U.S. patent application number 11/735103 was filed with the patent office on 2008-04-17 for method and system to allow for inheritance between characters in a virtual environment.
This patent application is currently assigned to LEVIATHAN ENTERTAINMENT, LLC. Invention is credited to Raymond J. Mueller, Andrew S. Van Luchene.
Application Number | 20080090628 11/735103 |
Document ID | / |
Family ID | 38518627 |
Filed Date | 2008-04-17 |
United States Patent
Application |
20080090628 |
Kind Code |
A1 |
Mueller; Raymond J. ; et
al. |
April 17, 2008 |
Method and System to Allow for Inheritance between Characters in a
Virtual Environment
Abstract
A method and system are provided to allow inheritance between
player characters. The method provides a player character with an
ability to designate one or more character attributes acquired in a
virtual environment to one or more other player characters. The
inheritance method and system includes multiple options for
gameplay, e.g. will creation, debt satisfaction, taxation,
distribution.
Inventors: |
Mueller; Raymond J.; (Palm
Beach Gardens, FL) ; Van Luchene; Andrew S.; (Santa
Fe, NM) |
Correspondence
Address: |
GONZALES PATENT SERVICES
4605 CONGRESS AVE. NW
ALBUQUERQUE
NM
87114
US
|
Assignee: |
LEVIATHAN ENTERTAINMENT,
LLC
Santa Fe
NM
|
Family ID: |
38518627 |
Appl. No.: |
11/735103 |
Filed: |
April 13, 2007 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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11621886 |
Jan 10, 2007 |
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11735103 |
Apr 13, 2007 |
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11368143 |
Mar 3, 2006 |
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11735103 |
Apr 13, 2007 |
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60727121 |
Oct 14, 2005 |
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Current U.S.
Class: |
463/1 |
Current CPC
Class: |
A63F 13/822 20140902;
A63F 13/10 20130101; A63F 13/335 20140902; A63F 13/792
20140902 |
Class at
Publication: |
463/001 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method of providing gameplay in a virtual environment
comprising: providing a first player character with an ability to
designate one or more character attributes acquired in the virtual
environment to another player character upon death of the first
player character by: receiving a request to create a will from the
first player character; identifying at least one character
attribute of the first player character; receiving information from
the first player character linking a second player character to a
selected character attribute of the first player character, wherein
the second player character becomes entitled to inherit the
selected character attribute upon death of the first player
character; and saving the information to a database.
2. The method of claim 1, wherein the information includes an
attribute condition that must be fulfilled before the second player
can inherit the selected character attribute.
3. The method of claim 1, whereby providing the first player
character with the ability to distribute one or more character
attributes further includes receiving information from the first
player character linking a third player character to the selected
character attribute, wherein the third player character is entitled
to inherit the selected character attribute upon failure of the
second player character to inherit.
4. The method of claim 1, wherein the second player character is
required to be related to the first player character.
5. The method of claim 4, wherein the second player character is
related by a contractual relationship.
6. The method of claim 1, wherein the second player character is
required to be from the same race as the first player
character.
7. The method of claim 1, wherein the second player character is
required to be from the same class as the first player
character.
8. The method of claim 1, further comprising providing an ability
to distribute one or more character attributes acquired in the
virtual environment to another player character upon death of the
first player character by creating a default will.
9. The method of claim 8, wherein creating a default will includes
using a succession algorithm to determine inheritors.
10. A computer program embodied on a computer readable medium for
providing a game environment comprising: an inheritance module for
allowing a player character to transfer one or more character
attributes to at least one inheritor after death of the player
character; the inheritance module further comprising: a will module
for identifying one or more character attributes and determining at
least one inheritor; an accounting module for paying debts of the
player character; and an attribute distribution module for
distributing one or more character attributes of the player
character to at least one inheritor.
11. The computer program of claim 10, wherein the accounting module
further includes liquidating character attributes to pay debts of
the player character.
12. The computer program of claim 11, wherein the accounting module
further includes determining an order of character attributes to
liquidate to pay debts of the player character.
13. The computer program of claim 10, wherein paying debts of the
player character occurs before distributing one or more character
attributes of the player character to at least one inheritor.
14. The computer program of claim 10, wherein the accounting module
further includes determining taxes.
15. The computer program of claim 10, wherein the will module
further includes linking one or more character attributes to at
least one inheritor.
16. The computer program of claim 15, wherein the will module
further includes: receiving at least one attribute condition
specified for a selected character attribute linked with at least
one inheritor; and linking said at least one attribute condition to
the selected character attribute linked with said at least one
inheritor.
17. The computer program of claim 10, wherein the will module
further includes linking a plurality of inheritors to one character
attribute.
18. A method of providing gameplay in a virtual environment
comprising: allowing inheritance of character attributes between
player characters; upon death of a first player character,
determining a second player character to be an inheritor entitled
to receive at least one character attribute of the first player
character; determining taxes on said at least one character
attribute based on tax rules and conditions; and receiving taxes
before releasing said at least one character attribute to the
second player character.
19. The method of claim 18 wherein determining taxes includes
determining a virtual equivalent cash value of said at least one
character attribute.
20. The method of claim 18 wherein taxes are paid out of an account
of the first player character.
Description
PRIORITY CLAIM
[0001] The following application claims priority to U.S. patent
application Ser. No. 11/621,886, "Video Game with Reverse Outcome
Game Attributes" filed Jan. 10, 2007, and 11/368,143, "Video Game
Methods and Systems" filed Mar. 3, 2006, which claims the benefit
of U.S. Provisional Patent Application No. 60/727,121 "Methods,
Processes and Systems to Enhance a Player Experience of a Video
Game" filed Oct. 14, 2005, each of which is hereby incorporated by
reference.
BACKGROUND
[0002] Virtual Environments which are accessible to multiple
subscribers via a server are well known. For example, hundreds of
thousands of players access games known as massive multi player
online games (MMOGs). Players of these games customarily access a
game repeatedly (for durations typically ranging from a few minutes
to several days) over given period of time, which may be days,
weeks, months or even years. The games are often constructed such
that players pay a periodic subscription price (e.g., $15 per
month) rather than, or in addition to, paying a one time purchase
price for the game. Often, though not necessarily, these games have
no ultimate "winner" or "winning goal," but instead attempt to
create an enjoyable playing environment and a strong player
community. Virtual communities like Linden Lab's "Second Life"
provide a three-dimensional metaverse in which people (who may or
may not pay a fee for the right to access the metaverse) create
avatars that are able to interact with other avatars as well as the
local environment. It would be advantageous to provide improved
methods and apparatus for increasing the enjoyment and/or longevity
of these virtual environments.
