U.S. patent application number 13/406171 was filed with the patent office on 2012-09-06 for system and method for facilitating gambling tournaments having updates in real time.
Invention is credited to Adam Barber, Sarah Jane Connors.
Application Number | 20120225724 13/406171 |
Document ID | / |
Family ID | 46753643 |
Filed Date | 2012-09-06 |
United States Patent
Application |
20120225724 |
Kind Code |
A1 |
Barber; Adam ; et
al. |
September 6, 2012 |
SYSTEM AND METHOD FOR FACILITATING GAMBLING TOURNAMENTS HAVING
UPDATES IN REAL TIME
Abstract
A system and method for facilitating gaming tournaments having
updates in real time. In an illustrative embodiment, multiple
clients running the game can connect with a server hosting the
tournament. Each client pays a "buy in" and a seat for a game is
allocated for the client when open. After each game outcome,
tournament boards can be updated providing real time feedback.
Because numerous games can exist within the tournament, the leader
board can be updated frequently. The game can be implemented within
social networking sites as well as casinos.
Inventors: |
Barber; Adam; (London,
GB) ; Connors; Sarah Jane; (Stockport, GB) |
Family ID: |
46753643 |
Appl. No.: |
13/406171 |
Filed: |
February 27, 2012 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
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61448833 |
Mar 3, 2011 |
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Current U.S.
Class: |
463/42 |
Current CPC
Class: |
G07F 17/3225 20130101;
G07F 17/3276 20130101; G07F 17/3223 20130101 |
Class at
Publication: |
463/42 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method for facilitating a gaming tournament on a social
network having updates in real time, the method comprising:
establishing a tournament room for a client; detecting at least one
connection of the client established within the social network
playing the gaming tournament; pulling in the at least one
connection into the tournament room; and starting game play for the
tournament room when a maximum number of users have entered into
the tournament room or when a force start has been enabled.
2. The method of claim 1, wherein establishing a tournament room
for a client comprises allocating memory within a game host
network.
3. The method of claim 1, wherein detecting the at least one
connection of the client established within the social network
comprises searching for friends of the client.
4. The method of claim 1, wherein pulling in the at least one
connection into the tournament room comprises waiting for the at
least one connection to finish a current game.
5. The method of claim 1, wherein starting game play for the
tournament room when a maximum number of users have entered into
the tournament room comprises filling open seats within the
tournament room with public users.
6. The method of claim 1, comprising retrieving likes from at least
one user within the tournament room and implementing features
associated with the likes inside the tournament room.
7. The method of claim 1, comprising updating an in-game leader
board based on the game play.
8. A system comprising: a game host network for managing
distributed instances of synchronous gaming tournaments among a
plurality of clients with the outcome being updated on an in-game
leader board in real time, wherein the clients come from a
combination of a social network, casino and computing device.
9. The system of claim 8, wherein the game host network comprises a
matching server for identifying clients that have a relationship
and placing those clients into a room for game play.
10. The system of claim 9, wherein the relationship associates
friendship status between the clients.
11. The system of claim 9, wherein the relationship associates
prior contests between the clients.
12. The system of claim 8, wherein the game host network breaks the
plurality of clients into a plurality of rooms with each room
having a predefined number of seats available for game play.
13. The system of claim 12, wherein a new room is started when the
number of seats available is filled.
14. The system of claim 12, wherein a new room is started when a
force start is enabled.
15. A device comprising: at least one processor; and a memory
operatively coupled to the processor, the memory storing program
instructions that when executed by the processor, causes the
processor to: connect with a game host network through a social
network; receive placement within a game room provided by the game
host network; begin game play if a maximum number of users have
filled the game room, otherwise, wait until the maximum number of
users are within the game room.
16. The device of claim 15, wherein the memory storing program
instructions when executed by the processors causes the processor
to begin game play when a force start is entered by a user within
the game room.
17. The device of claim 15, wherein receiving placement within the
game room provided by the game host network comprises starting a
new game room when the maximum number of users have filled a
previous game room.
18. The device of claim 15, wherein the memory storing program
instructions when executed by the processors causes the processor
to provide profile information to the social network for placement
within the game room.
19. The device of claim 15, wherein the game host network places
friends within the game room.
20. The device of claim 19, wherein the game host network fills up
remaining seats within the game room with public users.
Description
REFERENCE TO RELATED APPLICATIONS
[0001] This disclosure claims priority to U.S. Provisional
Application Serial No. 61/448,833 titled SYSTEM AND METHOD FOR
FACILITATING GAMBLING TOURNAMENTS HAVING UPDATES IN REAL TIME to
ADAM R. BARBER and SARAH J. CONNORS that was filed on Mar. 3,
2011.
TECHNICAL FIELD
[0002] This disclosure generally relates to gaming, and more
particularly, to a system and method for facilitating multiple
synchronous game tournaments among multiple players with the
outcome being updated on an in-game leader board in real time.
BACKGROUND
[0003] Only until recently have traditional gaming casinos been
brought to the Internet. Since this time, online gambling has
become very popular spawning a number of different websites such as
bodog.com, clubworldcasinos.com and 32Red.com. In these games,
players connect via a remote client to play the game. The game is
generally hosted on a central server accessible through web
interfaces. These games, however, do not provide for flexibility in
multiplayer modes. Real time tournaments are not encompassed within
these games.
[0004] Furthermore, players, who are affiliated with one another,
could not be matched against one another in a game. If a player
wanted a rematch, current systems would not allow them. The sheer
volume of players playing tournaments simultaneously means that a
solution is required to add players to the same tournament room
under certain criteria.
[0005] A need therefore exists for a system and method for
facilitating gaming tournaments having updates in real time while
overcoming the above-described limitations. These, as well as other
related advantages, will be described in the present disclosure.
The tournaments, as provided in the present disclosure, can include
any type of game including, but not limited, to slot machines,
blackjack, poker, video poker, Caribbean stud poker, craps,
roulette and baccarat.
