U.S. patent application number 10/892129 was filed with the patent office on 2006-02-09 for multiple player real-time on-line sports competition system.
Invention is credited to Dixon Thayer.
Application Number | 20060030407 10/892129 |
Document ID | / |
Family ID | 35758118 |
Filed Date | 2006-02-09 |
United States Patent
Application |
20060030407 |
Kind Code |
A1 |
Thayer; Dixon |
February 9, 2006 |
Multiple player real-time on-line sports competition system
Abstract
A system for providing on-line sport competition in real-time. A
server computer executes game playing software which is connected
via a network to a plurality of player client computers. Hardware
accessories at the player's locating permit the entry of real-time
playing data such as driving conditions in a race game, which are
used by the game playing software executed on the server. The game
playing software determines at predetermined intervals the relative
performance of players playing a game, based on competition skill,
which forms the basis for determining winners, and participants in
future competitions. The performance information is sent to the
client computers of players engaged in the game. The overall rank
of each player is calculated after each competition to group
players having similar skill levels and serves as entry criteria in
future competitions.
Inventors: |
Thayer; Dixon; (Unionville,
PA) |
Correspondence
Address: |
CONNOLLY BOVE LODGE & HUTZ LLP
SUITE 800
1990 M STREET NW
WASHINGTON
DC
20036-3425
US
|
Family ID: |
35758118 |
Appl. No.: |
10/892129 |
Filed: |
July 16, 2004 |
Current U.S.
Class: |
463/42 |
Current CPC
Class: |
G07F 17/32 20130101;
G07F 17/3209 20130101; G07F 17/3276 20130101 |
Class at
Publication: |
463/042 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method for operating an on-line gaming system, comprising:
registering with the on-line gaming system with at least one of a
competitor membership, recruiter membership and distributor
membership; agreeing to requirements of at least one type of
membership at a predetermined level; performing the requirements of
the at least one type of membership; ranking the performance of the
member against other members with a same type of membership at the
predetermined level; and advancing the member to a next level of
membership when the ranked performance exceeds a membership
threshold.
2. The method of claim 1, wherein registering with the competitor
membership further comprises: agreeing to a predetermined level of
competitor membership requirements; purchasing at least a minimum
level of at least one of hardware and software to meet the
predetermined level of competitor membership; training to compete
on the at least one of hardware and software; competing for at
least one of purses and prizes; ranking against other competitors
at the predetermined level, wherein the ranking is determined in
accordance with an amount of at least one of purses and prizes won
by the competitor; and advancing to a next predetermined level when
the ranking of the competitor is above a competitor threshold
value.
3. The method of claim 1, wherein registering with the recruiter
membership further comprises: agreeing to a predetermined level of
recruiter membership requirements; registering at least a minimum
number of new members to meet the predetermined level of recruiter
membership; collecting membership fees from the new members
recruited; contributing a percentage of the membership fees for at
least one of purses and prizes; receiving a percentage of the
membership fees as a recruiter commission, wherein the recruiter
commission is based on a ranking against other recruiters at the
predetermined level, wherein the ranking is determined in
accordance with the amount of contributions to at least one of a
number of registered recruits in the recruiter's network, revenues,
total registrants, purses and prizes by the recruiter; and
advancing to a next predetermined level recruiter membership when
the ranking of the recruiter is above a recruiter threshold
value.
4. The method of claim 1, wherein registering with the distributor
membership further comprises: agreeing to a predetermined level of
distributor membership requirements; purchasing at least a minimum
number of at least one of hardware and software packages at the
predetermined level of distributor membership; collecting fees from
sales of the at least one of hardware and software packages;
contributing a percentage of the sale fees for at least one of
purses and prizes; receiving a percentage of the sale fees as a
distributor commission, wherein the distributor commission is based
on a ranking against other distributors at the predetermined level,
wherein the ranking is determined in accordance with the amount of
contributions to at least one of sales contributions, network sales
contributions, number of network distributors in the distributor's
network, purses and prizes of the competitors in the distributor's
network purses and prizes by the distributor and the distributor's
network; and advancing to a next predetermined level of distributor
membership when the ranking of the distributor is above a
distributor threshold value.
5. A method for participating in an on-line sports competition on a
computer network, comprising: registering as a member of an on-line
sports competition organization; installing at least one of
software and hardware approved by the organization; registering an
entry for the on-line sports competition in accordance with at
least one of the software and hardware requirements for at least a
first level of competition; training on the registered entry for an
on-line sports competition in order to qualify for the first level
of competition; qualifying the registered entry for the first level
of competition by accumulating credits from training with the
registered entry; competing at the first level of competition with
the first level qualified and registered entry; qualifying for a
second level of competition by accumulating credits from racing at
the first level of competition; competing at the second level of
competition with the second level qualified and registered entry;
qualifying for a third level of competition by accumulating credits
from racing at the second level of competition; and competing at
the third level of competition with the third level qualified and
registered entry; and qualifying for grand prizes by accumulating
credits from racing at the third level of competition, wherein the
first, second and third levels of competition require progressively
higher levels of skill and competitive success, the schedule for
the first, second, third and higher levels of competition are
pre-established, and the credits for the first, second and third
levels of competition progressively increase in value.
6. The method of claim 5, wherein racing at the first, second and
third level of competition is by invitation only, wherein the
invitation is based on a predetermined formula for selecting
invitees.
7. The method of claim 5, wherein the credits are at least one of
points, prizes and monetary awards.
