U.S. patent application number 12/061041 was filed with the patent office on 2008-10-09 for method and apparatus for generation of luck and skill scores.
Invention is credited to Adam Bloom.
Application Number | 20080248851 12/061041 |
Document ID | / |
Family ID | 39827424 |
Filed Date | 2008-10-09 |
United States Patent
Application |
20080248851 |
Kind Code |
A1 |
Bloom; Adam |
October 9, 2008 |
Method and Apparatus for Generation of Luck and Skill Scores
Abstract
The present invention generally relates to games that involve
luck and skill, such as poker. Specifically, the subject invention
provide means, method and apparatus for the generation of
statistics relating to a player's luck and skill as exhibited in
prior games ("luck and skill statistics" or "luck and skill
scores"). In the preferred embodiments, statistics or scores are
generated for participants in a poker game. These statistics
quantify how lucky or skillful a player has been over a given
period of time. The data can be used to enhance the experience of
the viewing public, and to aid a player's self-assessment.
Inventors: |
Bloom; Adam; (Great Neck,
NY) |
Correspondence
Address: |
John Santalone, Esq.;Levin Santalone LLP
Suite 201, 2 East Avenue
Larchmont
NY
10538
US
|
Family ID: |
39827424 |
Appl. No.: |
12/061041 |
Filed: |
April 2, 2008 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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60922136 |
Apr 6, 2007 |
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Current U.S.
Class: |
463/16 |
Current CPC
Class: |
A63F 1/00 20130101 |
Class at
Publication: |
463/16 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method of quantifying a player's luck and skill in a game of
chance and skill, said method comprises: calculating luck and skill
scores for the player by using a formula or a set of formulae based
on probability of the player winning hands of the game, pot sizes
of the hands, and amounts put in the pots by the player; and using
the luck and skill scores to quantify the player's luck and
skill.
2. The method of claim 1, wherein the game of chance and skill is a
poker game.
3. The method of claim 2, wherein the formula or set of formulae
comprises L = all streets T ##EQU00011## S = all streets U
##EQU00011.2## wherein L is the luck score; S is the skill score; T
is change in expected value V on a given street as a result of a
card (or cards) being dealt, or as a result of forced bets (blinds
and antes); and U is change in expected value V on a given street
as a result of players' unforced action, after all action is
complete on that street.
4. The method of claim 2, wherein the formula or set of formulae
comprises V.sub.i=C.sub.iP.sub.i-B.sub.i L = ( V 1 - V 0 ) + ( V 3
- V 2 ) + ( V 5 - V 4 ) + ( V 7 - V 6 ) N S = ( V 2 - V 1 ) + ( V 4
- V 3 ) + ( V 6 - V 5 ) + ( V 8 - V 7 ) N L + S = V 8 - V 0 N = V 8
N ##EQU00012## wherein V.sub.0=expected value before blinds and
antes are posted and before hole cards dealt V.sub.1=expected value
before action preflop (after blinds and antes posted and after hole
cards dealt) V.sub.2=expected value after action preflop
V.sub.3=expected value before action postflop V.sub.4=expected
value after action postflop V.sub.5=expected value before action on
the turn V.sub.6=expected value after action on the turn
V.sub.7=expected value before action on the river V.sub.8=expected
value after action on the river (the amount actually won or lost in
the hand) C=probability of the player winning the hand P=pot size
B=amount put in the pot by the player L=luck score for the hand
S=skill score for the hand, and N=normalization factor.
5. A method of enhancing the public viewing of a game of chance and
skill which comprises generating luck and skill scores for a player
by the method of claim 1 and displaying said scores to the public
during said game.
6. A method of enhancing the public viewing of a poker game which
comprises generating luck and skill scores for a player by the
method of claim 3 and displaying said scores to the public during
said poker game.
7. A method of enhancing the public viewing of a poker game which
comprises generating luck and skill scores for a player by the
method of claim 4 and displaying said scores to the public during
said poker game.
8. A method of improving a player's skill level at poker which
comprises generating luck and skill scores for the player by the
method of claim 3.