SUMMARY
[0006] This summary is provided to introduce a selection of
concepts in a simplified form that are further described below in
the DESCRIPTION OF THE DISCLOSURE. This summary is not intended to
identify key features of the claimed subject matter, nor is it
intended to be used as an aid in determining the scope of the
claimed subject matter.
[0007] In accordance with one aspect of the present disclosure, a
method for facilitating a gaming tournament on a social network
having updates in real time is provided. The method can include
establishing a tournament room for a client, detecting at least one
connection of the client established within the social network
playing the gaming tournament, pulling in the at least one
connection into the tournament room and starting game play for the
tournament room when a maximum number of users have entered into
the tournament room or when a force start has been enabled.
[0008] In accordance with another aspect of the present disclosure,
a system is provided. The system can include a game host network
for managing distributed instances of synchronous gaming
tournaments among a plurality of clients with the outcome being
updated on an in-game leader board in real time. The clients can
come from a combination of a social network, casino and computing
device.
[0009] In accordance with yet another aspect of the present
disclosure, a device is provided. The device can include at least
one processor and a memory operatively coupled to the processor,
the memory storing program instructions that when executed by the
processor, causes the processor to perform processes. The processes
can include connecting with a game host network through a social
network, receiving placement within a game room provided by the
game host network and beginning game play if a maximum number of
users have filled the game room, otherwise, wait until the maximum
number of users are within the game room.
BRIEF DESCRIPTION OF DRAWINGS
[0010] The novel features believed to be characteristic of the
disclosure are set forth in the appended claims. In the
descriptions that follow, like parts are marked throughout the
specification and drawings with the same numerals, respectively.
The drawing figures are not necessarily drawn to scale and certain
figures can be shown in exaggerated or generalized form in the
interest of clarity and conciseness. The disclosure itself,
however, as well as a preferred mode of use, further objectives and
advantages thereof, can be best understood by reference to the
following detailed description of illustrative embodiments when
read in conjunction with the accompanying drawings, wherein:
[0011] FIG. 1 is an exemplary network environment in accordance
with one or more aspects of the present disclosure;
[0012] FIG. 2 is a flowchart illustrating exemplary processes for
the creation of a tournament and allocation of players into the
tournament in accordance with one or more aspects of the present
disclosure;
[0013] FIG. 3 is a flowchart illustrating exemplary processes for
starting the tournament in accordance with one or more aspects of
the present disclosure;
[0014] FIG. 4 is a flowchart illustrating exemplary processes for
implementing a force start in accordance with one or more aspects
of the present disclosure;
[0015] FIG. 5 is a flowchart illustrating exemplary processes for
updating a game tournament leader board in real time in accordance
with one or more aspects of the present disclosure;
[0016] FIG. 6 is an illustration of an exemplary tournament with a
single player waiting for more players to join the tournament in
accordance with one or more aspects of the present disclosure;
[0017] FIG. 7 is an example illustration of two players in a
tournament with a force start enabled in accordance with one or
more aspects of the present disclosure;
[0018] FIG. 8 is an illustration of an exemplary tournament having
ten players playing in real time in accordance with one or more
aspects of the present disclosure;
[0019] FIG. 9 is an illustration of multiple clients connected to
multiple tournaments playing synchronously in accordance with one
or more aspects of the present disclosure;
[0020] FIG. 10 is a block diagram showing game play within a social
network in accordance with one or more aspects of the present
disclosure;
[0021] FIG. 11 is a block diagram providing information of known
users within the social network for game play in accordance with
one or more aspects of the present disclosure;
[0022] FIG. 12 is a flow chart illustrating exemplary processes for
matching friends within the social network for game play in
accordance with one or more aspects of the present disclosure;
[0023] FIG. 13 is a block diagram providing illustrative components
within a casino for game play in accordance with one or more
aspects of the present disclosure;
[0024] FIG. 14 is a block diagram integrating illustrative
components from a social network and casino for game play in
accordance with one or more aspects of the present disclosure;
[0025] FIG. 15 is a flow chart illustrating exemplary processes for
matching previous competitors in accordance with one or more
aspects of the present disclosure; and
[0026] FIG. 16 is a block diagram illustrating exemplary components
for taking information from a social network for use in game play
in accordance with one or more aspects of the present
disclosure.
DESCRIPTION OF THE DISCLOSURE
[0027] The description set forth below in connection with the
appended drawings is intended as a description of presently
preferred embodiments of the disclosure and is not intended to
represent the only forms in which the present disclosure can be
constructed and/or utilized. The description sets forth the
functions and the sequence of steps for constructing and operating
the disclosure in connection with the illustrated embodiments. It
is to be understood, however, that the same or equivalent functions
and sequences can be accomplished by different embodiments that are
also intended to be encompassed within the spirit and scope of this
disclosure.
[0028] Generally described, the present disclosure relates to
gaming. More specifically, the present disclosure relates to
tournament style games using real time updates. In an illustrative
embodiment, multiple clients running the game can connect with a
server hosting the tournament. Each client pays a "buy in" and a
seat for a game is allocated for the client when open. After each
game outcome, tournament boards can be updated providing real time
feedback. Because numerous games can exist within the tournament,
the leader board can be updated frequently. The game can be played
over a variety of social networks and casinos with each importing
their own unique features.
[0029] Numerous advantages can be provided throughout the
illustrative system and method described above. The system and
method can keep track of the numerous games concurrently being
played while updating the leader board. Games can also start within
the tournament when two or more players enter a game. Social
networking, providing a known set of users, can be integrated into
game play. From this, friends can play against one another.
Previous competitors can also play against one another. Many
additional features and elements of the present disclosure can
become apparent to one of ordinary skill in the art in the
following description.
[0030] As can be shown below, FIG. 1 provides an environment
illustrating hardware for hosting the tournament. Exemplary flow
charts for processing games within the tournament are described in
FIGS. 2 through 5. FIGS. 6 through 8 show screen shots for the
tournament followed by a block diagram showing multiple clients
within games of a tournament in FIG. 9. FIGS. 10 through 16 will
show systems integrating other components into the game host
network. While the present disclosure is described for use with
casino style games, other games can be implemented within the
context of the system and method. By way of non-limiting examples,
the games that can be played herein include checkers, chess, role
playing games, shooting games, fantasy games, sports games,
etc.