8. A method for hosting a plurality of on-line sports competitions
on a computer network, comprising; entering a plurality of players
that are competing on a same predetermined level with one in the
competition according to overall rankings of each of the plurality
of players; starting current on-line sports competitions on at
least one of the different levels of the competition rankings among
a plurality of similarly ranked players; predetermining a real-time
interval to report the competitive position of each player in
current on-line sports competitions for each of the plurality of
players; reporting updates of the competitive position of each
player to each of the plurality of players competing with one
another in the current on-line sports competitions within the
predetermined real-time interval; and reporting final results of
the current on-line sports competitions and updating the overall
competition rankings for at least each of the plurality of players
competing with one another in the current on-line sports
competition at a conclusion of the current on-line sports
competitions.
9. The method of claim 8, further comprising determining monetary
prizes for each of the plurality of players based on the final
results of the current on-line sports competitions.
10. The method of claim 8, further comprising revising the overall
rankings of each of the plurality of players in the current on-line
sports competitions based on the final results of the competition
rankings.
11. The method of claim 8, further comprising paying an entry fee
for each of the plurality of players before the start of the
current on-line sports competition.
12. The method of claim 8, wherein the overall rankings of each of
the plurality of players is based on at least one of current
on-line sports competitions and past on-line sports
competitions.
13. The method of claim 8, wherein the monetary prizes are at least
one of cash and credits toward an entry fee in future on-line
sports competitions.
14. The method of claim 8, further comprises communicating by voice
with each of the plurality of players at a same level of the
competition rankings during the current on-line sports
competition.
15. The method of claim 14, wherein communicating by voice is
provided by at least one of Voice Over Internet Protocol, Instant
Messaging and telephonic party-line communication.
16. A system for conducting on-line sports competitions in
real-time comprising: at least one server computer communicating
over a computer network, said at least one server configured to
host a plurality of players of on-line sports competitions and
update competition rankings of the plurality of players in a
predetermined substantially real-time interval; at least one
computer subsystem with a memory communicating over the computer
network, said at least one computer subsystem with a memory
configured to store data and programs for access by an application
program conducting on-line sports competitions, store data on the
competition performance of a plurality of players, and store data
on overall rankings of each of the plurality of players; and at
least one client computer communicating over the computer network,
said at least one client computer configured to interface to
current on-line sports competitions provided by said server which
updates the players competition performance in the predetermined
real-time interval, and provides the players+ with their overall
ranking with respect to other players.
17. An apparatus for participating in on-line sports competitions
in real-time comprising: a client computer communicating over a
computer network to a server computer executing an application
program for playing an interactive game, the client computer
configured to interface to current on-line sports competitions that
update competition performance in a predetermined substantially
real-time interval; and hardware accessories for communicating with
the client computer and for playing the on-line sports competition,
said hardware accessories configured to provide each of the
plurality of players with a realistic interface to current on-line
sports competitions.
18. The apparatus of claim 17, wherein the hardware accessories are
connected to the client computer by at least one of a parallel
port, serial bus and USB bus.
19. The apparatus of claim 18, wherein the hardware accessories are
at least one of a joystick, steering wheel, clutch-brake-gas pedal
assembly, gear shifters, racing seat, upgraded video screen, driver
racing tub, and race car body.
20. An apparatus for conducting on-line sports competitions in
real-time comprising: at least one server computer communicating
over a computer network, said at least one server computer
configured to host a plurality of players connected through a
client computer to said computer network, said server computer
having a game playing computer program for executing the steps of:
starting an on-line sports competition on at least one level
representing a competition ranking of said plurality of players;
predetermining a substantial real-time interval between updates of
the player performance in current on-line sports competitions for
each of the plurality of players; reporting updates of the
competition to at least each of the plurality of players competing
with one another within the predetermined real-time interval; and
reporting final results of the on-line competition and updating the
competition rankings for each of the plurality of players competing
with one another in the current on-line sports competition at a
conclusion of the current on-line sports competition.
21. The apparatus of claim 20, further comprising a computer
program for determining monetary prizes for each of the plurality
of players based on the final results of the current on-line sports
competitions.
22. The apparatus of claim 20, further comprising computer program
means for revising an overall rankings of each of the plurality of
players in the current on-line competition based on the final
results of the competition.
23. The apparatus of claim 20, further comprising means for
accepting an entry fee for each of the plurality of players before
the start of the current on-line sports competition.
24. The apparatus of claim 20, wherein the overall rankings of each
of the plurality of players is based on at least one of current
on-line sports competitions and past on-line sports
competitions.
25. The apparatus of claim 20, wherein the monetary prizes are at
least one of cash and credits toward an entry fee in future on-line
sports competitions.
26. The apparatus of claim 20, further comprises means for
communicating by voice with each of the plurality of players of the
competition during the current on-line sports competition.
27. The apparatus of claim 26, wherein the means for communicating
by voice is provided by at least one of Voice Over Internet
Protocol, Instant Messaging and telephonic party-line
communication.
Description
FIELD OF THE INVENTION
[0001] The present invention is generally related to Internet
commerce business methods and on-line gaming systems. Specifically,
the present invention is directed to operating a real-time, on-line
sports competition with multiple remotely located players and
monetary prizes, where the personal stamina, dexterity and skill of
a player determine their performance in the competition.
BACKGROUND OF THE INVENTION
[0002] Background art Internet commerce business methods may use
the monetary incentive of muli-level marketing to promote
word-of-mouth marketing. Multi-level marketing is a method of sales
promotion in which a commission is paid not only to the seller
responsible for making the sale but also to several levels of
sellers that were responsible for distributing knowledge of the
product to the seller making the current sale. U.S. Pat. No.
6,691,093 (Shell) is an example of background art that uses
multi-level marketing in a server system for vending electronically
transferable products through a communication network. However,
Shell does not disclose business method or system for qualifying
for sanctioned game competitions. In addition, Shell does not
disclose the application of multi-level-marketing techniques for
raising purses from licensing, training, selling and distributing
hardware and/ors software in an on-line gaming system
[0003] Background art on-line computer game systems typically
provide the capability for a player to compete against a host
computer over a direct connection or a computer network. In
addition, multiple player schemes using a configuration that
includes a host computer and remote players on a computer network
are also available.
