U.S. patent application number 16/559600 was filed with the patent office on 2020-01-23 for integrated gambling process for games with explicit random events.
The applicant listed for this patent is Gamblit Gaming, LLC. Invention is credited to Miles Arnone, David Chang, Frank Cire, Eric Meyerhofer.
Application Number | 20200027308 16/559600 |
Document ID | / |
Family ID | 51843882 |
Filed Date | 2020-01-23 |
![](/patent/app/20200027308/US20200027308A1-20200123-D00000.png)
![](/patent/app/20200027308/US20200027308A1-20200123-D00001.png)
![](/patent/app/20200027308/US20200027308A1-20200123-D00002.png)
![](/patent/app/20200027308/US20200027308A1-20200123-D00003.png)
![](/patent/app/20200027308/US20200027308A1-20200123-D00004.png)
![](/patent/app/20200027308/US20200027308A1-20200123-D00005.png)
![](/patent/app/20200027308/US20200027308A1-20200123-D00006.png)
![](/patent/app/20200027308/US20200027308A1-20200123-D00007.png)
![](/patent/app/20200027308/US20200027308A1-20200123-D00008.png)
![](/patent/app/20200027308/US20200027308A1-20200123-D00009.png)
![](/patent/app/20200027308/US20200027308A1-20200123-D00010.png)
View All Diagrams
United States Patent
Application |
20200027308 |
Kind Code |
A1 |
Arnone; Miles ; et
al. |
January 23, 2020 |
Integrated gambling process for games with explicit random
events
Abstract
An electronic gaming machine for a gambling integrated game is
provided. The electronic gaming machine includes a processor and a
memory connected to the processor. The memory stores executable
instructions that when executed by the processor cause the
processor to: generate an entertainment game user interface
displayed to a user that depicts a representation of an
entertainment game; generate a gambling game user interface
displayed to the user that depicts a wager outcome of a gambling
game; detect an event in the entertainment game; determine the
wager outcome of the gambling game; determine a resolution of the
event in the entertainment game using the wager outcome and game
state information; display the resolution of the event in the
entertainment game to the user using the entertainment game user
interface; and display the wager outcome of the gambling game to
the user using the gambling game user interface.
Inventors: |
Arnone; Miles; (Cambridge,
MA) ; Chang; David; (San Gabriel, CA) ; Cire;
Frank; (Glendale, CA) ; Meyerhofer; Eric;
(Pasadena, CA) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Gamblit Gaming, LLC |
Glendale |
CA |
US |
|
|
Family ID: |
51843882 |
Appl. No.: |
16/559600 |
Filed: |
September 3, 2019 |
Related U.S. Patent Documents
|
|
|
|
|
|
Application
Number |
Filing Date |
Patent Number |
|
|
16128364 |
Sep 11, 2018 |
|
|
|
16559600 |
|
|
|
|
15589780 |
May 8, 2017 |
10395476 |
|
|
16128364 |
|
|
|
|
14904947 |
Jan 13, 2016 |
|
|
|
PCT/US2014/143583 |
Apr 29, 2014 |
|
|
|
15589780 |
|
|
|
|
14955000 |
Nov 30, 2015 |
10074239 |
|
|
16128364 |
|
|
|
|
PCT/US14/35832 |
Apr 29, 2014 |
|
|
|
14955000 |
|
|
|
|
61829162 |
May 30, 2013 |
|
|
|
61817807 |
Apr 30, 2013 |
|
|
|
Current U.S.
Class: |
1/1 |
Current CPC
Class: |
G07F 17/3246 20130101;
G07F 17/3234 20130101; G07F 17/3244 20130101; G07F 17/3237
20130101; G07F 17/3223 20130101; G07F 17/3286 20130101; G07F
17/3251 20130101 |
International
Class: |
G07F 17/32 20060101
G07F017/32 |
Claims
1. An electronic gaming machine for a gambling integrated game,
comprising: at least one processor; and a memory connected to the
at least one processor, the memory storing executable instructions
that when executed by the at least one processor cause the at least
one processor to: execute an entertainment game; generate an
entertainment game user interface displayed to a user that depicts
a representation of the entertainment game; generate a gambling
game user interface displayed to the user that depicts a wager
outcome of a gambling game; detect an event in the entertainment
game based on the user's play of the entertainment game; determine
the wager outcome of the gambling game for a wager of an amount of
the credit; determine a resolution of the event in the
entertainment game using the wager outcome and game state
information for the entertainment game; display the resolution of
the event in the entertainment game to the user using the
entertainment game user interface; and display the wager outcome of
the gambling game to the user using the gambling game user
interface.
2. The electronic gaming machine for a gambling integrated game of
claim 1, wherein the executable instructions that when executed by
the at least one processor further cause the at least one processor
to: associate an entertainment game status with a potential
gambling event; determine gambling parameters for the potential
gambling event; and provide the gambling parameters to the player
during execution of the entertainment game by associating the
gambling parameters with the game status.
3. The electronic gaming machine for a gambling integrated game of
claim 1, wherein the resolution for the event in the entertainment
game determines an amount of game world resources available in the
entertainment game.
4. The electronic gaming machine for a gambling integrated game of
claim 1, wherein the executable instructions that when executed by
the at least one processor further cause the at least one processor
to provide a reward to a user based on a winning wager outcome.
5. The electronic gaming machine for a gambling integrated game of
claim 1, wherein the executable instructions that when executed by
the at least one processor further cause the at least one processor
to provide player loyalty points to the user based on a losing
wager outcome.
6. The electronic gaming machine for a gambling integrated game of
claim 1, wherein the executable instructions that when executed by
the at least one processor further cause the at least one processor
to: receive player information from a player management system; and
use the wager outcome and the player information determine the
resolution for the event in the entertainment game.
7. The electronic gaming machine for a gambling integrated game of
claim 1 wherein the executable instructions that when executed by
the at least one processor further cause the at least one processor
to: receive game provider information from a game provider system;
and use the wager outcome and the game provider information to
determine the resolution for the event in the entertainment game.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] The current application is a continuation of U.S. patent
application Ser. No. 16/128,364 filed Sep. 11, 2018, which is a
continuation of U.S. patent application Ser. No. 14/955,000 filed
Nov. 30, 2015, which is a continuation of Patent Cooperation Treaty
Application No. PCT/US14/35832, filed Apr. 29, 2014, which claims
the benefit of U.S. Provisional Application Nos. 61/817,807, filed
Apr. 30, 2013, and 61/829,162 filed May 30, 2013, the disclosures
of each of which are incorporated herein by reference as if set
forth herein. U.S. patent application Ser. No. 16/128,364 filed
Sep. 11, 2018, is a continuation of U.S. patent application Ser.
No. 15/589,780, filed May 8, 2017, which is a continuation of U.S.
patent application Ser. No. 14/904,947, filed Jan. 13, 2016, which
is a national stage application of Patent Cooperation Treaty
Application No. PCT/US14/35832, filed Apr. 29, 2014. This
application references Patent Cooperation Treaty Application Nos.
PCT/US12/58156, filed Sep. 29, 2012, PCT/US11/26768, filed Mar. 1,
2011, PCT/US11/63587, filed Dec. 6, 2011, and PCT/US12/50204 filed
Aug. 9, 2012, the disclosure of each of which is incorporated
herein by reference as if set forth herewith.
FIELD OF THE INVENTION
[0002] Embodiments of the present disclosure are generally related
to gaming and more specifically to systems and processes that
integrate wager outcomes into an entertainment game as random
events that occur in the entertainment game.
BACKGROUND
[0003] The gaming machine manufacturing industry provides a variety
of gaming machines to enable wagering for interested parties whilst
providing an entertainment experience. An exemplary gaming machine
is a slot machine. As the demographic of eligible players has
shifted with time to newer generations who have grown accustomed to
highly sophisticated graphics and interactive video games, a need
has arisen to increase the entertainment content present on a
gaming machine to keep it relevant, at least to a growing portion
of a casino's patronage. The subject design is a form of gaming
machine, designed for use in a physical or virtual casino
environment, which provides players an environment in which to play
for cash, prizes and points, either against the casino or in head
to head modes in a controlled and regulated manner while being
allowed to use their skills and adeptness at a particular type of
game. An example of such a game would be a challenging word
spelling game, or an interactive action game such as is found on
video game consoles popular today, such as a PlayStation.RTM., an
Xbox.RTM., a Wii.RTM. or a PC based game.
SUMMARY
[0004] The disclosed embodiments relate generally to an interactive
entertainment game where skill and chance may coalesce to provide a
rich arcade-style gaming experience, visually exciting and
challenging, where players may wager cash, credits prizes and
points in order to win more of the foregoing. Many of the
embodiments of the design provide an enticing method of gaming to
the players who expect a high level of entertainment content in
their gaming experience compared to the relatively simple game
methods in use today.
[0005] In accordance with embodiments of this invention, a casino
electronic game machine providing a gambling hybrid game that
includes an entertainment game and a gambling game, including a
real world engine including a real world credit meter, a random
number generator, and a real world credit pay table, where the real
world engine is configured to: receive real world credit from a
portable media, where the portable media includes at least one
member of a group including currency, a voucher and a smart card,
and provide a randomly generated payout of real world credits from
a wager of real world credits in the gambling game using the random
number generator and real world credit pay table, augment an amount
of real world credits stored in the real world credit meter based
on the randomly generated payout of real world credits to the real
world credit meter; an entertainment system engine constructed to
execute the entertainment game to resolve a random event in the
entertainment game to generate random event results, and provide
the random event results to a game world engine; a display screen
configured to display the random event results of the wagers; a
user input device configured to receive from a player a wagering
amount to use during game play; and the game world engine
constructed to determine an occurrence of a gambling event in the
gambling game based on play of the entertainment game executed by
the entertainment system engine, request a resolution to the
gambling event by the real world engine, determine gambling results
based upon the random event results, and provide the gambling
results to the entertainment system engine for use in executing the
entertainment game.
[0006] In accordance with numerous embodiments, the real world
engine is further configured to receive, from the game world
engine, the random event results, determine the gambling results
from random event results, and provide, to the game world engine,
the gambling results.
