U.S. patent application number 12/861751 was filed with the patent office on 2011-07-28 for fantasy game system and method.
Invention is credited to ERIC R Koivisto, Paolo F. Magnone.
Application Number | 20110183734 12/861751 |
Document ID | / |
Family ID | 44309358 |
Filed Date | 2011-07-28 |
United States Patent
Application |
20110183734 |
Kind Code |
A1 |
Koivisto; ERIC R ; et
al. |
July 28, 2011 |
FANTASY GAME SYSTEM AND METHOD
Abstract
An on-line, multi-player internet based application that is
adapted for playing fantasy sports, for example, football in which
scoring is determined on a team functional unit basis rather than
on an individual player basis, with a pre-determined set of actions
associated with each fantasy team functional unit, pre-determined
values associated with each such action, and corresponding actions
from real-life football team functional units resulting from
real-life football games used to determine fantasy football team
unit values, fantasy football team scores and fantasy football
league rankings.
Inventors: |
Koivisto; ERIC R; (Seattle,
WA) ; Magnone; Paolo F.; (Norwalk, CT) |
Family ID: |
44309358 |
Appl. No.: |
12/861751 |
Filed: |
August 23, 2010 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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12693430 |
Jan 25, 2010 |
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12861751 |
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Current U.S.
Class: |
463/2 ;
463/42 |
Current CPC
Class: |
A63F 13/335 20140902;
A63F 13/67 20140902; A63F 13/812 20140902; A63F 13/828 20140902;
A63F 13/46 20140902; A63F 13/65 20140902 |
Class at
Publication: |
463/2 ;
463/42 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method for playing a fantasy football game on a multi-player,
internet-based computer implemented application comprising: joining
a fantasy football league having a plurality of fantasy teams, a
plurality of fantasy units and a fantasy football team computer
software scoring algorithm; said fantasy football league
corresponding to a real-life football league; each of said fantasy
teams having a plurality of fantasy units; selecting each of said
fantasy units from the group consisting essentially of an offensive
run unit, an offensive pass unit, a defensive line unit, a
defensive secondary unit, a defensive special team unit, a punting
team unit, a field goal unit and a kick-off unit; associating each
of said selected fantasy units with a corresponding real-life
football team unit of a real-life football team in said real-life
football league; associating at least two of said selected fantasy
units with corresponding units of two different real-life football
teams; said scoring algorithm comprising a pre-determined plurality
of events associated with each of said fantasy units and a
pre-determined value for each of said plurality of events;
collecting data for events from real-life football games for
real-life football teams corresponding to said plurality of events
associated with each of said fantasy units; and, applying said
pre-determined value for each of said plurality of events to said
data to determine a point value for each event for each selected
fantasy unit based on said data from said real-life football
game.
2. An on-line, multi-player internet based system for playing a
fantasy football game in a fantasy football league and determining
league standings in said fantasy league with fantasy football team
scoring based on values associated with performance of team units
instead of based on individual team player comprising: a
presentation layer comprising a fantasy football internet website,
a plurality of user-interface terminals and capability for access
to said internet by said internet website and by said
user-interface terminals; said fantasy football internet website
adapted for communication with said internet, adapted for
communication with a plurality of data feeds and comprising a
fantasy football application logic layer; said application logic
layer comprising a server, a database and computer-implemented
software adapted for fantasy football team unit draft management,
fantasy football league management, real-life football teams,
real-life football games, a real-life football game line of
scrimmage for each of said real-life football games, a goal line,
yard lines for each of 1 to 50 yards from each of two goal lines,
fantasy football teams, real-life football league and fantasy
football league statistics processing, real-time fantasy football
team scoring, communication between said server and said database,
communication between said server and said fantasy football
internet website, communication between said draft management and
said internet access, and communication between said server and
said data feeds; said plurality of data feeds comprising injury,
news and real-life football game statistics feeds; said plurality
of user-interface terminals including at least one commissioner
interface and a plurality of team owner interfaces; said
computer-implemented software adapted for said fantasy football
team real-time scoring comprising an algorithm adapted to process:
a plurality of user-selected fantasy football teams, each of said
user-selected teams comprising a plurality of players and a
plurality of user-selected player units; said user-selected fantasy
player units selected from the group consisting essentially of an
offensive run unit, an offensive pass unit, a defensive line unit,
a defensive secondary unit, a defensive special team unit, a
punting team unit, a field goal unit and a kick-off unit; an
association of each of said user-selected selected fantasy player
units with a corresponding real-life football team unit; said
algorithm requiring said association to have at least two of said
user-selected fantasy units associated with corresponding units of
two different real-life football teams; a plurality of
pre-determined events associated with each of said user-selected
fantasy units and a pre-determined value for each of said plurality
of events; a data collection obtained from said real-life football
game statistics feeds for events from real-life football games for
real-life football teams corresponding to said plurality of
pre-determined events associated with each of said user-selected
fantasy units; application of said pre-determined value for each of
said plurality of events to said data collection to determine a
fantasy point value for each event for each user-selected fantasy
unit based on said data collection for each of said real-life
football games; and, addition of each user-selected fantasy team
unit point total for each user-selected fantasy team unit for each
user-selected fantasy team to yield a user-selected fantasy team
score for each of said user-selected fantasy teams corresponding to
each real-life game for said real-life football league; and, said
computer-implemented software adapted for statistics-processing
including a statistics algorithm comprising a tabulation of each
user-selected fantasy team score for each user-selected fantasy
team to determine league standing statistics for said user-selected
fantasy teams in said fantasy football league.
3. The system of claim 2 wherein said plurality of pre-determined
events associated with said offensive pass unit is selected from
the group consisting essentially of: a first down; a first down
resulting from a pass on a fourth down; a pass completion rate
greater than 60%; a zero-sack game; average yards per attempt
greater than seven; a completed pass greater than twenty-yards and
each ten-yard increment for each completed pass greater than
twenty-yards; team receptions greater than twenty and for each
reception by a single team player greater than five; team passing
of two hundred twenty yards or more and for each twenty-five yard
increment for team passing greater than two hundred twenty yards; a
team drive including more than ten plays per drive; number of team
punts; number of yards per attempted punt; number of sacks; number
of three and out; number of turn-overs on downs; pass completion
rate of less than 60%; and, each one % of pass completion rate less
than 60%.
4. The system of claim 2 wherein said plurality of pre-determined
events associated with said offensive run unit is selected from the
group consisting essentially of: first downs; first downs made on a
fourth-down run; greater than 120 yards of team rushing; every
5-yard rushing increment; every team rush of greater than 27 yards;
every individual player rush of greater than 20 yards; average
rushing yards per carry greater than 4 yards; every 1/2 yard
average rushing yards per carry greater than 4 yards per carry;
every 10+ play drive; number of punts greater than 4 in a game;
number of zero-yard plays; number of loss of the ball after the
3.sup.rd down; number of negative yardage plays; team average yards
per carry less than 4 yards per carry; every 1/2 yard average
rushing yards per carry less than 4 yards per carry; and, number of
turn overs on downs.