[0004] Examples of background art that include the capabilities
discussed above include U.S. Patent Application Publication No. US
20002/0055379 (Saidakovsky et al.) and U.S. Pat. No. 6,174,237
(Stephenson). Saidakovsky et al. discloses a method for providing a
tournament system over a network where players win awards based on
the player's skill in an electronic game that is played against a
host computer. The effect of chance has been minimized in the
application disclosed by Saidakovsky et al. Stephenson discloses a
method for a game of skill tournament that has a qualifying round
and a playoff round where a player or players compete against a
host computer. In both Saidakovsky et al. and Stephenson, players
who achieve a high level of performance against the host computer
are rewarded. However, neither Saidakovsky et al. nor Stephenson
discloses an on-line competition with head-to-head competition
between the players.
[0005] In addition, background art on-line contests are often based
on single game competitive sessions. For example, in a trivia game,
players answer a series of questions and receive a score based on
the number of correct responses at the end of the game. The
competition is typically between a player and a host computer,
though multiple players may also be competing with the host system
at one time. In these background art approaches, the winner is the
player with the highest score at the end of the single game
competition.
[0006] Another example of background art in this area is U.S.
Patent Application Publication US2002/0018982 (Conroy). Conroy
discloses a system for computer dynamometer testing that runs an
auto racing simulation. Conroy is another example of a competition
between a player and a host computer in the form of the auto racing
simulation as opposed to head-to-head competition. Though, through
the use of an actual vehicle and dynamometer, Conroy discloses a
very exciting and realistic competition environment, the cost of
such a system to the typical on-line player would be
prohibitive.
[0007] Further, other background art on-line competition systems
typically emphasize allowing as many players to access a
competition with a host computer as possible. However, these
background art methods for conducting on-line competitions often
dilute the level of skill of the players involved and would reduce
the attraction to participate in such competitions by both players
and observers.
[0008] For example, U.S. Pat. No. 5,779,549 (Walker et al.)
discloses a method for a distributed tournament system providing an
open invitation to players who achieve a pre-established
performance level of player vs. host computer competitions. The
approach of using a pre-established threshold, as disclosed in
Walker et al., is similar to handicapping in golf. Handicapping
helps to equalize players of different skill levels involved in a
single competition.
[0009] However, Walker et al. does not disclose a head-to-head
competition that establishes a threshold for the skill level of the
players that is determined in multiple competitive and training
sessions that involve the actual players. In addition, Walker et
al. discloses a system that provides an on-line competition to
prospective players "on demand." This is in contrast to an
"invitation only" system that would only include players with a
demonstrated level of skill.
[0010] Another background art example, U.S. Patent Application
Publication Number 2002/0115488 (Berry et al), discloses a ranking
based on-line competition system. Though the system disclosed by
Berry et al. can be based on multiple competitive events, such as a
sports season, Berry et al discloses an "on demand" approach for
giving players access to the competition. This, as discussed above,
is in contrast to a more selective "invitation only" system that
would require players to demonstrate a level of skill before
gaining access to on-line competitions.
[0011] Yet another example of a background art on-line sports
competitions by Walker (U.S. Pat. No. 6,224,486) discloses other
aspects of state-of-the art on-line tournament competition
systems.
[0012] However, neither of the patents to Walker et al. or the
patent to Berry et al. discussed above discloses providing
real-time play and response to remotely located players. Such
real-time or at least near real-time response from an on-line
competition system of player status and current ranking during the
on-line competition provides the participants and observers with a
more realistic physical experience and the actual excitement of
real world sports competitions.
[0013] Further, in contrast to the background art in on-line
competitions discussed above, real-world professional sports
demonstrate the desirability of multiple competitive sessions and
multiple levels of competition. For example, professional
basketball consists of a regular season followed by post-season
play. The regular season is used to develop the skills (i.e., team
cohesiveness, winning record) needed to advance to the post season.
A certain number of teams qualify for post-season play based on
their regular season records which is an indication of the skill
level of the teams. Teams with good records/high skill levels then
play each other, often in a "best-of-something" format, to advance
to an even higher level of competition (e.g., division champion,
conference champion, world/national champion).
[0014] As another example in professional auto racing, drivers
train and qualify for a berth in a race at each level of
competition (e.g., local circuit, regional circuit, national
circuit). Top racers at each level of competition develop winning
records in competition with each other and the more successful
racers are invited to race at even higher levels of competition as
a result. As the level of competition increases, so does the size
of the purses for which the drivers are competing.
[0015] As discussed above, advancement to a next round of play or
next level of competition depends on a team's or an individual's
performance in a previous round or level of the competition. The
increasing skill level required to advance in such competitive
environments adds a great deal of excitement to the games for the
players as well as observers of these contests. In addition to the
excitement of competition, the possibility of greater rewards when
larger prizes are offered at higher levels of competition is also
an attractive aspect of this competitive environment.
[0016] Despite the benefits discussed above, participation in real
world professional sports generally includes several drawbacks due
to the expense, time and sometimes personal risk, that both
participants and observers must invest to physically participate,
or observe the competition. Participants typically must also adhere
to a set schedule during the competition, a potentially difficult
proposition in today's busy world. To ensure that the rules of the
tournament are upheld, most competitions require proctors,
arbiters, referees, insurance and the like. Retaining such people
and coverage can add significant costs to competitions. However,
conducting on-line sports competitions that include the benefits of
real world professional sports offer an attractive alternative
solution.