[0031] For purposes of this disclosure, "distributed instances" can
refer to all aspects of a method that happen simultaneously meaning
that there can be multiple instances of tournaments running at the
same time in various different stages of completion. "Synchronous
computer gambling game tournaments" can refer to multiple clients
playing in the same virtual tournament room competing to obtain a
first position and/or the highest score. "Gambling game" can mean
games such as slot machines, blackjack, poker, video poker,
Caribbean stud poker, craps, roulette and baccarat, while
"distribution" can refer to remote clients that can possibly be
located in different geographical locations.
[0032] Gaming rooms, or rooms, can be virtually created areas that
players can enter and gamble therein. A predefined number of seats
can be within each room, the seats representing the number of
players allowed within the room. Continuing, a private tournament
room can be an area that is reserved for either players of previous
tournaments or friends. The room can be kept private so other
non-friends or non-previous tournament players cannot join. After a
period of time, any private seats that are not taken by friends or
previous tournament players can be made public so that anyone can
take them unless specified.
[0033] Turning now to FIG. 1, an exemplary network environment in
accordance with one or more aspects of the present disclosure is
provided. This illustrates how a client 110 connects to a
networking cloud 120 via a wide area network (such as the
internet), wireless network, cellular network, private network or a
satellite connection to the game host network 130. The client 110
can run on a device such as a personal computer, hand held mobile
computer device, such as a mobile phone or tablet or gaming
terminal.
[0034] The device operating the client 110 can have a processor for
implementing logic, a memory, a display and a keypad. The display
of the device can be a liquid crystal display (LCD), or any other
type of display commonly used in devices. The display can be
touch-sensitive, and can act as an input device. The keypad can be
a push button numeric dialing pad (such as on a typical telephone),
a multi-key keyboard (such as a conventional keyboard), or any
other device for inputting textual data. The memory generally
includes both volatile memory (e.g., RAM) and non-volatile memory
(e.g., ROM, Flash Memory, or the like). The non-volatile portion of
the memory can be used to store persistent information which should
not be lost when the device is powered down. The device can include
an operating system (OS), such as Windows CE.TM. or Windows
Mobile.TM. available from Microsoft Corporation, Android.TM. from
Google or other OS. The OS can reside in the memory and be executed
on the processor.
[0035] The device can also include a power supply, which can be
implemented as one or more batteries, fuel cells, or other sources
of electrical power. The power supply might further include an
external power source, such as an AC adapter or a powered docking
cradle that supplements or recharges the batteries. The device can
include one or more audio, visual, and/or vibratory notification
mechanisms. The mobile device can also include a wireless module,
such as a WiFi.RTM. module that facilitates wireless
connectivity.
[0036] In embodiments of the present disclosure, the client 110 can
operate on a social network platform or casino style game.
Typically, the device operating the client 110 can be on a device
having hardware and software as described above. The client 110 can
also be part of a broader social network, for example,
Facebook.RTM., Twitter.RTM. and Myspace.RTM.. Each client 110 can
be associated with a set of "Friends" whom they can interact with.
The client 110 can be part of services offered through a website. A
client 110 can also operate on top of a dedicated gaming machine,
such as a video-type gambling device. Clients 110 can be provided
in a number of different forms and operate on a variety of
platforms.
[0037] The clients 110 can be connected to a game host network 130
through a network 120. Many types of networks 120 can be integrated
into the system. The network 120 shown within the system can
include, but is not limited to, a local area network (LAN), wide
area network (WAN), personal area network (PAN), campus area
network (CAN), metropolitan area network (MAN), global area network
(GAN) or combination thereof. Such networking environments are
commonplace in office networks, enterprise-wide computer networks,
intranets and the Internet, which are all types of networks.
[0038] The game host network 130 can take the form of a computer
server, and more specifically a web server. The server can process
incoming document queries as well as manage security features and
authentications for the clients 110. The server can include ROM,
operating system and software instructions, RAM, central processor
unit (CPU), network interface connected to the network and data
storage device. A conventional personal computer or computer
workstation with sufficient memory and processing capabilities can
be used as the server. Alternatively, multiple interconnected
servers can also serve as the server.
[0039] As shown in FIG. 1, the game host network 130 can include
database servers 150, website servers 160, a TCP socket connection
server 180, a synchronization service 170, game server 190 and
matching server 195. These elements can be connected together by
switches and routers 140, which allow for speedy retrieval and
throughput of data requests, processing and storage.
[0040] The game server 190 of the game host network 130 can be the
server that hosts the game code that decides the outcome of any
game in the tournament. For example, when a player initiates play
on a game, the client can request the server 190 to issue an
outcome of the play. Alternatively, where game outcome security is
not required, the game server 190 can generate the outcome itself
and send the outcome directly to the leader board and host network.
In addition, the game server 190 can manage tournaments among
friends. The server 190 can be used to setup a particular game room
and tear it down when the game ends.
[0041] The client 110 can generate its own outcome in situations
where no real world money is being wagered. Where real money is
being wagered the game server 190 can issue the outcome. This
reduces the likelihood of any security breaches influencing the
game outcome. Each client 110 can communicate to the network
environment and vice versa via a dedicated TCP socket connection,
which facilitates the transfer of data in real time through the TCP
socket server 180. The number of simultaneous client connections
via TCP socket connections is theoretically unlimited meaning an
unlimited number of clients can connect to the network
environment.
[0042] The synchronization service 170 can be used to take incoming
clients 110 and establish a forum for game play. By way of a
non-limiting example, suppose that a number of clients 110 come
into the gaming network 130 at different times say at time 1, time
2 and time 3. The synchronization service 170 can wait until the
last client 110 comes in and then start the game, for example, at
time 3 plus 5 seconds. In one embodiment, a force start can be
implemented bypassing the synchronization service 170 of the game
host network 130.
