U.S. patent application number 10/298155 was filed with the patent office on 2004-05-20 for method and system for gaming over a computer network.
Invention is credited to Postrel, Richard.
Application Number | 20040097287 10/298155 |
Document ID | / |
Family ID | 32297371 |
Filed Date | 2004-05-20 |
United States Patent
Application |
20040097287 |
Kind Code |
A1 |
Postrel, Richard |
May 20, 2004 |
Method and system for gaming over a computer network
Abstract
A networked, online gaming system and method of operation, the
system including a plurality of players, each operating a game
playing computer interconnected over a network with a gaming server
computer. The gaming server computer generates a profile for each
of the players, which may include the player's gaming proficiency,
and socioeconomic and physical data of the player. The gaming
server computer matches the players (as teammates or opponents) to
play a game based on the profile of the players, supervises the
game played by the matched players, modifies controllable
parameters of the game being played, and manages a reward point
account provided for each player.
Inventors: |
Postrel, Richard; (Miami
Beach, FL) |
Correspondence
Address: |
ANTHONY R BARKUME
20 GATEWAY LANE
MANORVILLE
NY
11949
US
|
Family ID: |
32297371 |
Appl. No.: |
10/298155 |
Filed: |
November 14, 2002 |
Current U.S.
Class: |
463/41 |
Current CPC
Class: |
G07F 17/32 20130101;
G07F 17/3239 20130101; G07F 17/3276 20130101 |
Class at
Publication: |
463/041 |
International
Class: |
A63F 009/24 |
Claims
I claim:
1. A method of operating a networked gaming system comprising the
steps of: generating a profile for each of a plurality of players
associated with a game playing computer interconnected over a
computer network with a gaming server computer; the gaming server
computer matching at least two of said players to play a game based
on the profile of each of said players; and each of the matched
players using their associated game playing computers to play a
game with each other over the computer network.
2. The method of claim 1 further comprising the step of the gaming
server computer supervising at least part of the game being
played.
3. The method of claim 1 wherein the step of generating a profile
for each of a plurality of players comprises the step of
ascertaining the proficiency of a player and including the
ascertained proficiency in the profile of the player.
4. The method of claim 3 wherein the step of ascertaining the
proficiency of a player comprises the step of ascertaining the
proficiency of a player with respect to a game played on the game
playing computer.
5. The method of claim 3 wherein the step of ascertaining the
proficiency of a player comprises the step of the gaming server
providing a proficiency test to the player on the game playing
computer.
6. The method of claim 5 further comprising the step of the gaming
server providing an additional proficiency test to the player on
the game playing computer on the occurrence of a re-test
condition.
7. The method of claim 6 wherein the re-test condition is met when
the player reaches a predefined level of play.
8. The method of claim 6 wherein the re-test condition is met when
the player has played at least a predefined number of games.
9. The method of claim 6 wherein the re-test condition is met when
the player has played less than a predefined number of games.
10. The method of claim 6 wherein the re-test condition is met when
the player has won a predefined number of games.
11. The method of claim 6 wherein the re-test condition is met when
a predefined amount of time has expired.
12. The method of claim 6 wherein the gaming server awards at least
one of the players with reward points based on the outcome of the
game played, said reward points stored into a reward point account
associated with the player, and wherein the re-test condition is
met when the number of reward points awarded to a player exceeds a
predetermined threshold.
13. The method of claim 6 wherein the gaming server awards at least
one of the players with reward points based on the outcome of the
game played, said reward points stored into a reward point account
associated with the player, and wherein the re-test condition is
met when the number of reward points awarded to a player is less
than a predetermined threshold.
14. The method of claim 1 wherein the gaming server awards at least
one of the players with reward points based on the outcome of the
game played, said reward points stored into a reward point account
associated with the player, and wherein players are matched based
on the number of points in their respective accounts.
15. The method of claim 3 wherein the step of ascertaining the
proficiency a player comprises the step of the gaming server
measuring a proficiency score of the player with respect to a game
played on the game playing computer.
16. The method of claim 15 further comprising the step of revising
the proficiency score of a player based on the results of games
played by the player.
17. The method of claim 15 wherein the step of the gaming server
measuring a proficiency score of the player comprises the steps of:
the gaming server computer administering a game skill proficiency
test to the player; the player executing the game skill proficiency
test administered by the gaming server computer; the gaming server
computer generating a proficiency score for the player representing
the player's proficiency in the test, based on the success of the
player executing the test; and the gaming server computer storing
the player's proficiency score in memory.
18. The method of claim 15 wherein the step of the gaming server
measuring a proficiency score of the player comprises the steps of:
the gaming server monitoring a game played by the player, the
gaming server computer generating a proficiency score for the
player representing the player's proficiency in the game, based on
the success of the player playing the game; and the gaming server
computer storing the player's proficiency score in memory.
19. The method of claim 1 wherein the step of generating a profile
for each of a plurality of players comprises the step of a player
inputting socioeconomic profile data to the gaming server over the
computer network.
20. The method of claim 19 wherein said socioeconomic profile data
is selected from the group consisting of the player's age, the
player's gender, the player's occupation, the player's leisure
interests, the player's desires, and the player's income level.
21. The method of claim 19 wherein the socioeconomic profile data
input by the player into the gaming server is verified by the
gaming server before the player maybe matched with other
players.
22. The method of claim 21 wherein the gaming server verifies the
socioeconomic profile data by an extrinsic method.
23. The method of claim 21 wherein the gaming server verifies the
socioeconomic profile data by an intrinsic method.
24. The method of claim 1 wherein the step of the gaming server
computer matching at least two of said players to play a game
comprises the gaming server matching two players to play a game
against each other over the computer network.
25. The method of claim 1 wherein the gaming server computer
matches at least two of said players to play a game in accordance
with match requests made by players.
26. The method of claim 1 wherein the step of the gaming server
computer matching at least two of said players to play a game
comprises the gaming server forming at least two teams of players,
each team comprising at least two players, to play a game against
each other over the computer network.
27. The method of claim 26 wherein the teams are formed in
accordance with team match requests made by players.
28. The method of claim 1 wherein the gaming server computer
matches at least two of said players to play a game in accordance
with challenge requests made by players.
29. The method of claim 1 wherein the gaming server computer
requests certain players to play based on predefined criteria.
30. The method of claim 1 wherein a system sponsor issues a request
for players having predefined characteristics.
31. The method of claim 26 wherein the game played over the
computer network requires a plurality of different roles to be
played, wherein each role is assigned to a player by the gaming
server.
32. The method of claim 31 wherein the roles each have associated
proficiency requirements, and wherein a player is assigned a role
in a game based on the proficiency requirements of the role
matching proficiency measurements contained in the profile of the
player.
33. The method of claim 31 wherein a player is assigned a role in a
game based on socioeconomic data in the profile of the player.
34. The method of claim 33 wherein said socioeconomic data is
selected from the group consisting of the player's age, the
player's gender, the player's occupation, the player's leisure
interests, the player's income level, and the player's
ideology.
35. The method of claim 31 wherein a player is assigned a role in a
game based on the geographic location of the player.
36. The method of claim 1 wherein the gaming server computer
matches at least two of said players to play a game in accordance
with a physical profile of the players.
37. The method of claim 36 wherein the physical profile comprises a
physical description of the player and a photograph of the
player.
38. The method of claim 36 wherein the physical profile comprises
video images of the player.
39. The method of claim 36 wherein the physical profile comprises
voice recordings of the player.
40. The method of claim 36 wherein the physical profile comprises
biofeedback data of the player.
41. The method of claim 36 wherein the gaming server provides a
screening function to match requests made by players based on a
physical profile of the player.
42. The method of claim 1 further comprising the step of generating
a profile for a team comprised of a plurality of players, and
wherein the gaming server matches at least two teams to play a game
based on the profile of each team.
43. The method of claim 3 wherein the step of matching at least two
of said players to play a game comprises the steps of a first
player having a first player proficiency score requesting to be
matched with another player to play a game; and the gaming server
computer determining a second player having a proficiency score
within a predefined range of the first player.