[0017] From the above discussion, there is a need in the art of
on-line competitions to include methods, apparatus and systems that
emphasizes direct competition between players based on: (1)
different levels of skill; and (2) the development and progression
of the level of skill of the players by encouraging players to
compete at higher levels for larger prizes and awards. Therefore,
what is needed in the art of on-line sports competitions is a
system, apparatus, and method for conducting on-line competitions
that provides the tension and excitement and rewards of real world
sports competitions to both participants and observers.
SUMMARY OF INVENTION
[0018] The present invention is a method, system and apparatus for
operating on-line gaming system and conducting on-line sports
competitions. In particular, the present invention includes
methods, systems and apparatus that emphasize direct competition
between players based on: (1) different levels of skill; and (2)
the development and progression of the level of skill of the
players by encouraging players to compete at higher levels for
larger prizes and awards. The on-line gaming system of the present
invention is analogous to a major sports league.
[0019] In placing an emphasis on developing and increasing the
level of skill of the players, the present invention will increase
the requirements and the criteria to participate in on-line sports
competitions to a professional level. Such an emphasis on high
levels of skill and professionalism may further emphasize
registration and unionization of players of on-line games. Further,
as a result of the increased professionalism in on-line sports
competitions, advancement to higher levels of skill may be made on
an "invitation only" basis. Such advancement will designate a more
limited set of participants in on-line competitions. In addition,
increased professionalism in on-line competition would be a attract
fans and observers who willing to pay to see players who have
obtained such a high level of skill.
[0020] The present invention increases the tension due to the
chance of elimination and the excitement due to increasing monetary
rewards in on-line competitions to the level found in real-world
competitive sports environments, for both the participants and
observers. Players having similar levels of skill may compete
head-to-head at the same level of competition which heightens the
excitement of the event for both participants and observers.
[0021] One aspect of the present invention is a method for
operating an on-line gaming system, comprising: registering with
the on-line gaming system with at least one of a competitor
membership, recruiter membership and distributor membership;
agreeing to requirements of at least one type of membership at a
predetermined level; performing the requirements of the at least
one type of membership; and ranking the performance of the member
against other members with a same type of membership at the
predetermined level; and advancing the member to a next level of
membership when the ranked performance exceeds a membership
threshold.
[0022] Another aspect of the present invention is a method for
participating in an on-line sports competition on a computer
network, comprising: registering as a member of an on-line sports
competition organization; installing at least one of software and
hardware approved by the organization; registering an entry for the
on-line sports competition in accordance with at least one of the
software and hardware; training on the registered entry for an
on-line sports competition in order to qualify for a first level of
competition; qualifying the registered entry for the first level of
competition by accumulating credits from training with the
registered entry; competing at the first level of competition with
the first level qualified and registered entry; qualifying for a
second level of competition by accumulating credits from racing at
the first level of competition; competing at the second level of
competition with the second level qualified and registered entry;
qualifying for a third level of competition by accumulating credits
from racing at the second level of competition; and competing at
the third level of competition with the third level qualified and
registered entry; and qualifying for grand prizes by accumulating
credits from racing at the third level of competition, wherein the
first, second and third levels of competition require progressively
higher levels of skill, the schedule for the first, second and
third levels of competition are pre-established, and the credits
for the first, second and third levels of competition progressively
increase in value. The specific number of levels may vary by
specific sports venue and total registered competitors in a
particular league.
[0023] In another aspect of the present invention, a method for
conducting on-line sports competitions in real-time hosts a
plurality of on-line sports competitions, wherein each of the
on-line sports competitions represent a level of competition. A
plurality of similarly ranked players competes with one another at
similar levels of the competition rankings. On-line sports
competition on at least one of the different levels of the
competition rankings is started, and a real-time update interval
for reporting the players' performance during the current on-line
sports competitions is determined. Updates of the player's
competition performance for the event are reported to the plurality
of players competing with one another during the predetermined
real-time interval, and the final results of the current on-line
sports competitions are used to update the competition rankings for
each of the players.
[0024] Yet another aspect of the present invention is a system for
conducting on-line sports competitions in real-time comprising at
least one server computer communicating over a network interface
with a computer network, configured to host a plurality of players
of on-line sports competitions, and configured to update the rank
of the players during play in a predetermined real-time
interval.
[0025] In the system for conducting on-line sports competitions, a
computer subsystem communicates over a network interface with the
computer network, and a memory of the computer subsystem is
configured to store data and programs for access by an application
program running on the server computer conducting on-line sports
competitions. Data on the rankings of players during game play, and
data on overall rankings of each of the plurality of players over a
series of competitions, are stored in the memory. In this way, each
competition serves to rank the skill of each player. Subsequent
competitions form a hierarchy leading up to a championship
competition where only the highest ranked players are invited to
participate.
[0026] In the system for conducting on-line sports competitions, a
player gains access to on-line sports competitions in real-time
using a client computer communicating over a network interface with
the computer network. The client computer is configured to
interface to current on-line sports competitions and be updated
with player performance data in a predetermined, substantially
real-time interval. In this way, each player experiences play
action on a substantially real-time basis.
BRIEF DESCRIPTION OF DRAWINGS
[0027] Several embodiments of the invention will now be further
described in the following more detailed description of the
specification when read with reference to the accompanying drawings
in which:
[0028] FIG. 1 shows a non-limiting flow diagram of the method for
operating an on-line gaming system of the present invention.
[0029] FIG. 2A shows a non-limiting flow diagram of the method for
holding a competitor membership in the on-line gaming system of the
present invention.
[0030] FIG. 2B shows a non-limiting flow diagram of the method for
holding a recruiting membership in the on-line gaming system of the
present invention.
[0031] FIG. 2C shows a non-limiting flow diagram of the method for
holding a distributor membership in the on-line gaming system of
the present invention.
[0032] FIG. 3A shows a non-limiting flow diagram of a method for
participating in on-line sports competitions in real-time.
