U.S. patent application number 13/420811 was filed with the patent office on 2012-10-18 for skillbet.tm. method, system, and computer program product for online gaming.
Invention is credited to Paul Behrman, Christophe Prevost.
Application Number | 20120264496 13/420811 |
Document ID | / |
Family ID | 47006770 |
Filed Date | 2012-10-18 |
United States Patent
Application |
20120264496 |
Kind Code |
A1 |
Behrman; Paul ; et
al. |
October 18, 2012 |
SkillBet.TM. Method, System, and Computer Program Product for
Online Gaming
Abstract
A computer implemented method, system, and software for an
online gaming system to permit users to measure and improve their
skill at playing games that include both chance and skill by
competing against computer system players (directly or indirectly),
and then comparing their performance against another user who has
played an identical game. Games may comprise: cards (i.e., poker
and blackjack), roulette, craps, backgammon, and chess. In
SkillBet.TM., users play against computer players in identical
games, and then compare their game results against the other users.
Because users are presented the same game options as the other
users, the winner is determined by the user's superior skill In
Total Skill, users play a game against each other, while duplicate
computer players play an identical game. The winner is the user who
outperformed his/her duplicate computer player.
Inventors: |
Behrman; Paul; (Stevenson
Ranch, CA) ; Prevost; Christophe; (Montreal,
CA) |
Family ID: |
47006770 |
Appl. No.: |
13/420811 |
Filed: |
March 15, 2012 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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61476609 |
Apr 18, 2011 |
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61491214 |
May 29, 2011 |
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Current U.S.
Class: |
463/11 |
Current CPC
Class: |
A63F 2003/088 20130101;
A63F 1/18 20130101; A63F 3/081 20130101; A63F 1/00 20130101 |
Class at
Publication: |
463/11 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A computer system enabling users to play a card game minimizing
the effect of chance, comprising: a processor; a computer memory; a
computerized graphical interface displaying two or more identical,
mirrored card games comprising one user and at least one computer
player per game; and, software stored on a computer-readable medium
which, when loaded and run by the processor, causes the processor
to perform steps of: creating said graphical interface display;
dealing identical cards from simulated decks to all the mirror
players in said games, wherein the user in the first game receives
cards identical to those received by the user in the second game;
and the computer player(s) in the first game receives cards
identical to those received by the computer player(s) in the second
game; determining the score of each user after each hand as
compared to the computer player(s) at their table; comparing the
points scored by each user to the other user(s) at said identical
table(s); and, awarding the difference in points to the user with
the higher score.
2. The system of claim 1, wherein said card game comprises poker,
draw poker, Limit Texas Hold'em, No Limit Texas Hold'em, Ultimate
Texas Hold'em, Omaha, Stud Poker, and community card poker.
3. The system of claim 1, wherein said dealing of identical cards
to each user occurs concurrently.
4. The system of claim 3, wherein said users complete a minimum of
30 hands of poker, and hand-to-hand thereafter.
5. The system of claim 3, wherein said game is poker and said
gaming interface further comprises disclosing user's playing
options in real-time comprising call, raise, fold, and the
appropriate amount for said option.
6. The system of claim 4, wherein the maximum award for each hand
is the buy-in amount.
7. The system of claim 1, wherein said dealing of identical cards
to each user occurs non-concurrently, and within a designated time
period after one user invites another user to play.
8. The system of claim 7, wherein said award comprises the sum of
the buy-in amount of the losing user(s) minus the rake charged by
the house.
9. A computer-implemented method for playing a card game, the
method comprising, creating a computerized graphical interface
displaying two or more identical, mirrored card games comprising
one user and at least one computer player per game; dealing
identical cards from simulated decks to all the mirrored
users/players in said games, wherein the user in the first game
receives cards identical to those received by the user in the
second game; and the computer player(s) in the first game receives
cards identical to those received by the computer player(s) in the
second game; determining the score of each user after each hand as
compared to his/her computer player(s) at their table; comparing
the points scored by each user to the other user(s) at said
identical table(s); and, awarding the difference in points to the
user with the larger score.
10. The method of claim 8, wherein all users play against the
computer player(s) at the same time.
11. The method of claim 9, wherein one user plays against the
computer player(s) and issues an invitation to another user to play
against identical computer player(s).
12. The method of claim 9, wherein said card game comprises poker,
draw poker, Limit Texas Hold'em, No Limit Texas Hold'em, Ultimate
Texas Hold'em, Omaha, Stud Poker, and community card poker.
13. A computer system enabling players to play a card game
minimizing the effect of chance, comprising: a processor; a
computer memory; a computerized gaming table interface comprising a
display of two identical card tables, wherein a first table
comprises at least two users competing, and a second table
comprises at least two computer players competing; and, software
stored on a computer-readable medium which, when loaded and run by
the processor, causes the processor to perform steps of: dealing
cards from a simulated deck to users at said first table, and
dealing identical cards to computer players at said second table;
determining the winner of said users and the winning amount(1), and
the winner of said computer players and the winning amount(2); if
amount(1) is greater than or equal to amount(2), then awarding the
winning user the difference between amount(1) and amount(2); and,
if amount(1) is less than amount(2), then awarding the losing user
the difference between amount(1) and amount(2).