SUMMARY OF THE INVENTION
[0003] The present invention provides a virtual environment with a
gameplay method allowing for inheritance between player characters.
According to a first aspect, the method provides gameplay by
providing a first player character with an ability to designate one
or more character attributes acquired in the virtual environment to
another player character upon death of the first player character.
The method further includes receiving a request to create a will
from the first player character; identifying at least one character
attribute of the first player character; receiving information from
the first player character linking a second player character to a
selected character attribute of the first player character, wherein
the second player character becomes entitled to inherit the
selected character attribute upon death of the first player
character; and saving the information to a database.
[0004] According to a second aspect, the method provides gameplay
by allowing inheritance of character attributes between player
characters; upon death of a first player character, determining a
second player character to be an inheritor entitled to receive at
least one character attribute of the first player character;
determining taxes on said at least one character attribute based on
tax rules and conditions; and receiving taxes before releasing said
at least one character attribute to the second player
character.
[0005] In a third aspect of the present invention, a computer
program embodied on a computer readable medium for providing a game
environment includes an inheritance module for allowing a player
character to transfer one or more character attributes to at least
one inheritor after death of the player character; the inheritance
module further including: a will module for identifying one or more
character attributes and determining at least one inheritor; an
accounting module for paying debts of the player character; and an
attribute distribution module for distributing one or more
character attributes of the player character to at least one
inheritor.
BRIEF DESCRIPTION OF THE DRAWINGS
[0006] FIG. 1 is a schematic diagram of a wide area network in
which a virtual environment exists in one embodiment of the
invention.
[0007] FIG. 2 is a schematic diagram of a wide area network in
which a virtual environment exists in another embodiment of the
invention.
[0008] FIG. 3 is a schematic diagram of one embodiment of an
inheritance program in communication with a plurality of
databases.
[0009] FIG. 4 is a flowchart illustrating one embodiment of a
method for creating a will.
[0010] FIG. 5 is a flowchart illustrating one embodiment of a
method for creating a default will.
[0011] FIG. 6 is a flowchart illustrating an inheritance program in
accordance with one embodiment of the invention.
[0012] FIG. 7 is a flowchart illustrating details of step 126 of
FIG. 6 in accordance with one embodiment of the invention.
[0013] FIG. 8 is a flowchart illustrating more details of step 126
of FIG. 6 in accordance with one embodiment of the invention.
[0014] FIG. 9 is a flowchart illustrating details of steps 128,
130, and 132 of FIG. 6 in accordance with one embodiment of the
invention.
DETAILED DESCRIPTION
[0015] In one or more embodiments, the present invention provides a
metaverse that allows for inheritance between player characters.
When a player character dies (for example, as disclosed in U.S.
patent application Ser. No. 11/735,082 entitled Method and System
for Karma Accumulation, Death and Post-Death Gameplay in a Virtual
Environment, hereby incorporated by reference in its entirety), one
or more character attributes he acquired in the game may be
transferred to other player characters in the game. Character
attributes, as used herein, may include any quality, trait, feature
or characteristic a particular player character can have that is
stored in a corresponding player character account. Character
attributes may include, but not be limited to: assets, character
score, virtual object, physical appearance of a character, emblem
or mark, synthetic voice, virtual money, virtual help points or
credits, ability to join groups of other players at a later time,
score for subsequent matching of later game parameters,
relationship with another character, a genetic profile or makeup,
karma points, etc. A character attribute may also be referred to as
"game attribute".
[0016] Referring to FIG. 1, a system 8 for inheritance includes a
metaverse that may be created and maintained by a game program 10
residing in a video game central server 12 and/or video game
consoles 14. As used herein, a metaverse may include a collection
of online virtual environments which are accessible to one or more
players of one or more online games or communities. For example,
Massive Multiplayer Online Role Playing Games (MMORPGs) may include
a virtual game environment generated by game program 10. In this
game environment (referred to herein as "game"), players may access
the game at video game consoles 14 via a wide area network 16. It
should be understood, that the term "game" is intended to encompass
any online or virtual environment in which players may interact
with each other and/or the environment via characters or avatars.
Unless specifically stated, the term "game" is not intended to
limit the disclosure to only those environments that are
competitive in nature. Accordingly, the term game is intended to
encompass virtual communities such as Linden Labs' Second Life.
[0017] The game program includes an inheritance module 18, namely a
piece of code allowing for inheritance between player characters.
Inheritance module 18 may retrieve and store information in various
databases 20. These databases may be located locally in the video
game central server, in external servers and/or mass storage
devices 22.
[0018] Video game consoles 14 may include a local version 24 of the
game program 10. The local version 24 of the game program may
include local player character accounts 26 and a local inheritance
module 28 for access and/or communication with corresponding
features in game program 10. A player located at a video game
console 14 may have multiple player character accounts, each
corresponding to a player character (persona) the player has
created for playing the game. It should be noted that a person or
entity who enters the metaverse, regardless of purpose, is
considered to be "playing a game," and therefore the person or
entity is considered a "player."
[0019] In FIG. 2, a peer-to-peer network is shown with a game
program 10' running on video game consoles 14' in an alternate
embodiment 8' of a system for inheritance. Consoles 14' communicate
via a wide area network 16' and have the ability to access
databases 20' that may be located in each console. An inheritance
module 18' is located in one or both game programs 10', and
similarly player character accounts 26' reside in each console.
Additional consoles may be connected and share information and
resources accordingly.
[0020] Turning to FIG. 3, in accordance with one embodiment of the
invention, a schematic diagram shows an inheritance program 18
including a will module 30 for identifying one or more character
attributes and determining at least one inheritor; an accounting
module 32 for paying debts of the player character; and an
attribute distribution module 34 for distributing one or more
character attributes of the player character to at least one
inheritor. The methods and embodiments, as described below, may be
implemented into the game, inheritance program, and/or modules. The
inheritance program may require retrieving and storing of
information in one or more databases, e.g., a player database 36,
character database 38, attribute database 40, will database 42, and
a tax database 44.
[0021] Player database 36 may include fields such as: player GUID
46, player billing info 48, player account type 50, and player
character GUID 52. A GUID refers to a unique number for identifying
a particular player, item, or other database entry. A player using
a unique ID 46 may be identified and is linked to player billing
information 48. The player account type 50 may indicate the kind of
gameplay that is permissible. For example, the player may have paid
an additional fee for enhanced features and needs to be indicated
as such. The player character GUID 52 identifies and associates the
player character with a player account.
[0022] In character database 38, the fields of character GUID 54,
character attribute ID 56, character will ID 58, and character
relationship 60 serve to identify the player character, his
character attributes, his will, and his relationships including
relatives and parties to contracts, respectively.
