U.S. patent application number 13/721663 was filed with the patent office on 2013-07-11 for virtual world of sports competition events with integrated betting system.
The applicant listed for this patent is Marcus Corrie, Jonathan Strause. Invention is credited to Marcus Corrie, Jonathan Strause.
Application Number | 20130178259 13/721663 |
Document ID | / |
Family ID | 40722202 |
Filed Date | 2013-07-11 |
United States Patent
Application |
20130178259 |
Kind Code |
A1 |
Strause; Jonathan ; et
al. |
July 11, 2013 |
Virtual World of Sports Competition Events with Integrated Betting
System
Abstract
The present invention provides a system that creates virtual
events within a virtual world. A virtual event may be akin to a
real event, but is completely computer generated within a
computer-generated world and is based on statistical measures,
either real world or created. Numerous characteristics about the
competitors and the competition location parameters are available
before a competition event. Based on the known parameters about the
location of an event and the characteristics of the participants
and their historical past performances in similar events enable
bettors to make informed wagers on an event that greatly enhances
the satisfaction and involvement in a competition event. As such,
histories of virtual events are maintained on actual virtual
performance data of competitors in the virtual world. The histories
can include all relevant virtual data about a competitor and the
past events the competitor competed. Individuals throughout the
real-world may place wagers (e.g., bets) on the outcome of either a
pari-mutuel event or a fixed odds event, utilizing either
pari-mutuel, exchange wagering or fixed odds wagering systems. The
virtual event may be any type of sport, or skill based game that is
usually between competitors.
Inventors: |
Strause; Jonathan;
(Bethesda, MD) ; Corrie; Marcus; (Dundee,
GB) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Strause; Jonathan
Corrie; Marcus |
Bethesda
Dundee |
MD |
US
GB |
|
|
Family ID: |
40722202 |
Appl. No.: |
13/721663 |
Filed: |
December 20, 2012 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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12289231 |
Oct 23, 2008 |
8360835 |
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13721663 |
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60999992 |
Oct 23, 2007 |
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Current U.S.
Class: |
463/6 ;
463/23 |
Current CPC
Class: |
G07F 17/3211 20130101;
H04L 67/38 20130101; G07F 17/3288 20130101; G07F 17/3225 20130101;
G07F 17/3258 20130101; G06Q 50/34 20130101 |
Class at
Publication: |
463/6 ;
463/23 |
International
Class: |
A63F 13/00 20060101
A63F013/00 |
Claims
1. A computer program recorded on computer-readable medium to
emulate a non-interactive sports competition virtual world for the
purpose of running real-time virtual events to be distributed as
content for pari-mutuel, exchange, and fixed-odds betting, the
method comprising: obtaining characteristics of participants and
event factors from a gaming database that have been derived from
various sub-systems that may include a breeding system, participant
training algorithms, and other related sub-systems; using computer
simulation techniques to create a virtual sporting event wherein
the competitors compete against one another to win the event by
incorporating participants' characteristics and event factors that
may have stochastic or probabilistically determined values
associated with each factor, a complex event generation process
that uses optimization algorithms, and decision making processes to
simulate the actions of the competitors throughout the event; and
there is no interactive control of any competitor conditions or
scenarios by any external players in any of the virtual world, or
virtual events therein.
2. A method and computer program used for creating a series of
real-time, non-interactive virtual sporting events within a virtual
world, where a virtual event may be akin to a real event but may be
completely computer generated within a computer generated
world.
3. A method according to claim 1, wherein the virtual event may be
any type of sport or skill based game, including sporting events
such as a horse race, an auto race, a stock car race, a Formula 1
race, a NASCAR race, a boxing match, a kick boxing match, an
ultimate fight match, a wrestling match, a basketball game, a
soccer game, a rugby game, a football game, a baseball game, a
hockey game, a lacrosse match, a dog race, a greyhound race, a
harness race, a steeplechase and other skill based games and
wagering events.
4. A method according to claim 2, wherein the virtual event may be
any type of sport or skill based game, including sporting events
such as a horse race, an auto race, a stock car race, a Formula 1
race, a NASCAR race, a boxing match, a kick boxing match, an
ultimate fight match, a wrestling match, a basketball game, a
soccer game, a rugby game, a football game, a baseball game, a
hockey game, a lacrosse match, a dog race, a greyhound race, a
harness race, a steeplechase and other skill based games and
wagering events.
5. A method according to claim 1, wherein the competitors in the
events may be modeled in a pervasive virtual world whereby:
competitors can train for individual events and perform many of the
typical functions of their real-world counterparts; the existence
of performance data of competitor's activities in the virtual world
may be known to bettors who can wager on the live virtual events;
here a database may store a plurality of the competitors and their
attributes; a series of mathematical algorithms is used to allow a
plurality of competitors to evolve over time; competitors are
created automatically by a process from existing competitors within
the database; competitors engage in individual training regimens;
evolution of individual competitors over time may be affected by
decisions made by other competitors within the virtual world;
evolution of individual competitors over time may be affected by
stochastic events within the program; competitors may retire from
the system; a database contains an existing plurality of venue
location models where events may be created; a program may utilize
a plurality of criteria to select a plurality of competitors to
participate in a virtual event; a plurality of events may have a
plurality of goals with which to allow the competitors to win and
event; individual events may have different goals and objectives
for the competitors, and goals and objectives are particular to the
kind of event that is created.
6. A system method and computer program where a program may be
utilized to distribute a plurality of data points through a variety
of media channels including: information on fixed odds; information
regarding the location and time of the event; information regarding
the condition of the venue of the event; and information regarding
the competitors, including attributes, and historical performance
data as well as other relevant publishable data.
7. A method according to claim 1, where the video rendering of the
real-time virtual sporting event may be broadcast via a plurality
distribution channels, in a plurality of formats, plurality of
supporting content, and to a plurality of locations of distribution
channels, including satellite, cable or other communication means;
a virtual rendering may be made broadcast in real time with live
commentary available in multiple languages; a program may break the
virtual rendering into a plurality of individual small data
packets; small data packets may be transmitted to a plurality of
remote sites; a program at a remote site may receive the data and
generate an exact replica of the broadcast in real-time; a
communication connection may be via Internet, mobile cell, or
radio; and events may be received with a simple 56k dialup
connection and viewed on television in full high definition
resolution.
8. A method according to claim 2, where the video rendering of the
real-time virtual sporting event may be broadcast via a plurality
distribution channels, in a plurality of formats, plurality of
supporting content, and to a plurality of locations of distribution
channels, including satellite, cable or other communication means;
a virtual rendering may be made broadcast in real time with live
commentary available in multiple languages; a program may break the
virtual rendering into a plurality of individual small data
packets; small data packets may be transmitted to a plurality of
remote sites; a program at a remote site may receive the data and
generate an exact replica of the broadcast in real-time; a
communication connection may be via Internet, mobile cell, or
radio; and events may be received with a simple 56k dialup
connection and viewed on television in full high definition
resolution.