14. The system of claim 13, wherein said card game comprises poker,
draw poker, Limit Texas Hold'em, No Limit Texas Hold'em, Ultimate
Texas Hold'em, Omaha, Stud Poker, and community card poker.
15. A computer-implemented method for playing a card game, the
method comprising: serving an electronic card game interface to a
plurality of users comprising a display of two or more identical
card tables, wherein one table comprises said users, and one table
comprises a plurality of computer players representing said users;
dealing cards from a simulated deck to said users at a first table;
dealing identical representation of said cards to the computer
players at a second table; determining the winner amongst said
users and the winning amount(1), and the winner amongst said
computer players and the winning amount(2); if amount(1) is greater
than or equal to amount(2), then awarding the winning user the
difference between amount(1) and amount(2); and, if amount(1) is
less than amount(2), then awarding the losing user the difference
between amount(1) and amount(2).
16. The method of claim 15, wherein said card game comprises poker,
draw poker, Limit Texas Hold'em, No Limit Texas Hold'em, Ultimate
Texas Hold'em, Omaha, Stud Poker, and community card poker.
17. A computer-implemented method for playing a game demonstrating
the skill level of the users playing against duplicate computer
players, the method comprising, creating a computerized graphical
interface displaying two or more identical, mirrored games
comprising one or more users and at least one computer player per
game; presenting identical game options to all mirrored players,
wherein each user in the first game receives identical options as
the user in the second game; and the computer player(s) in the
first game receives identical options as the computer player(s) in
the second game; determining the score of each user after each game
as compared to his/her computer player(s); comparing the points
scored by each user to the other user(s) in said identical
games(s); and, awarding the difference in points to the user with
the larger score.
18. The method of claim 17, wherein said game comprises cards,
craps, roulette, backgammon, and chess.
19. A computer-implemented method for playing a game demonstrating
the skill level of the users against computer players playing a
duplicate game, the method comprising, creating two computerized
gaming images, wherein the first image displays users playing a
game and the second image displays computer players playing a
duplicate game; presenting each user and their duplicate computer
player with the same game options; determining the winner of said
users and the winning amount(1), and the winner of said computer
players and the winning amount(2); if amount(1) is greater than or
equal to amount(2), then awarding the winning user the difference
between amount(1) and amount(2); and, if amount(1) is less than
amount(2), then awarding the losing user the difference between
amount(1) and amount(2).
20. The method of claim 19, wherein said game comprises cards,
craps, roulette, backgammon, and chess.
Description
CROSS REFERENCE TO RELATED APPLICATION
[0001] The present application claims priority benefit under 35
U.S.C. .sctn.119 (e) to U.S. Provisional Patent Application No.
61/476,609 filed Apr. 18, 2011 by Paul J. Behrman, entitled "Full
Skill Poker.TM."; and U.S. Provisional Patent Application No.
61/491,214 filed May 29, 2011 by Paul J. Behrman, entitled "Total
Skill Poker"; and U.S. The present application incorporates the
foregoing disclosures herein by reference.
BACKGROUND
[0002] 1. Technical Field
[0003] The present invention relates to computer implemented
methods of playing games of chance against a computer, and for
comparing two or more players' performance and thus their skill
based upon the outcome of identical computer games.
[0004] 2. Discussion of the Related Art
[0005] Games include both elements of chance and elements of skill
In some cases, games such as chess have a very high degree of skill
and a very low degree of chance. In other cases, games such as
roulette have a very high degree of chance and a very low degree of
skill
[0006] The chance element of a game is usually influenced by some
randomizing device on which contestants may (or may not) wager
money or something of monetary value. Common means of adding chance
to games include rolling dice, spinning tops, dealing different
cards to each player, spinning roulette wheels or drawing numbered
balls from a container.
[0007] Games of chance may also have elements of skill This is
especially true where the player or players have decisions to make
based upon previous or incomplete knowledge, such as poker,
blackjack, or backgammon. In other games like roulette and baccarat
the player may only choose the amount of bet and the thing he/she
wants to bet on, the rest is up to chance, therefore these games
are still considered games of chance with relatively low amounts of
skills required. The distinction between `chance` and `skill` is
relevant in jurisdictions where wagering on chance games is illegal
or at least regulated, and skill games are not.
[0008] Therefore, there is a need within the gaming industry, for
an online system to permit users to measure and improve their skill
at playing a game of partial chance and partial skill by competing
against a computer system (directly or indirectly), and comparing
their performance against another who has played the same game
(e.g., hand) in the same situation.