5. The system of claim 2 wherein said plurality of pre-determined
events associated with said defensive line unit is selected from
the group consisting essentially of: each stuff at or behind a line
of scrimmage, except for any incomplete pass; number of forced
punts; number of forced punts greater than 4; number of sacks;
number of takeaways each 10-yard increment per takeaway; each
touchdown scored by said defensive unit; number of recoveries of
the ball from opponent after 3.sup.rd down; opponent average yards
per carry less than 4 yards; every yard less than 4 for opponent
average yards per carry less than 4 yards per carry; number of
instances of holding opponent yards to less than 7 yards per
attempt; number of yards less than 7 for each instance of holding
opponent yards to less than 7 yards per attempt; holding opponent
to less than 22 total offensive points; each point less than 22 for
holding opponent total offensive points to less than 22; shutout of
opponent; holding opponent to less than 110 yards rushing; every 5
yard increment less than 110 for holding opponent to less than 110
yards rushing; 4th down stop; give up a 4th down conversion; number
of solo runs by an offensive player greater than 20 yards per
carry; each 10-yard increment of yards greater than 20 yards per
carry for each solo run by an offensive player greater than 20
yards per carry; allowing more than 120 yards rushing; each 5-yard
increment for yards more than 120 yards rushing by opponent;
allowing average yards per carry greater than 4 yards; each yard
increment more than 4 for allowing average yards per carry to be
greater than 4; allowing more than 7 yards per attempt average;
each yard increment greater than 7 for allowing more than 7 yards
per attempt average; each individual opponent rusher with more than
20 carries; giving up more than 300 passing yards; each 10-yard
increment more than 300 for giving up more than 300 passing yards;
allowing more than 28 offensive points to opponent; each point more
than 28 for allowing more than 28 offensive points to opponent;
and, each opponent drive of 10 or more plays.
6. The system of claim 2 wherein said plurality of pre-determined
events associated with said punting unit is selected from the group
consisting essentially of: each instance of a punt of 37 or more
yards, net; each yard over 37 yards for each instance of a punt of
37 or more yards, net; each instance of a no return on a punt or a
called fair catch on a punt; each instance of a punt to a point
between the 15-yard line and the goal line on the opposing side of
the field; each yard closer to the goal line on the opposing side
of the field than the 15-yard line on the opposing side of the
field for each instance of a punt to a point between the 15-yard
line and the goal line on the opposing side of the field; average
opponent punt return of less than 9 yards; each yard less than 9
for average opponent punt return of less than 9 yards; each
instance a touchdown is scored by the punting unit; opposing team
punt return average is more than 9 yards; each 5-yard increment
over 9 yards for opposing team punt return average of more than 9
yards; each instance of a punt of less than 30 yards net; each
1-yard increment less than 30 yards for each instance of a punt of
less than 30 yards net; each blocked punt; each blocked punt that
is returned for a touchdown; each instance of an individual return
of a punt greater than 30 yards; and, each 10-yard increment over
30-yards for each instance of an individual punt return of greater
than 30 yards;
7. The system of claim 2 wherein said plurality of pre-determined
events associated with said defensive secondary unit is selected
from the group consisting essentially of: opponent pass completion
average is less than 60%; each percentage point below 60% for
opponent pass completion average less than 60%; each instance of an
interception; each increment of 5 yards net return for each said
instance of an interception; each touchdown on an interception;
allowing a maximum of 2 touchdowns on passes; allowing a maximum of
1 touchdown on a pass; allowing no touchdown on a pass; each
instance of a fumble recovery; each 5-yard increment for a return
of a fumble recovery each touchdown for a return of a fumble
recovery; opponent passing yards total are less than 210 yards;
each 10-yard increment of less than 210 yards for opponent passing
yards total less than 210 yards; average yards per completion less
than 11 yards; each 1-yard increment for average yards per
completion of less than 11 yards; no solo reception greater than 20
yards; total opponent receptions is less than 19 catches; each
opponent reception less than 19 catches for total opponent
receptions less than 19 catches; each 20-yard or greater opponent
pass completion; each 10-yard increment over 20-yards for each 20
yard or greater opponent pass completion; average yards per
completion greater than 12 yards; allowing more than 220 yards
passing by opponent; each increment of 25-yards for allowing more
than 220 yards passing by opponent; each instance of giving up a
touchdown on an opponent play of 30 yards or greater; each 5-yard
increment greater than 30 yards for each instance of giving up a
touchdown on an opponent play of 30 yards or greater; opponent pass
completion rate greater than 60%; each percentage point greater
than 60% for opponent pass completion rate greater than; giving up
3 pass touchdowns; and, each opponent pass touchdown more than 3
touchdowns.
8. The system of claim 2 wherein said plurality of pre-determined
events associated with said defensive special teams unit is
selected from the group consisting essentially of: each instance of
a blocked point after touchdown; average punt return of more than 9
yards; each 5-yard increment of average punt return of more than 9
yards; average kickoff return of more than 22 yards; each 10-yard
increment of average kickoff return of more than 22 yards; each
instance of a blocked field goal; each instance of a blocked punt;
each instance of a return kick off for a touchdown; each instance
of a return punt for a touchdown; each instance of a return field
goal for a touchdown; each instance of an individual return of more
than 30 yards; each 10-yard increment of for each instance of an
individual return of more than 30 yards; average punt return of
less than 9 yards; average kickoff return of less than 22 yards;
and, giving up an onside kick.
9. The system of claim 2 wherein said plurality of pre-determined
events associated with said kicking unit is selected from the group
consisting essentially of: opponent average return is less than 22
yards; each 1-yard increment of opponent average return that is
less than 22 yards; each instance of an onside kick attempt; each
instance of a made point after touchdown; each instance of a made
field goal that is less than 39 yards; each instance of a made
field goal of 40-49 yards; each instance of a made field goal of
50-59 yards; each instance of a made field goal of 60 or more
yards; each touchdown; a game winning field goal with less than
2:00 minutes remaining in the football game and the goal is made
from less than 35 yards from the goal line; a game winning field
goal with less than 2:00 minutes remaining in the football game and
the goal is made from 35 or more yards from the goal line; each
1-yard increment greater than 35 for a game winning field goal with
less than 2:00 minutes remaining in the game and the goal is made
from 35 or more yards from the goal line; opponent return average
is greater than 22 yards; each instance of a kick off returned for
a touchdown; each instance of a missed field goal from a distance
of less than 40 yards from the goal line; each 5-yard increment of
less than 40 yards from the goal line for each instance of a missed
field goal from a distance of less than 40 yards from the goal
line; each instance of a blocked field goal; each instance of a
blocked point after touchdown; each instance of a missed point
after touchdown; each instance of a blocked field goal attempt
returned for a touchdown; a missed game winning field goal with
under 2:00 minutes remaining and less than 35 Yards from the goal
line; and, each 1-yard increment of less than 35 yards for a missed
game winning field goal with under 2:00 minutes remaining and less
than 35 yards from the goal line.
