U.S. patent application number 11/144585 was filed with the patent office on 2006-12-14 for action video game for wagering where the player's reward to a challenge is determined by combining the player's skill in facing the challenge with the realization of a randomly generated event, where the likelihood of each possible realization of the random event depends on the player's skill.
Invention is credited to Alexis Jose Arias-Vargas, Joseph John D'Angelo.
Application Number | 20060281509 11/144585 |
Document ID | / |
Family ID | 37524716 |
Filed Date | 2006-12-14 |
United States Patent
Application |
20060281509 |
Kind Code |
A1 |
Arias-Vargas; Alexis Jose ;
et al. |
December 14, 2006 |
Action video game for wagering where the player's reward to a
challenge is determined by combining the player's skill in facing
the challenge with the realization of a randomly generated event,
where the likelihood of each possible realization of the random
event depends on the player's skill
Abstract
An action video game for wagering that determines the player's
monetary reward in a round of play by combining the player's skill
in facing a challenge presented by the game with the realization of
a randomly generated event, where the likelihood of each possible
realization of the random event depends on the player's skill. The
game progresses by presenting a challenge to the player that
requires the player to take a series of actions in order to achieve
the goals implied by the challenge. The performance of the player
is evaluated according to a number of features that in conjunction
define skill, thus generating a skill score. The game's final
outcome and monetary reward are determined by combining the skill
score with a random component, where the likelihood of the random
component itself can be a function of the skill score. In one
embodiment of the invention, different independent mechanisms used
to generate random events are indexed according to the skill score.
Once the player takes action and a concrete skill score is
calculated, the corresponding mechanism is chosen. The outcome
presented to the player is determined by an event generated from
the chosen mechanism. The game can present a single challenge, as
described, or a sequential series of challenges where the final
reward is a function of the accumulated outcomes from each
individual challenge.
Inventors: |
Arias-Vargas; Alexis Jose;
(Cambridge, MA) ; D'Angelo; Joseph John;
(Bellbrook, OH) |
Correspondence
Address: |
JOSEPH D'ANGELO
11 WASHINGTON ST.
CONCORD
NH
03301
US
|
Family ID: |
37524716 |
Appl. No.: |
11/144585 |
Filed: |
June 4, 2005 |
Current U.S.
Class: |
463/8 |
Current CPC
Class: |
G07F 17/32 20130101;
G07F 17/3295 20130101 |
Class at
Publication: |
463/008 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method for determining an outcome and a monetary reward for an
action video game comprising: presenting a player with a challenge
that requires a player to take one or more actions in order to
achieve a set of goals necessary to respond to said challenge; and
calculating an objective skill score based on an evaluation of a
series of attributes that relate to a player's performance in
responding to said challenge wherein at least one of said series of
attributes is clearly implied by the nature of said challenge such
as the determination of a success or a failure in achieving a set
of goals presented by said challenge; and generating an outcome
that is a function of said objective skill score and a realization
of a random event, wherein both input from said objective skill
score and said random event are non-trivial in a determination of
said outcome wherein the probability of a different possible
realizations of said random event may depend on said skill score;
and producing a monetary reward of an amount determined by a
pre-defined pay-table based on said outcome.
2. The method described in claim 1 wherein a series of independent
random number generators are associated with each possible skill
level; and wherein upon the skill level is determined, the random
realization is generated by reading from the corresponding random
number generator.
3. The method described in claim 2 wherein each one of the random
number generators is designed and manipulated to approximate
independent draws from a probability distribution.
4. The method described in claim 1 wherein the skill score is a
parameter in a functional form of a probability distribution of a
random component and the probability distribution is simulated by a
random number generator.
5. The method described in claim 1 wherein the skill score and a
numerical random component are combined in a linear function to
generate an outcome for the challenge.
6. The method described in claim 1 wherein the skill score and a
numerical random component are combined in a non-linear function to
generate an outcome for the challenge.
7. An action video game comprising: a display presenting a set of
one or more sequential challenges to a player; and a device for
inputting the a player's set of one or more skill responses to the
said set of challenges; and a device for rating the set of one or
more skill responses to said set of one or more challenges and
combining the set of one or more skill response with a set of one
or more occurrences or introducing the set of one or more skill
responses into a mechanism that determines a set of one or more
random occurrences; and a device for generaterating a set of one or
more outcomes from the set of one or more random occurrences; and a
device for calculating a final monetary reward as a function of
said set of one or more outcomes generated in response to each
challenge; and a device for conveying the outcome, the monetary
reward, or both to a player.
8. The action video game described in claimed 7 wherein the display
is in a slot machine, an arcade style gaming device, or a hybrid
gaming device incorporating different forms of user interfaces
appropriate for action video games.