44. The method of claim 1 further comprising the step of the gaming
server computer issuing an invitation to a matched player to play a
game.
45. The method of claim 44 further comprising the steps of the
second player accepting the invitation to play a game with the
first player; and the first player and the second player playing a
game.
46. The method of claim 1 wherein the step of the gaming server
computer matching at least two of said players to play a game based
on the profile of each of said players further comprises the gaming
server matching players on the basis of historical play between
players.
47. The method of claim 1 wherein the step of the gaming server
computer matching at least two of said players to play a game based
on the profile of each of said players further comprises the steps
of: a player providing match criteria to the gaming server
computer, and the gaming server computer utilizing the match
criteria provided by the player to match said player with another
player for game play.
48. The method of claim 47 wherein the match criteria comprises
socioeconomic criteria.
49. The method of claim 48 wherein the socioeconomic criteria is
selected from the group consisting of a player's age, a player's
gender, a player's occupation, a player's leisure interests, and a
player's income level, and the player's ideology.
50. The method of claim 3 wherein the step of the gaming server
computer matching at least two of said players to play a game based
on the profile of each of said players further comprises the steps
of: a first player requesting to be matched with a second player
having a relatively higher proficiency, and the gaming server
requesting a second player having a relatively higher proficiency
to play the first player.
51. The method of claim 50 comprising the further step of the
gaming server offering the second player consideration in exchange
for playing a game against the first player.
52. The method of claim 3 wherein the step of the gaming server
computer matching at least two of said players to play a game based
on the profile of each of said players further comprises matching a
first player having a relatively higher proficiency with a player
having a relatively lower proficiency by: the gaming server
determining a plurality of players having a relatively lower
proficiency than the first player, and the gaming server conducting
an auction to determine which of the plurality of players having a
relatively lower proficiency than the first player will be matched
to play the first player.
53. The method of claim 1 wherein the step of the gaming server
computer matching at least two of said players to play a game based
on the profile of each of said players is performed automatically
by the gaming server.
54. The method of claim 1 wherein the step of the gaming server
computer matching at least two of said players to play a game based
on the profile of each of said players is performed randomly by the
gaming server.
55. The method of claim 1 wherein the step of the gaming server
computer matching at least two of said players to play a game based
on the profile of each of said players comprises the steps of: a
first player requesting to be matched with a second player to play
a game, the gaming server determining a plurality of players having
a profile that matches the first player, the gaming server
providing to the first player a list of the plurality of players
having a profile that matches the first player, and the first
player selecting one of the players from the list to play a
game.
56. The method of claim 1 wherein the step of the gaming server
computer matching at least two of said players to play a game based
on the profile of each of said players comprises the steps of: a
first player requesting to be matched with a second player to play
a game, the gaming server determining a plurality of players having
a profile that matches the first player and that are available for
playing the game at the time of the first player's request, the
gaming server providing to the first player a list of the plurality
of players having a profile that matches the first player and that
are available for playing the game at the time of the first
player's request, and the first player selecting one of the players
from the list to play a game.
57. The method of claim 1 wherein a player selects a player to play
from a list of available players provided by the gaming server.
58. The method of claim 1 wherein the players are matched in the
playing of a tournament, wherein a player may enter the tournament
at any time, and further wherein the tournament continues without
defined termination criteria.
59. The method of claim 1 wherein the game played is selected from
the group consisting of a game of chance, a game of skill, a
fantasy role playing game, an historical game, a knowledge-based
game, a futuristic game, a war game, a psychological game, and a
sports game.
60. The method of claim 1 wherein the gaming server modifies
controllable parameters of the game while it is being played by the
players.
61. The method of claim 60 wherein the modifications made by the
gaming server correspond to the proficiency level of the
players.
62. The method of claim 60 wherein the modifications made by the
gaming server are random.
63. The method of claim 60 wherein the modifications made by the
gaming server are selective.
64. The method of claim 60 wherein the modifications made by the
gaming server are defined by predetermined criteria.
65. The method of claim 3 wherein the gaming server selects players
of different proficiencies to play with each other, and wherein a
handicap is assigned to a player having a relatively higher
proficiency than a player having a relatively lower
proficiency.
66. The method of claim 3 wherein a player having a relatively
higher proficiency is placed on a team by request of other
players.
67. The method of claim 66 wherein the player having a relatively
higher proficiency is assigned a handicap by the gaming server.
68. The method of claim 3 further comprising the step of at least
one of the players being awarded with reward points based on the
outcome of the game played, said reward points stored into a reward
point account associated with the player.
69. The method of claim 68 wherein the number of reward points
awarded to a player is correlated to the proficiency of the
player.
70. The method of claim 69 wherein players having a relatively high
proficiency are awarded with a relatively lower number of reward
points.
71. The method of claim 69 wherein players having a relatively high
proficiency are awarded with a relatively higher number of reward
points.
72. The method of claim 68 wherein the number of reward points
awarded to a player is correlated to the complexity of the game
played.
73. The method of claim 68 wherein the player's reward point
account is stored on a reward server computer associated with an
entity that provides other reward points for transactions directly
between the player and the entity.
74. The method of claim 73 wherein the reward points awarded to the
player are transferred into the player's reward point account
immediately after being awarded to the player by the gaming
server.
75. The method of claim 73 wherein the reward points awarded to the
player are held in a temporary player account associated with the
gaming server, and wherein points are subsequently transferred to
the player's reward point account on the occurrence of a predefined
condition.
76. The method of claim 79 comprising the further steps of awarding
additional reward points to the player based on additional game
play, and accumulating said additional reward points into the
temporary player account prior to being transferred to the player's
reward point account.
77. The method of claim 79 further comprising the steps of the
player requesting to play a premium game which requires usage of
reward points to be able to play, the gaming server subtracting
points from the temporary player account in exchange for allowing
the player to play the premium game.
78. The method of claim 79 wherein the predefined condition that
initiates transfer of reward points from the temporary player
account into the player's reward point account is the player
logging off from the gaming server.
79. A method of operating a networked gaming system comprising the
steps of: at least two players, each associated with a game playing
computer interconnected over a computer network with a gaming
server computer, playing a game with each other over the computer
network; the gaming server computer supervising at least part of
the game being played; at least one of the players being awarded
with reward points based on the outcome of the game played, said
reward points stored into a reward point account associated with
the player.
80. The method of claim 79 wherein the number of reward points
awarded to a player is correlated to the complexity of the game
played.
81. The method of claim 79 wherein the player's reward point
account is stored on a reward server computer associated with an
entity that provides other reward points for transactions directly
between the player and the entity.
82. The method of claim 81 wherein the reward points awarded to the
player are transferred into the player's reward point account
immediately after being awarded to the player by the gaming
server.
83. The method of claim 81 wherein the reward points awarded to the
player are held in a temporary player account associated with the
gaming server, and wherein points are subsequently transferred to
the player's reward point account on the occurrence of a predefined
condition.
84. The method of claim 81 comprising the further steps of awarding
additional reward points to the player based on additional game
play, and accumulating said additional reward points into the
temporary player account prior to being transferred to the player's
reward point account.
85. The method of claim 83 further comprising the steps of the
player requesting to play a premium game which requires usage of
reward points to be able to play, the gaming server subtracting
points from the temporary player account in exchange for allowing
the player to play the premium game.
86. The method of claim 83 wherein the predefined condition that
initiates transfer of reward points from the temporary player
account into the player's reward point account is the player
logging off from the gaming server.
87. The method of claim 79 wherein reward points are deducted from
a player's reward point account if the time that the player
requires to complete a game is greater than a predetermined
threshold.
88. The method of claim 79 wherein reward points are deducted from
a player's reward point account if the player loses a game.
89. The method of claim 79 wherein reward points are deducted from
a player's reward point account if a player fails to meet
predetermined play criteria during play of a game.
90. The method of claim 79 wherein reward points are deducted from
a player's reward point account if a player requests assistance in
the game from the gaming server.
91. The method of claim 79 wherein reward points are added to a
player's reward point account if a player meets predetermined play
criteria during play of a game.