Description
CROSS REFERENCE TO RELATED APPLICATION
[0001] This application is a continuation-in-part of application
Ser. No. 12/693,430, filed Jan. 25, 2010, and claims the benefit of
application Ser. No. 12/693,430, ("the '430 application") filed
Jan. 25, 2010, application 61/206,381 ("the '381 application")
filed Jan. 30, 2009, and application 61/286,931 ("the '931
application"), filed Dec. 16, 2009, and all three of which are
incorporated by reference herein.
FIELD OF INVENTION
[0002] The invention relates generally to a computer implemented,
on-line, multi-player internet-based fantasy sport system, method
for forming fantasy teams in which each team is associated with
units from an actual sport that is played over a multiple-game
schedule, and method of playing fantasy sports, with preferred
applications for simulated football games of the type commonly
referred to as "fantasy football".
BACKGROUND OF INVENTION
[0003] Numerous versions of on-line fantasy football systems and
methods are known. Most, if not all known games and systems are
directed to scoring touchdowns and to players with big names,
agents and high dollar value contracts. Such games, methods and
systems are not directed to other aspects of the game of football
that are critical in real-live football games, such as the
offensive team units and players that keep drives alive, move the
ball down the field and put their teams in a position to score and
win, and corresponding defensive team units. These aspects of the
game of football are often referred to as the "trenches" due to the
hard fought, but unglamorous nature of the fighting. For football
applications the units and players that are engaged in the trenches
are the offensive lines, defensive lines, punting squads, kickoff
teams, placekicking units, defensive secondary and returns
specialists. As described in the '381 application, the '931
application and the '430 application methods are provided for game
play that takes into account these units, players and aspects of
the game. Described below are preferred embodiments and designs for
an on-line fantasy football system further adapted for the methods
provided in the aforementioned applications, and for other team
sports. For example, described herein is a preferred system in
which specific pre-designated events or actions taken by the team
units are assigned values and by these values and actual, real-life
play of related real-life team units, the overall fantasy gaming
experience is enhanced in comparison to conventional fantasy
football applications. Preferred system architecture and related
descriptions are provided herein.
SUMMARY OF INVENTION
[0004] Fantasy sports and fantasy football in particular allow a
person to act as a virtual "general manager" or "team owner" of a
respective fantasy sport team. For trench fantasy, also sometimes
referred to simply as "trench" each trench fantasy team is
populated with fantasy units where each fantasy unit corresponds to
a real-life functional unit participating in a real-life game. The
statistics generated by the real-life units are transformed into
trench fantasy points whereby the trench points reflect the game
event impact on the actual game outcome. Trench fantasy points are
assigned to each fantasy team according to an algorithm that
includes pre-determined values for specific unit events or actions,
and application of those values to corresponding events or actions
as they occur in real-life games. These fantasy points may then be
used to calculate fantasy team scores for each fantasy football
team.
[0005] In real-life football as well as its conventional fantasy
counterpart, the typical focus is on the individual players who are
the offensive stars. However, unit play across all available
positions has a tremendous influence on the outcome of a real-life
football games and drives the success or failure of the individual
offensive stars. Therefore, it is desirable to have a fantasy
football game with a focus on units in the trenches that account
for or contribute very significantly to actual success or failure
on the field.
[0006] The systems and methods described herein relate generally to
all fantasy sports games, i.e., to team sports wherein the teams
include specific functional units. More specifically, several
preferred applications described herein relate to fantasy football
systems and methods whereby units and unit play are valued instead
of individual play. As a consequence the score for a trench fantasy
team is derived from most aspects of the real-life game on offense,
defense and special teams which contribute to the real-life game
result. For the purposes of the present description, the term
"unit" refers to a particular part or functional unit of an overall
team, such as a particular position, for example a place kicker, or
a special team, such as the kick-off receiving team, or a
particular part of a team, such as the offensive line, the
defensive line, the defensive backfield, etc. It will be
appreciated that analogous units may be formed from teams in other
team sports.
[0007] In one aspect disclosed herein is an on-line, multi-player
internet based application that is adapted for playing fantasy
football in the trenches, i.e., for playing fantasy football in a
way that accounts for the values associated with the contributions
to the overall game made by the special units and players who fight
in the trenches, that is, the linemen and special teams, and in
some instances also accounts for values which individual players
who perform specific actions such as scoring a touchdown, catching
a pass resulting in a forward gains of a pre-determined amount
contribute to their respective unit.
[0008] In further detailed summary, preferred embodiments are
fantasy sports game systems comprising: [0009] one or more
participant terminals on a network and operable for a user to act
as a league manager, commissioner or client such as a team owner or
team manager; [0010] one or more computers operable to act as one
or more servers on the network and to communicate with each of the
participant terminals over the network, the computer(s) comprising:
[0011] memory configured to store a set of computer-implemented
instructions; and, [0012] a processor and database configured to
execute the set of instructions, wherein the set of instructions
adapted to cause the processor to: [0013] receive a set of trench
fantasy football team starting line-ups for the population of
trench fantasy teams in a trench fantasy football league, with
valid line-ups corresponds to one of the registered trench fantasy
teams, wherein each one of the valid trench fantasy line-ups
comprise a valid set of selected team units; [0014] receive
statistical information from corresponding team units of real-life
football teams for real-life football games relating to each one of
the units and perform a trench fantasy transformation on the data
thereby creating a set of trench football statistics, a trench
ratings system and corresponding trench fantasy football team unit
point values; [0015] calculate trench fantasy football team unit
point totals for each fantasy team unit based on the received
statistical information; and, [0016] calculate a trench fantasy
team score for each trench fantasy team by adding together the team
unit point total for each of the team units associated with each
trench fantasy team.