9. A method according to claim 1, wherein: an integrated betting
system will allow individuals throughout the real world may place
wagers on the outcome of the real-time virtual sporting events
utilizing either a pari-mutuel/exchange betting or a fixed odds
system where: program may allow individuals to place a plurality of
bets including fixed odds bets, pari-mutuel bets, exchange bets,
exotic combination wagers on multiple events, and sweepstake wagers
with large jackpots.
10. A method according to claim 2, wherein: an integrated betting
system will allow individuals throughout the real world may place
wagers on the outcome of the real-time virtual sporting events
utilizing either a pari-mutuel/exchange betting or a fixed odds
system where: program may allow individuals to place a plurality of
bets including fixed odds bets, pari-mutuel bets, exchange bets,
exotic combination wagers on multiple events, and sweepstake wagers
with large jackpots.
11. A method according to claim 1, where a separate program may run
a plurality of simulations for a particular real-time virtual
sporting event in order to generate a probability distribution for
the outcome of an event, whereby: a program may utilize a
probability distribution calculation in order to generate a
plurality of fixed odds for a particular event; and a program may
utilize the results of an event to calculate the payouts on a
plurality of wagers.
12. A method according to claim 2, where a separate program may run
a plurality of simulations for a particular real-time virtual
sporting event in order to generate a probability distribution for
the outcome of an event, whereby: a program may utilize a
probability distribution calculation in order to generate a
plurality of fixed odds for a particular event; and a program may
utilize the results of an event to calculate the payouts on a
plurality of wagers.
Description
RELATED APPLICATION
[0001] This application claims the benefit of U.S. Provisional
Application No. 60/999,992, filed Oct. 23, 2007 and entitled
"VIRTUAL WORLD WITH INTEGRATED BETTING SYSTEM", which is
incorporated herein in its entirety.
BACKGROUND OF INVENTION
[0002] a) Field of the Invention
[0003] The present invention relates to a system method and
computer program product used in creating a series of virtual
events within a virtual world to be presented as real-time content
for bettors to wager on. More particularly, a virtual event may be
akin to a real event but may be completely computer generated
within a computer-generated world based on statistical measures
either real world or created. The system will include a virtual
world engine, a virtual event engine, a virtual broadcast engine, a
virtual world application programming interface (API) and an
integrated betting system.
[0004] b) Description of the Related Art
[0005] In the video game market involving Football, Soccer,
Basketball, Horse Racing, etc., simulation engines are used to
allow individuals to play a sport virtually with examples such as
with Madden Football, Tiger Woods Golf, G4 Jockey, or Winning Post.
Typically this simulation involves real teams and real players
emulated virtually. Individuals participate in the game by using
interactive joysticks, controls, etc., therefore it is
interactive.
[0006] The fantasy (or Rotisserie) games typically involve
customers/participants who construct unique sports teams based on
drafting players from a variety of teams. The clients compete with
virtual teams based on a point system that directly determines how
the actual players perform in real world games. In some cases,
these teams compete in a simulation to determine an outcome of an
event not related to any real world event, but solely determined by
a simulator.
[0007] In the gaming (Casino, Horse Betting, Sports Betting, etc.)
virtual events are used for gambling either via a slot machine
(kiosk or terminal wagering), or a monitor (simulcast TV screens at
track or a betting shop). Individuals bet on virtual events by
placing money directly into a slot machine, or like they would bet
at a real life horse race where an individual walks up to a window
and places a bet with a person or on a betting terminal.
[0008] Also, in the gaming market, a random number generator will
determine the outcome of a race or fight (or event subcomponent
such as round of a fight, a quarter of a race, a period of a game).
For example in a horse race, a random number generator will
determine the outcome based on either randomly selecting equally
weighted horses (all have equal chance of winning) or randomly
selecting probability weighted horses (where they have a
probabilistic chance of winning).
[0009] In the interactive gaming market and in the simulation
system found within, the combination of either play-by-play,
punch-by-punch, or step-by-step complex algorithms, optimization
models, decision trees, and probabilistic dice rolls are all
utilized to determine how one competitor (or team) will behave and
then independently how the different competitors or teams will
respond. These events occur in an "environment" that has goals
(scoring a touchdown, knocking out an opponent, winning a race),
that has rules (where a competitor can hit, how much weight a horse
must carry, etc.), constraints (the environmental constraints of a
track, the physical constraints of not being able to run "through"
other competitors), and the effects of other competitors (another
player tackling you or forcing a fumble, another horse being in
front of you and impeding your progress, being hit or bumped during
a fight, game, or race, etc.). The outcome of a simulation system
depends on the actual completion of the interactive event by the
competitors, and the outcome is determined once one or more
competitors have successfully completed the event.
[0010] Some simulations rely have utilized a random number
generator where each competitor in a competition has a
statistically pre-determined or specified chance of winning. Other
simulations have utilized a multi-player interactive system in
which some aspects of the artificial world develop over time and
the outcome is influenced by instructions received from a plurality
of players.
[0011] Throughout the real world, individuals may bet on games of
chance or number selection games such as keno, bingo or other
"lottery" type games, or they may bet on the outcome of
competitions such as sporting or racing events. Historically these
activities had to be done in person. The widespread access to the
Internet and other electronic distribution methods has provided
individuals with the access not only to wager remotely on a
competition, but also to watch the event on which they wagered in
real time. Individuals engage in the activity of placing wagers
(e.g. bets) on the outcome of an event (sporting event, political
event, etc.) by placing: a) pari-mutuel wager, b) a fixed odds
wager, or c) an exchange wager utilizing their respective betting
systems. Individuals utilize their knowledge of the sport and the
individual entrants; analyze the strengths and weaknesses of the
competitors as well as the conditions of the venue in order to
select a wager.
[0012] Traditional fixed odds virtual sports systems, betting
exchanges or other pari-mutuel virtual sports systems are based
upon a singular random number generator. Each competitor has a
statistically pre-determined or specified chance of winning and
these events are believed to be inherently limited and inflexible
in their application over a broad network of bettors. An event
determined by a single randomly generated number do not allow for a
competition in which an individual may impart skill in their
knowledge or analysis in selecting a wager and they do not allow an
individual to have an advantage over other bettors or a book
maker.
[0013] Traditional racing events that are wagered on using
pari-mutuel wagering systems have race histories associated with
each competitor that are available to the bettor to help them
handicap the race and improve their likelihood of winning money
over time. This is why pari-mutuel wagering on horses has been
treated as a skill wager. However, other virtual events (because
they are determined by a random number generator) usually do not
have a known history of each competitor's past race performance and
additionally, who were the other competitors in past events to help
assess one horses performance relative to another.