[0023] The attribute database 40 may include exemplary fields such
as attribute ID 62, attribute type 64, attribute descriptor 66, and
attribute value 68. The attribute ID 62 is used to identify the
attribute. The attribute type 64 specifies what kind of attribute
it is. For example, attribute types may be cash, food, tools,
weapons, trinkets, armor, potions, spells, scrolls, quest objects,
etc. The attribute descriptor 66 may be a word, phrase, or
alphanumerical term to describe the attribute, an arbitrary code,
or a search parameter. The attribute value 68 may be a virtual
equivalent cash value or other value which may be used for
calculation purposes within the inheritance program.
[0024] The will database 42 may include fields inheritor GUID 70,
inheritor attribute 72, attribute condition 74, and will GUID 75.
The inheritor GUID 70 serves to identify a player character
(inheritor) who is selected via a will or default will to receive a
character attribute, which may be inputted in the inheritor
attribute field 72. The player character (will maker) specifies
attribute conditions that need to be fulfilled before inheritance.
The will GUID links the information.
[0025] The tax database 44 holds information such as: global tax
rate 76, race tax rate 78, family tax rate 80, class tax rate 82,
attribute type tax rate 84, character tax rate 86, tax rate rules
88, and tax rate conditions 90. The global, race, family, class,
attribute type, and character tax rates store current rates and may
change periodically depending on the region in which the character
avatar is located. The tax rate rules 88 and tax rate conditions 90
are used to determine whether something needs to be taxed as well
as at which applicable rate.
[0026] These databases may be interdependent, e.g., if one variable
changes in the database, a variable in another databases may change
automatically as well. Other databases and other fields within
databases may be employed and are not limited to the schematics as
shown in FIG. 3.
[0027] Referring to FIG. 4, a flowchart shows a method 90 for
allowing the creation a will by a player character. In step 92, the
method includes receiving a request to create a will. Generally, a
player character can create a will at any point in the game. For
example, there may be a prompt asking whether the player character
wishes to create a will that arises due to the player character
acquiring a new character attribute, achieving a milestone, etc. In
another example, the player character can only create a will at an
in-game marketplace after exchanging or purchasing character
attributes and/or at other specific times or places.
[0028] In step 94, the method identifies character attributes
belonging to the player character and in step 96, determines
potential inheritors. In determining potential inheritors, the
method may identify relatives from a family tree. In generating a
list of relatives, the closeness of relationship of the family
member may be provided to the player character. In one embodiment,
the method may generate a default will as reference for the player
character. In another embodiment, the method refers to a log to
find records of other player characters that this player character
has had contact with and has had relatively recent player account
activity for a larger potential inheritor pool.
[0029] After being provided with potential inheritors, and having
character attributes as reference, the player character may choose
who he wants to inherit selected character attributes, and specify
a condition that an inheritor must fulfill before he can acquire
the attribute. The inheritor may be required to reach a certain
level, complete a certain game parameter (i.e., any part of a game
experience), or acquire a certain game attribute or object in order
for the character attribute to be released to him. For example, the
player character may leave his magic wand to his nephew, but only
on the condition his nephew has a rabbit. At step 98, the method
includes receiving a selected character attribute, inheritor(s),
and condition(s) of inheritance, also referred to as "attribute
condition".
[0030] The player character may select more than one inheritor to
inherit a character attribute. It will be treated as selecting a
primary inheritor and a secondary inheritor as backup if the
primary inheritor is not able to inherit. In an alternate
embodiment, the selected inheritors may be treated as joint
inheritors and share the character attribute. Further, as long as a
character attribute and at least one inheritor or condition is
specified, it is not necessary that both the inheritor and the
condition be entered. If both are not specified or are invalid, the
method may use a default will, as described below.
[0031] Method 90 may include, at 100, determining whether
assignments and/or conditions are permissible as may be typically
determined by governing rules. These rules are generally
predetermined by a game designer (as used herein, a game designer
may include a person who develops the game and/or sets rules of
gameplay) or alternatively, a government with player character
constituents. For example, a player character may be restricted to
only assigning character attributes to other player characters
(inheritors) who are in the same family, race, or class as the
player character; other player characters who have a relationship
with the player character established by a formalized contract (for
example, as disclosed in U.S. patent application Ser. Nos.
11/279,991, 11/611,050, 11/355,232, and 11/624,662, each of which
are hereby incorporated by reference); other player characters who
have/are the appropriate karma, age, or other rating; other player
characters who do not have a debt to a third player character,
combinations of the above, etc. In another embodiment, the
governing rules permit other player characters to overcome certain
restrictions before the player character's death or other
predetermined time. In another embodiment, the governing rules do
not preclude a player character from assigning character attributes
to other player characters without established relationships. For
example, the player character is permitted to assign character
attributes to a randomly-selected charity.
[0032] If the assignment and/or condition is determined to be
non-compliant, method 90 proceeds to give a warning at 102 before
moving to step 104. Alternatively, method 90 precludes the player
character from proceeding until a valid assignment or condition is
entered.
[0033] In step 104, the method links the character attribute(s),
inheritor(s), and/or the condition(s) of inheritance. Method 90
includes entering this information into the will database at 106
and updating accordingly.
[0034] Referring to FIG. 5, a method 108 for creating a default
will is shown. At 110, the method includes identifying character
attributes not linked to an inheritor. At 112, the method includes
determining player characters eligible for inheritance, including
compliance with governing rules. This may be done by constructing
or accessing a family tree. Method 108 includes, at 114, using a
succession algorithm to determine inheritors. For example, the
eldest offspring is to receive all character attributes. The
succession algorithm is discussed in more detail below. At 116,
character attribute(s), inheritor(s), and/or default condition(s)
of inheritance are linked, and at step 118, updated in the will
database.
[0035] FIG. 6 shows a flowchart illustrating one embodiment of an
inheritance program for a game at 144. At step 120, the inheritance
program includes receiving an indication that the player character
died. At 122, the program identifies character attributes belonging
to the deceased player character. In an alternate embodiment, the
program includes a step of retrieving the character attributes and
immediately placing them in escrow. The program may wait and
require a request from an inheritor to redeem a character
attribute. Back at step 124, program 144 further includes
determining inheritors and/or attribute conditions. In this step,
the program may use a will module and/or access a will database to
obtain information linking character attributes to inheritors and
attribute conditions.
[0036] At step 126, the program includes determining rules and
conditions. Referring to FIGS. 7 and 8, step 126 is expanded in
detail. Step 126 includes determining whether the inheritors and/or
attribute conditions are in accordance with governing rules at 146.
If yes, the inheritors and/or attribute conditions are compliant,
move to step 148 and proceed to an accounting method in FIG. 8. If
no, the invalid inheritors and/or attribute conditions are deleted
in step 150 and substituted with default selections, as generated
through the method shown in FIG. 5.