BRIEF SUMMARY
[0009] A computer implemented method, system, and computer program
product to allow people to legally wager on games of chance in card
rooms or using the Internet, social networks, smart phones, tablets
and other computer devices by maximizing the skill involved in the
game and minimizing the role of chance. Two or more system users
(i.e., human players) can compete against each other (and wager
against each other) by playing games against a computer program, or
duplicate computer programs.
[0010] The present invention comprises two main types of computer
simulated games: SkillBet.TM. (i.e., SkillBet.TM. Live and
SkillBet.TM. Challenge) and Total Skill Unlike other peer-to-peer
games of chance, SkillBet.TM. comprises skills tests whereby the
performances of two users faced with identical situations are
compared, and the more successful user wins the game. Similarly, in
Total Skill two users play against each other, while a duplicate
game is played by a computer, and whichever user outperforms their
computer counterpart is the winner.
TABLE-US-00001 SkillBet .TM. Total Skill Direct Opponent Computer
Human Duplicate Opponent Human Computer
[0011] In SkillBet.TM., two or more users play directly against
identical computer programs, wherein the system users are dealt the
exact same cards (or game options--i.e. dice, backgammon, chess,
etc.) as each other, and the computer players are dealt the exact
same cards as the other computer program, and the same community
cards are shown to the users. In both SkillBet.TM. Challenge and
Live games, players complete the exact same designated number of
minimum hands (e.g., 30 hands) wherein they are dealt the same
cards per each hand, and against the exact same computer players
(who are also dealt the same cards per each hand and who make the
same decision--i.e., fold, call, raise, etc.). If, for example,
User A wins 10 chips from a computer program and User B wins 14
chips from the same duplicate computer program, then User B has
outplayed User A to the tune of 4 chips, and therefore User A owes
User B 4 chips.
[0012] In one embodiment of the present invention called
SkillBet.TM. Live, 2 or more system users can play against each
other in real-time by logging into the system online, and selecting
the same game. After the users (i.e., A and B) complete one hand of
the game, their score against their respective computer player(s)
is compared to each other. Whichever user (A or B) wins the most
(or losses the least) against their respective computer player(s)
is awarded the difference in their score versus the other human
player.
[0013] In another similar embodiment called SkillBet.TM. Challenge,
the users (i.e., A and B) do not need to log into the computer
system and play at the same time. The users can play at staggered
start times, wherein they are on the system concurrently but not
playing the same hand; and/or one user must complete the game
before the other can start. For example, after User A completes the
30 hands and the score is saved, then User B has a limited time to
log into the system and complete the same 30 hands. In a preferred
embodiment, the time limit is 36 hours, but other time limits are
within the scope of the invention (i.e., one hour to one week).
After User B's final score is determined, the system compares it to
User A's final score. The user with the highest score is then
awarded the entire token amount--i.e., "Winner Takes All".
[0014] As such, the present invention comprises a computer
implemented method, software, and system for SkillBet.TM. Live and
SkillBet.TM. Challenge enabling users to play a card game
minimizing the effect of chance, comprising: a processor; a memory;
a computerized graphical interface displaying two or more
identical, mirrored card games comprising one user and at least one
computer player per game; and, software stored on a
computer-readable medium which, when loaded and run by the
processor, causes the processor to perform steps of: creating the
graphical interface display; dealing identical cards from simulated
decks to all the mirrored players in the games, wherein the user in
the first game receives identical cards as the user in the second
game; and the computer player(s) in the first game receives
identical cards as the computer player(s) in the second game;
determining the score of each user after each hand as compared to
the computer player(s) at their table; comparing the points scored
by each user to the other user(s) at said identical table(s); and,
awarding the difference in points to the user with the higher
score. The games occur concurrently (i.e., SkillBet.TM. Live) or
the first user completes a game and challenges another user (i.e.,
SkillBet.TM. Challenge).
[0015] In Total Skill, two or more users play directly against each
other and each of their performances is compared to each of their
respective duplicate computer programs. To illustrate, assume user
A is dealt two Kings and user B is dealt two Aces; user B wins 40
chips from user A (who was conventionally unlucky to be dealt a
slightly worse hand that user B). Separately, two identical
computer programs replay the same hands, in the same position, with
the same starting chip counts. If the computer program with the two
Aces wins 50 chips from the identical computer program with two
Kings, then the winner in this case is the user who was dealt the
two Kings, user A. In this hand, user A won 10 chips more than his
duplicate computer program and user B won 10 chips less than his
duplicate computer program. Therefore, user B owes user A 10
chips.
[0016] The present invention comprises a computer implemented
method, software, and system for Total Skill enabling players to
play a card game minimizing the effect of chance, comprising: a
processor; a memory; a computerized gaming table interface
comprising a display of two identical card tables, wherein a first
table comprises at least two users competing, and a second table
comprises at least two computer players competing; and, software
stored on a computer-readable medium which, when loaded and run by
the processor, causes the processor to perform steps of: (a)
dealing cards from a simulated deck to users at said first table,
and dealing identical cards to computer players at said second
table; and (b) determining the winner of said users and the winning
amount(1), and the winner of said computer players and the winning
amount(2); wherein if amount(1) is greater than or equal to
amount(2), then awarding the winning user the difference between
amount(1) and amount(2); and, wherein if amount(1) is less than
amount(2), then awarding the losing user the difference between
amount(1) and amount(2).
