U.S. patent application number 11/734487 was filed with the patent office on 2007-09-20 for system and method for instant ticket-based entertainment game.
Invention is credited to Marios Anapliotis, Elena Lialiamou, Spyridon Pachnis.
Application Number | 20070218980 11/734487 |
Document ID | / |
Family ID | 34982527 |
Filed Date | 2007-09-20 |
United States Patent
Application |
20070218980 |
Kind Code |
A1 |
Pachnis; Spyridon ; et
al. |
September 20, 2007 |
System and Method for Instant Ticket-Based Entertainment Game
Abstract
The present invention relates to systems and methods for playing
an instant ticket-based entertainment game combining elements of
chance and player skill. In an embodiment of the present invention,
a game player receives an electronic scratch-off instant ticket
from a central server over a communications network (e.g., a mobile
phone network). The instant ticket may provide an instant prize and
may also provide entry into an inter-active multiplayer bonus game
(e.g., a car racing game) by awarding the game player with at least
one game attribute (e.g., car type, time in which to complete race)
to be used during play of the bonus game. Scores are reported to
the game server upon completion of the game and winners are
determined by the game server based on game player rankings at
various checkpoints throughout the bonus game. Another embodiment
of the present invention may include a mystery promotion prize
feature.
Inventors: |
Pachnis; Spyridon; (Athens,
GR) ; Lialiamou; Elena; (Piraeus, GR) ;
Anapliotis; Marios; (Piraeus, GR) |
Correspondence
Address: |
WHITE & CASE LLP;PATENT DEPARTMENT
1155 AVENUE OF THE AMERICAS
NEW YORK
NY
10036
US
|
Family ID: |
34982527 |
Appl. No.: |
11/734487 |
Filed: |
April 12, 2007 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
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11404402 |
Apr 13, 2006 |
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11734487 |
Apr 12, 2007 |
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Current U.S.
Class: |
463/25 |
Current CPC
Class: |
G07F 17/3223 20130101;
H04L 67/26 20130101; H04L 67/08 20130101; A63F 13/12 20130101; H04L
67/306 20130101; A63F 13/35 20140902; A63F 2300/406 20130101; A63F
2300/407 20130101; G06Q 10/10 20130101; H04L 69/329 20130101; A63F
13/80 20140902; H04L 67/12 20130101; A63F 2300/50 20130101 |
Class at
Publication: |
463/025 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Apr 14, 2005 |
EP |
EP 05386008.6 |
Claims
1. A gaming system for an instant ticket game combining elements of
chance and user skill comprising: a game server; at least one
instant ticket edition file, generated by the game server, with a
preselected total payout, comprising a set of bonus games with game
attributes and a set of instant tickets wherein at least one
instant ticket selected from the set of instant tickets comprises a
base game corresponding to an instant-win play area, and at least
one game attribute for use during play of a bonus game, the bonus
game selected from the set of bonus games; a user device; a
communications medium for enabling communication between the game
server and the user device; and a game client wherein the game
client is downloaded from the game server to the user device over
the communications medium, the game client loads the at least one
game attribute for bonus game play and the outcome of the bonus
game is at least dependent upon a combination of the at least one
game attribute and the gaming skill of a participating user.
2. The gaming system of claim 1 wherein the communications medium
comprises the Internet.
3. The gaming system of claim 1 wherein the communications medium
comprises a mobile network.
4. The gaming system of claim 3 wherein the user device comprises a
mobile phone.
5. The gaming system of claim 1 wherein the game client
authenticates a user prior to game play.
6. The gaming system of claim 1 wherein the game client requests
the at least one instant ticket from the game server via the
communications medium.
7. The gaming system of claim 6 wherein the game client receives
the requested at least one instant ticket from the game server and
displays the requested at least one instant ticket on the user
device.
8. The gaming system of claim 1 wherein the game client reports a
game score to the game server via the communications medium upon
completion of the bonus game.
9. The gaming system of claim 1 wherein the instant-win play area
corresponds to an instant-win prize awarded upon completion of the
base game.
10. The gaming system of claim 1 further comprising a storage
device for storing user information and for maintaining user
accounts.
11. The gaming system of claim 1 wherein at least one bonus game of
the set of bonus games comprises a car racing game.
12. The gaming system of claim 11 wherein the at least one game
attribute is a car type.
13. The gaming system of claim 11 wherein the at least one game
attribute is a time in which to complete the race.
14. The gaming system of claim 11 wherein the at least one game
attribute is a time in which to pass a checkpoint.
15. The gaming system of claim 14 wherein the car racing game
comprises at least four checkpoints.
16. The gaming system of claim 1 wherein the at least one instant
ticket comprises a state selected from the group consisting of new,
last-not-played and played.
17. The gaming system of claim 1 wherein the pre-selected total
payout comprises: a fixed total prize amount equal to the sum total
value of instant-win prizes awarded in the set of instant tickets
of the at least one instant ticket edition file; and a fixed total
amount of potential prize winnings based on successful completion
of a game checkpoint by a user under pre-selected circumstances
during bonus game play, the fixed total amount of potential prize
winnings equal to the sum value of all possible prize winnings for
all game checkpoints.
18. A gaming system for an entertainment game combining elements of
chance and player skill comprising at least one instant ticket
edition file with a pre-selected total pay-out, the at least one
instant ticket edition file comprising a set of interactive bonus
games with associated game attributes and a set of instant tickets
for awarding instant prizes and at least one game attribute for use
in at least one interactive bonus game, the gaming system further
comprising a pre-selected set of winning categories, wherein: at
least one first winning category of the set of winning categories
comprises an instant prize awarded with an instant ticket, and at
least one second winning category of the set of winning categories
comprises a checkpoint winning based on the performance of a player
using the awarded at least one game attribute during play of the at
least one interactive bonus game, the performance measured, at
least in part, by the player's ranking position at a game
checkpoint associated with the checkpoint winning.
19. An instant ticket edition file for use in an instant ticket
entertainment game combining elements of luck and user skill
comprising: a set of bonus games with associated bonus game
attributes, a set of instant tickets wherein at least one instant
ticket of the set of instant tickets includes an instant-win play
area and a bonus game play area, a pre-selected payout amount, and
a pre-selected set of winning categories, wherein the instant-win
play area comprises a concealed instant-win prize and the bonus
game play area comprises a concealed bonus game attribute for use
in at least one bonus game selected from the set of bonus games,
and wherein the outcome of the bonus game is at least dependent
upon a combination of the bonus game attribute of the at least one
instant ticket and the gaming skill of a game player.
20. A method for playing an entertainment game combining elements
of luck and skill comprising the steps of: requesting a game ticket
from a system server through a client device in communication with
the system server over a network, wherein the game ticket comprises
an instant-win play area corresponding to an instant-win prize, and
an interactive play area corresponding to a game attribute for use
in an interactive bonus game wherein the outcome of the interactive
bonus game depends, at least in part, on a combination of the game
attribute and game user skill; receiving the requested game ticket
at the client device; and displaying the game ticket on the client
device.
21. The method of claim 20 further comprising the step of
downloading a client game application to the client device prior to
the step of requesting a game ticket.
22. The method of claim 20 further comprising the seep of sending a
confirmation receipt from the client device to the system server
upon receipt of the game ticket.
23. The method of claim 22 wherein the game ticket comprises a new
game ticket.
24. The method of claim 22 wherein the game ticket comprises a
last-not-played ticket.
25. The method of claim 23 further comprising the steps of:
reserving an amount to be deducted from a user account upon request
of the new game ticket, and deducting from the user account the
reserved amount upon receipt of the confirmation receipt by the
system server.
26. The method of claim 20 further comprising the steps of:
revealing the instant-win prize awarded in the instant-win play
area, and depositing the value of the instant-win prize in an
account associated with the user.
27. The method of claim 21 further comprising the steps of:
revealing the game attribute awarded in the interactive game area,
loading the awarded game attribute into the client device with the
client game application, running the interactive bonus game
associated with the loaded game attribute, and reporting a game
score to the server upon completion of the interactive bonus
game.
28. The method of claim 27 wherein the interactive bonus game is a
multiplayer game.
29. The method of claim 27 wherein the instant ticket with the
revealed game attribute is stored by the server as a
last-not-played ticket and the steps of loading the game attribute,
running the interactive bonus game and reporting a game score are
delayed until the client device requests the last-not-played ticket
upon a subsequent game ticket request.
30. A method for playing a game combining elements of chance and
player skill comprising the steps of: generating, at a central
server, an edition file based, in part, on a pre-selected total
payout amount wherein the edition file comprises a series of
instant-win vouchers, the instant-win vouchers providing an
instant-win prize and at least one game attribute for use in an
associated interactive bonus game at least partially utilizing
player skill, and transmitting an instant-win voucher from the
central server to a client device via a communication network.
31. The method of claim 30, wherein the pre-selected total payout
amount comprises a pre-selected total mystery prize amount and
wherein the series of instant-win vouchers comprises at least one
mystery prize winning voucher inserted at a pre-determined location
within the series of instant-win vouchers, the at least one mystery
prize winning voucher awarding at least a pre-selected portion of
the pre-selected total mystery prize amount, the method further
comprising the steps of: increasing a counter value associated with
the edition file by a uniform pre-selected amount, such that when
the at least one mystery prize winning voucher is transmitted, the
counter value will correspond to the pre-selected portion of the
pre-selected total mystery prize amount awarded with the mystery
prize winning voucher, and displaying the counter value.