9. A method of improving a player's skill level at poker which
comprises generating luck and skill scores for the player by the
method of claim 4.
10. A method of enhancing the experience of a game of chance and
skill on the internet which comprises generating luck and skill
scores for a player by the method of claim 1 and displaying said
scores to the public or to the players after said game.
11. A method of enhancing the experience of a poker game on the
internet which comprises generating luck and skill scores for a
player by the method of claim 3 and displaying said scores to the
public or to the players after said poker game.
12. A method of enhancing the experience of a poker game on the
internet which comprises generating luck and skill scores for a
player by the method of claim 4 and displaying said scores to the
public or to the players after said poker game.
Description
[0001] The present invention generally relates to games that
involve luck and skill, such as poker. Specifically, the subject
invention provide means, method and apparatus for the generation of
statistics relating to a player's luck and skill as exhibited in
prior games ("luck and skill statistics" or "luck and skill
scores"). In the preferred embodiments, statistics or scores are
generated for participants in a poker game. These statistics
quantify how lucky or skillful a player has been over a given
period of time. The data can be used to enhance the experience of
the viewing public, and to aid a player's self-assessment.
BACKGROUND
[0002] Interest in playing and viewing poker has exploded in the
last several years. Watching poker on television is more enjoyable
now than in the past because there are now miniature cameras
installed at the card table which allow the home viewer to see a
player's hole cards, which are hidden from the view of his
opponents. The player's hole cards are typically displayed on the
screen, along with the percentage chance that he will win the hand.
As subsequent cards are dealt, these percentages are updated. What
makes this exciting is that the announcer can then observe, "John
bluffed Greg and got Greg to fold a hand that was a three to one
favorite to win, what an aggressive move!" or "John took a really
`bad beat` in that hand because Greg's `miracle card` got dealt,
allowing Greg to win the hand even though John was a 20:1 favorite
to win." In short, exposing the game to viewer scrutiny makes it
more interesting.
[0003] Poker luck and skill statistics would similarly enhance the
experience of the poker game by providing additional statistical
information regarding the strength of a player's cards and a
player's strategy. It is analogous to the idea of having baseball
statistics, like runs-batted-in and on-base percentage. For
example, whenever a player wins a World Series of Poker event, the
question always arises: Did he get lucky, or was it skill? The
question is particularly pertinent when the winner is an amateur
and not a professional poker player. Conventional wisdom states
that in order to win a particular poker tournament, even a skillful
player must also get lucky. While this assessment, which is shared
by professional players, is likely to be qualitatively correct, it
is not particularly illuminating because it does not answer the
questions, "How lucky does the player need to be?" and "How lucky
was the winner of that particular game?" To answer these questions,
the concept of poker luck and skill scores are used, formulas which
provide a quantitative index as to how lucky or skillful a player
has been over a given period of time. These formulas are
specifically detailed in the next section.
[0004] Poker luck and skill statistics can be used by both the
poker player and the poker game viewer. The poker viewer's
enjoyment of the game is enhanced in the same way that a baseball
viewer's enjoyment of the game is enhanced by baseball statistics.
For example, when the players' chip stacks are displayed on the
screen, their poker luck and skill statistics can be displayed as
well. The announcer could then comment, "Greg is up $100,000 in the
cash game so far. His cards have not been lucky but he's made up
for it by playing well." Or, "Phil is knocked out the tournament
complaining about his unlucky bad beats, but we see from his luck
score that his cards have actually been quite lucky." A poker fan
might attach more significance to wins achieved in the face of
lackluster luck scores and high skill scores, and the merits of
wins achieved with unusually good luck scores and poor skill scores
could be debated.
[0005] Additionally, the poker player can use his own poker luck
and skill statistics to improve his play. For example, an internet
player might observe that using a certain style of play, his
success is dependent, or independent, of the quality of his luck
score. After a successful game, a player could determine how much
his skill reading and bluffing opponents contributed to his
victory, and how much his lucky cards played a role.
[0006] For a better understanding of the present invention,
reference is made to the following description taken in conjunction
with the examples.
