U.S. patent application number 15/607261 was filed with the patent office on 2017-11-30 for systems and methods for video game competition wagering.
This patent application is currently assigned to Spina Technology Ltd.. The applicant listed for this patent is Spina Technology Ltd.. Invention is credited to Marcus CORRIE, Jonathan STRAUSE.
Application Number | 20170345260 15/607261 |
Document ID | / |
Family ID | 60418216 |
Filed Date | 2017-11-30 |
United States Patent
Application |
20170345260 |
Kind Code |
A1 |
STRAUSE; Jonathan ; et
al. |
November 30, 2017 |
SYSTEMS AND METHODS FOR VIDEO GAME COMPETITION WAGERING
Abstract
Video game competition wagering in a hybrid game including a
host game and a guest game is disclosed. A wager associated with a
player in the host game is received. An outcome of at least one
gambling event in the host game is determined. Game elements are
associated with the player based at least in part on the gambling
event outcome. The game elements may affect the player's
interaction in a round of play of the guest game. A gaming outcome
is determined based on the player's interaction with the round of
play in the guest game.
Inventors: |
STRAUSE; Jonathan;
(Bethesda, MD) ; CORRIE; Marcus; (Dundee,
GB) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Spina Technology Ltd. |
Road Town |
|
VG |
|
|
Assignee: |
Spina Technology Ltd.
Road Town
VG
|
Family ID: |
60418216 |
Appl. No.: |
15/607261 |
Filed: |
May 26, 2017 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
62341837 |
May 26, 2016 |
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Current U.S.
Class: |
1/1 |
Current CPC
Class: |
G07F 17/3267 20130101;
G07F 17/3293 20130101; G07F 17/3244 20130101; G07F 17/34
20130101 |
International
Class: |
G07F 17/32 20060101
G07F017/32; G07F 17/34 20060101 G07F017/34 |
Claims
1. A method of video game competition wagering in a hybrid game
including a host game and a guest game, the method comprising:
receiving a wager associated with a player in the host game;
determining an outcome of at least one gambling event in the host
game; associating one or more game elements with the player based
at least in part on the gambling event outcome, wherein the game
elements affect the player's interaction in a round of play of the
guest game; and determining a gaming outcome based at least in part
on the player's interaction with the round of play in the guest
game.
2. The method of claim 1, further comprising allocating at least a
portion of the wager to the player based at least in part on the
gaming outcome.
3. The method of claim 1, wherein the host game includes a gambling
modality.
4. The method of claim 3, wherein the gambling modality comprises
one or more of a poker-based game, a roulette-based game, a
slot-based game, a Keno-based game, and a dice-based game.
5. The method of claim 1, wherein the guest game comprises one or
more of a multiplayer game and a video game configured for use in
the hybrid game.
6. The method of claim 5, wherein the multi-player video game is
configured for use in the hybrid game by one or more of: wrapping
the multi-player video game; interfacing with the multi-player
video game using a software development kit (SDK); interfacing with
the multi-player video game using an application program interface;
and modifying at least a portion of the code associated with the
multi-player video game.
7. The method of claim 1, wherein the guest game is controlled by
the host game.
8. The method of claim 7, wherein the host game initiates the round
of play in the guest game, the round of play is configured to
provide the player an advantage of game elements derived from the
host game.
9. The method of claim 1, wherein the game elements provide a
benefit or detriment affecting the player's performance in the
guest game.
10. The method of claim 1, wherein the host game initiates the
round of play in the guest game.
11. The method of claim 1, further comprising initiating a
plurality of rounds of play in the guest game.
12. The method of claim 11, wherein each of the rounds of play
include a different variation of the guest game.
13. The method of claim 12, wherein the player is allocated
different game elements in each round of play, the different game
elements each associated with the gambling event outcome preceding
the round of play.
14. The method of claim 1, further comprising: analyzing a behavior
of the player during the round of play; determining based at least
in part on the analysis that a player is engaged in unusual
activity; and initiating a remediation action based at least in
part on the determination.
15. A computer-implemented system for video game competition
wagering in a hybrid game comprising a host game and a guest game,
the system comprising: a host game system configured to: receive a
wager associated with a player in the host game; determine an
outcome of at least one gambling event in the host game; associate
one or more game elements with the player based at least in part on
the gambling event outcome; and initiate a round of play in the
guest game; a guest game system configured to: receive information
identifying the game elements and the player, wherein the game
elements affect the player's interaction in the round of play of
the guest game; determine a gaming outcome based at least in part
on the player's interaction with the round of play in the guest
game; and provide the gaming outcome to the host game system.
16. The system of claim 15, further comprising a casino system that
controls at least one aspect of the host game.
17. The system of claim 15, wherein the host game system is
configured to allocate a portion of the wager to the player based
at least in part on the gaming outcome.
18. The system of claim 15, wherein the host game system is
configured to: initiate multiple rounds of play; and allocate
different game elements in each round of play, the different game
elements each associated with the gambling event outcome preceding
the round of play.
19. The system of claim 15, further comprising a player analysis
system configure to: analyze a behavior of the player during the
round of play; determine based at least in part on the analysis
that the player is engaged in unusual activity; and initiate a
remediation action based at least in part on the determination.
20. One or more tangible non-transitory computer-readable storage
media for storing computer-executable instructions executable by
processing logic, the media storing one or more instructions to:
receive a wager associated with a player in the host game;
determine an outcome of at least one gambling event in the host
game; associate one or more game elements with the player based at
least in part on the gambling event outcome, wherein the game
elements affect the player's interaction in a round of play of the
guest game; and determine a gaming outcome based at least in part
on the player's interaction with the round of play in the guest
game.
21. The computer-readable storage media of claim 20, wherein the
media stores one or more instructions to: allocate a portion of the
wager to the player based at least in part on the gaming
outcome.
22. The computer-readable storage media of claim 20, wherein the
host game includes a gambling modality.
23. The computer-readable storage media of claim 22, wherein the
gambling modality comprises one or more of a poker-based game, a
roulette-based game, a Keno-based, a slot-based game, and a
dice-based game.
24. The computer-readable storage media of claim 20, wherein the
guest game comprises one or more of a video game and a multiplayer
video game configured for use in the hybrid game.
25. The computer-readable storage media of claim 20, wherein the
media stores one or more instructions to: analyze a behavior of the
player during the round of play; determine based at least in part
on the analysis that the player is engaged in unusual activity; and
initiate a remediation action based at least in part on the
determination.
Description
CROSS REFERENCE TO RELATED APPLICATION
[0001] This application claims priority to U.S. Provisional
Application No. 62/341,837, entitled "SYSTEMS AND METHODS FOR VIDEO
GAME COMPETITION WAGERING," filed on May 26, 2016, the disclosure
of which is incorporated by reference herein in its entirety.
TECHNICAL FIELD
[0002] The present invention relates to systems, methods, and
computer program products used in providing competitive wagering on
video games, such as multi-player video games.