[0017] The present invention covers not only games of cards (e.g.,
poker, blackjack, Ultimate Texas Hold'em, 3 Card Poker, etc.), but
additional games, such as roulette, craps, chess, and backgammon.
SkillBet.TM. games comprise a computer-implemented method, system,
and computer program product for playing a game demonstrating the
skill level of the users playing against duplicate computer
players, the comprising: creating a computerized graphical
interface displaying two or more identical, mirrored games
comprising one user and at least one computer player per game;
presenting identical game options to all mirrored players, wherein
each user in the first game receives identical options as the user
in the second game; and the computer player(s) in the first game
receives identical options as the computer player(s) in the second
game; determining the score of each user after each game as
compared to their respective computer player(s); comparing the
points scored by each user to the other user(s) in said identical
games(s); and, awarding the difference in points to the user with
the higher score.
[0018] Likewise, Total Skill games comprise a computer-implemented
method, system, and computer program product for playing a game
demonstrating the skill level of the users against computer players
playing a duplicate game, comprising: creating two computerized
gaming images, wherein the first image displays users playing a
game and the second image displays computer players playing a
duplicate game; presenting each user and their duplicate computer
player with the same game options; determining the winner of said
users and the winning amount(1), and the winner of said computer
players and the winning amount(2); if amount(1) is greater than or
equal to amount(2), then awarding the winning user the difference
between amount(1) and amount(2); and, if amount(1) is less than
amount(2), then awarding the losing user the difference between
amount(1) and amount(2).
[0019] Another aspect of the present invention is the use of
specific steps/methods to remove the effect of a user's "luck" so
as to make the game an evaluation of a user's skill Factors for
removing the luck or chance from a game comprise: a) Players and
their opponents (human or computer) receive the same cards; b) use
of artificial intelligence to create identical situations; c) use
of the same community cards; d) same cards are drawn; e) same deck
is used for both opponents (users); and f) calculating a user's
expected value (i.e., the average value of their holding based on
all the possible cards that can still be dealt in the hand).
BRIEF DESCRIPTION OF THE DRAWINGS
[0020] The present invention will now be described in the following
detailed description of exemplary embodiments of the invention and
with reference to the attached drawings, in which dimensions of
components and features shown are chosen for convenience and
clarity of presentation and are not necessarily shown to scale.
Generally, only structures, elements or parts that are germane to
the discussion are shown in the figure.
[0021] FIG. 1 illustrates the system architecture of networked
gaming devices.
[0022] FIG. 2 is a flowchart of steps in users selecting and
playing an online game.
[0023] FIG. 3 is a flowchart of steps in two players engaging in a
game of SkillBet.TM.Live
[0024] Poker.
[0025] FIG. 4 is a flowchart of steps in two players engaging in a
game of SkillBet.TM.Challenge Poker.
[0026] FIG. 5 is a flowchart of steps in two players engaging in a
game of Total Skill Poker.
DETAILED DESCRIPTION
[0027] Provided herein is a detailed description of this invention.
It is to be understood, however, that this invention may be
embodied in various forms, and that the suggested (or proposed)
embodiments are only possible implementations (or examples for a
feasible embodiments, or materializations) of this invention.
Therefore, specific details disclosed herein are not to be
interpreted as limiting, but rather as a basis and/or principle for
the claims, and/or as a representative basis for teaching one
skilled in the art to employ this invention in virtually any
appropriately detailed system, structure or manner.
Glossary of Terms
[0028] As used herein, the term "electronic communications device"
refers to any local computing device such as a smartphone,
hand-held "palm top" computer, laptop computer, desktop computer,
terminal, PDA (Personal Digital Assistant), PIM (Personal
Information Manager), network computer, wireless communicator (such
as a cellular or satellite telephone), or a multi-user computing
system, etc. which is capable of communicating with a remote or
server computer via the remote network. The device may contain an
output device such as a CRT or LCD screen or plasma display, a
manual data entry device such as a keyboard, keypad, touch screen,
voice recognition system, pen stylus, or other such manual input
devices as are commonly known in the art. The user's electronic
communications device further comprises a graphical interface that
may display an image of the game in play.