[0033] FIG. 3B shows another non-limiting flow diagram of a method
for conducting on-line sports competitions in real-time.
[0034] FIG. 4 shows a non-limiting block diagram of a system and
apparatus for conducting on-line sports competitions in
real-time.
[0035] FIG. 5 shows a non-limiting block diagram of an apparatus
for conducting on-line sports competitions in real-time.
[0036] FIG. 6 is an exemplary illustration of the accessories
located at the player's location for participating in a race
game.
[0037] FIG. 7 is an exemplary illustration of an arcade model of
the accessories of FIG. 6.
[0038] FIG. 8 is a non-limiting block diagram illustrating the
conversion of each of the analog input signals generated by a
player into digital data for transmission to the server hosting a
competition.
[0039] FIG. 9 is a non-limiting flow diagram illustrating the
server execution sequence for a multi-party game.
[0040] FIG. 10 in a non-limiting flow diagram showing how the
application software executed by the player's computer to compete
in an on-line game.
DETAILED DESCRIPTION OF PREFERRED EMBODIMENTS
[0041] FIG. 1 shows a flow chart of the method for operating an
on-line gaming system of the present invention 100. Step 102 of
FIG. 1 is registering with the on-line gaming system with at least
one of a competitor membership, recruiter membership and
distributor membership. In step 103, the requirements of at least
one type of membership at a predetermined level are agreed to by
the member. Performing the requirements of the at least one type of
membership occurs in step 104 of FIG. 1. Step 105 involves ranking
the performance of the member against other members and a
pre-established criteria with a same type of membership at the
predetermined level. In step 106, the member is advanced to a next
level of membership when the ranked performance exceeds a
membership threshold.
[0042] FIG. 2A shows a flow chart of the method for holding a
competitor membership in the on-line gaming system of the present
invention 210. Step 211 of FIG. 2A is agreeing to a predetermined
level of competitor membership requirements. In step 212 at least a
minimum level of at least one of hardware and software to meet the
predetermined level of competitor membership is purchased. Training
to compete on the at least one of hardware and software occurs in
step 213 of FIG. 2A. Step 214 is competing for at least one of
purses and prizes. In step 215, ranking of the competitor against
other competitors and a pre-established criteria at the
predetermined level occurs. Preferably, the ranking is determined
in accordance with an amount of at least one of performance score,
ranking, purses and prizes won by the competitor. In step 216 of
FIG. 2A, the competitor advances to a next predetermined level when
the ranking of the competitor is above a competitor threshold
value. If the ranking is not above the competitor threshold, the
competitor continues at the current predetermined level of
membership and returns to training to increase their skill level,
as in step 213.
[0043] FIG. 2B shows a flow chart of the method for holding a
recruiting membership in the on-line gaming system of the present
invention 220. Step 221 is agreeing to a predetermined level of
recruiter membership requirements. In step 222, at least a minimum
number of new members are registered to meet the predetermined
level of recruiter membership. Collecting membership fees from the
new members recruited occurs in step 223. Step 224 is contributing
a percentage of the membership fees for at least one of purses and
prizes. In step 225, a percentage of the membership fees are
received as a recruiter commission. Preferably, the recruiter
commission is based on a ranking against other recruiters at the
predetermined level. As a non-limiting example, the ranking may be
determined in accordance with the amount of contributions to at
least one of a number of registered recruits in the recruiter's
network, revenues, total registrants, purses and prizes by the
recruiter. Advancing to a next predetermined level recruiter
membership when the ranking of the recruiter is above a recruiter
threshold value occurs in step 226. If the ranking is not above the
recruiter threshold, the recruiter returns to registering at least
a minimum number of new members as required by the current
predetermined level of membership, as shown in step 222.
[0044] FIG. 2C shows a flow chart of the method for holding a
distributor membership in the on-line gaming system of the present
invention 230. Step 231 of FIG. 2C is agreeing to a predetermined
level of distributor membership requirements. In Step 232, a
minimum number of at least one of hardware and software packages at
the predetermined level of distributor membership is purchased.
Collecting fees from sales of the at least one of hardware and
software packages occurs in step 233. Step 234 is contributing a
percentage of the sale fees for at least one of purses and prizes.
In step 235, a percentage of the sale fees are received as a
distributor commission. Preferably, the distributor commission is
based on a ranking against other distributors at the predetermined
level. As a non-limiting example, the ranking may be determined in
accordance with the amount of contributions to at least one of
sales contributions, network sales contributions, number of network
distributors in the distributor's network, purses and prizes of the
competitors, the distributor and the distributor's network.
Advancing to a next predetermined level of distributor membership
when the ranking of the distributor is above a distributor
threshold value occurs in step 236. If the ranking is not above the
distributor threshold, the distributor returns to purchasing at
least a minimum number hardware/software packages as required by
the current predetermined level of membership, as shown in step
232.
[0045] FIG. 4 shows a non-limiting block diagram of one embodiment
of a system and apparatus for conducting on-line sports
competitions in real-time. In particular, FIG. 4 includes at least
one server computer 401 that communicates over an interface (e.g.,
a network interface (N. I.)) with a computer network 405.
Non-limiting examples of server computers 401 include a web server
and any general purpose computing facility capable of supporting a
large number of users. Non-limiting examples of computer networks
405 include the Internet and Local Area Networks.
[0046] The apparatus for conducting on-line sports competitions in
real-time comprises the server computer 401 that communicates over
an interface (e.g., a network interface (N. I.)) with the computer
network 405. The server computer 401 includes application programs
for hosting a plurality of on-line sports competitions, where a
plurality of players simultaneously competes in a competition. Each
of the on-line sports competitions represents a competition ranking
based on a player's level of skill and previous ranking.