[0014] The present invention differs from US Patent Publication No.
2005/0044575 A1 (hereafter the "575" patent) by providing a fully
automated, non-interactive system. Whereas the 575 patent uses
real-world player inputs to influence the outcomes of virtual world
events, and emphasizes the massively multiplayer interactive aspect
of gaming, the present invention removes real-world player input
altogether and evolves the world and events using computer
algorithms. The present invention thus fully develops automated
evolution of virtual world inhabitants using computer algorithms,
and their performance and behaviors are entirely computer
controlled. This allows the present invention to be used in
un-biased pari-mutuel wagering and fixed odds wagering, and makes
it acceptable to gaming authority approval and regional regulatory
requirements. Furthermore the present invention does not
necessarily require a television network in order to deliver visual
content, and uses a novel approach to delivering high definition
video to remote locations. Finally the present invention presents
extra facilities in order to create fixed odds for these virtual
events, and present information for pari-mutuel wagering on these
events to real-world players.
SUMMARY OF THE INVENTION
[0015] It is the object of the present invention to provide a
system that autonomously creates virtual events within a virtual
world. A virtual event may be akin to a real event, but is
completely computer generated within a computer-generated world and
is emergent from computer algorithms that create realistic models
of the event using numerous characteristics about the competitors
and the competition location conditions.
[0016] Histories of virtual events are maintained and stored on
actual virtual performance data of competitors in the virtual
world. The histories can include all relevant virtual data about a
competitor and the past events the competitor competed, and can be
accessed prior to a virtual event beginning, for example racing
form.
[0017] The virtual event may be created by an event engine,
scheduled, and broadcast or simulcast in real-time through-out the
real-world using existing and conventional video transport media,
such as web, TV, satellite, telephone network, and cable. A video
delivery system is used that will allow high quality high
definition video to be broadcast worldwide with very low bandwidth
requirements (<20 kb/s).
[0018] Individuals throughout the real world may place wagers
(e.g., bets) on the outcome of the event in either a pari-mutuel or
a fixed odds fashion, utilizing conventional pari-mutuel, exchange
wagering or fixed odds wagering systems. The virtual event may be
any type of sport, or skill based game that is usually between
competitors. Events that can be simulated include sporting events
such as a horse race, an auto race, a stock car race, a Formula 1
race, a NASCAR race, a boxing match, a kick boxing match, an
ultimate fight match, a wrestling match, a basketball game, a
soccer game, a rugby game, a football game, a baseball game, a
hockey game, a lacrosse match, a dog race, a greyhound race, a
harness race, a steeplechase and other skill based games and
wagering events. Prior to the broadcast of the virtual event,
promotion of the event may be made similar to a real-world event
(e.g., similar to a promotion of a heavy-weight boxing fight in Las
Vegas). Promotional activities can include TV advertising,
pamphlets, posters, mailers, magazine and paper articles,
presentations, web-advertisements, emails to subscribing customers
and other forms of marketing.
BRIEF DESCRIPTION OF DRAWINGS
[0019] FIG. 1 is a system that creates virtual events within a
virtual world and includes a virtual world engine, a virtual event
engine, a virtual broadcast engine, an integrated betting system,
and a virtual world API.
[0020] FIG. 2 shows a schedule of events generated inside the
virtual of world, it is by this means that the events are
distributed to visualization products.
[0021] FIG. 3 show an embodiment of the system serving
satellite-based transmission of virtual event video.
[0022] FIG. 4 shows the architecture of the system to rapidly
create probability data for virtual events that is usually used in
conjunction with fixed odds betting
[0023] FIG. 5 show the output of the video production systems
[0024] FIG. 6 show the output of the graphical overlay systems
[0025] FIG. 7 show an embodiment of the system serving data to
visual displays online, and in casinos and betting shops.
[0026] FIG. 8 show the customer based betting systems
[0027] FIG. 9 show the betting system architecture
[0028] FIG. 10 show the output of the probability system
[0029] FIG. 11 show the variation of competitor speed during an
event
[0030] FIG. 12 show the variation of speed calculation
[0031] FIG. 13 show the automated video switching system for the
dual redundant video system
[0032] FIG. 14 show the conceptual track boundary in the simulation
model
[0033] FIG. 15 show the results of breeding virtual horses over
several generations
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0034] The competitors in the virtual events (e.g., human, machine
or animal) may be modeled in a pervasive virtual world where they
train for their virtual events and perform many of the typical
functions of their real-world counterparts. The bettors who can
wager on the live virtual events may know the existence and
activities of these competitors in the virtual world. For example,
in the virtual thoroughbred racing system, bettors may know how a
particular horse has trained, who has trained it, what the diet
was, what the bloodline is, who is riding it, what the health
status is, along with a broad set of other attributes and
information, most specifically the past performance information for
the horse relative to the other horses in the virtual world. The
virtual world itself may be modeled such that weather and
conditions affect the behavior of the competitors within it, before
and during a virtual event. In addition to the visual appearance of
the world, physical characteristics are also modeled, such as
surface response to weather patterns, (ground becomes muddier or
waterlogged with rain), air temperature (ground dries out, or
freezes), wind speed and direction (impedance due to strong winds),
humidity and other seasonal effects such as snow cover.
[0035] The software, for instance, may be a plurality of computer
programs that interface with one another to create the virtual
world, create the virtual events and broadcast the live events. The
computer programs may be created in any programming language to
provide a realistic sporting event using state-of-the art
technology. Software languages such as Flash, C++, and Java may be
used. For processing and simulation, C and C++ may be utilized. For
display and rendering, DirectX may be used. For web data
programming and API support, XML and Java may be used. For
presentational aspects of the virtual events, web technologies such
as Flash, HTML, and JSP may be used. The implementation is not to
be limited in scope by platform, and may utilize both UNIX and
PC-based operating systems to deliver the virtual event. Other
programming languages may also be used depending on the deployed
platform, and skill sets available. The disclosure extends to
computer programs in the form of source code, object code,
binaries, code intermediate sources and object code (e.g., such as
in a partially complied form), or in any other form suitable for
implementation of the disclosure. Computer programs may be
stand-alone applications, software components or plug-ins to other
applications. Computer programs may be stored on any storage
medium, such as ROM, RAM, optical recording media, CD-ROM, DVD,
magnetic recording material, and the like. Software can be stored
on computer readable medium. It is important to note that while the
present invention has been described as a method, those skilled in
the art will appreciate that the method of the present invention is
capable of being distributed in the form of a computer readable
medium of instructions in a variety of forms, and that the present
invention applies equally, regardless of the particular type of
signal bearing media utilized to carry out the distribution.
