U.S. patent application number 13/465470 was filed with the patent office on 2013-11-07 for providing collective play in an online game.
The applicant listed for this patent is Joseph Michael Galloway, Karl Thomas Sestak. Invention is credited to Joseph Michael Galloway, Karl Thomas Sestak.
Application Number | 20130296059 13/465470 |
Document ID | / |
Family ID | 49512935 |
Filed Date | 2013-11-07 |
United States Patent
Application |
20130296059 |
Kind Code |
A1 |
Sestak; Karl Thomas ; et
al. |
November 7, 2013 |
Providing Collective Play in an Online Game
Abstract
A system for providing play in a game includes one or more
processors and memory configured to represent two or more users as
a single player in an online game. The processor(s) and memory are
configured to receive input, via one or more networks, from each of
the users, the input relating to how the single player is to play
the game; and based on the inputs from the users, determine an
action by the single player in the game. The system can make
collective play possible in a game that is structured by the game
provider for play by individuals.
Inventors: |
Sestak; Karl Thomas; (Weldon
Springs, MO) ; Galloway; Joseph Michael; (St.
Charles, MO) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Sestak; Karl Thomas
Galloway; Joseph Michael |
Weldon Springs
St. Charles |
MO
MO |
US
US |
|
|
Family ID: |
49512935 |
Appl. No.: |
13/465470 |
Filed: |
May 7, 2012 |
Current U.S.
Class: |
463/42 |
Current CPC
Class: |
G07F 17/3272 20130101;
A63F 13/30 20140902; A63F 13/847 20140902; G07F 17/3293 20130101;
G07F 17/32 20130101 |
Class at
Publication: |
463/42 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A system for providing play in a game, the system comprising one
or more processors and memory configured to: represent two or more
users by a single player entity identified in an online game as an
individual player in the game; receive input, via one or more
networks, from each of the users, the input relating to how the
single player entity is to play the game; and based on the inputs
from the users, determine an action by the single player entity in
the game.
2. The system of claim 1, wherein the one or more processors and
memory are configured to provide to the game the action by the
single player entity.
3. The system of claim 2, wherein the one or more processors and
memory are configured to use a set of business-decision rules to
provide the action by the single player entity.
4. The system of claim 1, where the game is made available to at
least a third user represented by a second player entity.
5. The system of claim 1, where the single player entity is the
only player in the game.
6. The system of claim 1, wherein the one or more processors and
memory are configured to interface with a game provider system that
provides the online game, where the game provider system makes play
in the online game available to users in addition to and with users
of the system of claim 1.
7. A method of providing play in a game, the method comprising:
representing two or more users by a single player entity identified
in an online game as an individual player in the game; receiving
inputs from each of the users as to how the single player entity is
to play the game; based on the inputs from the users, determining
how the single player entity is to play the game; and providing
input by the single player entity to the game in accordance with
the determining; the method performed by one or more processors
using memory and one or more networks.
8. The method of claim 7, further comprising: for each turn made
available to the single player entity for play in the game,
providing each of the users with a plurality of options for action
in the game.
9. The method of claim 7, wherein at least the determining is
performed in accordance with one or more rules.
10. The method of claim 9, wherein the one or more rules include
one or more of the following: a "majority rules" rule, an averaging
rule, and a "first to reach majority" rule.
11. The method of claim 7, wherein at least the determining is
performed in accordance with one or more tie-breaking rules.
12. The method of claim 7, wherein the determining is based at
least in part on timing of the inputs from the users.
13. The method of claim 7, wherein the inputs from the users
include one or more bets, the method further comprising making a
bet by the single player entity in the game in accordance with the
determining.
14. The method of claim 7, performed using one or more of the
following: an internet, a mobile device, and a desktop
application.
15. A system for providing play in a game, the system comprising
one or more processors and memory configured to: interface with a
game platform for play of a game; interface with two or more users
via one or more networks; represent the users as a single player to
play the game; and use inputs from each of the users to determine
an action for the single player to take in playing the game.
16. The system of claim 15, wherein the action for the single
player is determined in accordance with one or more rules for
taking into account the inputs from each of the users.
17. The system of claim 15, where the game platform is provided by
a game provider system that identifies each of a plurality of
player entities as an individual player in the game, the player
entities including the single player and one or more additional
players representing one or more users not interfacing with the one
or more processors and memory for representation thereby as the one
or more additional players; the one or more processors and memory
further configured to interface with the game platform for play in
the game by the single player with the one or more additional
players.