[0043] Continuing with FIG. 1, a number of database servers 150 can
be provided within the game host network 130. The servers 150 can
contain information relevant to the games played. By way of
non-limiting examples, the servers 150 can manage each of the users
within games being played in the game server 190. The servers 150
can manage games played between players and how many games have
been played between each. Player information can also be kept
within the servers 150, for example, how they are connected into
the game host network 130, their personal information, etc. Other
pertinent information can be provided and will be understood from
the following description.
[0044] The database servers 150 can be connected to website servers
160. These website servers 160 can be used to provide and access
information over the network 120 or through the Internet. Basic
protocols between the game host network 130 and the clients 110 can
be implemented by the website servers 160 through the network 120.
Security and authentications can also be implemented by the website
servers 160.
[0045] A matching server 195 can be connected to one or both
website servers 160. The server 195 can be used to match players
who have a relationship with one another. As will be discussed in
the description provided below, players can be friends through a
social network. In one embodiment, the server 195 can be used to
match those players that previously competed against one another.
By way of a non-limiting example, suppose player A and player B
played two tournaments ago. The matching server 195 would detect
that player A and player B have played before and that they should
be matched up in a new tournament room. The matching server 195 can
be used a variety of relationships to match players in a tournament
room. Typically, the matching server 195 can always run and watch
tournaments.
[0046] While described as a server, the game host network 130 can
include multiple servers for each component therein. Furthermore,
each component can be separated into distinct servers. These
servers can be distributed over a cloud and communicate with one
another. Furthermore, a number of configurations for the clients
110, network 120 and the game host network 130 can be provided and
is not limited to that taught in FIG. 1.
[0047] Referring now to FIG. 2, a flowchart illustrating exemplary
processes for the creation of a tournament and allocation of
players into the tournament in accordance with one or more aspects
of the present disclosure is provided. This illustrates the process
of how a tournament is created from within the game host network
130. The player enters the tournament room at block 200, agrees to
the rules of the game and a predefined tournament criteria, such as
length, game style, number of players and/or buy in. The buy in is
then deducted from the player's account at block 210. The buy in
can be real money or perhaps virtual currency--with no real world
value.
[0048] The system then checks at decision block 220 if there are
any spare places (seats) in a tournament that fits the predefined
tournament criteria at block 200 and has not yet started. By way of
example, the tournament room has eight seats. If there is a spare
place in a suitable tournament, that is seven people or less in the
tournament room, the system can automatically add the player at
block 240 in that tournament. If there is no spare place in a
suitable tournament that meets the predefined criteria, the system
can then create a new tournament at block 230 based on the criteria
and add the player to that tournament at block 240 and continue to
add players to the tournament until such time as a `start
tournament command` at block 250 is issued. The tournament starts
at block 260 when the tournament receives a `start tournament
command`. The processes can end at block 270. In the creation of
tournament rooms described above, the game host network 130 can
create an endless number of rooms, as permitted by memory.
[0049] FIG. 3 shows a flowchart illustrating exemplary processes
for starting the tournament in accordance with one or more aspects
of the present disclosure. The start tournament command at block
300 instructs the system not to allow anymore players through their
clients 110 to enter the tournament and start an audible and
visible countdown. When reaching the end of this countdown, the
system starts the tournament. For example, an audible and visible
countdown can be by way of showing "5,4,3,2,1" with audible bleeps
when each number appears. Graphics can appear with the
countdown.
[0050] A start tournament command can be triggered in a number of
different ways, such as when the tournament has reached its
predefined capacity and/or criteria at decision block 310. The
predefined criteria can be based on: number of people in the
tournament, a time and date or the size of the prize pool. Each
time a player enters into the tournament room, they contribute two
thousand dollars, or other denomination, by way of a non-limiting
example. By way of a non-limiting example, when a twelve thousand
dollar limit is reached, game play can begin. Alternatively, force
start at decision block 320 can be achieved by players clicking the
force start button from within the game or by voting to start the
tournament before it has reached its predefined start criteria. An
issued start tournament command can be provided at block 330. The
processes can end at block 340.
[0051] FIG. 4 is a flowchart illustrating exemplary processes for
implementing a force start in accordance with one or more aspects
of the present disclosure. Force starts can be made when the player
no longer wishes to wait for additional players to enter into a
tournament room. As previously described, a player can be sent to a
tournament room. At block 402, the game host network 130 can check
waiting tournament rooms. At decision block 404, a determination
can be made whether there are two or more players waiting in the
room. If not, the game host network 130 can return to block 402 and
check waiting tournament rooms.
[0052] If, on the other hand, two or more players are waiting
within the tournament room, a force button is enabled at block 406.
The force button can be lighted up on a graphical user interface or
an audible indication can be given. At decision block 408, the game
host network 130 can determine whether the force button has been
pressed. By pressing the force button, the player indicates that
they want to start the game quickly. Advantageously, the game can
begin without the max number of players being specified by the
entered in criteria.
[0053] If the force button is not pressed, at decision block 410,
the game host network 130 can determine whether the tournament room
has reached capacity. If not, the game host network 130 can return
to block 406 where the force button can still be enabled. It should
be noted that players can drop out as well disabling the force
button. If the tournament has reached capacity, at decision block
410, or when the force button has been pressed, at decision block
408, a start command can be issued at block 412. This command can
begin the game play between those players within a tournament room.
The processes can end at block 414.
[0054] In the illustration described above, a "buy in" of two
thousand dollars, or other denomination, was collected from each of
the clients 110. A prize pool can be developed from these "buy
ins". After the game is played through the game host network 130,
the prize pool can be distributed to at least one player within the
room that competed. The full prize pool can be given to the player,
or can be distributed through other method. For example, the prize
pool can be distributed to the top three winners in a staggered
fashion.
