U.S. patent application number 12/622181 was filed with the patent office on 2010-11-04 for fantasy sports game.
This patent application is currently assigned to Sports Virtually Inc.. Invention is credited to Robert I. Tanenbaum.
Application Number | 20100279754 12/622181 |
Document ID | / |
Family ID | 43030792 |
Filed Date | 2010-11-04 |
United States Patent
Application |
20100279754 |
Kind Code |
A1 |
Tanenbaum; Robert I. |
November 4, 2010 |
FANTASY SPORTS GAME
Abstract
A computer implemented method for a fantasy sports game
comprising a bonus category, real-time athlete substitution, and
side-bet wagering so as to allow fantasy participant to more
directly influence point accumulation.
Inventors: |
Tanenbaum; Robert I.; (New
City, NY) |
Correspondence
Address: |
FISH & RICHARDSON P.C.
P.O. BOX 1022
MINNEAPOLIS
MN
55440-1022
US
|
Assignee: |
Sports Virtually Inc.
New City
NY
|
Family ID: |
43030792 |
Appl. No.: |
12/622181 |
Filed: |
November 19, 2009 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
61116104 |
Nov 19, 2008 |
|
|
|
Current U.S.
Class: |
463/3 ;
463/25 |
Current CPC
Class: |
G07F 17/3288 20130101;
G07F 17/3276 20130101; G06Q 50/34 20130101 |
Class at
Publication: |
463/3 ;
463/25 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A computer implemented method of playing a fantasy sports game,
comprising: determining a line-up, wherein the line-up comprises
one or more first athletes; compiling a statistical performance
record of the one or more athletes; awarding points based on the
statistical performance record of the one more athletes; trading a
second athlete into the line-up and removing a first athlete;
wagering points based on an event associated with a first or second
athlete; aggregating statistical points and wagered points for a
point total.
2. The computer implemented method of claim 1 further wherein the
line up is chosen from a predetermined roster.
3. The computer implemented method of claim 2 wherein the roster is
automatically chosen.
4. The computer implemented method of claim 1 wherein the
statistical performance record of the one or more athletes is
compiled according to a predetermined list of performance
categories.
5. The computer implemented method of claim 4 wherein the
predetermined list of categories comprise: Games, At-Bat, Plate
Appearance, Runs Scored, Hits, Total Bases, Runs Batted In (RBI),
Stolen Bases, Caught Stealing, Strike Outs, Base on Balls, Hit by
Pitch, Sacrifice Hit, Ground into Double Play, Errors, Innings
Pitched, Batters Faced, Games Started, Complete Games, Wins,
Losses, Saves, Holds, Blown Saves, Blown Holds, and Earned Runs
Allowed.
6. The computer implemented method of claim 1 wherein the
statistical performance record is compiled in real time.
7. The computer implemented method of 1 further comprising:
selecting one or more bonus statistical performance categories; and
awarding points based on the one or more bone statistical
performance categories.
8. The computer implemented method of claim 7 wherein the bonus
statistical performance categories are associated with a first or
second athlete.
9. The computer implemented method of claim 7 wherein the bonus
statistical performance categories are applicable during
predetermined time periods of the game.
10. The computer implemented method of claim 7 wherein the bonus
statistical performance categories are associated with a particular
event occurring during a game.
11. The computer implemented method of claim 7 wherein the bonus
statistical performance category has limited or restricted
access.
12. The computer implemented method of claim 7 wherein the bonus
statistical performance category can be accessed by paying an
access fee.
13. The computer implemented method of claim 7 wherein points are
awarded based on bonus statistical performance category points and
performance category points.
14. The computer implemented method of claim 1 wherein trading or
substituting an athlete from the line up is restricted.
15. The computer implemented method of claim 1 wherein the second
athlete is chosen from a predetermined roster.
16. The computer implemented method of claim 14 wherein a
substitution fee is charged before making a substitution.
17. The computer implemented method of claim 15 wherein the
substitution fee comprises points accumulated during play.
18. The computer implemented method of claim 13 wherein the second
athlete is chosen from a pool of athletes maintained by a house
administrator.
19. The computer implemented method of claim 13 wherein statistical
performance categories are compiled on the second athlete from the
time the second athlete is substituted.
20. The computer implemented method of claim 1 wherein a wager is
made based on either a first or second athlete's performance.
21. The computer implemented method of claim 1 wherein the wager is
associated with a statistical performance category.
22. The computer implemented method of claim 1 wherein the wager is
based on the occurrence of an event during a specified time
period.