[0007] In accordance with many embodiments, entertainment system
engine is further constructed to detect the random event is to
occur during execution of the entertainment game, request, from the
game world engine, gambling information for the random event,
receive, from the game world engine, the gambling information for
the random event, and provide the gambling information to the
player during execution of the entertainment game.
[0008] In accordance with various embodiments, the game world
engine is further constructed to generate the gambling information
for the random event.
[0009] In accordance with numerous embodiments, the game world
engine is further constructed to request, from the real world
engine, the gambling information for the random event, and receive,
from the real world engine, the gambling information for the random
event.
[0010] In accordance with many embodiments, the real world engine
is further constructed to determine the gambling information for
the random event, and provide, to the game world engine, the
gambling information for the random event.
[0011] In accordance with various embodiments, the game world
engine is further constructed to receive player information from a
player management system and use the random event results and the
player information to determine the gambling results for the random
event.
[0012] In accordance with numerous embodiments, the game world
engine is further constructed to receive game provider information
from a game provider system, and use the random event results and
the game provider information to determine the gambling results for
the random event.
[0013] In an embodiment, an electronic gaming machine for a
gambling integrated game, includes at least one processor and a
memory connected to the at least one processor. The memory stores
executable instructions that when executed by the at least one
processor cause the at least one processor to execute an
entertainment game, generate an entertainment game user interface
displayed to a user that depicts a representation of the
entertainment game, generate a gambling game user interface
displayed to the user that depicts a wager outcome of a gambling
game, detect an event in the entertainment game based on the user's
play of the entertainment game, determine the wager outcome of the
gambling game for a wager of an amount of the credit, determine a
resolution of the event in the entertainment game using the wager
outcome and game state information for the entertainment game,
display the resolution of the event in the entertainment game to
the user using the entertainment game user interface, and display
the wager outcome of the gambling game to the user using the
gambling game user interface.
[0014] In another embodiment, the executable instructions further
cause the at least one processor to associate an entertainment game
status with a potential gambling event, determine gambling
parameters for the potential gambling event, and provide the
gambling parameters to the player during execution of the
entertainment game by associating the gambling parameters with the
game status.
[0015] In yet another embodiment, the resolution for the event in
the entertainment game determines an amount of game world resources
available in the entertainment game.
[0016] In yet another embodiment, the executable instructions that
when executed by the at least one processor further cause the at
least one processor to provide a reward to a user based on a
winning wager outcome.
[0017] In yet another embodiment, the executable instructions that
when executed by the at least one processor further cause the at
least one processor to provide player loyalty points to the user
based on a losing wager outcome.
[0018] In yet another embodiment, the executable instructions that
when executed by the at least one processor further cause the at
least one processor to receive player information from a player
management system, and use the wager outcome and the player
information determine the resolution for the event in the
entertainment game.
[0019] In yet another embodiment, the executable instructions that
when executed by the at least one processor further cause the at
least one processor to receive game provider information from a
game provider system, and use the wager outcome and the game
provider information to determine the resolution for the event in
the entertainment game.
BRIEF DESCRIPTION OF THE DRAWINGS
[0020] FIG. 1 illustrates a conceptual diagram of components of a
gambling hybrid game in accordance with an embodiment of the
invention.
[0021] FIG. 2 illustrates a conceptual diagram of aspects of a Real
World Engine (RWE) of a gambling hybrid game in accordance with
some embodiments of the invention.
[0022] FIG. 3 illustrates a conceptual diagram of aspects of a Real
World Engine (RWE) of a gambling hybrid game in accordance with
some other embodiments of the invention.
[0023] FIG. 4 illustrates a signaling diagram of communications
between a Real World Engine (RWE) and an external system to provide
various functions in accordance with embodiments of the
invention.
[0024] FIG. 5 illustrates a diagram of a process flow and signaling
in a Real World Engine (RWE) to provide various functions in
accordance with embodiments of the invention.
[0025] FIG. 6 illustrates a conceptual diagram of aspects of an
Entertainment System Engine (ESE) in accordance with embodiments of
the invention.
[0026] FIG. 7 illustrates a conceptual diagram of interactions
between a user and a gambling hybrid game in accordance with
embodiments of the invention.
[0027] FIG. 8 illustrates a conceptual diagram of the interplay
between aspects of a gambling hybrid game in accordance with some
embodiments of the invention using Real World Currency (RC).
[0028] FIG. 9 illustrates a conceptual diagram of the interplay
between aspects of a gambling hybrid game in accordance with other
embodiments of the invention using Virtual Real World Currency
(VRC).
[0029] FIG. 10 illustrates a system diagram of an implementation of
a network based gambling hybrid game in accordance with another
embodiment of the invention.
[0030] FIG. 11 illustrates a system diagram of an implementation of
an Internet based gambling hybrid game in accordance with an
embodiment of the invention.
[0031] FIG. 12 illustrates a system diagram of an implementation of
a cloud based gambling hybrid game in accordance with an embodiment
of the invention.
[0032] FIG. 13 illustrates a block diagram of components of a
device implementing a gambling hybrid game in accordance with an
embodiment of the invention.
[0033] FIG. 14 illustrates a flow diagram of a gambling hybrid game
with a gambling integrated game in accordance with an embodiment of
the invention.
[0034] FIG. 15 illustrates a flow diagram of a gambling hybrid game
with a gambling integrated game in accordance with another
embodiment of the invention.
[0035] FIG. 16 illustrates a diagram showing a gambling hybrid game
with a gambling integrated game engine; and the inputs and outputs
of a gambling integrated game engine in accordance with an in an
embodiment of the invention.
[0036] FIG. 17 illustrates a flow diagram of a gambling hybrid game
with a gambling integrated game having a gambling integrated game
engine in accordance with another embodiment of the invention.
[0037] FIG. 18 illustrates a flow diagram of a gambling hybrid game
with a gambling integrated game that provides a strategy game as
the entertainment game in accordance with another embodiment of the
invention.
[0038] FIG. 19 illustrates a flow diagram of a gambling hybrid game
with a gambling integrated game that provides a letter tile game as
the entertainment game in accordance with another embodiment of the
invention.
[0039] FIG. 20 illustrates a timing chart showing components of a
gambling hybrid game providing a gambling integrated game in
accordance with an embodiment of the invention.
[0040] FIGS. 21A to 21H illustrate a display of a gambling hybrid
with a gambling integrated game in accordance with embodiments of
the invention.
DETAILED DESCRIPTION
[0041] Turning now to the drawings, systems and methods for
providing a gambling hybrid game with a gambling integrated game
are illustrated. A gambling integrated game is a game in which
results from a random event in an interactive skill-based
entertainment game are used to determine the results of events in a
gambling game. Examples of random events in an entertainment game
include, but are not limited to, the drawing of cards, die rolls,
the selection of a game piece from a pool of pieces, and a spin of
a wheel. In accordance with some embodiments of the invention, the
results of the random event in the entertainment game may determine
payouts of wagers in a gambling game. In accordance with many
embodiments of the invention, the random event in the entertainment
game may be a gambling event in a gambling game and the results of
the random event in the entertainment game may be used to determine
payouts to a player in terms of real world credits, in-game objects
of the entertainment game, alteration of in-game variables of the
entertainment game and/or allocation of credits to one or more
pools being collected by the game operator. Systems and methods for
providing a gambling hybrid game with a gambling integrated game in
accordance with embodiments of this invention are described below
with reference to the provided drawings.
Gambling Hybrid Games
[0042] In accordance with many embodiments of this invention, a
gambling hybrid game integrates high-levels of entertainment
content with a game of skill (an entertainment game) and a gambling
experience with a game of chance (a gambling game). A gambling
hybrid game provides for random outcomes independent of player
skill while providing that the user's gaming experience (as
measured by obstacles/challenges encountered, time of play and
other factors) is shaped by the player's skill. The outcome of a
gambling proposition that is determined by a Random Number
Generator (RNG) or other such system or device that provides a
pseudo random or random outcome in response to a request. In
accordance with some embodiments, the wager game may be initiated
in response to a game object related player action. A gambling
hybrid game in accordance with an embodiment of the invention is
illustrated in FIG. 1. The gambling hybrid game 128 includes a Real
World Engine (RWE) 102, a Game World Engine (GWE) 112, an
Entertainment System Engine (ESE) 120, a gambling game user
interface 122 and an entertainment game user interface 124. The two
user interfaces can be part of the same user interface but are
separate in the illustrated embodiment. The RWE 102 is connected
with the GWE 112 and the gambling game user interface 122. The ESE
120 is connected with the GWE 112 and the entertainment game user
interface 124. The GWE 112 is connected also with the entertainment
game user interface 124.
[0043] In accordance with several embodiments, the RWE 102 is the
operating system for the gambling game of the gambling hybrid game
128 and controls and operates the gambling game. The operation of a
gambling game is enabled by Real World Currency (RC), such as money
or other real world funds. A gambling game can increase or decrease
an amount of RC based on random gambling outcomes, where the
gambling proposition of a gambling game is typically regulated by
gaming control bodies. In many embodiments, the RWE 102 includes a
Real World (RW) operating system (OS) 104, RNG 106, level n
real-world credit pay tables (Table Ln-RC) 108, RC meters 110 and
other software constructs that enable a game of chance to offer a
fair and transparent gambling proposition, and to contain the
auditable systems and functions that can enable the game to obtain
gaming regulatory body approval.
[0044] RNG 106 includes software and/or hardware algorithms and/or
processes, which are used to generate pseudo random or random
outcomes. A level n real-world credit pay table (Table Ln-RC) 108
is a table that can be used in conjunction with RNG 106 to dictate
the RC earned as a function of sponsored gameplay and is analogous
to the pay tables used in a conventional slot machine. Table Ln-RC
payouts are independent of player skill. There can be one table or
multiple tables included in Ln-RC pay tables 108 contained in a
gambling game, the selection of which can be determined by factors
including (but not limited to) game progress that a player has
earned, and/or bonus rounds for which a player can be eligible. RCs
are credits analogous to slot machine game credits, which are
entered into a gambling game by the user, either in the form of
money such as hard currency or electronic funds. RCs can be
decremented or augmented based on the outcome of an RNG according
to the table Ln-RC real world credits pay table 108, independent of
player skill. In certain embodiments, an amount of RC can be used
as criteria in order to enter higher ESE game levels. RC can be
carried forward to higher game levels or paid out if a cash out is
opted for by a player. The amount of RC used to enter a specific
level of the game, level n, need not be the same for each
level.