32. A method for playing a game whose outcome depends on both
random parameters and player skill comprising the steps of:
downloading a client application from a system server to a client
device via a communications network; authenticating a player and
authorizing game play by receiving unique identifying information
relating to the player at the client device and transmitting the
unique identifying information to the system server for
authentication and authorization; transmitting an instant ticket to
the client device upon successful authentication and authorization
by the system server, wherein the instant ticket comprises an
instant prize and a game attribute for use in a corresponding
interactive bonus game; loading the game attribute into the client
device; running the interactive bonus game on the client device
with the loaded game attribute; and reporting a game score to the
system server upon successful completion of the interactive bonus
game, wherein the outcome of the interactive bonus game depends, at
least in part, on a combination of player skill and the game
attribute provided by the instant ticket.
33. A gaming system for an instant ticket game combining elements
of chance and user skill comprising: an instant ticket file object
comprising an instant-win game and an interactive bonus game; a
game device; and a central server for generating the instant ticket
file object and for distributing the instant ticket file object to
the game device via a communications network, wherein the game
device receives the instant ticket file object and displays a
graphical representation of the instant ticket file object, wherein
the graphical representation of the instant ticket file object
comprises an instant-win game play area corresponding to the
instant-win game, and an interactive bonus game play area
corresponding to the interactive bonus game, wherein the game
device receives input entered by a user to advance play of the
instant-win game, wherein the game device receives input entered by
the user to advance play of the interactive bonus game, and wherein
the result of the instant-win game is based on a random parameter
and the result of the interactive bonus game is based at least
partly on a combination of a measure of a user's performance and a
game attribute randomly assigned to the interactive bonus game play
area of the instant ticket file object.
34. A system for playing an interactive instant ticket lottery game
combining elements of user skill and chance comprising: a game
server comprising a processor for generating an instant ticket
edition file, the instant ticket edition file comprising a set of
bonus games with associated game attributes and a series of instant
tickets for randomly awarding an instant prize and a game attribute
for use in at least one bonus game, wherein at least one instant
ticket of the series of instant tickets corresponds to a mystery
promotion winning ticket located at a pre-selected position within
the series of instant tickets; and at least one game terminal
wherein the game terminal is configured to receive an instant
ticket from the game server over a communications medium, display
the instant prize and the game attribute awarded with the received
instant ticket, and display a mystery promotion counter value
assigned, by the game server, to the received instant ticket,
wherein the mystery promotion counter value assigned to the first
instant ticket in the series of instant tickets corresponds to a
pre-selected minimum value and the value assigned to each
subsequent ticket in the series of instant tickets corresponds to a
uniformly increasing amount such that the mystery promotion counter
value assigned to the mystery promotion winning ticket corresponds
to a predetermined mystery prize value.
35. A system for playing an instant ticket-based entertainment game
comprising: a processor located in a central server, the processor
configured to generate a series of pre-sorted instant tickets
wherein at least one instant ticket in the series of pre-sorted
instant tickets corresponds to a mystery prize winning ticket
inserted into a pre-selected position within the series of
pre-sorted instant tickets, wherein a plurality of instant tickets
award at least one instant prize and at least one game attribute
for use in an interactive bonus game, and wherein the processor
assigns a counter value to each instant ticket in the series of
instant tickets, the value assigned to the first instant ticket in
the series of instant tickets corresponding to a pre-selected
minimum value and the value assigned to each subsequent ticket in
the series of instant tickets corresponding to a uniformly
increasing amount such that the value assigned to the mystery
promotion winning ticket will correspond to a pre-determined
mystery prize value; and at least one client device, connected to
the central server via a communication net-work, the client device
configured to request an instant ticket from the central server,
receive the requested instant ticket from the central server over
the communication network, display the instant prize and the game
attribute awarded with the received instant ticket, and display the
counter value assigned to the received instant ticket.
36. A method for distributing instant tickets in an instant
ticket-based entertainment game comprising a mystery promotion
feature, the method comprising the steps of: generating, with a
processor located in a server, at least one ticket file object,
wherein the at least one ticket file object comprises a set of
bonus games with associated game attributes, a series of pre-sorted
instant tickets for awarding an instant prize and a game attribute
for use in a bonus game selected from the set of bonus games,
wherein at least one instant ticket in the series of pre-sorted
instant tickets corresponds to a mystery promotion winning ticket
inserted at a pre-selected position within the series of pre-sorted
instant tickets, and a fixed total payout comprising a fixed
pre-selected mystery promotion winning ticket payout amount
corresponding to a prize value awarded with the at least one
mystery promotion winning ticket; assigning, with the processor, a
counter value to each ticket in the series of tickets, the counter
value assigned to the first instant ticket in the series of instant
tickets corresponding to a pre-selected minimum value and the
counter value assigned to each subsequent ticket in the series of
instant tickets corresponding to a uniformly increasing amount such
that the value assigned to the mystery promotion winning ticket
will correspond to a pre-determined mystery prize value;
distributing an instant ticket to a remote client device over a
communication net-work; and displaying the counter value assigned
to the distributed instant ticket.
Description
[0001] This patent application is a continuation-in-part of U.S.
patent application Ser. No. 11/404,402, filed on Apr. 13, 2006,
entitled "System and Method for Entertainment Game," which is
incorporated herein by reference in its entirety.
FIELD OF THE INVENTION
[0002] The present invention relates to communication systems and
methods for implementing mobile, PC and console entertainment games
with instant ticket capabilities.
BACKGROUND OF THE INVENTION
[0003] Communication between people has been a main social event
ever since the invention of the telephone reduced the spatial
limits of communication--further reduced by the subsequent
introduction of the Internet. Whereas communication via telephone
generally continues to be delimited to a person-to-person contact
or between limited numbers of participants in a conference call,
Internet and related networks use platforms for more open
communication between larger groups of people, sometimes between a
virtually unlimited number of participants. In contrast to
traditional broadcasting (e.g., radio, television), communication
through modern communication networks operates bi-directionally.
One well-known example of multi-directional communication is
commonly known as a "chat room".
[0004] Prior to the invention of computers, games were primarily
used as a means of social interaction--to bring people together.
Prior to the inception of digital media distribution channels,
single-player betting and instant ticket games predominated.
Players would bet against a bet company, e.g., "the bookmaker", on
the results of sporting events or other types of events through
points-of-sale. Players would also buy instant scratch-off tickets
that reveal instant-winnings. The introduction of digital
distribution channels, and especially mobile phone gaming, have
radically changed the way games are conceived and designed. Because
mobile phones are personal devices connected to each other over a
communication network and are used extensively for facilitating
social events and for keeping in touch with friends, family and
others, and because games are social events that require social
environments, digital channels, particularly mobile phones, and
multiplayer gaming are a natural fit that should be widely accepted
by a global consumer market.
[0005] Any game is, in a sense, a competition, a struggle--players
are expected to prepare and train to achieve their objectives. In a
single-player game, the player's struggle may be against chance, in
the case of a statistical number game, or against odds calculated
by a "bookmaker". In most current games, players compete against
statistical challenges, mental challenges and, of course, luck.
Often, the outcome of these games may also depend upon the player's
skill or knowledge. In a multiplayer game, the player's struggle is
usually against opposing players. The players' skills and knowledge
typically dictate the performance of each player and the game's
outcome. Multiplayer games give players the ability to hinder or
help each other, bet against each other, or participate in cash
competitions. Other types of challenges that exist in single-player
games may also exist in multiplayer games. For example, the need to
think several moves ahead in a strategy game like chess presents
mental challenges while the ticket winning distribution in an
instant ticket cash competition provides statistical
challenges.
[0006] The concept of "metagame," a "game around the game,"
involves a set of surrounding factors and circumstances that
increase interest in a game and promote repeat play. For example,
in online card games, the ability of players to socialize during
game-play via a communication network with a chat feature may be
very important for the ultimate success of the game. For two-player
games, a "challenge" system whereby one player can challenge
another to play the game may also be important. Game seasons and
tournaments are other examples of circumstances that may enhance a
game's success. For many game players, the outcome of an entire
season or tournament may be more important than whether they win or
lose a particular game. In other words, tournaments and seasons
give players an incentive to compete for the honor of winning the
tournament or championship. Gaming therefore becomes an ongoing
event instead of one session of game-play.
[0007] Currently, entertainment gaming solutions exist for PC,
mobile and console devices with different implementation
architectures. However, there are currently no adequate
technological solutions available for enabling an effective
combination of entertainment games and lottery/chance or betting
games for a multitude of channels including PC, mobile and console
devices.
SUMMARY OF THE INVENTION
[0008] These and other long-felt but previously unmet needs are
addressed, at least in part, by various aspects of the present
invention.
[0009] The present invention combines elements of chance,
competition against other players and individual skill in an
instant ticket game that is exciting, fun and simple to play.
Players are entertained by learning to improve their skill levels
and thereby increase their odds of winning. The aspects of the
present invention allow players to connect to a community and
freely meet opponents thus permitting play from a mobile phone even
for those who are on the move.
[0010] The present invention, therefore, is a natural choice for
game service providers seeking to offer unique entertainment games
combined with skill and chance features. Games can be offered
through a variety of digital channels, including, though not
limited to, mobile networks (e.g., GPRS, 3G, SMS, WAP), Internet,
game consoles and interactive TV. In addition, game service
providers will be able to offer complete game lobby features
including matchmaking, online and offline messaging, scores,
rankings, relevant statistics and content.