Examples of computer readable media include: non-volatile,
hard-coded type media such as read only memories (ROMs) or
erasable, electrically programmable read only memories (EEPROMs),
recordable-type media such as floppy disks, hard disk drives and
CD-ROMs and transmission-type media such as digital and analog
communication links.
[0036] The virtual game system may generate photorealistic visual
quality. The video and visual quality of the virtual sporting event
may transcend any virtual gaming content presently commercially
available. For instance, whilst watching a virtual horse race, one
can clearly see the difference in the life-like nature of the
motion-captured three-dimensional thoroughbreds with extreme
precision to show each horse's coat markings, muscle structure and
shadows. Furthermore, the virtual background setting can be at the
world's most premier facilities (e.g., Madison Square Gardens for
boxing, Wimbledon for tennis, Monaco for Formula-1 racing, as well
as famous horse racing tracks around the globe in venues such as
New York, Paris, England and Hong Kong) or can be venues that exist
only in the virtual worlds that exists in software and computer
systems.
[0037] Events that can be simulated include sporting events such as
a horse race, an auto race, a stock car race, a Formula 1 race, a
NASCAR race, a boxing match, a kick boxing match, an ultimate fight
match, a wrestling match, a basketball game, a soccer game, a rugby
game, a football game, a baseball game, a hockey game, a lacrosse
match, a dog race, a greyhound race, a harness race, a steeplechase
and other skill based games and wagering events.
[0038] For pari-mutuel, fixed odds and exchange betting markets and
similar to most pari-mutuel real-world systems, players may make a
specific wager (with a plurality of wager types) on the outcome of
the event using the integrated betting systems, such as integrated
point of sale (IPOS) terminals and kiosks and the like or through
an affiliates totalizator or "tote systems. Pari-mutuel wagering is
enabled by providing a rich history of information about the
competitors, the events and performance, to allow players to make
an informed decision. The history of each event and performance of
each competitor is stored by the computer system. Wagers can be
made through a variety of means, such as web, shop cashier,
telephone and mobile devices. Betting can be deployed to ensure
local regulations specific to the territory are adhered. Each wager
may be associated with a pool of wagers from other players wagering
on the event, as in pari-mutuel wagering. After betting is opened,
a player may place a wager (e.g., make a bet) at any time. All
betting may be stopped at a pre-determined time before the live
virtual event begins (e.g., such as a one minute period of time,
but this could be any pre-determined amount of time). A
pre-determined amount of all the wagers made may be retained by the
licensed betting operator and the remaining amount may be
distributed to the winning players, regardless of the outcome of
the race. For some types of pari-mutuel wagers, if there is no
winner, a pre-determined amount of each specific wager type may be
redistributed into the pool for the next event. Also, pari-mutuel
betting may allow bettors from all over the globe to bet on the
same virtual sporting event (e.g., a horse race, a car race, a
boxing match, etc.). Thus, a bettor can be located anywhere in the
world adhering to their local regulatory requirements when betting.
For instance, a bettor may be physically located in Japan,
Argentina, Australia, United Kingdom, Mexico, Venezuela, Panama,
Columbia, Brazil, Hong Kong, Korea, France, Canada, the United
States, Eastern Europe, Russia, Venezuela, and he/she can place a
bet for the same virtual event. In addition, the virtual event
enables progressive or cumulative wagering. Wagering can be
integrated with an existing tote per the existing United States
betting system. Thus, a global pari-mutuel betting pool is
provided.
[0039] Unlike typical fixed odds virtual sport systems or the few
pari-mutuel virtual sport systems commercially available or in
development, the outcome of the virtual event in this disclosure is
not based on a singular random number generator where each
competitor in a race has a statistically pre-determined or
specified chance of winning. The outcome can be determined
real-time as the virtual event unfolds based on a plurality of
factors using perturbation models with algorithms. Thus, each event
may be a unique event for which the outcome is unknown when the
event begins and for which the outcome of the event cannot be
"fixed" or manipulated. Specifically, and usually, for fixed odds
betting markets, before the event transpires, outcome probabilities
may be calculated, using a related but separate subsystem, by
simulating the event thousands of times, thus it is possible to
calculate fixed odds for an instance of the event. The traditional
way fixed odds virtual events are created utilizes the "jukebox"
approach, which is based on a single or a few random number
generations and utilizing a database of pre-recorded races that
represent the result derived by the random number generator. These
traditional fixed odds system are suitable for the more traditional
slot machine style games, and is how many existing technologies
work.
[0040] A broadcast of the virtual event may be via many media. For
instance, the virtual event may be broadcast via satellite, via
cable, telephone network, or any other known communication means.
The broadcast may be made to a television, a cell phone, a PDA, a
kiosk, a WiFi enabled tablet, or any online, mobile betting type
device. The format of the virtual event may be produced at the
delivery point in Phase Alternating Line (PAL), National Television
System Committee (NTSC), or high definition (HD) or any other
approved transmission scheme.
[0041] The virtual event may be broadcast in real-time with live
computer generated commentary (e.g., in a plurality of languages
besides English, such as Spanish, Mandarin, Russian, Portuguese and
Italian) that provides moment-by-moment commentary of the action.
The "live" virtual event may be simulcast. Thus, the bettors may
watch and wager on "one global sporting virtual event" that occurs
at the same time throughout the world, for instance a horse race.
Additionally, broadcast systems may also transmit and display data
about the events, as well as producing hardcopy material for
posters, pamphlets and magazines.
[0042] The outcome of the virtual event may be determined by a
plurality of factors that include the intrinsic abilities of the
competitor, for example, the competitor's training, how the
competitor prepared for the event, the competitor's natural
predispositions to perform in the conditions presented by the
venue, the tactics the competitor has employed for the virtual
event, and the competitor's reaction and natural predisposition to
react to the events that occur as the event unfolds real-time. For
example, for a virtual horse race, in addition to the natural
ability and condition of the horse, the outcome of a horse race may
depend upon a number of factors, including but not limited to, the
training schedule of the horse, the horse's running strategy, the
track surface and weather conditions, as well as real-time
decisions in the race.