92. The method of claim 79 wherein reward points are deducted from
a player's reward point account if a player requests that the time
allotted to play a game be increased.
93. The method of claim 79 wherein the reward points awarded to a
player are provided by a sponsor in exchange for sponsor
advertisements served by the gaming server to the game playing
computers.
94. The method of claim 97 wherein a player may exchange reward
points from his reward point account for a prize supplied by the
sponsor.
95. A networked gaming system comprising: a plurality of game
playing computers selectively interconnected over a computer
network, each of said game playing computers adapted to play a game
with other game playing computers over the computer network; and a
gaming server computer selectively interconnected over the computer
network to said game playing computers, said gaming server computer
adapted to: generate a profile for each of a plurality of players
associated with each of the game playing computers; and match at
least two of said players to play a game against each other based
on the profile of each of said players.
96. The system of claim 95 wherein the gaming server is further
adapted to supervise at least part of a game being played by the
players.
97. The system of claim 95 wherein the gaming server generates a
profile for each of a plurality of players by ascertaining the
proficiency of a player and including the ascertained proficiency
in the profile of the player.
98. The system of claim 97 wherein the gaming server ascertains the
proficiency of a player by ascertaining the proficiency of a player
with respect to a game played on the game playing computer.
99. The system of claim 97 wherein the gaming server ascertains the
proficiency of a player by providing a proficiency test to the
player on the game playing computer.
100. The system of claim 99 wherein the gaming server is further
adapted to provide an additional proficiency test to the player on
the game playing computer on the occurrence of a re-test
condition.
101. The system of claim 100 wherein the re-test condition is met
when the player reaches a predefined level of play.
102. The system of claim 100 wherein the re-test condition is met
when the player has played at least a predefined number of
games.
103. The system of claim 100 wherein the re-test condition is met
when the player has played less than a predefined number of
games.
104. The system of claim 100 wherein the re-test condition is met
when the player has won a predefined number of games.
105. The system of claim 100 wherein the re-test condition is met
when a predefined amount of time has expired.
106. The system of claim 100 wherein the gaming server is further
adapted to award at least one of the players with reward points
based on the outcome of the game played, said reward points stored
into a reward point account associated with the player, and wherein
the re-test condition is met when the number of reward points
awarded to a player exceeds a predetermined threshold.
107. The system of claim 100 wherein the gaming server is further
adapted to award at least one of the players with reward points
based on the outcome of the game played, said reward points stored
into a reward point account associated with the player, and wherein
the re-test condition is met when the number of reward points
awarded to a player is less than a predetermined threshold.
108. The system of claim 95 wherein the gaming server is further
adapted to award at least one of the players with reward points
based on the outcome of the game played, said reward points stored
into a reward point account associated with the player, and wherein
players are matched based on the number of points in their
respective accounts.
109. The system of claim 95 wherein the gaming server ascertains
the proficiency a player by measuring a proficiency score of the
player with respect to a game played on the game playing
computer.
110. The system of claim 109 wherein the gaming server is further
adapted to revise the proficiency score of a player based on the
results of games played by the player.
111. The system of claim 109 wherein the gaming server is adapted
to measure a proficiency score of the player by: administering a
game skill proficiency test to the player; generating a proficiency
score for the player representing the player's proficiency in the
test based on the success of the player executing the test; and
storing the player's proficiency score in memory.
112. The system of claim 109 wherein the gaming server is adapted
to measure a proficiency score of the player by: monitoring a game
played by the player, generating a proficiency score for the player
representing the player's proficiency in the game, based on the
success of the player playing the game; and storing the player's
proficiency score in memory.
113. The system of claim 95 wherein the gaming server is adapted to
generate a profile for each of a plurality of players by receiving
socioeconomic profile data from a game playing computer over the
computer network.
114. The system of claim 113 wherein said socioeconomic profile
data is selected from the group consisting of the player's age, the
player's gender, the player's occupation, the player's leisure
interests, and the player's income level.
115. The system of claim 113 wherein the socioeconomic profile data
input by the player into the gaming server is verified by the
gaming server before the player may be matched with other
players.
116. The system of claim 115 wherein the gaming server verifies the
socioeconomic profile data by an extrinsic system.
117. The system of claim 115 wherein the gaming server verifies the
socioeconomic profile data by an intrinsic system.
118. The system of claim 95 wherein the gaming server computer
matches at least two of said players to play a game by matching two
players to play a game against each other over the computer
network.
119. The system of claim 95 wherein the gaming server computer
matches at least two of said players to play a game in accordance
with match requests made by players.
120. The system of claim 95 wherein the gaming server computer
matches at least two of said players to play a game by forming at
least two teams of players, each team comprising at least two
players, to play a game against each other over the computer
network.
121. The system of claim 120 wherein the teams are formed in
accordance with team match requests made by players.
122. The system of claim 95 wherein the gaming server computer
matches at least two of said players to play a game in accordance
with challenge requests made by players.
123. The system of claim 95 wherein the gaming server computer
requests certain players to play based on predefined criteria.
124. The system of claim 95 wherein a system sponsor issues request
for players having predefined characteristics.
125. The system of claim 120 wherein the game played over the
computer network requires a plurality of different roles to be
played, wherein each role is assigned to a player by the gaming
server.
126. The system of claim 125 wherein the roles each have associated
proficiency requirements, and wherein a player is assigned a role
in a game based on the proficiency requirements of the role
matching proficiency measurements contained in the profile of the
player.
127. The system of claim 125 wherein a player is assigned a role in
a game based on socioeconomic data in the profile of the
player.
128. The system of claim 127 wherein said socioeconomic data is
selected from the group consisting of the player's age, the
player's gender, the player's occupation, the player's leisure
interests, the player's income level, and the player's
ideology.
129. The system of claim 125 wherein a player is assigned a role in
a game based on the geographic location of the player.
130. The system of claim 95 wherein the gaming server computer
matches at least two of said players to play a game in accordance
with a physical profile of the players.
131. The system of claim 130 wherein the physical profile comprises
a physical description of the player and a photograph of the
player.
132. The system of claim 130 wherein the physical profile comprises
video images of the player.
133. The system of claim 130 wherein the physical profile comprises
voice recordings of the player.
134. The system of claim 130 wherein the physical profile comprises
biofeedback data of the player.
135. The system of claim 131 wherein the gaming server provides a
screening function to match requests made by players based on a
physical profile of the player.
136. The system of claim 95 wherein the gaming server is further
adapted to generate a profile for a team comprised of a plurality
of players, and wherein the gaming server matches at least two
teams to play a game based on the profile of each team.
137. The system of claim 97 wherein the gaming server is adapted,to
match at least two of said players to play a game by: receiving a
request from a first player having a first player proficiency score
to be matched with another player to play a game; and determining a
second player having a proficiency score within a predefined range
of the first player.
138. The system of claim 95 wherein the gaming server is further
adapted to issue an invitation to a matched player to play a
game.
139. The system of claim 138 wherein the gaming server is adapted
to supervise a game between the second player, that has accepted
the invitation to play a game with the first player, and the first
player.
140. The system of claim 95 wherein the gaming server computer
matches at least two of said players to play a game based on the
profile of each of said players by matching players on the basis of
historical play between players.
141. The system of claim 95 wherein the gaming server computer is
adapted to match at least two of said players to play a game based
on the profile of each of said players by: obtaining match criteria
from a player, and utilizing the match criteria to match said
player with another player for game play.
142. The system of claim 141 wherein the match criteria comprises
socioeconomic criteria.
143. The system of claim 142 wherein the socioeconomic criteria is
selected from the group consisting of a player's age, a player's
gender, a player's occupation, a player's leisure interests, and a
player's income level, and the player's ideology.
144. The system of claim 97 wherein the gaming server computer is
adapted to match at least two of said players to play a game based
on the profile of each of said players by: receiving a request from
a first player to be matched with a second player having a
relatively higher proficiency, and requesting a second player
having a relatively higher proficiency to play the first
player.
145. The system of claim 144 wherein the gaming server is further
adapted to offer the second player consideration in exchange for
playing a game against the first player.