BACKGROUND
[0003] In the casino gaming market, traditional slot machines are
becoming less appealing to a new generation of consumers, who seek
a more interactive, skill-based gaming experience. Virtual events
have been used for gambling in casinos either via slot machines,
kiosk terminal wagering, or at a track betting shop. They can be
also found online in abundance. Traditionally, these virtual events
are wholly non-interactive events. Individuals bet on virtual
events by placing money directly into a slot machine, or as 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. A
random number generator determines either the outcome of a race,
fight (or event subcomponent such as round of a fight, a quarter of
a race, a period of a game), etc. 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).
[0004] In 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). In a computer controlled simulation game,
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.
[0005] The video game market is awash with multi-player interactive
games ideally suited to quick competitive matches between
individual or teams of players lasting short periods of time. Video
games may be used in eSports. Typically, eSports involves teams of
real players participating in a computer generated game by using
interactive joysticks, and controllers, pads, etc. Games such as
first person shooters ("FPS"), card games, fighting games and/or
horse racing, all provide fast competitive matches with players
competing as individuals or on teams to achieve some goal and to
win the competition.
[0006] By contrast in eSports video games the in-game competitors
are generally under player control, although "Bots" can be
controlled by the simulation system when required. Wagering can be
taken on eSports in the same way as virtual sports as eSports
events. 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 match depends on
the actual completion of the event by the player competitors, and
the outcome is determined once one or more competitors have
successfully completed the event.
[0007] A multi-player video game may typically be structured in two
parts: a server part which allows multiplayer play and a client
part which allows individual player interaction with the game. A
platform providing competitive wagering on video games would be
desirable.
SUMMARY
[0008] Disclosed are systems, methods, and computer program
products used in providing competitive gaming (e.g., for real
money) on video game products (hereinafter referred to as guest
games), such as multi-player video games. A video game may include
any type of game that utilizes computing functionality. In various
embodiments, a guest game product may include an independently
produced game which is integrated with a host system designed to
allow gambling modality play with real money, points, and/or
currency wagered on a player's performance and their outcome in the
guest game. A gambling style game that controls and/or interfaces
with the guest games may include a host game. The host game
provides a game flow designed to create a method of play akin to
player wagering and competing in a gambling style game, such as
poker game, roulette game, slots game, dice game, Keno-based game,
card-based gambling game, and/or any other gambling modality. The
host game may be combined with interactive play rounds created
using an existing multi-player video game.
[0009] Various embodiments may integrate poker-based,
roulette-based, slot-based, dice-based, playing card-based,
Keno-based, and/or other traditional gambling game style game
behavior on top of existing multi-player guest games. The players
may wager on their own abilities, either individually or in teams,
on game matches in a series of rounds each punctuated by
skill-based strategic decisions. Matches can be simultaneously
broadcast by video and watched by 3.sup.rd parties who are not
directly involved in the game.
[0010] Embodiments may include a poker-style or traditional
skill-based game that utilizes existing multi-player games and
integrates managed play in an over-arching host system. The present
invention can also be used as passive content delivery for wagering
simultaneously with poker-style sit and play gaming.
[0011] Embodiments may not necessarily depend on creation of a
single bespoke game, and may instead allow a variety of
multi-player games to be used.
[0012] It is the object of the present invention to provide a
system that allows multi-player games to be integrated into a host
game system, such that the host game play and personal wager
mechanics can be applied equally to a plethora of multi-player
games. The systems disclosed herein may, for example, include a
computer environment host onto which guest games are installed,
Application Programming Interface (API), and/or a Software
Development Kit (SDK) with access to a game database, betting
system, regulation system, administration system, and/or other
components. The system may be deployed on local private networks or
used on wider distributed networks such as the internet on all
manner of connected devices.
[0013] The host game may include an accounting system for player
registration and management, a terminal system running an
environment to which players can login to access their accounts and
games, and a backend management system and software responsible for
scheduling, monitoring and reporting player matches. The management
system also performs the task of player match-up so that players
are evenly matched in their games, data and game analysis, and/or
configuration of games. The terminal system software embodiment may
be installed on a variety of hardware. The terminal system software
forms the host game operating system environment, on to which
multi-player games are installed and integrated as guest games.
[0014] An embodiment of the present invention allows a player to
login or connect to a host environment and select games to play in
competition with other players or in single player form against the
house. The system may use algorithms to select players according to
their ranking and performance parameters for any of the
multi-player games supported and may present available matches for
them to join consisting of similar ranked players. Players then
proceed to start the host game and play through a series of
competitive rounds with the outcomes decided in the guest game.
Each round in the guest game may be interspersed with host game
activities, which allow the player to create opportunity and
advantage for themselves in the guest game and to wager on the
final outcome of the game. The player may pay fees into a pot in
the hope of winning a portion of the pot at the end of the game.
This process may continue until the whole game completes, and the
winners are decided. Players are then credited with their winnings,
and can join a new game.
[0015] Histories of game matches may be maintained and stored in
addition to actual performance data of competitors that
participated in the games. These histories may include all relevant
data about a competitor and the past events the competitor competed
in, and can be accessed prior to a match beginning. This
information may be summarized and may be made available to other
competitors in the games. The match may be 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.
[0016] Individuals throughout the real-world may watch the match
unfold in real-time. The match may be any type of video game,
eSport, multi-player video game, or skill-based game that is
usually between competitors. Such games may include but are not
limited to first person shooters, fighting games, sports games,
racing games, multiplayer online battle arena games, real time
strategy games, role playing games, casual games (like match-3,
platform, etc.), conventional and unconventional card games, and/or
other skill-based games. Prior to the broadcast of special high
profile matches, 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-verts, emails to subscribing customers
and other forms of marketing.
[0017] The present invention provides a process of analyzing and
integrating new guest games. The method allows metrics to be
collected on game elements. Game elements may include any attribute
of game including, but not limited to, game items, game
environments, characters, teams in game, gameplay configurations,
and/or other attributes. Game elements may include game items. Game
items may include anything that impacts a player's performance or
can be utilized by a player in a guest game to enhance or diminish
their ability to succeed when combined with their skill. Examples
of game items include weapons, attributes, skills, magic,
collectible items, power-ups, equipment, buffs, and the like. Game
item benefits and the game items may be scored appropriately to
create symmetric and balanced game behavior. The analysis toolkit
is designed to be configured for all manner of multi-player video
games. It is possible for the system to perform statistical
analysis of games as they are played to ensure the expected benefit
patterns for game elements (e.g., game items) are correct and the
game is well balanced.
[0018] Additional features, advantages, and embodiments of the
invention are set forth or apparent from consideration of the
following detailed description, drawings and claims. Moreover, it
is to be understood that both the foregoing summary of the
invention and the following detailed description are exemplary and
intended to provide further explanation without limiting the scope
of the invention as claimed.
BRIEF DESCRIPTION OF DRAWINGS
[0019] FIG. 1 is a block diagram illustrating embodiments of a
system for video game competition wagering.
[0020] FIG. 2 is a block diagram illustrating embodiments of a
system architecture for video game competition wagering.
[0021] FIG. 3 is a block diagram illustrating embodiments of
software subsystems within host and client architecture.