[0055] Referring now to FIG. 5, a flowchart illustrating exemplary
processes for updating a game tournament leader board in real time
in accordance with one or more aspects of the present disclosure is
provided. This illustrates an example of how a tournament leader
board is updated in real time. When a player is playing a game at
block 510 in the client 110, each outcome of the game is sent to
the in-game leader board at block 520 in real time and recorded in
the database servers 150. Scores can be provided to the game host
network 130 where it can be stored, for example, in the database
servers 150. The system can then check that the leader board has
been updated at decision block 530. If it has not been updated, the
same instruction is sent again. Once it has been updated, the
system checks to see if the tournament has finished at decision
block 540. If it has not yet finished the whole process can start
again at block 510. Once the tournament has finished, the final
scores are calculated 450 at block 550 and the player is notified
of the final result. The processes end at block 560.
[0056] Scores within the game host network 130 can unlock higher
levels. The higher levels can be associated with different games
that can be played by the clients 110. By way of a non-limiting
example, once a client 110 reaches a score of ten thousand points,
or a predefined number of wins (say 100), the client would be
elevated to a next level. Through the next level, the user can play
a poker type tournament instead of being limited to only a slot
tournament. A number of different levels can exist. Other features
that can be added with a new level can include a larger pool of
clients 110, different prizes (instead of earnings from the prize
pool, for example, coupons), extra spins when the client 110 is in
a casino environment, etc.
[0057] In one embodiment, higher buy-ins can be required for
different levels. By way of a non-limiting example, at a level
higher than the initial level, the buy-in can be five thousand
credits or dollars per person. This would create a larger pool size
for the winner or winners of the tournament. At each level
thereafter a higher buy-in can be required until a high-limit level
is obtained. Generally, the higher the level, the greater the
capabilities of the players are within that level.
[0058] The levels described above can represent a skill level
obtained within the game host network 130. For example, a client
110 operating on top of a device can only be elevated to a next
level if they have mastered a poker type game in a tournament
setting. In one embodiment of the present disclosure, the scoring
between game rooms can be dependent on the level of competition
within the room. If a client 110 has a much higher level of skill
than a secondary client 110 and the secondary client 110 wins, the
secondary client 110 would obtain a larger score or more points.
These points can be taken directly from the client 110 that lost.
Algorithms can dictate the number of points received and taken away
from each of the clients 110.
[0059] FIG. 6 provides an illustration of an exemplary tournament
with a single player waiting for more players to join the
tournament in accordance with one or more aspects of the present
disclosure. This illustrates the disclosure when the first player
first enters the tournament room. The popup box shows the current
number of players in the tournament room, the total tournament
prize pool, a countdown clock and some general instructions. The
prize pool in this example is calculated as being based on each
player who joins the tournament who adds $2,000 to the prize pool.
The prize pool can be used to determine when to start the game.
[0060] On the right of the screen shown in FIG. 6, a grey oblong
box can be seen. In this box the player can see the tournament
name, prize pool/fund, their name (in this example Pirate's
Treasure) and total winnings (highlighted in yellow) and the time
left they have until the end of the tournament. In this example,
the time left is 00:00:00 as the tournament is not underway.
[0061] Referring now to FIG. 7, an example illustration of two
players in a tournament with "Force Start" enabled in accordance
with one or more aspects of the present disclosure is provided.
This illustration shows a scenario with two players in a tournament
room. As there are two players in the room the force start button
becomes active (can be pressed). If either of the players presses
the force start button, the countdown can begin and the tournament
can start. In one embodiment of the present disclosure, the force
start button can begin with one player. For purposes of
illustration, the single player can determine their best
performance in the game.
[0062] FIG. 8 provides an illustration of an exemplary tournament
having ten players playing in real time in accordance with one or
more aspects of the present disclosure. This illustration shows a
tournament in-play. In this example the prize pool is based on each
player contributing $2,000 to the prize pool as such with ten
players in the tournament the prize pool is $20,000. The player in
this example (Pharaoh's Treasure) has won a total of 2,509 and
therefore sits in position 3. The remaining time of the tournament
45 seconds and 87 milliseconds is indicated in red at the bottom
right of the screen. When the tournament ends the final scores are
calculated and the prizes awarded.
[0063] FIG. 9 is an illustration of multiple clients connected to
multiple tournaments playing synchronously in accordance with one
or more aspects of the present disclosure. This illustrates an
example of multiple clients 110 playing in simultaneous tournaments
940. Each individual client 110 is connected by a socket connection
920 through the TCP socket server 180 which passes the results to
and from the game host network 130. In one embodiment, the clients
110 can be grouped and then a single socket connection 920 can be
used.
[0064] As shown, the game host network 130 can be capable of
supporting a number of clients 110. The clients 110 can be grouped
from a variety of sources, for example, a social network, computer
terminal, casino, etc. The rooms can be monitored within the game
server 190 or the database servers 150. Different numbers of
players can be provided within each room. The rooms are constantly
changing as typically, the game lasts for only a few minutes as
specified within the game server 190 of the game host network
130.
[0065] In social networks, such as Facebook.RTM., hi5.RTM.,
Qzone.RTM., Habbo.RTM., Renren.RTM., BaDoo.RTM., MySpace.RTM.,
LinkedIn.RTM., Google+.RTM., Friendster.RTM. and Vkontakte.RTM.,
through a variety of methods as explained herein, the game host
network 130 can ascertain if players who are in our game are
connected to each other either by being connected as `friends` from
within the social network or by having previously played in the
same tournament. The nature of synchronous competitive tournaments
in high volume social network sites means it was previously
impossible to match players in the same tournament room who had
played against each other in a previous tournament. The sheer
volume of players (that social networks allow/have) playing
tournaments simultaneously means that a solution is required to add
players to the same tournament room under certain criteria.