[0047] The server computer 401 is configured to execute computer
game applications for a plurality of players of on-line sports
competitions, and to update the plurality of players on a
substantially real-time basis with their relative position in the
on-going competition. At the conclusion of the competition, each
players ranking is re-computed based on his most recent
performance. The competition rankings provide an indication of the
relative skills/ranking of the plurality of players and are used so
that competitors at similar skill levels can compete against one
another. Providing this information in real-time, such as during a
race car driving competition, gives the players a realistic feeling
for the progress of the competition as well as their current
position in the event.
[0048] FIG. 3A shows a non-limiting flow diagram of a method for
conducting on-line sports competitions in real-time. In FIG. 3A,
initial step 301 is the hosting of a plurality of on-line sports
competitions, wherein each of the on-line sports competitions has a
competition ranking representing a level of skill of the players.
The competition ranking includes predetermined criteria for
participating in a level of competition. In order to participate,
each competitor must meet the criteria for a level of the
competition rankings. Step 303 of FIG. 3A identifies a plurality of
players having the ranking to compete with one another at one of
the competition rankings. Only a limited number of competitors are
allowed in any current on-line competition. In step 305, the step
of starting current on-line sports competitions on at least one of
the different levels of the competition is carried out when there
are a sufficient number of available players for at least one level
of the competition.
[0049] Step 307 of FIG. 3A predetermines a real-time interval
between updates of each player's performance in a current on-line
sports competition. This predetermined real-time interval will be
determined at least by considering the number of players, and the
computer network loading that may affect the response time of the
server computers 401, 501 and client computers 407, 409, 411, 507,
509, 511.
[0050] In step 309, the flow diagram shows reporting updates of the
player's performance to each of the plurality of players competing
in a current on-line sports competition within the real-time
interval. Further, step 311 of FIG. 3A indicates the reporting of
the final results of the current on-line sports competition, and
updating the rankings of the plurality of players competing with
one another at the conclusion of the current on-line sports
competition.
[0051] The overall rankings of each of the plurality of players in
the current on-line sports competition are revised based on the
final results of the current on-line competition rankings.
[0052] The method of FIG. 3A further comprises determining monetary
prizes for the plurality of players based on the final results of
the current on-line sports competition. Monetary prizes may be in
the form of a credit toward the entry fee for future on-line sports
competitions. The step of determining the monetary prizes will at
least be based on the updated player rankings.
[0053] The method of FIG. 3A may include voice communication among
the plurality of players during the current on-line sports
competition. Non-limiting examples of communicating by voice
include Voice Over Internet Protocol, Instant Messaging, telephonic
party-line communication and any other current voice interface
system. The real-time nature of these communications between
competitors further establishes the realistic feeling of the
on-line competition.
[0054] Step 307 of FIG. 3A predetermines a real-time interval
between updates of each player's performance in a current on-line
sports competition. This predetermined real-time interval will be
determined at least by considering the number of players, and the
computer network loading that may affect the response time of the
server computers 401, 501 and client computers 407, 409, 411, 507,
509, 511.
[0055] In step 309, the flow diagram shows reporting updates of the
player's performance to each of the plurality of players competing
in a current on-line sports competition within the real-time
interval. Further, step 311 of FIG. 3A indicates the reporting of
the final results of the current on-line sports competition, and
updating the rankings of the plurality of players competing with
one another at the conclusion of the current on-line sports
competition.
[0056] FIG. 3B shows a non-limiting flow diagram of a method for
conducting on-line sports competitions in real-time. In FIG. 3B,
initial step 321 is the registration of a player as a member of an
on-line sports organization. In order to participate, each
competitor must meet membership criteria which may include but is
not limited to union membership. If the registration of step 321 is
successful, the registrant will install at least one of hardware
and software that has been approved by the on-line sports
competition organization at a convenient location such as the
registrants, home or computer, in step 323 of FIG. 3B. Non-limiting
examples of hardware and software are shown in the specification
and are further discussed below.
[0057] In step 325 of FIG. 3B, after installation of the selected
hardware/software the registrant designs and/or registers an entry
for an on-line competition. If the registrant successfully
registers an entry for on-line competition, the registrant may
begin a training phase to develop a level of skill in accordance
with a first level of competition in step 327. The training in step
327 of FIG. 3B may include, but is not limited to, head-to-head
competition with other registrants, and/or using software
simulations on a host computer or the client's computer. In step
329, after completing a sufficient amount of training, the
registrant may leave the training phase and qualify for a first
level of competition.
[0058] The registrant begins the competition phase by competing for
credits in step 331 of FIG. 3B. If the registrant is able to
accumulate a sufficient number of credits while competing with
players at the first level of competition, the registrant qualifies
for a second level of competition in step 333 of FIG. 3B. After
qualifying for the second level of competition, the registrant can
compete for credits at the second level of competition as shown in
step 335 of FIG. 3B. If the registrant is able to accumulate a
sufficient number of credits while competing at the second level of
competition, the registrant qualifies for a third level of
competition in step 337 of FIG. 3B. After qualifying for the third
level of competition, the registrant can compete for credits at the
third level of competition as shown in step 339 of FIG. 3B. If the
registrant is able to accumulate a sufficient number of credits
while competing at the third level of competition, the registrant
qualifies for grand prize awards, as shown in step 341 of FIG.
3B.
[0059] The foregoing invention, described in terms of providing
multiple players for a real-time, on-line video game, permits a
variety of different game formats to be played. The system is
particularly adaptable to a race game, wherein at each client
computer; a player has an apparatus for encoding real-time driving
commands in a race competition.