[0022] FIG. 4 is a block diagram illustrating embodiments of a
software structure for a game and information and control
flows.
[0023] FIG. 5 is a flow chart illustrating embodiments of a process
for video game competition wagering.
[0024] FIG. 6 is an interface illustrating embodiments of
poker-style host game.
[0025] FIG. 7 is a diagram illustrating embodiments of match flow
for a poker-style host game.
[0026] FIG. 8 is an interface illustrating embodiments of
slots-style host game.
[0027] FIG. 9 is an interface illustrating embodiments of
roulette-style host game.
[0028] FIG. 10 is a block diagram illustrating embodiments of a
system for real-time player analysis.
[0029] FIG. 11 is a diagram illustrating embodiments of match and
team allocation process for players using rank and statistics.
[0030] FIG. 12 depicts an example computing system according to
various embodiments.
DETAILED DESCRIPTION
Introductory Remarks
[0031] The following detailed description of some embodiments of
the current invention includes references to the accompanying
drawings, which form a part of the detailed description. Approaches
described in this section are not prior art to the claims and are
not admitted to be prior art by inclusion in this section. The
drawings show illustrations in accordance with example embodiments.
These example embodiments, which are also referred to herein as
"examples," are described in enough detail to enable those skilled
in the art to practice the present subject matter. The embodiments
can be combined, other embodiments can be utilized, or structural,
logical and operational changes can be made without departing from
the scope of what is claimed. The following detailed description
is, therefore, not to be taken in a limiting sense, and the scope
is defined by the appended claims and their equivalents.
[0032] For purposes of this patent document, the terms "or" and
"and" shall mean "and/or" unless stated otherwise or clearly
intended otherwise by the context of their use. The term "a" shall
mean "one or more" unless stated otherwise or where the use of "one
or more" is clearly inappropriate. The terms "comprise,"
"comprising," "include," and "including" are interchangeable and
not intended to be limiting. For example, the term "including"
shall be interpreted to mean "including, but not limited to."
[0033] FIG. 1 is a block diagram illustrating embodiments of a
system for video game competition wagering. In the example shown, a
system 100 for terminal and mobile gaming within a single casino
environment is depicted. The system 100 may include host game
platform 110, casino floor site 120, and other elements. The host
game platform 110 may include host game database server 112,
display manager 114, and other elements. The display manager 114
allows data from the host game database 112 to be distributed for
general viewing, or access for 3.sup.rd party systems. A video
broadcast feed comes from the host environment on the floor of the
casino, where the video from each guest game instance server 122
can be broadcast to monitors around the casino. Players may
interact with the hybrid game via game terminals 124, mobile
devices 126, and/or other suitable interfaces.
[0034] In some embodiments, players may have access to the host
game environment via a devices such as terminals 124, mobile
devices 126, computers, and/or custom devices. Each player may have
an account under the host game environment into which they may pay
real money or a virtual currency to use to enter and play matches,
and a player identity may be provided from an external 3.sup.rd
party. An account uniquely identifies a player, and records the
player performance histories, rank, money histories, rating,
contact details, reward card information, and/or any other
pertinent information about the player. The account may record this
information on a per guest game type basis, and amalgamate the
information into a player profile.
[0035] According to various embodiments, a casino host environment
may be installed on a device. The host environment may include a
software program which prevents access to all other operating
system actions, other than those concerned with game play and
account. The player may log onto the host environment via the
terminal. The host environment may be a touch screen device, a
mobile device, a tablet device, an embedded device, and/or embedded
in an existing device. The player may be identified by any number
of standard methods, including, but not limited to a casino reward
card, a user/password combination, or a voucher card purchased at a
cash desk for temporary play. The host environment software
communicates with the host game environment database server to
obtain player account information, and to control game flow and
maintain game records. Each game may be simultaneously broadcast
via video.
[0036] The game server instance 122 may run the games that form an
integral part of the overall host game. These games may include a
variety of games including fighting game, a racing game, a card
game, first person shooter game, and/or any other video game.
[0037] When a player logs into an embodiment of a host game system,
their login details are validated against the stored details and
access to their account may be granted or denied depending on the
status of the player. The status of the player can be automatically
determined by the system, or it can be set by an administrator.
[0038] The information may be transferred from the host game system
to the host environment from which the player accessed the system.
The player may be able to access any of the guest games on the
system, whether they have played them before or not. If they are
new to the guest game on the system they may be required to play
qualifier games only. Qualifier games are free to play and provide
a way of assessing player ability to match up with other players in
for-money games.
Example of Casino Interconnection
[0039] In jurisdictions where there are multiple casinos and
players can access an embodiment that is within a networked casino
deployment, players can be identified on the system wherever they
visit. This may be achieved by connecting casino account systems
with a central player account system. A player may log into the
local casino account with their individual identity and may then be
connected to the platform player account system.
[0040] FIG. 2 is a block diagram illustrating embodiments of a
system architecture for video game competition wagering. In the
example show, a system 200 for video game competition wagering may
include various components including a game server instance 210,
database system 220, host game instance 230, host game
administration engine 240, a host game administration client 250,
player statistics engine 260, a game client instance 270, and/or
other elements. The components may communicate via Transmission
Control Protocol (TCP), Transmission Control Protocol/User Datagram
Protocol (TCP/UDP), Hypertext Transfer Protocol (HTTP), and other
suitable protocols. Various components may be included in a virtual
private cloud environment 202. A game server instance 210 may
include a server that hosts a guest game. The game server instance
210 may include various plug-ins to allow the guest game interface
with a host game. A database system 220 may coordinate gameplay by
interfacing with the guest game server 210, host game instance 230,
host game administration module 240, the guest game client instance
270, and/or other elements. The host game instance 230 may include
an instance of a gambling modality game, such as poker, roulette,
slots, dice based game, Keno, and the like. The host game
administration engine 240 may interface with the host game
administration client 250 to control administrative functions of
gameplay. The administration functions may include: [0041] Account
management and access control, e.g.: [0042] Player account
register, suspend, ban, delete, notify, etc. [0043] Game Setup and
Management, e.g.: [0044] Create, delete games [0045] Suspend,
cancel running games [0046] Monitor games in progress for which
specialised tools may be used for example [0047] Game Integration
and Balancing, e.g.: [0048] Game item configuration per round
[0049] Fee configuration per round [0050] Number rounds [0051]
Player Balancing, e.g.: [0052] Player group/rank management [0053]
Account Reporting, e.g.: [0054] Real-time amounts [0055] Amount per
game [0056] Amount per player [0057] Amount per team [0058] Total
spends for time period [0059] Total earns for time period
[0060] A player statistics display component 260 may display
statistics associated with a player that are stored in the system
220, e.g., wins, losses, skill level, number of games played,
and/or any other type of statistics. A game client instance 270 may
include an instance of a hybrid game including a host game and a
guest game as described herein.