BRIEF DESCRIPTION OF THE DRAWINGS
[0017] The foregoing aspects and the attendant advantages of the
present invention will become more readily appreciated by reference
to the following detailed description, when taken in conjunction
with the accompanying drawings that are embedded in the text of the
specification, and each of which is briefly described with an
appropriate legend, wherein:
[0018] FIG. 1 is a schematic diagram of basic architecture of a
first preferred embodiment of the present system;
[0019] FIG. 2 is a schematic diagram of a preferred high level
architecture for the FIG. 1 embodiment;
[0020] FIG. 3 is a schematic diagram of a new user sign up process
for the FIG. 1 embodiment;
[0021] FIG. 4 is a schematic diagram of an existing user log on
process for the FIG. 1 embodiment;
[0022] FIG. 5 is a schematic diagram of a user message posting
process for the FIG. 1 embodiment;
[0023] FIG. 6 is a schematic diagram of a process for a user to
join a public league in the FIG. 1 embodiment;
[0024] FIG. 7 is a schematic diagram of a process for a user to
search for a specific league in the FIG. 1 embodiment;
[0025] FIG. 8 is a schematic diagram of a process for a user to
create a team within a league in the FIG. 1 embodiment;
[0026] FIG. 9 is a schematic diagram of a process for a user to
edit information about a previously created team within a league in
the FIG. 1 embodiment;
[0027] FIG. 10 is a schematic diagram of a process for a user to
view the user's team roster in the FIG. 1 embodiment;
[0028] FIG. 11 is a schematic diagram of a process for a user to
add or drop a unit from the user's team roster in the FIG. 1
embodiment;
[0029] FIG. 12 is a schematic diagram of a process for a user to
view the schedules for head to head and playoff matches within the
user's league in the FIG. 1 embodiment;
[0030] FIG. 13 is a schematic diagram of a process for a user to
view news, notes, transactions and injury sections of the FIG. 1
embodiment;
[0031] FIG. 14 is a schematic diagram of a process for a user to
create and/or edit the starting line-up for the user's team in the
FIG. 1 embodiment;
[0032] FIG. 15 is a schematic diagram of a process for a user to
view the leader boards for the user's league in the FIG. 1
embodiment;
[0033] FIG. 16 is a schematic diagram of a process for a user to
view league statistics in the FIG. 1 embodiment;
[0034] FIG. 17 is a schematic diagram of a process for a user to
view real time scoring in the FIG. 1 embodiment;
[0035] FIG. 18 is a schematic diagram of a process for a user to
create a league in the FIG. 1 embodiment;
[0036] FIG. 19 is a schematic diagram of a process for a user to
edit league rules in the FIG. 1 embodiment;
[0037] FIG. 20 is a schematic diagram of a process for a
commissioner to add a user to a league in the FIG. 1
embodiment;
[0038] FIG. 21 is a schematic diagram of a process for a
commissioner to remove a user from a league in the FIG. 1
embodiment;
[0039] FIG. 22 is a schematic diagram of a process for a
commissioner to edit and customize the way points are allocated
within a league in the FIG. 1 embodiment;
[0040] FIG. 23 is a schematic diagram of a process for a
commissioner to define head to head schedules and playoff schedules
in the FIG. 1 embodiment;
[0041] FIG. 24 is a schematic diagram of a process for a
commissioner to define cut-off dates for various deadlines in the
FIG. 1 embodiment;
[0042] FIG. 25 is a schematic diagram of a process for a
commissioner to send e-mails messages to team owners in the FIG. 1
embodiment;
[0043] FIG. 26 is a schematic diagram of a process for a
commissioner to view rosters of all teams in a league in the FIG. 1
embodiment;
[0044] FIGS. 27A and 27B are schematic diagrams for preferred
database design and functionality for the FIG. 1 embodiment;
[0045] FIG. 28 is a listing of examples of types of various
offensive line statistics that may be used in the FIG. 1
embodiment;
[0046] FIG. 29 is a listing of examples of types of various
defensive line statistics that may be used in the FIG. 1
embodiment;
[0047] FIG. 30 is a listing of examples of types of various field
goal and point after touchdown statistics that may be used in the
FIG. 1 embodiment;
[0048] FIG. 31 is a listing of examples of types of various punting
statistics that may be used in the FIG. 1 embodiment;
[0049] FIG. 32 is a listing of examples of types of various
miscellaneous defensive statistics that may be used in the FIG. 1
embodiment;
[0050] FIG. 33 is a listing of examples of types of various
kick-off related statistics that may be used in the FIG. 1
embodiment;
[0051] FIG. 34 is a listing of examples of types of various scoring
statistics that may be used in the FIG. 1 embodiment;
[0052] FIG. 35 is a schematic diagram of a preferred architecture
for an alternate preferred embodiment;
[0053] FIG. 36 is an example of a preferred value assignment for
various events related to passing offensive line unit play for use
in a preferred scoring algorithm for the FIG. 35 embodiment;
[0054] FIG. 37 is an example of a preferred value assignment for
various events related to running offensive line unit play for use
in a preferred scoring algorithm for the FIG. 35 embodiment;
[0055] FIG. 38 is an example of a preferred value assignment for
various events related to the defensive line unit play for use in a
preferred scoring algorithm for the FIG. 35 embodiment;
[0056] FIG. 39 is an example of a preferred value assignment for
various events related to the punting unit play for use in a
preferred scoring algorithm for the FIG. 35 embodiment;
[0057] FIG. 40 is an example of a preferred value assignment for
various events related to the defensive secondary unit play for use
in a preferred scoring algorithm for the FIG. 35 embodiment;
[0058] FIG. 41 is an example of a preferred value assignment for
various events related to defensive special team units play for use
in a preferred scoring algorithm for the FIG. 35 embodiment;
and,
[0059] FIG. 42 is an example of a preferred value assignment for
various events related to the kicking units play for use in a
preferred scoring algorithm for the FIG. 35 embodiment.
DETAILED DESCRIPTION
First Set of Preferred Embodiments
[0060] A first set of preferred embodiments of the present fantasy
football system and methods are described herein with respect to
FIGS. 1-34. These embodiments are preferably deployed as a web
application for use in modern day internet browsers, such as
Internet Explorer 7 or newer, Firefox 3 or newer. The user
interface and front end preferably will be an `Adobe Flash` movie
embedded in html, thus allowing for a high quality user interface,
rich user interaction and experience, and because it is compatible
with all known modern browsers. Preferably backend communication
and processing tasks for the system and method will be handled
using `PHP` to communicate between the server and client sides of
the system. Also, all modern web hosting providers provide PHP
capabilities to their clients so their benefits are available to
end users by using a site hosted by the providers. The present
fantasy football system preferably includes persistent data storage
capability, which is believed to be achieved using one or more
MySQL databases on the server side. Flash, PHP and MySQL
applications are preferably employed due to their readily
availability and popularity. The system preferably will also
subscribe to a TSN SportsML feed to obtain statistics and data
needed for meet the functional requirements of the system.
System Overview
[0061] The larger sites like espn, cbs and yahoo, do not use flash
for their fantasy games. Flash is preferred for the GUI element of
the present system because flash offers a richer user experience
and is believed to provide additional differentiation of the
present system from conventional fantasy football systems.
[0062] Shown in FIG. 1 is an example of the preferred basic
architecture for the present system. The preferred system includes
various preferred functional capabilities
Preferred Functional Capabilities
[0063] Preferred functionality of the system includes:
[0064] Support for a user to sign up/register to be able to play
fantasy football using the preferred methods, herein after referred
to as "Trench Fantasy", as further described in the '381
application and the '931 application.
[0065] Support for an existing user to edit user information.
Display a `Team` UI to a user where a user can handle any team
related functionality.
[0066] Support the ability for a user (team owner) to create, edit,
and update `Teams` and `Starting line-ups` by providing
functionality for a user to:
[0067] Create and edit a `Team Name`.
[0068] Create and edit `Team Motto`.
[0069] Create, customize and upload a `Team Logo`.
[0070] Create and upload a `Team Photo`.
[0071] Create, view, and manage a `Team Roster`.
[0072] Select and view Statistics/Results for a roster on a weekly
or whole season basis.