23. The computer implemented method of claim 1 wherein the wager is
made with a player in a fantasy league.
24. The computer implemented method of claim 1 wherein the wager is
made against a house account.
25. The computer implemented method of claim 1 wherein the wager
includes a point value.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] This application claims priority under 35 USC .sctn.119(e)
to U.S. Provisional Patent Application Ser. No. 61/116,104, filed
on Nov. 19, 2008, the entire contents of which are hereby
incorporated by reference.
TECHNICAL FIELD
[0002] The present invention generally relates to systems and
methods for playing and administering a fantasy sports game. More
specifically, the present invention relates to a system and method
of playing a fantasy sports game involving real time incentives to
encourage play throughout a season and on a daily basis.
BACKGROUND
[0003] Fantasy sports league games enjoy wide popularity.
Generally, participants or fantasy players select or draft
currently active real-life athletes to form fantasy teams. A
participant's success or failure in the game corresponds to the
performance of the players in real-life games. Such games are often
referred to as "rotisserie leagues," although other forms of play
are used also. Owners of such fantasy teams compile win-loss
records by competing against the other teams in the league, the
winner being determined by which team's players performed better
the previous week. The fantasy league style of gaming has been
applied to a wide variety of sports including baseball, football,
basketball, hockey, soccer, cricket, auto-racing, golf and
professional wrestling.
[0004] In most fantasy leagues, participants play throughout a
regular season, tournament, or some other extended time period.
Because a fantasy team's performance is directly attributable to
the performance of the real-life athletes on a participant's
roster, early success or failure can be critical to enjoyment
and/or participation throughout the season. For example, if a
participant chooses several players who are performing poorly and
as a result, the participant looses several fantasy games in a row,
it could be statistically impossible or improbable that the
participant will win the overall season. Such participants
typically loose interest in the fantasy league. Retaining
participant interest in later season games has been a problem. In
Internet based fantasy leagues, this loss of interest can result in
loss of advertising and participation fees.
[0005] U.S. Pat. No. 5,860,862, incorporated herein by reference,
is directed to an interactive fantasy sports game, which allows for
real time participation in the fantasy game. Participants are able
to select and trade members on the participant's team while an
event, such as an actual game, is occurring. This allows
participants to take a more active role in the management of the
fantasy team. The fantasy team's performance, however, is still
limited to the actual performance of the real-world athletes.
[0006] Various techniques have been used to maintain participants'
interest, including tying fantasy league play to video service of
actual games, offering gambling or simulated gambling, or creating
financial market commodities based on player ratings. None of the
aforementioned allows a participant to influence the fantasy team
performance through mechanisms or techniques that allow a team to
earn points beyond the actual performance of the real-world
athletes.
SUMMARY
[0007] The present invention generally relates to systems and
methods for playing a fantasy sports game. More specifically, the
present invention is directed to a fantasy sports game that
includes opportunities for participants to actively manage team
performance, with the opportunity to obtain points greater than
those directly attributable to the performance of the real-world
athletes on a roster.
[0008] In an implementation a computer implemented method is
provided. Participants choose a line-up from a predetermined
roster; the line-up includes one or more real-world athletes. The
athletes' actual performance is monitored over a given time period.
The athletes' statistics are determined and points awarded based on
the statistics. An athlete is traded into the line-up from the
roster. A wager is made based on a real-world event associated with
the fantasy game or the real-world athletes' performance. Points
are aggregated from the statistical point total and the wager point
total. And a final point determination is made.
[0009] Various implantations of the present invention can include
one or more of the following features. The participant can select
one or more bonus statistical performance categories with points
awarded based on the one or more bonus statistical performance
categories. The bonus statistical performance categories can be
associated with a specific athlete. The bonus statistical
performance categories can be applicable during predetermined time
periods of the game. The bonus statistical performance categories
can be associated with a particular event occurring during a game.
The bonus statistical performance category has limited or
restricted access. The bonus statistical performance category can
be accessed by paying an access fee. The access fee can be in the
form of accumulated points. Points earned can comprise a
combination of bonus statistical performance category points and
performance category points. Trading or substituting an athlete
during play can be restricted or conditioned. A substitution fee
can be charged for substituting athletes during play. Statistical
performance categories can be compiled on a substituted athlete
from the time the substituted athlete enters the game. A wager can
be made based on an athlete's performance. A wager can be
associated with a statistical performance category. A wager can be
based on the occurrence of an event during a specified time period.