[0061] FIG. 3 is a block diagram illustrating embodiments of
software subsystems within host and client architecture. In the
example shown, a server host environment 310 includes a game
database 312, game analysis tools 314, ranking and matching engine
316, round manager system 318, scoring system 320, and other
elements that govern gameplay. The game database 312 stores guest
games, host games, and other game related data. The game analysis
tools 314 may be used to analyze the elements of a guest game to
identify and score game items. The rank and match system 316 may
govern player rank and may generate matches between various players
based on their ranking and/or other statistics. The round manager
318 configures rounds of gameplay in the hybrid game. The scoring
system 320 controls scoring in a round of gameplay in the hybrid
game, and the final scoring of the game.
[0062] The server host environment may also include an account
database 322, payment gateway 324, casino interface system 326,
and/or other elements. The account database 322 may store account
information for a plurality of players registered with the
platform. The account information may include the identity of the
players, money in a player's account, bank information, the
player's gameplay history, and/or other information. The payment
gateway 324 may govern payment to various players on the platform
and may also govern receipt of funds from the players. The casino
interface system 326 may interface with a casino data center (e.g.,
casino data center 130 of FIG. 1), through which casino player
account information may be connected to the system.
[0063] In various embodiments, game host environment software 330
may include various hybrid games, such as fighting game software
332, first person shooter game software 334, card game server
software 336, and/or any other type of multi-player video game
software. The host game environment software may include hybrid
games software including a host game (e.g., a gambling modality)
and a guest game (e.g., fighting game, first person shooter, card
game, and/or any video game). The host game environment 330 may
communicate with various clients to provide the hybrid game
software. For example, fighting game server software 332 may be
provided to terminals, mobile device, and/or other client devices
running the fighting game software 340. Similar arrangements may be
configured for terminals running first person shooters 342, card
games 344, and/or any other type of hybrid games.
[0064] FIG. 4 is a block diagram illustrating embodiments of a
software structure for a game and information and control flows. In
the example shown, a hybrid game environment 400 includes a server
host environment 410, a client environment 420, and/or other
components. The server host environment 410 includes a game
database 412 storing various guest games (e.g., fighting games,
first person shooters, card games, and/or any video game). A game
host 414 may interface with the game database 412 to control
aspects of a guest game. A host game may, for example, control
allocation of game elements to players based on gambling event
outcomes, as discussed herein. The game host 414 may control
aspects of the guest game including aspects of the gameplay,
controlling game items, configuring rounds of play, and/or
otherwise controlling the guest game. The game host 414 may control
the guest game server software 416.
[0065] In client environment 420 associated with a gaming terminal,
mobile device, tablet, desktop computer, and/or other device
presents the host game interface 422 to a player of the hybrid
game. The host game interface 422 may include the interface of the
hybrid game. The hybrid game may include a host game (such as a
poker-style game, roulette-style game, slot-style game, Keno-style
game, and/or other type of gambling modality) and a guest game
(such as a multiplayer video game). The host game interface 422 may
control the guest game client 424 by providing the player with the
game items based on the gambling outcome, configuring gameplay by
setting up a round of play, and/or otherwise controlling the guest
game client 424.
[0066] FIG. 5 is a flow chart illustrating embodiments of a process
for video game competition wagering. In the example shown, a
process 500 may be performed for one or more rounds of hybrid game
play. As discussed herein, a hybrid game includes a host game and a
guest game. A round of play, in various embodiments, can include
host game play and guest game play. The outcome of the host game
play may impact the game elements of the guest game.
[0067] At 510, a host game is initiated. A round of play may be
initiated by presenting the host game interface to one or more
players of the game. In one example, the host game includes a Texas
Hold 'Em poker-style game where players are dealt cards in multiple
rounds and place wagers prior to and/or after being dealt a hand.
In other example, the host game interface may include a
roulette-style game where the player spins the wheel, a slot-based
interface where the play pulls the slot handle, and/or any other
gambling interface.
[0068] At 520, wagers are received from players. The wager may be
received in a host game interface. A wager in one aspect can
include a value that is risked on an uncertain event, such as, the
uncertain outcome of the guest game. The wager may include actual
currency, virtual currency, casino currency, points, and/or and the
like. Depending on the type of host game gambling modality, the
wager may be placed into a pot (e.g., in a poker-style game) and/or
otherwise held by the host game depending on the outcome of one or
more rounds of play.
[0069] At 530, a gambling event outcome is determined. A gambling
event may include a result of gambling-related action in the host
game. For example, a gambling event may include cards dealt in a
poker-style game, a spin of the wheel in a roulette-style game, a
pull of the handle in slot-style game, a roll of the dice, numbers
drawing in a Keno-style game, and the like. A random number
generator may be used to generate a random (luck-based) outcome in
the host game. An outcome of a gambling event may include cards
dealt to a player in poker game, the outcome of a slot pull, the
outcome of a roulette spin, numbers drawn in a Keno-style game, and
the like.
[0070] At 540, game elements are associated with a player based on
the gambling event outcome. As discussed in detail below, game
elements can include game items, characters, teams, landscapes in a
game, and/or any other attribute of a particular guest game. Game
elements may provide a player with a benefit or detriment in the
guest game. Game elements may be associated with the outcome of the
gambling event. For example, cards in poker-style game may be each
associated with a game element. A player is dealt cards in round of
the poker-style game, and the game elements associated with the
cards may be associated with the player in the guest game.
Similarly, reels of a slot style game may include game elements,
and the player may be allocated game elements based on the outcome
of a slot pull (e.g., the game elements shown where the reels come
to rest).
[0071] At 550, a round of play in the guest game is initiated. The
guest game may be initiated in a guest game server and/or system. A
round of a play in a guest game may be initiated with one or more
players allocated game elements from the host game. For example, a
first player may have drawn an unlimited ammunition card in the
host poker-style game and a second player may have drawn a grenade
launcher card. Gameplay may be initiated in the guest shooter game
with players each allocated their respective game elements from the
host game.
[0072] At 560, an outcome of the guest game is determined. A gaming
outcome may include whether the player wins the game, loses the
game, achieves milestones in the game, finishes a level, and/or any
other type of outcome resultant from the player's interaction with
the guest game. The outcome may be dependent on the type of guest
game. For example, gaming outcomes in a first person shooter may
include a number of kills, a number of times the player dies, a
number of points, and the like. Gaming outcomes could also include
winning a race in racing game, winning or losing a fight in a
fighting game, winning a hand in a card game, finishing a level in
a game, and/or any other type of result of playing a game.
[0073] At 570, a player is allocated a portion of the wager. In
various embodiments, a player is allocated a portion of their wager
based on the outcome of the guest game. A portion of the wager can
include none of the wager, a percentage of the wager, all of the
wager, the player's wager plus other player's wagers (e.g., the
entire pot), a payout based on odds associated with the guest game,
and/or any other amount. In one example, if a player wins a round
in a multiplayer game, that player may receive all of their wager
plus other player's wagers, that is, the entire pot. In another
example, a player who loses a multiplayer game may lose their
entire wager, and that player would be allocated a portion of their
wager equivalent to none of their wager.
