U.S. patent application number 09/845740 was filed with the patent office on 2002-01-24 for reverse keno with virtual odds.
Invention is credited to Acres, John.
Application Number | 20020010015 09/845740 |
Document ID | / |
Family ID | 26896248 |
Filed Date | 2002-01-24 |
United States Patent
Application |
20020010015 |
Kind Code |
A1 |
Acres, John |
January 24, 2002 |
Reverse keno with virtual odds
Abstract
A method and system for playing reverse keno. In one embodiment,
the reverse keno system allows users to play reverse keno while
they are visiting various web sites. The reverse keno system allows
a user to select an initial set of numbers from a larger set of
numbers. The reverse keno system then highlights the selected
numbers on a reverse keno board, which may be very similar to a
keno board. After the user selects the numbers, the reverse keno
system then identifies a group of numbers from the numbers 1 to 80.
The reverse keno system then removes the identified numbers on the
reverse keno board. If any of the selected numbers have been
removed, then the reverse keno game is over and the user may be
awarded a consolation prize. If, however, all selected numbers
remain, then the game continues. The reverse keno system then
identifies and removes another set of numbers. If none of the
identified numbers match the selected numbers (that is, all the
selected numbers remain), then the game continues. The reverse keno
system may determine whether a user should win based on
probabilities that are independent of the number of numbers
remaining and the number of selected numbers.
Inventors: |
Acres, John; (Corvallis,
OR) |
Correspondence
Address: |
PERKINS COIE LLP
PATENT-SEA
P.O. BOX 1247
SEATTLE
WA
98111-1247
US
|
Family ID: |
26896248 |
Appl. No.: |
09/845740 |
Filed: |
April 30, 2001 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
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60200947 |
May 1, 2000 |
|
|
|
60248176 |
Nov 13, 2000 |
|
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Current U.S.
Class: |
463/18 |
Current CPC
Class: |
G07F 17/3262 20130101;
A63F 3/0645 20130101; G07F 17/329 20130101; G07F 17/32
20130101 |
Class at
Publication: |
463/18 |
International
Class: |
A63F 009/24 |
Claims
1. A method of playing a game, comprising: receiving a selection of
target items selected from a plurality of items; determining an
outcome of the game based on a probability; and when the outcome
indicates success, identifying a subset of the plurality of the
items that does not include any of the target items; and indicating
success at the game.
2. The method of claim 1 wherein the determining of the outcome
includes selecting a random number within a range wherein the
determined outcome is based on whether the selected random number
is within a portion of that range, the portion being based on the
probability.
3. The method of claim 2 wherein the portion is based on
multiplying the range by the probability.
4. The method of claim 1 including: when the outcome indicates lack
of success, identifying a subset of the plurality of items that
include at least one of the target items; and indicating lack of
success at the game.
5. The method of claim 4 including providing a visual indication of
each item in the identified subset wherein the visual indication of
a target item that is in the identified subset is provided
last.
6. The method of claim 1 including, after indicating success at the
game, repeating the receiving of the selection of target items and
determining an outcome using a different probability.
7. The method of claim 1 including selecting the probability based
on probability criterion.
8. The method of claim 7 wherein the probability criterion is based
on time of day.
9. The method of claim 7 wherein the probability criterion is based
on demographic information.
10. The method of claim 1 wherein a prize is awarded based on the
probability.
11. The method of claim 1 wherein the game is reverse Keno.
12. A computer-based method for playing a game, comprising:
receiving a selection of a target item from a plurality of target
items; until lack of success is indicated, determining an outcome
based on a probability; when the outcome indicates success,
identifying a subset of the plurality of the items that does not
include any of the selected target items; and indicating success at
the game; and when the outcome indicates lack of success,
identifying a subset of the plurality of items that include at
least one of the selected target items; and indicating lack of
success at the game.
13. The method of claim 12 wherein the probability decreases with
each successive determining.
14. The method of claim 12 including after indicating success at
the game determining whether a player of the game want to continue
playing the game.
15. The method of claim 14 wherein when it is determined that the
player does not want to continue playing the game awarding a prize
based on the last determined probability.
16. The method of claim 12 wherein the indicating lack of success
at the game includes awarding a consolation prize.
17. A computer-based method of encouraging a player to play a game
during a designated time interval, comprising: notifying the player
of a benefit that the player will receive when the player plays the
game during the designated time interval; and when the player plays
the game during that designated time interval, providing the
benefit to the player.
18. The method of claim 17 wherein the benefit is an increased
probability of being successful at the game.