18. The system of claim 15, further comprising the game
platform.
19. The system of claim 15, wherein the interfacing with two or
more users is performed using one or more services.
20. The system of claim 15, wherein the game includes poker.
Description
FIELD
[0001] The present disclosure relates to providing collective play
in an online game.
BACKGROUND
[0002] This section provides background information related to the
present disclosure which is not necessarily prior art.
[0003] Online gaming is growing in popularity and provides many
different avenues for entertainment. Various kinds of games,
including but not limited to card games, strategy games, board
games, puzzle games, word games, etc., are available to a player
who uses a computer. Some online games are suitable for play, e.g.,
by a single person. Other online games are suitable for play by
multiple people competing against one another.
SUMMARY
[0004] This section provides a general summary of the disclosure,
and is not a comprehensive disclosure of its full scope or all of
its features.
[0005] The present disclosure, in one example embodiment, is
directed to a system for providing play in a game. The system
includes one or more processors and memory configured to represent
two or more users as a single player in an online game. The
processor(s) and memory are configured to receive input, via one or
more networks, from each of the users, the input relating to how
the single player is to play the game; and based on the inputs from
the users, determine an action by the single player in the
game.
[0006] In another implementation, the disclosure is directed to a
method of providing play in a game. Two or more users are
represented as a single player in a game. Inputs are received from
each of the users as to how the single player is to play the game.
Based on the inputs from the users, it is determined how the single
player is to play the game. The method includes providing input by
the single player to the game in accordance with the determining.
The method is performed by one or more processors using memory and
one or more networks.
[0007] In yet another implementation, the disclosure is directed to
a system for providing play in a game. One or more processors and
memory are configured to interface with a game platform for play of
a game; interface with two or more users via one or more networks;
represent the users as a single player to play the game; and use
inputs from each of the users to determine an action for the single
player to take in playing the game.
[0008] Further areas of applicability will become apparent from the
description provided herein. The description and specific examples
in this summary are intended for purposes of illustration only and
are not intended to limit the scope of the present disclosure.
DRAWINGS
[0009] The drawings described herein are for illustrative purposes
only of selected embodiments and not all possible implementations,
and are not intended to limit the scope of the present
disclosure.
[0010] FIG. 1 is a diagram of a system for providing game play in
accordance with one implementation of the present disclosure;
[0011] FIG. 2 is an illustration of a game display in accordance
with one implementation of the present disclosure;
[0012] FIG. 3 is a diagram of turns of an individual user and of a
group of users in accordance with one implementation of the present
disclosure;
[0013] FIG. 4 is an illustration of a game display in accordance
with one implementation of the present disclosure; and
[0014] FIG. 5 is a diagram of a system for providing game play in
accordance with one implementation of the present disclosure.
[0015] Corresponding reference numerals indicate corresponding
parts throughout the several views of the drawings.
DETAILED DESCRIPTION
[0016] Example embodiments will now be described more fully with
reference to the accompanying drawings.
[0017] The present disclosure, in various implementations, is
directed to systems and methods for providing a game. The inventors
have observed that many games could be highly entertaining if
individuals could play such a game as a group or a team. In one
example embodiment, a method of providing play in a game includes
representing two or more users as a single player in a game. Inputs
as to how the single player is to play the game are received from
each of the users. Based on the user inputs, it is determined how
the single player is to play the game. Input by the single player
is provided to the game in accordance with the determining.
[0018] One embodiment of a system for providing game play is
indicated generally in FIG. 1 by reference number 20. The system 20
includes a computing system 24 having one or more processors and
memory. The computing system 24 may include, e.g., at least one
computer, server and/or other device capable of communicating via a
network 32 with a plurality of user devices 36 of a plurality of
users of the system 20. The computing system 24 and user devices 36
may include various types of processors, memory and/or networking
elements, including but not limited to various computers, mobile
devices, tablets, servers, routers, storage devices, entertainment
devices, gaming systems, smart TVs, etc. The computing system 24
may or may not be distributed among a plurality of devices. It
should further be understood that the network 32 may include
(without limitation) an internet (e.g., the Internet), an intranet,
a cellular network, a satellite network, a cable network, wired
and/or wireless networks, etc., and/or combinations of various
network types. Those knowledgeable in the art will appreciate that
many devices, networks, and combinations thereof are possible in
various embodiments of the disclosure.