[0074] At 580, it is determined whether additional rounds are to be
played. In various embodiments, certain games may include multiple
rounds of host and guest game play. For example, a poker-style host
game overlayed on a first person shooter may include multiple
rounds of betting (host game play) and first person shooter play.
In certain cases, the wager from one round may carry over into a
next round. If additional gameplay rounds remain, the process
proceeds to step 510 and another host game round is initiated. If
no additional gameplay rounds remain, the process ends. When the
process ends a player may cash out, select another game, and/or
perform other actions.
The Host Game
[0075] In various embodiments, players may select from a list of
host game types, embodiments of these may be roulette, poker, dice
games, slots, Keno-based games, and/or any casino gaming or
gambling modality. Players may select minimum and maximum bet rooms
according to their skill and budget, and can view the room details
prior to joining the game, for example in a poker style game this
may show information on the poker deck which relates to the game
items that will be available in the guest game, the ante amount,
round time length, and other information.
[0076] The game may be divided into a series of rounds; a round
consists of the host game play part and a guest game action part.
Players may be divided into teams or play individually against each
other, or against the house (Bots). When players compete against
the house "Bots" they are competing against computer controlled
entities that have been specifically balanced to provide a
prescribed level of return to the house that is in alignment with
the regulatory requirements for the jurisdiction within which the
casino or distributor operates. The "Bots" effectively replace the
other humans in multiplayer games. The balancing result and
therefore the odds are arrived at by quantitive analysis of the
guest game under controlled conditions.
[0077] Each action round may last a set amount of time depending on
the guest game type, for example a guest game may last up to five
minutes. The round length may be configured by the administration
tools. Players may be divided into teams or play individually
against each other.
[0078] Each player may undertake the host game play before the
action round. Example embodiments of host game play may include
selection of cards in a poker style game, spinning the reels in a
slots style game or spinning the wheel in a roulette style game. A
gambling outcome of the host game play affects the action round in
the guest game. A player may, for example, be associated with game
elements during the host game. For example, a player may receive
certain benefits depending on their luck and skill in the host
gameplay. In certain cases, the host game integrates with a black
box random number generator (RNG) for all random selection events.
An embodiment of a black box RNG can be a managed RNG that has been
tested and approved for use in gambling. Typical random events may
be card dealing, team allocation, slot and roulette wheel outcome
determination, Keno number draw, and/or any random (luck based)
event.
[0079] In various embodiments, the host game triggers the action
round in the guest game; the host may control the start and length
of the action round. The host may use a special overlay to
simultaneously display information in the guest game, and may
display the following: [0080] Time to the end of the action round
[0081] Team information (for team based play) [0082] Total scores
[0083] Individual scores [0084] Active buffs (derived from outcome
of the host game rounds in poker, slots or roulette play).
[0085] The outcome of the guest game may be measured at the end of
each round. The final round of the guest game concludes the host
game, and the winner of the host game is evaluated.
Host Game with Poker Style Play
[0086] FIG. 6 is an interface illustrating embodiments of
poker-style host game. In the example shown, a poker style host
game 600 emulates Texas Hold 'Em poker. A player buys into the
game, and can buy into each round with real money. The host game
provides the player with selectable game elements (e.g.,
advantages) in the guest game. In certain cases, cards are
allocated randomly and the player can choose when to use their
advantages during the guest game. Each player may be unaware of
other player advantages, or when they are playing them prior to the
action round.
[0087] An embodiment of the host game is a game with a poker
deck--with power up cards dealt to players at each round. The guest
game may be a team based 1 vs. 1 or 1 vs. many, or 1 vs. Bots game
play.
[0088] An example of the host round may begin with the player being
dealt four (4) cards from which they can choose two, the actual
quantities may be configured for each embodiment. In the case of a
team match, the player may share a set of cards with the team. The
player may then choose to match, fold, or raise the current bet.
Once all players have made their wagers the player may then choose
which cards to play in the action round from his own cards and the
shared set.
[0089] In some embodiments, once cards are used they cannot be
played again, but any bonuses that they may have created remain in
force throughout all the rounds. In this embodiment, play continues
in this manner for each round until the end of the match. In this
embodiment, the winning team/player receives the lion's share of
the pot, with a small percentage going to the best
player--irrespective if they were on the winning team or not. The
house/casino takes the rest which is typically a small percentage
of the overall pot.
Action Rounds Design
[0090] FIG. 7 is a diagram illustrating embodiments of match flow
for a poker-style host game. In the example shown, a hybrid game
700 may include multiple rounds of gameplay. Each round may include
custom designs. For example, each round may include a different
variation on the game-play (e.g., different environment level,
different setting, different constraints on players, etc.) In
certain cases, each round includes a host game session (e.g.,
gambling game session) and guest game session. A first round 710
may include a poker-style host game session where wagers are placed
and game elements (cards) are allocated. The host game session is
followed by guest game play. The process is repeats for a second
round 720, a third round 730, and/or other rounds. The match may be
completed after the multiple rounds. In certain cases, wagers from
rounds may carry over into subsequent rounds and game elements in a
first round may affect elements in subsequent rounds.
Host Game with Slots Style Play
[0091] FIG. 8 is an interface illustrating embodiments of
slots-style host game. In the example shown, slots style host games
800 allow the player to pay into a slot game, and spin the reels on
which a number of different game elements (e.g., benefits, game
items, environments, characters, etc.) for the guest game are
available. In certain cases, the combination of reels may select
the player components for the action round in the guest game. In
one embodiment, the player then plays a single action round against
other players in the guest game, and the game concludes. The player
may either win their wager back with profit, or receive nothing
back. One example of this kind of host game is a tank game where
the slots determine the type of tank and weapon and armor upgrades
available to player
An Example of a Host Game Roulette Style Play
[0092] FIG. 9 is an interface illustrating embodiments of
roulette-style host game. In the example shown, a roulette wheel
host game 900 allocates game elements to players based on the
outcome of the roulette wheel spin. In certain cases, a player may
spin a roulette wheel to select a single Game Item for the action
round. The action round plays out, and the game concludes. The
player may either wins their wager back with profit, or receives
nothing back.
[0093] One example of this kind of host game is a duel gunfight
where the roulette spin determines what weapon the player gets.
[0094] In various embodiments, the system does not preclude other
types of host game play that can be configured into single or
multiple rounds.
The Guest Game and Game Model
[0095] In various embodiments, a guest game is integrated
separately according to a game model. The game model may uniquely
define how the guest game interacts with the host game.
[0096] A game model exists as a logical mapping of game elements,
such as game item value in the guest game, to an "advantage" for
each host game round. The game model determines the relative value
of these game elements, including, for example, game items such as
weapons, power-ups, power-downs to be used against other players.
The relative value may be determined by analyzing the guest game
during the integration phase.
Integrating a Guest Game
[0097] In various embodiments, a guest game is analyzed to
determine the game elements that may be controlled by the host
game, what kind of game it is, and how best to model it. A guest
game may be any video game, such as a multi-player video game.
[0098] A first step may be to enumerate and categorize the game
elements, such as the game environment, game items, and the like.
This can be done in conjunction with the game provider or in
isolation where a game has sufficient information and means of
testing game variables.