[0029] As used herein the term "server" computer is used to
describe any computing device that stores and runs a computer
program of the present invention, houses the system database, and
communicates periodically with the users' computing devices
program. The server system facilitates the collection and
distribution of content to and from a multiplicity of users'
electronic communication devices. The system server computer
consists of one or multiple high speed CPU's (Central Processing
Unit(s), primary memory (i.e., RAM) and secondary storage device(s)
(i.e., hard disk drives). The application programs, operating
system and the database management programs may all run on the same
computing device as in a traditional "main frame" type of
configuration or several, individual yet interconnected computing
devices as in a traditional "multi-tier user-server" configuration
as is well known in the art. The server system is coupled to the
remote network (such as the Internet). The server system executes a
(or multiple depending on the server system configuration) server
program(s). The server system and the user program have
communications facilities to allow user electronic communications
devices to connect to and communicate with the server program(s)
such that the server program(s) can communicate with and exchange
information with a multiplicity of user's devices.
[0030] As used herein, the term "software" comprises program
instruction adapted for execution by a hardware element, such as a
processor, wherein the instruction comprise commands that when
executed cause the processor to perform a corresponding set of
commands. The software may be written or coded using a programming
language, and stored using any type of computer-readable media or
machine-readable media well known in the art. Examples of software
in the present invention comprise any software components,
programs, applications, computer programs, application programs,
system programs, machine programs, and operating system
software.
[0031] As used herein, the term "module" refers to a portion of a
computer program that carries out a specific function and may be
used alone or combined with other modules of the same program.
System Architecture
[0032] As illustrated in FIG. 1, the present invention comprises
one or more electronic communications device in communication via a
network with a server system housing computer software for online
gaming and a database of user records. In a preferred embodiment of
the present invention, the software computer program runs on the
system server and is accessed through the user's web browser.
[0033] The electronic communications device may also be mobile
device (i.e., smartphone) running an application comprising the
online gaming modules of the present invention. The application
program provides full functionality of the present invention to run
computer programming modules on the user's device or on the system
server. Alternatively, the application may be accessed at a third
party website (e.g., Facebook).
[0034] The application and the system software computer program
comprise a computer readable medium containing computer executable
instructions to carry out the methods of participating in a variety
of online gaming systems in accordance with the present invention,
such as SkillBet.TM. poker, SkillBet.TM. blackjack, SkillBet.TM.
craps, SkillBet.TM. roulette, SkillBet.TM. backgammon, SkillBet.TM.
Ultimate Texas Hold'em, and SkillBet.TM. 3 card poker, etc.
[0035] Numerous different types of computer programs could be
utilized to facilitate this invention: Rule Based (e.g., computer
instructions such as "if this, then do that"); Simulation Based;
etc. The program can enable the user to play against: (a) random
opponents (and neither player knows how they play but can learn
during the specific session how the opponents play); (b) specific
computer programs that players may have played against many times
in the past; or (c) combination of (a) and (b).
[0036] The mobile application of the present invention may further
comprise a native application, a web application, or a widget type
application to carry out the online gaming methods. A native
application is installed on the device, wherein it is either
pre-installed on the device or it is downloaded from the Internet.
It may be written in Java language to run on a variety of different
types of devices; or it may be written in computer programming
language for a specific type of device. Contrarily, a web
application resides on the system server and is accessed via the
Internet. It performs basically all the same task as a native
application, usually by downloading part of the application to the
device for local processing each time it is used. The web
application software is written as Web pages in HTML and CSS, with
the interactive parts in Java. Or the application can comprise a
widget as a packaged/downloadable/installable web application;
making it more like a traditional application than a web
application; but like a web application uses HTML/CSS/JavaScript
and access to the Internet.
[0037] The mobile application may further comprise online gaming
modules that interface with a wireless network to allow users of
mobile devices to create their System accounts, access a remote
server, play against others also accessing such server, etc.
[0038] In an alternative embodiment, the user participates live in
a card room and the computer program/opponent is made available to
him/her. In this instance the card room is taking the place of the
Internet for bringing people together to a common game.
[0039] By way of exemplification, the system of the present
invention as illustrated in FIG. 1 comprises the following
components. A Network (Internet) 110 wherein the term "network" is
used to describe any public network such as the Internet or World
Wide Web or any public or private network as may be developed in
the future which provides a similar service as the present
Internet. The User's computing device may connect to the network
via a variety of methods such as a network card, wireless
(cellular, satellite, microwave, infrared, radio, etc.) network,
Local Area Network (LAN), Wide Area Network (WAN), or any such
means as necessary to communicate to a server computer connected
directly or indirectly to the network (i.e., the Internet).
[0040] A System server 120 comprising: a means for connecting to
the computer network (i.e., network card), a random access memory
(RAM) for program execution, a hard disc for program storage,
central processing unit (CPU), and a system database 130 of Users'
records 140 comprising their game account information. The system
also comprises web server software, and gaming management software
of the present invention. A User computing device comprises an
electronic communications device with web browser capabilities: a
personal computer 150 (i.e., a desktop, laptop, netbook, etc.), or
a mobile phone device 160 (i.e., smartphone). The User client
computing device is configured to communicate with the system
server via the network 110 (i.e. Internet) to enable users to play
games online, including playing in chat rooms in real-time with
other online players/users.