[0060] FIG. 4 also shows a computer subsystem 403 with a memory 404
communicating over an interface (e.g., an N. I.) with the computer
network 405. The memory 404 stores data and programs for access by
the server computer 401 that are conducting on-line sports
competitions. In addition, the memory 404 also stores the
competition rankings of the plurality of players. This allows easy
identification of players who should compete at the same level of
the competition. Moreover, the memory 404 stores data representing
an overall ranking of each of the plurality of players over a
successive number of competitions. Non-limiting examples of the
memory 404 would be electronic databases, hard disk drives and
large mass storage devices.
[0061] FIG. 4 also shows client computers 407, 409, 411 that
communicate over an interface (e.g., an N. I.) with the computer
network 405. The client computers 407, 409, 411 interface the
players to the current on-line sports competitions executed on
server computer 401. These client computers receive updates of the
player's performance from server computer 401 via computer
subsystem 403 in a substantially real time basis for each of the
plurality of players so that a player is constantly aware of his
position in the current competition. A real-time interval between
updates of the player's performance in current on-line sports
competitions is predetermined for each of the plurality of players
competing at the same level of competition. This predetermined
real-time interval is a function of the number of players and the
expected computer network 405 loading/traffic conditions. The
predetermined real-time interval is set to guarantee that the
players receive information at a rate to provide a realistic
feeling of an on-going competition.
[0062] In addition, FIG. 4 shows hardware accessories 413, 415, 417
that are connected to the client computers 407, 409, 411. The
hardware accessories 413, 415, 417 communicate with the client
computers through an interface (INT) and allow the players to
compete against one another by providing real-time, player
generated inputs to a current on-line sports competition. The
hardware accessories 413, 415, 417 transmit and receive commands,
as well as audio and video content to the client computers 407,
409, 411. The hardware accessories 414, 415, 417 provide the
plurality of players with a realistic competition environment with
the current on-line sports competitions.
[0063] FIG. 5 shows a non-limiting block diagram of another
apparatus for conducting on-line sports competitions in real-time.
In particular, FIG. 5 shows client computers 507, 509, 511 that
communicate over an interface (e.g., an N. I.) with a computer
network 505. Moreover, the computer network 505 is connected to a
multi-player facility 502 that includes application programs
executed on a server to provide commands to the on-line sports
competitions. The client computers 507, 509, 511 interface to
current on-line sports competitions and update a player's position
in the competition in a real-time interval.
[0064] In addition, FIG. 5 shows hardware accessories 513, 515, 517
that are connected to the client computers 507, 509, 511. The
hardware accessories 515, 515, 517 communicate with the client
computers through an interface (INT) and allow the players to
compete against one another by providing real-time, player
generated inputs to a current on-line sports competition. The
hardware accessories 513, 515, 517 transmit and receive commands,
as well as audio and video content to the client computers 507,
509, 511. The hardware accessories 515, 515, 517 provide the
plurality of players with a realistic competition environment with
the current on-line sports competitions.
[0065] As discussed above, a real-time interval between updates of
the player's relative position in the on going competition is
predetermined for each of the plurality of players so that players
can fully experience the competition.
[0066] Further, the apparatus of FIG. 5 permits a plurality of
players to compete with one another according to an overall ranking
of each of the players. Players enter a competition by
electronically paying a fee for registration using e-commerce
techniques. The apparatus of FIG. 5 further includes means for
receiving an entry fee for each of the plurality of players before
the start of the current on-line sports competition. An internet
based means for registering players and paying an entry fee using
credit/debit cards are part of each client computer application
program. Once payment has been made, the server computer 501
authorizes the client computer 507, 509, 511 to access game playing
software being executed by the multiplayer server facility 502.
[0067] After players have registered, and the participants in at
least one level of competition have been determined according to
their overall rank, on-line sports competition on at least one of
the different levels of the competition begins. All competitors are
preferably notified simultaneously to ensure fairness of the
competition. Non-limiting examples of starting a competition may
include an audio (e.g., a starting gun shot or horn) or visual
symbol (e.g., waving a starting flag) displayed by the players
client computer on command of the multiplayer server facility
502.
[0068] The multiplayer server facility 502 predetermines a
real-time interval between updates of the player position in the
current on-line sports competition for each of the players. Players
are selected to be at the same competition ranking as determined
from past on-line sports competitions. The apparatus of FIG. 2
provides updates of the player position in the competition to the
player.
[0069] The apparatus of FIG. 5 also reports updates of the player's
positions to each of the other players competing with one another
in current on-line sports competitions within the real-time
interval determined by the server facility computer 502 through the
computer network 505 and client computers 507, 509, 511. These
results may also be conveyed to other identified interested
parties. Reporting of this information may be by e-mail, in the
form of digitized audio and video information. The above examples
for reporting also apply to reporting the final results of the
current on-line competition, and the resulting new rankings for
each of the plurality of players at the conclusion of the current
on-line sports competitions updated with the results of the most
recent competition.
[0070] The hardware accessories 513, 515, 517 of the apparatus of
FIG. 5 for a racing competition may include at least one of a
joystick, steering wheel, clutch-brake-gas pedal assembly, gear
shifters, racing seat, upgraded video screen, driver racing tub,
and race car body as explained below. Additional hardware
accessories may include a treadmill, bicycle, motorcycle, boat,
flight cockpit and the equipment associated with each. The hardware
accessories 513, 515, 517 of FIG. 5 may be connected to the client
computer by a parallel port, serial bus, USB bus or any other
conventional computer interface.
[0071] The apparatus of FIG. 5 further determines monetary prizes
for each of the plurality of players based on the final results of
the current on-line sports competitions. The process for
determining these prizes may be included in the multiplayer server
facility 502; client computers 507, 509, 511; or another facility
attached to the computer network 505 programmed for this purpose.
The determination of monetary prizes will at least be based on the
updated competition rankings of the players. Monetary prizes may
also be in the form of a credit toward the entry fee for future
on-line sports competitions.