[0011] One aspect of the present invention is an embodiment of a
gaming system for an instant ticket game combining elements of
chance and skill comprising a game server, at least one instant
ticket edition file, a user device, a communications medium for
enabling communication between the game server and the user device,
and a game client. The instant ticket edition file is generated by
the game server and comprises a set of bonus games with game
attributes and a set of instant tickets. The instant ticket edition
file has a preselected total payout to be awarded for that set of
instant tickets. The instant tickets comprise a base game
corresponding to an instant-win play area and at least one game
attribute for use during play of a bonus game selected from the set
of bonus games. The game client is downloaded from the game server
to the user device over the communications medium, typically before
the purchase of an instant ticket by the user. The game client
loads, from the purchased instant ticket, the game attribute for
bonus play prior to running the bonus game. The outcome of the
bonus game is at least partially dependent upon a combination of
the game attribute and the gaming skill of a participating
user.
[0012] Another aspect of the present invention is an embodiment of
a gaming system for an entertainment game combining elements of
chance and player skill comprising at least one instant ticket
edition file with a pre-selected total payout, the at least one
instant ticket edition file comprising a set of interactive bonus
games with associated game attributes and a set of instant tickets
for awarding instant prizes and at least one game attribute for use
in at least one interactive bonus game. The gaming system further
comprises a pre-selected set of winning categories. At least one
winning category comprises an instant prize awarded with an instant
ticket. At least one other winning category comprises a checkpoint
winning based on the performance of a player using the awarded at
least one game attribute during play of the at least one
interactive bonus game. During the interactive bonus game, a player
competes against other players. Therefore, the outcome of the
interactive bonus game depends in part on the player's performance
as well as on the performance of his or her opponent(s). The
performance of a player is measured, at least in part, by the
player's ranking position relative to the other players at a game
checkpoint associated with the checkpoint winning. A game
checkpoint may occur at pre-defined time periods or when all
instant tickets of an edition file are sold. In a rally game, for
example, each checkpoint may correspond to a different position on
a race track. The checkpoints are pre-defined for each interactive
bonus game.
[0013] Yet another aspect of the present invention is an embodiment
of an instant ticket edition file for use in an instant ticket
entertainment game combining elements of luck and user skill
comprising a set of bonus games with associated bonus game
attributes, a set of instant tickets wherein at least one instant
ticket of the set of instant tickets includes an instant-win play
area and a bonus game play area, a pre-selected payout amount, and
a pre-selected set of winning categories. The instant-win play area
comprises a concealed instant-win prize and the bonus game play
area comprises a concealed bonus game attribute for use in at least
one bonus game selected from the set of bonus games. The outcome of
the bonus game is at least partially dependent upon a combination
of the bonus game attribute of the at least one instant ticket and
the gaming skill of a game player.
[0014] Another aspect of the present invention is an embodiment of
a method for playing an entertainment game combining elements of
luck and skill. First, a game ticket is requested from a system
server through a client device in communication with the system
server over a network. The game ticket comprises an instant-win
play area corresponding to an instant-win prize and an interactive
play area corresponding to a game attribute for use in an
interactive bonus game. The outcome of the interactive bonus game
depends, at least in part, on a combination of the game attribute
and game user skill. Second, the requested game ticket is received
at the client device. Third, the game ticket is displayed on the
client device.
[0015] Still yet another aspect of the present invention is an
embodiment of a method for playing a game combining elements of
chance and player skill comprising the following steps. First, a
central server generates an edition file based, in part, on a
pre-selected total payout amount. The edition file comprises a
series of instant-win vouchers and the instantwin vouchers provide
an instant-win prize and at least one game attribute for use in an
associated interactive bonus game at least partially utilizing
player skill. Next, the central server transmits an instant-win
voucher to a client device via a communication network.
[0016] In one embodiment of this aspect of the present invention,
the pre-selected total payout amount comprises a pre-selected total
mystery prize amount and the series of instant-win vouchers
comprises at least one mystery prize winning voucher inserted at a
predetermined location within the series of instant-win vouchers.
The at least one mystery prize winning voucher awards at least a
pre-selected portion of the pre-selected total mystery prize
amount. The method further comprises the following steps. A counter
value associated with the edition file is increased by a uniform
pre-selected amount, such that when the at least one mystery prize
winning voucher is transmitted, the counter value will correspond
to the pre-selected portion of the pre-selected total mystery prize
amount awarded with the mystery prize winning voucher. The counter
value will also be displayed.
[0017] A further aspect of the present invention is an embodiment
of a method for playing a game whose outcome depends on both random
parameters and player skill. A client device first downloads a
client application from a system server via a communications
network. The client then receives unique identifying information
relating to a player and transmits the unique identifying
information to the system server for authentication of the player
and authorization of game play. Upon successful authorization by
the system server, the system server transmits an instant ticket to
the client device. The instant ticket comprises an instant prize
and a game attribute for use in a corresponding interactive bonus
game. The game client then loads the game attribute into the client
device. Next, the game client runs the interactive bonus game on
the client device with the loaded game attribute. Upon successful
completion of the interactive bonus game, a game score is reported
to the system server. The outcome of the interactive bonus game
depends, at least in part, on a combination of player skill and the
game attribute provided by the instant ticket.
[0018] Another aspect of the present invention is an embodiment of
a gaming system for an instant ticket game combining elements of
chance and user skill comprising an instant ticket file object, a
game device and a central server for generating the instant ticket
file object and for distributing the instant ticket file object to
the game device via a communications network. The instant ticket
file object comprises an instant-win game and an interactive bonus
game. The game device receives the instant ticket file object and
displays a graphical representation of the instant ticket file
object. The graphical representation of the instant ticket file
object comprises an instant-win game play area corresponding to the
instant-win game and an interactive bonus game play area
corresponding to the interactive bonus game. The user enters input
into the game device to advance play of the instant-win game and to
advance play of the interactive bonus game. The result of the
instant-win game is based on a random parameter and the result of
the interactive bonus game is based at least partly on a
combination of a measure of a user's performance and a game
attribute randomly assigned to the interactive bonus game play area
of the instant ticket file object.
[0019] Yet another aspect of the present invention is an embodiment
of a system for playing an interactive instant ticket lottery game
combining elements of user skill and chance comprising a game
server and at least one game terminal. The game server comprises a
processor for generating an instant ticket edition file. The
instant ticket edition file comprises a set of bonus games with
associated game attributes and a series of instant tickets for
randomly awarding an instant prize and a game attribute for use in
at least one bonus game. At least one instant ticket of the series
of instant tickets corresponds to a mystery promotion winning
ticket located at a pre-selected position within the series of
instant tickets. The game terminal is configured to receive an
instant ticket from the game server over a communications medium,
display the instant prize and the game attribute awarded with the
received instant ticket, and display a mystery promotion counter
value assigned, by the game server, to the received instant ticket.
The mystery promotion counter value assigned to the first instant
ticket in the series of instant tickets corresponds to a
pre-selected minimum value. The value assigned to each subsequent
ticket in the series of instant tickets corresponds to a uniformly
increasing amount such that the mystery promotion counter value
assigned to the mystery promotion winning ticket corresponds to a
pre-determined mystery prize value.
[0020] A further aspect of the present invention is an embodiment
of a system for playing an instant ticket-based entertainment game
comprising a processor located in a central server and at least one
client device connected to the central server via a communication
network. The processor is configured to generate a series of
pre-sorted instant tickets. At least one instant ticket in the
series of pre-sorted instant tickets corresponds to a mystery prize
winning ticket inserted into a pre-selected position within the
series of pre-sorted instant tickets. A plurality of instant
tickets award at least one instant prize and at least one game
attribute for use in an interactive bonus game. The processor
assigns a counter value to each instant ticket in the series of
instant tickets. The value assigned to the first instant ticket in
the series of instant tickets corresponds to a pre-selected minimum
value. The value assigned to each subsequent ticket in the series
of instant tickets corresponds to a uniformly increasing amount
such that the value assigned to the mystery promotion winning
ticket will correspond to a pre-determined mystery prize value. The
client device requests an instant ticket from the central server,
receives the requested instant ticket from the central server over
the communication network, displays the instant prize and the game
attribute awarded with the received instant ticket, and displays
the counter value assigned to the received instant ticket.
[0021] An additional aspect of the present invention is an
embodiment of a method for distributing instant tickets in an
instant ticket-based entertainment game comprising a mystery
promotion feature. A processor located in a server generates at
least one ticket file object. The at least one ticket file object
comprises a set of bonus games with associated game attributes, a
series of pre-sorted instant tickets for awarding an instant prize
and a game attribute for use in a bonus game selected from the set
of bonus games and a fixed total payout. In a preferred embodiment,
each instant ticket awards a set of game attributes corresponding
to one and only one of the available bonus games. At least one
instant ticket in the series of pre-sorted instant tickets
corresponds to a mystery promotion winning ticket inserted at a
pre-selected position within the series of pre-sorted instant
tickets. The fixed total payout comprises a fixed pre-selected
mystery promotion winning ticket payout amount corresponding to the
prize value awarded with the at least one first mystery promotion
winning ticket. A processor assigns a counter value to each ticket
in the series of tickets. The counter value assigned to the first
instant ticket in the series of instant tickets corresponds to a
pre-selected minimum value. The counter value assigned to each
subsequent ticket in the series of instant tickets corresponds to a
uniformly increasing amount such that the value assigned to the
mystery promotion winning ticket will correspond to a predetermined
mystery prize value. An instant ticket is then distributed to a
remote client device over a communication network. The counter
value assigned to the distributed instant ticket is displayed.
BRIEF DESCRIPTION OF THE DRAWINGS
[0022] FIGS. 1A and 1B show a flow chart for an embodiment of a
method for playing an instant ticket-based entertainment game
combining elements of chance and user skill.
[0023] FIG. 2 shows a schematic diagram of a computer system that
implements embodiments of various aspects of the instant
ticket-based entertainment game methods according to the present
invention.
[0024] FIGS. 3A and 3B show architectural details of the protocols
used by various embodiments of methods and systems of the present
invention.