19. The method of claim 17 wherein the benefit is an enhanced
prize.
20. The method of claim 17 wherein the notifying includes sending
an electronic mail message to the player.
21. The method of claim 20 wherein the electronic mail message
includes an advertisement.
22. The method of claim 17 wherein the notifying is by a voice
message.
23. The method of claim 17 wherein the notifying includes providing
an advertisement.
24. The method of claim 17 wherein the notifying includes providing
a hint that if followed when playing the game will result in the
benefit.
25. The method of claim 24 wherein the game is reverse Keno and the
hint is a number that when selected by the player will result in
the benefit.
26. A computer-based method for encouraging a person to visit a web
site under a certain condition, the method comprising: notifying
the person of a benefit that the person will receive when the
person plays a game while visiting the web site under the certain
condition; and when the person plays the game while visiting the
web site under the certain condition, providing the benefit to the
person.
27. The method of claim 26 wherein the certain condition is a time
period.
28. The method of claim 27 wherein the time period is selected
based on number of visits to the web site.
29. The method of claim 26 wherein the certain condition is when
number of visits to the web site is anticipated to be low.
30. The method of claim 26 wherein the benefit is an increased
probability of being successful at the game.
31. The method of claim 26 wherein the benefit is an enhanced
prize.
32. A method in a computer system for identifying a prize for a
player of reverse Keno, comprising: coordinating the playing of
reverse Keno by the player; and when the player has not been
successful at playing reverse Keno, identifying a characteristics
of the player; and awarding a consolation prize based on the
identified characteristic.
33. The method of claim 32 including not awarding a consolation
prize based on the identified characteristic.
34. The method of claim 32 wherein the identified characteristic is
a web site selected by the player.
35. The method of claim 32 wherein the identified characteristic is
based on demographic information of the player.
36. The method of claim 32 wherein the identified characteristic is
based on web site access patterns of the player.
37. A method in a computer system for identifying a prize for
playing a game, the game being provided by a game web site for
playing while visiting another web site, comprising: receiving from
a player of the game a selection of the other web site; determining
a prize for playing the game based on selected web site; and
notifying the player of the determined prize.
38. The method of claim 37 wherein web sites that can be visited by
players are categorized and the determining of a prize includes
identifying the category associated with the selected web site and
selecting a prize associated with the identified category.
39. The method of claim 37 wherein the game is reverse Keno.
40. The method of claim 37 including coordinating the playing of
the game and awarding the determined prize when the game is
successfully played.
41. A method in a computer system for encouraging a game to be
played in a casino, comprising: identifying a player of a game at
the casino; when the player has fmished playing the game,
determining a characteristic of the played game; and storing an
indication of the determined characteristics; and providing a
benefit to another person who referred the player to play a game at
the casino based on the stored indication.
42. The method of claim 41 wherein the determined characteristic is
amount of money wagered by the player.
43. The method of claim 41 wherein the determined characteristic is
amount of money lost by the player.
44. The method of claim 41 wherein the determined characteristic is
based on the number of games played.
45. The method of claim 41 wherein the determined characteristic is
based on length of time played.
46. The method of claim 41 wherein the benefit is based on the
amount of money lost by the player.
47. The method of claim 41 wherein the benefit is based on the
amount of money wagered by the player.
48. The method of claim 41 wherein the benefit is enhanced
probability of being successful at a game.
49. A computer-readable medium containing instructions for
controlling a computer system to play a game, by a method
comprising: receiving a selection of target items selected from a
plurality of items; determining an outcome of the game; and when
the determined outcome indicates success, identifying a subset of
the plurality of the items that does not include any of the target
items; and indicating success at the game.
50. The computer-readable medium of claim 49 wherein the
determining of the outcome includes selecting a random number
within a range wherein the determined outcome is based on whether
the selected random number is within a portion of that range.
51. The computer-readable medium of claim 50 wherein the portion is
based on multiplying the range by a probability.
52. The computer-readable medium of claim 49 including: when the
outcome indicates lack of success, identifying a subset of the
plurality of items that include at least one of the target items;
and indicating lack of success at the game.
53. The computer-readable medium of claim 52 including providing a
visual indication of each item in the identified subset wherein the
visual indication of a target item that is in the identified subset
is provided last.
54. The computer-readable medium of claim 49 wherein the outcome is
determined based on a probability criterion.
55. The computer-readable medium of claim 54 wherein the
probability criterion is based on time of day.
56. The computer-readable medium of claim 54 wherein the
probability criterion is based on demographic information.
