U.S. patent application number 12/168810 was filed with the patent office on 2010-01-07 for gaming apparatus.
Invention is credited to Jon Shoreman.
Application Number | 20100004043 12/168810 |
Document ID | / |
Family ID | 41464794 |
Filed Date | 2010-01-07 |
United States Patent
Application |
20100004043 |
Kind Code |
A1 |
Shoreman; Jon |
January 7, 2010 |
GAMING APPARATUS
Abstract
Gaming apparatus (1) comprising a processor (3), a memory (5)
and an input port, the processor configured to receive from the
input port, signals from participant input devices (7)
representative of selections from a set of options, each signal
includes a value associated with a selection, and the processor
configured to determine a total value amount for each particular
option and to store in the memory the total value amount for each
option and to determine a winning option which is the option with
the lowest total value amount.
Inventors: |
Shoreman; Jon; (London,
GB) |
Correspondence
Address: |
CHRISTENSEN, O'CONNOR, JOHNSON, KINDNESS, PLLC
1420 FIFTH AVENUE, SUITE 2800
SEATTLE
WA
98101-2347
US
|
Family ID: |
41464794 |
Appl. No.: |
12/168810 |
Filed: |
July 7, 2008 |
Current U.S.
Class: |
463/16 |
Current CPC
Class: |
G07F 17/32 20130101;
G07F 17/3286 20130101 |
Class at
Publication: |
463/16 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. Gaming apparatus comprising: a processors; a memory and an input
port; the processor configured to receive from the input port,
signals from participant input devices representative of selections
from a set of options, each signal includes a value associated with
a selection, and the processor configured to determine a total
value amount for each particular option and to store in the memory
the total value amount for each option and to determine a winning
option which is the option with the lowest total value amount.
2. The gaming apparatus of claim 1 in which the data processor is
configured to determine which participant or participants has/have
selected the winning option
3. The gaming apparatus of claim 2 in which the data processor is
configured to store, in the memory, an association between an
identifier for each participant and the respective option(s)
selected by that participant.
4. The gaming apparatus of claim 1, wherein the processor is
configured to process signals which are representative of a
multiple option selection, and the processor configured to assign a
part of the associated value to the respective total value amounts
of each of the options included in the multiple option
selection.
5. The gaming apparatus of claim 4, wherein the processor is
configured to handle signals representative of a multiple option
selection in which each option included in the multiple option
selection has a characteristic which is common to those
options.
6. The gaming apparatus of claim 5 in which the characteristic is
at least one of (i) a mathematical characteristic and (ii) a
parameter relating to a visual representation of the options.
7. The gaming apparatus of claim 1, wherein the processor is
configured to assign a participant to a game event subsequent to a
signal having been received by the data processor which signal is
representative of a selection made by that participant.
8. The gaming apparatus of claim 1, wherein the processor is
configured to add participants' selections to a game event until a
winning option is determined for the game event.
9. The gaming apparatus of claim 1, wherein the processor is
configured to host multiple game events concurrently.
10. The gaming apparatus of claim 9, wherein the processor is
configured to assign a participant's selection to a game event on a
substantially random basis.
11. The gaming apparatus of claim 1, wherein the processor is
configured to cancel a game event if no winning option is able to
be determined for a predetermined maximum number of
participants.
12. The gaming apparatus of claim 1, wherein the processor is
configured to issue a signal to a participant input device
representative of a game event in which the participant will be
participating, the signal being issued subsequent to receipt by the
processor of the signal representative of the participant's
selection.
13. A gaming system comprising: a processor and a memory, and a
plurality of participant input devices, the participant input
devices configured to communicate with the processor, each input
device configured to allow a participant to select at least one
option from a set of options, the processor configured to receive
signals representative of selections from the participant input
devices, each signal including a value associated with a selection,
and the processor configured to determine a total value amount for
each particular option and to store in the memory the total value
amount for each option and to determine a winning option which is
the option with the lowest total value amount.
14. A data carrier having machine readable instructions recorded
thereon for a processor of a gaming apparatus, which instructions
comprise instructions to configure the processor to process signals
representative of selections from a set of options, each signal
includes a value associated with a selection, and instructions to
configure the processor to determine a total value amount for each
option, and instructions to determine a winning option which is the
option with the lowest total value amount.