[0025] FIG. 4 shows a flow chart comprising the general steps of a
computer communication method in an embodiment of the invention
involving mobile phones as user access front ends.
[0026] FIG. 5 shows architectural details of the protocol messages
sent between the mobile phones and the server according to FIG. 4
and illustrates a particular embodiment of the protocols shown in
FIGS. 3A and 3B.
[0027] FIG. 6 schematically shows overall system architecture
according to the present invention.
DETAILED DESCRIPTION
[0028] This description, including the figures and any material
incorporated herein, describe embodiments that illustrate various
aspects of the present invention. These embodiments are not
intended to, and do not, limit the scope of the invention to
particular details, but provide bases for supporting the claims of
the invention.
[0029] Typically, an instant ticket game comprises an instant
ticket edition file with a predetermined total payout. Instant
tickets can be delivered in electronic form through digital
channels such as the Internet or a mobile network. In an embodiment
of the present invention, the instant ticket edition file is a set
of bonus games with game attributes and a set of instant tickets
where each instant ticket comprises an instant-winning prize amount
and provides a game attribute associated with a bonus game. For
each instant ticket game, the total, predetermined payout amount is
divided into two main parts: (1) a monetary amount awarded with the
instant tickets as instant winnings and (2) a potential monetary
award based on successful completion of specific bonus game
checkpoints. The result is an entertainment game which combines
player skill with the elements of chance typically experienced in
instant ticket gaming. In particular, each instant ticket may be
associated with a set of bonus game attributes that, when combined
with an individual player's skills and the performance of other
competitors, may allow the player to claim at least part of the
potential monetary award.
[0030] One aspect of the present invention is an instant ticket
edition file with a pre-set payout. Each instant ticket edition
file has a pre-defined number of winning categories, each
representing an opportunity to win an award. Typically, each
edition file winning category is awarded with an amount of monetary
winnings. In addition, a winning category may award a number of
game bonuses. For each bonus game there is a set of game attributes
awarded to the player such as car speed, available time and game
level.
[0031] In an embodiment of the present invention, each instant
ticket edition file will include, among a variety of possible
combinations, winning instant tickets with instant prizes and
high-level game attributes, as well as non-winning instant tickets
with low-level game attributes. To support different instant ticket
game types, prizes can be in the form of cash, gifts or bonus
credits. In an embodiment, prizes will be defined for each winning
category and each winning category will be defined as each winning
ranking position at each game checkpoint (described below).
[0032] In an embodiment of the present invention, there will be a
minimum and a maximum number of winning players for each winning
category, e.g., first through third ranking positions at a specific
game checkpoint. In the event of a tie involving more players than
the maximum allotted for a winning category, the system may take
one of two approaches. In one embodiment, the system will calculate
the total amount that should be awarded to winning category X and
below. Then the system will divide the total amount by the total
number of players ranked in winning category X and below. The
result is the amount to be allocated to each of the players ranked
in winning category X and below. In a second embodiment, the system
will define a minimum difference for the amount to be allocated
between winning category X and winning category X+1 winners.
[0033] Another aspect of the present invention is checkpoint
winnings. Checkpoints are identifiable positions or stages of the
actual bonus game. For example, checkpoints can be locations A
through D on a racing track in a car racing game. Checkpoint
winnings can be monetary winnings or other prizes that are awarded
to players who have ranked in the top ranking positions at a
particular game checkpoint. For example, the players who are ranked
in the first three positions at each checkpoint can win $1000 each.
In an embodiment of this aspect of the invention, the bonus game
will include at least four different game checkpoints.
[0034] Players who have been awarded entry into a bonus game (e.g.,
a car racing game) with game attributes can select to play the
bonus game. Players who choose to play the bonus game are eligible
to participate in the competition for claiming checkpoint winnings.
Winning instant tickets, therefore, can offer a number of game
bonuses with game attributes that, combined with an individual
player's skills and the performance of other competitors, allow the
player to claim part of the checkpoint winnings.
[0035] An instant ticket can have the following states: (i) free
(i.e., the ticket has not been sent to any player), (ii)
last-not-played (i.e., the ticket has been sent to a player but no
score has yet been reported, or (iii) played (i.e., the ticket has
been sent to a player and a score has been reported). In one
embodiment of the present invention, where a player requests a new
instant ticket and there is at least one last-not-played ticket
available for the specific client, the system will send a
last-not-played ticket to the client. If no scores are reported for
a last-not-played ticket after a pre-defined amount of time, the
system will mark the ticket as played.
[0036] Another aspect of the present invention is a game client
that a player downloads to his or her mobile, console or PC device.
Security features are applied to the downloaded game client so as
to assure game client authenticity and originality. The game client
connects to the server so as to report game client authenticity,
request an instant ticket and report game scores achieved upon
passing different game checkpoints. The game client uses the ILOT
Lobby protocol (described in more detail below) directly on top of
a data communication protocol such as HTTP/UDP/TCP so as to
facilitate communication with the ILOT Server.
[0037] FIGS. 1A and 1B illustrate a flow chart for an embodiment of
a method for playing an instant ticket-based entertainment game
combining elements of chance and user skill. Prior to initiation of
the instant ticket game, in one embodiment of the present
invention, at least two pre-conditions may be required. First, the
player should have successfully downloaded the game client to his
or her mobile or PC device through a WEB/WAP portal (101). Second,
the player should have been successfully authenticated by the
server and authorized to play using a user ID and PIN code/password
(102).
[0038] A player initiates game play by starting the game client
downloaded on his or her mobile, console or PC device (103). The
instant ticket game can be delivered through mobile, PC or
interactive TV data networks. The player then requests a new
instant ticket or a last-not-played instant ticket (104). If the
player requests a new instant ticket, the server makes a
reservation on the player's wallet account (105) and transmits an
instant ticket to the requesting player's device (106). The player
then previews the instant ticket on his or her game client (107).
The game client then sends a confirmation to the server (108),
which, in turn, commits the reservation on the player's wallet
account (109).
[0039] The instant ticket may or may not award an instant prize. If
the instant ticket awards an instant prize, the player may preview
the winning amount (110), which is then deposited into the player's
wallet account (111), after successful confirmation, by the server.
The instant ticket may also award entry into a bonus game. If the
instant ticket awards the player with a bonus game, the player may
preview the game attributes (e.g., car speed, time to run) provided
by the instant ticket for use during bonus game play (112). The
player can select to play the bonus game with the game attributes
provided by the instant ticket at the time bonus game entry is
awarded, or the player may postpone bonus game play. Bonus game
play may involve the player alone, or may require the player to
compete against real, or computer opponents.
[0040] When the player chooses to initiate bonus game play, the
game client will load the game attributes provided by the instant
ticket (113) and then run the bonus game with the loaded game
attributes (114). After the bonus game has been completed based on
the game attributes supplied with the instant ticket and the
player's skill (and the skill of his or her opponents, if any), the
game client reports scores to the server (115). The player may then
elect to buy a new instant ticket and repeat the steps described
above.
[0041] In an embodiment of the present invention, successful
completion of the instant ticket game and bonus game should result
in a player having successfully fetched an instant ticket and
played the bonus game with the game attributes supplied by the
instant ticket, and in the game client having reported scores to
the server.
[0042] In yet another embodiment of the present invention, where a
game is interrupted unintentionally, e.g., the player loses his or
her connection to the server, the server will determine that the
game has been disrupted and depending on its configuration will
either (a) consider the game played with a score of zero or (b)
consider the game not-played and thus allow the player to log-in
again and restart the game by retrieving the last-not-played
instant ticket. Where a game is interrupted intentionally, e.g.,
the player presses the exit button while the game is running, the
server determines that the game termination was intentional and
thus considers the game played with a score of zero.
[0043] In another embodiment of the present invention, where an
instant ticket is requested from the game client but no receipt
confirmation message is received, the server shall not charge the
cost of the instant ticket to the player's wallet account but shall
mark the instant ticket as used (116). The instant ticket, however,
is considered granted to the requesting user and shall be available
as a last-not-played instant ticket so that the user can request it
at a later time. It will be possible to preview and verify the
maximum time each last-not-played ticket will be available for
players to request them before they expire. In addition, when a
game is terminated, it will be possible to view last-not-played
instant tickets and take appropriate actions, e.g., contact the
player.
[0044] The instant ticket game is terminated when every instant
ticket in the instant ticket edition file has been exhausted, or
when an administrator indicates that the instant ticket game must
be terminated. In the latter case, the administrator will be able
to determine how the fixed winning amount should be allocated to
the existing winners.
[0045] Below is a description of an embodiment of the instant
ticket game described herein, implemented in the form of a car
racing game. The car racing game is an instant ticket based game
that combines player skills with extra advantages gained by a
player, in an arbitrary way, according to the prizes offered by an
instant ticket. It enables participation in a rally competition for
cash money. The total payout offered to participating players is
fixed. The player requests an instant ticket through a mobile game
client, a WEB portal or a PC game client. Each ticket reveals to
the player, cash money, a car type and a time in which to complete
the race and/or pass a checkpoint.
[0046] The rally track comprises of various checkpoints. Each
checkpoint has a fixed pay-out to be shared among a predefined
number of top scorers that have passed that checkpoint in the
fastest times. In one embodiment of the present invention, the
farther the distance to a checkpoint, the larger the payout and/or
the fewer the number of players qualified to share it. In this way,
the further a player goes in the race and the less time he takes to
reach each checkpoint, the larger his potential winnings will
be.
[0047] In another embodiment of the present invention, the player
selects a single player mode to run the race alone, to train
himself or herself and to improve his or her skills and racing
time. The system will record the player's results so that the
player may review his or her progress.