9. The action video game described in claimed 7 played where the
method of play consists of a display device, input device, and the
method of conveyance connected to the internet wherein the method
to rate skill and combine with random occurrence, the method of
generating one or more outcomes, and the method for calculating
monetary reward are located elsewhere on the internet.
10. The action video game described in claim 7 wherein the outcome
of the skill response is hidden from the player.
11. The action video game described in claim 7 wherein the outcome
of the skill response is hidden from the player but a series of
graphics, sounds, smell, and or touch sensations correlated to the
skill score are presented to the player.
12. The action video game described in claim 7 wherein there are a
set of attributes defining the outcome of the skill response and
the importance of such attributes in the calculation of the skill
score are chosen by the player from a predetermined set.
Description
TECHNICAL FIELD
[0001] The present invention relates generally to action games for
wagering, including slot machines and other games that are suitable
for play in a casino and/or as computer video games, on or off the
intemet, and more particularly to betting games that incorporate
player skill into the random process that determines the game's
outcome and, as a result, the player's monetary award.
BACKGROUND
[0002] Gaming is becoming an increasingly popular leisure activity
in the United States and abroad. Current gaming machines are mostly
games of chance, providing monetary awards based on a procedure
that draws solely from an independent random mechanism. To date,
player skill has played a limited role in video gaming devices.
Most of the games offering some degree of player interactivity are
card games where skill is related to the ability of calculating
probabilities based on the incomplete information revealed by hands
that are randomly drawn.
[0003] A player's response in the form of controlling computer
animated objects or characters, which requires manual, visual and
reaction skills, has been relegated to bonus rounds. However, in
these bonus rounds, monetary rewards are ultimately independent of
the player's input and skill, and based solely on a randomly
generated outcome. These bonus games offer the illusion that skill
matters, while in reality skill affects only the timing at which a
random award is allocated to the player.
[0004] No attempt has been made to create action video games for
wagering that incorporate an objective skill component into a
random mechanism to generate the game's outcome; nor has there been
the attempt to make the outcome, and ultimately the monetary
reward, a function of a randomized measure of skill.
[0005] However, it has been noted that players are constantly
looking for ways to affect the odds in their favor. To this end,
they have created all kinds of strategies and superstitious beliefs
to play games that are purely random. This behavior reflects the
psychological need to overcome obstacles and reduce uncertainty. By
incorporating skill in a meaningful way, giving players a real
chance to improve their odds, this invention will increase player
interest and satisfaction. In addition, casino operators will
benefit by introducing an innovative new class of gaming devices
with great potential to attract large numbers of new customers.
SUMMARY OF THE INVENTION
[0006] This invention presents an action video game for wagering
that utilizes a method involving a non-trivial skill component and
a non-trivial random component to determine the outcome of a round
of play and the corresponding monetary reward. This game differs
from present games in that it combines both skill and chance to
determine the outcome and the monetary reward instead of making the
final monetary reward a completely random event. The game
incorporates skill in a meaningful way by making the player's odds
a non-trivial function of skill unlike current games that simply
offer the illusion that skill matters.
[0007] The embodiments of the invention can be any type of video
game, video game system, or video gaming device that:
[0008] includes a method for entering a player's skill in
controlling computer-animated objects or characters, through
different types of user interfaces, in response to a challenge or a
set of challenges presented by the game,
[0009] rates the skill input and combines it with a random
occurrence, or introduces the skill input into a mechanism that
determines a random occurrence, in order to generate an
outcome,
[0010] displays the outcome to the player and allocates a
corresponding monetary award.
[0011] The game play may present the player with a single challenge
or a sequence of challenges depending on the outcome of the
previous challenge(s) and on the specific embodiment of the
game.
[0012] As put forth in the claims, there are many different methods
of implementing a combination of skill and chance to determine an
outcome in a gambling game such as: linking skill scores to
different distributions from which the outcome is drawn, having the
skill score be a parameter of the probability distribution
determining the outcome, using a method of linearly combining a
skill measure and a random draw, or using the skill scores to weigh
a set of probability distributions. This list is not meant to be
inclusive of all possible embodiments but rather an outline of
possibilities to enable reduction to practice by any individual
skilled in the art. A sequential flow of how skill and random
occurrence can be combined is seen in FIGS. 110 through 190.
[0013] One of the simpler methods to incorporate a skill measure
into a random mechanism that generates the outcome for a given
challenge, as expressed in claim 2 and 3, is to create a series of
probability distributions, simulated by a series of independent
random number generators, and to index them by ranges of the
possible values of the skill measure. Once the skill measure is
determined, the outcome is generated by drawing from the
distribution (reading from the corresponding random number
generator) that corresponds to the range of values into which the
realization of the skill measure falls. Suppose the game defines
three possible skill levels: high, medium, and low. Suppose further
that for each skill level an independent random number generator
simulates a payback distribution as shown in the graph of FIG.