[0045] In accordance with some embodiments of this invention, the
GWE 112 manages the overall gambling hybrid game operation, with
the RWE 102 and the ESE 120 effectively being support units to the
GWE 112. In accordance with some of these embodiments, the GWE 112
contains mechanical, electronic, and software systems for an
entertainment game. The GWE 112 includes an Operating System (OS)
114 that provides control of the entertainment game. The GWE
additionally contains a level n game world credit pay table (table
Ln-GWC) 116 from where to take input from this table to affect the
play of the entertainment game. The GWE 112 can further couple to
the RWE 102 to determine the amount of RC available on the game and
other metrics of wagering on the gambling game (and potentially
affect the amount of RC in play on the RWE). The GWE additionally
contains various audit logs and activity meters (such as the GWC
meter) 118. The GWE 112 can also couple to a centralized server for
exchanging various data related to the player and his or her
activities in the game. The GWE 112 furthermore couples to the ESE
120.
[0046] In accordance with some embodiments, a level n game world
credit pay table (Table Ln-GWC) 116 dictates the Game World Credit
(GWC) earned as a function of player skill in the nth level of the
game. The payouts governed by this table are dependent upon player
skill and sponsored gameplay at large and can or cannot be coupled
to an RNG. In accordance with some embodiments, GWCs are player
points earned or depleted as a function of player skill,
specifically as a function of player performance in the context of
the entertainment game. GWC is analogous to the score in a typical
video game. Each entertainment game has one or more scoring
criterion, embedded within the table Ln-GWC 116 that reflects
player performance against the goal(s) of the game. GWCs can be
carried forward from one level of sponsored gameplay to another,
and ultimately paid out in various manners such as directly in
cash, or indirectly such as by earning entrance into a sweepstakes
drawing, or earning participation in, or victory in, a tournament
with prizes. GWCs can be stored on a player tracking card or in a
network-based player tracking system, where the GWCs are attributed
to a specific player.
[0047] In accordance with certain embodiments, the operation of the
GWE does not affect the RWE's gambling operation except for player
choice parameters that are allowable in slot machines, including
but not limited to, wager terms such as, but not limited to, a
wager amount, how fast the player wants to play (by pressing a
button or pulling the handle of a slot machine), and/or agreement
to wager into a bonus round. In this sense, the RWE 102 provides a
fair and transparent, non-skill based gambling proposition
co-processor to the GWE 112. In the illustrated embodiment, the
communication link shown between the GWE 112 and the RWE 102 allows
the GWE 112 to obtain information from the RWE 102 as to the amount
of RC available in the gambling game. The communication link can
also convey a status operation of the RWE (such as on-line or
tilt). The communication link can further communicate the various
gambling control factors which the RWE 102 uses as input, such as
the number of RC consumed per game or the player's election to
enter a jackpot round. In FIG. 1, the GWE 112 is also shown as
connecting to the player's user interface directly, as this can be
utilized to communicate certain entertainment game club points,
player status, control the selection of choices and messages which
a player can find useful in order to adjust the entertainment game
experience or understand their gambling status in the RWE 102.
[0048] In some embodiments, the RWE provides random outcomes on the
basis of a pari-mutuel wagering system, such as those used for
sporting events, horseraces, and the like.
[0049] In various embodiments, the RWE can be used to provide
random outcomes in response to a request for resolving a random
event within an entertainment game of the GIG. In other
embodiments, an RNG is provided within a GWE of the GIG for
resolving the random events in the entertainment game.
[0050] In accordance with various embodiments of this invention,
the ESE 120 manages and controls the visual, audio, and player
control for an entertainment game including random events whose
outcomes provide options to the player, determine the outcome of
some actions or moves taken by the player, or otherwise influence
the player's play of the entertainment game. In many embodiments,
the entertainment game is an interactive skill-based entertainment
game where a player exercises their skill in the game by reacting
to or otherwise taking into account random outcomes for random
events that occur within the entertainment game. In accordance with
certain embodiments, the ESE 120 accepts input from a player
through a set of hand controls, and/or head, gesture, and/or eye
tracking systems and outputs video, audio and/or other sensory
output to a user interface. In accordance with many embodiments,
the ESE 120 can exchange data with and accept control information
from the GWE 112. In accordance with some of these embodiments, an
ESE 120 can be implemented using a Personal Computer (PC), a Sony
PlayStation.RTM. (a video game console developed by Sony Computer
Entertainment of Tokyo Japan), or Microsoft Xbox.RTM. (a video game
console developed by Microsoft Corporation of Redmond, Wash.)
running a specific entertainment game software program. In
accordance with some of these embodiments, ESE 120 can be an
electromechanical game system of a gambling hybrid game that is an
electromechanical hybrid game. An electromechanical hybrid game
executes an electromechanical game for player entertainment. The
electromechanical game can be any game that utilizes both
mechanical and electrical components, where the game operates as a
combination of mechanical motions performed by at least one player
or the electromechanical game itself. Various electromechanical
hybrid games are discussed in Patent Cooperation Treaty Application
No. PCT/US12/58156, filed Sep. 29, 2012, the contents of which are
hereby incorporated by reference in their entirety.
[0051] The ESE 120 operates mostly independently from the GWE 112,
except that via the interface, the GWE 112 can send certain
entertainment game control parameters and elements to the ESE 120
to affect its play, such as (but not limited to) what level of
character to be using, changing the difficulty level of the game,
changing the type of gun or car in use, and/or requesting potions
to become available or to be found by the character. These game
control parameters and elements can be based on a gambling outcome
of a gambling game that was triggered by an element in the
entertainment game being acted upon by the player. The ESE 120 can
accept this input from the GWE 112, make adjustments, and continue
entertainment game gameplay all the while running seamlessly from
the player's perspective. The ESE's operation is mostly skill
based, except for where the ESE's processes can inject complexities
into the game by chance in its normal operation to create
unpredictability in the entertainment game. Utilizing this
interface, the ESE 120 can also communicate player choices made in
the game to the GWE 112, such as but not limited to selection of a
different gun, and/or the player picking up a special potion in the
GW environment. The GWE's function in this architecture, being
interfaced with the ESE 120, which include an explicit random
events generator 126, is to allow the transparent coupling of
entertainment software to a fair and transparent random chance
gambling game, providing a seamless perspective to the player that
they are playing a typical popular entertainment game (which is
skill based). In accordance with certain embodiments, the ESE 120
can be used to enable a wide range of entertainment games including
but not limited to popular titles from arcade and home video games,
such as but not limited to Gears of War (a third person shooter
game developed by Epic Games of Cary, N.C.), Time Crisis (a shooter
arcade game developed by Namco Ltd of Tokyo, Japan), or Madden
Football (an American football video game developed by EA Tiburon
of Maitland, Fla.). Providers of such software can provide the
previously described interface by which the GWE 112 can request
amendments to the operation of the ESE software in order to provide
seamless and sensible operation as both a gambling game and an
entertainment game.
[0052] In accordance with some embodiments, the RWE 102 can accept
a trigger to run a gambling game in response to actions taken by
the player in the entertainment game as conveyed by the ESE 120 to
the GWE 112, or as triggered by the GWE 112 based on its
algorithms, background to the overall game from the player's
perspective, but can provide information to the GWE 112 to expose
the player to certain aspects of the gambling game, such as (but
not limited to) odds, amount of RC in play, and amount of RC
available. The RWE 102 can accept modifications in the amount of RC
wagered on each individual gambling try, or the number of gambling
games per minute the RWE 102 can execute, entrance into a bonus
round, and other factors, all the while these factors can take a
different form than that of a typical slot machine. An example of a
varying wager amount that the player can choose can include, but is
not limited to, gameplay with a more powerful character, a more
powerful gun, or a better car. These choices can increase or
decrease the amount wagered per individual gambling game, in the
same manner that a standard slot machine player can decide to wager
more or less credits for each pull of the handle. In accordance
with some of these embodiments, the RWE 102 can communicate a
number of factors back and forth to the GWE 112, via an interface,
such increase/decrease in wager being a function of the player's
decision making as to their operational profile in the
entertainment game (such as but not limited to the power of the
character, gun selection or car choice). In this manner, the player
is always in control of the per game wager amount, with the choice
mapping to some parameter or component that is applicable to the
entertainment game experience of the hybrid game. In accordance
with a particular embodiment, the RWE 102 operation can be a game
of chance as a gambling game running every 10 seconds where the
amount wagered is communicated from the GWE 112 as a function of
choices the player makes in the operation profile in the
entertainment game.
[0053] In many embodiments, a gambling hybrid game integrates a
video game style gambling machine, where the gambling game
(including an RWE 102 and RC) is not player skill based, while at
the same time allows players to use their skills to earn club
points which a casino operator can translate to rewards, tournament
opportunities and prizes for the players. The actual exchange of
monetary funds earned or lost directly from gambling against a game
of chance in a gambling game, such as a slot machine, is preserved.
At the same time, a rich environment of rewards to stimulate gamers
can be established with the entertainment game. In accordance with
some of these embodiments, the gambling hybrid game can leverage
very popular titles with gamers and provides a sea change
environment for casinos to attract players with games that are more
akin to the type of entertainment that a younger generation
desires. In accordance with various embodiments, players can use
their skill towards building and banking Game World Credit (GWC)
that in turn can be used to win tournaments and various prizes as a
function of their gamer prowess. Numerous embodiments minimize the
underlying changes needed to the aforementioned entertainment
software for the hybrid game to operate within an entertainment
game construct, thus making a plethora of complex game titles and
environments, rapid and inexpensive to deploy in a gambling
environment.
[0054] In accordance with some embodiments, gambling hybrid games
also allow players to gain entry into subsequent competitions
through the accumulation of Game World Credits (GWC) as a function
of the user's demonstrated skill at the game. These competitions
can pit individual players or groups of players against one another
and/or against the casino to win prizes based upon a combination of
chance and skill. These competitions can be either asynchronous
events, whereby players participate at a time and/or place of their
choosing, or they can be synchronized events, whereby players
participate at a specific time and/or venue.