[0019] The computing system 24 is configured to represent two or
more users as a single player in an online game. Play in the game
may be made available to users through the computing system 24 by a
game provider system 40. The game provider system 40 may or may not
make the play in the same game available to other users
independently of the computing system 24. A plurality of game
provider systems 40 may be in communication with the computing
system 24. The computing system 24 may provide play in various
games from the game provider system(s) 40 to various users via user
devices 36. In some embodiments, the computing system 24 may itself
act as a game provider system and may provide play in one or more
games to users as further described below.
[0020] The computing system 24 receives inputs from each of the
users associated with a single player via their user devices 36 and
the network 32. Specifically and for example, each user votes how
the single player is to play the game. Based on the inputs from the
users, the computing system 24 determines how the single player is
to play the game. The computing system 24 provides input by the
single player to the game in accordance with the determining.
[0021] Many different games and different types of games may be
played by a plurality of users represented by a single virtual
player. Although various aspects of the present disclosure are
discussed below with reference to a poker game, aspects of the
disclosure are not limited to poker, to card games, or to games
that are played by a plurality of players. Games may be played that
may or may not involve betting by users and/or acquisition and/or
loss of stakes, prizes, awards, etc. by users. Such stakes, prizes,
and/or awards could be real, virtual, honorary, humorous, of no
intrinsic worth, etc. Games may or may not involve the use of a
currency, which in various games could be actual, virtual or of no
value. In various aspects, games may be played that may or may not
involve competition among virtual players. Games may be played,
e.g., "against the computer" and/or against combinations of
computer(s) and virtual player(s).
[0022] A game display in accordance with one exemplary
implementation of the disclosure is indicated generally in FIG. 2
by reference number 100. The display 100 may be provided to user
devices 36 by the computing system 24 in communication with the
game provider system 40. The display 100 shows a plurality of
virtual players 104 representing users participating in a game,
e.g., a game of poker provided via the network 32. Each virtual
player 104 has a seat at a game table 108. The display 100 shows a
pot 112 of chips 116. Numbers 120 of chips bet by each player 104
on a given hand of cards 124 played by one of the players 104 also
may be displayed. Play in the game is updated and re-displayed as
play proceeds in a predetermined order, e.g., around the table
108.
[0023] At least one virtual player 104 represents a group of
individual users collectively playing the game, each user using
his/her user device 36. Another virtual player 104 may represent an
individual user and not a group. Various combinations are possible
of virtual players 104 that represent individual users and virtual
players 104 that represent groups of users. Each user who is part
of a group takes action to play the game individually, in the same
or similar manner as if the individual were playing the game as an
individual and not as a group member.
[0024] When a virtual player 104 that represents a group is given a
turn for play, the computing system 24 combines the individual
actions of the users on that group to determine an action for that
virtual player 104 to take in the game. The computing system 24
sends the action to the game provider system 40 that is providing
the game. That action is then played in the game by the game
provider system 40 for the given turn of the virtual player 104.
The display 100 may include game display information provided by
the game provider system 40 and also may display information
provided by the computing system 24 specific to a group that
receives the display 100. For example, the display 100 may be sent
only to users who are currently participating in a group and
includes a listing 130 of a number of users who are currently
participating in that group. In some embodiments, whether a virtual
player 104 represents an individual or a group has little to no
bearing on how the game provider system 40 provides the game.
Furthermore, in some embodiments the game provider system 40 may
have no information as to whether a virtual player 104 represents
an individual or a group.
[0025] In the example game shown in FIG. 2, each user may
contribute money, and/or some other currency that may or may not
have value, through the computing system 24 to purchase a chip
stack or some other tangible or intangible representation of the
user's relative table stakes, for the virtual player 104
representing that user. The computing system 24 may interface with
the game providing system 40 to purchase the chip stack. The
individual users in the group may subsequently share the virtual
player's winnings, if any, e.g., in proportion to their stack
contributions.
[0026] Turns of an individual user and of a group of users in
another embodiment of a game, e.g., a poker game, are shown in FIG.
3. For a turn 304 of a virtual player that represents an individual
user 308, the user 308 decides what action to take and sends input,
e.g., to the game provider system 40, which causes the virtual
player representing the user 308 to take that action in the game.
Play then passes in the game to another virtual player. For a turn
320 of a virtual player that represents a group 324 of users 326,
each user 326 in the group 324 decides what action he/she wishes to
take and sends his/her decision to the computing system 24. As
shown in FIG. 3, inputs 330 from two users 326 indicate decisions
to bet $20. Input 334 from one user 326 indicates a decision to bet
$15. Inputs 338 from three users 326 indicate decisions to fold,
and one user 326 provides input 342 indicating a decision to
check.