57. The computer-readable medium of claim 49 wherein a prize is
awarded based on a probability of the outcome.
58. The computer-readable medium of claim 49 wherein the game is
reverse Keno.
59. A computer system containing playing a game, comprising: means
for receiving a selection of target items selected from a plurality
of items; means for determining an outcome of the game; means for
identifying a subset of the plurality of the items that does not
include any of the target items when the determined outcome
indicates success; and means for indicating success at the game
when the determined outcome indicates success.
60. The computer system of claim 59 wherein the means for
determining of the outcome includes selecting a random number
within a range wherein the determined outcome is based on whether
the selected random number is within a portion of that range.
61. The computer system of claim 60 wherein the portion is based on
multiplying the range by a probability.
62. The computer system of claim 59 including means for identifying
a subset of the plurality of items that include at least one of the
target items when the outcome indicates lack of success and means
for indicating lack of success at the game when the outcome
indicates lack of success.
63. The computer system of claim 62 including means for providing a
visual indication of each item in the identified subset wherein the
visual indication of a target item that is in the identified subset
is provided last.
64. The computer system of claim 59 wherein the outcome is
determined based on a probability criterion.
65. The computer system of claim 64 wherein the probability
criterion is based on time of day.
66. The computer system of claim 64 wherein the probability
criterion is based on demographic information.
67. The computer system of claim 59 wherein a prize is awarded
based on a probability of the outcome.
68. The computer system of claim 59 wherein the game is reverse
Keno.
Description
CROSS-REFERENCE TO ALL RELATED APPLICATIONS
[0001] This application is related to U.S. patent application Ser.
No. 60/200,947, entitled "METHOD AND SYSTEM FOR PLAYING A GAME,"
filed on May 1, 2000 (Attorney Docket No. 336018003US); and U.S.
patent application Ser. No. 60/248,176, entitled "REVERSE KENO WITH
VIRTUAL ODDS," filed on Nov. 13, 2000 (Attorney Docket No.
336018005US), the disclosures of which are incorporated herein by
reference.
TECHNICAL FIELD
[0002] The described technique relates to game playing.
BACKGROUND
[0003] Because it facilitates electronic communications between
vendors and purchasers, the Internet is increasingly being used to
conduct "electronic commerce." The Internet comprises a vast number
of computers and computer networks that are interconnected through
communication channels. Electronic commerce refers generally to
commercial transactions that are at least partially conducted using
the computer systems of the parties to the transactions. For
example, a purchaser can use a personal computer to connect via the
Internet to a vendor's computer. The purchaser can then interact
with the vendor's computer to conduct the transaction. The World
Wide Web portion of the Internet is especially conducive to
conducting electronic commerce. Many web servers have been
developed through which vendors can advertise and sell product
through a web site. The products can include items (e.g., music)
that are delivered electronically to the purchaser over the
Internet and items (e.g., books) that are delivered through
conventional distribution channels (e.g., a common carrier). A
server computer system may provide an electronic version of a
catalog that lists the items that are available. A user, who is a
potential purchaser, may browse through the catalog using a browser
and select various items that are to be purchased. When the user
has completed selecting the items to be purchased, the server
computer system then prompts the user for information to complete
the ordering of the items. This order information may include the
purchaser's name, the purchaser's credit card number, and a
shipping address for the order. The server computer system then
typically confirms the order by sending a confing web page to the
client computer system and schedules shipment of the items.
[0004] The profitability of an e-commerce web site depends in large
part on the number of users who visit that web site. To encourage
users to visit a web site, the web site may be advertised
extensively. The web site may be advertised through traditional
media, such as television, radio, and newspaper. The web site may
also be advertised on web pages (e.g., via banner ads) generated by
another web site. An advertiser may pay a displaying web site that
displays their advertisement a certain amount each time that a user
accesses a web page of the displaying web site that includes the
advertisement. In addition, the advertiser may pay the displaying
web site an additional amount each time a user clicks through the
advertisement to access a web page of the advertised web site.
Finally, the advertiser may pay the displaying web site a referral
fee that is a percentage of the price of a purchase that resulted
from the click through.
[0005] The displaying of advertisements can be very lucrative for a
displaying web site. Indeed, some organizations may even pay users
to browse the web while advertisements are displayed on a portion
of user's display device. These organizations may collect
demographic or other information about users so that the
advertisements that are appropriate for each user can be selected.
The organization may be compensated for each advertisement
displayed, for each advertisement that is clicked through, and for
each resulting transaction. Such organizations may also encourage
users to refer friends and family to sign up with the organization.