[0073] Links to roster with opponents for all weeks of the
season.
[0074] Create and edit a `Starting Line-up` comprising 6
starters/team units
[0075] Compare `Starting Line-up` with projected opponent (view
Match-Up).
[0076] Propose, complete or cancel a `Trade`.
[0077] Add/Drop/Substitute players.
[0078] Establish, confirm password, security question, with this
functionality included under sign/up register support.
[0079] View Upcoming Weekly Match Ups with projected scoring.
[0080] View League-wide Player Performance info overall, by
position, by team. Ability to view standout performers from
previous week (team unit/individual player/team owner).
[0081] Support the concept of a `Draft` by providing functionality
for a user to: [0082] Draft a team unit/player to their team, with
the user being a Team Owner). [0083] Create/Set up a draft by
defining a draft date and draft type, with the user being a
Commissioner. [0084] Choose between a live draft and an automated
draft, with the user being a Commissioner. [0085] View pre-draft
rankings for players/team units. [0086] Create Draft Board with
desired team by position (team owner). [0087] Maintain real-time
`needs` for live draft (team owner). [0088] Track draft summaries
overall, by position, by team (team owner). [0089] Create and edit
draft rosters for all teams (commissioner non-live draft).
[0090] Display a `League` UI to a user where a user can handle any
league related functionality.
[0091] Support for the creation and storage of an unlimited number
of `Leagues`.
[0092] Support for a user to be able to join a `public league`
through a sign up process pre-season to `join` a group and
individually during the season to draft/compete weekly with
`public` of unlimited number of teams.
[0093] Support the ability for a user (commissioner) to create and
edit a `League` by providing functionality for a user to: [0094]
Create and edit a `League Name`. [0095] Create and define a
Commissioner for a league. [0096] Define sharing of commissioner of
duties (1.times., few times, always). [0097] Define the number of
teams in a league to be either 6, 8, 10, or teams. (User is a
Commissioner). [0098] Record, store and edit information about
teams in a league, with the user being a Commissioner, who is able
to add/remove after creating. [0099] Edit the rules of a league
with the user being a Commissioner. [0100] Edit the trade rules of
a league with the user being a Commissioner. [0101] Set schedules
and playoffs for a league with the user being a Commissioner.
[0102] Either select default scoring or customize scoring for the
league. [0103] Run scoring models based on league roster settings.
[0104] Edit player position eligibility with the user being a
Commissioner. [0105] Control the roster for any team in the league
for any week of season with the user being a Commissioner. [0106]
Track transaction fees if applicable. [0107] Able to select Hands
off (default) or Custom league settings. [0108] Able to invite team
owners to join league.
[0109] Ability to process online monetary payments via pre-existing
vendor.
[0110] Support the generation and dispatching of email
notifications to system users, such as: [0111] Send email
notification to a user (team owner) when a public league is filled.
[0112] Send email notification to a user (team owner) to include
key dates, top-line rules and draft logistics. [0113] Send email
notification to a user (team owner) as a reminder that they have
not updated that week. [0114] Send email notification to a user
(team owner) which concerns off season updates, such as relevant
news, transactions, trends and so forth. [0115] Send email
notification to a user which confirms signup to the system. [0116]
Send email notification to a user to invite that user to a
particular league. [0117] Send email notification to a user which
contains weekly result information. [0118] Send email notification
to a user which contains trade notices. [0119] Send weekly league
news `League Performance` email, for example, who's up, down,
questionable. [0120] Ability to create a structured email via help
forms.
[0121] Ability to subscribe to, and access information from a real
time data provider for NFL sports statistics, news and schedules
(SportsML) on a weekly basis.
[0122] Ability to track and report on real time information and/or
statistics relating to performance, news, transactions, and updates
of players/team units.
[0123] Ability to use internal scoring system along with real time
data to determine, track, and report on rankings of teams within a
league.
[0124] Ability to use internal scoring system along with real time
data to determine and display live-scoring information to a user
with regard to users' weekly opponent and progress of all other
league games.
[0125] Support for comparing different line-ups and simulating
`what if` scenarios.
[0126] Support for message boards where a user can read or post
messages.
[0127] Functionality to include video league content, such as from
YouTube or other sources.
[0128] Ability to store and display information related to a FAQ
section, rules and scoring.
[0129] Ability to allow a user to access customer service
channels.
[0130] Support for the generation and display of a `Leader Board`
using team rankings, such as:
[0131] Leader board has ability to track overall leader.
[0132] Leader board has ability to track weekly leader.
[0133] Leader board has ability to track leader over some specified
period.
[0134] Ability to accommodate multiple users concurrently.
[0135] Ability to post league news such as weekly summaries on a
main league page.
[0136] Ability to run hypothetical matchups to see results, if for
example playoffs started on a given day.
[0137] Ability to display user defined `hot or not` statistics as
well and user defined power rankings.
[0138] Ability to display league game schedules with results for
played games (by week, by team).
[0139] Ability to view NFL game schedules.
[0140] Ability to receive and display NFL transaction and injury
logs.
Preferred Non-Functional Capabilities
[0141] Listed below or preferred non-functional features of the
preferred system fantasy football system:
[0142] A high quality user interface as well as look and feel.
[0143] User interface should not be overwhelming in terms of
information, so that a user will not feel lost in the page.
[0144] Web hosting provider to provide functionality to view
reports on site traffic.
[0145] User interface to reserve placements for standard IAB
advertising delivery system, such as 3-4 ads per page.
[0146] Secure server-side storage of the scoring system.
[0147] System scalable to 30000 users initially, then to a much
higher number, such as 500,000 and the up to 1M users.
[0148] System to have bandwidth for multiple concurrent users.
[0149] System is fully functional in Internet Explorer 7 and
higher, as well as Firefox 3 and higher.
[0150] System incorporates search engine optimization, such as
Google Optimization.
Preferred Design Features
[0151] The preferred system is an online game to be played using a
standard desktop computers connected to the internet. Supported
browsers are IE7 or newer and Firefox 3 or newer. It is envisioned
that versions of the system will be adapted for mobile devices, and
versions will also be adapted for linking into to social networking
sites such as Facebook.
[0152] The web hosting provider will provide adequate bandwidth to
support multiple concurrent user connections without slowdown in
service to any users.
[0153] Preferably databases are provided by web hosting provider,
and if so provided the preferred databases will be MySQL databases.
Functionality for regular database backups will be provided by the
web hosting provider so as to ensure no loss of data essential to
the operation of the system.
Preferred Development Methods:
[0154] The preferred Trench Fantasy game method and system employs
an iterative methodology, as describe below.
High Level System Architecture:
[0155] The preferred high level architecture diagram for the Trench
Fantasy system is shown in FIG. 2, and includes components and
capabilities as further described below.
Flash GUI:
[0156] This is the preferred graphical user interface that the end
user will interact with to play the Trench Fantasy game as further
described in the '381 and '931 applications. It preferably is
implemented using Flash and Actionscript 3. This module
encapsulates all visual elements of the game and is not intended to
have any game logic included in its functionality. This module
communicates via messaging back and forth to the `Messaging
Module`, to request and receive all necessary information for the
playing of the game, as shown at 1. To communicate a message to the
`Messaging Module` this module makes use of the _POST variable.