A wager can be made with another player in the fantasy league or
against a house account. Total accumulated points during a fantasy
game include bonus points, performance points, and wager
points.
[0010] Various implementations of the present invention include one
or more of the following advantages. Fantasy participants can more
directly influence total point accumulation through participating
in bonus activity and side-bet wagering. Fantasy participants can
make-up for poor team or athlete performance. Additional
subscription and access fees are available to the game organizer.
Participants will be involved in a game that is more interactive,
more realistic and results in a daily resolution identical to real
world sports. In-game substitution and side bets allow
participation at any time in a game, not just during pre-game
activities of changing rosters or selecting line-ups. Since real
world sports events are played at many different starting times
from afternoon to night in multiple time zones, active
participation will extend for a longer period. Current sports
fantasy games allow the participant to play the role of a general
manager (dealing with rosters) but only as a head coach/manager in
selecting the line-up. Implementations of the present invention
give more realistic manager/head coach powers by allowing in-game
substitutions and determining which players are more likely to
achieve bonus points. Additionally, daily resolution creates the
real-world sports environment of a win or a loss for each
participant that are accumulated into won-loss standings as opposed
to the artificial environment of a points system based on weekly or
season-long statistics.
BRIEF DESCRIPTION OF THE DRAWINGS
[0011] FIG. 1 is a flow chart of an exemplary method of the present
invention.
[0012] FIGS. 2A & B depict an exemplary user interface of the
present invention.
DETAILED DESCRIPTION
[0013] A fantasy sport (also known as rotisserie, roto, or owner
simulation) is a game where fantasy owners build a team that
competes against other fantasy owners based on the statistics
generated by individual players or teams of a professional sport.
One common variant converts statistical performance into points
that are compiled and totaled according to a roster selected by a
participant or "manager" that makes up a fantasy team. These point
systems are typically simple enough to be manually calculated by a
"league commissioner." More complex variants use computer modeling
of actual games based on statistical input generated by
professional sports. In fantasy sports there is the ability to
trade, cut, and sign players, like a real sports owner.
[0014] Fantasy leagues and their descendants typically draft teams
before the season begins (or very shortly thereafter). Teams can be
selected using an auction, whereby each participant has a fixed
amount of money or credits to bid for players. A team roster must
be filled within the budget. Team rosters can also be filled using
a serpentine system draft of available players until all teams are
filled. Real-world athletes making up a roster can be kept on the
roster form season to season, often referred to as "Keeper
Leagues." Keeper leagues have the same people in them, and
participants keep their players, unless any off-season moves are
made.
[0015] In building a roster, the skills of the participants come
into play in the "preseason." Knowledge of the talent and ability
to forecast the performance of the real-world athletes and their
prospects for the coming season greatly assists in building a
roster.
[0016] Rosters can be altered during a season using trades with
other participants or from a pool of additional athletes. Trades
can be made to acquire team members having greater skill or having
a better season, to replace poor performing team members or trade
to replace players who are injured. Various rules can affect
trading, to encourage or discourage mid-season trades.
[0017] A number of methods can be used to play the fantasy league
game. In some implementations, statistics of athletes on a roster
are accumulated over the course of the season. Points are awarded
for the statistical performance of the players. The team with the
most points at the end of the season wins. Various head-to-head
formats can be used, wherein a participant's team "plays" another
participants team. Typically, teams play over a given time period,
such as, a week, a four day tournament, or the length of a bracket
in an elimination tournament.
[0018] In an implementation using head-to-head play, each team
competes against only one team each week. At the end of the week,
each team tallies wins and losses based on preset criteria, such as
four, five, or six predetermined statistical categories. Wins,
losses, and ties are determined based on each team's performance in
the individual statistical categories. As such, if four categories
are tracked, a team could have four wins for having one in each of
the categories. In another implementation, the winner of the most
categories receives only one win. In yet another implementation,
the statistics in each category accumulate points, and the team
with the most points at the end of the week is awarded the win. In
head-to-head play, the team with the best win-loss record at the
end of the season wins the league.
[0019] FIG. 1 is an exemplary implementation of a method of play
directed to a fantasy baseball league. Method 100 includes:
determining a line-up 110, wherein the line-up comprises one or
more first athletes; compiling a statistical performance record 120
of the one or more athletes; compiling bonus statistical points 130
associated with the one or more athletes; awarding points 140 based
on the statistical performance record and the bonus statistical
points of the one more athletes; trading 150 a second athlete into
the line-up and removing a first athlete; wagering points 160 based
on an event associated with a first or second athlete; and
aggregating 170 statistical points and wagered points for a point
total.