[0055] In accordance with some embodiments, one or more players
engage in playing an entertainment game, resident in the ESE, the
outcomes of which are dependent at least in part on skill. The
gambling hybrid game can include an entertainment game that
includes head to head play between a single player and the
computer, between two or more players against one another, or
multiple players playing against the computer and/or each other, as
well as the process by which players bet on the outcome of the
entertainment game. The entertainment game can also be a game where
the player is not playing against the computer or any other player,
such as in games where the player is effectively playing against
himself or herself (such as but not limited to Solitaire and
Babette).
[0056] In accordance with some embodiments, the use of the RWE, GWE
and ESE allows for the separation of control of a gambling hybrid
game between different devices. For example, the ESE may be hosted
by a device that is separate from any devices that host the RWE
and/or GWE. Through separation of control of the functions of the
ESE, RWE and GWE, the RWE may be isolated from the player's device,
thus preventing player interference with the RWE and the gambling
game. In addition, as the ESE is responsible for providing the
entertainment game, gambling hybrid games may provide for complex
entertainment games for the player as the ESE need not include the
tightly regulated components of the RWE, thus providing for more
freedom in ESE design. Also, separation of control allows a GWE to
provide complex wager initiation rules that would not be possible
if the either the ESE or the RWE were to be in control of the wager
initiation.
[0057] In accordance with various embodiments, a gambling hybrid
game allows for interleaving of continuous wagering within an
entertainment game. For example, instead of wagering once, and then
playing an entertainment game to completion, or playing an
entertainment game to completion and then placing a wager, a
gambling hybrid game allows a gaming system or device to be
provided to a player where the gaming system or device provides a
complex and interesting entertainment game with wagering
incorporated throughout the entertainment game.
[0058] In various embodiments, a gambling hybrid game provides for
feedback into the entertainment game of additional entertainment
game resources that are made available in the ESE for the use of
the player as the result of wagering outcomes. The additional
entertainment game resources may enable portions of the
entertainment game that were not available to the player without
the resources.
[0059] In many embodiments, a gambling hybrid game provides the
ability to use the gambling hybrid game in more than one
jurisdiction, as the ESE is a component separate from the GWE and
RWE. For example, the ESE may be operated as either a pure
entertainment game, or as a gambling game depending on the type of
characteristics of the RWE that the ESE is coupled to.
[0060] In some embodiments, a gambling hybrid game provides for
display of an entertainment game on a player's device that the
player is using to interact with the entertainment game, as well as
providing a separate display of a state of a gambling game on a
separate gambling game display. The separate gambling game display
may be on the player's device within the same physical display
device, on a separate device having a separate physical screen, or
on a separate physical display device on the player's device.
[0061] The components provided by the RWE for a gambling hybrid
game in accordance with embodiments of the invention are shown in
FIG. 2. In accordance with embodiments of the invention, the RWE
includes an internal bus 225 that connects an operating system OS
221, a Pseudo Random or Random Number Generator (P/RNG) 220, one or
more pay tables (Table Ln-RC) 223, a wagering control module 222,
an authorization access module 224, and a RC credit meter 226 that
are included in the RWE 204. The RW OS 221 controls the functions
of the RWE 204. The P/RNG 220 includes one or more RNGs that are
used to produce random numbers for use in resolving gambling events
and other process requiring a random number to determine an
outcome. The one or more pay tables (Table Ln-RC) 223 control the
functions of the RWE and contain a plurality of factors indexed by
the random number to be multiplied with the RC wagered to determine
the payout on a successful wager. A wagering control module 222
performs the processes to resolve a wager on a proposition of a
gambling event. The resolution process includes, but is not limited
to, pulling random numbers, looking up factors in Pay Tables,
multiplying the factors by the amount of RC wagered, and
administering a RC credit meter 226. A repository (a credit meter)
226 maintains a record of the amount of RC which a player has
deposited in the game and has been accumulated by the player.
[0062] An external connection allows the RWE 204 to interface to
another system or device, which is shown in FIG. 2 as the Internet
205 but may be any other network and/or device. The authorization
access module 224 of RWE 204 is connected to the external
connection and provides a method to permit access and command
exchange between an external system and the RWE 204. The RWE 204
also contains storage for statuses, wagers, wager outcomes, meters
and other historical events in a storage device 116.
[0063] In some embodiments, the RWE 204 communicates with external
systems to provide various functions of a gambling hybrid game in
accordance with embodiments of the invention. The components of an
RWE 204 that communicate with an external system to provide a
component of the RWE 204 in accordance with embodiments of the
invention are shown in FIG. 3. The RWE 204 shown in FIG. 3 is
similar to the RWE shown in FIG. 2. However, the P/RNG 220 is an
external system connected to the RWE 204 by the Internet 205 in
accordance with embodiments of the invention. The P/RNG 220 could
be a central deterministic system, such as a regulated and
controlled random numbered ball selection device, or some other
system which provides random or pseudo random numbers to one or a
plurality of connected RWEs 204. One skilled in the art will
recognize that only P/RNG 220 is an external system in the
embodiment illustrated in FIG. 3. However, any of the components
could be external systems without departing from the invention and
P/RNG 220 is shown as an example only.
[0064] In FIGS. 2 and 3, the RWE 204 interfaces with other
systems/devices or to an external P/RNG 220 using the Internet 205.
However, one skilled in the art will note that nothing would
preclude using a different interface than the Internet 205 in other
embodiments of the invention. Other examples of interfaces include,
but are not limited to, a LAN, a USB interface, or some other
method by which two electronic and software constructs could
communicate with each other.
[0065] The RWE and an external system typically communicate to
provide the resolution of gambling events to resolve wagers on the
events. The signals between the RWE and an external system to
provide some process related to resolving gambling events in
accordance with embodiments of the invention are shown in FIG. 4.
In accordance with many embodiments of the invention, the primary
function of the RWE 204 is to manage wagering events and to provide
random (or pseudo random) numbers from an RNG. At the top of the
figure, a 6 component communication exchange grouped by the "1" box
is shown for a wager on a proposition in a gambling event during a
gambling hybrid game in accordance with embodiments of the
invention. An external system 450 that is requesting wagering
support from the RWE 204 instructs the RWE 204 as to the pay table
(Table Ln-RC) to use (410), followed by the amount of RC to wager
on the proposition of the gambling event (412). Next, the external
system 450 signals the RWE to trigger a wager or perform the
gambling event (414). The RWE 204 resolves the gambling event. The
RWE 204 then informs external system 450 as to the outcome of the
wager (416), the amount of RC won (418), and the amount of RC in
the player's account (in the credit repository) (420).
[0066] A second communication exchange between the RWE 204 and an
external system 450 in accordance with embodiments of the invention
that is shown in FIG. 4 is grouped by the "2" box in FIG. 4 and
relates to the external system 450 needing an P/RNG result support
from the RWE 204. In this exchange, the external system 450
requests an P/RNG result from the RWE 204 (430). The RWE 204
returns a P/RNG result to the external system 450 in response to
the request (432). The result may be generated as a function of the
internal P/RNG in the RWE 204, or from a P/RNG external to the RWE
204 to which the RWE 204 is connected.
[0067] A third communication exchange between the RWE 204 and the
external system 450 in accordance with embodiments of the invention
that is shown in FIG. 4 is grouped by the "3" box in the figure and
relates to the external system 450 wanting support on coupling an
P/RNG result to a particular Pay Table contained in the RWE 204. In
this exchange, the external system 450 instructs the RWE as to the
pay table (Table Ln-RC) to use (440). The external system (450)
then requests a result whereby the P/RNG result is coupled to the
requested Pay Table (442). The result is returned to the external
system 450 by RWE 204 (444). Such an aspect is different from the
first exchange shown by the box "1" sequence in that no actual RC
wager is conducted. However, such a process, t, might be useful in
coupling certain non-RC wagering entertainment game behaviors and
propositions to the same final resultant wagering return which is
understood for the gambling hybrid game to conduct wagering.
[0068] In regards to FIG. 4, one skilled in the art will note that
the thrust of the FIG. 4 is to convey overall functional exchanges
between an RWE 204 and an external system 450. As such, various
protocol layers necessary for error free and secure communication,
and other status, setup, and configuration commands which one might
expect in any protocol between two connected systems have been
omitted for clarity. Furthermore, some or all of the various
commands and responses illustrated could be combined into one or
more communication packets without departing from the
invention.
[0069] The process flow for functional communication exchanges,
such as communication exchanges described above with reference to
FIG. 4, between a RWE and an external system in accordance with
embodiments of the invention are shown in FIG. 5. The process
begins by a RWE 204 receiving signals from an external system
requesting a connection to RWE 204 (502). The Access Authorization
Module determines that the external system is authorized to connect
to RWE 204 (504) and transmits an authorization response to the
external system. The external systems provide a request for a
gambling event to be performed to the RWE 294 (506). The request
may include an indication of a wager amount on a proposition in the
gambling event, and a proper pay table to use to resolve the wager.
The external system then sends a signal to trigger the gambling
event (508).
[0070] The OS 221 instructs the Wager Control Module 222 as to the
RC wager and the Pay Table to select as well as to resolve the
wager execution (510). In response to the request to execute the
gambling event, the wager control module 222 requests an P/RNG
result from the P/RNG 220 (512); retrieves a proper pay table or
tables from the pay tables 223 (514); adjusts the RC of the player
in the RC repository 226 as instructed (516); applies the P/RNG
result to the particular pay table or tables (518); and multiplies
the resultant factor from the Pay Table by the amount of RC to
determine the result of the wager (518). Wager Control Module 222
then adds the amount of RC won by the wager to the RC repository
226 (520); and provides he outcome of the wager, and the amount of
RC in the RWE and the RC won (522). One skilled in the art will
recognize that there may be many embodiments of an RWE 204 which
could be possible, including forms where many modules and
components of the RWE are located in various servers and locations,
so the foregoing is not meant to be exhaustive or all inclusive,
but rather provide information about an RWE 204 in accordance with
some embodiments of the invention.