[0043] In addition to the characteristics of a participant (horse),
there may be a controlling factor imposed by a secondary, but
related, participant (jockey). For instance, there are other sports
where there are such combinations, such as motor events, where
there exists a vehicle and a driver. Since these two components are
logically separable, different combinations may produce different
results, as in the real world. As a result, the events may be
handicapped by the bettors placing wagers, and those who study and
understand the form of the competitors can anticipate the strategy
and tactics of the competitors, thus bettors can try to predict the
impact of the conditions on the competition which may create an
advantage over other bettors. The odds of predicting outcomes and
successfully winning money increase for a bettor that is
knowledgeable of the sport and the contestants. Therefore,
successful wagering on these events requires skill and not just
pure chance. Thus, for instance, in the case of a horse race, a
bettor that has the ability, desire, or skill to analyze historical
horse racing data increases his chances of earning a higher return
on the money he has wagered. The more knowledge a bettor has
regarding a horse, the horse's behavior in a given situation, the
track, and the weather conditions, the rider and the trainer, the
greater the potential return the handicapper can have on their
wagers.
[0044] For instance, if a player is knowledgeable of a horse's
characteristics (e.g., speed and running style), the horse's
bloodline (e.g., is the horse a pacer, does the horse run in front,
what of its genetics indicate a horse's desire to win, how quickly
does the horse recover from injury, how quickly does the horse
recover from a previous race,), how the horse has been trained, the
horse's behaviors during certain conditions (e.g., how the horse
behaves in certain gates, how quickly does the horse get out of the
gate, how does the horse behave when against a rail, at what point
does the horse usually sprints for the line, has the horse a
tendency to run to the lead from the start, run for position in the
middle of the pack, and run for the lead near the end or run at the
back of the pack making a late run), as well as how the horse races
on a specific track (e.g., whether it be New York, Paris, England,
Hong Kong and the like), the shape of the track, the length of the
race, specific track conditions (e.g., track surface, a dirt track,
a turf track, firm soil, soft soil) and in certain weather
conditions, increases the player's chances of winning.
[0045] The horse genetics are calculated using genetic algorithms
by novel application of well-known prior arts, and applied to the
parameters that govern the horse. The horse genetics system is the
means by which horses are bred and created in the game world
database. The genetics system makes use of genetic algorithms to
encode the horse parameters, the steps are outlined as follows; a)
Begin with two different horses, with speed, stamina and
acceleration, b) encode these three parameters into binary form, c)
pinpoint cross over points where binary bits may be swapped at a
specified probability for each parameter, and apply this, d) mutate
bits at a very low probability, e) create a new horse by averaging
the final bit strings, f) finally we rationalize the offspring by
ensuring that the values fall within allowed limits. If the horse
falls outside of the limits it is discarded, and the breeding
process repeated. Once a valid horse is bred, the name selection
system uses simple word libraries that are combined in order to
generate a new name. Breeding experiments were carried out to see
what the results of interbreeding and racing these horses might be
in particular the relationship between the performance and
parentage, illustrated in FIG. 15. It was found that continually
breeding horses using the method outlined created real performance
bloodlines which could be tracked, and sometimes random
interbreeding lead to genetic dead-ends, as good factors are bred
out. Thus selection of breeding pairs was an important factor in
any genetics based breeding system. In other words, good horses
tended to breed above average offspring, whereas bad horses bred
underperforming offspring, when the two were mixed, the result was
less defined as you may have traits from both parents. Because the
parameter information is never exposed to players, they are able to
follow horses by their performance alone, and a clever and
observant player may get an advantage by analyzing the bloodline of
a horse, over the casual player.
[0046] Optionally, the virtual event may include sporting events
with famous athletes or competitors in history, or competitors who
may never have competed against each other and these may be pitted
against one another in a virtual sports contest that is broadcast
globally. For instance, a virtual boxing match may be created where
Muhammad Ali could be slated to box against Mike Tyson.
Alternatively, a virtual horse race where Secretariat races against
War Admiral may be provided. The possibilities of the number of
virtual sporting events are unlimited. Any famous historical
athlete may be placed in competition with another athlete. For
instance in tennis, John McEnroe may be placed in competition
against Pete Sampras or Serena Williams against Billie Jean King.
Athletes famous in one sport may be placed in competition with
athletes in a different sport. As long as the characteristics of
the sports figure are known, any sports figure can be placed to
virtually compete against any other sports figure in any sport.
This principle can be extended to any public figure for more
appealing variation, for instance historically important world
leaders riding against each other in the Grand National.
[0047] The virtual event software may be integrated into existing
pari-mutuel event wagering software, which are utilized in venues
such as a casino, horse track, advance deposit wagering company,
off-track-betting agency, and the like, using defined software
based interfaces (APIs). This may minimize the learning process for
the end-user/player when the virtual game is launched for the first
time. An API may also provide a means to query the game world so
that other applications that need to access and display the data
can be built or integrated with partner sites.
[0048] Also, an optional dynamic flash interface may be used that
can be launched, for instance, on a partner's website. The
interface may integrate both data and betting facilities into one
place so that bettors can have a self contained experience.
[0049] The figures described above show one physical element to
perform a function, but it is understood that the functionality can
be divided between one or more similar elements to share the
responsibilities of the function to be performed, as is well known
in arts in this area of practice.
[0050] The structure of the system and methods of the present
invention will be explained in reference to FIG. 1. A virtual world
engine 10 includes a game database 101 that stores all the
attributes that comprise each virtual game world and its
inhabitants. The virtual game world can be implemented using an
enterprise database server, such as Informix Dynamic Server (IDS).
Such a server can support high concurrent usage and enable the game
database 101 to store millions of points of information about the
world and events that makeup the world. A game simulation module
100 can produce all the data points necessary to make a virtual
game world and these data points are stored in the game database
101 which form the virtual world engine 10. If there is more than
one game simulation module 100 responsible for running a part of
the virtual game world, the other game simulation modules interface
with other modules by exchanging data via the game database
101.
[0051] The virtual event engine 20 may include a scheduling module
102 that responds to virtual events created between competitors
existing in the virtual game world, and based on event data created
in the virtual world engine 10 make a video representation of the
event. As part of the virtual event engine 20, the scheduling
module 102 will run program timelines with event data, adverts, and
information for players so that play out is achieved 24 hours a day
and 7 days a week. The scheduling module 102 may run several
automated timelines, with different periodicity between wagering
events. For example, there may be a 2-minute timeline, a 6-minute
timeline and a 20-minute timeline, and the timeline can be any
length between competition events. Additionally, the scheduling
module 102 can be configured to describe and display special events
analogous to real . world gatherings, such as the Kentucky Derby
and the Breeders Cup. The scheduling module 102 may also
incorporate a game grading system for individual competitors. For
instance, in horse racing there are maiden races, and thoroughbred
races, and events are graded so that horses of peer ability race
against each other.