146. The system of claim 97 wherein the gaming server computer is
adapted to match at least two of said players to play a game based
on the profile of each of said players by matching a first player
having a relatively higher proficiency with a player having a
relatively lower proficiency by: determining a plurality of players
having a relatively lower proficiency than the first player, and
conducting an auction to determine which of the plurality of
players having a relatively lower proficiency than the first player
will be matched to play the first player.
147. The system of claim 95 the gaming server computer is adapted
to automatically match at least two of said players to play a game
based on the profile of each of said players.
148. The system of claim 95 the gaming server computer is adapted
to randomly match at least two of said players to play a game based
on the profile of each of said players.
149. The system of claim 95 wherein the gaming server computer is
adapted to match at least two of said players to play a game based
on the profile of each of said players by: receiving a request from
a first player to be matched with a second player to play a game,
determining a plurality of players having a profile that matches
the first player, providing to the-first player a list of the
plurality of players having a profile that matches the first
player, and receiving a selection from the first player of one of
the players from the list to play a game.
150. The system of claim 95 wherein the gaming server computer is
adapted to match at least two of said players to play a game based
on the profile of each of said players by: receiving a request from
a first player to be matched with a second player to play a game,
determining a plurality of players having a profile that matches
the first player and that are available for playing the game at the
time of the first player's request, providing to the first player a
list of the plurality of players having a profile that matches the
first player and that are available for playing the game at the
time of the first player's request, and receiving a selection from
the first player of one of the players from the list to play a
game.
151. The system of claim 95 wherein a player selects a player to
play from a list of available players provided by the gaming
server.
152. The system of claim 95 wherein the players are matched in the
playing of a tournament, wherein a player may enter the tournament
at any time, and further wherein the tournament continues without
defined termination criteria.
153. The system of claim 95 wherein the game played is selected
from the group consisting of a game of chance, a game of skill, a
fantasy role playing game, an historical game, a knowledge-based
game, a futuristic game, a war game, a psychological game, and a
sports game.
154. The system of claim 95 wherein the gaming server is adapted to
modify controllable parameters of the game while it is being played
by the players.
155. The system of claim 154 wherein the modifications made by the
gaming server correspond to the proficiency level of the
players.
156. The system of claim 154 wherein the modifications made by the
gaming server are random.
157. The system of claim 154 wherein the modifications made by the
gaming server are selective.
158. The system of claim 154 wherein the modifications made by the
gaming server are defined by predetermined criteria.
159. The system of claim 97 wherein the gaming server selects
players of different proficiencies to play with each other, and
wherein a handicap is assigned to a player having a relatively
higher proficiency than a player having a relatively lower
proficiency.
160. The system of claim 97 wherein a player having a relatively
higher proficiency is placed on a team by request of other
players.
161. The system of claim 160 wherein the player having a relatively
higher proficiency is assigned a handicap by the gaming server.
162. The system of claim 97 wherein the gaming server is further
adapted to award at least one of the players with reward points
based on the outcome of the game played, said reward points stored
into a reward point account associated with the player.
163. The system of claim 162 wherein the number of reward points
awarded to a player is correlated to the proficiency of the
player.
164. The system of claim 163 wherein players having a relatively
high proficiency are awarded with a relatively lower number of
reward points.
165. The system of claim 163 wherein players having a relatively
high proficiency are awarded with a relatively higher number of
reward points.
166. The system of claim 162 wherein the number of reward points
awarded to a player is correlated to the complexity of the game
played.
167. The system of claim 162 wherein the player's reward point
account is stored on a reward server computer associated with an
entity that provides other reward points for transactions directly
between the player and the entity.
168. The system of claim 167 wherein the reward points awarded to
the player are transferred into the player's reward point account
immediately after being awarded to the player by the gaming
server.
169. The system of claim 167 wherein the reward points awarded to
the player are held in a temporary player account associated with
the gaming server, and wherein points are subsequently transferred
to the player's reward point account on the occurrence of a
predefined condition.
170. The system of claim 169 wherein additional reward points are
awarded to the player based on additional game play, and
accumulating said additional reward points into the temporary
player account prior to being transferred to the player's reward
point account.
171. The system of claim 169 wherein, with the player requesting to
play a premium game which requires usage of reward points to be
able to play, the gaming server subtract points from the temporary
player account in exchange for allowing the player to play the
premium game.
172. The system of claim 169 wherein the predefined condition that
initiates transfer of reward points from the temporary player
account into the player's reward point account is the player
logging off from the gaming server.
173. A networked gaming system comprising: a plurality of game
playing computers selectively interconnected over a computer
network, each of said game playing computers adapted to play a game
with other game playing computers over the computer network; and a
gaming server computer selectively interconnected over the computer
network to said game playing computers, said gaming server computer
adapted to: supervise at least part of a game being played between
a plurality of players associated with the game playing computers;
awarded at least one of the players with reward points based on the
outcome of the game played, said reward points stored into a reward
point account associated with the player.
174. The system of claim 173 wherein the number of reward points
awarded to a player is correlated to the complexity of the game
played.
175. The system of claim 173 wherein the player's reward point
account is stored on a reward server computer associated with an
entity that provides other reward points for transactions directly
between the player and the entity.
176. The system of claim 175 wherein the reward points awarded to
the player are transferred into the player's reward point account
immediately after being awarded to the player by the gaming
server.
177. The system of claim 175 wherein the reward points awarded to
the player are held in a temporary player account associated with
the gaming server, and wherein points are subsequently transferred
to the player's reward point account on the occurrence of a
predefined condition.
178. The system of claim 177 wherein additional reward points are
awarded to the player based on additional game play and accumulated
into the temporary player account prior to being transferred to the
player's reward point account.
179. The system of claim 177 wherein a player requests to play a
premium game which requires usage of reward points to be able to
play, the gaming server subtracts points from the temporary player
account in exchange for allowing the player to play the premium
game.
180. The system of claim 177 wherein the predefined condition that
initiates transfer of reward points from the temporary player
account into the player's reward point account is the player
logging off from the gaming server.
181. The system of claim 173 wherein reward points are deducted
from a player's reward point account if the time that the player
requires to complete a game is greater than a predetermined
threshold.
182. The system of claim 173 wherein reward points are deducted
from a player's reward point account if the player loses a
game.
183. The system of claim 173 wherein reward points are deducted
from a player's reward point account if a player fails to meet
predetermined play criteria during play of a game.
184. The system of claim 173 wherein reward points are deducted
from a player's reward point account if a player requests
assistance in the game from the gaming server.
185. The system of claim 173 wherein reward points are added to a
player's reward point account if a player meets predetermined play
criteria during play of a game.
186. The system of claim 173 wherein reward points are deducted
from a player's reward point account if a player requests that the
time allotted to play a game be increased.
187. The system of claim 173 wherein the reward points awarded to a
player are provided by a sponsor in exchange for sponsor
advertisements served by the gaming server to the game playing
computers.
188. The system of claim 187 wherein a player may exchange reward
points from his reward point account for a prize supplied by the
sponsor.
Description
BACKGROUND OF THE INVENTION
[0001] The present invention relates to computer gaming, and in
particular to computer gaming in an online community, over a
computer network.
[0002] Computer gaming has become extremely popular, evidenced by
the prevalence of dedicated game consoles such as MICROSOFT XBOX,
NINTENTO 64 and GAMECUBE, SONY PLAYSTATION and PS2, as well as
handheld products such as GAMEBOY and GAMEBOY ADVANCE, and the use
of gaming software on general purpose personal computers. Recently,
games are included on portable devices such as cell phones, pagers,
PDAs, etc. In addition to playing games with one to four people on
a single gaming machine as listed above, the use of computer
networks has allowed players in remote locations to connect with
each other and play games against each other by using their
respective gaming machine. This has spawned online gaming
communities that do not require physical presence of opponents or
teammates in order to play a game.
[0003] Online, or networked, gaming is in its infancy, however.
Prior art gaming systems do not address critical functions that
relate to online gaming, such as player matching (opponent and
teammates), skill measurement, player profiling, reward
compensation systems, payment systems, etc. The present invention
addresses these many issues in order to implement an online
networked gaming system that is advantageous in many respects over
the prior art.