15. A method of processing data in a processor of a gaming
apparatus, the method comprising receiving signals from participant
input devices representative of selections from a set of options,
each signal includes a value associated with a selection, and the
method further comprising determining a total value amount for each
option and storing the total value amounts in a memory, and the
method comprising determining a winning option which is the option
with the lowest total value amount.
Description
TECHNICAL FIELD
[0001] The present invention relates generally to gaming
apparatus.
SUMMARY
[0002] According to one aspect of the invention there is provided
gaming apparatus comprising a processor, [0003] a memory and an
input port, [0004] the processor configured to receive from the
input port, signals from participant input devices representative
of selections from a set of options, each signal includes a value
associated with a selection, and the processor configured to
determine a total value amount for each particular option and to
store in the memory the total value amount for each option and to
determine a winning option which is the option with the lowest
total value amount.
[0005] According to another aspect of the invention there is
provided a gaming system comprising a processor and a memory, and a
plurality of participant input devices, the participant input
devices configured to communicate with the processor, each input
device configured to allow a participant to select at least one
option from a set of options, the processor configured to receive
signals representative of selections from the participant input
devices, each signal including a value associated with a selection,
and the processor configured to determine a total value amount for
each particular option and to store in the memory the total value
amount for each option and to determine a winning option which is
the option with the lowest total value amount.
[0006] According to a further aspect of the invention there is
provided machine readable instructions for a processor of a gaming
apparatus, which instructions comprise instructions to configure
the processor to process signals representative of selections from
a set of options, each signal includes a value associated with a
selection, and instructions to configure the processor to determine
a total value amount for each option, and instructions to determine
a winning option which is the option with the lowest total value
amount.
[0007] Another aspect of the invention relates to a method of
processing data in a processor of a gaming apparatus, the method
comprising receiving signals from participant input devices
representative of selections from a set of options, each signal
includes a value associated with a selection, and the method
further comprising determining a total value amount for each option
and storing the total value amounts in a memory, and the method
comprising determining a winning option which is the option with
the lowest total value amount.
DESCRIPTION OF THE DRAWINGS
[0008] Various embodiments of the invention will now be described,
by way of example only, with reference to the following drawings,
in which:
[0009] FIG. 1 shows a gaming apparatus;
[0010] FIG. 2 shows a gaming apparatus;
[0011] FIGS. 3 and 3a show a graphic user interface;
[0012] FIG. 3b shows a table; and
[0013] FIG. 4 is a flow diagram.
DETAILED DESCRIPTION
[0014] With reference to FIG. 1 there is shown a gaming apparatus 1
comprising a processor 3, a memory 5, and multiple participant
terminals 7. Each terminal 7 can communicate with the processor 3
and vice versa, signals being conveyed by way of respective links
8. The links 8 interface with an input port arrangement of the
processor 3. As described below, the apparatus 1 advantageously
allows multiple participants to participate in a game event.
[0015] In order for a game event to commence at least two
participants must be present at respective terminals 7. Each
terminal comprises an output device, for example a visual display
unit, and an input device, for example a keyboard and/or suitable
navigation device (such as a mouse or the like). By using the input
device each participant can indicate to the processor 3 that the
participant wishes to commence a gaming event. Each user may be
required to present or introduce monetary credential, such as bank
notes, coins, tokens or a bank card in order to take part in a game
event. To that end each terminal 7 is provided with a suitable
payment system such as a coin/token discriminator, note
discriminator/reader and/or card reader. Alternatively, each
participant may be required to enter predetermined credentials,
such as a username and/or password, and/or bank card details, from
which the processor 3 can verify that the participant is eligible
to participate, and (if appropriate) retrieve a credit limit to
which the participant is entitled.
[0016] Once the processor 3 has determined that each of the
multiple participants is entitled to participate, the processor 3
causes the output device of each terminal 7 to display a graphic
user interface (GUI) 100, schematically shown in FIG. 3. The GUI
100 comprises a bet selection region 110, a stake entry portion
120, a summary table 130, a submit button 140 and a selection
cursor 150. The position of the cursor 150 can be moved using the
input device. The bet selection region 100 resembles a roulette
betting table layout, and is arranged into a plurality of
sub-regions, each sub-region relating to a respective bet option.
By the participant controlling the input device, he can move the
cursor 150 over a particular sub-region so as to select a
particular type of bet from the options available.