Character/Player Controlled Element Types
[0099] In various embodiments, a game element may comprise a
character. A "character" may include a representation of the player
in the guest game, also referred to as an avatar. Examples might be
a humanoid character, a vehicle, a plane or any controllable entity
representing the player. Some guest games may have characters with
varying base powers and abilities. These may be taken into account
during the analysis and balancing phase of integration. Some host
games may be utilized to determine which characters a player may
receive in the guest game.
[0100] The different kinds of characters may have innate advantages
depending on how they are played. An example of this is a fighting
game such as Mortal Kombat where different characters have
different abilities, and the skills come in mastering those
abilities to the player advantage.
In-Game Game Items
[0101] In various embodiments, a game element may include a game
item. These game items may be ranked based on potential performance
enhancement, e.g., a rocket launcher is ranked far higher than a
knife. A points system is used to describe the abilities of the
game items that enhance or degrade the players' chances in a match.
[0102] Weapons (ability to attack and disrupt other players) [0103]
Attribute buffs (increases in speed, agility, health etc.) [0104]
Equipment or armor (increases in resilience and abilities to
withstand attack).
[0105] An example embodiment of game items in a first person
shooter are: [0106] Player Speed Power Up--Adrenaline [0107] Enemy
Slow Down--Stun Grenade [0108] Enemy Disarm--Weapon Jammer [0109]
Enemy Marker--Marks hidden enemies for a few seconds [0110]
Temporary Infinite Bullets [0111] Player Temporary
Immunity--Adrenaline Rush [0112] Player Temporary
Invisibility--hides player from enemy; and [0113] Player Temporary
Awareness--shows all enemy on map
[0114] Additionally weapons and equipment may be included in such
an embodiment: [0115] Knife [0116] Crossbow [0117] Pistol [0118]
Rifle [0119] Semi-automatic Rifle [0120] Submachine Gun [0121]
Machine Gun [0122] Grenade Launcher [0123] Rocket Launcher [0124]
Explosives [0125] Flak Jacket--reduced damage; and [0126] Body
armour--more reduced damage, but slower movement
Play Environment Types
[0127] In various embodiments, game elements may include play
environments. Play environments may include the arenas in which the
guest game is played. The play environments may be directly related
to the difficulty of the round of play, and give distinct
advantages and disadvantages to player types. Careful selection of
environments can be important, as too large environments can cause
play to be unexciting as it is difficult to locate opponents. Too
small environments can mean that play is too frantic.
[0128] In various embodiments, the following additional
considerations may be evaluated in integrating a guest game:
[0129] a. Full control may be established over the game character
abilities by the host system. Some multi-player video games
progress character abilities as they play, these may be disabled to
ensure symmetric fair play is maintained for each round.
[0130] b. The difficulty and learning curve for new players may be
evaluated and optimized to facilitate players rapidly learning and
having success playing the game.
[0131] c. The values that indicate a win or lose situation may be
enumerated. This may be related to points scored, time played in
the match, or some other metric.
[0132] d. The average "round" duration may be decided, and if the
round duration is controllable determine the optimal length for the
game. Many guest games will fall in a range of 1-5 minutes per
round.
[0133] e. For games that have Bot characters controlled by the
CPU--the behavior and abilities may be tuned to match the correct
skill level of the players.
[0134] In various embodiments, when the initial analysis is
complete, the next stage may be to perform controlled play to
determine if the relative powers of characters and game elements
(e.g., game items) need to be tuned. The results of this will
further hone the scores and mapping of the game items. For example,
in the embodiments that utilize poker as a host game we may design
decks of cards grouped according to the category of game items,
e.g. decks may be grouped into weapons, armor, abilities, and
buffs.
[0135] Additionally, as in poker, combinations of cards may give
extra benefits in the action round, for example two pair may boost
the player's health.
Scoring the Game Element Benefits
[0136] In some embodiments, game elements may be divided across
multiple rounds. Game items may for example be divided across N
rounds; with them being selected at the relevant score level for
the rounds. Scoring is done by careful analysis of the game item's
use, and benefit.
[0137] In various embodiments, tests may be carried out with the
game using a monte-carlo analysis. This may be embodied as an
automated multiple-run process where the benefits are derived by
quantitative and qualitative simulation of the game. This test is
an important part of the process to give authoritive information on
the actual benefit that an game item has to ensure complete
fairness of the host game allocation, examples of analysis in an
first person shooter (FPS) may include: [0138] How long a boost
lasts [0139] What the effect of the boost is, in the FPS in terms
of: [0140] Likelihood of outright kill [0141] Likelihood of
identifying enemy positions [0142] Likelihood of survivability for
several test situations with the boost/Game Item active
[0143] In some embodiments, the test process may also involve:
[0144] Controlled experimental environment where each game entity
is under control of a real person, carrying out a series of
scripted tests. [0145] Comparison with similar game models and
experiment. [0146] Working directly with the original developer of
the guest game. [0147] An example embodiment for the first person
shooter is scoring for boosts may be:
TABLE-US-00001 [0147] Game Item/Boost Score Player Speed Power Up 2
Enemy Slow Down 2 Enemy Disarm 4 Enemy Marker 5 Temporary Infinite
Bullets 6 Temporary Immunity 7 Temporary Invisibility 10 Temporary
Awareness 10
Game Items Allocation to Rounds
[0148] In some embodiments, the available power ups and game items
are then allocated to rounds, an example embodiment of is for a
first person shooter may be:
TABLE-US-00002 Round Game Item/Boost 1 Knife, Crossbow, Player
Speed, Enemy Slow 2 Pistol, Rifle, Enemy Disarm, Enemy Marker 3
Semi-Automatic Rifle, Rocket Launcher, Temporary Immunity,
Temporary Infinite Bullets 4 Machine Gun, Submachine Gun, Temporary
Awareness, Temporary Invisibility
[0149] Allocation may be based on game item level (as in the above
example) or spread across rounds with a mix of game item levels
available, or any other rule of distribution. Once the analysis is
completed and relative measures of the benefit of each game item
are calculated, the administrator may modify and rebalance the
scoring of each game item as needed. The allocation of game items
to rounds may also be controllable by the administrator, and can be
edited in the administration system.
Physical Integration
[0150] A guest game may be physically connected to the host game by
means of a compatible application programming interface (API), an
existing modification (or MOD), a modified version of the game
suitable for use with the system, and/or another interface. The
system may require that the guest game be configured for each match
with game items and power-ups for the player, that the game match
flow is controlled by the host, and/or that information be
delivered from the guest game regarding score and player behavior
for analysis.
Registering and Hashing a Guest Game
[0151] In various embodiments, a numerical game hash may be created
for the game using standard encoding techniques, such as MD4. The
hash may be used to check that the game is uncorrupted and
untampered with. The hash and game version may be stored in the
database, which allows the host game system to query the hash at
any point. Any update to server side software or client software
must be registered with the system. Any attempt to connect a
non-registered server, or non-registered client will fail and will
raise a flag to a system administrator. Similarly, any data
corruption, intentional or otherwise may also raise a flag and
prevent the game terminal from playing.