[0048] In another embodiment of the present invention, the player
enters a virtual room where he or she requests an instant ticket.
The instant ticket is revealed and the player enters the track with
the car type and time to race provided by the instant ticket. If
the instant ticket also contains an instant cash prize, the amount
of that prize is deposited into the player's wallet account.
[0049] In yet another embodiment of the present invention, the
instant ticket edition file may be associated with a mystery
promotion feature. Apart from bonus games and monetary amounts
corresponding to winning categories, an instant ticket in the
edition file may also win the mystery promotion. From a player's
perspective, the mystery promotion is similar to a jackpot in a
casino environment, in the sense that it has a current monetary
value, always increasing, until someone wins it after which it is
reset to a minimum value. However, this feature is not implemented
in the traditional way, by diverting a percentage of revenue to a
jackpot pool that is won by a player. Instead, the mystery
promotion is built into the edition file and not managed
externally.
[0050] When the edition file is generated, the algorithm that
produces the edition file takes as input the minimum and maximum
number of tickets that can win the mystery promotion ("mystery
promotion-winning tickets limits"). Other relevant input parameters
include the total amount to be disbursed through mystery
promotion-winning tickets ("mystery promotion amount"), as well as
the minimum and maximum percentage of this amount that will be
transferred to the next edition file ("transfer amount
limits").
[0051] The algorithm first subtracts a random amount from the
mystery promotion amount, within the bounds set by the transfer
amount limits. It then decides, at random, how many tickets will
win the mystery promotion, within the bounds set by the mystery
promotion-winning tickets limits. Then, it splits the mystery
promotion amount (minus the transfer amount) among the tickets that
are selected to win the mystery promotion. The amount allotted to
each ticket is random but must be higher than a minimum, given as
input to the algorithm.
[0052] The mystery promotion-winning tickets are then placed in
random positions throughout the series of instant tickets generated
as part of the edition file. To satisfy a demand to display an
ever-increasing amount on the player terminal which, to the player,
will represent the current value of the mystery promotion, a
"mystery promotion counter" is included with every ticket. The
counter value is calculated as follows: [0053] (1) The mystery
promotion counter of the first ticket of the first edition (see
below for subsequent editions) will be set to a minimum value (a
parameter of the algorithm). This minimum value may not be less
than the minimum value of the amount transferred to the following
edition. [0054] (2) For each subsequent ticket, the mystery
promotion counter must increase uniformly so that when the ticket
that wins the mystery promotion is sold, the value of the mystery
promotion counter is equal to the value of the mystery promotion.
[0055] (3) The mystery promotion counter of the first ticket after
a mystery promotion-winning ticket will be set to the minimum
value. If there is another mystery promotion in the edition, the
mystery promotion counter will again increase uniformly in
subsequent tickets until the next mystery promotion-winning ticket
is issued. If not, the mystery promotion counter will increase in
such a way as, when the last ticket of the edition is sold, it will
have reached a random percentage of the amount that was transferred
to the following edition. The percentage must be high enough so
that the final value of the mystery promotion counter is higher
than the minimum value of the mystery promotion counter. [0056] (4)
The mystery promotion counter of the first ticket for the following
edition file will have the same value as that of the mystery
promotion counter of the last ticket of the previous edition. From
this follows the constraint that the first mystery promotion amount
of the second edition file may not be lower than the starting value
of the mystery promotion counter.
[0057] In summary, in this embodiment the total amount that will be
distributed through mystery promotion-winning tickets in an edition
file may be a fixed amount plus the amount transferred by the
previous edition minus the amount to be transferred to the
following edition file.
[0058] The randomness of the number of tickets that win the mystery
promotion, as well as of the total value of the mystery promotion
(since a random amount is added and another is subtracted from the
fixed pre-defined mystery promotion amount) guarantee that it is
not possible to infer, by looking at the current mystery promotion
counter, when the next mystery promotion-winning ticket will
appear.
[0059] The following example provides further detail regarding the
embodiment of the mystery promotion feature described above:
[0060] If edition file A includes 500 tickets, the number of
mystery promotion-winning tickets in which to split the mystery
promotion amount of edition file A will be between one and three,
that the mystery promotion counter starting amount is $100, that
the fixed total mystery promotion amount is $1000 and that the
amount to be transferred to the following edition file B will be
between zero dollars and $500.
[0061] First, a random amount between zero and 500, representing
the amount to be transferred to the following edition file B, is
subtracted from the total amount (1000). If the random amount to be
transferred is $300, the amount, then, that edition file A will
distribute through mystery promotion-winning tickets is $700 ($1000
total amount minus $300 transfer amount plus $0 transferred from a
previous edition file).
[0062] Next, the number of mystery promotion-winning tickets is
chosen at random within the range of one and three. If one mystery
promotion-winning ticket will be included in edition file A,
because there is only one mystery promotion-winning ticket in
edition file A, the entire amount of the mystery promotion for
edition file A ($700) will be awarded with that one ticket.
[0063] The mystery promotion-winning ticket is placed, at random,
in a location within the series of instant tickets generated as
part of edition file A. Assuming the mystery promotion-winning
ticket is placed at location 300 out of the 500 total tickets in
edition file A, this means that the 300th ticket sold in edition
file A will be awarded the mystery promotion of $700. The mystery
promotion counter starts at $100 (i.e., when the first ticket in
edition file A is sold, the mystery promotion amount displayed on
the player terminal is $100). For every ticket that is sold, the
mystery promotion counter is incremented by just over 2, so that
when the 300th ticket is sold, the mystery promotion counter will
have reached $700 and is thus equal to the pre-defined mystery
promotion amount to be distributed with the winning ticket. (In
fact, the counter is incremented by 2.00668896321 (600/299) because
the mystery promotion counter is equal to (n-1)x+100, where n is
the position of the ticket starting at 1 and x is the amount that
is added whenever a ticket is sold.)
[0064] For the ticket following the mystery promotion-winning
ticket, in this example, the 301st ticket, the mystery promotion
counter is reset to the minimum amount, $100. Since, in this
example, there is no other mystery promotion-winning ticket in
edition file A, the mystery promotion counter is incremented in
such a way as to reach, by the end of edition file A, a random
percentage of the amount transferred to the following edition, say
50% of the $300 transfer amount (i.e., $150). Since the last ticket
of edition file A is the 500th ticket, the mystery promotion
counter must be incremented by just over $0.25 per ticket. (the
actual increment in this example is 0.2512562814 (50/199) because
the mystery promotion counter is equal to (n-301)x+100.
[0065] The following table illustrates the mystery promotion
counter increments for edition file A, as described above:
TABLE-US-00001 Edition File A Mystery Promotion Mystery Promotion-
Ticket No. Counter Value Winning Ticket? 1 100 NO 2 102.00668896321
NO 3 104.01337792642 NO . . . . . . . . . 299 697.99331103678 NO
300 700 YES 301 100 NO 302 100.25125628141 NO 303 100.50251256281
NO . . . . . . . . . 499 149.74874371859 NO 500 150 NO
[0066] When the algorithm is restarted to produce the following
edition file B, it is given as an input parameter, the amount
transferred from the previous edition file A (i.e., $300), which it
adds to the amount it will deliver through mystery
promotion-winning tickets. Assuming the edition file will again
award a total amount of $1000, the new total for edition file B
will be $1300 (i.e., $1000 total amount plus $300 transferred from
edition file A). From this amount, $1300, the amount that will be
transferred to the following edition file C is subtracted, say
$200, thus the total amount that will actually be distributed
through mystery promotion-winning tickets in edition file B is
$1100 ($1000 total amount plus $300 transferred from edition file A
minus $200 transfer amount to edition file C).
[0067] As an added constraint, the initial value of the mystery
promotion counter in edition file B may not be less than the last
value of the mystery promotion counter in the previous edition file
A (i.e., $150).
[0068] Assume that the first mystery promotion-winning ticket of
edition file B is in position 51 (i.e., the 51 st instant ticket
sold in edition file B) and its mystery promotion award value is
$400. In this example, the counter will start at $150 and increment
by $5 for each ticket sold so that when the 51 st ticket is sold,
the counter will have reached $400.
[0069] The following table illustrates the mystery promotion
counter increments for edition file B, as described above:
TABLE-US-00002 Edition File B Mystery Promotion Mystery Promotion-
Ticket No. Counter Value Winning Ticket? 1 150 NO 2 155 NO 3 160 NO
. . . . . . . . . 50 395 NO 51 400 YES 52 100 NO . . . . . . . .
.
[0070] In an embodiment of the mystery promotion aspect of the
present invention, the amount transferred to the mystery promotion
of an edition file, as well as the last value of the mystery
promotion counter in the previous edition file, which are input
parameters to the algorithm (and are output parameters from the
previous time the algorithm was run) is not in a human readable
form. They are included in encrypted format in a small file that
will be read by the algorithm. It is also possible for the
algorithm to produce more than one edition file in one run so if,
for example, two consecutive edition files are produced, the amount
transferred from the first to the second and the value of the
mystery promotion counter is not saved anywhere.
[0071] FIG. 2 is a schematic diagram of an embodiment of a system
implementing aspects of the present invention, including
implementation of the methods, data structures and user interfaces
according to the present invention. The system comprises a game
server 200 with an internal processor 205, an internal memory unit
210, a storage device 215 and a plurality of client devices 220
connected to the game server 200 via a communications medium 225.
Client devices 220 may comprise a number of different devices
including, but not limited to, game consoles, mobile phones, PCs,
laptop computers, PDAs, Blackberry devices, etc. Communications
medium 225 may comprise, but is not limited to, the Internet, LANs,
WANs, mobile communication networks, etc.