[0020] The step of determining a line-up 110 can be done from a
predetermined pool or roster of real-world athletes. The fantasy
league participant can determine the roster prior to the league
formation as described above. The roster can also be chosen by the
league administrator or automatically chosen. The line-up is chosen
from the roster of real-world athletes. Those athletes in the
roster but not on the line-up are listed as bench players and can
be available for "in-game" substitutions. FIGS. 2A & B show an
exemplary user interface displaying the line-up 210 and bench 215
for teams A and B in a head-to-head match. In some implementations
the line-up can be chosen from a drop-down menu or a click and drag
method from a list of the players in a roster.
[0021] Having determined the line-up for the game, the statistical
performance record for each player in the line-up is compiled 120.
Statistics on athlete performance can be collected in a wide range
of statistical categories. Exemplary hitting statistical categories
included, without limitation: Games, At-Bat, Plate Appearance, Runs
Scored, Hits, Total Bases, Runs Batted In (RBI), Stolen Bases,
Caught Stealing, Strike Outs, Base on Balls, Hit by Pitch,
Sacrifice Hit, Ground into Double Play and Errors. Exemplary
hitting statistical categories include, without limitation: Games,
Innings Pitched, Batters Faced, Games Started, Complete Games,
Wins, Losses, Saves, Holds, Blown Saves, Blown Holds, Earned Runs
Allowed, Strike Outs, Base on Balls, and Hit by Pitch.
[0022] Statistics can be compiled in real-time or according to a
predetermined schedule. Statistics can be pulled from interne
sources or received as part of an RSS feed. Statistics can be
provided by a data aggregator or other subscription service.
Statistics can be reported to the fantasy participants in real-time
or close to real-time. In other implementations, statistics can be
grouped and reported to the fantasy participant according to a
preset schedule. Statistics can be available based on the
subscription level of the participant.
[0023] In typical fantasy league play, a participant's success is
largely determined by the performance of the real-world athletes
making up the participant's line-up. In implementations of the
present invention, the fantasy league participant can influence his
team's performance by choosing bonus statistical categories. Bonus
statistical categories can be specific performance statistics
chosen to highlight the skill set of a particular athlete in the
line-up. In this manner, the fantasy participant can increase the
chances of accumulating points by taking advantage of a player on a
streak. For example, a player having an exceptional stolen base
record midseason would be an ideal candidate for a bonus category
of stolen bases. The bonus category can also be used to hedge
against an athlete in a slump. For example, a batter who is hitting
poorly but has a high percentage of bases stolen once on base could
also be an ideal candidate for a bonus category. By selecting
stolen bases as a bonus category, the fantasy participant increases
the points payout if the poor batter gets on bases and steals a
base.
[0024] In some implementations, bonus categories can be more
arbitrary. For example, bonus points can be awarded at the
occurrence of a specific event at a specific time. For example
bonus points can be awarded for every hit made by the number one
position in the line-up. Bonus categories can require a negative
consequence if an outcome does not occur. For example, a fantasy
participant could choose as a bonus category the total bases for
the number three position in the lineup. But if the number three
position is hitless, negative points can be awarded. Inclusion of
negative results for failed outcomes in the bonus category
increases the stakes and makes the game more interesting for the
participant.
[0025] In some implementations, a participant's access to bonus
statistical categories can be based on the subscription level of
the participant. In some implementations, the participant can
purchase access to bonus categories or additional bonus categories
using points accumulated over the playing season.
[0026] Having compiled the statistical performance record of each
athlete in the line-up, including bonus statistical categories,
points can be awarded for performance. Points can be of any whole
or fractional value. Points can be positive or negative. Points can
be tied to a monetary value or be an arbitrary credit. In an
exemplary implementation, point values for various statistical
performance hitting categories can include: Games (0), At-Bat
(-0.25), Plate Appearance (-0.25), Runs Scored (1), Hits (0), Total
Bases (0.25), Runs Batted In (RBI) (1), Stolen Bases (0.5), Caught
Stealing (-0.5), Strike Outs (-0.25), Base on Balls (0.25), Hit by
Pitch (0.25), Sacrifice Hit (0.25), Ground into Double Play (-0.25)
and Errors (-1). Exemplary point values for pitching statistical
categories include, without limitation: Games (0), Innings Pitched
(0), Batters Faced (0.33), Games Started (0), Complete Games (1.5),
Wins (3), Losses (-1), Saves (1.5), Holds (1), Blown Saves (-1),
Blown Holds (1), Earned Runs Allowed (1), Strike Outs (0.25), Base
on Balls (-0.25), and Hit by Pitch (-0.25).