[0071] A block diagram of components of an ESE being provided by an
ESE host 600 for a gambling hybrid game in accordance with
embodiments of the invention is shown in FIG. 6. An ESE 610 may be
part of the entertainment game itself, may be a software module
that is executed by the entertainment game, or may provide an
execution environment for the entertainment game for a particular
host. The ESE 610 and associated entertainment game are hosted by
an ESE host 600. The ESE host 600 is a computing device that is
capable of hosting the ESE 610 and the entertainment game.
Exemplary hosts include video game consoles, smart phones, personal
computers, tablet computers, or the like. The entertainment game
includes a game engine 612 that generates a player interface 605
for interaction with by a player. The player interface includes a
player presentation 635 that is presented to a player through the
player interface. The player presentation 635 may be audio, visual
or tactile, or any combination of such. The player interface 635
further includes one or more Human Input Devices (HIDs) 630 that
the player uses to interact with the entertainment game. Various
components or sub-engines of the game engine read data from a game
state in order to implement the features of the game. Components of
the game engine include a physics engine 640 used to simulate
physical interactions between virtual objects in the game state, a
rules engine 645 for implementing the rules of the game, an P/RNG
that may be used for influencing or determining certain variables
and/or outcomes to provide a randomizing influence on gameplay, a
graphics engine 650 used to generate a visual representation of the
game state to the player, an audio engine to generate audio outputs
for the player interface, and any other engine needed to provide
the entertainment game. The game engine 612 reads and writes game
resources 615 stored on a data store of the ESE host. The game
resources 615 include game objects 655 having graphics and/or
control logic used to implement game world objects of the game
engine. The game resources 615 also include video files 675 that
are used to generate cut-scenes for the entertainment game. The
game resources 615 may also include audio files 660 used to
generate music, sound effects, etc. within the entertainment game.
The game resources 615 may also include configuration files 670
used to configure the features of the entertainment game. The game
resources 615 may also include scripts 665 or other types of
control code used to implement various gameplay features of the
entertainment game. The game resources 615 may also include
graphics resources 680 including, but not limited to, textures, and
objects that are used by the game engine to render objects
displayed in the entertainment game.
[0072] In operation, components of the game engine 612 read
portions of the game state 625 and generate the player presentation
for the player which is presented to the player using the player
interface 605. The player perceives the presentation 635 and
provides player inputs using the HIDs 630. The corresponding player
inputs are received as player actions or inputs by various
components of the game engine 612. The game engine translates the
player actions into interactions with the virtual objects of the
game world stored in the game state 625. Components of the game
engine 612 use the player interactions with the virtual objects of
the game and the game state 625 to update the game state 625 and
update the presentation 635 presented to the user. The process can
loop in a game loop continuously while the player plays the
game.
[0073] In some embodiments, the ESE 610 is a host running a browser
that communicates with a server serving documents in a markup
language, such as Hypertext Markup Language 5 (HTML 5) or the like,
and the functions of the game engine are performed by the browser
on the basis of the markup language found in the documents. In some
embodiments, the ESE 610 is a host hosting a specialized software
platform, such as Adobe Flash or the like, used to implement games
or other types of multimedia presentations, and the functions of
the game engine are performed by the specialized platform.
[0074] The ESE 610 provides one or more interfaces between an
entertainment game and other components 620 of a gambling hybrid
game, such as a GWE. The ESE 610 and the other gambling hybrid game
component 620 communicate with each other using the interfaces,
such as by passing various types of data and sending and receiving
messages, status information, commands and the like. Examples of
communications include, but are not limited to, requesting by the
gambling hybrid game component 620 that the ESE 610 update the game
state using information provided by the other component;
requesting, by the gambling hybrid game component 620, that the ESE
610 update one or more game resources using information provided by
the gambling hybrid game component 620; the ESE 610 providing all
or a portion of the game state; the ESE 610 providing one or more
of the game resources to the gambling hybrid game component 620;
and the ESE 610 communicating player actions to the other gambling
hybrid game component 620. The player actions may be low level
player interactions with the player interface, such as manipulation
of an HID, or may be high level interactions with objects as
determined by the entertainment game. The player actions may also
include resultant actions such as modifications to the game state
or game resources resulting from the player's actions taken in the
game. Other examples of player actions include actions taken by
entities, such as Non-Player Characters (NPC) of the entertainment
game, that act on behalf of, or under the control of, the
player.
[0075] Elements are a limited resource consumed within an
entertainment game to advance entertainment game gameplay. In
playing the entertainment game using the elements, a player can
(optionally) consume and accrue game world credits (GWC) within the
entertainment game. These credits can be in the form of (but are
not limited to) game world credits, experience points, or points
generally. Wagers can be made in the gambling game as triggered by
the player's use of one or more elements of the entertainment game.
The wagers are made using real world credits (RC). The real world
credits can be credits in an actual currency, or can be credits in
a virtual currency which may have a real world value. Gambling
outcomes from the gambling game can cause consumption, loss or
accrual of RC. In addition, gambling outcomes in the gambling game
can influence elements in the entertainment game such as (but not
limited to) by restoring a consumed element, causing the loss of an
element, restoration or placement of a fixed element. In certain
embodiments, gambling games can facilitate the wager of GWC for a
randomly generated payout of GWC or a wager of elements for a
randomly generated payout of elements. In particular embodiments,
an amount of GWC and/or elements used as part of a wager can have a
RC value if cashed out of a gameplay session.
[0076] Example elements include enabling elements (EE) which are
elements that enable a player's play of the entertainment game and
whose consumption by the player while playing the entertainment
game can trigger a wager in a gambling game. Another non limiting
example of an element is a reserve enabling element (REE), which is
an element that converts into one or more enabling elements upon
occurrence of a release event in skill wagering interleaved game
gameplay. Other types of elements include actionable elements (AE)
which are elements that are acted upon to trigger a wager in the
gambling game and may or may not be restorable during normal play
of the entertainment game. Another type of element is a common
enabling element (CEE) which as an element that may be shared by
two or more players and the use of which by any of the players
causes a wager to be triggered.
[0077] In progressing through entertainment game gameplay, elements
can be utilized by a player during interactions with a controlled
entity (CE) which is a character, entity, inanimate object, device
or other object under control of a player.
[0078] Also, entertainment game gameplay progress and wager
triggers can be dependent upon a game world variable such as, but
not limited to: a required game object (RGO) which is a specific
game object in an entertainment game acted upon for an AE to be
completed (such as but not limited to a specific key needed to open
a door); a required environmental condition (REC) which is a game
state present within an entertainment game for an AE to be
completed (such as but not limited to daylight whose presence
enables a character to walk through woods); or a controlled entity
characteristic (CEC) which is a status of the CE within an
entertainment game for an AE to be completed (such as but not
limited to a CE to have full health points before entering battle).
Although various gameplay resources, such as but not limited to
GWC, RC and elements as discussed above, any gameplay resource can
be utilized to advance gameplay as well as form the basis for a
trigger of a wager as appropriate to the specification of a
specific application in accordance with various embodiments of the
invention. Various hybrid games are discussed in PCT Application
Nos. PCT/US11/26768, filed Mar. 1, 2011, now U.S. Pat. No.
8,632,395 issued Jan. 21, 2014, PCT/US11/63587, filed Dec. 6, 2011,
published as US Patent Application Publication No. 2013/0296021 A1,
and PCT/US12/50204 filed Aug. 9, 2012, published as US Patent
Application Publication No. 2013/0260871 A1, each disclosure of
which is hereby incorporated by reference in its entirety.
[0079] In accordance with some embodiments, a player can interact
with a gambling hybrid game by using RC in interactions with a
gambling game along with GWC and elements in interactions with an
entertainment game. The gambling game can be executed by a RWE
while an entertainment game can be executed with an ESE and managed
with a GWE. A conceptual diagram that illustrates how resources
such as GWC, RC and elements, such as but not limited to enabling
elements (EE), are utilized in a gambling hybrid game in accordance
with an embodiment of the invention is illustrated in FIG. 7. The
conceptual diagram illustrates that RC 704, EE 708 and GWC 706 can
be utilized by a player 702 in interactions with the RWE 710, GWE
712 and ESE 714 of a gambling hybrid game 716. The contribution of
elements, such as EE 708, can be linked to a player's access to
credits, such as RC 704 or GWC 706. Electronic receipt of these
credits can come via a smart card, voucher or other portable media,
or as received over a network from a server. In accordance with
certain embodiments, these credits can be drawn on demand from a
player profile located in a database locally on a gambling hybrid
game or in a remote server.
[0080] A conceptual diagram that illustrates the interplay between
aspects of a gambling hybrid game in accordance with an embodiment
of the invention using real world credit (RC) is illustrated in
FIG. 8. Similar to FIG. 7, a player's actions and/or decisions can
affect functions 806 that consume and/or accumulate GWC 802 and/or
EE 804 in an entertainment game executed by an ESE 810. A GWE 812
can monitor the activities taking place within an entertainment
game executed by an ESE 810 for gameplay gambling event
occurrences. The GWE 812 can also communicate the gameplay gambling
event occurrences to an RWE 814 that triggers a wager of RC 816 in
a gambling game executed by the RWE 814.
[0081] In accordance with some embodiments of the invention, the
following may occur during use of the gambling hybrid game. The
user enters an input that represents an action or decision (850).
The ESE 810 signals the GWE 812 with the input decision or action
(852). The GWE 812 responds by signaling to ESE 810 with the amount
of EE that is consumed by the player action or decision (854). The
signaling from the GWE 812 configures a function 806 to control the
EE consumption, decay, and/or accumulation.
[0082] The ESE 810 then adjusts the EE 804 accordingly (856). The
GWE 812 signals the RWE 814 as to the profile of the wager
proposition associated with the action or decision and triggers the
wager (858). The RWE 814 consumes the appropriate amount of RC 816
and executes the wager (860). The RWE 814 then adjusts the RC 816
based upon the outcome of the wager (862) and informs the GWE 812
as to the outcome of the wager (864).