400.
[0014] We can see that the game presents a positive relationship
between skill and odds. The probability distribution associated
with a high skill level presents a higher frequency of monetary
payback and a larger possible jackpot than the corresponding
probability distribution for a medium skill level (see graph of
FIG. 500). In turn, the distribution for a medium level of skill
dominates the distribution for a low skill level in terms of hit
frequency and jackpot size. Thus, in this embodiment, the skill
level has a non-trivial effect on the random mechanism generating
monetary paybacks.
[0015] Alternatively, as mentioned in claim 4, the skill score can
be incorporated as a parameter in a probability distribution to be
simulated with a single random number generator. Suppose that the
payback for a round of play is determined by drawing from a Pareto
distribution with a cumulative density function given by 1-(1/(x+2)
.beta.), where x refers to the payback multiplier and .beta. is a
decreasing function of the skill score. If a variable u is
generated by a random number generator simulating a uniform
distribution in the set [0,1], we can draw the payback for a round
of play by determining the value of .beta., after the player's
actions, and solving for x by finding the inverse of the cumulative
density function, that is, calculating (1/(1-u)) (1/.beta.)-2.
[0016] Another method of incorporating skill into the random
generation of a challenge's outcome would be to combine a skill
measure with a single random component using a linear function
(claim 5). Assume, for example, that the skill of a player results
in a rating of a numeric value ranging between 0 and 100. Assume
further that a random event with a range from 0 to 1 is generated.
The outcome of the challenge can be determined by multiplying the
skill score and the random event and interpreting it as a
percentage of the skill score achieved. In addition, the random
event can be constructed to be a natural number between 0 and 1000.
The outcome and the monetary reward can be calculated by
multiplying the skill score by the random event, interpreting the
random event as a payback multiplier. These embodiments of a
particular linear combination are not the only possible linear
combinations of the method outlined in claim 5, as a possible
embodiment of claim 1, but simply examples of a possible
embodiment.
[0017] The skill measure and a random component can also be
combined using a non-linear function (claim 6), for example the
MAXIMUM function. Suppose a game presents the player with a
challenge of shooting a series of approaching targets. Assume the
skill score is defined as the number of targets successfully
destroyed in a given period of time. Once time is up and the number
of targets successfully shot by the player is known, the game
generates a random number. The final outcome of the game is given
by the maximum between the number of targets actually shot and the
randomly generated number. The game displays the final outcome to
the player and provides a monetary reward based on the outcome
according to a pre-defined pay-table.
[0018] In general this invention will be implemented to generate
monetary rewards in a round of play of action adventure video
games. This type of game or gaming system records skill from the
user by presenting him or her with a challenge, where the challenge
exhibits one or more types of auditory, visual, olfactory, or
touch-type stimuli, and in general requires the player to control
computer-animated objects or characters; records the associated
user input in responding to the challenge, rates the player's
performance, and then combines the skill rating with an associated
random event to provide express feedback to the player in the form
of a visual and/or auditory outcome and its associated monetary
reward.
[0019] A specific embodiment of the invention would be an
interactive fighting game implementing the method combining skill
and chance to determine outcomes in the game. This game, as shown
in FIG. 300, would solicit input from the player, in the form of
joystick motions and key combinations, in order to control a
computer-animated fighter facing a compute-animated opponent. The
opponent's behavior would be controlled by a set of pre-programmed
behavioral rules. The skill of the player to hit with strength,
land kicks, generate special attacks in specific parts of the
opponent's body, as well as defend, block punches, kicks, and
special attacks, would be measured. The resulting skill score would
then be used to select a random number generator form a
pre-designed set in order to draw a random event and determine the
final outcome that would be displayed to the player, for example as
the decision of a panel of judges or as the reaction from a
witnessing crowd. A monetary reward would then be allocated to the
player according to the realized outcome following a pre-defined
pay-table. Further, display of the player's success or failure in
the fight would be relayed through the actions of the player's
characters, his ability, as displayed on the game screen, to attack
and defend against his opponent, as well as the allocation of a
monetary reward upon successful outcomes.
[0020] The player would start this game by entering a bet and or
pressing a button, as seen in FIG. 300, scene 310. The game would
then display a graphical series of images illustrating the
challenge the player is to undertake. Specifically, the game would
display two fighters, one representing the player and one
representing the opponent. The screen would then notify the player
when the match or round was to begin, as seen in FIG. 300, scene
320. The player would then proceed to manipulate his character on
the screen by entering different joystick and button combinations
to fight his opponent, as illustrated in FIG. 300, scene 330. After
a set amount of time or a certain number of points were scored, by
either the player or the player's opponent, the round would end.