Computer Implemented Method
[0041] The process of the present invention is illustrated in the
flowchart 200 of FIG. 2. In step 210, the user determines on what
terms he/she wishes to play such as: Join club/league; Deposit
money; Play for free; Receive credit (e.g., by presenting coupon,
agreeing to certain terms, referring customers, winning credit). In
step 220, the user selects the type of game to play, for
example:
a. Blackjack, craps, roulette, Ultimate Texas Hold'em, 3 card
poker, jacks or better, backgammon, checkers, chess, etc. b. Poker:
Texas hold'em; stud; etc. c. No Limit or Limit d. Cash games or
Tournaments e. One opponent or multiple opponents f. Use of heads
up display or not g. Hand histories allowed or not h. Stakes (e.g.,
antes, blinds, buy-ins) i. Private table or public table j. High
speed or low speed k. Skip bad hands or not l. Number of required
hands. To further reduce risk, one could require that a minimum
number of hands be played. m. Type of opponent [0042] i. Choose
opponent. In this option, a player can view other players and their
ratings, statistics, etc. and pick an opponent with whom he/she
would like to play. If such an opponent is chosen, then that
opponent can decide if he/she would like to play against this
particular challenger. [0043] ii. Be matched with similar opponent.
In this option the user simply specifies which type of game he/she
wishes to play and the program determines the opponent who most
closely matches skill level (e.g., same rating perhaps rounded to
the nearest 20 points). As the number of user's increases, ratings
can be rounded to the nearest 10 points or 5 points. [0044] 1.
Importantly, the added skill in these two types of poker allows the
calculation of a rating system or handicap. It could be calculated
any number of ways; however, the inclusion of the rating system
commonly used in chess or backgammon could be employed here or
usage of an average handicap as commonly used in golf. [0045] iii.
Be matched with a random opponent. Here one may end up playing
against an opponent much better or much worse than him/her.
[0046] In step 230, the user plays the game (i.e., is dealt a hand)
against computer player(s). At a minimum, there is at least one
computer player, but the user may play against more than one, such
as two, three, or four computer players. In step 240, the user
makes the best decisions he/she can (i.e., plays the hand of
poker). In step 250, the user sees how much (dollars, points, etc.)
he/she won in the hand (or session or grouping of hands). Note: by
grouping a greater number of hands, additional luck can be removed
from the game.
[0047] In step 260, the user sees how much his/her
opponent--another human system user--won in the hand (or session)
and therefore learns if he/she beat his/her opponent (for this hand
or session) and by how much. The user views his steps of play
one-by-one, and how his opponent played it differently.
[0048] In step 270, the user's account (cash balance or chip
balance in the case of play money or tournaments) is adjusted
accordingly. It can be adjusted on a dollar for dollar basis, a
fraction thereof, or based on tournament equity. The user
optionally can chat with the opponent about the hand or anything
else.
Factors Removing Luck from the Game
[0049] The present invention further comprises methods or factors
to remove a user's luck, or the randomness of the game, and thus
emphasize the user's skill in winning. Factors comprise the
following, as applied to poker as an exemplification.
[0050] In Factor 1, the system users (i.e., human players) and
their opponents (human or computer) receive the same cards. In
conventional poker the number of times players receive good hands
is a material factor in the player's success in a session.
Moreover, the number of times a player is dealt a very strong hand
while his opponent has a slightly better or slightly worse hand
(e.g., one player has a flush and another has a worse flush or one
player has three of a kind and another has a higher three of a
kind) can cause enormous swings based on chance. All of this type
of chance is removed from SkillBet.TM. Poker.
[0051] In Factor 2, the skill of users against whom one plays is a
significant variable in a standard poker game. This variable can be
eliminated through the use of artificial intelligence (in
SkillBet.TM.Poker) which can be employed in different ways: (a) the
same computer program can be made to play the same way against the
same opponents. For example, it could play differently (yet be the
exact same program) by mixing up its play (by use of random
numbers) and by adjusting to the differing playing styles of its
opponent; and, (b) the same actions: the program could be
instructed to play precisely the same in certain situations (e.g.,
preflop actions that occur prior to the user's turn) or not.
[0052] In Factor 3, the same community cards are dealt to the
users. Often in conventional poker one wins a lot or loses a lot
based on the luck of the draw (e.g., if a spade comes or not). This
type of luck is removed from the game of SkillBet.TM.Poker.
[0053] In Factor 4, the same cards are drawn (in the case of draw
poker).
[0054] In Factor 5, the identical randomly arranged decks are used
for both opponents.
[0055] In Factor 6, equity based on expected value can be used to
further reduce the role of chance. For example, if in the case of
poker all players left in the hand are "all in" (e.g., the players
in the hand have no money left in their stacks). In such a
situation there are no additional decisions to be made during the
hand. In this case, it is very easy to calculate (with the
knowledge of all players' cards) each player's "expected value"
(i.e., the average value of their holding based on all the possible
cards that can still be dealt in the hand). This value can be
utilized in determining how much money one's opponent won (i.e.,
based on expected value not based on what community card is
dealt).