[0027] The bonus category can include the same point allocation as
above. Additional bonus points can be awarded upon the occurrence
of specific events, for example, additional points for the team
with the highest batting average, least number of substitutions,
pitching a no-hitter, most number of strike-outs, etc.
[0028] Bonus points are awarded 130 and statistical points are
awarded 140 based on athlete performance and event occurrence.
Points can be accumulated and displayed in real-time as statistics
become available. Points can be accumulated and updated to the user
on a preset schedule. Points can be displayed in a format similar
to that of the game played. For example, FIG. 2A depicts an
exemplary user interface wherein points are accumulated on an
inning basis and displayed to the user per inning at points tally
230.
[0029] During the course of a fantasy game, a participant may
decide to substitute a player on the bench for a player in the
line-up. Substitutions can be made in real-time during the course
of the fantasy game. Substitutions can be allowed at any time
during the game. Substitutions can be restricted during certain
time periods of the game, for example, no substitutions after the
8.sup.th inning in a fantasy baseball game. The number of
substitutions from the bench can be limited for a game.
Substitution from the bench in one game may preclude the player
from being eligible for substitution in a subsequent game.
Substitution can require a point penalty, for example, participants
can be charged a point value for every substitution.
[0030] Statistical performance measurements for a substituted
athlete start to accumulate from when the substituted athlete
entered the fantasy game. That time is measured by the point in the
real world event that the starting athlete was removed by the
participant. In timed sports, such as football or basketball, it
would be determined by the quarters, minutes and seconds remaining
to be played. In other sports, it would be determined by non-timed
units such as innings and outs remaining in a baseball game or
holes left to play in a golf game. The game involving the
substitute player must be at an earlier point in terms of time or
innings than the starting player for the substitution to be valid.
The substitute athlete would begin accumulating game statistics
when that athlete's game reached the same point in time or non-time
units as when the starter was removed.
[0031] Wagers 160 or side bets can be made at any time before or
during a fantasy game. Side-side bets can be for a given point
value that a selected event will occur at specific time or during
the course of a game. For example, a participant can wager 0.75
point that a specific athlete on a team will hit a home run during
the course of a game. The wager can be tied to a specific athlete
or to a specific team. The wager can be tied to statistical
performance categories. For example, the wager can be that a team
reaches a certain minimum number of hits by the 7.sup.th inning.
The wager can be made with the participant of the opposing team.
The wager can be made with other participants in the fantasy
league. The wager can be made against a house account.
[0032] FIG. 2A depicts an exemplary user interface illustrating a
side-betting format 250. A point denomination 252 is chosen from
the display. The participant can then choose from a roster for each
team 254 if the wager is tied to a specific athlete. The
participant can choose between hitting and pitching statistical
performance categories 256. The participant can also choose the
time or time period of the wager 258, for example during the whole
game, the rest of the game, or during a specific inning.
[0033] Embodiments of the subject matter and the functional
operations described in this specification can be implemented in
digital electronic circuitry, or in computer software, firmware, or
hardware, including the structures disclosed in this specification
and their structural equivalents, or in combinations of one or more
of them. Embodiments of the subject matter described in this
specification can be implemented as one or more computer program
products, i.e., one or more modules of computer program
instructions encoded on a computer readable medium for execution
by, or to control the operation of, data processing apparatus. The
computer readable medium can be a machine-readable storage device,
a machine-readable storage substrate, a memory device, or a
combination of one or more of them. The term "data processing
apparatus" encompasses all apparatus, devices, and machines for
processing data, including by way of example a programmable
processor, a computer, or multiple processors or computers. The
apparatus can include, in addition to hardware, code that creates
an execution environment for the computer program in question,
e.g., code that constitutes processor firmware, a protocol stack, a
database management system, an operating system, or a combination
of one or more of them.
[0034] A computer program (also known as a program, software,
software application, script, or code) can be written in any form
of programming language, including compiled or interpreted
languages, and it can be deployed in any form, including as a stand
alone program or as a module, component, subroutine, or other unit
suitable for use in a computing environment. A computer program
does not necessarily correspond to a file in a file system. A
program can be stored in a portion of a file that holds other
programs or data (e.g., one or more scripts stored in a markup
language document), in a single file dedicated to the program in
question, or in multiple coordinated files (e.g., files that store
one or more modules, sub programs, or portions of code). A computer
program can be deployed to be executed on one computer or on
multiple computers that are located at one site or distributed
across multiple sites and interconnected by a communication
network.