DESCRIPTION OF THE INVENTION AND EMBODIMENTS
[0007] Preferred embodiments of the invention are presented below
for the purposes of illustration and description. These embodiments
are presented to aid in an understanding of the invention and are
not intended to, and should not be construed to, limit the
invention in any way. All alternatives, modifications and
equivalents that may become obvious to those of ordinary skill upon
a reading of the present disclosure are included within the spirit
and scope of the present invention. Additionally, the present
disclosure is not a primer on games of luck and skill, nor on
computer software, systems or apparatus for implementing the
methods described herein. Basic concepts known to those skilled in
the industry have not been set forth in detail.
The Primary Luck and Skill Scores--Preferred Area
[0008] The primary luck and skill scores are elegant and simple
enough for your average poker enthusiast to understand intuitively.
They make use of statistical data which is already commonly
displayed on poker programs. The following formulas apply to a game
of Texas Hold 'Em, although they are easily generalized to any
poker variant.
[0009] Let [0010] V.sub.0=expected value before blinds and antes
are posted and before hole cards dealt [0011] V.sub.1=expected
value before action preflop (after blinds and antes posted and
after hole cards dealt) [0012] V.sub.2=expected value after action
preflop [0013] V.sub.3=expected value before action postflop [0014]
V.sub.4=expected value after action postflop [0015]
V.sub.5=expected value before action on the turn [0016]
V.sub.6=expected value after action on the turn [0017]
V.sub.7=expected value before action on the river [0018]
V.sub.8=expected value after action on the river (the amount
actually won or lost in the hand) [0019] C=probability of the
player winning the hand [0020] P=pot size [0021] B=amount put in
the pot by the player [0022] L=luck score for the hand [0023]
S=skill score for the hand [0024] N=normalization factor
[0025] Note that N can be set equal to 1, P.sub.1 (the total value
of the blinds and antes), the total amount of the stacks of all the
players at the table, or even to the total amount of the stacks of
all the players (in a tournament structure.)
[0026] Note that V.sub.0=P.sub.0=0.
[0027] Then
V i = C i P i - B i ( 1 ) L = ( V 1 - V 0 ) + ( V 3 - V 2 ) + ( V 5
- V 4 ) + ( V 7 - V 6 ) N ( 2 ) S = ( V 2 - V 1 ) + ( V 4 - V 3 ) +
( V 6 - V 5 ) + ( V 8 - V 7 ) N ( 3 ) L + S = V 8 - V 0 N = V 8 N (
4 ) ##EQU00001##
[0028] Let us examine a specific example, using a normalization
factor N=P.sub.1. Suppose that the blinds are $50-$100 and the
table is three-handed with Player X in the small blind, Player Y in
the big blind, and Player Z on the button. Before the hole cards
are dealt, each player has an equal probability of 1/3 of winning
the hand. After the blinds are posted and after the hole cards are
dealt, but before betting, the probabilities of X, Y, and Z winning
the hand are 40%, 20%, and 40%, respectively. Z calls $100, X
folds, and Y checks. With X folding, the probabilities of X, Y, and
Z winning the hand change to 0%, 40%, and 60%, respectively. After
the flop is dealt, the probabilities of Y and Z winning the hand
change to 20% and 80%, respectively. Y bets $200, Z raises to $400,
and Y calls $200. After the turn card is dealt, the probabilities
of winning for Y and Z change to 10% and 90%. Y and Z check the
turn. After the river card is dealt, the probabilities for Y and Z
winning change to 100% and 0% when Y completes his draw. Y bets
$1000, and Z calls. Using equations (1)-(4), we can then generate
the following analysis for this hand:
TABLE-US-00001 Player X Player Y Player Z Player X Player Y Player
Z Player X Player Y Player Z i C.sub.i C.sub.i C.sub.i B.sub.i
B.sub.i B.sub.i P.sub.i V.sub.i V.sub.i V.sub.i 0 0.33 0.33 0.33 0
0 0 0 0 0 0 1 0.4 0.2 0.4 50 100 0 150 10 -70 60 2 0 0.4 0.6 50 100
100 250 -50 0 50 3 0 0.2 0.8 50 100 100 250 -50 -50 100 4 0 0.2 0.8
50 500 500 1050 -50 -290 340 5 0 0.1 0.9 50 500 500 1050 -50 -395
445 6 0 0.1 0.9 50 500 500 1050 -50 -395 445 7 0 1 0 50 500 500