The referring user may be paid additional amounts if their referred
friends and family browse the web while the organizations
advertisements are displayed.
[0006] The compensation that a web site may receive for displaying
an advertisement may be based in part on the perceived
appropriateness of the advertisement to the user. For example, an
advertisement for an automotive web site may not be appropriate for
a ten-year old, but may be appropriate for a 21-year old. The
advertisement for the automotive web site may be particularly
appropriate to a 21-year old who has just purchased an automobile.
Thus, an advertiser would be willing to pay more for advertisement
whose appropriateness can be evaluated. Thus, to increase their
revenues, organizations collect extensive information about users
so that more appropriate advertisements can be presented to the
users. The organizations may collect personal data such as age,
occupation, gender, income, address, preferences, and shopping
habits. These organizations may track the identity of a user using
a sign on identification or a cookie stored on the user's computer.
This information is so important that some organizations provide
incentives (e.g., cash) for users to provide the information, which
is then sold to other organizations.
[0007] Some web sites offer games (e.g., poker) that users can play
to encourage users to visit the web site. As the users play the
games, advertisements are displayed. Such gainng web sites may
offer substantial prizes to encourage users to play the games and
to provide personal information. These gaming web sites may even
offer prizes to encourage users to click through the advertisements
so that the gaming web site will receive a referral fee.
[0008] It would be desirable to have a new game in which users
would enjoy playing and thus would visit a web site through which
the game can be played.
BRIEF DESCRIPTION OF THE DRAWINGS
[0009] FIG. 1 illustrates the display of the reverse keno
board.
[0010] FIG. 2 is a table that illustrates the various awards as
reverse keno is played.
[0011] FIG. 3 is a block diagram illustrating virtual probability
tables in one embodiment.
[0012] FIG. 4 illustrates a sample electronic mail message used to
encourage a person to play during a certain time.
[0013] FIG. 5 is a block diagram illustrating display of a web page
in which the prize is a based on the web site visited.
[0014] FIG. 6 is a block diagram illustrating tables used by the
reverse keno system to select a prize based on the side
visited.
[0015] FIG. 7 is a block diagram illustrating components used to
implement the reverse keno system in one embodiment.
[0016] FIG. 8 is a flow diagram illustrating the playing of reverse
keno.
[0017] FIG. 9 is a flow diagram illustrating a routine for
selecting spots using virtual probabilities.
[0018] FIG. 10 is a flow diagram illustrating processing of routine
for selecting a prize based on the Web site visited.
DETAILED DESCRIPTION
[0019] A method and system for playing reverse keno is provided. In
one embodiment, the reverse keno system allows users to play
reverse keno while they are visiting various web sites. (Reverse
keno can, however, be played independently of the Internet and
independently of any computer system.) The reverse keno system
allows a user to select an initial set of numbers from a larger set
of numbers. For example, a user may initially select 7 numbers from
the numbers 1 to 80. The reverse keno system then displays the
selected numbers on a reverse keno board, which may be very similar
to a keno board. The reverse keno system may indicate which numbers
are selected by the user by displaying those numbers in a certain
color (e.g., red). After the user selects the numbers, the reverse
keno system then identifies a group of numbers from the numbers 1
to 80. Numbers are also referred to as "spots." The reverse keno
system then indicates the identified numbers on the reverse keno
board. These identified numbers may be considered to be removed.
These identified numbers may be indicated in a color that is
different from the color used to indicate the numbers selected by
the user or may be overlaid by an "X." If any of the selected
numbers have been removed, then the reverse keno game is over and
the user may be awarded a consolation prize. If, however, all
selected numbers remain, then the game continues. The reverse keno
system then identifies and displays another set of numbers. If none
of the identified numbers match the selected numbers (that is, all
the selected numbers remain), then the game continues. The process
of identifying spots and comparing to the selected numbers is
referred to as a "level" of the game. At each level, the reverse
keno system may ask the user whether they want to continue playing.
If the user does not want to continue playing, then the reverse
keno system awards a prize to the user based on the number of spots
that have been identified. If the user wants to continue playing,
then the potential prize is increased. If the reverse keno system
does find a match (i.e., a selected number is removed), then it may
award a consolation prize to the player.