SkillBet.TM. Live and SkillBet.TM. Challenge
[0056] In a particular embodiment of the present invention called
SkillBet.TM. Live, 2 or more system users can play against each
other in real-time by logging into the system online, and selecting
the same game (See FIG. 3, step 310). As shown in step 320, the
game (e.g., poker) will start when both users are in the "chat
room", and the "Buy-in" amounts are deducted from the users'
accounts by the system. Each user (i.e., User A and User B)
proceeds to play the selected game against one or more computer
players (i.e., two, three, four computer players, etc.). Each user
(e.g., User A) can view the progress of his/her opponent (e.g.,
User B) during the game.
[0057] After the users (i.e., User A and User B) complete one hand
of the game, their scores against their respective computer
player(s) are compared (330). Whichever user (A or B) wins the most
(or loses the least) against their respective computer player(s) is
awarded the difference in his/her score versus the other user
(340). For example, if User A wins 20 token on the hand, and User B
win 15 tokens (with the same hand facing the same computer
players), then User B owes User A 5 tokens, and the system credits
User A's account 5 tokens, and deducts User B's account the same
amount before the next hand of the game commences.
[0058] The users will continue to play through another 29 hands of
the game, wherein the winner of each hand is determined and the
users' accounts deducted/credited with the tokens after each hand
(350). During the 30 hands, the players cannot win more or lose
less than the required game Buy-In. After the 30.sup.th hand of the
game, the players can continue to play hand-by-hand (360). When the
users decide to quit the game, the system will calculate the score
of the last hand and appropriately credit the winner's account
(370).
[0059] SkillBet.TM. Challenge, as illustrated in FIG. 4, is similar
to SkillBet.TM. Live, with the exception that the users (i.e., A
and B) do not need to play at the same time. In both SkillBet.TM.
Challenge and Live games, users/players complete the exact same 30
hands (they are dealt the same cards per each hand) and against the
exact same computer players (who are also dealt the same cards per
each hand and who make the same decision when faced with the same
situation--i.e., fold, call, raise, etc.). After User A completes
the 30 hands and the score is saved (410, 420), User B has a
limited time to log into the system and complete the same 30 hands
(430, 440). In a preferred embodiment, the time limit is 36 hours,
but other time limits are within the scope of the invention (i.e.,
one hour to one week). After User B's final score is determined,
the system compares it to User A's final score. The user with the
highest score is then awarded all of the tokens (450)--i.e.,
"Winner Takes All"; and User B exits the game (460).
Total Skill Poker
[0060] In SkillBet.TM. Games, system users play directly against
identical computer programs. The users can see how higher rated
players played the exact same hand in the exact same situation
against the exact same opponent.
[0061] In Total Skill Poker, system users play directly against
each other and each of their performances is compared to each of
their respective duplicate computer programs. Note: Poker is used
as an example; this invention also includes the play of any game
(e.g., blackjack, backgammon, craps, chess and roulette) in this
capacity.
[0062] As illustrated in FIG. 5, User A competes directly against
User B; and concurrently Computer Player C competes directly
against Computer Player D (510). User A and Computer Player C are
dealt the same cards, and User B and Computer Player D are dealt
the same cards (520). User A wins the game, and the amount(1) that
he/she won from User B is determined; while Computer Player C wins
the game, and the amount(2) that it won from Computer Player D is
determined (530). The skill level of User A as compared to User B
is determined by comparing the amount User A won versus the amount
Computer Player C won (540). If the amount User A won (i.e.,
Amount(1)) is more than or equal to the amount that Computer Player
C won (i.e., Amount(2)), then User A wins against User B because
User A demonstrated the same level or more skill than the computer
players (550). User A is then awarded the difference between Amount
(1) and Amount (2) (560).
[0063] But, if Amount(1) is less than Amount(2), then User B wins
against User A because User B demonstrated more skill than User A
as evidenced by the Computer Player C having won more than User A
(570). User B is then awarded the difference between Amount (1) and
Amount (2) (580).
EXEMPLIFICATIONS
Example 1
SkillBet.TM. Poker
[0064] Two opponents are dealt the same hands, in the same
situation, facing the same opponent (program), seeing the same
community cards (in the case of No Limit Texas Hold'em for
example). The determination of the winner is based upon the degree
to which one player outplays the computer program. For example, if
User A wins $30 from the computer program and User B wins $40 in
the precise same situation, then User A owes User B $10.
[0065] One way that one can utilize SkillBet Poker is to have a
professional (poker players for example) play numerous hands and
provide written or spoken commentary regarding how to play the
hand. Then future players can "play against the pro!" Players can
then play the same hand of poker against the same opponent in the
same situation as the professional. After one plays the hand,
he/she can see if he/she played it better or worse than the
professional and then hear or read why the professional played the
hand the way he/she did. This use of SkillBet Poker is a training
tool that will enable users to learn from highly skilled
professionals.