Messages are received by parsing return HTML or XML from the
`Messaging Module`.
Messaging Module:
[0157] The preferred Messaging module handles the transfer of data
between the GUI Module and the Database Server, as shown at 2. The
2 main functions this module performs are: [0158] 1. Translate
requests for data from the GUI to SQL queries, execute those
queries and return a result in XML format to the GUI. [0159] 2.
Update the database server inserting any user inputted data that
should be stored persistently.
Database:
[0160] The database handles persistent storage of all game data.
For more information see section `Database Design`.
Scoring Module:
[0161] The preferred scoring module handles game logic as it
relates to the accessing and updating of scores in the game. This
module communicates consistently with the `Real Time Feed Module`,
as shown at 4, to receive updated statistics. It processes these
statistics, and resolves updated scores using internal scoring
logic. The module stores the most up to date scores by inserting
them into the database, as shown at 3. This ensures that any
database will contain near real time information, which in turn can
be communicated to end users playing the game. This module is
preferably placed on the server side and only allowed to
communicate with other server side components to minimize exposure
of the scoring system logic.
Real Time Feed Module:
[0162] This module interfaces with the external Real Time Feed
Provider to continuously receive updated statistics. These
statistics are communicated to the Scoring Module where game scores
can be updated accordingly.
Use Case Descriptions:
[0163] This section contains brief descriptions along with diagrams
or figures used to illustrate the functional capabilities of the
system to takes specific actions in various scenarios that end
users, such as team owners or commissioners will encounter while
interacting with the preferred Trench Fantasy game system.
General Use Cases:
Sign Up:
[0164] Referring to FIG. 3, this use case describes a typical
scenario and processing steps for a new user to sign up to use a
preferred Trench Fantasy (Team Owners and Commissioners)
system.
Login:
[0165] Referring to FIG. 4, the Login case describes a typical
scenario and processing steps for an existing user to log in to use
Trench Fantasy (Team Owners and Commissioners) system.
Post Message:
[0166] Referring to FIG. 5, the Post Message case describes a
typical scenario and processing steps for a user posting a message
to the League Message board.
Team Owner Based Use Cases:
Join a League:
[0167] Referring to FIG. 6, the Join a League case covers a typical
scenario and processing steps for a user to join a public
league.
Search for League:
[0168] Referring to FIG. 6, the Search for League case covers a
typical scenario and processing steps for a user to search for a
specific league in the Trench Fantasy system. Search criteria
include option of entering team owner email, commissioner email, or
league name.
Create a Team:
[0169] Referring to FIG. 8, the Create a Team case covers a typical
scenario and processing steps for a user to create a team within a
league in the preferred Trench Fantasy system.
Edit a Team:
[0170] Referring to FIG. 9, the Edit a Team case covers a typical
scenario and processing steps for a user to edit information about
a team previously created by them.
Participate in Draft:
[0171] The system and method, not shown in the figures, includes a
Participate in Draft case in which users can participate in player
or unit drafts. To participate in a draft with the system: [0172]
1. The user selects "Draft Central" text on the League home page.
[0173] 2. The "Draft Central" window is displayed, with team units
ordered by position. [0174] 3. (a) The user selects team units they
wish to draft for their team (live draft), or (b) the user selects
multiple team units by position they wish to draft for their team
(automated draft). [0175] 4. The Draft Picks screen is displayed
and displayed information is updated each time a team unit
selection has occurred. [0176] 5. The Completed Line-Up is
displayed on screen with dropdown windows for viewing all other
Line-ups in the league resulting from the draft.
View Team Roster:
[0177] Referring to FIG. 10, the View Team Roster case covers a
typical scenario and processing steps for a user to view his/her
team Roster.
Add/Drop Team Units:
[0178] Referring to FIG. 11, the Add/Drop Team Units case covers a
typical scenario and processing steps for a user to add or drop a
unite from his/her team Roster.
View Schedules:
[0179] Referring to FIG. 12, the View Schedule case covers a
typical scenario and processing steps for a user to view the
schedules for head to head, and playoff matches within the users'
league.
View Fantasy News and Notes/View Transaction and Injury Log:
[0180] Referring to FIG. 13, the View Fantasy News and Notes,
Transactions and Injury Log case covers a typical scenario and
processing steps for a user to view the news and notes section as
well as the transaction and injury section of Trench Fantasy.
Create Starting Line-Up/Edit Starting Line-Up:
[0181] Referring to FIG. 14, the Create/Edit Starting Line-up case
covers a typical scenario and processing steps for a user to create
and/or edit the starting line-up for their team.
View Leader Boards:
[0182] Referring to FIG. 15, the View Leader Boards case covers a
typical scenario and processing steps for a user to view the leader
boards for their league in the Trench Fantasy system.
View Statistics:
[0183] Referring to FIG. 16, the View Statistics case covers a
typical scenario and processing steps for a user to view league
statistics within their league.
View Live Scoring:
[0184] Referring to FIG. 17, the View Live Scoring case covers the
typical scenario and processing steps for a user to view real time
scoring within the Trench Fantasy system during a period when the
real time feed is actively relaying NFL game time statistics to the
Trench Fantasy system.
Commissioner Use Cases:
Create a League:
[0185] Referring to FIG. 18, the Create a League case describes a
typical scenario and processing steps for a user to create a league
within the Trench Fantasy system.
Edit League Rules:
[0186] Referring to FIG. 19, the Edit League Rules case covers a
typical scenario and processing steps for a user to edit the rules
of the league for which they are commissioner.
Add User to League:
[0187] Referring to FIG. 20, the Add User to League case covers the
typical scenario and processing steps for a commissioner to add a
user their league.
Remove User from League:
[0188] Referring to FIG. 21, the Remove User from League case
covers a typical scenario and processing steps for a commissioner
to remove a user from their league.
Edit League Scoring:
[0189] Referring to FIG. 22, the Edit League Scoring case covers a
typical scenario and processing steps for a commissioner to edit
and customize the way points are allocated within their league.
Set Head to Head/Playoff Schedules:
[0190] Referring to FIG. 23, the Set Schedules case describes a
typical scenario and processing steps for a commissioner to define
head to head schedules as well as playoff schedules for the teams
within the league.
Set Trade/Waiver/Free Agent deadlines:
[0191] Referring to FIG. 24, the Set Deadlines case describes a
typical scenario and processing steps for a commissioner to define
cut off dates for the various deadlines in their Trench Fantasy
League.
Email League Members:
[0192] Referring to FIG. 25, the Generate/Send Email case describes
a typical scenario and processing steps for a commissioner to send
emails to team owners within their league.
View League Rosters:
[0193] Referring to FIG. 26, the View League Rosters case describes
a typical scenario and processing steps for a commissioner to view
the rosters of all the teams in their league.