[0004] It is therefore an object of the present invention to
provide a networked gaming environment that overcomes these and
many other problems of the prior art.
SUMMARY OF THE INVENTION
[0005] In a first major aspect of the invention, provided is a
online gaming system and method of its operation, supervision and
management. The system has a plurality of game playing computers
selectively interconnected over a computer network, with each game
playing computer adapted to play a game with one or more other game
playing computers over the computer network. A gaming server
computer is selectively interconnected over the computer network to
one or more of the game playing computers for management and
supervision of the games played by, between and amongst players
operating the game playing computers. In particular, the gaming
server computer is programmed and adapted to generate a profile for
each of the players associated with the game playing computers. The
gaming server computer matches at least two of the players to play
a game with each other (as teammates) or against each other (as
opponents) based on the profile of each of the players, and it may
then supervise part or all of a game being played by the
players.
[0006] The profile generated by the gaming server computer may
include the gaming proficiency of a player (i.e. his or her
expertise in playing a particular game or in executing certain
aspects of that game), which may be ascertained by the gaming
server computer by observing the player play the game over the
computer network, or by giving the player a predefined test based
on skills utilized in playing a game. A player may be re-tested as
required by the gaming server, for example when the player reaches
a predefined level of play, when the player has played less than
(or more than) a predefined number of games, when the player has
won (or lost) a predefined number of games, when a predefined
amount of time has expired, etc. The player's gaming profile may
also be based on a player's socioeconomic data, such as the
player's age, the player's gender, the player's occupation, the
player's leisure interests, the players desires, and the player's
income level, etc. The socioeconomic data provided by a player may
be verified by the gaming server before the player may be matched
with other players, the verification being extrinsic or
intrinsic.
[0007] Player matching may be performed by the gaming server
computer in various ways. In a simple case, the gaming server
computer matches two players to play a game against each other over
the computer network, or it forms teams of players to play a game
against each other. A player may make a request to the gaming
server computer to be matched with another opponent player, with
other teammate players, etc. The match requests may also be
generated by the gaming server computer. For example, a player may
request to be matched to play against (or with) a player from
another country, or from the same state, or with the same
approximate income, or with a higher IQ, etc. Players may also be
matched based on historical play between the players or other
players that each have already played. The system may be sponsored
by entities such as companies desiring to place ads on the system,
which may be in exchange for providing a prize to a winning player
or team. The sponsor may make a request that certain types of
players be matched, for example to help promote a product or
service of the sponsor.
[0008] Once the gaming server determines an appropriate match (or
matches), then it issues an invitation to the matched players,
which may be in the form of an Instant Message (IM) or the like, an
email message, an automated voice call, a pop-up screen on the game
playing computer, illumination or activation of an invitation icon
the screen of the game playing computer, a series of tones, etc. If
and when a player responds with an acceptance, then the game is
initiated and the gaming server computer may supervise play.
[0009] A game may have certain roles, which may be assigned to
certain players by the gaming server based on their profile (e.g.
based on their proficiency, their socioeconomic profile, physical
traits, geographic location, etc.).
[0010] The present invention also may provide consideration to
players meeting certain criteria, which maybe originated by a
sponsor or player desiring to find certain types of players to play
that meet certain criteria, wherein the consideration would be an
incentive for the requested player to play the requesting player.
For example, if a player of a relatively lower proficiency score
wishes to play one of a higher proficiency score, he may provide a
payment to that player (in the form of cash, game credits, reward
points, etc.) as incentive. An auction may be had by several
players of relatively lower proficiency to bid for the right to
play one of relatively higher proficiency, for example if several
amateurs bid to play against Tiger Woods in an online golf
tournament.
[0011] A playerboard or lobby may be provided with a list of
available players that a requesting player may review and request
the gaming server to issue an invitation. The playerboard may list
only logged on or otherwise currently available players, or it may
list all players in predefined categories (e.g. all baseball
players with batting averages over 0.350), etc.
[0012] The system is adapted to allow the gaming server computer to
modify controllable parameters of the game, either prior to the
start of the game or during play on a real-time basis. Such
modifications may correspond to predefined criteria such as the
proficiency levels of the players (e.g. make it harder for good
players), or the modifications may be randomly made. Handicaps may
be assigned to relatively better player that are matched with
relatively weaker players.
[0013] In a second major aspect of the present invention, the
online gaming system may provide for the awarding and/or redemption
of reward points (akin to loyalty or frequent flyer points) which
may be combinable with existing reward accounts held by the player.
For example, a player may be awarded 1000 American Airlines points
if he wins a certain game. The number of points awarded to a player
may be correlated to the proficiency of the player (such that
players having a relatively high proficiency are awarded with a
relatively lower number of reward points, or vice versa), or it may
be correlated to the complexity of the game being played. Points
may be subtracted for various events (e.g. losing a game,
purchasing a premium game, paying another player to play a game,
failing to meet predefined game play criteria, purchasing longer
game play time, etc.). Likewise, points may be added for various
events (e.g. winning a game, receiving pay from another player to
play a game, etc.)
BRIEF DESCRIPTION OF THE DRAWING
[0014] FIG. 1 is a block diagram of the system of the present
invention;
[0015] FIG. 2 is a block diagram of the gaming server computer;
[0016] FIG. 3 is a block diagram of the player profile
database;
[0017] FIG. 4 is an illustration of a player proficiency
record;
[0018] FIG. 5 is an flowchart of the general operation of the
invention; and
[0019] FIG. 6 is an illustration of screenshots used in the present
invention.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT
[0020] The system of the preferred embodiment is depicted in block
diagram format in FIG. 1. Shown is a computer network 14, which in
the preferred embodiment is a wide area network (WAN) such as the
Internet, but which may of course refer to any infrastructure that
provides for the wired or wireless communication of various
computing devices, which in this invention are referred to
generally as game playing computers 2 and a gaming server computer
4. The game playing computer 2 may be any type of dedicated or
general purpose computing device that is capable of allowing a user
or player to interface and interoperate with gaming software
executing locally (i.e. on the game playing computer 2) or remotely
(i.e. on another computing device interconnected over the network
14). Typical examples of the game playing computer are the general
purpose personal computer 2a, a laptop computer 2c, and a gaming
console 2b, which may of the type known as the MICROSOFT XBOX, the
SONY PLAYSTATION OR PS2, and/or the NINTENDO 64, GAMECUBE, or
GAMEBOY/GAMEBOY ADVANCE, all of which are well known in the art. A
television set configured with an appropriate set top box may be
used as an interactive TV 2f. In addition, wireless devices such as
a personal digital assistant (PDA) 2d and a cellular telephone 2e
may communicate via an antenna 10 with a wireless or cellular
network 12, which in turn communicates with the network 14 for
seamless communications with other game playing computers and/or
the gaming server computer 4. These gaming devices 2a, 2b, 2c, 2d,
2e and 2f are referred to generally as game playing computers 2 for
the sake of clarity throughout this description.
[0021] The gaming server computer 4 provides many functions and
services to the game playing computers 2, which together form a
gaming community. The gaming services to be described herein are
shown as executing on a single platform, but of course may be
distributed across multiple platforms as may be desired or required
(e.g. for appropriate scalability, etc.). Distribution of services
as described herein are well known in the art and need not be
described in further detail.
[0022] Thus, in general terms, the game playing computers all
communicate in selective fashion with the gaming server computer
over the computer network 14 in order to accomplish the objectives
described herein. The present invention contemplates operation
between as few as two game playing computers over the network to
thousands of game playing computers or more. The game playing
computers communicate with each other and/or the gaming server
computer selectively; meaning that a particular player may choose
to have his or her game playing computer online as desired, or he
may disconnect from the gaming network as desired.