[0035] The processes and logic flows described in this
specification can be performed by one or more programmable
processors executing one or more computer programs to perform
functions by operating on input data and generating output. The
processes and logic flows can also be performed by, and apparatus
can also be implemented as, special purpose logic circuitry, e.g.,
an FPGA (field programmable gate array) or an ASIC (application
specific integrated circuit).
[0036] Processors suitable for the execution of a computer program
include, by way of example, both general and special purpose
microprocessors, and any one or more processors of any kind of
digital computer. Generally, a processor will receive instructions
and data from a read only memory or a random access memory or both.
The essential elements of a computer are a processor for performing
instructions and one or more memory devices for storing
instructions and data. Generally, a computer will also include, or
be operatively coupled to receive data from or transfer data to, or
both, one or more mass storage devices for storing data, e.g.,
magnetic, magneto optical disks, or optical disks. However, a
computer need not have such devices. Moreover, a computer can be
embedded in another device, e.g., a mobile telephone, a personal
digital assistant (PDA), a mobile audio player, a Global
Positioning System (GPS) receiver, to name just a few. Computer
readable media suitable for storing computer program instructions
and data include all forms of non volatile memory, media and memory
devices, including by way of example semiconductor memory devices,
e.g., EPROM, EEPROM, and flash memory devices; magnetic disks,
e.g., internal hard disks or removable disks; magneto optical
disks; and CD ROM and DVD-ROM disks. The processor and the memory
can be supplemented by, or incorporated in, special purpose logic
circuitry.
[0037] To provide for interaction with a user, embodiments of the
subject matter described in this specification can be implemented
on a device having a display, e.g., a CRT (cathode ray tube) or LCD
(liquid crystal display) monitor, for displaying information to the
user and a keyboard and a pointing device, e.g., a mouse or a
trackball, by which the user can provide input to the computer.
Other kinds of devices can be used to provide for interaction with
a user as well; for example, feedback provided to the user can be
any form of sensory feedback, e.g., visual feedback, auditory
feedback, or tactile feedback; and input from the user can be
received in any form, including acoustic, speech, or tactile
input.
[0038] Embodiments of the subject matter described in this
specification can be implemented in a computing system that
includes a back end component, e.g., as a data server, or that
includes a middleware component, e.g., an application server, or
that includes a front end component, e.g., a client computer having
a graphical user interface or a Web browser through which a user
can interact with an implementation of the subject matter described
in this specification, or any combination of one or more such back
end, middleware, or front end components. The components of the
system can be interconnected by any form or medium of digital data
communication, e.g., a communication network. Examples of
communication networks include a local area network ("LAN") and a
wide area network ("WAN"), e.g., the Internet.
[0039] The computing system can include clients and servers. A
client and server are generally remote from each other and
typically interact through a communication network. The
relationship of client and server arises by virtue of computer
programs running on the respective computers and having a
client-server relationship to each other.
[0040] While this specification contains many specifics, these
should not be construed as limitations on the scope of the
invention or of what may be claimed, but rather as descriptions of
features specific to particular embodiments of the invention.
Certain features that are described in this specification in the
context of separate embodiments can also be implemented in
combination in a single embodiment. Conversely, various features
that are described in the context of a single embodiment can also
be implemented in multiple embodiments separately or in any
suitable subcombination. Moreover, although features may be
described above as acting in certain combinations and even
initially claimed as such, one or more features from a claimed
combination can in some cases be excised from the combination, and
the claimed combination may be directed to a subcombination or
variation of a subcombination.
[0041] Similarly, while operations are described in the
specification or depicted in the drawings in a particular order,
this should not be understood as requiring that such operations be
performed in the particular order shown or in sequential order, or
that all illustrated operations be performed, to achieve desirable
results. In certain circumstances, multitasking and parallel
processing may be advantageous. Moreover, the separation of various
system components in the embodiments described above should not be
understood as requiring such separation in all embodiments, and it
should be understood that the described program components and
systems can generally be integrated together in a single software
product or packaged into multiple software products.
[0042] Thus, particular embodiments and implementations of the
invention have been described. Other embodiments are within the
scope of the following claims. For example, the actions recited in
the claims can be performed in a different order and still achieve
desirable results.
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