Based on a rating of the player's skill, a random number generator
would be chosen from a pre-designed set in order to generate the
game's outcome. This outcome would then be displayed to the player
in the form of a decision from a set of judges or a reaction from a
witnessing crowd FIG. 300, scene 340. This outcome would directly
correlate with to a monetary payout as illustrated in FIG. 300,
scene 350.
[0021] This game can also be constructed by identifying each
player's move as a single challenge. A skill score would be
measured for each move, considering for example the location of the
punch, the strength, and difficulty of the move. The score would
then be combined with a random component to generate an outcome for
the move. This outcome would then be displayed by the opponent's
reaction (knockout, fall to ground, slight backing movement, or no
reaction). The final outcome of the challenge and the corresponding
monetary reward would then be calculated as a function of all
single outcomes.
[0022] Another embodiment of this type of game would be a racing
competition where the player must compete against a group of
opponents in running through a field full of hurdles. The skill of
the player would be measured in terms of the difference in time
with respect to the winner, the number of hurdles hit and whether
the player falls. At the end of the race, the skill score would be
combined with a random component to generate the outcome that will
be displayed to the player, for example the level of enthusiasm
from a witnessing crowd. This outcome would correspond to a
monetary reward that would be allocated to the player.
[0023] Yet another embodiment of this game would be a shooting game
similar to a "duck hunt" game at a carnival. The player would
initiate the game and be given a very large number of targets to
shoot in a fixed amount of time. In this implementation, the skill
score would be given by the number of ducks successfully shot by
the player. Since the game time is limited, there is a limit on the
number of ducks that even the most skilled player can shoot. Once
the time is up and the total number of targets shot is known, the
game would generate a random number to be identified as the total
number of feasible targets. The outcome of the game would then be
given by the difference between the random number and the skill
score and would be interpreted as the number of targets missed by
the player. By making the monetary reward a decreasing function of
the number of ducks the player missed, skill and chance are
successfully combined to generate the game's outcome (Reference
FIG. 600).
[0024] For example, suppose that the maximum number of ducks that
the most skilled player can shoot in the time frame of the game is
50. Suppose further that the random number is drawn from a normal
distribution with a mean of 75 and a standard deviation of 5. If
the monetary reward is a decreasing function of the number of ducks
missed, it is easy to see how skill plays an important role in
determining, along side the random component, the game's
outcome.
[0025] Although the present invention has been described with
respect to the inventors' preferred embodiments thereof as well as
other examples to illuminate possible variations of embodiments,
those skilled in the art will note that various substitutions,
modifications and variations may be made with respect to the
embodiments described herein without departing from the spirit and
scope of the present invention.
SUMMARY
[0026] There is a need for in the gaming industry for new and
innovative gaming devices. The present disclosure is directed
toward further solutions to address this need. Specifically, no
gaming system had yet developed a video arcade gambling system
combining, in a material way, player skill and a random occurrence.
This invention seeks to address the void in the gaming
industry.
BRIEF DESCRIPTION OF THE DRAWINGS
[0027] The present disclosure will become better understood with
reference to the following description and accompanying drawings,
wherein:
[0028] FIG. 100 is a drawing denoting the logical flow of claim one
according to one embodiment;
[0029] FIG. 200 is a sequence representing an example of game play
according to one embodiment;
[0030] FIG. 300 is a sequence providing a concrete example of game
play according to one embodiment;
[0031] FIG. 400 is a graph representing probability distributions
of skill according to one embodiment;
[0032] FIG. 500 is a graph representing probability of a wining
shifted by skill score according to one embodiment;
[0033] FIG. 600 is an example game, graph, and three possible
outcomes according to one embodiment.
[0034] FIG. 700 is an example game of the game, as a system, played
over the internet.
DETAILED DESCRIPTION
[0035] Description Text
[0036] FIGS. 1 through 6, wherein like parts are designated by like
reference numerals throughout, illustrate an example embodiment of
the said invention according to the present invention. Although the
present disclosure will present a description with reference to the
example embodiments illustrated in the figures, it should be
understood that many alternative forms can embody the present
disclosure. One of ordinary skill in the art will additionally
appreciate different ways to alter the parameters of the
embodiments disclosed, such as the size, shape, or type of elements
or materials, in a manner still in keeping with the spirit and
scope of the present disclosure.
[0037] Numerous modifications and alternative embodiments of the
present disclosure will be apparent to those skilled in the art in
view of the foregoing description. Accordingly, this description is
to be construed as illustrative only and is for the purpose of
teaching those skilled in the art the best mode for carrying out
the present disclosure. Details of the structure may vary
substantially without departing from the spirit of the present
disclosure, and exclusive use of all modifications that come within
the scope of the appended claims is reserved. It is intended that
the present disclosure be limited only to the extent required by
the appended claims and the applicable rules of law.
* * * * *