[0037] FIG. 8 shows an accounting method or module 152 including a
valuation of character attributes submodule 154, satisfaction of
debt submodule 156, and inheritor taxation submodules 158.
Valuation of character attributes includes a step 160 of
determining a virtual equivalent cash value of the character
attributes. In an alternate embodiment, step 160 may be used within
other modules at different times as needed. The virtual equivalent
cash value of each character attribute may be determined by a game
designer, fair market value within the virtual environment, length
of time owned or held by the player character, rarity, difficulty
of obtaining, etc.
[0038] Submodule 156 settles the debt of the deceased player
character first before distribution of any character attributes. In
an alternate embodiment, there may be exceptions due to the nature
of the character attribute, where the character attribute cannot be
held in escrow for an extended period of time, and therefore an
inheritor is allowed to retrieve the character attribute.
[0039] In step 162, submodule 156 includes determining debts and
encumbrances. Any promissory notes and personal debts should be
paid off, and title should be cleared from all character
attributes. There may be a priority list for debt repayment. At
step 164, the submodule includes determining an order of character
attributes to use to pay off debts. Typically, the character
attribute of money or currency is used first before selling
objects. The system automatically withholds the tax and the cash is
ready for distribution to the inheritor. This step may weigh other
consideration, such as if the player character had a will. For
example, if there is a choice between selling one of two character
attributes and one of them was designated for an inheritor, then
that character attribute would not be sold, if possible. As an
alternative, the player character is permitted to specify the order
of character attributes to use to pay off debts. In another
alternative, the system may follow an order of selling from the
least costly character attribute to the most costly, or selling
from the most recently-acquired character attribute to the
longest-held.
[0040] When the debt ends up greater than the value of the
character attributes, all the character attributes are liquidated
and used to pay debt. There may be no inheritance for other player
characters. In an alternate embodiment, the inheritors may still be
notified and given a chance to inherit a character attribute that
was willed to the inheritor. In this circumstance, the inheritor is
required to pay for the character attribute, and other applicable
fees.
[0041] At 166, the submodule includes liquidating character
attributes up to the debt amount and at 168, paying off debts of
the player character. At 170, the submodule includes determining
remaining character attributes. For example, a player character who
does not have any debts would still have the same number of
remaining character attributes as he did when he died.
[0042] At 172, a determination needs to be made regarding whether a
tax has been assessed. If the tax has not been assessed, the
submodule moves to step 174 in determining tax rules and conditions
based on remaining character attributes. For example, if taxation
is on a per attribute basis and the player character has amassed a
large number of character attributes, his account may be required
to pay a substantial tax. Taxation may be assessed against a
portion or all of the player character's game attributes upon his
death. For example, all game attributes are taxed except for food
items. In another example, regardless of attribute type, all game
attributes are taxed at predetermined percentage of the virtual
equivalent cash value of the game attributes.
[0043] At step 176, a determination of the tax due is made and the
amount is treated as a debt. The method returns to step 166 to pay
the debt. Typically, the amount of tax due is determined based on a
certain percentage of the virtual equivalent cash value of the
remaining character attributes. This percentage may vary depending
on governing rules, e.g. place where player character died. If the
remaining character attributes are worth very little, this tax may
not be assessed. In an alternate embodiment, this tax is not
assessed regardless of the value of the character attributes. At
172, since the tax was already previously assessed, proceed to step
178 for updating the databases.
[0044] In the inheritor taxation submodule 158, computation of
inheritance tax is performed. The submodule includes at 180,
identifying remaining character attributes and corresponding linked
inheritor(s); at 182, determining tax rules and conditions for
inheritance; at 184, determining taxes due from inheritor(s); and
at 186, placing character attributes in the deceased player
character's escrow with tax payment conditions. Rules for
inheritance tax typically are dependent on a predetermined
percentage of the virtual equivalent cash value.
[0045] Returning to FIG. 6, the inheritance program 144 includes,
at 128, providing notification to inheritors, at 130, determining
whether conditions are satisfied, and at 132, determining where
character attributes go. These steps are shown in more detail in
FIG. 9. Referring now to the figure, step 128 provides notification
by retrieving a linked inheritor of a character attribute at step
188. Step 128 may further include, at step 190, notifying the
inheritor of origin and other general miscellaneous information
about the character attribute, e.g. the name of the player
character who died. Step 128 further includes notifying the
inheritor of tax payment conditions at step 192. At 194, the
inheritor may be notified of attribute conditions which the
deceased player character has imposed.
[0046] At step 196, step 128 provides the inheritor with options.
For example, options may include: immediately claiming the
character attribute by paying the tax due; if the inheritor cannot
pay the inheritance tax or has not satisfied an attribute
condition, paying a fee to extend a deadline; selling the item and
collecting the selling price less the tax percentage; refusing the
inheritance; requesting a summary or status of the distribution of
the player character game attributes; initiating a will contest;
etc. In an alternate embodiment, step 128 notifies linked
inheritors to character attributes that were sold to pay off debt.
Since these inheritors receive nothing, they may wish to contest
the will in an attempt to achieve a different outcome for character
attribute distribution.
[0047] It should be noted that in another embodiment, other player
characters can contest a will and the deceased player character
attributes can be distributed based on a group vote by a group of
family members, a government official, a god, an individual family
member, or other player character or group of player characters in
the game. Such distribution determination may alternatively be
governed by chance outcomes, e.g. dice rolling, drawing straws,
etc.
[0048] Returning to determining whether conditions are satisfied,
step 130 includes, at step 198, checking for receipt of tax for
character attribute. If an inheritor has not paid the tax, the
program continues to step 200 in which the character attribute is
left in escrow, and to step 202, which returns to step 136 of the
inheritance program. If the inheritor has paid the tax, step 198
advances to step 204 where a determination is made concerning
whether attribute conditions have been satisfied. If no, attribute
conditions have not been satisfied, the character attribute remains
in escrow in step 200. The method returns to step 136 of FIG. 6. If
yes, the program continues to step 132 to determine where character
attributes go.
[0049] In an alternate embodiment, if the attribute conditions have
been satisfied, but the tax has not been paid, the method releases
the character attribute to the inheritor. However, the inheritor
will have a tax lien on the property. Alternatively, the method
sends the character attribute to escrow for the inheritor until the
inheritor pays tax to redeem the character attribute. The character
attribute is then considered disposed of properly and no longer
considered part of the deceased player character's estate.
