the time cap or mystery value has been reached, the progressive jackpot is automatically awarded, as described below.

If the time cap and the mystery value have not been reached, system100determines whether the accumulated value of the progressive jackpot has reached the value threshold by comparing the accumulated value to the selected mystery value (step414). In response to a determination that the value threshold has not been reached, system100determines whether the time threshold has been reached (step416), for example, by comparing a system clock and/or timer to the time threshold. If either the value threshold or the time threshold has been reached, system100performs an RNG call to determine whether to award the progressive jackpot, as described below. If the value threshold and time threshold have not yet been reached, the progressive jackpot is not awarded, and system100proceeds to stand by until another game instance is detected.

In response to either a determination that the value threshold of the progressive jackpot has been reached or that the time threshold has been reached, system100enables a RNG call (e.g., using gaming RNG318and/or non-gaming RNGs319A-319N) to be performed in response to the game instance (step418). The outcome of the RNG call may be used to determine that the progressive jackpot should be awarded (e.g., if the RNG outcome matches a predefined value or range of values) (step420), as described below. If the outcome of the RNG call does not indicate that the progressive jackpot should be awarded (e.g., the RNG outcome does not match the predefined value or range of values), system100proceeds to stand by until another game instance is detected.

In response to either a determination that the value of the progressive jackpot has reached the mystery value, the time cap has been reached, or the RNG outcome indicates that the progressive jackpot should be awarded, system100awards the progressive jackpot (step422). For example, if the time cap or the mystery value has been reached, system100may select a pay table that automatically causes the value of the progressive jackpot to be awarded. In some embodiments, the progressive jackpot is awarded to a gaming device104A-104X that was the source of the game instance triggering the determination that the progressive jackpot should be awarded. In other words, the progressive jackpot may be awarded to the first game instance that occurred upon either the mystery value or the time cap being reached. Additionally or alternatively, the progressive jackpot may be awarded to any active gaming device104A-104X upon a determination that the progressive jackpot should be awarded. For example, in some embodiments, system100may determine which gaming devices104A-104X are active upon either the time cap or the mystery value being reached, and select (e.g., using gaming RNG318and/or non-gaming RNGs319A-319N) one of the active gaming machines104A-104X to award the progressive jackpot.

FIG. 5is a flowchart illustrating an exemplary process flow500of an example jackpot that may be formed by system100(shown inFIG. 1), in which the jackpot is evaluated based in part on a time cap. As described above, the jackpot may be, for example, a mystery value progressive jackpot, and may represent a single stand-alone jackpot or one tier of a multi-tier jackpot.

System100stores a jackpot in memory208(step502). The jackpot may have time cap parameters, such as a time cap range, as described above with respect toFIG. 4. In some embodiments, the jackpot is a progressive jackpot, and a value of the progressive jackpot may be incremented in response to a player wager (e.g., a game instance at gaming device104A-104X). Alternatively, the value of the jackpot may be a fixed sum, a state-dependent amount (e.g., dependent on a range of accumulated wagers), and/or another prize (e.g., a vehicle or a travel vacation). In some embodiments, the time cap parameters may include a time cap range during which the progressive jackpot may be awarded and/or the time cap may be selected. For example, once a time threshold has been reached, and prior to the time cap being reached, an RNG call may be performed (e.g., using gaming RNG318and/or non-gaming RNGs319A-319N) in response to game instances, and the progressive jackpot may be awarded based on the outcome of the RNG call. As described below, the progressive jackpot may automatically be awarded upon the time cap being reached. In some embodiments, the time cap may be selected using an RNG (e.g., gaming RNG318and/or non-gaming RNGs319A-319N), for example, from within the time cap range specified by the time cap parameters. In some embodiments, the time cap may be defined as a time duration from, for example, the initiation of the progressive jackpot and/or the selection of the time cap. Additionally, or alternatively, in some embodiments, the time cap may be defined as a calendar time (e.g., a date time). For example, the time cap parameters may specify that the time cap be selected between 10 p.m. and 11 p.m. on a certain weeknight.

In some embodiments, the jackpot is a mystery value progressive jackpot. As described above, a mystery value progressive jackpot is a progressive jackpot that may be awarded when a value accumulated in response to player wagers reaches a specified range and/or value, for example, a mystery value. In such embodiments, the progressive jackpot may include mystery value parameters based on which the mystery value is selected, such as, for example, a mystery value range from which the mystery value may be selected using an RNG (e.g., RNG318and/or non-gaming RNGs319A-319N). In some embodiments, when the progressive jackpot value greater than a threshold value, an RNG call is performed (e.g., using gaming RNG318and/or non-gaming RNGs319A-319N) in response to each game instance to determine whether the progressive jackpot should be awarded. In such embodiments, the jackpot amount may be awarded after the value of the progressive jackpot reaches the threshold value specified by the mystery value parameters, and may be automatically awarded upon reaching the mystery value.