[0066] For purposes of illustration, if two friends who were in the
same social network and connected as friends in that social network
were playing the same game but in different tournament rooms (as
described before) there would be no guarantee that they would be
placed in the same room if they decided to play again. Equally, if
they were playing in a tournament against nine other individuals
who you had no friendship status with and then they were assigned
into the next tournament with the same nine players, they would
recognize their profile pictures and name. Having a feature that
added players into the same tournament based on being connected as
friends in a social network and/or having played in a previous
tournament/s together benefits and improves the competitive element
that tournaments naturally offer.
[0067] Referring to FIG. 10, a block diagram showing game play
within a social network 1002 in accordance with one or more aspects
of the present disclosure is provided. The game host network 130
can communicate with the social network 1002 through a network 120.
With the social network 1002 a number of clients 110 can be
provided. Additional information from each of the clients 110 can
be gathered through the social network 1002. For example, their
friends, likes, dislikes, addresses, phone numbers, etc. can all be
gathered through the social network 1002. As will become apparent,
each of these can be used in different games and configurations.
Furthermore, a first name, last name, date of birth, email,
friends, events they are attending, education, hometown, interests,
location, personal relationships and work history can be provided
by the social network 1002. Other information can be provided to
those known in the relevant art.
[0068] FIG. 11 is a block diagram providing information for known
users within the social network 1002 in accordance with one or more
aspects of the present disclosure. Social networks 1002 can carry
information about a number of known users 1102A, 1102B and 1102C
(collectively users 1102). The known users 1102 can be part of the
social network 1002 by providing data to the social network 1002.
For example, the users 1102 can provide information 1104A, 1104B
and 1104C (collectively information 1104) about themselves such as
their home address, telephone number, if they are married or not,
who they are dating, what school they are attended or attended,
etc. In some embodiments, if the users 1102 are connected, they can
share information 1104 with each other and keep that information
private to users 1102 who they are connected with.
[0069] Each of the users 1102 can also download or accept
applications 1106A, 1106B and 1106C (collectively applications
1106). These applications 1106 can be viewed by their "friends" on
their unique user space within the social network 1002. By
searching through a toolbar, by way of a non-limiting example, the
users 1102 can be exposed to a number of applications 1106 which
they can then download to their personal space. Applications can
also be introduced through friends and advertisements. Important to
social networks 1002 is the definition of friendships and how
connections are acquired between the users 1102. User 1102A and
1102B can be friends with one another. Through the matching server
195, the users 1102A and 1102B can share information to compete
against one another in the slots tournament 1120. Through these
friendships 1108A and 1108B, the slots tournament application 1120
can be provided. For example, if one friend likes the application
1120, then the others can be exposed to the application and they
can determine whether they would like to download it or not onto
their personal space. Photos 1110B, 1110B and 11100 (collectively
photos 1110) can also be kept for each of the users 1102.
[0070] The slots tournament application 1120 can also be provided
on the social network 1002. Instead of the game host network 130
being connected to the social network 1002 through the network 120,
the application 1120 can be integrated therein. The slots
tournament 1120 is described in the previous FIGURES. A known user
within a social network can pull in their friend into a game if
they see them online Click-and-drag techniques can be employed
within the slots tournament 1120 to enter people into a room or
game. Indicators can be given to show them that they have been
selected (dragged) into the tournament 1120. When selected, the
user 1102 can either accept it or deny it even when they are not
logged into the social network 1002.
[0071] The slots tournament 1120 can provide a room for friends and
other invitees to play a game. In one embodiment, other users
within the social network 1002 can also be imported into the game.
A private tournament room can be enabled for these users. The room
can be kept private so no other non-friends or non-previous
tournament players can join. After a period of time, any private
seats can be taken by public users within the social network
1002.
[0072] The game host network 130 can keep a database record of all
of its players. From these records, it can be ascertained in an
instant if multiple friends are playing in different tournaments at
the same time/during that session. If they are playing at the same
time but in different tournaments, and when that tournament
finishes, the system forms a new tournament room and adds the
matched friends into that tournament room.
[0073] As discussed above, the social network 1002 can operate the
game host network 130 (slots tournament 1120). Once a client 110
(user 1102) joins the game, personal information 1104 can be
extracted from their profiles. The personal information 1104 can
include the user's name, location, email, their profile picture and
friends 1108. The matching server 195 can look out for users 1102
who are playing the slots tournament 1120 at the same time. The
social network 1002 can work with other types of games including,
but not limited to, poker, roulette, etc.
[0074] FIG. 12 is a flow chart illustrating exemplary processes for
matching friends within the social network 1002 for game play in
accordance with one or more aspects of the present disclosure. In
typical configurations, the game host network 130 can part of the
social network 1002 with the matching server 195 operating thereon.
The processes can begin at block 1200. At block 1202, the social
network 1002 can query the matching server 195 on all running
tournaments. The matching server 195, as described earlier, can
monitor games and rooms continuously.
[0075] At decision block 1204, the matching server 195 can
determine whether any player playing within the game host network
130 is friends with another player on the network 130. If not, the
processes can end at block 1206. In one embodiment, the game host
network 130 can match players that are not logged into the social
network 1002. When players who are friends are on the social
network 1002, the game host network 130 can ask each player if they
wish to start a tournament.
[0076] At block 1208, and if the players are connected as friends,
the matching server 195 can match grouped friends together. The
friends can be matched for starting a new tournament. At decision
block 1210, the matching server 195 can determine whether the
players are in the same tournament already. If so, the processes
can end at block 1212 as they are already playing one another. If
the friends are not playing in the same game, the game server 190
can then wait for the first friend to finish a tournament at block
1214. At decision block 1216, the game server 190 can determine
whether that player wants to play again. If not, the game server
190 can return to block 1214.
[0077] If the player wants to play again, the game server 195 can
create a new private tournament and add the friend at block 1218.
This information can be pulled from the matching server 195. A
private room is a virtual room that can be established by drawing
in clients 110 that know one another through an association, such
as a friendship or connection in a social network 1002. At decision
block 1220, a determination can be made whether all the private
room seats have been taken. If all the seats have been taken, at
block 1222, the game server 190 can start the tournament with those
friends. The processes can end at block 1224. If there are seats
available, the game server 190 can make the room public at block
1226. From there, the room can include both friends and
non-friends. Force starts can be used such that only friends can be
included in a room. The processes can end at block 1228.