Database Design:
[0194] Referring to FIGS. 27A and 27B, a preferred database design
diagram and functionality for the Trench Fantasy system is shown
and described.
[0195] Referring to FIGS. 28-34, examples of various statistics are
provided. FIG. 28 presents preferred offensive line statistics;
FIG. 29 presents preferred defensive line statistics; FIG. 30
presents preferred field goal and point after touchdown statistics;
FIG. 31 presents preferred punting statistics; FIG. 32 presents
various miscellaneous defensive statistics; FIG. 33 presents
various kick-off related statistics; and FIG. 34 presents various
preferred scoring statistics.
Additional Options in Regard to the Preferred System:
[0196] The login function optionally could have the ability to save
a password, and include a "forgot password" prompt.
[0197] The post message function could also include a "hover" or
"click" on the My League Tab/Message Board. The Message Board could
also be displayed in page layout and could be entered directly.
[0198] The "Join a League" function is set for the typical scenario
for a user to join a public league, but could be set up for an
approval based system in which the potential user would send a
request to join a league on a request form that was provided by the
system.
[0199] The "Search for League" function could include an option for
entering team owner e-mail, commissioner e-mail or league name to
find a league. The system could also provide for a user to get to
the league page from an invite e-mail from the commissioner.
[0200] The "Create a Team" function could also include hovers or
clicks, and a "Final Team Created" message could include a summary
of team information that was input and could then list the next
steps for the owner to perform.
[0201] The "Team Edit" function could also be a button on the "My
Team" page and not part of the drop down structure.
[0202] The "Add/Drop Team Units" function could have a "pick from
list", or check boxes for selecting within the Roster Page as an
alternative to highlighting the team unit and then hitting the
button. Also, the capability to view available replacement
positions could be provided as an alternate. For trading, an option
could include a listing of who is available, or to enable a user to
propose a specific trade. Also, options could be provided for
availabilities for "This Week", "By Team", or "Overall".
[0203] The "Create Starting Line-up/Edit Starting Line-up"
functions could also include not only the team's starters and bench
players, but also show the opponent's players at each position, as
well as performance data, such as last week points, average points,
hi/low points. The line-up could be set multiple times, up until a
deadline set by the league. Roster deadline could also be provided
on this screen.
[0204] The "View Leader boards" function could be named "Standings"
or some other descriptive term, and there could be multiple
variations of standings and rankings in this area.
[0205] The "View Live Scoring" function could be set up so that it
automatically appears on the screen after login during game day.
The page would show not only live scoring for the owner's game, but
could be set up for viewing other games too, either on the same
page or on another page(s) by clicking an appropriate button.
[0206] In the Commissioner's section, the "Create a League"
functionality could be set up so that after login, a "start/create
leagues" button is presented, to avoid a need to hover or use a
tab. The commissioners could also be provided with an option to get
information on games, rosters, scoring and FAQ's. There could also
be an option "to share commissioner duties" and then to designate
by e-mail others who will share the duties. Also, the
League-created messages could be adapted to contain a summary of
decisions and information of concern/use to the owners.
[0207] The "Edit League Rules" function could also include an edit
function on the rules page for commissioners rather than to include
only in a drop down function. Also, schedules and playoffs could be
in a dropdown, and an edit function provided, and an option to send
e-mails to owners that would include any new information.
[0208] The "Set Trade/Waiver/Free Agent Deadlines" function could
also be in a drop down, with an edit function and the capability to
e-mail any new information to the owners.
[0209] The "Email League Members" function could also have an
option check box to send a global message to the entire league, and
the capability to save all e-mails sent during a season could be
provided so that commissioners could track and have an audit
trail.
Alternate Set of Preferred Embodiments
[0210] With reference to FIGS. 35-42 a second set of preferred
embodiments will be described. In these embodiments a variety of
trench fantasy league, team and team unit values, scoring
statistics, and ratings are created via a statistical
transformation algorithm performed by programming functions in the
system application and using actual scoring statistics associated
with corresponding real-live sport action. The resulting trench
fantasy football statistics and ratings provide aggregate value
across, and corresponding to a wide set of actual game performance
events or actions which are highly indicative of actual game
results. The newly created trench fantasy statistics and ratings
may be used to measure the performance of the fantasy team one a
unit by unit, or team by team basis over a pre-determined period,
such as weekly games, pre-season games, regular season games,
play-off games, etc.
[0211] In these preferred embodiments the focus on a team unit
structure and performance drives the trench fantasy values and
trench fantasy team ratings to provide a ratings system that
corresponds to an aggregate measure of true real-life football game
activity and fantasy team performance that reflects actual team
performance on the field rather than individual player
performance.
[0212] Units, as defined above, reflect the combination and
teamwork of player sub-groups who compete in the trenches. For
example in a football application, linemen units refer to the
offensive line and to the defensive line. Discrete, special team
units, preferably include the defensive secondary, defensive
special teams, punting team, field-goal unit and kickoff squads. In
one preferred method, selected trench statistics or values are
accrued by the fantasy team against a predetermined series of
actual scheduled contests of the real-life sport over the course of
the selected season. The series would preferably include a number
of games that is fewer than the total games in the schedule of the
actual sport over a season. This allows for a trench fantasy
regular season and playoff schedule based upon full availability of
the corresponding real-life professional team schedule.
[0213] In a preferred method the fantasy team owner selects a
combination of fantasy units for placement in the starting lineup
for the fantasy owner's team and within the individual scoring
period. During operation of the system in fantasy league play, the
preferred computer-implemented software algorithm will trigger an
indicator alarm if an owner selects all units from one real-life
team for an individual scoring period because this would violate
the spirit of fantasy play. Once the trench fantasy team is set,
the computer-implemented system calculates, tracks and displays
each fantasy team's points accrued in the scoring period as well as
tracks and displays the competitive rankings within the league over
the season.
[0214] Each fantasy team's points can be considered for weekly
public play, head-to-head, or private league competitions based
upon initial league set-up and are displayed electronically. Trench
fantasy points can be accrued from past scoring periods to track
competitive rankings for either head-to-head or private league
competitions.
[0215] One preferred complete system embodiment provides the
following capabilities, all of which may be incorporated into the
system using conventional programming or coding techniques: [0216]
a website portal for consumer or user access; [0217] a subscriber
database with customer or user care; [0218] real-live data feeds
with pre-determined trench fantasy performance values that combine
to produce trench fantasy ratings and fantasy game statistics;
[0219] information and news feeds along with blog functions; [0220]
draft and league management for playing trench fantasy football
including: [0221] commissioner or other league management for
league set-up and operation; [0222] pre-season league draft; [0223]
team management; and, [0224] play-off setup and operation.
[0225] The preferred trench fantasy statistics method and rating
system herein can be applied to multiple fantasy sports including
but not limited to football, basketball, baseball, ice hockey,
soccer, volleyball, golf, tennis, motor racing, cricket or
rugby.