[0050] In determining where character attributes go, step 132
includes a step 206 that automatically distributes character
attributes to any third party owed by the inheritor. In one
embodiment, the inheritor can encumber a character attribute that
was a specific bequest to him. For example, the inheritor can take
a loan from a third party player by using the character attribute
as collateral. If the inheritor cannot repay the loan, the third
party player is entitled to the character attribute as satisfaction
of the loan. In another embodiment, the inheritor can determine the
order of debt repayment. Step 206 may follow the predetermined
order or take it into account in distributing the remaining
character attributes. In another embodiment, the game can
automatically use character attributes to offset debts (partial
repayment of debts), or alternatively, a player character can use
attributes he has inherited to offset debts without system
intervention. A notification to the third party may be generated to
accompany the character attribute and/or debt repayment.
[0051] At step 208, step 132 includes releasing the character
attribute to the inheritor. At this point, the character attribute
belongs to the inheritor and is then recorded as such in the
database(s) at step 134 of FIG. 6.
[0052] Turning back to FIG. 6, the inheritance program includes
step 136 to determine whether there are any remaining character
attributes held in escrow for the deceased player character. If
yes, the method moves to step 138 to listen. There may be requests
for character attributes from inheritors. For example, an inheritor
who previously could not satisfy an attribute condition, but now
could, may ask to redeem the character attribute. At step 140, the
method includes receiving a request for a character attribute from
an inheritor and returns to step 130 for determining whether
conditions have been satisfied, and continues accordingly until
step 136 determines that there are no more character attributes in
the player character's escrow, then the inheritance program ends at
step 142. Alternatively, the step of listening at 138 may include a
time-out mechanism that exits the program upon expiration of a
predetermined amount of time.
[0053] There are many other variations of inheritance gameplay
falling within the scope of the invention, some of which are
further described below.
[0054] In one embodiment, taxes can be assessed and collected by
the system, or by a government that is comprised of and managed by
player characters. The virtual money stored by the government of
player characters can be used by the government to improve shared
attributes in the game environment, to finance a war, or to fund
public interest projects. Taxation schemes for a virtual
environment are discussed, for example, in U.S. patent application
Ser. No. 11/696,080, "System and Method to Levy and Collect Taxes
in a Virtual Environment," filed Apr. 3, 2007, which is hereby
incorporated by reference.
[0055] In another embodiment, as a form of inheritance insurance,
players could pay an extra fee or premium to the game server and/or
change player attributes to assure that their characters can
inherit character attributes from their parents and/or other
relatives. Player characters may also forego certain character
attributes to guarantee inheritance. Player-to-player contracts
allowing automatically transfer of acquired game attributes, such
as a will contract, may also be formed.
[0056] In another embodiment, the game may be configured to provide
for a situation in which something happens to a player character
such that the character is no longer considered "alive," for a
period of the game, e.g. the player character is possessed by an
undead character, becomes a vampire, becomes a zombie, etc. In such
a case, the player character's game attributes could be distributed
to his family based on his will, held by the game server, remain
with the player character, or transfer all or a portion of his
character attributes over to the undead character or the undead
character's family.
[0057] In another embodiment, if no will is established, all
character attributes are auctioned off and the attributes go to the
government of which the player character was a member or where the
player character died. Alternatively, the character attributes of
the deceased player character may be distributed by chance or
lottery. In such a case, any other player character, regardless of
class, status or other attributes, may inherit some or all of such
assets.
[0058] As another alternative, a default will using any succession
algorithms to determine inheritors may be employed. For example,
character attributes may be divided based upon a ratio that favors
those relatives that are closest in relation to the deceased player
character's family tree. In another example, character attributes
may be divided equally among all relatives. As yet another
alternative or in addition to the previously described division of
attributes, the game server or peer-to-peer network may randomly or
predictably decide to distribute a portion or all of an estate to a
group of players based on any number of factors including, but not
limited to, a player's race, nationality, friendships or other
non-blood or marital relationships formed in the game, etc.
[0059] The default will's succession algorithm may follow any of
the hereditary succession models to determine who inherits a
character attribute. Hereditary succession models may include male
or female primogeniture, seniority, partible inheritance, proximity
of blood, ultimogeniture, distribution per capita, distribution by
represention, etc.
[0060] According to some embodiments, the entity able to distribute
attributes based on a virtual will may be limited to a particular
player character or non-player character or a particular type of
player character or non-player character. For example, in some
embodiments, only judges or attorneys may be able to distribute
attributes based on a virtual will. In other embodiments, only a
particular one or set of judges or attorneys may be able to
distribute attributes based on a virtual will.
[0061] In another embodiment, where there are no identifiable or
eligible inheritors, the character attributes may be distributed to
the local government of where the player character died, or where
the character attributes are located. Alternatively, the character
attributes may be destroyed or held in escrow indefinitely.
[0062] In an alternate embodiment, the limitations and constraints
of the inheritance system may vary from region to region within the
metaverse. For example, the succession model used in a default
generally follow the rules of the region where the player character
dies. In another example, within certain regions, the player
character creating a will cannot assign his character attributes to
a player character outside of his race and/or class. In another
example, a local government controlled by other player characters
may set absurdly high tax rates. In another example, in male
primogeniture societies, females may be discouraged or precluded
from inheriting at all, and the character attribute may be heavily
taxed to a female inheritor.
[0063] In another embodiment, it may be possible for a player
character to assign character attributes to himself as an
inheritor. For example, if he re-enters the game as the
reincarnated child of his own offspring, he may inherit the
character attributes as long as he fulfills all the conditions for
inheritance.
[0064] In another embodiment, prior to the player character's
death, character attributes linked to an inheritor that are sold,
used up by the player character, or otherwise no longer in the
player character's possession may be immediately removed from and
updated in the will database periodically, or at certain
checkpoints in the game. Notification may be provided to the
inheritor. Alternatively, once the will is created, the will
remains intact and unchanged, and the missing character attribute
has no effect on gameplay while the player character is alive.
[0065] In another embodiment, the player character can determine
where his character attributes go after his death. For example,
there may be a limited period of time where the player character
can settle his affairs and oversee the distribution of his
character attributes, with partial or no system intervention or
constraints.
[0066] According to another embodiment, various events related to
inheritance may be relayed to affected individuals via an alert
system. A suitable alert system is described, for example, in U.S.
patent application Ser. No. 11/676,848 "Virtual Environment with
Alerts" filed Feb. 20, 2007, which is hereby incorporated by
reference. For example, news of a player's death, will reading,
inheritance, etc. could all be relayed via an alerts system. The
parties to whom the information is relayed may include, for
example, family members, whether or not they will inherit, heirs,
and various community members, whether or not they will
inherit.
[0067] Furthermore, an alert system such as that described in U.S.
patent application Ser. No. 11/676,848 could be employed during a
dispute over a will.
[0068] In addition, an alert system could be used to notify players
when inherited items are available to transferred to an
account.