[0078] Turning now to FIG. 13, a block diagram providing
illustrative components within a casino 1302 for game play in
accordance with one or more aspects of the present disclosure is
provided. A casino 1302, or other similar institution, can be
connected into the network 120 and with the game host network 130
described above. Alternatively, the game host network 130 can be
incorporated into the casino 1302. The network 120 can connect with
a LAN 1304 in the casino 1302.
[0079] The LAN 1304 can connect to multiple sets of machines 1306A,
1306B, 1306C, 1306D, 1306E, 1306F, 1306G and 1306H (collectively
set of machines 1306) on the casino floor. The machines can each
run a client 110, as described earlier. Players can be matched with
each other on the casino floor through player cards identifying
each of the players. Alternatively, games can be hosted by each set
of machines 1306. The casino 1302 can include a number of other
machines that can be integrated with the LAN 1304 for game
play.
[0080] When the casino 1302 implementation is incorporated into the
game host network 130, a variety of additional features can be
provided. First, the machines 1306 can be used to directly compete
with those that are on a social network 1002, personal computer,
etc. Specific to the casino 1302, however, can be the addition of
extra spins. For example, if the machine 1306 is plugged into a
tournament room and they win, they not only receive their winnings
but can also include additional spins on the unit they are playing
on. A number of machines 1306 can include extra features in which
credits can be obtained. For example, in a "Wheel Of Fortune" type
gaming machine 1306, a player can spin a wheel to receive
additional credits. Similarly, when the player wins a gaming
tournament, they can also spin the wheel of the "Wheel Of Fortune"
machine 1306.
[0081] FIG. 14 is a block diagram integrating illustrative
components from a social network 1002 and casino 1302 for game play
in accordance with one or more aspects of the present disclosure.
In this embodiment, players within a casino 1302 and on a social
network 1002 can be drawn in as clients 110 and the game host
network 130 can establish rooms for game play within a larger pool
of clients 110.
[0082] The players 1102 within the social network 1002 can connect
to the slots tournament application 1120. The slots tournament
application 1120 can then connect with the network 102. In this
embodiment, the game host network 130. In addition, the casino 1302
can be connected into the game host network 130 through the LAN
1304. In one embodiment, the casino 1302 can track its players
through player cards 1402A, 1402B and 1402C (collectively player
cards 1402). Typically, the player cards 1402 can be read from
machines within the set of machines 1306 on the casino floor.
[0083] When the players insert their player cards 1402 into the
machines 1306, information from the cards is retrieved from a
database 1404. The database 1404 can log active and inactive
players within the casino 1302. While one casino 1302 is shown
within FIG. 14, the LAN 1304 can be interpreted as a WAN that can
connect with multiple casinos. The information within the database
1404 can be provided to the game host network 130 through the
network 102. As such, a number of clients 110 within the casino
1302 and social network 1002 can play against one another. Friend
matching can also be implemented and virtual private rooms can be
created.
[0084] Beforehand, friends could be matched through the matching
server 195 and could be set within a private room for game play.
The game host network 130 can keeps a database record of all its
players. From these records, the game host network 130 can be able
to ascertain in an instant if players have competed together in a
previous tournament (either in that gaming session or a previous
session). If they are playing at the same time, but in different
tournaments, and when that tournament finishes, the network 130 can
form a new tournament room and add the matched previous competitors
into that tournament room. The matching server 195 can detect
friends and previous competitors from both environments such that
players through the player cards 1402 can be matched with users
1102 in the social network 1002 through friendship or previous
competitions.
[0085] FIG. 15 is a flow chart illustrating exemplary processes for
matching previous competitors in accordance with one or more
aspects of the present disclosure. The processes can begin at block
1500. At block 1502, the game host network 130 can track
associations among players. The matching server 195 can query all
running tournaments. In one embodiment, the database server or
servers 150 can track this information and in particular, games
played among the players.
[0086] At block 1504, the game host network 130 can group
tournament players together that previously competed against each
other. This grouping can be formed based on tournaments that
happened in the last round or up to a predefined number of rounds.
This can be performed by the matching server 195. At block 1506,
the game host network 130 can wait for players' tournaments to
finish. At decision block 1508, the matching server 195 can
determine whether any players in a group wish to play again. If
not, the game host network 130 can wait for players' tournaments to
finish again at block 1506. The players can be holding for a new
tournament to begin or within a tournament. If there is only one
player, the matching server 195 within the game host network 130
can allow that player to play within other tournaments.
[0087] If, however, there is more than one player within current
tournaments and there are associations among those players, a new
tournament room can be formed at block 1510. The players can be
pulled from rooms that are forming, but not yet started.
Alternatively, the matching server 195 can wait until the players
have finished with their respective tournament rooms. At block
1512, the game host network 130 opens a tournament to the player
group only. The matched competitors are added into a room where
they can once again compete against each other.
[0088] At decision block 1514, the game host network 130 determines
whether all the private room seats are taken. If they are, the
tournament can be started at block 1516 and the processes can end
at block 1518. When the seats have not been taken, however, the
room can be made public at block 1520. A force start can also be
executed as well. The processes can end at block 1522.
[0089] FIG. 16 is a block diagram illustrating exemplary components
for taking information from a social network 1002 for use in game
play in accordance with one or more aspects of the present
disclosure. A user 1102 can associate themselves with personal
information 1104, applications 1106, friends 1108, photos 1110 and
likes 1604. Their likes 1604 can be used by the slots tournament
application 1120. By way of a non-limiting example, the player 1102
can like SeaWorld.RTM. 1604A and The Beatles.RTM. 1604B
(collectively likes 1604). Taking the likes 1604, the game host
network 130 can provide indicia within the graphics 1606 of a slots
tournament, for example, on the wheels themselves. As shown, the
graphics 1606 on the slots can reflect the user's likes 1604 by
displaying indicia indicating The Beatles.RTM..