[0226] Referring to FIG. 35, a fantasy sports game system is
depicted. This preferred system includes a presentation layer, and
application logic layer and data feeds layer, all of which are
mutually interconnected. The presentation layer includes a trench
fantasy website connected to an internet access that is in turn
connected to a plurality of end user terminals. End users such as
league commissioners and team owners connect and interact with each
other and the system via conventional web browsers to an HTML, ASP,
Javascript and/or Flash driven trench fantasy website. The data
feeds communicate with the application layer logic server and
database via conventional FTP, XML or other conventional access
applications.
[0227] The application logic layer of the system may include a
database, including a server 100, sub-processes for draft
management 100a, league management 100b, trench statistics
processing 100c, real time scoring 100d, collectively shown at 100;
a statistical information source 110, a news feed 120, a private
communications network 130, public internet access 131, a web site
user interface 140, one or more participant terminals 150a-150n,
collectively shown at 150. The application logic layer includes a
draft manager that provides a Flash application with Action Scripts
that manage a live draft and updates the database. The application
logic layer also includes league management processes that perform
conventional league management functions such as auctions and
waiver wire transactions. Also included in the application layer
logic are the real-time scoring functions that determine fantasy
team unit points and team scores, and statistics processing
functions that produce league statistics such as team rankings in
the league, based on the individual fantasy team scores.
[0228] The communications network 130 and internet access 131 may
include any number of networks capable of providing communications
between the server 100, statistical information source 110, injury
and news feeds 120, trench website 140 and terminals 150. For
example, the communications network may be one or more, or any
combination of wire line, broadband or wireless networks, data or
packet networks, publicly switched telephone networks (PSTN), etc.
Further, the trench website 140 may be actively used or accessed
through direct interaction with the end users 150 or may function
as a gateway or agent to provide information to an alternate system
such as an analytics engine, blog, content management system or
on-line publishing system.
[0229] The participant or user terminals 150 may include any of
various suitable devices operable to act as a client on a network
which may include, but are not limited to, personal computers,
desktop computers, laptop computers, servers, or any suitable
telecommunications device, including but not limited to smart
phones or wireless devices, such as personal digital assistants
(PDA) and tablets. The end users at the participant terminals 150,
e.g., commissioners and team owners, preferably connect and
interact with the trench system at the presentation layer via web
browsers interfacing to an HTML, ASP, Javascript and/or Flash
driven Trench Website 140.
[0230] The statistical information source 110 may be any suitable
source of statistical information relevant to the fantasy game
played. The statistical information source 110 may be a statistical
repository maintained by a sports league, for example, the National
Football League or National Collegiate Athletic Association, etc.
Alternatively, the statistical information source 110 may be a
third-party source, such as a news web site or dedicated commercial
provider of accurate and relevant statistical information. The news
feed 120 may also be a third-party source of factual or editorial
content related to the real live sport league and game activities
including player, unit or team content and weather information.
[0231] The server and database 100 may be any computing system,
referred to typically as a server, computer or device that is
configured to process commands from the participant or user
terminals 150. For example, the sever 100 may receive a starting
lineup for one or more fantasy teams from one or more terminals
150. Each lineup may correspond to a particular fantasy team
whereby each fantasy team competes with one or more other fantasy
teams in a fantasy competition. The fantasy competition may be a
fantasy league, a single fantasy game, a weekly fantasy contest, a
fantasy tournament, or any other suitable fantasy sports
competition. Each fantasy lineup may include one or more fantasy
units associated with a real-life unit as previously defined and
participating in a real-life athletic event, such as a football
game. The server 100 may also be configured to receive statistical
information from the statistical information source 110, calculate
unit point totals and calculate the fantasy score for each fantasy
team. The received statistical information may include, without
limitation, the information on unit actions or events as
exemplified in FIGS. 36-43. The server 100 may then compute a
trench fantasy, unit score for the trench fantasy game using the
received statistical information and applying the pre-determined
values for each team unit action or event. The server 100 may then
total the team unit scores to determine a team score, and compare
the fantasy team score for each fantasy team to determine the
winner of a fantasy contest.
[0232] The server 100 preferably includes a database and a
processor to perform the tasks previously described. However, the
above-described activities and processes may be implemented in a
combination of hardware and software, as well as through one or
more software systems operating on a general purpose server
platform. The software systems can include one or more objects,
agents, threads, lines of code, subroutines, separate software
applications, user-readable, i.e., source code, machine-readable,
i.e., object code, two or more lines of code in two or more
corresponding software applications, databases, or other suitable
software architectures including a general purpose software
application, such as an operating system, and one or more lines of
code in a specific purpose software application such as a
customized or commercial available fantasy league manager.
Alternatively, the functions of the server may be performed or
directed by a human user acting as a fantasy commissioner for a
fantasy contest or fantasy league.
[0233] With reference to FIGS. 35-42 a preferred trench fantasy
football system process begins with creation of a fantasy lineup
for a fantasy team corresponding to one or more trench fantasy
football positions previously drafted through the trench draft
manager function 100a and league management processes 100b. The
trench draft manager 100a preferably provides a flash application
with action scripts than manage the live draft and update the
trench database in a conventional fashion. The league management
processes 100b are conducted to address league management including
league auctions and waiver wire as those functions are
conventionally managed in conventional fantasy football systems. As
described previously, a trench fantasy football team includes one
or more offensive squad units, one or more defensive squad units
and one or more special team units as defined by the league
commissioner during league set up. Units for the starting lineup
may be selected from a predetermined list of units, obtained in a
fantasy draft, fantasy auction, or other suitable means for
providing a list of units from which to create a trench fantasy
lineup.
[0234] Once the trench fantasy football team lineup has been
created, statistical information relating to each one of the
fantasy units is received or collected from a statistical
repository of an athletic league or a third-party source of
statistical information 110. Once the statistical information has
been received or collected, the trench fantasy statistics
processing and real time scoring function or algorithm is invoked
to calculate unit point totals for each unit of the fantasy lineup
for each fantasy team. This calculation is the trench fantasy
transformation that yields trench fantasy statistics and trench
fantasy ratings. The calculations, applications of the scoring
logic and pre-determined unit event values to each unit, and
presentation of the calculated score and statistics are preferably
performed in stored procedures resident in the database. Statistics
processing 100c is executed, for example, against trench-rated NFL
statistics to produce trench league results. Real-time scoring 100d
applies the trench algorithms, including the pre-determined unit
action or event values to source data and then stores trench
fantasy statistics and ratings for each team in the trench server
and database 100 for subsequent use.
[0235] Although specific embodiments of the invention have been
described with what are considered to be the most practical and
preferred embodiments, it is understood that various modifications,
alterations, alternative constructions, variations and equivalents
are also encompassed within the spirit and scope of their broadest
interpretation, as set forth in the claims. The written description
and drawings are, accordingly, to be regarded in an illustrative
rather than a restrictive sense. It will, however, be evident that
additions, subtractions, deletions, and other modifications and
changes may be made thereunto without departing from the broader
spirit and scope of the invention as set forth in the claims.
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