[0069] The term "product" means any machine, manufacture and/or
composition of matter, unless expressly specified otherwise.
[0070] The term "process" means any process, algorithm, method or
the like, unless expressly specified otherwise.
[0071] Each process (whether called a method, algorithm or
otherwise) inherently includes one or more steps, and therefore all
references to a "step" or "steps" of a process have an inherent
antecedent basis in the mere recitation of the term `process` or a
like term. Accordingly, any reference in a claim to a `step` or
`steps` of a process has sufficient antecedent basis.
[0072] The terms "an embodiment", "embodiment", "embodiments", "the
embodiment", "the embodiments", "one or more embodiments", "some
embodiments", "certain embodiments", "one embodiment", "another
embodiment" and the like mean "one or more (but not all)
embodiments of the disclosed invention(s)", unless expressly
specified otherwise.
[0073] The term "variation" of an invention means an embodiment of
the invention, unless expressly specified otherwise.
[0074] A reference to "another embodiment" in describing an
embodiment does not imply that the referenced embodiment is
mutually exclusive with another embodiment (e.g., an embodiment
described before the referenced embodiment), unless expressly
specified otherwise.
[0075] The terms "including", "comprising" and variations thereof
mean "including but not limited to", unless expressly specified
otherwise.
[0076] The term "consisting of" and variations thereof mean
"including and limited to", unless expressly specified
otherwise.
[0077] The terms "a", "an" and "the" mean "one or more", unless
expressly specified otherwise.
[0078] The term "plurality" means "two or more", unless expressly
specified otherwise.
[0079] The term "herein" means "in this patent application,
including anything which may be incorporated by reference", unless
expressly specified otherwise.
[0080] The phrase "at least one of", when such phrase modifies a
plurality of things (such as an enumerated list of things) means
any combination of one or more of those things, unless expressly
specified otherwise. For example, the phrase "at least one of a
widget, a car and a wheel" means either (i) a widget, (ii) a car,
(iii) a wheel, (iv) a widget and a car, (v) a widget and a wheel,
(vi) a car and a wheel, or (vii) a widget, a car and a wheel.
[0081] Numerical terms such as "one", "two", etc. when used as
cardinal numbers to indicate quantity of something (e.g., one
widget, two widgets), mean the quantity indicated by that numerical
term, but do not mean at least the quantity indicated by that
numerical term. For example, the phrase "one widget" does not mean
"at least one widget", and therefore the phrase "one widget" does
not cover, e.g., two widgets.
[0082] The phrase "based on" does not mean "based only on", unless
expressly specified otherwise. In other words, the phrase "based
on" describes both "based only on" and "based at least on".
[0083] The term "represent" and like terms are not exclusive,
unless expressly specified otherwise. For example, the term
"represents" do not mean "represents only", unless expressly
specified otherwise. In other words, the phrase "the data
represents a credit card number" describes both "the data
represents only a credit card number" and "the data represents a
credit card number and the data also represents something
else".
[0084] The term "whereby" is used herein only to precede a clause
or other set of words that express only the intended result,
objective or consequence of something that is previously and
explicitly recited. Thus, when the term "whereby" is used in a
claim, the clause or other words that the term "whereby" modifies
do not establish specific further limitations of the claim or
otherwise restricts the meaning or scope of the claim.
[0085] The term "e.g." and like terms means "for example", and thus
does not limit the term or phrase it explains. For example, in the
sentence "the computer sends data (e.g., instructions, a data
structure) over the Internet", the term "e.g." explains that
"instructions" are an example of "data" that the computer may send
over the Internet, and also explains that "a data structure" is an
example of "data" that the computer may send over the Internet.
However, both "instructions" and "a data structure" are merely
examples of "data", and other things besides "instructions" and "a
data structure" can be "data".
[0086] The term "determining" and grammatical variants thereof
(e.g., to determine a price, determining a value, determine an
object which meets a certain criterion) is used in an extremely
broad sense. The term "determining" encompasses a wide variety of
actions and therefore "determining" can include calculating,
computing, processing, deriving, investigating, looking up (e.g.,
looking up in a table, a database or another data structure),
ascertaining and the like. Also, "determining" can include
receiving (e.g., receiving information), accessing (e.g., accessing
data in a memory) and the like. Also, "determining" can include
resolving, selecting, choosing, establishing, and the like.
[0087] The term "determining" does not imply certainty or absolute
precision, and therefore "determining" can include estimating,
predicting, guessing and the like.
[0088] The term "determining" does not imply that mathematical
processing must be performed, and does not imply that numerical
methods must be used, and does not imply that an algorithm or
process is used.
[0089] The term "determining" does not imply that any particular
device must be used. For example, a computer need not necessarily
perform the determining.
[0090] It will be readily apparent to one of ordinary skill in the
art that the various processes described herein may be implemented
by, e.g., appropriately programmed general purpose computers and
computing devices. Typically a processor (e.g., one or more
microprocessors, one or more microcontrollers, one or more digital
signal processors) will receive instructions (e.g., from a memory
or like device), and execute those instructions, thereby performing
one or more processes defined by those instructions.
[0091] A "processor" means one or more microprocessors, central
processing units (CPUs), computing devices, microcontrollers,
digital signal processors, or like devices or any combination
thereof.
[0092] Thus a description of a process is likewise a description of
an apparatus for performing the process. The apparatus can include,
e.g., a processor and those input devices and output devices that
are appropriate to perform the method.
[0093] Further, programs that implement such methods (as well as
other types of data) may be stored and transmitted using a variety
of media (e.g., computer readable media) in a number of manners. In
some embodiments, hard-wired circuitry or custom hardware may be
used in place of, or in combination with, some or all of the
software instructions that can implement the processes of various
embodiments. Thus, various combinations of hardware and software
may be used instead of software only.
[0094] The term "computer-readable medium" refers to any medium
that participates in providing data (e.g., instructions, data
structures) which may be read by a computer, a processor or a like
device. Such a medium may take many forms, including but not
limited to, non-volatile media, volatile media, and transmission
media. Non-volatile media include, for example, optical or magnetic
disks and other persistent memory. Volatile media include dynamic
random access memory (DRAM), which typically constitutes the main
memory. Transmission media include coaxial cables, copper wire and
fiber optics, including the wires that comprise a system bus
coupled to the processor. Transmission media may include or convey
acoustic waves, light waves and electromagnetic emissions, such as
those generated during radio frequency (RF) and infrared (IR) data
communications. Common forms of computer-readable media include,
for example, a floppy disk, a flexible disk, hard disk, magnetic
tape, any other magnetic medium, a CD-ROM, DVD, any other optical
medium, punch cards, paper tape, any other physical medium with
patterns of holes, a RAM, a PROM, an EPROM, a FLASH-EEPROM, any
other memory chip or cartridge, a carrier wave as described
hereinafter, or any other medium from which a computer can
read.