[0023] The present invention operates with respect to games played
by the game playing computers over the network, wherein games refer
to any type of rule-based activity or contest between or amongst
two or more players (wherein one player may be emulated by the
gaming server computer), with goals and objectives attainable for
the players. Games include but are not limited to knowledge based
games (e.g. trivia games), creative games, individual or team
sports games (baseball, football, soccer, hockey, golf, tennis,
etc.), games of chance (poker, blackjack, bridge, etc.), role
playing games, fantasy games, historical games, war games,
problem-solving games, puzzle-solving games, contests,
rehabilitation games, etc. Games may also include simulation
events, such as the popular Flight Simulator program and the
like.
[0024] The gaming server 4 will now be described in detail. The
gaming server in the present invention provides many functions and
services to the game playing computers, such as player profile
generation, player skill measurements, player matching for game
play, awarding of prizes in the form of reward points and
management of a reward points account for each player, and game
supervision and analysis.
[0025] With reference to the block diagram of FIG. 2 and the
flowchart of FIG. 5, the main logical components of the gaming
server computer are a processor means 22, which performs all
required processing and logic functions and controls operation of
the gaming server, and a network interface 28, which controls all
physical and logical interface functions between the gaming server
and the computer network. The processor operates in conjunction
with a player profile database 18, which stores all profile data
for the players that belong to the gaming system (the gaming
community); a game database 23, which stores gaming parameters,
functions and the like; and a sponsor database 25, which stores
information about the various sponsors and advertisers that
subscribe to the system (described in detail below). The processor
22 also works in conjunction with proficiency testing algorithms
26, game parameter modification algorithms 30, reward points
algorithms 32, player matching algorithms 34, profile verification
algorithms 36, and player match requests 38, all of which are
described in detail below. The gaming server computer has
additional components, well known in the art of computing, that are
not shown here for the sake of clarity.
Player Profile
[0026] Each player or subscriber that is otherwise associated with
the gaming system of the present invention is provided with a
player profile that is generated, maintained, modified and stored
by the gaming server. Each player's profile is stored in the player
profile database 18, which holds a plurality of player records 16
as shown in FIG. 3. Each player record 16 includes player
proficiency data 16a, socioeconomic data 16b, physical data 16c,
game playing history 16d, player availability 16e, and a reward
points account 16f. Although the data topology illustrated in FIG.
3 shows a single player record 16 associated with each player in a
database, the database configuration may be constructed in any
manner known in the art (e.g. use of several databases on one or
more distributed computers, etc.).
[0027] Proficiency data 16a is generated and stored for each player
in his profile record 16, and may be revised periodically by the
gaming server on the occurrence of certain conditions. A sample
proficiency record for Player A is shown in FIG. 4. The gaming
server ascertains the proficiency or skill level of a player with
respect to a particular game, with respect to a particular role
within a game, and/or with respect to gaming skills that may
applied generally to several types of games. For example, the
gaming server may determine that a player's skill level in playing
a simple game such as PAC-MAN is in the novice category, yet it may
determine his skill level as a pilot in a space battle game (e.g.
STAR WARS) to be intermediate, which may be different from his
skill level as a gunner (master) in the same game. The methodology
used to determine a score and assign a descriptive rank as shown in
the FIG. 4 may vary in accordance with objectives of the system
designer (one example is speed of play, in particular in games that
don't intrinsically limit the time to make certain moves (e.g.
bridge)).
[0028] The gaming server 4 utilizes one or more of various methods
to determine and manage the player proficiency scores in this
invention. A player's proficiency, which will be used to perform
player matching as described herein, may be measured in several
ways. The gaming server may take a passive approach and simply
monitor or supervise a game played by a player against another
player over the network, and record scores in various categories,
results if the game, time required to finish the game, etc., in
arriving at a skill or proficiency level for that player as
described above. If the opponent of the player has proficiency
scores stored in the gaming server, those scores may be used to
adjust upwards or downwards. For example, when a new player opposes
a master-rated opponent, his skill scores should be adjusted
upwards to account for the high skill level he has faced, and vice
versa.
[0029] In the alternative to monitoring actual game play between a
new player and an opponent to determine the new player's
proficiency, the gaming server may execute proficiency testing
algorithms 26 as shown in FIG. 2 to ascertain his skill level. This
manner of determining the skill level provides a more uniform
baseline for objectively measuring skill level than does observing
actual game play, since more variables are introduced in game play
than in a controlled testing paradigm. For example, a player might
be given a series of controlled maneuvers to execute in
ascertaining a pilot's skill level, with the results analyzed and
stored in the proficiency record 16a. Since everyone will be given
the same series of maneuvers to complete, the resulting score will
be an accurate reflection of that player's skill level with respect
to everyone who takes that test. In another example, a player's
proficiency with respect to a card game would be determined by
dealing him the same hand as all others who have taken the test,
and having the gaming server computer analyze his moves, play
against him, etc. A player may be given a series of related tests
to determine an overall gaming score, as well as the specialized
skill tests described herein. The results of the proficiency tests
are stored in the proficiency data record 16a for later player
matching as described below.
[0030] The player may be re-evaluated at certain times after his
initial proficiency scores are logged. For example, the player may
need to be re-tested after he has reached a certain level of play
(e.g. master status), or he may be re-tested after he has played
more than a certain number of games (or if he played less than a
certain number of games over a time period), or if he has won (or
lost) a certain number of games, or when a predefined time has
expired, etc. The player's proficiency scores may also be revised
based on the results of games he has played over time. For example,
once a novice player reaches certain levels in a game, he may be
upgraded to intermediate status. In addition, if a player has
failed to play a certain game over a predefined time period, he may
be required to be re-tested prior to play, or he may be
automatically downgraded.
[0031] In addition to game proficiency data, a player profile may
also store socioeconomic data 16b and physical data 16c, as shown
in FIG. 3. Socioeconomic data may include the player's age, the
player's gender, the player's occupation, the player's leisure
interests, the player's desires (e.g. he may want to be an airline
pilot), and the player's income level, etc. Physical data may
include the player's height, weight, and/or an image of the person.
Real-time video and/or voice data may be included as well, e.g. by
using a web cam or microphone or similar device to obtain video
footage and/or voice samples of the player for later matching
and/or verification purposes. This data may be used by the matching
process to determine certain types of player matching as described
below.
[0032] In addition to the "static" physical data listed above, a
player's physical profile may include biofeedback data, which is
more likely to vary over time. For example, a gaming system may be
configured with biofeedback sensors such as a body thermometer or a
heart rate monitor. Data taken from these sensors during game play
may be stored in the player's profile and used for matching
purposes as explained below. Biofeedback data may also be obtained
separately from game play. For example, a player may wear a heart
rate monitor throughout the day and then plug it into his gaming
computer (or use a wireless connection) to feed it the acquired
data, which is then uploaded to the gaming server for storage
therein. The players may also be provided with wearable items
having embedded sensors such as a virtual headgear or a full body
suit, wherein motion made by various parts of the body is detected,
recorded, and uploaded to the gaming server computer.
[0033] The socioeconomic data provided by a player may be verified
by the profile verification function 36 of the gaming server before
the player may be matched with other players, the verification
being extrinsic or intrinsic. For example, if a player indicates
that in a profile input form that he is a 14 year old boy but in
fact is an adult, verification methods would be implemented to
determine that this person is attempting to provide a fraudulent
profile. Extrinsic verification relies on methodologies outside of
the gaming system, while intrinsic verification relies on
methodologies within the gaming system. For example, the gaming
system may check with pre-existing databases (utilizing address
information, social security number, telephone information, email
address, IP address of the gaming computer, etc.) and determine
that the above-mentioned adult player has lied about his age.
Verification is critical in providing appropriate screening
functions and provide a certain level of protection to the online
gaming community that utilizes the system. An intrinsic
verification methodology may also be used, such as using artificial
intelligence (AI) or fuzzy logic analysis to determine if a
player's game play habits and scores are likely from the type of
person the player indicates in his profile. For example, if a
player says that she is a ten year old girl but her play habits
indicate that statistically the player is more likely a 45 year old
man, then this verification will raise a flag to the gaming server.