Game Setup and Play
[0152] In some embodiments, when a game match is configured by the
host game, the host game effectively takes control of the guest
game by setting up the match, populating players and game elements
and initiating host game rounds. Game rounds may have a time limit,
a number of events (e.g., kills) limit, a round target (e.g.,
capture the flag), or any other controlling system for the round.
The host game may also interrupt guest game flow to inject host
game rounds, or if the game must be cancelled, or the number of
players changes. The host game may also ensure the guest game
clients feedback game data to the database for scoring and later
analysis.
Player Analysis
[0153] In various embodiments, static player analysis may analyze
player performance, and allocate rank to the player based on the
outcomes and behaviors during games. Static player analysis may be
carried out at the end of every match.
[0154] Players may be analyzed on key points of play according to
the guest game type. An embodiment of player analysis in an FPS
game this would typically be: [0155] Number of times a player
appears in games. [0156] Average Daily, Monthly, Yearly Game rate
[0157] Average, Median, Maximum, Minimum Minutes Played per session
[0158] Average Median, Max, Min, Player Score [0159] Fastest Point
Score Time (e.g., Kill) [0160] Fastest Death Time [0161] Longest
Time Not killed [0162] Average, Median, Minimum, Maximum Buy-in
[0163] All these values may be used to calculate the Player Rank
and correctly match up the player with players of similar ability
for each game.
[0164] FIG. 10 is a block diagram illustrating embodiments of a
system for real-time player analysis. In the example shown, a
player analysis system 1010 interfaces with the game database,
guest game server, and host game server. Real time player analysis
may check player behavior in real-time for things that might
indicate match fixing or deliberate "bad play" which affects the
game for all players. The real time player analysis data may be
stored in analysis data and report database 1020 for access by an
administration server, e.g., associated with a casino.
[0165] An embodiment of real time player analysis may be by looking
for unusual game play from the stream of data that comes from the
server, some examples of this for an FPS may be: [0166] Staying in
one spot for too long--camping [0167] Player deliberately
continually killing themselves or tanking, by jumping into hazards,
off buildings, etc., moving into enemy area with no cover. [0168]
Player not playing to ability [0169] Player continually obstructing
own team mates.
[0170] According to the offense, an embodiment of a real time
player Analysis System make take the appropriate action from
initiating warnings, temporary suspension from round, complete
suspension from round, ban from game, and a ban from playing any
games, i.e. complete account suspension. Such a system may be
administered so that player grievances can be addressed at the desk
using the reporting system. Continual "bad" play from any player
may end in player account suspension. If further analysis indicates
that they may have been involved in match fixing, the information
and evidence can be passed to the relevant authorities. The data
may be sent in snapshot packets for analysis in real-time. A
snapshot packet is the summary of 30 seconds of play for each
player. The data in the snapshot packet is related to the game
type.
New Players
[0171] In various embodiments, when a new player joins the system,
the system may not have enough information about the capability and
performance of the player to be immediately allocated to a team of
players of similar ability. One technique of dealing with this is
by having qualifier play, whereby new players play the game for
free, first so that they may understand the gameplay of the host
game, and second so that the system can profile them. The new
player plays a set number of games allowing the player to be
profiled. Once a new player is profiled, they may be assigned a
preliminary grade and rank, and then may join real games for real
money.
[0172] The system gathers statistics for the player at the end of
every match. In this way the player may ascend or descend the
leaderboard rank naturally in the course of game play.
Methods of Team Allocation
[0173] FIG. 11 is a diagram illustrating embodiments of match and
team allocation process for players using rank and statistics. In
various embodiments, players may be allocated to teams based on
their rank and statistics gathered from previous play. A team may
simply be a balanced team, such that players in the team will have
similar overall rank or score which is self-evident. Players may be
selected from a pool of all players 1110. For example, a set of
players 1120 of similar rank, skill, or other attributes are
selected for a match. From the set of players 1120, the players may
be divided into a first team 1130 and a second team 1140.
[0174] In certain cases, a more granular approach may be undertaken
by evaluating players on play style in addition to ability. An
embodiment of evaluating granular play style and distributing
players may be as follows:
[0175] Players are randomly allocated from a pool of all players
1110 to the teams 1130, 1140 based on a distribution of
information, for example on a given team, by further
subcategorizing the player: [0176] Player 1--Top Longest Time Not
Killed [0177] Player 2--Top Fastest Point Score Time [0178] Player
3--Top Score [0179] Player 4--Top Game Play Rate/Frequency [0180]
Player 5--Fastest Death Time
[0181] Both teams may use the same criteria for selecting players
from the pool of possible players, but may not necessarily arrange
the players in the same order of statistic, e.g., Player 1 will not
always be the "Top Longest Time Not Killed" from the pool of
players; this might be allocated to be Player 5, or any other
player slot.
Anti-Match Fixing Methods
[0182] An embodiment of the system may take preventative measures
against match fixing and collusion using the following methods:
[0183] At new player stage--players may be assessed in qualifier
play, and checked for deviation from the expected behavior. [0184]
At team selection stage--players may be randomly selected; this
makes it difficult to predict which team any given combinations of
players will end up on. [0185] In game stage in real time--player
behavior may be monitored for unusual "Tanking" of the match.
[0186] Post-match stage--player statistics may be collected and
compared with expected performance, and checked to be within
expected values. Again any large deviation may cause the match to
be cancelled, all funds returned and the player investigated.
[0187] In addition player behavior and play patterns are
cross-correlated across all the different games they play, to get
an overall picture of the abilities of the player.
[0188] The systems and methods disclosed herein may include the
following example embodiments:
[0189] A method of integrating multi-player (Guest) computer games
into an over-arching host game for the purposes of player wager and
reward via the host game. A system computer UI framework by which a
guest game is overlaid with a host game, and whereby the host game
environment software can control, and receive information from the
guest game. A player ranking/match method that assesses the rank
and performance of players, and matches players across multiple
guest games. This includes a method of introducing new players with
unknown abilities to the game via game qualifier assessment. A
method of assessing benefit of game Items using qualitative and
quantitative approaches. A staged method of assessing match fixing
behavior in players across multiple game types in offline analysis.
A method of real-time player behavior analysis to check for unusual
behavior leading to match fixing. A method of player distribution
in a new game based on rank, and individual player statistic.
[0190] A method of video game competition wagering, comprising
assigning a plurality of players to a round of play in a host game,
wherein the host game includes a video game configured for use in a
wagering platform by altering the code of the video game to allow
items in the game to be distributed to the players; allocating a
set of the items amongst the players; receiving wager information
for each of the players; and providing at least one of the players
an award based on the wager information and an outcome of the round
of play. The video game may be configured for use in the wagering
platform by modifying the video game to be controlled by components
of the wagering platform and to provide information to the wagering
platform.