[0095] Various forms of computer readable media may be involved in
carrying data (e.g. sequences of instructions) to a processor. For
example, data may be (i) delivered from RAM to a processor; (ii)
carried over a wireless transmission medium; (iii) formatted and/or
transmitted according to numerous formats, standards or protocols,
such as Ethernet (or IEEE 802.3), SAP, ATP, Bluetooth.TM., and
TCP/IP, TDMA, CDMA, and 3G; and/or (iv) encrypted to ensure privacy
or prevent fraud in any of a variety of ways well known in the
art.
[0096] Thus a description of a process is likewise a description of
a computer-readable medium storing a program for performing the
process. The computer-readable medium can store (in any appropriate
format) those program elements which are appropriate to perform the
method.
[0097] Just as the description of various steps in a process does
not indicate that all the described steps are required, embodiments
of an apparatus include a computer/computing device operable to
perform some (but not necessarily all) of the described
process.
[0098] Likewise, just as the description of various steps in a
process does not indicate that all the described steps are
required, embodiments of a computer-readable medium storing a
program or data structure include a computer-readable medium
storing a program that, when executed, can cause a processor to
perform some (but not necessarily all) of the described
process.
[0099] Where databases are described, it will be understood by one
of ordinary skill in the art that (i) alternative database
structures to those described may be readily employed, and (ii)
other memory structures besides databases may be readily employed.
Any illustrations or descriptions of any sample databases presented
herein are illustrative arrangements for stored representations of
information. Any number of other arrangements may be employed
besides those suggested by, e.g., tables illustrated in drawings or
elsewhere. Similarly, any illustrated entries of the databases
represent exemplary information only; one of ordinary skill in the
art will understand that the number and content of the entries can
be different from those described herein. Further, despite any
depiction of the databases as tables, other formats (including
relational databases, object-based models and/or distributed
databases) are well known and could be used to store and manipulate
the data types described herein. Likewise, object methods or
behaviors of a database can be used to implement various processes,
such as the described herein. In addition, the databases may, in a
known manner, be stored locally or remotely from any device(s)
which access data in the database.
[0100] Various embodiments can be configured to work in a network
environment including a computer that is in communication (e.g.,
via a communications network) with one or more devices. The
computer may be connected to the devices directly or indirectly,
via any wired or wireless medium (e.g. the Internet, LAN, WAN or
Ethernet, Token Ring, a telephone line, a cable line, a radio
channel, an optical communications line, commercial on-line service
providers, bulletin board systems, a satellite communications link,
a combination of any of the above). Each of the devices may
themselves comprise computers or other computing devices, such as
those based on the Intel.RTM. Pentium.RTM. or Centrino.TM.
processor, that are adapted to communicate with the computer. Any
number and type of devices may be in communication with the
computer.
[0101] In an embodiment, a server computer or centralized authority
may not be necessary or desirable. For example, the present
invention may, in an embodiment, be practiced on one or more
devices without a central authority. In such an embodiment, any
functions described herein as performed by the server computer or
data described as stored on the server computer may instead be
performed by or stored on one or more such devices.
[0102] Of course, it will be appreciated that the systems and
methods described herein are provided for the purposes of example
only and that none of the above systems methods should be
interpreted as necessarily requiring any of the disclosed
components or steps nor should they be interpreted as necessarily
excluding any additional components or steps.
[0103] The invention is described with reference to multiple
embodiments. However, the invention is not limited to the
embodiments disclosed, and those of ordinary skill in the art will
recognize that the invention is readily applicable to many other
diverse embodiments and applications. Accordingly, the subject
matter of the present disclosure includes all novel and nonobvious
combinations and subcombinations of the various systems, methods
and configurations, and other features, functions, and/or
properties disclosed herein.
[0104] Where a limitation of a first claim would cover one of a
feature as well as more than one of a feature (e.g., a limitation
such as "at least one widget" covers one widget as well as more
than one widget), and where in a second claim that depends on the
first claim, the second claim uses a definite article "the" to
refer to the limitation (e.g., "the widget"), this does not imply
that the first claim covers only one of the feature, and this does
not imply that the second claim covers only one of the feature
(e.g., "the widget" can cover both one widget and more than one
widget).
[0105] Each claim in a set of claims has a different scope.
Therefore, for example, where a limitation is explicitly recited in
a dependent claim, but not explicitly recited in any claim from
which the dependent claim depends (directly or indirectly), that
limitation is not to be read into any claim from which the
dependent claim depends.
[0106] When an ordinal number (such as "first", "second", "third"
and so on) is used as an adjective before a term, that ordinal
number is used (unless expressly specified otherwise) merely to
indicate a particular feature, such as to distinguish that
particular feature from another feature that is described by the
same term or by a similar term. For example, a "first widget" may
be so named merely to distinguish it from, e.g., a "second widget".
Thus, the mere usage of the ordinal numbers "first" and "second"
before the term "widget" does not indicate any other relationship
between the two widgets, and likewise does not indicate any other
characteristics of either or both widgets. For example, the mere
usage of the ordinal numbers "first" and "second" before the term
"widget" (1) does not indicate that either widget comes before or
after any other in order or location; (2) does not indicate that
either widget occurs or acts before or after any other in time; and
(3) does not indicate that either widget ranks above or below any
other, as in importance or quality. In addition, the mere usage of
ordinal numbers does not define a numerical limit to the features
identified with the ordinal numbers. For example, the mere usage of
the ordinal numbers "first" and "second" before the term "widget"
does not indicate that there must be no more than two widgets.
[0107] When a single device or article is described herein, more
than one device/article (whether or not they cooperate) may
alternatively be used in place of the single device/article that is
described. Accordingly, the functionality that is described as
being possessed by a device may alternatively be possessed by more
than one device/article (whether or not they cooperate).
[0108] Similarly, where more than one device or article is
described herein (whether or not they cooperate), a single
device/article may alternatively be used in place of the more than
one device or article that is described. For example, a plurality
of computer-based devices may be substituted with a single
computer-based device. Accordingly, the various functionality that
is described as being possessed by more than one device or article
may alternatively be possessed by a single device/article.
[0109] The functionality and/or the features of a single device
that is described may be alternatively embodied by one or more
other devices which are described but are not explicitly described
as having such functionality/features. Thus, other embodiments need
not include the described device itself, but rather can include the
one or more other devices which would, in those other embodiments,
have such functionality/features.