[0083] The GWE 812 signals the ESE 810 to adjust EE to one or more
of the EEs of the ESE entertainment game (866). Function 806 of the
ESE 810 performs the adjustment of EE 804 (868). The ESE 810
signals the GWE 812 as to the updated status (870). In response,
the GWE 812 signals the ESE 810 to update GWC of the entertainment
game. The ESE updates the GWC 802 using a function 806 (872).
[0084] The following is an example of the above flow in a first
person shooter game, such a Call of Duty.RTM., using a gambling
hybrid game sequence in accordance with embodiments of the
invention.
[0085] The process begins by a player selecting a machine gun to
use in the game and then fires a burst of bullets at an opponent
(850). The ESE 810 signals the GWE 812 of the player's choice of
weapon, that a burst of bullets was fired, and the outcome of the
burst (852). GWE 812 processes the information received and signals
ESE 810 to consume 3 bullets (EE) with each pull of the trigger
(854). The ESE 810 consumes 3 bullets for the burst using function
806 (856).
[0086] The GWE 812 signals the RWE 814 that 3 credits (RC) are to
be wagered to match the three bullets consumed. The RWE 814 then
determines the result of the wager and may determine the winnings
from a pay table. On a particular pay table (Table Ln-RC), a
determination is made by RWE 814 as to the amount of damage that
the opponent has sustained. The RWE 814 consumes 3 credits of RC
816 for the wager and executes the specified wager (860). The RWE
814 determines that the player hit a jackpot of 6 credits and
returns the 6 credits to the RC 816 (862) and signals the GWE 812
that 3 net credits were won by the player (864).
[0087] The GWE 812 signals ESE 810 to add 3 bullets to an
ammunition clip (866). ESE 810 adds 3 bullets back to the ammo clip
(EE 804) using a function 806 (868). The ammunition may be added by
directly adding the ammunition to the clip or by allowing the user
to find extra ammunition during gameplay. The GWE 812 logs the new
player score (GWC 802) in the game (as a function of the successful
hit on the opponent) based on the ESE 810 signaling, and the
signals the ESE 810 to add 2 extra points to the player score since
a jackpot has been won (870). The ESE 810 then adds 10 points to
the player score (GWC 802) given the success of the hit which in
this example is worth 8 points, plus the 2 extra points requested
by GWE 812 (872). Note that the foregoing example is only intended
to provide an illustration of how credits flow in a gambling hybrid
game, but is not intended to be exhaustive and only lists only one
of numerous possibilities of how a gambling hybrid game may be
configured to manage its fundamental credits.
[0088] A conceptual diagram that illustrates the interplay between
aspects of a gambling hybrid game in accordance with an embodiment
of the invention using virtual real world credit (VRC) is
illustrated in FIG. 9. As seen in the FIG. 9, substituting VRC in
place of RC is effected without impact to the architecture or
operation of the gambling hybrid game. The implementation of FIG. 9
is not the only embodiment using virtual currency within a gambling
hybrid game, but shows only one permutation of which many could
exist.
[0089] Similar to FIG. 8, a player's actions and/or decisions can
affect functions 906 that consume and/or accumulate GWC 902 and/or
EE 904 in an entertainment game executed by an ESE 910 in the
process shown in FIG. 9. A GWE 912 can monitor the activities
taking place within an entertainment game executed by an ESE 910
for gameplay gambling event occurrences. The GWE 912 can also
communicate the gameplay gambling event occurrences to a RWE 914.
Unlike the process shown in FIG. 8, RWE 914 triggers a wager of
virtual real world credit (VRC) 916 in a gambling game executed by
the RWE 914.
[0090] For purposes of this discussion, VRC can be thought of as a
form of alternate currency, which can be acquired, purchased or
transferred, in unit or in bulk, by/to a player, but does not
necessarily directly correlate to RC or real currency. As an
example, there is a virtual currency called "Triax Jacks", 1000
units of which are given to a player by an operator of a gambling
hybrid game, with additional blocks of 1000 units being available
for purchase for $5 USD each block. Triax Jacks could be redeemed
for various prizes, or could never be redeemed but simply used and
traded purely for entertainment value by players. It would be
completely consistent with the architecture of the gambling hybrid
game that Triax Jacks would be wagered in place of RC, such that
the gambling hybrid game could be played for free, or with played
with operator sponsored Triax Jacks.
[0091] Returning to the process in FIG. 9, the following may occur
during use of the gambling hybrid game in accordance with
embodiments of the invention. The user enters an input that
represents an action or decision (950). The ESE 910 signals the GWE
912 with the input decision or action (952). The GWE 912 responds
by signaling to ESE 910 with the amount of EE that is consumed by
the player action or decision (954). The signaling from the GWE 912
configures a function 906 to control the EE consumption, decay,
and/or accumulation.
[0092] The ESE 910 then adjusts the EE 904 accordingly (956). The
GWE 912 signals the RWE 914 as to the profile of the wager
proposition associated with the action or decision and triggers the
wager (958). The RWE 914 consumes the appropriate amount of RC 916
and executes the wager (960). The RWE 914 then adjusts the RC 916
based upon the outcome of the wager (962) and informs the GWE 912
as to the outcome of the wager (964).
[0093] The GWE 912 signals the ESE 910 to adjust EE to one or more
of the EEs of the ESE entertainment game (966). Function 906 of the
ESE 910 performs the adjustment of EE 904 (968). The ESE 910
signals the GWE 912 as to the updated status (970). In response,
the GWE 912 signals the ESE 910 to update GWC 902 of the
entertainment game. The ESE updates the GWC 902 using a function
906 (972).
Network Based Gambling Hybrid Game
[0094] A system diagram that illustrates an implementation of a
network distributed gambling hybrid game with a GWE local server in
accordance with embodiments of the invention is illustrated in FIG.
10. In the figure, the gambling hybrid game 1000 includes
components, RWE 1002 embedded in a device used as the user
interface for player 1003. The device provides both a RWE/GWE user
interface 1005 and an ESE user interface 1007 for the player. The
ESE is provisioned by an ESE hosting server 1004 via ESE interface
1009, and the GWE is provisioned by GWE server 1006 as indicated by
the dashed line. Also pictured in the diagram are a number of other
peripheral systems, such as player management 1008, casino
management 1010, regulatory 1012, hybrid game player account
management 1014, and taxation authority 1016 hosting servers that
may be present in such an implementation. FIG. 10 also illustrates
various other systems, which may reside outside the bounds of the
casino and are connected to the framework via communications
network, such as the Internet 1020, depicted by the connection
lines past the casino firewall 1022. The end devices utilized for
user interfaces for a gambling hybrid game include, but are not
limited to, casino electronic game machines 1030 and wireless or
portable devices, such as smart phone 1032, personal digital
assistants, tablet computers, video gaming consoles or the like.
These disparate devices are connected within and without the casino
through the casino's information technology structure as
illustrated by routers 1040a, 1040b and 1040c. It should be
understood that FIG. 10 does not attempt to illustrate all servers
and systems to which a gambling hybrid game 1000 might be
inevitably be connected, and indeed one might expect there would be
others, but rather provides an example of a set of a sub-set of
systems which would be present in an exemplary embodiment of an
installation.
[0095] FIG. 11 is a diagram showing another implementation of a
gambling hybrid game in accordance with an exemplary embodiment. In
the figure, the gambling hybrid game 1101 includes components, RWE
1104 embedded in a device used as the user interface for player
1103. The device provides both a RWE/GWE user interface 1105 and an
ESE user interface 1007 for the player. The ESE is provisioned by
an ESE hosting server 1104 via ESE interface 1109. Also pictured in
the diagram are a number of other peripheral systems, such as
player management 1108, casino management 1110, regulatory 1112,
hybrid game player account management 1114, and taxation authority
1116 hosting servers that may be present in such an implementation.
In the figure, note that the GWE is composed of two sub-components,
a local GWE server 1120, and a cloud server 1122 (components within
the dash line area 1124). In the figure, certain of the components
are located within the bounds of the casino, namely the RWE, the
ESE and a portion of the GWE, namely the local GWE server 1120. The
Cloud Server GWE 1122 is located in the cloud connected to the
casino bounded gambling hybrid game components via communications
network such as the Internet 1130 through a firewall 1132. FIG. 11
also illustrates various other systems, which may reside outside
the bounds of the casino and are connected to the framework via
communications network. The end devices utilized for user
interfaces for a gambling hybrid game include, but are not limited
to, casino electronic game machines, 1134a and 1134b, and wireless
or portable devices, such as smart phone 1136, personal digital
assistants, tablet computers, video gaming consoles or the like.
These disparate devices are connected within and without the casino
through the casino's information technology structure as
illustrated by routers 1140a, 1140b and 1140c. It should be
understood that FIG. 11 does not attempt to illustrate all servers
and systems to which a gambling hybrid game might be inevitably be
connected, and indeed one might expect there would be others, but
rather provides an example of a set of a sub-set of systems which
would be present in an exemplary embodiment of an installation.
[0096] A system diagram that illustrates an implementation of
network a cloud based gambling hybrid game over the Internet in
accordance with an embodiment of the invention is illustrated in
FIG. 12. The system includes an ESE server 1202, GWE server 1204
and RWE server 1206 that each connect to a user interface, 1210a or
1210b, (such as, but not limited to, a television screen, computer
terminal, tablet, touchscreen or PDA) of gambling hybrid games over
the Internet 1208. Each gambling hybrid game includes a local ESE
1212a or 1212b (such as, but not limited to, a video game console
or a gaming computer system) that interfaces with a remote ESE
server 1002. Processes performed by an ESE 1212a services can be
performed in multiple locations, such as, but not limited to,
remotely on an ESE server 1202 and locally on a local ESE 1212a. In
addition, a gambling hybrid game may include a Personal Digital
Assistant (PDA) 1214 or other type of mobile computing device game
coupled to the ESE hosting server 1202, thus providing the
opportunity for a player to play a gambling hybrid game on the PDA
through a mobile phone or data network.
[0097] There are many possible permutations of how a gambling
hybrid game could be constructed, with FIGS. 10, 11 and 12 showing
only three possible permutations and provided as examples, which
are not intended to suggest limitations to the forms of the
architecture. Other embodiments include a version where the entire
gambling hybrid game is in the cloud with only a client running on
player terminal within the bounds of the casino, or a version where
the RWE and GWE are casino bound and the ESE exists in the cloud,
accessed by a client running on a terminal in the casino.