[0027] The computing system 24 applies one or more rules to reach a
collective decision as to how the virtual player for the group 324
is to play the turn. In the example shown in FIG. 3, the computing
system 24 identifies a subgroup of users 326 whose votes first
reach the computing system 24, e.g., within a predetermined time
limit, to produce a majority or a tie. Thus, in the example shown
in FIG. 3, where inputs from users 326 who have decided to place a
bet reach a majority before inputs from users 326 who have decided
to fold, the decisions to bet are used to set the action of the
virtual player for the group 324. The computing system 24 next
applies a "majority rules" rule to the bets to determine that the
virtual player for the group 324 is to make a $20 bet in the game.
The decision to bet $20 is transmitted to the game provider system
40, which causes the virtual player for the group 324 to bet $20,
and play passes in the game to the next virtual player.
[0028] Generally, and with reference to FIG. 1, there are numerous
ways in which the computing system 24 may determine an action to be
played by a virtual player representing a group. Ways in which an
action in a game could be determined may vary dependent on many
factors, e.g., on the type of game being played, how many users are
playing the game, time factors, whether the game is structured for
only one or for more than one virtual player, whether bets are
involved, etc. Various methods and/or rules in addition to or in
place of "majority rules" and "first to reach majority" could be
used to make such determinations. In some games, e.g., averaging
and/or even random selection of user inputs might be used to
formulate rules.
[0029] Referring to the example poker game discussed with reference
to FIG. 3, play may proceed alternatively, e.g., as follows. When
the sub-group majority decision to bet is reached as described
above, the computing system 24 may apply an "averaging" rule to the
individual user bets of $20, $20, and $15, rounding any remainder
to the next highest dollar, to determine a group bet of $19. The
computing system 24 passes this decision to the game provider
system 40, which causes the virtual player representing the group
324 to bet $19.
[0030] A display of a group decision in the example game referred
to with reference to FIG. 2 is indicated generally in FIG. 4 by
reference number 400. Upon determining a collective action for a
given group to take in a given turn, the computing system 24 may
display statistics regarding the determination to users in the
group. For example, percentages 404 of users who voted respectively
to call, raise, check or fold are displayed, along with an average
amount 408 of raises voted by those users voting to raise. Thus a
user in a group may be kept current as to how other users in the
group are playing turns of the game. The computing system 24 may
also allow private conversations among the users in a group, by
chat and/or by voice, e.g., to discuss, critique and otherwise
collaborate as to the actions and play of the group.
[0031] One example configuration of a system for providing play in
a game is indicated generally in FIG. 5 by reference number 500. A
computing system 504 may be accessed by users over a plurality of
channels 508, including but not limited to the Internet 512, mobile
network(s) and/or mobile applications 516, and/or desktop
applications 520. The computing system 504 may provide users with
group play in one or more games 524 provided by a game provider
system 528. Such games may include but are not limited to one or
more card games 532, one or more board games 536, and/or one or
more strategy games 540. The games 524 are examples only, and many
different types of games, including but not limited to games (e.g.,
solitaire) typically playable by only one player, could be made
available for group play through the computing system 504. The
computing system 504 provides group play, e.g., by providing Web
services 544 in a service-oriented environment. Other or additional
types of services and/or system architectures could be used,
however, to provide game play in other embodiments.
[0032] The computing system 504 communicates with the game provider
system 528 via one or more application program interface (API)
adapters 548 to a software platform 552 of the game provider system
528. One or more APIs, which may or may not be specific to the
games 524, may be provided by the game provider system 528 to
interface with the computing system 524 through the adapters
548.
[0033] The computing system 504 provides group play via a business
rules engine 560 in communication with an event-driven application
564. The application 564 may be driven by events in a game 524,
e.g., an arrival of a turn to be played by a virtual player
representing a group of users. The application also may be driven
by group-related events, e.g., receipt of a vote input by a user as
to how a group should collectively take an action in the game.