[0110] Numerous embodiments are described in this patent
application, and are presented for illustrative purposes only. The
described embodiments are not, and are not intended to be, limiting
in any sense. The presently disclosed invention(s) are widely
applicable to numerous embodiments, as is readily apparent from the
disclosure. One of ordinary skill in the art will recognize that
the disclosed invention(s) may be practiced with various
modifications and alterations, such as structural, logical,
software, and electrical modifications. Although particular
features of the disclosed invention(s) may be described with
reference to one or more particular embodiments and/or drawings, it
should be understood that such features are not limited to usage in
the one or more particular embodiments or drawings with reference
to which they are described, unless expressly specified
otherwise.
[0111] The present disclosure is neither a literal description of
all embodiments of the invention nor a listing of features of the
invention which must be present in all embodiments.
[0112] Neither the Title (set forth at the beginning of the first
page of this patent application) nor the Abstract (set forth at the
end of this patent application) is to be taken as limiting in any
way as the scope of the disclosed invention(s). An Abstract has
been included in this application merely because an Abstract of not
more than 150 words is required under 37 C.F.R. .sctn. 1.72(b).
[0113] The title of this patent application and headings of
sections provided in this patent application are for convenience
only, and are not to be taken as limiting the disclosure in any
way.
[0114] Devices that are described as in communication with each
other need not be in continuous communication with each other,
unless expressly specified otherwise. On the contrary, such devices
need only transmit to each other as necessary or desirable, and may
actually refrain from exchanging data most of the time. For
example, a machine in communication with another machine via the
Internet may not transmit data to the other machine for long period
of time (e.g. weeks at a time). In addition, devices that are in
communication with each other may communicate directly or
indirectly through one or more intermediaries.
[0115] A description of an embodiment with several components or
features does not imply that all or even any of such
components/features are required. On the contrary, a variety of
optional components are described to illustrate the wide variety of
possible embodiments of the present invention(s). Unless otherwise
specified explicitly, no component/feature is essential or
required.
[0116] Although process steps, algorithms or the like may be
described in a sequential order, such processes may be configured
to work in different orders, and may be included in modules
different from what was described. In other words, any sequence or
order of steps that may be explicitly described does not
necessarily indicate a requirement that the steps be performed in
that order. On the contrary, the steps of processes described
herein may be performed in any order practical. To illustrate as an
example, the step of notification to inheritors may occur multiple
times due to notifications given to apprise the inheritor of status
in the inheritance process. Further, some steps may be performed
simultaneously despite being described or implied as occurring
non-simultaneously (e.g., because one step is described after the
other step). Moreover, the illustration of a process by its
depiction in a drawing does not imply that the illustrated process
is exclusive of other variations and modifications thereto, does
not imply that the illustrated process or any of its steps are
necessary to the invention, and does not imply that the illustrated
process is preferred.
[0117] Although a process may be described as including a plurality
of steps, that does not imply that all or any of the steps are
essential or required. Various other embodiments within the scope
of the described invention(s) include other processes that omit
some or all of the described steps. Unless otherwise specified
explicitly, no step is essential or required. For example, the step
of notification to inheritors is not necessary in a situation where
there are no inheritors available. In another example, if tax
collection is not utilized or implemented in the virtual
environment, tax-related steps are not applicable and should not be
considered part of the method or program.
[0118] Although a product may be described as including a plurality
of components, aspects, qualities, characteristics and/or features,
that does not indicate that all of the plurality are essential or
required. Various other embodiments within the scope of the
described invention(s) include other products that omit some or all
of the described plurality.
[0119] Unless expressly specified otherwise, an enumerated list of
items (which may or may not be numbered) does not imply that any or
all of the items are mutually exclusive. Therefore it is possible,
but not necessarily true, that something can be considered to be,
or fit the definition of, two or more of the items in an enumerated
list. Also, an item in the enumerated list can be a subset (a
specific type of) of another item in the enumerated list. For
example, the enumerated list "a computer, a laptop, a PDA" does not
imply that any or all of the three items of that list are mutually
exclusive--e.g., an item can be both a laptop and a computer, and a
"laptop" can be a subset of (a specific type of) a "computer".
[0120] Likewise, unless expressly specified otherwise, an
enumerated list of items (which may or may not be numbered) does
not imply that any or all of the items are collectively exhaustive
or otherwise comprehensive of any category. For example, the
enumerated list "a computer, a laptop, a PDA" does not imply that
any or all of the three items of that list are comprehensive of any
category.
[0121] Further, an enumerated listing of items does not imply that
the items are ordered in any manner according to the order in which
they are enumerated.
[0122] In a claim, a limitation of the claim which includes the
phrase "means for" or the phrase "step for" means that 35 U.S.C.
.sctn. 112, paragraph 6, applies to that limitation.
[0123] In a claim, a limitation of the claim which does not include
the phrase "means for" or the phrase "step for" means that 35
U.S.C. .sctn. 112, paragraph 6 does not apply to that limitation,
regardless of whether that limitation recites a function without
recitation of structure, material or acts for performing that
function. For example, in a claim, the mere use of the phrase "step
of" or the phrase "steps of" in referring to one or more steps of
the claim or of another claim does not mean that 35 U.S.C. .sctn.
112, paragraph 6, applies to that step(s).
[0124] With respect to a means or a step for performing a specified
function in accordance with 35 U.S.C. .sctn. 112, paragraph 6, the
corresponding structure, material or acts described in the
specification, and equivalents thereof, may perform additional
functions as well as the specified function.
[0125] Computers, processors, computing devices and like products
are structures that can perform a wide variety of functions. Such
products can be operable to perform a specified function by
executing one or more programs, such as a program stored in a
memory device of that product or in a memory device which that
product accesses. Unless expressly specified otherwise, such a
program need not be based on any particular algorithm, such as any
particular algorithm that might be disclosed in this patent
application. It is well known to one of ordinary skill in the art
that a specified function may be implemented via different
algorithms, and any of a number of different algorithms would be a
mere design choice for carrying out the specified function.
[0126] Therefore, with respect to a means or a step for performing
a specified function in accordance with 35 U.S.C. .sctn. 112,
paragraph 6, structure corresponding to a specified function
includes any product programmed to perform the specified function.
Such structure includes programmed products which perform the
function, regardless of whether such product is programmed with (i)
a disclosed algorithm for performing the function, (ii) an
algorithm that is similar to a disclosed algorithm, or (iii) a
different algorithm for performing the function.
[0127] The present disclosure provides, to one of ordinary skill in
the art, an enabling description of several embodiments and/or
inventions. Some of these embodiments and/or inventions may not be
claimed in this patent application, but may nevertheless be claimed
in one or more continuing applications that claim the benefit of
priority of this patent application. Applicants intend to file
additional applications to pursue patents for subject matter that
has been disclosed and enabled but not claimed in this patent
application.
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