1050 -50 550 -500 8 0 1 0 50 1500 1500 3050 -50 1550 -1500 L S
Player X 0.04 -0.40 Player Y 4.80 5.53 Player Z -4.87 -5.13
[0029] Let us examine the results of this analysis to gain an
intuitive understanding of the mathematical formulation of the luck
score L and the skill score S. Note that for purposes of analysis,
after a player folds his hand (as player X did), C.sub.i is set to
zero because the player can no longer win the hand, and B.sub.i
holds a constant value because the player can no longer change the
amount he has already put into the pot. We then observe that the
net amount actually lost or won by a player in a given hand is
given by the value V.sub.8, the expected value after the action on
the river is complete. The question we seek to answer, then, is
what portion of V.sub.8 was obtained by luck, and what portion was
obtained by skill? As a hand progresses, like in the example above,
the expected value for a given player will change as a result of
two processes: cards are dealt, and action (checking, betting or
folding) is taken. In short, the changes in expected value that
arise as a result of cards being dealt are attributed to luck,
while changes in expected value that arise as a result of players'
unforced action are attributed to skill. This statement is captured
by equations (2) and (3). Note that in equations (2) and (3), the
changes in expected value are divided by N. In the example above, N
is set equal to P.sub.1, the total value of the blinds and antes.
This is done to "normalize" the statistics, so that a meaningful
comparison of luck and skill scores can be made between hands in
different games, or between hands which occur early and late in a
tournament. In other words, the amount won or lost on a given hand
is considered relative to the size of the blinds and antes.
Alternatively, by changing the value of N, the amount won or lost
on the hand can be considered relative to the total amount of the
stacks of all the players at the table, or to the total amount of
the stacks of all the players in a tournament structure. N can also
be set to 1 so that the statistics are not normalized.
[0030] Equation (4) demonstrates that V.sub.8/N, the normalized
amount won (or lost) by the player in the hand, is the sum of the
normalized amount attributable to luck and the normalized amount
attributable to skill. In the example above, player Y's $1,550 win
is attributable to both good luck (L=4.80) and skill (S=5.53), with
slightly more skill than luck. Player Z's $1,500 loss is
attributable to both bad luck (L=-4.87) and lack of skill
(S=-5.13), with slightly more lack of skill than bad luck. Player
X's $50 loss is attributable to good luck (L=0.07) with a greater
lack of skill (S=-0.40). Understandably, the amounts of luck and
skill involved in Player X's small loss are orders of magnitude
less than the amounts involved with Player Y's larger win and
Player Z's larger loss.
[0031] Now that we have examined the luck score and skill score for
a given hand, what is the overall luck score l and overall skill
score s for a given number of hands over a given time period? There
are two ways this can be reported. The overall scores for a given
number of hands can be either: the average of the scores for each
individual hand,
l= L (5)
s= S (6)
or the sum of the scores for each individual hand,
l = all hands L ( 7 ) s = all hands S ( 8 ) ##EQU00002##
[0032] A few comments about the luck and skill scores are in order.
It is important to note that the way luck and skill are calculated
does not imply that the best strategy is to maximize expected value
for each and every given hand. Rather, the best strategy is to
maximize expected value over the game, which encompasses all the
hands. So, for example, an aggressive player might incur a negative
skill score for a given hand while deliberately creating a table
image. However, this move might allow him to maximize his skill
score for a later, larger pot when his opponents don't give him
credit for a premium hand.
[0033] There are many intuitive and practical advantages to
calculating the luck and skill scores in the way described above.