[0072] Processor 205, among other tasks, generates ticket edition
files, runs the mystery promotion algorithm, authenticates
individual users to authorize game play, distributes tickets to
client devices 220, withdraws and deposits funds from and to user
accounts stored on storage device 215, administers instant ticket
games and related bonus games, receives game scores from client
devices 220, and determines bonus game winners. Storage device 215,
among other things, stores data relating to registered users,
stores game data, and maintains user accounts.
[0073] Client device 220 downloads a game client application from
the game server 200 over communications medium 225. A user at
client device 220 next enters his or her user ID and password,
which are transmitted over communications medium 225 to game server
200 for authentication. Once authorized to participate, the user
may begin a game by requesting a ticket from server 200. Server 200
makes a reservation for the ticket on the requesting user's account
and transmits an instant ticket to the requesting client device
220. The requesting user may then preview the received instant
ticket on his or her client device 220, which, upon receipt of the
requested instant ticket, sends a confirmation to game server
200.
[0074] If the transmitted instant ticket awards an instant prize,
the requesting user may pre-view the prize on his or her client
device 220. Game server 200 will then deposit the instant prize
amount into the requesting user's account. If the transmitted
instant ticket awards entry into a bonus game, the requesting user
will be able to preview the game attribute(s) awarded with the
instant ticket and decide whether to play the bonus game
immediately or at some point in the future. If the requesting user
chooses to play the bonus game in the future, game server 200 will
store the transmitted instant ticket in storage device 215 as a
last-not-played ticket available for later use. If the requesting
user chooses to play the bonus game immediately, the game client
application on client device 220 loads the game attribute(s)
awarded with the transmitted instant ticket and runs the bonus
game. Upon completion of the bonus game, client device 220 reports
game scores to game server 200. Game server 200 determines winners
based on these scores and deposits bonus prizes into appropriate
user accounts, as needed.
[0075] The systems and methods according to the present invention
provide for the automatic performance and administration of a
comparison of data of any sort, of the result of the comparison and
of data correlated to the result by way of a computer communication
system or by way of a computer communication method.
[0076] It is one aspect of the present invention that a
communication server for automatically performing and
administrating a comparison, its result and data correlated to the
result is connectable to a network. The server of the invention is
accessible via the network by at least two users connected to the
network by user terminals.
[0077] The server of the invention comprises a platform program
accessible by the users allowing communication between the users.
Preferably, the users enter the platform via the network through
mobile phones--wherein preferably only one application is required
on the respective mobile phones for easy and immediate availability
at any place. The communication may be performed either in real
time--or stepwise, e.g. addressing communication to mailboxes of
communication partners or even to storage areas of broader
accessibility, like "pin boards" in traditional communication.
[0078] The platform program of the invention is programmed to
request availability of certain data ("first data") from the users,
wherein the first data is correlatable to a result of a comparison
of second data. In other words, if, for example, a comparison
between efficiency parameters (second data) of technical devices
like energy storages is to be performed, availability of data
regarding their further technical specification (first data:
spatial dimensions, weight, . . . ) is requested.
[0079] The server of the invention further comprises a correlation
program allowing the users to correlate the first data to the
result of a comparison. If at least one of the users is, for
example, an engineer in a research and development team who would
like to communicate the efficiency of an energy storage mechanism,
which he has just developed, via the team intranet, the correlation
program allows him to correlate the mentioned first data (the
technical specification of the storage) to the result of a
comparison of the second data. This is for example first data that
he wishes to forward to his colleagues in case that a comparison
with another energy storage mechanism (developed e.g. by another
colleague) reveals that his own development is more efficient.
[0080] A server in an embodiment of the invention further comprises
a comparison program, which is programmed to automatically compare
second data entered by the users--e.g. the efficiency parameters of
energy storage A and B developed by two different members of a
research and development team.
[0081] The server in this embodiment further comprises an
evaluation program that automatically distributes the first data,
which had been correlated to the result of the comparison of the
second data--according to the result of the second data's
comparison and according to the correlation. In the above example,
the evaluation program automatically directs and sends the
technical specification data (first data of the more efficient data
storage) to the two developers (and preferably to other team
members as well) if the respective developer had correlated the
first data accordingly.
[0082] It is another aspect of the invention that a computer
communication method for automatically administrating a comparison,
its result and data correlated to the result comprises the step
wherein at least two users respectively enter second data into a
program, which then is automatically compared by means of a
program. The method further comprises the step that the users
respectively correlate first data to the result of the comparison
via a network and that the first data is distributed to the users
automatically by means of a program according to the result of the
comparison and according to the correlation.
[0083] In one embodiment, the involved network comprises a mobile
phone network as at least part of the network, in which users
access the network through mobile devices. Examples of wireless
(mobile) communication networks include, without limitation, GSM
(Global System for Mobile communications) or various GSM based
systems (such as GPRS: General Packet Radio Service), AMPS
(American Mobile Phone System), DAMPS (Digital AMPS), WCDMA
(Wideband Code Division Multiple Access) or TD/CDMA in UMTS (Time
Division/Code Division Multiple Access in Universal Mobile
Telecommunications System), IMT 2000 and so on. The network may
also comprise the Internet, a LAN, a WAN and/or any other type of
communication network.
[0084] In an embodiment of a further aspect of the invention, users
may enter the second data at the same time, e.g., the comparison is
performed in real time, where appropriate. For example, if the
users are playing a video game--wherein the second data is, e.g.,
steering signals from a joystick--the users enter these second data
simultaneously in order to perform a competition, which is
automatically evaluated according to an aspect of the present the
invention. From this example, it may be understood that the
comparison of the second data according to the invention may be
performed indirectly as well--by comparing an intermediate result
produced, for example, by the video game program affected by the
steering signals. It is further understandable from this example
that the entering of the second data can be dependent on and/or
affected by the physical and/or intellectual skill of the user. In
the context of entertainment games, the result of the comparison
may as well be affected by random parameters, which may be
communicated by a program to the users as "instant tickets" in
advance, prior to initiation of the game. For example, the player
receives an instant ticket that defines, e.g., the power, speed and
tires of his or her car at a formula 1 racing game. Those
parameters--e.g., being better or worse than those which his
competitor has received with the competitor's own instant ticket,
in addition to the skill of each player, affect the result of the
race.
[0085] As a new means of communication, the invention technically
enables users to reliably contact each other for a comparison of
facts, objects, information, experience, or knowledge or to play
games with each other, either in real-time or with a time gap
between their respective entering of second data. The present
invention can be implemented on multi-user platforms and/or in an
around-the-world-distance relationship. The present invention can
provide for reliable automatic exchange of (the first) data as
correlated prior to the start of the comparison.
[0086] Various aspects and embodiments of the present invention
deploy a multiplayer gaming infrastructure capable of supporting
PC, mobile and console gamers, a WEB/WAP portal infrastructure, an
instant messaging infrastructure, an e-mail/SMS messaging
infrastructure and can support a wide variety of entertainment game
types for channels such as mobile, PC, console or others as needed
in the future. The present invention permits multiplayer gaming
with near real-time game data update and intelligent game network
optimization, digital content discovery and download to allow
mobile clients to download digital content to their devices,
messaging services for sending and receiving SMS/emails and alerts,
WEB/WAP portal and WAP rendering to allow adaptation of the WEB/WAP
pages to the different accessing device capabilities (WML, HTML,
xHTML), and multi-channel access. The platform supports extensive
security features suitable for PC, mobile and console devices. In
particular, through the security features (key generation,
encryption, MACs) it is possible to ensure the integrity and
authenticity of critical information transmitted from the client to
the server and vice versa, e.g., game scores. Finally, the platform
supports extensive error management and reporting capabilities.
[0087] The gaming infrastructure may comprise the following
sub-systems: [0088] (1) A WEB/WAP portal, for gamers to access the
server and for performing general management operations, completes
the player registration process, performs player login and logout
functions, provides for profile and wallet account management, and
handles browsing and downloading of digital content to the client
device. [0089] (2) Client software provides online and offline
messaging capabilities and allows players to view tournament
results, winners, scores, game statistics and other information
relating to the multiplayer game sessions handled by the server.
[0090] Players access the WEB/WAP portal through WEB/WAP capable
devices such as PCs, laptops, PDAs, mobile phones and other mobile
devices. The data access network technology can range from GRPS to
fixed line ADSL, PSTN or ISDN. In addition, devices can comply with
any of the widely accepted industry mark-up languages such as WML,
xHTML, HTML, cHTML and others. Moreover, the WEB/WAP portal shall
be accessible through most of the widely used browsers such as IE,
Netscape, Opera, Mozilla and others. [0091] (3) A rendering
sub-system is responsible for adapting the layout and content to be
presented through the WEB/WAP portal according to the client device
capabilities (excluding standard PC-based access to the WEB
portal). A web server should be included that is responsible for
hosting WEB/WAP pages and for displaying them to players. [0092]
(4) A multiplayer gaming sub-system is responsible for
communicating with the game clients and coordinating the data
exchange between multiple players participating in the game
session. In addition, it calculates the basic game session results
and provides them to the server for further processing. The
multiplayer gaming subsystem is a network solution for a high
quality, commercial real-time gaming service in both existing and
future mobile and fixed networks. With its unique and sophisticated
network technology, it enables new types of multiplayer games and
gaming experiences. With a generic approach it gives the operator
the possibility to launch and run a high performance commercial
online gaming service cost effectively. [0093] The multiplayer
gaming sub-system enables a wide range of business models by
utilizing the system's features for game statistics and billing
records. It offers the following key features: (i) flexible and
user-friendly networking, (ii) a small foot-print on the wireless
handset (only 2K for a typical game), (iii) high-end user quality
through efficient use of access bandwidth, (iv) highly efficient
backbone network utilization, (v) functionality to adapt data
streams to varying network conditions, (vi) the ability to support
all network access technologies (e.g., TCP, HTTP, UDP), (vii) the
ability to support different gaming platforms and ensure that they
work together, (viii) a generic solution allowing a gaming service
to be rolled out and operated on a global basis by a single
provider or by cooperating providers, (ix) a scalable platform with
a distributed load balancing architecture, (x) back office
functionality support for many business models (e.g., subscription,
pay-perlay, quality-based charging), (xi) a generic solution that
eliminates the need for game server farms, and (xii)
telecommunication standard operation and maintenance. [0094] (5) A
messaging service manages alerts and notifications for events
generated inside the system. The messaging service is responsible
for sending SMS/emails to individual users or to user lists, upon
user request or based on alerting event triggers. [0095] (6) The
server (i.e., I-Gate Server, ILOT Server) is responsible for
providing several important services. [0096] The Service,
Subscription Management Service (SSM Service) acts as a centralized
repository for service, subscription and service data. In addition,
it offers management capabilities for both system administrators
and gaming users to enable self-service management. The SSM Service
stores and manages user profile data, subscriptions and game
services. [0097] The P2P Betting Service is responsible for
handling peer-to-peer bets and calculating winnings according to
the game results supplied by the Lobby Service (described below).