Processing Apparatuses
[0098] Any of a variety of processing apparatuses can host various
components of a gambling hybrid game in accordance with embodiments
of the invention. In accordance with embodiments of the invention,
these processing apparatuses can include, but are not limited to, a
server, a client, a mobile device such as a smartphone, a personal
digital assistant or the like, a wireless device such as a tablet
computer or the like, an electronic gaming machine, a general
purpose computer, a gaming console, a computing device and/or a
controller. A processing apparatus that is constructed to implement
a gambling hybrid game in accordance with embodiments of the
invention is illustrated in FIG. 13. In the processing apparatus
1300, a processor 1304 is coupled to memory 1306 by a bus 1328. The
processor 1304 is also coupled to non-transitory machine-readable
storage media, such as a storage device 1308 that stores executable
instructions 1312 and data 1310 through the system bus 1328 to an
I/O bus 1326 through a storage controller 1318. The processor 1304
is also coupled to one or more interfaces that can be used to
connect the processor to other processing apparatuses as well as
networks as described herein. The processor 1304 is also coupled
via the bus to user input devices 1314, such as tactile devices
including, but not limited to, keyboards, keypads, foot pads, touch
screens, and/or trackballs; as well as non-contact devices such as
audio input devices, motion sensors and motion capture devices that
the processing apparatus can use to receive inputs from a user when
the user interacts with the processing apparatus. The processor
1304 is connected to these user input devices 1314 through the
system bus 1328, to the I/O bus 1326 and through the input
controller 1320. The processor 1304 is also coupled via the bus to
user output devices 1316 such as (but not limited to) visual output
devices, audio output devices, and/or tactile output devices that
the processing apparatus uses to generate outputs perceivable by
the user when the user interacts with the processing apparatus. In
accordance with some embodiments, the processor is coupled to
visual output devices such as (but not limited to) display screens,
light panels, and/or lighted displays. In accordance with
particular embodiments, the processor is coupled to audio output
devices such as (but not limited to) speakers, and/or sound
amplifiers. In accordance with many of these embodiments, the
processor 1304 is coupled to tactile output devices like vibrators,
and/or manipulators. The processor 1304 is connected to output
devices from the system bus 1328 to the I/O bus 1326 and through
the output controller 1322. The processor 1304 can also be
connected to a communications interface 1302 from the system bus
1328 to the I/O bus 1326 through a communications controller
1324.
[0099] In accordance with various embodiments, a processor 1304 can
load instructions and data from the storage device into the memory
1306. The processor 1304 can also execute instructions that operate
on the data to implement various aspects and features of the
components of a gambling hybrid game. The processor 1304 can
utilize various input and output devices in accordance with the
instructions and the data in order to create and operate user
interfaces for players or operators of a gambling hybrid game(such
as but not limited to a casino that hosts the gambling hybrid
game).
[0100] Although the processing apparatus 1300 is described herein
as being constructed from a processor and instructions stored and
executed by hardware components, the processing apparatus can be
composed of only hardware components in accordance with other
embodiments. In addition, although the storage device is described
as being coupled to the processor through a bus, those skilled in
the art of processing apparatuses will understand that the storage
device can include removable media such as, but not limited to, a
USB memory device, an optical CD ROM, magnetic media such as tape
and disks. Also, the storage device can be accessed by processor
1304 through one of the interfaces or over a network. Furthermore,
any of the user input devices or user output devices can be coupled
to the processor 1304 via one of the interfaces or over a network.
In addition, although a single processor 1304 is described, those
skilled in the art will understand that the processor 1304 can be a
controller or other computing device or a separate computer as well
as be composed of multiple processors or computing devices
including one or more processors.
Gambling Hybrid Games Including Gambling Intergrated Games
[0101] In accordance with many embodiments of the invention, a
gambling hybrid game provides an entertainment game and a gambling
game. A wide array of entertainment games include explicit random
events that are observable to the game's player(s) and often
initiated by a player. Random events can include, but are not
limited to, the drawing of cards, the rolling of a die, and the use
of a spinner. These explicit random events can be singular or
multiple, operating in parallel or in serial. For example,
Monopoly.RTM. provided by Hasbro Inc. of Pawtucket, R.I. is played
by each player rolling a pair of dice at the onset of each turn to
move a game piece around the board (singular per turn, and serially
between players). In Risk.RTM. provided by Hasbro Inc. of
Pawtucket, R.I., two players roll dice simultaneously to establish
the outcome of a battle, and the players continue to roll dice
until the battle is resolved (parallel dice rolls occurring
multiple times). In Scrabble.RTM. provided by Hasbro Inc. of
Pawtucket, R.I., a player draws tiles at random from a pool of
tiles. In War, players draw randomly ordered cards from a deck of
cards and compare those cards each turn. These random events are
typically initiated by a player as part of a player's turn and can
drive actions such as the movement of a player piece around a board
(e.g. Monopoly.RTM.), the resolution of a battle between players
(e.g. Risk.RTM.), establishing whether a character successfully
deploys a specific skill (e.g. Dungeons and Dragons.RTM.), etc.
Although the above examples discussed are board games, the same
principle can be applied in computerized versions of these
games.
[0102] In accordance with several embodiments of the invention, the
explicit random events in an entertainment game provided by a
gambling hybrid game are harnessed to drive gambling events in a
gambling game in concert with the play of the entertainment game.
For purposes of this discussion, a gambling hybrid game that uses
the random events in an entertainment game to determine the results
of the gambling event and/or wagers on the gambling event are
referred to as a Gambling Integrated Game (GIG). A GIG uses the
random events inherent in the underlying entertainment game as a
gambling game where the outcome of a random event or a set of
random events in the entertainment game is linked to the provisions
of awards to a player. Examples of awards in accordance with
embodiments of the invention include, but are not limited to,
in-game objects, the alteration of in-game variables, and the
allocation of credits to one or more pools being collected by the
game operator (i.e. casino). A flow diagram of a process for
providing a gambling hybrid game with a GIG in accordance with
embodiments of the invention is illustrated in FIG. 14.
[0103] In process 1400, the player begins play of the gambling
hybrid game (1405). Upon starting the game, the player selects
(1410) between using either a player account to provide Real World
Credits (RWC) and/or game world credits (GWC) for play (1412) or
may play a stand-alone or host version (1411) of the game in which
RWC and/or GWC is entered on a per-play basis. Regardless of the
selected type of game play, the player then chooses the
denominations or wagering amount to use during game play (1415).
The ESE then provides the game play of the entertainment game
(1420). During game play of the entertainment game, the player
initiates a random event (1425).
[0104] The results of the random event are generated and the awards
and/or wager results in the gambling game based upon the random
event are determined. The results of the wagers and/or awards are
provided to the player and displayed as part of the game play
(1435). For example, a gambling hybrid game with a gambling
integrated game provides a computerized version of a board game
wherein object of the game is to advance around a board, acquiring
spaces on the board, and charging rents to other players who land
on the acquired spaces, such as in the game of Monopoly.RTM.. In
the game, a player rolls two 6-sided die each turn. In addition to
dictating how far the player moves his piece in the entertainment
game, the dice roll determines which one of the 36 possible
permutations (where die 1 and die 2 are called out separately) or
21 permutations (where only sum of the dice is called out)
corresponds to a specific monetary payout relative to the credits
committed to the gambling game before the dice were "rolled" in a
GIG version of the electronic board game. In accordance with some
embodiments of an electronic board game GIG, each of the 36 or 21
possible permutations correspond to at least one of a payout to the
player, a possible allocation to a bonus pool, the alteration of an
in-game variable, a loss of funds by the player, and a gain of
funds by the player.
[0105] In accordance with some embodiments, the results of wagers
and/or awards can include, but are not limited to contribution to a
bonus pool that is awarded as a function of subsequent random
events; a RC win for the player; a RC loss for the player; a RC
draw for the player; a contribution to a bonus pool that is awarded
as a function of player skill and/or as a function of a player's
performance in one or more instances of the entertainment game; a
contribution to an interstitial credit, such as Quanta, that the
player can use in the current game session and/or over multiple
game sessions to alter entertainment game variables; a contribution
to a specific entertainment game variable without player selection
or input; and a contribution to a bonus pool that is applied to a
subsequent competition or tournament that the player may or may not
become eligible to enter based upon factors including, but not
limited to, the demonstrated skill of the player in the
entertainment game, money committed to the gambling game, hours
spent playing the game, and player club status. In accordance with
some embodiments, the award and/or wager may be provided in lieu of
the random event affecting the entertainment game. For example, the
player may gain the ability to move their piece or one of the above
effects may take place in a gambling hybrid game providing an
electronic board game as an entertainment game in accordance with
an embodiment of the invention. In accordance with the embodiment,
the results of the random event may be affected by direct
allocation of each possible random outcome to one of the above
mentioned outcomes in a gambling game or a move in the
entertainment game. For example, a first die roll of a "2" and a
second die roll of a "5" may result in a RC win and no longer
provide a move of seven squares in the Monopoly game. In accordance
with some embodiments, an addition of an additional random number
generating element (a third die for example) is introduced into the
entertainment game that causes the fundamental random number
generating element (the two dice) to be interpreted as either a
conventional move in the underlying entertainment game, or instead
as one of the above effects. In accordance with a number of
embodiments, the impact of the underlying explicit random number
generating mechanism in the entertainment game may be accumulated
over multiple occurrences of the explicit random events in the
entertainment game. For example, rather than the outcome of a
single roll of the dice by a player during a player turn in an
electronic board game employing two six-sided dice which would
limit the outcome to one of 36 distinct outcomes, the results of
multiple dice rolls accumulated across several turns may be
considered at one time so that a greater number of permutations of
the result are possible. For example, six rolls of the two dice by
a single player or the rolls from six player turns may be used to
drive the Random Effect to provide 612 possible outcomes. After the
results of the random event are determined and displayed, game play
of the entertainment game continues (1440).