[0020] In an alternate embodiment, the player is not given a chance
to stop or continue after each level, rather the game continues to
the next level until a selected number is removed. When a selected
number is removed, the player is awarded a prize based on the
current level. The game may end at that point or may continue onto
another aspect of the game known as a final round. In the final
round, the user is given an opportunity to win the award, lose the
award, or win an enhanced award. For example, a grid of numbers may
be displayed with numbers being assigned to win the award, lose the
award, or win the enhanced award. The assignments may be indicated
by different colors. The system then selects (e.g., randomly) one
of the numbers and displays the number to the user. If the selected
number matches a number assigned to win the award, then the user
wins the current award. If the selected number matches a number
assigned to lose the award, then the user does not win the current
award. If the selected number matches a number assigned win the
enhanced award, then the user wins an enhanced award (e.g., 100
times the current award). The game then ends. The odds of winning
in the final round can be varied by the assignment of more or less
numbers to the win, lose, or enhanced win categories.
[0021] In the following, one embodiment of reverse keno, called
oneK, is described. The game works like keno in reverse, hence the
name. A player plays reverse keno by first selecting 7 numbers. An
80 number grid then appears, which is much like the traditional
game of keno. In reverse keno though, the game begins with all 80
numbers showing. One by one, spots are removed. A player wins if
all 7 of the selected numbers are within the remaining spots.
[0022] The prize for the first level includes credits which may be
redeemed for cash, merchandise or additional free games. Each
credit has a nominal value of about 1-cent. The first award
opportunity is offered after 8 of the 80 spots have been removed
(72 spots remain). If all 7 of the selected numbers are still
showing, an award of 10 credits is offered (about half of all games
played will win this first level award). The player then chooses to
take the 10 credits or risk them for a larger award.
[0023] Presuming the player keeps playing, 10 more spots are taken
away at the second level leaving 62. If any of the selected 7
numbers are among those removed, the game is over and the player
has won nothing. If the 7 selected numbers remain, the player has
won 20 credits (about 1 player in 3 that won the first round will
also win the second). Again, the player can collect and end the
game or risk all 20 credits for a chance to win more. Another 10
spots are removed at the third level. If all of the selected
numbers remain, the player has won 50 credits which the player can
keep or risk to win 300.
[0024] The award at the fourth level is 1,000 credits and $20 cash
(32 spots remain) and it is the player's last all-or-nothing
hurdle. Presuming the player is an eligible "member," the player is
guaranteed consolation prizes of half the cash risked.
[0025] At the next level (22 spots remain), the award is $300 if
the player wins and $10 (plus 1,000 credits if the player loses).
There remain 7 levels (17, 13, 12, 11, 10, 9 and 8 spots remaining)
to achieve with cash prizes of $3,000, $30,000, $100,000, $200,000,
$500,000, $2,000,000 and finally the $15 million plus progressive
jackpot.
[0026] FIG. 1 illustrates the display of the reverse keno board.
This reverse keno board may be displayed alongside and advertiser's
web page and the reverse keno game may be played while the user
views the web page. In this displayed example, the player selected
the numbers that are in white (1, 20, 25, 50, 57, 63, and 67). The
identified spots are shown in black on white. In this example,
eight numbers have been identified (2, 7, 24, 29, 43, 62, 72, and
75). The player already has 10 credits and needs to decide whether
to keep the credits or to wager them to try to win more. If the
player decides to wager, 10 more numbers are identified. The
reverse keno board may take on various different shapes and
labeling. In addition, the various selected numbers and identified
numbers may be shown in different ways. For example, the board may
initially display all 80 numbers with the select numbers in a
different color. The reverse keno system may then remove the
numbers as they are identified. If a selected number is identified,
it may be displayed in a flashing mode to notify the player that
the game is over.
[0027] FIG. 2 is a table that illustrates the various awards as
reverse keno is played. As the number of spots remaining decreases,
the size of the prize increases. In this example, if 22 spots
remain and all seven of the selected numbers remain, then the
reverse keno system awards a prize of $300. One skilled in the art
would appreciate that the levels can be set at different numbers of
remaining spots and that those shown are merely exemplary. In
addition, reverse keno can be played with any number of numbers or,
more generally, items. For example, an item can be a letter (e.g.,
"A," "B"), or any other unique symbol such as a shape.