[0090] In accordance with one aspect of the present disclosure, a
method for facilitating a gaming tournament on a social network
having updates in real time is provided. The method can include
establishing a tournament room for a client, detecting at least one
connection of the client established within the social network
playing the gaming tournament, pulling in the at least one
connection into the tournament room and starting game play for the
tournament room when a maximum number of users have entered into
the tournament room or when a force start has been enabled.
[0091] In one embodiment, establishing a tournament room for a
client can include allocating memory within a game host network. In
one embodiment, detecting the at least one connection of the client
established within the social network can include searching for
friends of the client. In one embodiment, pulling in the at least
one connection into the tournament room can include waiting for the
at least one connection to finish a current game.
[0092] In one embodiment, starting game play for the tournament
room when a maximum number of users have entered into the
tournament room can include filling open seats within the
tournament room with public users. In one embodiment, the method
can include retrieving likes from at least one user within the
tournament room and implementing features associated with the likes
inside the tournament room. In one embodiment, the method can
include updating an in-game leader board based on the game
play.
[0093] In accordance with another aspect of the present disclosure,
a system is provided. The system can include a game host network
for managing distributed instances of synchronous gaming
tournaments among a plurality of clients with the outcome being
updated on an in-game leader board in real time. The clients can
come from a combination of a social network, casino and computing
device.
[0094] In one embodiment, the game host network can include a
matching server for identifying clients that have a relationship
and placing those clients into a room for game play. In one
embodiment, the relationship can associate friendship status
between the clients. In one embodiment, the relationship can
associate prior contests between the clients. In one embodiment,
the game host network can break the plurality of clients into a
plurality of rooms with each room having a predefined number of
seats available for game play. In one embodiment, a new room can be
started when the number of seats available is filled. In one
embodiment, a new room can be started when a force start is
enabled.
[0095] In accordance with yet another aspect of the present
disclosure, a device is provided. The device can include at least
one processor and a memory operatively coupled to the processor,
the memory storing program instructions that when executed by the
processor, causes the processor to perform processes. The processes
can include connecting with a game host network through a social
network, receiving placement within a game room provided by the
game host network and beginning game play if a maximum number of
users have filled the game room, otherwise, wait until the maximum
number of users are within the game room.
[0096] In one embodiment, the memory storing program instructions
when executed by the processors causes the processor to begin game
play when a force start is entered by a user within the game room.
In one embodiment, receiving placement within the game room
provided by the game host network can include starting a new game
room when the maximum number of users has filled a previous game
room. In one embodiment, the memory storing program instructions
when executed by the processors causes the processor to provide
profile information to the social network for placement within the
game room. In one embodiment, the game host network can place
friends within the game room. In one embodiment, the game host
network can fill up remaining seats within the game room with
public users.
[0097] The data structures and code, in which the present
disclosure can be implemented, can typically be stored on a
non-transitory computer-readable storage medium. The storage can be
any device or medium that can store code and/or data for use by a
computer system. The non-transitory computer-readable storage
medium includes, but is not limited to, volatile memory,
non-volatile memory, magnetic and optical storage devices such as
disk drives, magnetic tape, CDs (compact discs), DVDs (digital
versatile discs or digital video discs), or other media capable of
storing code and/or data now known or later developed.
[0098] The methods and processes described in the disclosure can be
embodied as code and/or data, which can be stored in a
non-transitory computer-readable storage medium as described above.
When a computer system reads and executes the code and/or data
stored on the non-transitory computer-readable storage medium, the
computer system performs the methods and processes embodied as data
structures and code and stored within the non-transitory
computer-readable storage medium. Furthermore, the methods and
processes described can be included in hardware modules. For
example, the hardware modules can include, but are not limited to,
application-specific integrated circuit (ASIC) chips,
field-programmable gate arrays (FPGAs), and other
programmable-logic devices now known or later developed. When the
hardware modules are activated, the hardware modules perform the
methods and processes included within the hardware modules.
[0099] The technology described herein can be implemented as
logical operations and/or modules. The logical operations can be
implemented as a sequence of processor-implemented executed steps
and as interconnected machine or circuit modules. Likewise, the
descriptions of various component modules can be provided in terms
of operations executed or effected by the modules. The resulting
implementation is a matter of choice, dependent on the performance
requirements of the underlying system implementing the described
technology. Accordingly, the logical operations making up the
embodiment of the technology described herein are referred to
variously as operations, steps, objects, or modules. It should be
understood that logical operations can be performed in any order,
unless explicitly claimed otherwise or a specific order is
inherently necessitated by the claim language.
[0100] Various embodiments of the present disclosure can be
programmed using an object-oriented programming language, such as
SmallTalk, Java, C++, Ada or C#. Other object-oriented programming
languages can also be used. Alternatively, functional, scripting,
and/or logical programming languages can be used. Various aspects
of this disclosure can be implemented in a non-programmed
environment, for example, documents created in HTML, XML, or other
format that, when viewed in a window of a browser program, render
aspects of a GUI or perform other functions. Various aspects of the
disclosure can be implemented as programmed or non-programmed
elements, or any combination thereof.
[0101] The foregoing description is provided to enable any person
skilled in the relevant art to practice the various embodiments
described herein. Various modifications to these embodiments can be
readily apparent to those skilled in the relevant art, and generic
principles defined herein can be applied to other embodiments.
Thus, the claims are not intended to be limited to the embodiments
shown and described herein, but are to be accorded the full scope
consistent with the language of the claims, wherein reference to an
element in the singular is not intended to mean "one and only one"
unless specifically stated, but rather "one or more." All
structural and functional equivalents to the elements of the
various embodiments described throughout this disclosure that are
known or later come to be known to those of ordinary skill in the
relevant art are expressly incorporated herein by reference and
intended to be encompassed by the claims. Moreover, nothing
disclosed herein is intended to be dedicated to the public
regardless of whether such disclosure is explicitly recited in the
claims.
* * * * *