[0052] In pari-mutuel based wagering events, the morning lines (or
suggested probabilities/odds) are created by estimating the
relative performance of the competitors by historical data analysis
to create initial suggested odds for the event. The lines are then
delivered or made public to the betters before the race begins as a
guideline predictor of the potential outcome. However, the actual
odds/payout will fluctuate as betting activity changes the pool
against individual competitors. In order to facilitate pari-mutuel
wagering, the virtual world API 105, delivers historical
information to bettors, which allow them to make certain judgments
about the potential performance of competitors in an event, and
therefore how they should place wagers. Such information provided
includes, but is not limited to: a) last 10 wins, places and shows,
b) last 10 wins, places and shows on a particular surface, c)
breeding and genetic heritage, c) positions, times and speeds for
previous races, d) quarter times, positions and speeds for previous
races, e) jockey and trainers for previous races, f) surface, going
and race conditions for previous races, g) trap position for
previous races, h) rating value, calculated by par time comparison
for a particular track.
[0053] For fixed odds wagering, and to support partner bookmakers,
a probability module 104 is capable of creating real odds against
virtual game events for utilization. The odds offered on each event
are calculated by a unique method. Before an event is due to be
displayed in real time to the public, an array of probability
engines slaves, as shown in FIG. 4 may simulate the event thousands
of times using different random factors injected each time into the
event run. The data from the simulated events made in the
probability engines slaves can be sent to a master probability
engine 410. After thousands of runs, a probability distribution or
odds may be created for the event in the odds calculation module
400. All the outcomes assembled in the master probability engine
410 are processed and used to produce the odds for each of the
events. The number of times needed to simulate an event to produce
a useable set of odds depends on the complexity of the event. For
simple win place and show events, it can be shown that a relatively
few runs are required to secure statistically valid or useable
odds. For more complex odds, such as exacta and trifecta, more runs
may be required to obtain statistically valid odds because the
number of outcomes is increased. This process has been proven to
produce accurate odds by means of Pearson Correlation analysis of
sets of results of different run sizes. The probability system is a
distributed process allowing for very fast simulation of events in
adequate time before the event is due to run in real time for
public display. The optimum number of runs is determined for the
time allowed before an event is to be displayed to the public to
produce the result, and weighed against the precision or validity
of the outcome desired and is called a configuration
preference.
[0054] FIG. 10 shows the graphical results of running 2000
simulations on a single event, repeated four times. The graph shows
that there are definite trends in likelihood of a particular horse
winning; these are due to the deterministic characteristics of the
simulation and the algorithms applied to create an event, i.e. the
horse parameters, attributes, and the race conditions. The
variation seen in FIG. 10 between each of these run sets represent
a degree of uncertainty introduced by the random elements and the
application of the algorithms. The data shows that the probability
of a horse achieving first is predicted within a few percent for
each set of 2000 races. If this was a purely random event, the
probability over 2000 races for any horse coming in first would be
equal when the number of runs computed are statistically valid, and
there would be no tendency for one horse to win.
[0055] An example of the probability distribution calculation for a
fixed odds event follows:
[0056] a) The master probability engine 410 loads each event from
the game database 101 according to the upcoming race schedule in
the scheduling module 102 for all the events scheduled for a two
period;
[0057] b) Each event data set (competitors, parameters, track,
etc.) is sent to the probability engine slaves, of which up to ten
or more can be simultaneously attached to the master probability
engine 410;
[0058] c) Each probability engine slave then simulates the race N
times, where N is a configuration preference, and sends the results
back to the master probability engine 410;
[0059] d) The master probability engine 410 then collates the data
results for each event, and may request another N simulations from
the slaves to improve the odds validity. The master probability
engine 410 can make requests simultaneously to all connected
slaves, or can make requests in the many well known methods in this
area of practice, such as round robin, etc. This means the
calculation can be a linear relationship to the number of
probability engine slaves connected and the capacity of the
network;
[0060] e) When the master probability engine 410 reaches M
simulations, where M is summation of N and is the final
configuration preference then the result data is stored in the
database. The result data consists of the position of every
competitor as they cross the finish line;
[0061] f) The result data is then parsed by another process to
calculate the fixed odds for win, place, show and exacta outcomes
with a specified take, or any of the well known wagering types in
the gaming practice; and
[0062] g) The master probability engine 410 then moves onto the
next event in the schedule.
[0063] The game simulation module 100 and the simulation module 103
may generate the outcome of events between competitors in the game
world, and may be triggered by the program schedule module 108. All
the necessary data to start the simulations may be requested from
the game database 101 in advance by the program schedule module 108
and passed to the game simulation module 100 or simulation module
103. The simulations in the probability module 104 are a
combination of artificial intelligence (AI) decision-making
systems, and rules and constraints are coupled with stochastic
variation. Competitor seek decisions are algorithms that affect the
competitors tactics and tendencies. A competitor enters a
competition with some clearly defined goals that it will try to
stick, but the rules and constraints of the event are followed.
Rules and Constraints govern the virtual competitor behavior during
the event. Variations are algorithms that inject a small variance
around a perfect outcome. A perfect outcome is defined as the best
solution to the algorithm to meet an objective; variations will
reduce the likelihood of reaching the perfect outcome, and
therefore the objective, and ensure varying outcomes of an event.
Multiple variable vector computations are performed for each
competitor for each frame that makes up an event. The algorithms
compute each piece of data to make a frame for each step of the
race until the race is finished. The algorithms compute numerous
values for each frame of the event based on the numerous variables
required to compute each algorithm. Each rule, constraint, and
variable and their interrelations with other rules, constraints,
and variables are governed by an algorithm. The decisions, goals,
rules, and constraints for events with competitors that compete to
finish first around a track are the same for all competitions of
this type. The decisions, goals, rules, and constraints for
competition events other than racing around a track are similar to
those described below in more detail. However, the deviations,
differences, and types of variables in other types of competition
events are well known and the probability distribution or odds
calculations can be applied to other competitive events. The
techniques described can be applied to other simulations of many
types of events in order to calculate probabilities of a particular
outcome.
[0064] To define a race simulation there are two primary entities,
summarized in the next two paragraphs, and examined in detail in
the subsequent paragraphs.
[0065] a) A track which is defined as a set of splines which the
simulator uses to calculate the bounds of the simulation, and
points along the track that are important, like the start point,
end point, bounding curves, and racing lines. The start point is
where the gates are set, the end point is where the finish post is
set, the bounding curves correspond to the rail boundaries, and the
racing line corresponds to the optimal line around the track. Each
track is a different shape and completely defined in 3D space.
These boundaries are used as inputs in the simulation to ensure
competitors stay within the bounds of the track, and run from the
start point to the finish point. This is shown in FIG. 14.
Additionally a track will have a surface with a condition that has
been defined by accumulation of weather effects. Within the Virtual
World, if the weather is wet then the track becomes progressively
wetter, if the weather turns fine, then the track dries out. This
is modelled as a sliding scale of wetness to dryness, and this
value of wetness to dryness may impeded or help competitors, who
have a favoured value. The variation is modelled as a penalty that
is proportional to the difference between the actual wetness of the
track and the competitor's affinity for a particular wetness. This
is commonly termed `going` of a surface.