[0191] A computer-implemented system for video game competition
wagering, the system comprising: a processor; and a memory coupled
with the processor, wherein the memory is configured to provide the
processor with instructions which when executed cause the processor
to: assign a plurality of players to a round of play in a host
game, wherein the host game includes a video game configured for
use in a wagering platform, at least in part, by allowing items in
the game to be distributed amongst the players; allocate a set of
the items amongst the players; receive wager information from the
players; and provide at least one of the players an award based on
the wager information and an outcome of the round of play.
[0192] One or more tangible non-transitory computer-readable
storage media for storing computer-executable instructions
executable by processing logic, the media storing one or more
instructions to: assign a plurality of players to a round of play
in a host game, wherein the host game includes a video game
configured for use in a wagering platform, at least in part, by
allowing items in the game to be distributed amongst the players;
allocate a set of the items amongst the players; receive wager
information from the players; and provide at least one of the
players an award based on the wager information and an outcome of
the round of play.
[0193] FIG. 12 illustrates an example computer system 1200 which
can be used to perform the methods for delivering purchase
recommendations according to one embodiment as disclosed herein.
Computer system 1200 can be an instance of a host game system,
guest game system, casino system, and/or any other computing
systems contemplated by the present disclosure. With reference to
FIG. 12, computing system 1200 includes one or more processors
1210, one or more memories 1220, one or more data storages 1230,
one or more input devices 1240, one or more output devices 1250,
network interface 1260, one or more optional peripheral devices,
and a communication bus 1270 for operatively interconnecting the
above-listed elements. Processors 1210 can be configured to
implement functionality and/or process instructions for execution
within computing system 1200. For example, processors 1210 may
process instructions stored in memory 1220 or instructions stored
on data storage 1230. Such instructions may include components of
an operating system or software applications necessary to implement
the methods for video game competition wagering as described
above.
[0194] Memory 1220 can be configured to store information within
computing system 1200 during operation. For example, memory 1220
can store instructions to perform the methods for delivering
purchase recommendations as described herein. Memory 1220, in some
example embodiments, may refer to a non-transitory
computer-readable storage medium or a computer-readable storage
device. In some examples, memory 1220 is a temporary memory,
meaning that a primary purpose of memory 1220 may not be long-term
storage. Memory 1220 may also refer to a volatile memory, meaning
that memory 1220 does not maintain stored contents when memory 1220
is not receiving power. Examples of volatile memories include RAM,
dynamic random access memories (DRAM), static random access
memories (SRAM), and other forms of volatile memories known in the
art. In some examples, memory 1220 is used to store program
instructions for execution by processors 1210. Memory 1220, in one
example, is used by software applications or mobile applications.
Generally, software or mobile applications refer to software
applications suitable for implementing at least some operations of
the methods as described herein.
[0195] Data storage 1230 can also include one or more transitory or
non-transitory computer-readable storage media or computer-readable
storage devices. For example, data storage 1230 can store
instructions for processor 1210 to implement the methods described
herein. In some embodiments, data storage 1230 may be configured to
store greater amounts of information than memory 1220. Data storage
1230 may be also configured for long-term storage of information.
In some examples, data storage 1230 includes non-volatile storage
elements. Examples of such non-volatile storage elements include
magnetic hard discs, optical discs, solid-state discs, flash
memories, forms of electrically programmable memories (EPROM) or
electrically erasable and programmable memories, and other forms of
non-volatile memories known in the art.
[0196] Computing system 1200 may also include one or more input
devices 1240. Input devices 1240 may be configured to receive input
from a user through tactile, audio, video, or biometric channels.
Examples of input devices 1240 may include a keyboard, keypad,
mouse, trackball, touchscreen, touchpad, microphone, video camera,
image sensor, fingerprint sensor, scanner, or any other device
capable of detecting an input from a user or other source, and
relaying the input to computing system 1200 or components
thereof.
[0197] Output devices 1250 may be configured to provide output to a
user through visual or auditory channels. Output devices 1250 may
include a video graphics adapter card, display, such as liquid
crystal display (LCD) monitor, light emitting diode (LED) monitor,
or organic LED monitor, sound card, speaker, lighting device,
projector, or any other device capable of generating output that
may be intelligible to a user. Output devices 1250 may also include
a touchscreen, presence-sensitive display, or other input/output
capable displays known in the art.
[0198] Computing system 1200 can also include network interface
1260. Network interface 1260 can be utilized to communicate with
external devices via one or more communications networks such as a
communications network or any other wired, wireless, or optical
networks. Network interface 1260 may be a network interface card,
such as an Ethernet card, an optical transceiver, a radio frequency
transceiver, or any other type of device that can send and receive
information.
[0199] An operating system of computing system 1200 may control one
or more functionalities of computing system 1200 or components
thereof. For example, the operating system may interact with the
software or mobile applications and may facilitate one or more
interactions between the software/mobile applications and
processors 1210, memory 1220, data storages 1230, input devices
1240, output devices 1250, and network interface 1260. The
operating system may interact with or be otherwise coupled to
software applications or components thereof. In some embodiments,
software applications may be included in the operating system.
[0200] Present teachings may be implemented using a variety of
technologies, including computer software, electronic hardware, or
a combination thereof, depending on the application. Electronic
hardware can refer to a processing system, such as a computer,
workstation or server that includes one or more processors.
Examples of processors include microprocessors, microcontrollers,
Central Processing Units (CPUs), digital signal processors (DSPs),
field programmable gate arrays (FPGAs), programmable logic devices
(PLDs), state machines, gated logic, discrete hardware circuits,
and other suitable hardware configured to perform various functions
described throughout this disclosure. The term "processor" is
intended to include systems that have a plurality of processors
that can operate in parallel, serially, or as a combination of
both, irrespective of whether they are located within the same
physical localized machine or distributed over a network. A network
can refer to a local area network (LAN), a wide area network (WAN),
and/or the Internet. One or more processors in the processing
system may execute software, firmware, or middleware (collectively
referred to as "software"). The term "software" shall be construed
broadly to mean instructions, instruction sets, code, code
segments, program code, programs, subprograms, software components,
applications, software applications, mobile applications, software
packages, routines, subroutines, objects, executables, threads of
execution, procedures, functions, etc., whether referred to as
software, firmware, middleware, microcode, hardware description
language, and the like. If the embodiments of this disclosure are
implemented in software, it may be stored on or encoded as one or
more instructions or code on a non-transitory computer-readable
medium. Computer-readable media includes computer storage media.
Storage media may be any available media that can be accessed by a
computer. By way of example, and not limitation, such
computer-readable media can comprise a random-access memory (RAM),
a read-only memory (ROM), an electrically erasable programmable ROM
(EEPROM), compact disk ROM (CD-ROM) or other optical disk storage,
magnetic disk storage, solid state memory, or any other data
storage devices, combinations of the aforementioned types of
computer-readable media, or any other medium that can be used to
store computer executable code in the form of instructions or data
structures that can be accessed by a computer.
[0201] The various embodiments described above are provided by way
of illustration only and should not be construed to limit the scope
of the disclosure. Various modifications and changes may be made to
the principles described herein without following the example
embodiments and applications illustrated and described herein, and
without departing from the spirit and scope of the disclosure.
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