In addition, the P2P Betting Service is responsible for calculating
winnings for tournaments according to the tournament result
supplied by the Lobby Service. In practice, the P2P Betting Service
is responsible for registering bets, making checks and credit
reservations, calculating winnings and deducting and/or adding
credits to a user's wallet account. This can be applied to both
entertainment--and casino-type games. [0098] The Live Multicasting
Gaming Service sends live content and data (e.g., draws) to the
connected devices. [0099] The Lobby Service is responsible for
score management, game statistics and tournament results with
communication to the Multiplayer Gaming middleware as well as
tournament management with communication to the SSM Service. The
Lobby Service also performs session management. In addition, The
Lobby Service is responsible for handling online and offline
messaging between users. It also implements the matchmaking feature
required for peer-to-peer betting games, as well as the management
of system and personal communities. [0100] Extended Lobby System
Software ("XLBS") implements betting and instant ticket game logic
for any type of entertainment game through any type of digital
channel, implements algorithms for fraud prevention and implements
algorithms for gamer protection with regard to P2P bets. XLBS also
handles gamer matchmaking and gamer profiling based on both game
and betting behavior. [0101] XLBS integrates to Terraplay Gaming
Middleware using three distinct interfaces: (i) TWLP, (ii) MLCI,
and (iii) GAS API. XLBS comprises three main software modules.
First, Lobby Listener implements the MLCI interface to Terraplay
MLBS. Second, Session Controller implements the TWLP and GAS API
interfaces to Terraplay MLBS and Terraplay GAS. In addition,
Session Controller acts as the protocol processing layer
responsible for receiving, processing and sending ILOT protocol
messages to and from the connected mobile game applications. Third,
XGS ("Extended Gaming Server") (a J2EE application) implements the
needed business and gaming logic for supporting new game concepts.
FIGS. 3A and 3B illustrate the relationship among ILOT WLBS,
Terraplay Gaming Middleware and their respective interfaces. [0102]
The Wallet Payment Service is responsible for handling cash
out/cash in operations in connection with the payment business
partners and for managing users' wallet accounts and prepaid cards.
In practice, the Wallet Payment Service is responsible for making
credit reservations, committing or canceling credit reservations,
checking wallet account balances and refilling wallet account
balances with prepaid cards.
[0103] Components of an embodiment of the present invention include
XLBS and SDK. Betting and instant ticket gaming logic seamlessly
integrates with otherwise traditional entertainment games such as
chess, rally, trivia or others. The same architecture can
simultaneously support PC, console and mobile gamers. In addition,
PC, console and mobile gamers can participate in the same
entertainment multiplayer game and place bets against each
other.
[0104] SDK is a specifically built communication protocol that
allows game developers to incorporate betting and instant ticket
gaming features into their entertainment games. SDK supports both
PC and mobile devices and can run on J2SE, J2ME or Symbian
environments. In practice, SDK is the counterpart of XLBS on the
client thus enhancing otherwise existing entertainment games into
XLBS compatible applications.
[0105] XLBS and SDK offer a platform technology where new game
types can be built and new game concepts can be introduced
combining key features such as entertainment, chance, competition,
skill and communication.
[0106] An embodiment of the present invention uses Terraplay Gaming
Middleware as the underlying technology enabling peer-to-peer and
multicast communication between mobile game applications. In
addition, the proposed solution utilizes public and private
sessions enabled by Terraplay Gaming Middleware. Mobile game
applications connected to public or private sessions can have
peer-to-peer and multicast communication. In principle, Terraplay
Gaming Middleware uses object synchronization techniques so as to
enable realtime peer-to-peer and multicast communication between
connected mobile game applications whereby game state and
information is distributed between game clients.
[0107] One embodiment of the present invention employs the concept
of XLBS acting as a super client for all the mobile public and
private sessions. Connected mobile game applications must
communicate using ILOT protocols with the XLBS in order to deliver
the expected functionality for new game concepts.
[0108] In practice, mobile game applications are clients to the
ILOT XLBS and communicate to ILOT XLBS using the ILOT protocol
messages transported over Terraplay Gaming Protocol. Mobile game
applications connect to Terraplay Gaming Middleware using UDP/TCP
over GPRS, HTTP over GRPS or even HTTP over WAP. Using Terraplay
objects as "containers" for the ILOT protocol messages, mobile game
applications communicate with the ILOT XLBS using the ILOT
protocols. In addition, connected mobile game applications can have
peer-to-peer communication with XLBS and with any other mobile game
application connected in the same public or private session.
[0109] FIGS. 3A and 3B demonstrate an overview of the communication
protocols used where mobile game supports TCP sockets over a GPRS
network. There are two main ILOT protocols specified, the ILOT
Lobby Protocol and the ILOT Gaming Protocol.
[0110] The ILOT Lobby protocol provides lobby capabilities before
and after the actual game. The totality of the ILOT Lobby Protocol
messages are unique to their kind and enable several capabilities
needed to implement the new game concepts presented herein.
Although ILOT Lobby Protocol is currently implemented on top of
Terraplay Gaming Protocol, there are no technical reasons requiring
this implementation. In principle, ILOT Lobby Protocol could
implement on top of other Multiplayer Gaming Middleware or even
directly on top of other transport layer protocols such as GRPS,
WAP or HTTP. ILOT Lobby Protocol provides security features
required for cash games. FIG. 3A shows an overview of the ILOT
lobby protocol on top of Terraplay Gaming Protocols. In various
embodiments of the present invention, the Terraplay Gaming
Protocols may take the form of various general multi-user
protocols.
[0111] The ILOT Gaming Protocol uses ILOT Gaming Protocol messages
to implement new games, in particular mobile multiplayer
casino-type games like poker, in a secure and reliable manner. In
practice, ILOT Gaming Protocol messages allow for implementing
protocol security features such as message integrity,
non-repudiation and message encryption. Using the ILOT Lobby
Protocol, gamers are able to join into a public session for a poker
game, for example, where they can preview available table type
sessions and select which one to join. In addition, gamers can chat
while connected to the poker public session as well as when
connected on the private poker table session. FIG. 3B demonstrates
an overview of the positioning of the ILOT Gaming Protocol.
[0112] In addition to the ILOT protocols described above, XLBS
implements additional key functionalities such as a game
interruption-departure function. In short, this involves a gamer
interrupting the game in order to avoid an adverse outcome by
leaving the game, such as when network corruption or
computer/mobile problems will cause a loss. Interruption-departure
can affect gamer global rankings and gamer tournament rankings
because a gamer may drop out when losing to avoid deterioration of
his or her position in either of these ranking systems.
[0113] If the game has a global ranking system where a player's
ranking on the leader board improves with each win and declines
with each loss, and the leader-board position is not affected by
games that a player drops, competitive players will just turn off
their phones when they are losing, to the detriment of other
players' gaming experiences. Therefore, it would be better to have
global ranking positions affected by wins and losses in all games
that the player starts. In other words, if the player drops out of
the game, the player's global ranking position shall be changed as
a result, even though part of the game may or may not be continued
by an AI. This gives players a strong incentive to complete games.
It may displease some players who drop inadvertently, but that is
preferable to a system that can be easily abused.
[0114] Because interruption-departure can severely affect any game
involving bets or competition amongst various opponents, real-time
monitoring and fraud detection may be appropriate. In one
embodiment of the present invention, the game system determines
when a game session should be considered complete or incomplete.
Different rules will apply for different types of games, e.g.,
turn-based games, simultaneous movement games, and round-robin
games.
[0115] For example, in simultaneous movement (e.g., action or
racing) games involving bets, a system administrator will specify a
game validity time. A game session will be considered "incomplete"
when any of the participating gamers drop out of the game session
normally or abnormally before the game validity time has elapsed.
In this case, the system will record the game score reported but
will not validate any bets placed. Gamers can view the game
validity timer while competing in the game session. When the
validity time has elapsed, game clients will report game scores to
XLBS. Bets will be validated against the game scores reported when
the validity time has elapsed.
