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Ahigh
Ahigh
Joined: May 19, 2010
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August 11th, 2015 at 4:00:59 PM permalink
Quote: DJTeddyBear

I also used your link. Thanks.

Have there been any changes to your game? And how does it fit into the discussions of skill based gaming?



We added a skill selection thingy that has 10 possible settings (no it doesn't go to 11). 1 is pure chance, and 10 is maximum skill effect on resolution of wager. 2 through 8 are linearly blended between 1 and 10 (in increments of 11.11% more skill effect).

We added an EV meter functionality.



This video has not previously been released to the public but was made to show the new features. Since you asked, it makes sense to show you.

Thanks for everyone's interest.
aahigh.com
NewToCraps
NewToCraps
Joined: Jun 16, 2013
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August 11th, 2015 at 4:15:57 PM permalink
Thanks Ahigh from me too, used your link for the free pass. I'll stop by and see you.
Learned Craps in 2013 .... Developed and have a PATENT on Craps "Back On Bet" side bet ... Working on Craps game variations hope to have patents in 2018 - Second Chance Craps and Sub-Crap-tion ... A completely new dice game idea is next - D.. Dice D......
Ahigh
Ahigh
Joined: May 19, 2010
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August 11th, 2015 at 6:20:18 PM permalink
Quote: NewToCraps

Thanks Ahigh from me too, used your link for the free pass. I'll stop by and see you.



AWESOME!
aahigh.com
beachbumbabs
Administrator
beachbumbabs
Joined: May 21, 2013
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August 12th, 2015 at 9:27:49 AM permalink
Quote: Ahigh

We added a skill selection thingy that has 10 possible settings (no it doesn't go to 11). 1 is pure chance, and 10 is maximum skill effect on resolution of wager. 2 through 8 are linearly blended between 1 and 10 (in increments of 11.11% more skill effect).

We added an EV meter functionality.



This video has not previously been released to the public but was made to show the new features. Since you asked, it makes sense to show you.

Thanks for everyone's interest.



Really enjoyed the video, Ahigh, and I especially like the amendments you've made to the features and financial accessability. I wish you much success with it.
If the House lost every hand, they wouldn't deal the game.
Ahigh
Ahigh
Joined: May 19, 2010
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August 12th, 2015 at 9:37:09 AM permalink
Quote: beachbumbabs

Quote: Ahigh

We added a skill selection thingy that has 10 possible settings (no it doesn't go to 11). 1 is pure chance, and 10 is maximum skill effect on resolution of wager. 2 through 8 are linearly blended between 1 and 10 (in increments of 11.11% more skill effect).

We added an EV meter functionality.



This video has not previously been released to the public but was made to show the new features. Since you asked, it makes sense to show you.

Thanks for everyone's interest.



Really enjoyed the video, Ahigh, and I especially like the amendments you've made to the features and financial accessability. I wish you much success with it.



I was genuinely surprised winning that $100 with a probability of 0.0074257. That was not scripted.

There are settings for min and max pay multiples and divisors. But aside from the video game part, the whole bet anything to win anything from pure chance is extremely entertaining to the right folks.
aahigh.com
Paradigm
Paradigm
Joined: Feb 24, 2011
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August 12th, 2015 at 10:35:27 AM permalink
Ahigh, I wanted to stop by at last year's show and just got so busy it didn't work out. I already have a pass to G2E, and will certainly stop by the booth this year to check out Vegas 2047.......I do love pinball :-)!

The big picture question I have based on the video and my current understanding of how the game works is how the game adjusts the maximum pay back percentage? Is your ability to get to a 100%+ payback based strictly on how you play relative to all the play received on that particular machine? That is to say how you do vs. the other players that play that machine? I would assume so because obviously the casino can't have a machine that given a certain static skill set of a good player, would always be paying back over 100%, right?

I may be missing how the payback vs. skill in the game mechanism adjusts over time, so some clarity on that would be helpful.
Ahigh
Ahigh
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August 21st, 2015 at 2:24:30 PM permalink
I am visiting with mom for her birthday this weekend (same as last year for the regulars here).

So I should in theory have some time to go over this stuff. I'll try to make a quick video to explain with Your
visuals in a way that's easy to understand.

Anyone else interested let me know!

aahigh.com
Mission146
Mission146
Joined: May 15, 2012
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August 21st, 2015 at 9:00:44 PM permalink
By the way, I wrote a few Articles on the Future of Interactive Gaming and Vegas Pinball 2047. Please enjoy them, the third also includes an exclusive interview with Stephen from Nanotech.

http://wizardofvegas.com/articles/The-Future-of-Interactive-Gaming-Part-1/

http://wizardofvegas.com/articles/The-Future-of-Interactive-Gaming-Part-2/

http://wizardofvegas.com/articles/The-Future-of-Interactive-Gaming-Part-3/
https://wizardofvegas.com/forum/off-topic/gripes/11182-pet-peeves/120/#post815219
Ahigh
Ahigh
Joined: May 19, 2010
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August 21st, 2015 at 9:41:49 PM permalink
Awesome. Yeah I've been awake now for 40 hours less a few micronaps on the plane. The writeup is great.

But I'll give some more info on how the previous play weights are stored and used to calculate payback from skill.

Weight: bet amount × skill-effect%
Score: starts at zero and increments as a result of player doing desirable action. Does not decrease. Score also assumed to be integer and will fit in 64 bits binary.

Score database: collection of weight and scores for each game played previously. Compression and optimizations are done lossless (same score value for two weights can be collapsed and weights added together). Lossy histograms may be used if more compression necessary (eg using score ranges instead of exact values to put weights into finite buckets or entries in finite histogram). Other optimization include taking weighted averages of scores and adding weight values to trim sample count by two each time too many samples exist. This is also lossy, but maintains consistent detail according to memory usage.

Beat %: percentage of total weights associated with scores smaller than player's current score.

Skill-alpha: determined delta range of payback percentages allowed. 75% to 123% payback implies skill-alpha equals 0.48 ... this is the maximum RTP that can be added to base payback amount according to games' assessment of skill from previous play.

Skill RTP awarded after play conludes: beat % × skill alpha × bet amount

Skill-alpha is reduced both by player reducing effect of skill as well as higher average HA% set by house. This limits opportunity for AP if HA% is too big or if player reduces effect of skill himself. Both affect the skill alpha before game starts to ensure that average payback is never greater than operator selection on average or less than state maximum hold on any instance of any bet.

Any time the player might otherwise receive payback that pushes average aggregate theoretical RTP over selected payback, the maximum payback for a given game may also be limited to prevent exposure in edge cases. Such cases include the theoretical case where each skilled game is 1 point higher than previous game, for example. Game still holds HA% no matter what scores are achieved, and quickly rebalances after just one game with enough weight to store advantage for later award.

I don't expect this answers every question, but maybe it answers one or two for now.

All of this is patent pending. It is actually the first software patent I have worked on. It was harder than a regular patent to do all the DD before final submission.

Hope this helps. Thanks in advance for everything!
aahigh.com
terapined
terapined
Joined: Dec 1, 2012
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July 6th, 2016 at 1:38:52 PM permalink
Just saw this article and thought of Ahigh's pinball gambling

http://www.msn.com/en-us/news/technology/casinos-look-to-video-games-as-a-draw-for-millennials/ar-BBu0Uii?li=AA4Zoy&ocid=spartandhp
WOV supports censorship. Bring back free speech challenging lies.

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