[0028] The probability of removing one of the selected numbers at a
level is based on the number of selected numbers, the number of
identified spots and the number of remaining spots. For example, if
1 number is selected, if 10 spots are identified, and if 80 spots
remain, then the probability that the selected number will be
removed is approximately 12 percent (e.g., 10/80). In one
embodiment, the reverse keno system allows the probability of
removing a selected number at a level to be independent of the
number of selected numbers, the number of identified numbers, and
the number of remaining numbers. Because of this independence, the
probabilities are referred to as "virtual probabilities" or
"virtual odds." The reverse keno system may assign a probability to
each level. The reverse keno system determines whether the player
will either win or lose at that level based on the probability
associated with that level. For example, if the probability at the
first level is 75 percent, then the reverse keno system will
determine that the player will win 75 percent of the time at that
level. When the reverse keno system determines that a player will
win at that level, then the system identifies the numbers to remove
from a group of the remaining numbers so that the group does not
include any number selected by the player. When the reverse keno
system determines that a player will lose at that level, then the
system includes in the group to remove at least one of the numbers
selected by the player. One skilled in the art will appreciate that
virtual probabilities can be used with many different games, such
as keno itself. For example, prior to picking numbers, a keno
system can determine whether the player will win or lose based on a
virtual probability and then pick numbers to affect the determined
outcome.
[0029] In one embodiment, the reverse keno system uses a table of
probabilities that includes a probability of winning for each
level. To determine whether a player is to win or lose, the reverse
keno system retrieves the probability for the current level from
the probability table. The reverse keno system then randomly
selects a probability (e.g., a random number between 0 and 1). If
the randomly selected probability is less than or equal to the
retrieved probability, then the system determines that the player
has won at that level. The reverse keno system may use different
tables of probabilities based on various conditions. For example,
the reverse keno system may use different tables of probabilities
during peak and non-peak operating hours. The table of
probabilities for the non-peak operating hours may include a higher
probability of winning at at least one level to encourage players
to play during non-peak operating hours. Different probabilities
can be used to encourage playing reverse keno under various
conditions. For example, the probabilities can be based on
demographic information of the player (e.g., age, gender, or
occupation) to encourage players with certain characteristics to
play reverse keno. In addition, the reverse keno system may give
players with certain characteristics an increased probability of
winning based on the type of web site visited while playing reverse
keno. For example, the reverse keno system may give a 21-year old
who just purchased an automobile an increased probability of
winning when the 21-year old plays reverse keno while visiting an
automotive web site. The reverse keno system may also award prizes
based on the probability of winning at a certain level. For
example, although the probability of winning at a certain level may
be increased, the actual value of the prize for winning at that
level may be correspondingly decreased.
[0030] FIG. 3 is a block diagram illustrating virtual probability
tables in one embodiment. Virtual probability table 301 contains
the standard probabilities of winning, and virtual probability
table 302 contains the enhanced probabilities of winning. As
indicated by these tables, the standard probability of winning at
the first level is .95, and the enhanced probability of winning at
the first level is .99. In this example, the probability of winning
is reduced at each succeeding level. To determine whether a player
is to win at the third level when using the enhanced probability
table, the reverse keno system randomly selects a probability, for
example, .7. Since the probability in the enhanced probability
table for the third level is .6, the reverse keno system will
determine that the player will lose at the third level because .7
is greater than .6. If, however, the randomly selected probability
was .3, then the reverse keno system would determine that the
player would win at the third level because .3 is less than .6.
[0031] In another embodiment, the reverse keno system encourages
players to play under certain conditions, such as non-peak
operating hours. When users are encouraged to play during non-peak
operating hours, the overall capacity of the reverse keno system is
more fully utilized. The reverse keno system may notify a player
that they will receive an enhanced benefit (e.g., better
probabilities of winning or enhanced prizes) when they play the
game under the certain conditions. The notification may be an
electronic mail message, a voice message, and so on. In addition,
the reverse keno system may include an advertisement in the
notification to further increase revenue. The offering of the
enhanced benefits may increase the chances that the recipient of
the notification will actually read the notification (e.g.,
electronic mail message) and click through an advertisement. The
reverse keno system may provide a winning hint along with the
notification. For example, the notification may indicate that the
player will receive an enhanced benefit if the number "7" is played
between 6 and 8 AM. The certain conditions for enhanced benefits
may include the visiting of a certain web site or categories of web
sites. For example, the reverse keno system may notify a 21-year
old who just purchased an automobile that an enhanced benefit will
be provided when that 21-year-old visits an automotive web
site.
[0032] FIG. 4 illustrates a sample electronic mail message used to
encourage a person to play during a certain time. The electronic
mail message 401 includes an identification area 402 and a hint
area 403. The hint area indicates that the player will have
increased odds of playing reverse keno when they select the number
of "7" between 6 and 8 AM on the following day. In addition, the
hint area includes a link to a web site at which reverse keno can
be played. The link may include a code to indicate that the player
is entitled to the increased odds. Alternatively, the reverse keno
system may store the infonnation necessary to increase the
probability when that player plays during 6 and 8 AM. The reverse
keno system may use cookies stored on the player's computer to
identify the player. The electronic mail message may also include
an advertisement area 404. The reverse keno system may send the
message so that it is timed to arrive between 6 and 8 AM.