[0066] b) A competitor that is defined as an entity with a maximum
acceleration, a maximum speed, stamina, a tactic, and a
consistency. Stamina is a definition of a competitor's fuel. The
more stamina a competitor has, the more fuel it is able to expend,
fuel is expended whenever a competitor manoeuvres. More stamina is
used for more complex manoeuvres. Maximum acceleration is defined
as the maximum rate the competitor can change speed; if a
competitor changes speed faster then it uses more stamina. Maximum
speed is the maximum achievable speed, if a competitor travels at
this speed; it burns stamina at an increased rate. A competitor
will have an optimum speed for the track, at which its stamina is
burnt at an optimal rate in order to reach the finish line and have
zero stamina left. In practice the speed will not be optimal,
because the competitor will be forced to make manoeuvres in order
to change or be consistent with its tactic, avoid other competitors
and keep away from track boundaries. This means that the stamina is
changed, and the competitor must continually re-evaluate how best
to burn stamina in order to complete the race. Consistency controls
how much random factors can affect a horse's performance during a
race. Less consistent horses have a potentially larger variation of
algorithm outcome, and potentially larger penalties, than more
consistent ones. A competitor will have preference for a surface
and a preference for a surface condition (going). This is modelled
as a penalty that applies if the surface and conditions are outside
the competitor's preference. There will obviously be a group of
competitors for a given race.
[0067] Competitor Seek Decisions are variables or choices that
competitors make while the competition is being run or conducted
and these effect the outcome of the competition. For example, with
a horse competitor: a) The horse will try and stay close to the
racing line, as this defines the most efficient way around the
track; b) Horses will try and get to the inside rail, this is
associated with the racing line; c) The horses will try to avoid
other horses, by either braking or choosing a passing trajectory;
d) Horses will try and maintain their chosen tactic, whilst
balancing their stamina usage; e) At their sprint points, horses
will try and move laterally away from other horses in order to have
a clear line of sprint for the finish; f) Horses will always try to
get to the finish line.
[0068] Competitor Rules and Constraints are limitations placed on a
competitor during an event. For example, with a horse race: a)
Horses cannot pass through or collide violently with other horses;
b) Horses cannot pass outside the track bounds; c) Horses must run
from the starting line to the finish line in that direction; d)
Horses cannot fly; trajectories are limited to the plane of the
race track; e) Horses cannot burn more than their stamina usage; f)
Horses cannot accelerate faster than their maximum acceleration; g)
Horses cannot go faster than their maximum speed; h) Horses cannot
exceed their maximum turn rate (for directional changes); i) Horses
cannot exceed their maximum turn angle, from their trajectory.
[0069] Variations of a value in an event can fluctuate each time
competitors' values are computed to determine the next frame of the
event as the event proceeds. In a race where variation is applied
to an outcome, a 1% variation means that there can be between 0 and
1% variation in the outcome variable related to the event. A 10
unit variation means that a calculated point can be within 0-10
units on either side of the actual point value. It is important to
note that these effects can be applied to each frame, every other
frame, or many other well known groupings in the arts of frames
that makeup a race. Typically a race will have about 1500 frames,
and though the variations at first glance can be very small, these
effects can accumulate or cancel each other out during the race as
a whole. Another important point is that variation is usually a
small percentage of a simulation parameter, and as such does not
necessarily define the outcome of the event as a whole.
[0070] A virtual competitor estimates or analyzes its speed at
every frame to decide what speed the competitor should be going to
achieve its tactical goals. The speed estimation is modeled as a
small variation around the perfect speed of the competitor
calculated by the algorithms. For example, the speed needed to
maintain a steady pace in the pack by a horse can be expressed as a
function, such as Desired Speed=f (Horse Perfect Speed, Horse
Consistency, 1% variation), and the speed needed to catch the
leader, the Leader Catch Speed=f (Race order, Range to Leader, and
plus or minus up to 1% variation).
[0071] The graphs in FIG. 11 and FIG. 12 show the variations in the
outcome of the algorithm at a particular frame, calculated during
the progression of the race. There are minute differences in the
estimated and actual speed needed in any particular frame, thus
horses with lower speed consistency will find slightly more
deviation, than horses with more consistent speeds.
[0072] Estimation of range or distance between competitors is
computed. For example, a horse competitor calculates his range to
the leader for every frame to decide how far away other competitors
are in comparison. The range value will affect other algorithms.
For example, if the horse is going outside its chosen range, the
algorithm that controls the acceleration of the horse will increase
the horse's pace so the horse can try and make up the difference.
The leader catch range is function of f (Race order, Distance,
Perfect Speed plus or minus up to 1% variation)
[0073] A tactic switch is a decision based on whether a competitor
should change their competition strategy. For example, if a horse
should switch its tactic to following the leader, being the leader,
or staying in the middle of the pack. This is calculated once at
the tactic switch point for the horse with the function
TacticSwitchPoint=f (Switch point plus or minus up to 1%
variation).
[0074] Sprint point is the point at which a competitor uses extra
energy or strength to improve their position immediately near the
end of a competition. For example, the degree the horses sprint for
the finish line, and there is a small uncertainty when a sprint
point begins for a particular horse. A sprint point can be
expressed as the function SprintPoint=f (Sprint point plus or minus
up to 10 units variation)
[0075] Start delay is the delay a competitor experiences when
starting a competition. For example, a horse experiences delay
getting out of the gate. In practice, this is up to 1 second of
fumble. Start delay can expressed as the function StartDelay=f
(start delay maximum plus or minus 1-100% variation)
[0076] Penalties are assigned to competitors. For example, some
horses are penalized some degree before the race begins. All
penalties are a function of the horse's consistency and include a
small variation of up to 2%, together with another penalty related
to the conditions of the race. Maximum achievable speed is
expressed as a function by f (Inherent Maximum Speed plus or minus
up to 1-2% of Inherent Maximum Speed variation, Going Penalty). The
going penalty is a penalty intrinsic to the competitor, which is
applied if the competitor does not find the going conditions
favorable. Going is modeled on a sliding scale between 0 and 100,
where 0=wet and sloppy and 100=dry and firm. A competitor will have
a perfect going value inside this range, deviation from this
perfect value, will cause penalty to be applied to this speed
function.