Example 2
Total Skill Poker
[0066] Two human opponents are dealt a pair of Aces and a pair of
Kings respectively. They play the hand out and the player with the
Aces wins only $50. At this stage they do not know who won. They
must compare how they did to the two duplicate computer players who
were dealt the same cards in the same situation. In this example,
the computer player with the Aces won $80 playing against the
computer player dealt the Kings; therefore, the human with the
Kings outplayed his human opponent with the Aces by $30! The fact
that he was `unlucky` and was dealt a slightly worse hand than Aces
does not determine the winner. His skill level in only losing $50,
when the computer player in the same situation lost $80 makes him
the winner.
Example 3
SkillBet.TM. Blackjack
[0067] In blackjack, the player is dealt an initial two card hand
with the option of drawing cards to bring the total value to 21 or
less without exceeding it, so that the dealer will lose by having a
lesser hand than the player or by exceeding 21. In SkillBet.TM.
Blackjack, two players are dealt the same hand and play against a
live or virtual dealer. The user who wins the largest amount
against their computer player defeats the other user(s), wherein
the user(s) and their respective computer player(s) are dealt the
same cards. Additionally, one could increase the skill (versus
luck) of this game by dealing the entire deck out and showing the
players which cards are removed from the deck thereby enhancing the
ability to count cards (and therefore enhance the skill level of
the game).
Example 4
Skill Ultimate Texas Hold' em
[0068] This would be very similar to SkillBet.TM. Blackjack, but
would use the casino table game called "Ultimate Texas Hold'em".
Like Skill Jack both participants would receive the same cards,
would face the same automated dealer also holding the same cards
(with the same remaining cards in the deck in the same order) at
the two respective tables. The only variables that differ for both
players are their actions.
Example 5
Skill 3 Card Poker
[0069] This would be very similar to Skill Jack (or SkillBet.TM. ),
but would use the casino table game called "3 Card Poker". Like
Skill Jack both participants would receive the same cards, would
face the same automated dealer also holding the same cards (with
the same remaining cards in the deck in the same order) at the two
respective tables. The only variables that differ for both players
are their actions.
Example 6
Skill Craps
[0070] The common gambling game of craps could be made into a game
of skill using this invention or as part of this invention. Two
players could compete against each other by choosing bets to make.
The luck of the roll would not determine the winner because if they
both lose the same amount, then they tie when comparing their
respective skill levels. The more skillful player would enhance his
chances by making the smarter bets.
[0071] Enhancing the skill of this game (similar to counting cards
in blackjack above), one could create a unique virtual dice that
can only roll each of the 36 possible die combinations once.
Therefore, by remembering which numbers have been rolled (aided by
showing which combinations have rolled on the screen) certain bets
would be dramatically more profitable than others.
[0072] For example, in Table 1, all six of the possible
combinations that could roll 7 have already been rolled; therefore
some bets (i.e., "Don't Pass" bet) can no longer be rolled and some
bets are much more likely to win than otherwise.
TABLE-US-00002 TABLE 1 1st Dice 1 2 3 4 5 6 2nd Dice 1 rolled
rolled rolled 2 rolled rolled rolled rolled 3 rolled rolled rolled
rolled rolled 4 rolled 5 rolled rolled rolled rolled 6 rolled
rolled
Example 7
SkillBet.TM. Roulette
[0073] Similar to craps above, one could have roulette work on this
basis as well. Each time the ball falls into a number, the ball
stays on that number and it can't be rolled again, which impacts
the odds of numerous other bets. For example, if the first three
spins resulted in three black numbers, then for the fourth spin
those three black numbers could no longer be rolled. This would
make wagering on red numbers in general more profitable (as well as
other wagers on the roulette table).
Example 8
SkillBet.TM. and Total Skill Backgammon
[0074] Two players could play against the exact same computer
program; thereby competing against each other with the same rolls
of the dice--again removing much chance from this game. This, like
all of the games mentioned previously, could be done as both
SkillBet.TM. (where one's immediate opponent is the computer and
the duplicate opponent is human) or Total Skill (where one's
immediate opponent is human and the duplicate opponent is the
computer).
[0075] While the present invention has been described with
reference to a few specific embodiments, the description is
illustrative of the invention and is not to be construed as
limiting the invention. Various modifications may occur to those
skilled in the art without departing from the true spirit and scope
of the invention as defined by the appended claims. For example,
additional elements of skill can be added to each of these games
such as: answering trivia questions, solving puzzles, and
participating in dexterity contests (e.g., moving the cursor/mouse
and selecting the desired bet--faster and more accurately than your
opponent). And in the case of card games, the cards dealt can be
recorded and shown to users to facilitate the skill based decisions
associated with "counting cards" (i.e., recording or remembering
which cards have been dealt and inferring which cards have not been
dealt and are more likely to be dealt in the future).
* * * * *