[0033] In one embodiment, the reverse keno system awards prizes,
including consolation prizes, based on characteristics of the
player. The reverse keno system may award a prize based on the web
site currently being visited by the player, demographics of the
player, historical web site access patterns of the player, past
purchases of the player, preferences identified by the player, and
so on. For example, the player who is currently visiting, or often
visits, an automotive web site may receive an automotive-related
consolation prize. FIG. 5 is a block diagram illustrating the
display of a web page in which the prize is a based on the web site
visited. Web page 500 includes a game area 501 and a web site area
502. The player may visit the reverse keno web site to start
playing the game. The player may also indicate the web site to be
visited while the game is being play. The reverse keno system then
displays the game area along with the web page from the indicated
web site in web site area. The web site area may be implemented as
a separate frame from the game area. In this example, the grand
prize for winning the game is a Volkswagen beetle, and the web site
visited is "Autos of America," which describe automobiles available
in the United States. The reverse keno system selected the grand
prize of an automobile because the web site visited was automotive
related. FIG. 6 is a block diagram illustrating tables used by the
reverse keno system to select a prize based on the web site
visited. The reverse keno system uses a prize category table 601, a
prizes table 602, and a prize probability table 603. The prize
category table maps various web domains to associated categories.
For example, the "Autos of America" domain is mapped to the "cars"
category as indicated by entry 604. The prizes table maps prize
categories to the current grand prize to be awarded in that
category. For example, the "cars" category has a Volkswagen beetle
prize associated with it as indicated by entry 605. Each prize
category may also have prizes for each level identified. The prize
probability table maps various prizes to the probability table to
be used when offering that prize. For example, when the Volkswagen
beetle is offered, then a probability table identified as "odd2" is
used to determine the probabilities when playing reverse keno as
indicated by entry 606.
[0034] A computer-based referral method and system is also provided
to encourage people to play the games, such as keno or reverse
keno, at a casino. The referral system awards benefits to those
people who refer other people to play games at a casino. When the
referred person plays a game at the casino, the referral system
awards a benefit to the referring person. The benefits awarded can
take many forms, such as a percentage of the amount of money
wagered by or lost by the referred person. The referral system
receives the identification of the referred person when the game is
to be played. The referred person may identify the referring person
at that time, or the referral system may maintain a table of
mappings between referred persons and referring persons. The
referral system then tracks the games played by the referred person
and related statistics such as money wagered, money lost, and money
won. If the referred person is playing the slot machines, then the
referred person may have a magnetic identification card that is
inserted into the slot machine at the start of play. In this way,
the referred person is identified to the referral system. The
referral system then tracks the activity at that slot machine until
the magnetic identification card is removed. The insertion and
removal of the identification card may delimit a game playing
"session." When the session is complete, the referral system stores
the characteristics of the session for awarding the benefit to the
referring person.
[0035] A consumer's value to advertisers is enhanced when a
personal profile is available for each individual. With this
detail, each consumer can be matched to advertisers within their
range of interest, which makes the experience more enjoyable for
the consumer and more cost-effective for the advertiser. In
addition, advertisers will likely pay more for each visit if they
are confident that the consumer has an interest in their
product.
[0036] The reverse keno system may offer membership to each player
who completes a personal profile. For security purposes, all
players may be requested provide name and address data and
establish a password to play the game.
[0037] By taking a few moments to complete the survey, players
become eligible for consolation prizes on all cash awards.
Consolation prizes make it much easier for players to gamble on
winning a larger prize. Instead of the all-or-nothing proposition
offered to nonmembers, eligible members are given an award equal to
half of their original prize even if they try for the next level of
prize and fail. For example, a user who has played reverse keno for
several months and tonight has been lucky enough to win $300 can
keep the award or risk it and try for $3,000. Non-members end up
with nothing if their gamble fails. As a member, the user gets a
consolation prize of $150, which takes much of the sting out of the
loss.
[0038] To be eligible, a user first completes the user profile. But
a user may also be required to visit regularly. If it has been more
than, for example, 72 hours since the user's last game, the user is
not eligible to win consolation prizes. If the user loses
eligibility, the user can automatically recover it by playing a
second session within the 72-hour time.