[0034] The rules engine 560 includes a system 570 for business rule
management, a system 574 for dynamic event processing, a tracking
system 576, and a sequential processing system 578. The business
rules management system 570 is used to manage rules governing,
e.g., the assemblage of a group and of collective actions by a
group. Such rules may include, e.g., a maximum number of users who
are allowed to be in a group, a "majority rules" rule for tallying
user votes, an averaging rule, other or additional tie-breaking
and/or tallying rules for determining a collective move, play,
amount of a bet or other collective decision for action in a game,
etc. The foregoing rules are examples only, and many types of
business rules could be provided to handle various aspects of play
in various games. The dynamic event processing system 574 may
determine that an event detected by the event driven application
564 is governed by one or more of the rules. The tracking system
576 may track user stakes, prizes, awards, etc. relative to stakes,
prizes, awards, etc. of a virtual player. Thus, for example, the
tracking system 576 may track buy-ins and cash-outs by users
relative to winnings and/or losses of a virtual player representing
the users. The sequential processing system 578 may keep track,
e.g., of previous actions taken by virtual players in the game
and/or previous actions taken by users in a group. It should be
noted that in some implementations, the computing system 504 may
itself exchange events of game play with the event-driven
application 564 and business rules engine 560. It also should be
noted that system architectures in addition to or alternative to
that shown in FIG. 5 may be configured to provide collective play
in accordance with various aspects of the present disclosure.
[0035] Embodiments of the foregoing system can make collective play
possible in a game that is structured by the game provider for play
by individuals. Where an adapter is used to interface with the game
provider software platform, there is substantially no disruption to
the software platform. Thus many different games that are already
available for individual play could be made available for
collective play by providing appropriate adapters--a small
investment compared to the cost of providing an entire gaming
system. In various implementations, actions to make game play a
collective activity are taken outside an environment in which the
game itself takes place. In games where participants become known
for their playing skill, many more participants can have an
opportunity to play against "top-tier" opponents (where such an
opponent could be an individual or another group). For games in
which a user pays to play, money can be pooled for a larger buy-in,
than if each participant were to play individually. Where the users
in a group do not know what the outcome of a group vote on a game
action will be, there can be much excitement, anticipation and fun.
Users can form teams, e.g., like bowling leagues, play weekly or on
some other regular basis, and can maintain standings. New levels of
play opportunities are presented when group play is added to an
individually played game.
[0036] Example embodiments are provided so that this disclosure
will be thorough, and will fully convey the scope to those who are
skilled in the art. Numerous specific details are set forth such as
examples of specific components, devices, and methods, to provide a
thorough understanding of embodiments of the present disclosure. It
will be apparent to those skilled in the art that specific details
need not be employed, that example embodiments may be embodied in
many different forms and that neither should be construed to limit
the scope of the disclosure. In some example embodiments,
well-known processes, well-known device structures, and well-known
technologies are not described in detail.
[0037] The terminology used herein is for the purpose of describing
particular example embodiments only and is not intended to be
limiting. As used herein, the singular forms "a," "an," and "the"
may be intended to include the plural forms as well, unless the
context clearly indicates otherwise. The terms "comprises,"
"comprising," "including," and "having," are inclusive and
therefore specify the presence of stated features, integers, steps,
operations, elements, and/or components, but do not preclude the
presence or addition of one or more other features, integers,
steps, operations, elements, components, and/or groups thereof. The
method steps, processes, and operations described herein are not to
be construed as necessarily requiring their performance in the
particular order discussed or illustrated, unless specifically
identified as an order of performance. It is also to be understood
that additional or alternative steps may be employed.
[0038] When an element or layer is referred to as being "on,"
"engaged to," "connected to," or "coupled to" another element or
layer, it may be directly on, engaged, connected or coupled to the
other element or layer, or intervening elements or layers may be
present. In contrast, when an element is referred to as being
"directly on," "directly engaged to," "directly connected to," or
"directly coupled to" another element or layer, there may be no
intervening elements or layers present. Other words used to
describe the relationship between elements should be interpreted in
a like fashion (e.g., "between" versus "directly between,"
"adjacent" versus "directly adjacent," etc.). As used herein, the
term "and/or" includes any and all combinations of one or more of
the associated listed items.
[0039] The foregoing description of the embodiments has been
provided for purposes of illustration and description. It is not
intended to be exhaustive or to limit the disclosure. Individual
elements or features of a particular embodiment are generally not
limited to that particular embodiment, but, where applicable, are
interchangeable and can be used in a selected embodiment, even if
not specifically shown or described. The same may also be varied in
many ways. Such variations are not to be regarded as a departure
from the disclosure, and all such modifications are intended to be
included within the scope of the disclosure.
* * * * *