[0017] As can be seen in FIG. 3 there are thirty six sub-regions
111, each indicating a respective number between one and thirty
six. Each of the numbers is assigned as being red or black, as
shown by light shading and dark shading, respectively.
[0018] With reference to FIG. 3a, the sub-regions 111 allow five
different types of bet to be selected. A first type of bet is to
select one particular number. For example, as referenced by the
reference letter `J`, the number `30` can be selected for a
`straight-up` bet. As shown by the reference letter `I` a bet could
be selected for two of the numbers (in this case `5` and `8`) for a
`split` bet. Reference letter `H` shows where the cursor 150 would
need to be positioned in order to select a line of three numbers,
here `25`, `26` and `27` in order to select a so-called `street`
bet for those numbers. The reference letter `G` indicates where the
cursor would need to be positioned in order to select a `corner`
bet on the four numbers `16`, `17`, `19` and `20`. In order to
place a `line` bet on six numbers, for example `31`, `32`, `33`,
`34`, `35` and `36`, the participant would need to place the cursor
150 at the position shown by the letter `F`.
[0019] In order to place a bet on either the first, second or third
dozen of the numbers, one of the sub-regions 113 would be selected
by using the cursor 150. In FIG. 3a, the reference letter `E`
indicates that the numbers `1` to `12` are to be selected by
positioning the cursor 150 over the sub-region 113a. To enable a
participant to select any of the three columns of the
representation of sub-region 111, the participant can conveniently
select one of the sub-regions 115a, 115b and 115c. In FIG. 3a the
reference letter `D` indicates that the first column is to be
selected by sub-region 115a. The sub-regions 117 allow a
participant to select all of those sub-regions 111 which are
designated as red or all of those sub-regions 111 which are
designated as being black. In FIG. 3a the reference letter A
indicates generally that either of those two options can be
selected, by selecting the appropriate sub-region 117a or 17b.
[0020] The sub-regions 118a and 118b allow a participant to select
those numbers from 1 to 36 which are even numbers and to select
those numbers from 1 to 36 which are odd numbers.
[0021] The sub-regions 119a and 119b allow a participant to select
the numbers 1 to 18 and 19 to 36, respectively.
[0022] It will be appreciated that the selection region 110 is
conveniently arranged to allow a participant to select multiple
numbers in a single selection step, namely the bet types indicated
by letters `A` through `I`. It will be appreciated that the bet
selection types exemplified by the reference letters `B`, `C` and
`E` relate to mathematical characteristics common to each set of
numbers of each type, whereas the bet selection types exemplified
by the reference letters `A`, `D`, `F`, `G`, `H` and `I`, each
relate to a sub-set of numbers which have an aspect of their
representation in the GUI 100 in common.
[0023] FIG. 3b shows a summary table 200 of the different types of
bet which a participant can select using the GUI 110. FIG. 3b shows
the minimum stake required for each type of bet selection (shown in
nominal units), and the odds for each bet type.
[0024] So, by using the cursor 150 and the selection region 110,
each participant can select a particular bet option. Each
participant is then required to enter in the region 120 the value
of the stake for his particular selected bet option. Once entered,
details of the selection and the stake are entered into the first
and second columns of the table 130. The table 130 provides a
convenient summary to the participant of bets selected thus far.
The participant can then chose to submit his selected bets to the
processor 3 in which case a suitable signal is sent to the
processor 3. Alternatively, the participant can chose to make one
or more further bet selections, using the procedure described
above, before submitting those bet selections to the processor
3.
[0025] Where a participant has made multiple bet selections these
will be shown to the participant in the table 130, so that he has
the opportunity to review them before submitting them to the
processor 3. Although not shown in FIG. 3, the GUI 100 may be
configured to allow a participant to amend and/or delete the bet
selections populating the table 130 before submission of the, or
each, bet selection to the processor 3.