First, the luck and skill scores are calculated using information
which is already displayed to the poker television viewer:
percentage chance of winning, pot size, and amount each player is
putting in the pot. Second, the scores give mathematical validity
to the intuitive concept that a skilled poker player will "get his
money in with the best of it"; in other words, increase the pot
size when he is statistically favored to win. When a player holding
the worse hand bluffs another player out of a pot, this is
reflected positively in the bluffer's skill score and negatively in
the loser's skill score. When a player "sucks out" on the river,
this is reflected positively in his luck score and negatively in
his opponent's luck score. A final advantage to calculating luck
and skill scores in this way is that knowledge of the board cards
that would have been dealt had players stayed in the hand until
showdown is not required. If a player folds before the flop, for
example, whether or not he would have had the best hand on the
river does not affect his luck or skill scores.
[0034] It should be noted that the formula for the expected value V
is easily adjusted to the situation in which there is a chance of a
split pot. Equation (1) then becomes
V = ( CP - B ) + e P f ( 9 ) ##EQU00003##
Where
[0035] e=the probability of the player winning a split pot [0036]
f=the number of players sharing in the split pot [0037]
C=probability of the player winning the pot (without splitting)
[0038] P=pot size [0039] B=amount put in the pot by the player
[0040] The expected value V is also easily adjusted to the
situation in which there is a side pot. Equation (1) then
becomes
V=(CP-B)+(cp-b) (10)
Where
[0041] C=the probability of winning the main pot [0042] P=size of
the main pot [0043] B=amount put into the main pot by the player
[0044] c=the probability of winning the side pot [0045] p=the size
of the side pot [0046] b=amount put into the side pot by the
player
[0047] The luck and skill scores as described above are also easily
generalized to any poker variant with different numbers of streets
or cards. Equations (2) and (3) then become
L = all streets T ( 11 ) S = all streets U ( 12 ) ##EQU00004##
Where
[0048] T=change in expected value V on a given street as a result
of a card (or cards) being dealt, or as a result of forced bets
(blinds and antes) [0049] U=change in expected value V on a given
street as a result of players' unforced action, after all action is
complete on that street
The Secondary Luck and Skill Scores--Other Areas
[0050] There may be debate over what formulas best capture a
player's luck and skill, just as there is debate over whether a
baseball player's prowess is best measured by home runs, slugging
percentage, on-base percentage, or runs-batted in. Perhaps there
will be other luck and skill scores proposed which use slightly
different formulas than those illustrated above. Although it is
believed that the primary luck and skill scores as described in the
earlier section are the best mode for practicing the invention,
other luck and skill scores derived from different formulas may
provide additional insight as well. These other formulas are termed
"secondary poker luck and skill statistics" herein, and are
considered part of the present invention. As an example, a
different scheme for calculating poker luck, and the rationale
behind it, is detailed below.
[0051] A player's luck score L.sub.n for the n.sup.th hand is as
follows:
L n = 1 - p - 1 h - 1 ( 13 ) ##EQU00005##
where [0052] p=placing in the hand (1.sup.st, 2.sup.nd, 3.sup.rd, .
. . ) if all the players had played their cards until showdown
(i.e., no one folds), and [0053] h=the total number of players
dealt cards in the given hand.
[0054] If there is a tie for a placing, then a player's luck score
L.sub.n for the n.sup.th hand is determined as follows. Assume that
q players are tied for p.sup.th place. Then each tied player's luck
score is the average of the luck score for p.sup.th place,
(p+1).sup.th place, . . . , and (p+s-1).sup.th place:
L n = 1 q i = p p + q - 1 1 - i - 1 h - 1 ( 14 ) ##EQU00006##
[0055] Simplifying via the well-known relation
j = 1 m j = m ( m + 1 ) 2 ##EQU00007##
we obtain
L n = 1 - p + q - 3 2 h - 1 = [ 1 - p - 1 h - 1 ] - q - 1 2 ( h - 1
) ( 15 ) ##EQU00008##
[0056] Equation (3) demonstrates that the luck score of a player
tied for p.sup.th place is the luck score the player would have
received if he were untied for p.sup.th place, reduced by the
factor
q - 1 2 ( h - 1 ) . ##EQU00009##
[0057] The player's luck score l for the period of interest, for
example all the hands of a single tournament, is then the average
of all the individual luck scores for each hand:
l = 1 k n = 1 k L n ( 16 ) ##EQU00010##
where [0058] L.sub.n is the luck score for the n.sup.th hand of k
total hands.