System100may select the time cap based on the time cap parameters (step504). For example, in some embodiments, the time cap parameters may include a time cap range from which the time cap may be selected. In such embodiments, system100may select the time cap from within the time cap range using, for example, an RNG (e.g., RNG318and/or non-gaming RNGs319A-319N). In some embodiments, the time cap parameters may include an average time cap, and system100may select the time cap based in part on the average time cap, such that a set of selected time cap values may have the specified average time cap as a median value.

In response to a game instance, system100may determine, that the time cap has been reached (step506). For example, system100may compare a current time on a system clock and/or timer to the selected time cap.

In response to the determination that the time cap has been reached, system100may award the jackpot (step508). For example, if the time cap or the mystery value has been reached, system100may select a pay table that automatically causes the value of the jackpot to be awarded. In some embodiments, the progressive jackpot is awarded to a gaming device104A-104X that was the source of the game instance triggering the determination that the progressive jackpot should be awarded. In other words, the progressive jackpot may be awarded to the first game instance that occurred upon either the mystery value or the time cap being reached. Additionally or alternatively, the progressive jackpot may be awarded to any active gaming device104A-104X upon a determination that the progressive jackpot should be awarded. For example, in some embodiments, system100may determine which gaming devices104A-104X are active upon either the time cap or the mystery value being reached, and select (e.g., using gaming RNG318and/or non-gaming RNGs319A-319N) one of the active gaming machines104A-104X to award the progressive jackpot.

FIG. 6is a screenshot of an example user interface600for configuring the progressive jackpot described inFIG. 4. User interface600may be displayed, for example, by one or more components of system100(shown inFIG. 1), such as by player tracking system server110, progressive system server112, casino management system server114, and gaming devices104A-104X. User interface600enables a user, such as a game operator, to select mystery value parameters using minimum value field602, average value field604, and maximum value field606. Minimum value field602, average value field604, and maximum value field606may be used to select a minimum mystery value, an average mystery value, and a maximum mystery value, respectively. A mystery value of the progressive jackpot may be selected (e.g., using RNG318and/or non-gaming RNGs319A-319N) from a range of values (e.g., a mystery value range) between the minimum mystery value and maximum mystery value specified by respective minimum value field602and maximum value field606. The mystery value may be selected further based on the average mystery value specified by average value field604. For example, the average value may be adhered to over one million RNG calls, and may be selected via an RNG mechanism (e.g., RNG318and/or non-gaming RNGs319A-319N).

When time cap checkbox608is checked, a time cap of the progressive jackpot is enabled, and time cap parameters may be selected using cap start time field610and cap end time field612. A time cap may be selected (e.g., using RNG318and/or non-gaming RNGs319A-319N) from within a range (e.g., a time cap range) of date times between a start time and an end time specified by cap start time field610and cap end time field612.

Thus, a system and method for evaluating a progressive jackpot such as a mystery value progressive jackpot is provided. In at least some embodiments, a progressive jackpot includes a time cap. In response to a game instance, a determination is made whether the time cap has been reached, and if it has, the progressive jackpot is automatically awarded regardless of whether other parameters for winning the jackpot have been met. As such, the frequency with which and time at which the progressive jackpot is awarded may be controlled independently of other factors, such as, for example, a rate at which wagers are accumulated for the jackpot.

A gaming system for evaluating a progressive jackpot using a time cap may be provided. The system includes a processor and a memory, wherein the processor is configured to execute instructions stored in the memory which when executed, cause the processor to at least store, in the memory, a progressive jackpot including time cap parameters and a value of the progressive jackpot, wherein the value of the progressive jackpot is incremented in response to a player wager. The instructions, when executed, further cause the processor to select a time cap based on the time cap parameters. The instructions, when executed, further cause the processor to determine, in response to a game instance, that the selected time cap has been reached. The instructions, when executed, further cause the processor to credit, in response to the determination, the value of the progressive jackpot to a player credit balance.

In some embodiments, the progressive jackpot further includes a time threshold, and the instructions further cause the processor to: determine, in response to a game instance, that the time threshold has been reached; enable, in response to the determination that the time threshold has been reached, a progressive jackpot random number generator (RNG) call to be triggered; and credit, in response to an outcome of the progressive jackpot RNG call, the value of the progressive jackpot to a player credit balance.

In some embodiments, the time cap parameters include a time cap range. In some such embodiments, to select the time cap, the instructions cause the processor to select the time cap from within the time cap range using an RNG.