[0077] Stamina Usage is the rate at which a competitor burns their
required fuel to compete during a competition. For example, a horse
uses stamina during a race, stamina is like fuel, and the horse
will try to keep the fuel burn rate low so that it can complete the
race efficiently, whilst maintaining its tactics. Stamina is burned
faster if the horse is attempting to go faster or accelerating than
when the horse is maintaining his ideal cruising speed. Stamina can
be expressed as a function by f (Speed, Perfect Cruising Speed) and
Perfect Cruising Speed=f (Actual Perfect Cruising Speed plus or
minus up to 1-2% variation). Thus a competitor's behavior is
emergent from its circumstances in the race, and from the small
random effects that are applied to it as it moves through the
race.
[0078] A virtual world API 105 may provide a means for other
external systems to obtain information about the game world, the
competitors, and events within the world. A virtual world API can
use XML as a data container and to deliver information over the
Internet. The virtual world API 105 may deliver historical and
current data about competitors and their events. The virtual world
API 105 can be interfaced with automatic Portable Document Format
(PDF) generation systems, web systems, and point of sale systems.
It is by this means that information required for pari-mutuel and
fixed odds wagering is provided to players.
[0079] A virtual broadcast engine 104 may contain a video
generation module 106 that may include a self-contained video
rendering, playback and caption generator that can be written in
software. The virtual broadcast engine 104 can produce high quality
video for delivery to any medium such as Internet web streams, TV,
mobile 3G, high definition displays, and broadcast systems, such as
satellite 305, and in a pure audio form, such as radio and internet
audio stations, an example of which can be found in FIG. 3. In the
virtual broadcast engine 104, a video redundancy module 107 may
provide dual redundant video switching technology that is uniquely
integrated with the video generation module 106. This integration
allows the video generation module 106 to communicate with the
video redundancy module 107, to provide information that can be
used to determine whether or not a switch to an alternate video
stream is necessary. Such conditions may be a failure in the
software, a failure in the hardware, or unexpected behavior in the
operating system. Well-known art in the video switching area of
practice may be used to ensure continuous uninterrupted delivery of
video. Video hardware design may be used to allow the system to be
monitored throughout the broadcast, as shown in FIG. 13. A program
schedule module 108 may be used to ensure that virtual game world
events are played out at the appropriate time on the video
channels. The program schedule module 108 controls the program
timeline and also controls all captions and interstitial material.
Interstitial material is video, text or graphic images that are
displayed before an expected content page. The program schedule
module 108 may use distributed technology to allow components to be
run on separate hardware platform providing a means of graceful
degradation of the system.
[0080] Sufficient time before an event is to be released to the
viewing public, the program schedule module 108 requests the
simulation module 103 to make an event data run with initial
parameters of the competition to be provided by the game database
101. The event data is forwarded by the program schedule module 103
to the video generation module 106 that is then delivered to the
viewing public.
[0081] The program schedule module 108 also forwards the event data
to the game database 101 to be stored for future reference. Past
virtual event data is stored for all the competitors and for all
the events. The past virtual event data can be discovered by
bettors or published.
[0082] An interstitial simulation module 110 may create relevant
interim material to watch in between game world events. The
interstitial simulation module 110 may be triggered by the program
schedule module 108 to produce views of the venues and candid shots
for instance. A remote video delivery module may be used to deliver
high definition video, for example, 1024.times.768 at 25 frames per
second to sites remote from the virtual game world systems. The
remote video delivery module can deliver the high definition video
that requires a bandwidth of less than 20 kbs over the Internet.
Remote video delivery modules can be used to drive high definition
displays, as seen in FIG. 5 and FIG. 6, as well as satellite,
cable, telephone networks, and other broadcast channels.
[0083] A remote data delivery module can receive data from the
virtual world API 105 to display information about the game world
and game world events continually in an aesthetically pleasing
fashion. The remote delivery module can deliver video data to local
TV displays, personal computers, servers, and display terminals
throughout the world. An example of a remote data delivery module
is illustrated in FIG. 6. A data screen system 720 may be
responsible for retrieving relevant event data from a web streamer
113 that will be shown throughout a local or remote location on
various LCD data screens. Players may use these screens to read
information on upcoming races, past results, and past performance
data.
[0084] An audio module 109 may provide a method of delivering
realistic race commentary in any one of several languages,
including Russian, Portuguese, French, Spanish, English and
Mandarin. The system is designed to allow new languages to be added
and copes with unusual grammar construction by using a grammar
template language and audio sample library.
[0085] The integrated betting system is shown in FIG. 2 may
integrate seamlessly with the virtual game world and its events.
The system may offer pari-mutuel as well as fixed odds betting
facilities.
[0086] As shown in FIG. 9, the betting system described may provide
data via the API B 940 to betting terminals. The betting system may
include a betting database 920 which may log all wagering
transactions and outcomes on events. A betting engine 930 may
individually resolve wagers and calculate payments and profits. It
may be capable of handling all kinds of bets from mundane one-off
wagers to more exotic combination wagers on multiple events, and
sweepstake wagers with large jackpots. In addition, the betting
engine 930 may include a set of management tools in order to
maintain individual customer accounts and generate reports. The API
B 940 may deliver event information to the betting terminals, and
receive bets from those terminals. The API B 940 can also be
integrated with external and existing tote systems allowing bets to
be placed into the virtual world from already established wagering
sites. The betting terminals may be integrated with commercial
off-the-shelf hardware such as barcode readers and thermal receipt
printers to produce an integrated point of sale system able to take
wagers on virtual events. The Internet based betting terminal 990
can be a component that users plug into an existing website or a
module that user downloads to their computer in order to take bets
on virtual game world events. The betting system may include a
central server that pushes event data to the betting engine 930,
which then distributes the event data to the connected IPOS
terminals. An IPOS terminal is a point of sale terminal as one
might find in a store. Event data may contain update data on
horses, odds, tracks, off times, video display data, and
results.
[0087] FIG. 2 show a schedule of competition events generated
inside the virtual world. The program schedule module 108 develops
a schedule of competition events before or after the odds for an
event have been generated. The schedule of events is distributed
throughout the world via the virtual world API 105 to visualization
terminals and advertised as described.
[0088] As shown in FIG. 10, instead of utilizing third party tote
systems; a centralized betting engine may be used for pari-mutuel
pool betting. The betting system may manage and resolve betting
transactions. Additionally, the betting engine 930 may be
responsible for providing odds for the upcoming competitions based
on the probability distribution supplied from the probability
module 104 that can located anywhere in the world. The betting
engine 930 can either be deployed locally, regionally, or centrally
dependent upon the regulatory environment of the local market. This
engine may collect pool bets in real time from all distributed
localized betting engines around the world, adjust the odds
according to the betting tendencies of the bettors or punters, and
re-publish the updated odds. In this scenario, the house may take a
percentage of the pool and the remaining amount will be paid out as
winnings, which, from a marketing standpoint, can lead to big
pools, large win potentials, and exciting promotional
opportunities.
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