[0026] Once the processor 3 has determined that it has received bet
selections from a participant, the processor 3 assigns that
participant's bet selections to a game event which is currently in
progress. Alternatively, if no game events are currently in
progress, the processor 3 initiates a new game event, and assigns
the received bet selections from multiple participants to that game
event. The processor 3 is configured to store in the memory 5, for
each game event, a running total of stake values placed on each of
the numbers 1 to 36. A participant's particular bet selection(s)
are added to the appropriate total stake amounts for the particular
numbers selected. Where a participant's bet selection includes one
of the multiple option types (eg one of the types designated by
letters `A` to `I`), the processor splits the stake value equally
over each of the numbers covered by the multiple options selected,
and then stores the updated value totals in the memory 5. For
example, betting eighteen units on red, using sub-region 117a, the
processor 3 would divide the stake amount by eighteen, and add the
dividend amount to the total stored in the memory 3 relating to
each of the red designated numbers. The other multiple option types
can be similarly treated by the processor 3 since the processor is
aware of which particular sub-set of the numbers 1 to 36 each
multiple option type corresponds to.
[0027] Once the processor 3 has determined that bet selections have
been received from multiple participants, the processor performs
calculations to determine whether there is any one particular stake
value total (for a particular number) which is the lowest take
value total. If the processor 3 determines that there is such a
single lowest stake value total, then a win event is declared. When
receiving the bet selections of the participants, the processor 3
receives an identifier which identifies which participants have
selected which numbers and the stake placed on those options. The
processor 3 causes this information to be stored in the memory 5.
Once the processor 3 has determined that a win event has occurred
it will determine the identifiers of, the, or those, participants
who placed bets on the winning number. The processor 3 calculates
the amount won by the, or each, participant based on the stake
placed and odds for the type of bet placed. The processor 3 then
communicates to the, or each, winning participant that he has won,
and the amount that he has won.
[0028] In an alternative scenario, after the processor 3 has
determined (updated) the stake value total associated with each
number, it may determine that there is no single lowest total
because two or more of the stake value totals are of the same
amount. In this situation the processor 3 cannot determine a win
and so adds one or more additional bet selections to the game
event. The processor 3 then determines whether there is then a
single lowest stake value total for a particular number. This
process is repeated until a win event can be determined. However, a
value relating predetermined maximum number of participants that
can participate in one game event is stored in the memory 5. If the
processor 3 determines that by adding a further bet selection of a
participant to a particular game event that that maximum number
would be exceeded, the processor 3 cancels the game event and
transfers the bet selections of that game event to other game
events which the processor 3 is hosting.
[0029] In practice, the processor 3 is configured to be capable of
hosting a plurality of game events concurrently. Bet selections
received from different participants are caused to be stored in the
memory 5, and the processor 3 uses a substantially random selection
process to assign each bet selection to a particular one of the
game events which it is hosting.
[0030] FIG. 4 is a flow diagram 200 showing the overall process
steps performed by the gaming apparatus 1. Step 201 relates to the
step of participants making bet selections and entering stake
values from their terminals 7. Steps 202, 203 and 204 relate to
signals containing that data being sent to the processor 3 from the
terminals 7, and the data then being processed by the processor 3.
At step 205, the processor 3 determines whether a win can be
declared. If it cannot, then at step 206, the processor adds
additional received bet selection and stake value data to that
game. If a win can be determined, at step 207 the processor
retrieves data from the memory 5 to determine the identity of the
winning participant(s). At step 208 the processor 3 determines the
amount won by the, or each, winning participant.
[0031] FIG. 2 shows another embodiment of the invention comprising
a gaming system shown generally at 10. The system 10 comprises a
network comprising server equipment 11, a communications network
18, and a plurality of participant terminals 17. Each of the
terminals 17 and the server equipment 11 are able to communicate by
way of the communications network 18. Broadly, the network shown is
intended to implement the principles of operation of the gaming
apparatus 1. Here, however, the terminals are remote from the
server equipment 11. The server equipment 11 is configured to
implement the same or very similar processing steps as are
performed by the processor 3 and the memory 5, as described above.
The communications network 18 may comprise the Internet, a wired
and/or wireless telecommunications network or any other suitable
type of communications network infrastructure. Each of the
terminals 17 comprises any kind of communications device, such as a
personal computer, a mobile telephone or a personal digital
assistant, for example.
[0032] Conveniently, even though participants may be remote from
the server equipment 11, they can each participate in one or more
gaming events.
[0033] It will be appreciated that machine-readable instructions in
the form of a signal, data structure or recorded on a data carrier,
may be loaded onto either of the processors 3 or 13 in order to
configure the data processor 3 or 13 to be able to implement the
required process steps to host a game event.
* * * * *