[0116] In addition, the system will mark a gamer that has dropped
out of the session as a "fraud suspect." If the gamer repeats the
same behavior more than a pre-configured number of times, either
continuously or within a pre-defined time period, the gamer will be
marked as "fraudulent." The system administrator may define the
business rules based on which gamers are to be classified as "fraud
suspect" and "fraudulent." Past performance data may be considered
so as to identify patterns in gamer behavior, e.g., when a gamer
drops out of more than 40% of the game sessions played over the
past three months, the gamer will be classified as a "fraud
suspect" or "fraudulent." In practice, each time a gamer drops out
of a game session before the game validity period has elapsed, the
fraud detection rules will be re-evaluated so as to determine
whether the gamer should or should not be marked as a "fraud
suspect" or "fraudulent."
[0117] The system administrator may define different policies
applicable for gamers marked as "fraud suspect" and "fraudulent."
For example, "fraudulent" gamers may only be allowed to join
entertainment-only sessions or may be restricted from using any of
the system services. In addition, the system administrator may
notify users by SMS/e-mail or present them with a "warning screen"
when entering the WEP/WAP portal or the Lobby through the game
client.
[0118] A specific embodiment of the invention--and particularly the
server therein--is capable of receiving events in real time from
network clients connected to a "session", e.g. according to steps
400-407 of FIG. 4. In other words, all information that is required
at one point in time about the "event" is comprised in one
message--for example using protocol stacks according to FIG. 5. The
events are sent in real-time directly to the server. The events
relate to one session, for example (as in the example further
above), to a networked energy storage design team or to an
entertainment game community being online via mobile phone and/or
PC. The events are generated by a number of different connected
network clients, e.g., the designer colleagues or the members of
the game community.
[0119] At this mobile phone communication system, there is no need
for the user to use additional applications, establish additional
network connections or have any prior knowledge of the other users
of the system. Also, no end user personal data (such as MSISDN,
email) needs to be disclosed so as to achieve instant messaging and
offline messaging, but end users are identified by a unique
"nickname".
[0120] Without the benefit of the invention, mobile phone users
would need a series of different mechanisms and tools to locate the
party with which they would like to communicate, e.g. use of WAP
browser so as to find other end users based on certain relevant
search criteria. Communication would also require applications like
Mobile Instant Messaging for enabling message exchanges between
selected end users. Among other advantages, the invention
eliminates the need for accessing and distributing end user
personal data such as MSISDN or email for locating and addressing
users via standard voice, electronic mail or mobile SMS so as to
enable communication between end users and agree upon the first
data. End users would otherwise also need to have a synchronized
set of parameters for exchanging required information, i.e. exact
time/date to start playing an actual game, initiate multi-user
communication session, provide required authentication information
and enter second data. Furthermore, users would require a mechanism
to allow them to locate additional end users for setting up new
first data and repeating the previously described process.
[0121] An application "session" according to the invention is an
instance of an application that is started at a given point in
time. Clients join and leave the virtual world, and the application
session is eventually terminated under some predefined conditions.
During the session, the server (Multi-User Node) receives
information (data) from the client units directly, containing all
required information within the protocol stacks of one message
(multiuser protocol message). The server unit stores state
information received from each of the client units. The server also
transmits at least a part of the stored information to the
connected clients. This way, the entire state of an application can
be stored even in one unit of the network. This avoids each client
needing to store the entire state, and reduces memory and bandwidth
requirements for each client.
[0122] Security and fraud prevention features are preferably
implemented in the communication system.
[0123] According to FIG. 5, one embodiment of the invention for
communication and gaming via a mobile phone network comprises
client applications and a server implementing a protocol stack
comprising the following protocol layers: [0124] ILOT Lobby
Protocol/ILOT Game Protocol [0125] ILOT Security Protocol [0126]
Multi-User protocol [0127] TCP protocol [0128] IP protocol
[0129] A protocol stack is a layered set of protocols, which work
together to provide a set of network functions. Each intermediate
protocol layer uses the layer below it to provide a service to the
layer above.
[0130] A protocol layer is the software and/or hardware environment
of two or more communication devices or computers in which a
particular network protocol operates. A network connection may be
thought of as a set of more or less independent protocols, each in
a different layer or level. The lowest layer governs direct
host-to-host communication between the hardware at different hosts;
the highest comprises user application programs. Each layer uses
the layer beneath it and provides a service for the layer above.
Each net-working component hardware or software on one host uses
protocols appropriate to its layer to communicate with the
corresponding component (its "peer") on another host. Such layered
protocols are sometimes known as peer-to-peer protocols.
[0131] The advantages of layered protocols is that the methods of
passing information from one layer to another are specified clearly
as part of the protocol suite, and changes within a protocol layer
are prevented from affecting the other layers. This greatly
simplifies the task of designing and maintaining communication
systems.
[0132] Examples of layered protocols are TCP/IP's five-layer
protocol stack and the OSI seven-layer model.
[0133] An objective of this embodiment is to allow users with
mobile devices to run client applications having a "small
footprint" (namely, the amount of disk space required by an
application) with a single network connection and, through a single
protocol stack with reduced memory and bandwidth requirements, to
perform operations for the following functions: chatting between
clients, e.g., about entertainment games and their past performance
therein, instant messaging or offline messaging to invite
opponents, matchmaking (i.e., to agree on first data), negotiating
a bet amount and registering a peer-to-peer bet (i.e., to correlate
first data to the result of the comparison of second data, wherein
first data may even be correlated to money), playing the actual
multi-player game (i.e., to enter second data in real time),
evaluating the result including automatic fraud-protected
distribution of the first data (i.e., to evaluate and administrate
the result of the comparison of second data) and requesting and
thus assuring the availability of the first data and the integrity
of the whole procedure.
[0134] As explained above, the client application has a small
footprint so as to run on lowend mobile devices. The client
application needs to establish only one data network connection and
a minimum amount of data is sent/received over the single data
network connection.
[0135] FIG. 6 schematically shows an overall system architecture
according to the invention with components including the
Intralot.RTM. ("ILOT") Server, a multiplayer gaming infrastructure,
and ILOT Protocols, in addition to optional system components such
as a WEB/WAP Portal Infrastructure, allowing users to browse
through their PC/mobile WEB and mobile WAP browsers, and a
messaging infrastructure allowing for the transmission of SMS and
email notifications.
[0136] As seen in FIG. 6, terminals (i.e., Mobile, PDA, PCs) are
the necessary equipment for the end user to gain access to the ILOT
Server. The game client is a piece of software implementing the
necessary game logic and the ILOT Protocols and runs on the
terminal device. In addition, the terminal equipment allows for
establishing a data network connection through a fixed or mobile
network.
[0137] Terminals can be any of the following type: [0138] Mobile
devices supporting one or more of the following technologies: WAP,
xHTML, J2ME, GPRS [0139] Windows-compatible PCs [0140] PlayStation2
and Microsoft XBOX consoles with internet connectivity [0141] iTV
set-top boxes
[0142] According to FIG. 6, the WAP Portal Infrastructure on the
ILOT Server is responsible for adapting the layout and content to
be presented according to user device capabilities, e.g., screen
size, supported colors, etc. The WAP Portal Infrastructure is also
responsible for hosting WELB/WAP pages and allowing users to view
those. The Multiplayer Gaming Infrastructure on the ILOT Server is
responsible for communicating with game clients and co-coordinating
data exchange between multiple players participating in a session.
The Messaging Infrastructure on the ILOT Server manages alerts and
notification subscriptions, i.e., allowing the creation of
alerts/notifications for events generated within the system,
allowing users to select which alerts/notifications they would like
to receive, and determining which users should receive relevant
event notifications and when and how they should receive them.
[0143] The ILOT Server of FIG. 6 is the "brain" of the system. It
contains user data, game configuration data, gamer communities,
services, and orchestrates processes for delivering end user
service. The ILOT Server implements ILOT protocols and communicates
to connected clients through the Mobile Gaming Infrastructure.
[0144] The following table briefly explains the relationships shown
in FIG. 6: TABLE-US-00003 Components Purpose Technology Login and
Registration procedures, JAVA based Download Digital Content, APIs
HTTP Access to ILOT Server Game Client - Join/Leave Session
Multiuser Multiplayer Gaming Send/Receive Data Protocol
Infrastructure Game Client - Mobile Lobby Functionality ILOT
Protocol ILOT Server (matchmaking, instant messaging, first data
negotiation) Multiplayer Gaming Login, Join/Create Session,
Multiplayer Infrastructure - View Active Sessions Gaming ILOT
Server Interface Messaging Send Alerts/Notifications to JAVA based
Infrastructure - User(s) APIs ILOT Server using SMS, email Terminal
- Allows to browse WEB/WAP HTTP/WAP WEB/WAP Portal pages using
terminal's protocol Infrastructure WEB/WAP browser on terminal SMS,
Email - Allows Messaging Infrastructure Different Messaging to
massively send messaging Infrastructure SMS/email to clients using
protocols different proprietary messaging protocols.
[0145] All aspects of the invention that involve recording,
transmitting, modifying, updating, manipulating, calculating,
displaying and reporting information, as well as all associated
processing, can be performed on one or more computing devices that
may be coupled by one or more networks, which may be the public
Internet, WANs and/or LANs, public and/or private.
[0146] Specific arrangements and embodiments descried above provide
examples of the principles covered by the appended claims and their
equivalents, but also include many other embodiments and
variations, as well as objects and advantages, that may not be
explicitly described in this document but that would nevertheless,
be appreciated by those skilled in the field of this invention. For
example, but without limitation, structural or functional elements
might be rearranged, or method steps reordered, consistent with the
present invention. Similarly, processors or databases may comprise
a single instance or a plurality of devices coupled by network,
databus or other information path. Similarly, principles according
to the present invention, and systems and methods that embody them,
could be applied to other examples, which, even if not specifically
described here in detail, would nevertheless be within the scope of
the appended claims.
* * * * *