Also, the use of a PIN (personal identification number) or the
like, obtainable by purchase at a retail or other physical outlet,
may be used for verification. In addition to providing a mechanism
for obtaining compensation for allowing a player to play in the
system (i.e. one needs a valid PIN to play an online game), a sales
clerk may obtain physical data about the person purchasing the PIN
and report that to the gaming server. For example, if a 45 year old
man purchases a PIN, that PIN will be sent back to the gaming
server with data indicating he is a 45 year old man. If someone
logs into the system with that PIN but indicates a different age
and/or gender to the system in entering the profile data, then a
verification flag will be raised by the gaming server.
[0034] In addition to player profiles, team profiles may be used.
Thus, a team formed for play of a war game may have a collective
profile having collective proficiency scores, etc. The team profile
may be used for matching purposes as described herein in the same
manner as player profiles.
Player Matching
[0035] The player matching methodologies implemented by the present
invention are discussed with respect to FIG. 2. A processor 22
implements one or more player matching algorithms 34 which may, for
example, be based on a player request to be matched with another
player (either a teammate or an opponent). The processor operates
with the player matching algorithms 34 to determine appropriate
players to match based on player profiles 16 stored in the database
18 as described above.
[0036] In a simple case, a player issues a request 38 to the gaming
server via his game playing computer to be matched with an opponent
in order to play a certain game. For example, Player 1 might want
to play the game HALO and request the gaming server to determine an
appropriate opponent to play against Player A. After Player A
issues a request to the gaming server, the gaming server utilizes
one or more player matching algorithms to determine an appropriate
list of players that would be suitable to play against Player A.
That list of matched opponents is then sent to Player A for display
on his monitor, and Player A may then select a desired opponent.
For example, if Player A is given 10 names to choose, he may find
one who he is familiar with and select that player. Player profile
characteristics may be displayed with the player name (or alias for
privacy reasons); for example, the player's home state or age
bracket, his scoring history in the selected or another game (his
HALO record), etc. This data may help the player in determining a
desired opponent. This will be described in further detail
hereunder.
[0037] Once a player has selected a desired opponent (or teammate,
depending on the request), then that selection is indicated back to
the gaming server. The gaming server uses the selected alias to
determine, from that selected player's profile, the preferred means
to contact that player in order to issue an invitation. For
example, if Player A selects Player B, then the gaming server looks
up in Player B's profile and determines that he should be sent an
Instant Message (IM) when he has been matched with someone. The
gaming server then sends an IM to Player B, indicating that Player
A has requested to play him in game of HALO. Player B can then
accept or decline the invitation. If Player A does not respond in a
timeout period (e.g. 10 minutes), then an alternate mode of
communication is attempted (e.g. an email, a voice call, etc.). If
Player B declines, then Player A is given another chance to select
an alternate opponent, and the invitation/response cycle continues
until a player accepts the invitation and play is begun. If Player
B accepts, then play begins between Player A and Player B.
[0038] Players may be matched by the gaming server for playing a
game against each other based on their proficiency level. Thus,
when Player A requests an opponent of the same skill level, the
gaming server finds an opponent with a proficiency score in that
game within a certain range. For example, if Player A is an
intermediate player, he will be given a list of intermediate
players to select from. If numeric scores are stored rather than
descriptive terms, then a range may be given corresponding to that
of the requesting player. Optionally, he may only be given a list
of intermediate players that are currently available (logged into
the system), so that he only will select someone who is available
for play. The gaming server may also be configured to filter out
players who indicate that they currently do not want to play HALO
so they are not bothered with HALO game playing requests at a given
time.
[0039] A player may be automatically matched with another player by
simply indicating he is available for play and agrees to play
whenever the gaming server matches him with another player. A
penalty, such as losing reward points (described below), may be
imposed on a player who subsequently declines to play in this
scenario.
[0040] A player may request to "play up", i.e. play an opponent
with a higher proficiency rating than that player. For example,
Player A may be a novice but only want to play against an
intermediate player. Since most intermediate players may not want
to play against a novice ("play down"), the gaming server and/or
the requesting player may need to provide some sort of incentive to
coerce the intermediate player to play the requesting novice. In
the embodiment of the present invention that includes a reward
point feature, to be described in further detail below, such
incentive could be the transfer of reward points from the
requesting player's account to the intermediate player in order to
get him to agree to play the requesting novice player. Other types
of incentives including cash payments (which may be made in the
form of micropayments utilizing various Internet micropayment
technologies), credit card payments, etc. may also be used.
[0041] In an alternative embodiment, several players may compete
for the right to play a better player in an auction-like setting.
For example, if 10 players want to play against a certain player
known to be proficient in HALO, the gaming server may set up a
limited time auction process so that the highest bidder obtains the
services of the better player in exchange for the auction price. In
this event, the gaming server may initiate the auction at the
request of one or more requesting players, or at the request of a
player asking for his services to be auctioned off to a player with
a lower proficiency rating. At the completion of the auction, the
winning bidder transfers the agreed-to consideration to the
opponent and play may then begin. The player auction process is
particularly appealing in a celebrity setting. For example, an
auction may be held for the right to play against Tony Hawk in a
skateboarding game, or Tiger Woods in a golf tournament, etc.
[0042] One great advantage in a networked gaming environment is the
ability to form teams of players in disparate locations for team
play. In a simple, case, two players may be matched by the system
as teammates against two opposing players in a game of hockey.
Players A and B, on team 1, would play against players C and D, on
team 2. Player A could be assigned the goalie position, Player B
the skaters' positions, and likewise for team 2. All four players
could then play the game amongst each other over the computer
network. In a more complex scenario, tens or even hundreds of
players could be formed into two or more teams for complex game
play scenarios. For example, a World War game could be played, with
a United States team, a Canadian team, and an Australian team. Each
team could be comprised of various roles, for example, the
country's President, Secretary of Defense, military generals,
admirals, pilots, infantrymen, etc. Each role would be filled by a
player having predefined profile characteristics as explained
herein. Thus, the role of a general may require a high proficiency
in the game, or certain socioeconomic characteristics such as a
college education, while the role of an army cook may only require
high school education. The role of a pilot may require piloting
proficiency (ascertained by a flight simulation test), while that
of the president may require proficiency in world diplomacy. In a
further example, the game may limit members of the United States
team to those located in the United States, so as not to allow a
"spy" from Australia to infiltrate the U.S. team.
[0043] Teams may also be matched with each other based on their
respective team profile, which is a collective profile similar to a
single player profile as described above.
[0044] Other player matching scenarios are embodied in the present
invention, such as matching via physical characteristics and/or
biofeedback data stored in the player profile. A player may request
only female opponents, or within a certain age group, etc. The
gaming server is provided with screening control functions if
desired by a player. For example, a young female may indicate that
she does not wish to be made available to a male player in the
35-45 age group, etc. These types of screening and parental control
functions will be important in this gaming community which opens
itself to virtually anyone who wishes to enter. In addition,
photographs or other images may be stored in the player profile,
such that a player, if desired, may request matches based on the
image of the prospective opponent.
[0045] Game playing history data is stored in the player profile as
shown at block 16d. Players may be matched with one another on the
basis of their historical play. For example, the gaming server
computer may determine that Player A has played against Player B
ten times in the past, and that each has won on 5 occasions, with
each game ending in a relatively close score. This indicates that
Players A and B are relatively close in skills in that game,
perhaps notwithstanding a difference in stored proficiency scores,
and the gaming server would use this intelligence in making
subsequent matches (e.g. Player B could be substituted for Player A
if he is not available to play with another player in that game).
Likewise, even if Players A and B have similar proficiency scores
in a game, but Player A has always beaten Player B, then the gaming
server computer uses this historical play information in subsequent
match scenarios.
[0046] Players may be matched with each other, as teammates and/or
opponents, based on data in the players' socioeconomic profile
record. Socioeconomic data may include, but is not limited to, a
player's age, a player's gender, a player's occupation, a player's
leisure interests, a player's desires, and a player's income level,
and the player's ideology. Thus, for example, a player may request
to be matched with only Republicans or with only college graduates,
or with only males, etc.