[0072] The apparatus of FIG. 5 may provide communication by voice
among players during the current on-line sports competition.
Non-limiting examples of the means for communicating include Voice
Over Internet Protocol, Instant Messaging, telephonic party-line
communication and any other current voice interface system. The
real-time nature of communications between competitors further
establishes the realistic feeling of the on-line competition.
[0073] FIG. 6 illustrates the basics of the hardware accessories
413, 415, 417 used at the client computer for engaging in a race
game. A racing station 615 includes a seat 616 positioned with
respect to various driving controls. The steering wheel 621, gear
shift 623, accelerator 624, brake 625, and clutch 626 are (as are
common in arcade games) connected to the various transducers which
encode the position of the control into an electrical signal. A
display 620 generates from the client computer 607 (not shown) a
visual indication of the individual's position in a race based on
data received from the host server. A microphone (not shown) may
optionally be included to permit players to send audio conversation
to the server, where it is redirected to other players.
[0074] The basic racing station module 615 can be enhanced similar
to an arcade racing game as shown in FIG. 7 to more closely
simulate the conditions of driving a racing vehicle. However,
whether such embellishments as an exterior covering 727 are used or
not is not critical to the invention.
[0075] FIG. 8 shows a block diagram of the hardware accessories
413, 415, 417 connected to a client computer 807 for transmitting
and receiving commands to the host server computer 801 which
conducts the racing competition. An analog/digital interface 830
receives each of the analog voltages representing the position of
the clutch, brake, steering wheel, accelerator, and gear shift. The
client computer 807, through an I/O port, samples each of the
incoming analog voltages, digitizes and prepares a frame of data
for transmission via modem 833 to the host server computer 801.
Data received from the host server computer 801 is decoded,
transmitted to the user on the computer display 820 or to other
feedback/stimulus systems in order to make the experience as
virtually lifelike as possible.
[0076] The multi-player racing game is provided by the host server
801 which executes specific game playing software shown more
particularly in FIG. 9. Referring now to FIG. 9, play begins when a
sufficient number of players have been validated in step 950. The
validation step includes determining whether or not the player has
paid the required fee to enter the game, usually by using
e-commerce payment techniques. Further, the user's status regarding
a particular level of competition is verified. This level of
competition may be the result of previous competitions engaged in
by the player in qualifying heats which were conducted by the host
server computer 801.
[0077] When the host server computer 801 has validated that a
sufficient number of players are on-line and available for
beginning a competition, the race beings in step 951. A start
command 952 is sent to all of the players via e-mail, and is
decoded by each of the client computer processors of an authorized
player. During play, commands are received from each of the players
representing various control data generated by the racing station
module 615 of FIG. 6 and 715 of FIG. 7. Each of the received data
frames from the players is used to recalculate a racer's position
in step 954 by the host server conducting the racing game for each
participant. The new positions are sent as data in step 956 to each
player where it can be displayed on display 820. The display under
control of the client computer 807 may position a plurality of
displayed vehicles in accordance with the information received.
[0078] Decision block 957 determines when a given player has won
based on his position in the race and the elapsed time of the race.
Once a winner has been determined, a race over command is sent in
step 958 to all players. New rankings of the various players are
then computed, based on their performance as determined by the
software executing the game on host server 801. Prizes are awarded
based on the new rankings and notices of the reward are sent in
step 961 to each of the players.
[0079] Application software which is resident on the client
computer 807 is executed and interacts with the host server 801
during play. FIG. 10 illustrates the flow diagram for the method
for engaging in a race with multiple players' resident on a client
computer 807. The software begins execution in step 1075, when a
begin race command is received from host server 801. An icon is
displayed in step 1076 to indicate the start of the race to the
player. Initial position data for each player is forwarded by the
host server 801 and may be displayed in step 1077 on the display
820 of the client computer 807 as a race vehicle on a race
track.
[0080] The player operates the controls of the racing station
module 615, 715 based on the display information viewed by him on
display 820. The display may illustrate a race track profile which
changes over time. Various controls generate steering information,
braking information, clutch position, gear shift position, as well
as acceleration information. This information is placed in a frame
in step 1079 with a header which identifies a particular player and
is posted as a message to the host server 801. Player position
updates are received from the host server in step 1080 and
displayed on display 820 in step 1082. When the host server
computer 801 has declared a winner, a race over command is sent and
received in step 1083 on the user's display 820. New rankings of
each player based on his relative performance in the race game are
then received from the host server computer 801 and displayed and
stored in the client computer 807.
[0081] Thus, multiple users are able to race against each other in
real time, and relative rankings are adjusted based on the race
outcome. Further, the system permits further races to be played
among newly ranked players culminating in a championship race among
the highest ranked players. Prize awards may be forwarded via the
internet in the form of credits to a given player for future
playing time or as cash to the winning player's bank account.
[0082] The advantages of real-time play are realized with the
invention, and so that multiple players can play against each other
and obtain the effects of real-time racing experiences.
[0083] The foregoing description illustrates and describes the
present invention. Additionally, the disclosure shows and describes
only the preferred embodiments of the invention, but, as mentioned
above, it is to be understood that the invention is capable of use
in various other combinations, modifications, and environments and
is capable of changes or modifications within the scope of the
inventive concept as expressed herein, commensurate with the above
teachings and/or the skill or knowledge of the relevant art. The
embodiments described hereinabove are further intended to explain
best modes known of practicing the invention and to enable others
skilled in the art to utilize the invention in such, or other,
embodiments and with the various modifications required by the
particular applications or uses of the invention. Accordingly, the
description is not intended to limit the invention to the form or
application disclosed herein. Also, it is intended that the
appended claims be construed to include alternative
embodiments.
* * * * *