[0039] The reverse keno system encourages members to recruit new
members by offering a multi-level series of incentives. If a member
sponsors someone else to become a member, then that sponsoring
member may be eligible to win 20% of any cash awards that new
member wins. If that new member recruits other members and they
win, in the sponsoring member may get 5% of their winnings. Each
winner gets a full payment of the advertised awards--incentives are
simply paid as additional bonuses.
[0040] FIG. 7 is a block diagram illustrating components used to
implement the reverse keno system in one embodiment. The client
computers 710 and the reverse keno server computer 720 are
interconnected via the Internet 730. The computers may include a
central processing unit, memory, input devices (e.g., keyboard and
pointing devices), output devices (e.g., display devices), and
storage devices (e.g., disk drives). The memory and storage devices
are computer-readable media that may contain instructions that
implement the advertisement system. In addition, the data
structures and message structures may be stored or transmitted via
a data transmission medium, such as a signal on a communications
link. Various communications channels other than the Internet may
be used, such as a local area network, a wide area network, or a
point-to-point dial-up connection. The reverse keno server 720
includes a server engine 721, the reverse keno game program 722, an
player database 723, and a game database 724. The server engine
receives HTTP requests and coordinates the sending of the HTTP
response messages corresponding to the displays of reverse keno.
The player database contains information relating to each user who
is registered to play reverse keno. The game database contains
information describing the current state of the games being played
by the users.
[0041] FIG. 8 is a flow diagram illustrating the playing of reverse
keno. Reverse keno may be played manually or may be played under
the control of a computer. In block 801, the system inputs and
displays the user's selection of the numbers. In blocks 802-407,
the system loops playing each level of the game. In block 802, the
system identifies and displays the spots that are to be removed for
the next level. In decision block 803, if the game is over (e.g.,
the last level has been played and the selected numbers still
remain), then the system continues at block 809, else the system
continues at block 804. In decision block 804, if the user has won
the current level (e.g., the selected numbers still remain), then
the system continues at block 805, else the system continues at
block 811. In block 805, the system outputs a level won
notification and indicates the spots that have been removed. In
block 806, the system asks the user whether they want to continue
playing or take the award for that level. In decision block 807, if
the user wants to continue, the system loops to block 802 to select
the next level, else the system continues at block 808. In block
808, the system records the results and completes. In decision
block 809, if the game has been won, then the system continues at
block 810, else the system continues at block 811. In block 810,
the system outputs a game won notification and then continues at
block 808. In decision block 811, if the user is a member, then the
system continues at block 812, else the system continues at block
808. In block 812, the system output an indication of the
consolation prize that the member has won and then continues at
block 808.
[0042] FIG. 9 is a flow diagram illustrating an example routine for
selecting spots using virtual probabilities. This routine may be
passed an indication of the current level, an indication of the
currently selected numbers, and an indication of the removed
numbers. The routine identifies new numbers and returns them. In
block 901, the routine selects a probability table. The probability
table may be selected based on various characteristics as discussed
above. In block 902, the routine selects a randomly generated
probability, which is a number between 0 and 1. In decision block
903, if the randomly generated probability is greater than the
probability at the passed level, then the routine sets the outcome
to lose in block 904, else the routine sets the outcome to win in
block 905. In blocks 906-910, the routine loops identifying random
numbers to be removed to effect the desired outcome. In block 906,
the routine identifies a random number. In decision block 907, if
the identified number is already removed, then the routine loops to
identify another number in block 906, else the routine continues at
block 908. In decision block 908, if the outcome is to win and the
identified number is the same as one of the numbers selected by the
player, then the routine loops to block 906 to identify another
number, else the routine continues to block 909. In block 909, the
routine adds the identified number to the list of newly identified
numbers and to the list of already removed numbers. In decision
block 910, if enough new numbers have already been selected, then
the routine returns, else the routine loops to block 906 to
identify another number.
[0043] FIG. 10 is a flow diagram illustrating processing of an
example routine for selecting a prize based on the web site
visited. The routine is passed an indication of the domain of the
web site and returns an indication of the selected prize. In block
1001, the routine selects a prize category based on the passed
domain using the prize category table. In decision block 1002, if
no prize category was found for the passed domain, then the routine
selects a default prize category in block 1003. In block 1004, the
routine selects a prize based on the selected prize category from
the prize table. In block 1005, the routine identifies the
probability table to use for the selected prize. The routine then
returns.
[0044] From the foregoing it will be appreciated that although
specific embodiments of the game have been described herein for
purposes of illustration, various modifications may be made without
deviating from the spirit and scope of the invention. Accordingly,
the invention is not limited except by the appended claims.
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