In some embodiments, the progressive jackpot is a mystery value progressive jackpot including mystery value parameters, and the instructions further cause the processor to: select a mystery value based on the mystery value parameters; determine, in response to a game instance, that the value of the progressive jackpot has reached the mystery value; and credit, in response to the determination that the value of the progressive jackpot has reached the mystery value, the value of the progressive jackpot to a player credit balance. In some such embodiments, the mystery value progressive jackpot further includes a mystery value threshold, and the instructions further cause the processor to: determine, in response to a game instance, that the value of the progressive jackpot has reached the mystery value threshold; enable, in response to the determination that the value of the progressive jackpot has reached the mystery value threshold, an progressive jackpot random number generator (RNG) call to be triggered; and credit, in response to an outcome of the progressive jackpot RNG call, the value of the progressive jackpot to a player credit balance. In some such embodiments, to select the mystery value, the instructions cause the processor to select the mystery value using an RNG.

In some embodiments, the time cap corresponds to at least one of a calendar time and a time duration from an initiation of the progressive jackpot.

In some embodiments, to credit the value of the progressive jackpot to the player credit balance, the instructions cause the processor to: determine which of a plurality of electronic gaming machines are active; and select, using a random number generator, a player credit balance associated with an active electronic gaming machine to credit the progressive jackpot.

In some embodiments, the progressive jackpot includes a plurality of tiers, each of the plurality of tiers including corresponding time cap parameters and time caps.

A method for evaluating a progressive jackpot using a time cap may be provided. The method includes: storing, in a memory, a progressive jackpot including time cap parameters and a value of the progressive jackpot, wherein the value of the progressive jackpot is incremented in response to a player wager. The method further includes selecting a time cap based on the time cap parameters. The method further includes determining, in response to a game instance, that the time cap has been reached. The method further includes crediting, in response to the determination, the value of the progressive jackpot to a player credit balance.

In some embodiments, the progressive jackpot further includes a time threshold, and the method further includes: determining, in response to a game instance, that the time threshold has been reached; enabling, in response to the determination that the time threshold has been reached, a progressive jackpot random number generator (RNG) call to be triggered; and crediting, in response to an outcome of the progressive jackpot RNG call, the value of the progressive jackpot to a player credit balance.

In some embodiments, the time cap parameters include a time cap range. In some such embodiments, selecting the time cap comprises selecting the time cap from within the time cap range using an RNG.

In some embodiments, the progressive jackpot is a mystery value progressive jackpot including mystery value parameters, and the method further includes: selecting a mystery value based on the mystery value parameters; determining, in response to a game instance, that the value of the progressive jackpot has reached the mystery value; and crediting, in response to the determination that the value of the progressive jackpot has reached the mystery value, the value of the progressive jackpot to a player credit balance. In some such embodiments, the mystery value progressive jackpot further includes a mystery value threshold, and the method further includes: determining, in response to a game instance, that the value of the progressive jackpot has reached the mystery value threshold; enabling, in response to the determination that the value of the progressive jackpot has reached the mystery value threshold, an progressive jackpot random number generator (RNG) call to be triggered; and crediting, in response to an outcome of the progressive jackpot RNG call, the value of the progressive jackpot to a player credit balance. In some such embodiments, selecting the mystery value includes selecting the mystery value using an RNG.

In some embodiments, the time cap corresponds to at least one of a calendar time and a time duration from an initiation of the progressive jackpot.

In some embodiments, crediting the value of the progressive jackpot to a player credit balance includes: determining which of a plurality of electronic gaming machines are active; and selecting, using a random number generator, a player credit balance associated with an active electronic gaming machine to credit the progressive jackpot.

In some embodiments, the progressive jackpot includes a plurality of tiers, each of the plurality of tiers including corresponding time cap parameters and time caps.

A method for evaluating a jackpot using a time cap may be provided. The method includes: storing, in a memory, a jackpot including time cap parameters and a value of the jackpot. The method further includes selecting a time cap based on the time cap parameters. The method further includes determining, in response to a game instance, that the selected time cap has been reached. The method further includes crediting, in response to the determination, the value of the jackpot to a player credit balance.

A non-transitory computer-readable media having computer-executable instructions embodied thereon may be provided. When executed by a gaming system including a processor and a memory, the computer-executable instructions cause the processor to at least store, in the memory, a jackpot including time cap parameters and a value of the jackpot. The instructions, when executed, further cause the processor to select a time cap based on the time cap parameters. The instructions, when executed, further cause the processor to determine, in response to a game instance, that the selected time cap has been reached. The instructions, when executed, further cause the processor to credit, in response to the determination, the value of the progressive jackpot to a player credit balance.