[0059] Let us examine a concrete example. Consider the case of
Players A, B, C, D, and E who play a hand of poker. Without regard
for the action that actually transpires (who stays in the hand
until showdown and who folds), we consider the relative strength of
each player's final hand if they all stayed in the hand until
showdown. We determine, by knowing all the players' hole cards and
all the board cards, that A, B, C, D, and E would have placed
first, second, third, fourth, and fifth respectively. Applying
equation (1) we find the following:
TABLE-US-00002 Player Luck Score A 1 B 0.75 C 0.5 D 0.25 E 0
[0060] Simply put, the first place player will always have a luck
score of 1, the last place player will always have a luck score of
0, and the remaining players will be distributed at equal intervals
between 0 and 1.
[0061] If A and B have the same strength hands, which beat the same
strength hands of C, D, and E, then A and B can be said to have
tied for first place, with C, D, and E tying for third place.
Equation (3) then yields:
TABLE-US-00003 Player Luck Score A 0.875 B 0.875 C 0.25 D 0.25 E
0.25
[0062] Simply put, the luck score of A and B is the average of the
luck scores for untied first and second place, and the luck score
of C, D, and E is the average of the luck scores for untied third,
fourth and fifth place.
[0063] Several points should be raised about the features of this
secondary luck score. First, it is clear that a player's average
luck score, in the absence of cheating, will tend towards 0.5 with
a variance that decreases as then number of hands increases.
Expressed as a percentage, the primary luck score becomes more
intuitive for the average poker player or fan: the average luck
score is 50%, the luckiest possible score is 100%, and the
unluckiest score is 0%. It is clear that after numerous hands, a
professional poker player's average lifetime luck score will be
minimally different from 50%. Therefore, if the professional has a
better than average winning record, this can be attributed to
skill, because the luck score has evened out. However, a
professional player's luck score at a tournament's final table,
which would involve far fewer hands, is of significance because it
may well be different from 50%. It would be of great interest to
correlate the professional's luck score at the final table with his
placing in the tournament.
[0064] Second, it is important to note that the formula considers
the strength of the hands as if no one folded, regardless of the
fact that often poker hands are not played to showdown. The reason
for this is that a player cannot claim that his cards are unlucky
if he folds before he can be the recipient of his lucky cards, even
if folding was the prudent strategy. In fact, if folding is the
prudent strategy, then it may have been made so by a skillful
opponent who bet in order to induce the fold. Conversely, one might
consider a player who is dealt pocket aces more than his
statistical fair share to be lucky--but not if the pocket aces are
always beaten at showdown by another player who doesn't fold and
makes a better hand! It is therefore simpler to avoid the issue of
whose cards were better earlier in the hand and consider only the
relative strength of each player's final hand had it been played to
showdown.
[0065] Third, the formulation of the secondary luck score only
takes into account how each player's hand places relative to the
others. It does not take into account, for example, how much
stronger the first place hand is compared to the second place hand.
Nor does the secondary luck score consider the absolute strength of
a player's hand. The reason for this is that it is unclear whether
having a much stronger hand is luckier or not. If a player's hand
is much stronger than his opponent's, then the player can make
larger bets with more confidence and thus win more money. On the
other hand, if the opponent possesses a relatively weak hand, the
opponent is more likely to fold, denying the player a chance to
make a big win. It is therefore simpler to avoid this issue and
consider only the relative placing of each player's hand.
[0066] It is arguable that this secondary luck score is not the
best quantitative measure of a player's luck, precisely because it
does not take into account factors like whose hand was the
strongest on earlier streets, and how much stronger the hand was.
Also, to compute the secondary luck score, even if the hand doesn't
go to showdown, knowledge of the board cards that would have been
dealt is required. This information is not usually displayed to the
poker player or viewer. The primary luck and skill scores are
better compared to the secondary luck score in both these
respects.