[0047] Player matching may be completely and/or automatically
controlled by the gaming server computer, or it may be partially
controlled by the requesting player via player matching requests
38. When completely controlled by the gaming server computer, a
player requests to be matched with another player to play a game,
and the gaming server computer determines the optimal match based
on pre-programmed parameters and priorities, including those
mentioned herein. For example, the gaming server may be programmed
to find the potential opponent with the closest proficiency level
in the requested game, who has been a member of the gaming
community for the closest period of time, and who has the closest
similar socioeconomic profile. That optimal person would be invited
to play, and if he accepts, play would begin. If he rejects the
invitation (a timeout with no response being considered a
rejection), then the next closest match would be invited, and so
on. In this manner, the requesting player has no control over who
he may play. In another mode, the requesting player may be given
certain options, for example he may pick the criteria with the
highest priority (close proficiency scores, close income, etc.),
and then the gaming server performs the automatic
selection/invitation process. The player may also be given even
more control by providing a list of possible candidates after the
matching process has been executed, and the requesting player
selects a player from the list to invite to play by the gaming
server as previously described.
[0048] Although an invited player may decline to play the
requesting player ("elective play"), in an alternative mode, the
invited player must accept the invitation to play when issued by
the gaming server ("required play"). In this case, players are
provided with incentives (e.g. in the form of reward points) for
making themselves available at certain times and days, but must
play when the gaming server and/or the requesting player determines
the match. This provides a system where players are always
available and promotes use of the system in general.
[0049] Players may also be selected on a "first come first served"
basis, where the first available player meeting certain match
criteria is selected by the gaming server to play.
[0050] A leaderboard or "top ten" type of list maybe provided to
show who the best players are, their points totals, etc. This can
also show who is currently playing which games against whom.
Game Play
[0051] Many types of games may be played under the present
invention, ranging from simple one-one-one games to complex team
play involving players around the world. Games include games of
chance, games of skill, fantasy role playing games, historical
games, knowledge-based games, futuristic games, war games,
psychological games, and sports games. Leagues of teams may be
formed, which may stay the same after the player matching process
is executed. Tournament play may take place with this invention,
with players entering and exiting the tournament at varying times.
In this context, a tournament may be made to be never-ending, in
that there are no absolute winners, and players may take away
consideration for their successful play. This is particularly
useful with respect to the reward points aspect of the invention,
to be described later.
[0052] The gaming server utilizes game parameter modification
algorithms 30 to modify parameters of a game being played, either
in real-time or before the game is played. Real-time modification
allows the gaming server to supervise (monitor) a game being played
and modify its operation based on the status of the game, its
players, etc. For example, assume that Player A is playing against
Player B in a hockey game. Player B may be playing exceptionally
strong against Player A at that time, perhaps by having numerous
breakaways on Player A's goalie, which all result in goals. The
gaming server may observe this and increase the ability of Player
A's goalie so that Player B faces more difficulty in scoring on
Player A under those circumstances. This modification may occur on
a one-time basis (that game only), or it may occur every time
Player A and Player B face each other in a hockey game, or it may
occur every time Player A plays anyone in a hockey game, etc. By
monitoring the real-time events in a game, the gaming server is
able to control certain parameters and change the play of the game
accordingly.
[0053] The extent of the game parameter modifications may
correspond to the proficiency level of the players. Thus, novice
players with relatively lower scores may be provided with more
modifications to help them get through a game without an inordinate
amount of frustration at their relative inability to play the game.
Even though prior art games provide for various levels in a game,
where the player may indicate his level of skill and obtain game
play with appropriate levels of difficulty, the present invention
provides for a more controllable environment since it monitors game
play while it occurs and makes game adjustments in real-time
without requiring the players to start over. Moreover, the level of
intelligence that the gaming server introduces into the parameter
modifications is clearly superior to prior art methodologies. In an
alternative embodiment, rather than selective modifications as
described herein, the gaming server may introduce random
modifications into a game. For example, in a game played by highly
skilled players, randomly changing certain game parameters may
serve to increase the difficulty of the game in an unpredictable
manner, thus increasing the enjoyment of the game for these skilled
contestants.
[0054] In certain cases, the gaming server might select players to
play each other wherein one player has a relatively higher
proficiency level, and then assign a handicap to that player to
level the playing field. The handicap could be similar to a golf
handicap, in that points are added to the better players score (or
subtracted, as the case may be). The gaming handicap could also
serve to increase the difficulty of play for only the better
player, rather than modify the final score as in golf. The use of a
relatively better player may take place randomly, or it may be on
request of a lower skilled player, or it maybe on request of the
higher skilled player, or it may be on request of a team seeking to
complete its roster with a better player, etc.
[0055] A game is envisioned where remotely located players can play
each other using the same physical data as a basis for play. For
example, in a space-based game, two or more players may have access
to a telescope and view certain celestial formations, and the game
would be based on their response to these formations (so-called
"stargazing games").
[0056] Players can play to win reward points as described below. In
addition (or in the alternative), players can be compensated for
superior play with awards of titles (similar to Chess Grand Master)
and the like. It is also a feature of this invention for players to
compete for certain jobs that may be available from employers. For
example, a company may declare that it will award certain jobs to
the best player of a certain game or contest.
Reward Points
[0057] The online gaming system may provide for the awarding and/or
redemption of reward points (akin to loyalty or frequent flyer
points) which may be combinable with existing reward accounts held
by the player. By utilizing reward points algorithms 32 as
described herein, reward points may be stored locally in a record
associated with each player (i.e. in conjunction with the player's
profile). As shown in FIG. 1, the gaming server is in selective
communication with the reward points computers 7 operated by other
entities with whom a player has a separate points account, such as
an airlines points account, a car rental points account, etc.
Periodically, the gaming server communicates with the external
reward points computer 7 to modify the points total in the player's
account. Reconciliation with the external rewards points computer
may take place periodically as desired by the parties. For example,
Player A has an existing frequent flyer account with American
Airlines, with 10,000 points in the account. By virtue of winning
several games in the gaming system of the present invention, he is
awarded with 2,000 points into his reward points account 16f on the
gaming server. Player A elects to have his points transferred to
his American Airlines (AA) account and issues a request to do so to
the gaming server. The gaming server initiates a transaction with
the AA points computer, in which (1) Player A's AA account is
incremented to 12,000 points, and (2) consideration is transferred
from the gaming server to the AA points computer (or some
associated account of AA), to compensate AA for taking on the
increased liability with respect to Player A. Player A can now
utilize his increased number of AA points as allowed by AA (i.e. to
obtain a free flight, upgrade, etc.).
[0058] The reverse process may also take place, in which Player A
may increase his gaming reward point account 16f with the gaming
server and correspondingly decrease his points total in his AA
account. In this event, consideration flows from AA to the gaming
server to compensate the gaming server for the exchange of
points.
[0059] Gaming reward points may be earned in many ways as indicated
in the reward points algorithm 34, such as by winning games and/or
tournaments, by reaching certain levels of play in a game, by being
"paid" in points for playing against lesser opponents (described
above), for executing certain games and/or levels in games in a
relatively fast time, etc. Gaming reward points may be utilized by
the player (i.e. his account total decreased) in many ways as well,
such as by paying to play a game, or allowing access to a premium
game, or paying to "play up" against a superior player, increasing
play time, failing to meet certain levels of play during a game,
receiving assistance during a game from the gaming server, losing
the game. etc.
[0060] The number of reward points awarded to a player for winning
a game may be correlated to his skill level. Thus, better players
may receive less points than less skilled players for winning a
particular game, or vice versa. The number of points awarded may
also be correlated to the complexity of a game played, so as to
reward players for playing harder games.
[0061] A database 25 of sponsors is maintained on the gaming server
computer. The gaming system may utilize these sponsors to provide
prizes to players of the system. Sponsors are given advertisement
opportunities in the system in exchange for providing prizes. The
prizes, in turn, may be obtained by the player in exchange for
points earned as previously described. Thus, for example, NIKE may
elect to become a system sponsor and provide Tiger Woods golf
shirts to the system in exchange for ads provided to game
players.
[0062] In the alternative to holding reward points in a local
account for each player, the gaming server may opt to transfer
points immediately to a pre-designated external computer.
* * * * *