Venues in Which to Use the Luck and Skill Scores
[0067] Televised Events.
[0068] If the event is televised, the poker luck and skill scores
could be displayed alongside each player's name at the end of each
hand, or they could be displayed at the same time the current
standings and chip counts are shown. The commentator could then
analyze the action using this information. For example, the
commentator might tell the viewers that "Bob the amateur wins a big
pot this hand using a large amount of skill and a lesser amount of
good luck." The commentator might observe that "Phil the poker
professional has gone broke in this cash game; despite a positive
amount of skill, he lost because of a greater amount of bad luck."
The luck and skill scores would thus help answer in an objective
way how skillful and lucky a player had been during the game.
[0069] In order to calculate the luck and skill scores, you have to
know the hole cards dealt to each player, as well as the community
cards that are dealt. If the game is on the internet, these data
can easily be obtained and computed. For a televised event,
particularly the World Series of Poker Main Event, the number of
entrants (over 5,000 in 2005 and 8,000 in 2006) and the number of
hands played probably preclude complete data collection. One
possible solution is to start collecting this data only after all
but twenty players have been eliminated, and present to viewers the
overall scores for these final tables. Alternatively, the luck and
skill scores for individual hands (and not the overall scores) can
be easily captured from featured tables earlier in the
tournament.
[0070] Live Casino Games.
[0071] During a live casino game, data collection can be automated
by using a previously patented device, the "Card Game Dispensing
Shoe with Barrier and Scanner" (U.S. Pat. No. 6,582,301 B2). The
dispensing shoe can record the cards that are dealt. A device to
record the amounts put into the pot by the players and to record
when they fold would also be necessary. Taken together with the
data from the shoe, the overall luck and skill scores could be
generated, and presented to the players involved in a live casino
game once the game is over.
[0072] Internet Games.
[0073] If the game is on the internet, all the necessary data is
easily captured. At the end of a tournament or cash game, each
player's standing, overall luck score, and overall skill score
could be calculated and listed. Each player could then assess his
own performance by seeing how much skill and luck (or lack thereof)
contributed to his success or failure. It would be very interesting
to analyze the data from numerous games to see how lucky the
winners typically are, or to determine which poker variants
empirically require more or less luck to win.
[0074] Video Poker Machines.
[0075] These machines, described by others, essentially convert a
conventional poker table (using a human dealer, real playing cards,
and chips) to a computerized, electronic facsimile. Players using
these machines make bets and view their cards via computer
terminals around the table. Players place these bets and view their
cards the same way that they do while playing on the internet.
These machines allow players to congregate around the table while
playing each other via the computer, without the need for a human
dealer. A "home game" version of these machines is also possible,
where each player holds a compact, easily portable, computerized
tablet which is wirelessly linked to the tablets held by his
opponents. Data collection to calculate the luck and skill scores
via these machines is as easy as it would be on the internet. The
scores could then be displayed to the players at the end of a cash
game or at the conclusion of a tournament.
[0076] The invention comprises the methods, apparatus and systems
which implement the formulas described above, including
computer-implemented systems. Where the invention is carried out by
means of computer apparatus, the invention encompasses suitable
executable computer instructions, including routines, subroutines,
programs, objects, data structures and the like that perform
certain functions or manipulate or implement the data of
interest.
[0077] The invention can be practiced with any suitable combination
of processing, input/output devices, display devices, and/or
general-purpose or special-purpose processors or logic circuits
programmed with the methods of the invention. Such devices can
include, for example, personal computers, servers, client devices,
personal data assistants (PDAs), hand-held devices, laptops,
programmable electronics, computer networks, such as, for example,
a personal computer network, a mainframe, and a suitable
distributed computing environment that includes any of the
foregoing.
[0078] While the invention has been described with reference to
specific embodiments thereof, it should be understood that the
invention is capable of further modifications and that this
disclosure is intended to cover any and all variations, uses, or
adaptations of the invention which follow the general principles of
the invention. All such alternatives, modifications and equivalents
that may become obvious to those of ordinary skill in the art upon
reading the present disclosure are included within the spirit and
scope of the invention.
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