[0106] Although specific processes for providing gambling hybrid
games with a GIG are discussed above with respect to FIG. 14, any
of a variety of processes for providing a gambling hybrid game with
a GIG can be utilized as appropriate to the requirements of
specific applications in accordance with embodiments of this
invention.
[0107] In accordance with some embodiments, the entertainment game
in a gambling hybrid game with a GIG has different random events
that may be initiated at a given time. The results of a gambling
event corresponding to the random event may depend on the odds
associated the random event initiated. A flow diagram of a process
for providing a GIG with different odds for a random event in
accordance with an embodiment of the invention is shown in FIG.
15.
[0108] In process 1500, the player begins play the gambling hybrid
game (1505). Upon starting the game, the player selects (1510)
between using either a player account to provide Real World Credits
(RWC) and/or game world credits (GWC) for play (1512) or may play a
stand-alone or host version (1511) of the game in which RWC and/or
GWC is entered on a per-play basis. Regardless of the selected type
of game play, the player chooses the denominations or wagering
amount to use during game play (1515). The entertainment engine
then provides the game play of the entertainment game (1520). The
odds for each random event option are then determined for the GIG
(1525) and displayed to the player (1530). During game play, the
player initiates a random event from the random event options
(1535). The results of the initiated random event are generated and
the awards in the gambling game based upon the random event are
determined. The results of any wagers and/or rewards are provided
to the player and displayed as part of the game play (1540). The
results of the random event on game play of the entertainment are
determined (1542). The determined outcomes of wagers and/or awards
provided to the player based upon the random event are displayed
(1545) and game play of the entertainment game continues (1540).
The determination of the results of the random event is performed
in a manner similar to the determination described above with
reference to FIG. 14.
[0109] Although a specific process for providing a gambling hybrid
game with a GIG is discussed above with respect to FIG. 15, any of
a variety of processes for providing a gambling hybrid game with a
GIG can be utilized as appropriate to the requirements of specific
applications in accordance with embodiments of this invention.
[0110] In accordance with many embodiments of the invention, the
determination of the payout of a wager and/or award based upon the
results of a random event in the entertainment game may be
influenced by other information. This information includes, but is
not limited to, Entertainment Game (EG) variables; player
information; and casino and/or game provider information. A flow
diagram showing the passing of information during the provision of
a gambling hybrid game with a GIG in accordance with embodiments of
this invention is illustrated in FIG. 16.
[0111] Player 1601 provides player inputs to the entertainment
game. The inputs cause the entertainment game to update EG
variables 1605 that indicate the state of the entertainment game.
The player inputs also initiate an event with a random component
1610. EG variables 1605 and information about the event with a
random component 1610 are provided to a GIG engine. The GIG engine
also receives player information from a player management system
1620 and provider information from a casino and/or a game provider
1615. Random Number Generator (RNG) 1617 can be used to determine
the results of the event with a random component 1610 in the
entertainment game and the gambling game. The entertainment game
uses the results of the event with a random component to update the
EG variables 1635 and the player user interface 1630. The gambling
game uses the results of the event with a random component to
determine the results of the gambling event 1645 and any RC 1650
rewarded for wagers based upon the results of the gambling
game.
[0112] A flow diagram of a process for providing a GIG that uses
the results of a random event and other information to determine
the results of the random event in the entertainment game to
determine results in a gambling event in a gambling game in
accordance with an embodiment of the invention is shown in FIG.
17.
[0113] In process 1700, the player begins play of the gambling
hybrid game (1705). Upon starting the game, the player selects
(1710) between using either a player account to provide Real World
Credits (RWC) and/or game world credits (GWC) for play (1712) or
may play a stand-alone or host version (1711) of the game in which
RWC and/or GWC is entered on a per-play basis. Regardless of the
selected type of game play, the player chooses the denominations or
wagering amount to use during game play (1715). The entertainment
engine then provides the game play of the entertainment game
(1720). The GIG engine receives player information from player
management system 1726, EG variables 1728 from the ESE and provider
information from the casino or game provider 1727. The odds for
each random event option may then be determined for the GIG using
the player information, provider information, EG variables, and
other entertainment game information (1730) and displayed to the
player (1735). During game play, the player initiates a random
event from the random event options (1740). The results of the
initiated random event are determined and the awards in the
gambling game based upon the random event, the player information,
provider information, and EG variables are determined and the
results of any wagers and/or rewards are provided to the player and
displayed as part of the game play (1745). The results of the
random event on game play of the entertainment are determined
(1747). The results of the wagers and/or awards provided to the
player based upon the random event are displayed (1750) and game
play of the entertainment game continues (1755).
[0114] Although a specific process for providing a gambling hybrid
game with a GIG is discussed above with respect to FIG. 17, any of
a variety of processes for providing a gambling hybrid game with a
GIG can be utilized as appropriate to the requirements of specific
applications in accordance with embodiments of this invention.
Examples of Gambling Hybrid Games with a GIG
[0115] In accordance with some embodiments of a gambling hybrid
games with a GIG, the entertainment game provided is a
strategy-based game. A flow diagram of a process for providing a
GIG with a strategy-based game as the entertainment game is shown
in FIG. 18. In process 1800, the player initiates the
strategy-based entertainment game (1805). Game play of the
strategy-based game commences (1810). As game play proceeds, the
GIG generates an odds table for a random event. The player then
initiates the random event (1820). An example of a random event in
A strategy-based game is when a player attacks a country on the
game board occupied by a troop of another player. The attack
continues until the player wins or withdraws (1822). For each roll
of the dice during the attack, the GIG generates a random result
using the RNG (1825). The GIG then processes the results of the
random event in the gambling game and the results of the random
event in the entertainment game (1830). If the attack fails (1837),
the in-game results are recorded and game play of the entertainment
game continues (1850). If the attack is successful, the in-game
results of the successful attack are recorded and the award and/or
results of wagers in the gambling game are determined (1840). The
awards and/or results of the wagers are displayed (1845) and game
play of the entertainment game continues (1850).
[0116] Although a specific process for providing a gambling hybrid
game with a GIG providing a strategy game as the entertainment game
is discussed above with respect to FIG. 18, any of a variety of
processes for providing a gambling hybrid game with a GIG can be
utilized as appropriate to the requirements of specific
applications in accordance with embodiments of this invention.
[0117] In accordance with an embodiment of a gambling hybrid game
with a GIG that provides a strategy game as the entertainment game,
players engage in battles between groups of armies using one, two
or three dice each, depending upon the number of armies each player
is using to attack or defend. Over the course of a battle, there
can be multiple rolls of the dice until one party is victorious or
the attacker withdraws. The set of combinations of dice are known
as a function of the number of troops each party uses in the
battle. Each party is required in this example to contribute a
specific sum of RC to each battle as a function of the number of
troops that the party has committed to that battle as a whole in
accordance with the embodiment. Flowever, in accordance with other
embodiments, RC is committed at a fixed amount per battle
regardless of the number of troops committed. In accordance with
still other embodiments, the amount of RC committed is a function
of the number of dice rolled during each round of a battle. The
combination of dice outcomes can be used to drive one or more of
the following: a contribution to a pool to be paid to the winner of
the specific head-to-head battle; a contribution to a tournament
pool to which the players may or may not ultimately gain entry; and
a contribution to a pool to be paid to the winner of the specific
game. In several embodiments, there is no feedback from the
gambling game to the entertainment game other than that already
inherent in the strategy-based game. In particular, the winner of
the battle gains more territory and territory cards and may
therefore ultimately receive more armies at the onset of the next
turn of the winner. In accordance with other embodiments, one or
more of the dice outcomes may cause a player to receive an award.
Examples of awards include, but are not limited to additional
armies; and special features including, but not limited to, extra
attack dice for an attach, better attack odds, and better defending
odds.
[0118] In another particular example, Player 1 attacks Japan from
Kamchatka with 10 troops. Player 2 defends Kamchatka with four
troops. Therefore, Player 1 is required to commit 10 RC to the
battle, and player 2 is required to commit four RC to the battle.
The battle proceeds in the manner shown in the following table.
TABLE-US-00001 Player 1 Player 2 Troops at Troops at start of start
of Player 1 Player 2 Battle Round round round Dice Rolls Dice Rolls
1 10 4 2, 3, 4 3, 6 2 8 4 4, 4, 5 2, 6 3 7 3 2, 1, 3 5, 3 4 5 3 6,
5, 1 4, 5 5 5 1 3, 4, 2 4 6 4 1 6, 3, 4 5 7 4 0 N/A N/A
[0119] As shown in the table, Player 1 takes over the country after
six rounds of battle having lost six of his initial troops and
Player 2 has lost all four of his troops. As a result of the
battler the following random effects result in accordance with the
embodiment: [0120] A Victory Bonus--Player 1 receives a credit back
from her commitment as a function of having won the battle. 1
credit returned to player 1; [0121] A Strong Defender Bonus--Player
2 receives a credit back from his commitment as a function of
having lost fewer troops than player 1. One credit to player 2; and
[0122] Game Victory Pool--1 credit from the attacking player
(Player 1) is committed to a pool at the onset of the battle that
will be awarded to the ultimate winner of the strategy-based
game.
[0123] The gambling outcome for Player 1 in the example is
determined in the following manner. 8 RC from Player 1 are
committed to the random outcome that is ultimately determined by
the numerical sequence {2,3,4,4,4,5,2,1,3,6,5,1,3,4,2,6,3,4}. The
numerical sequence is looked up in a table that can be dynamically
generated at the onset of the battle. The table reflects all the
possible outcomes of the engagement (including either player
withdrawing before being defeated) with regards to rolls of Player
1. Prizes are allocated to each possible numerical combination in
the table as a function of a prescribed distribution of outcomes
dictated by the game. The prizes may be RC; in-game variables;
in-game objects; or other items of value in accordance with the
embodiment. The outcome of the process may be represented to Player
1 graphically through a variety of means including, but not limited
to, a graphical representation of a slot machine or other gambling
game. In the specific example, Player 1 loses the gambling game and
is not awarded any RC.
[0124] The gambling outcome for Player 2 is determined in the
following manner. 3 RC from Player 2 are committed to the random
outcome that is ultimately determined by the numerical sequence
{3,6,2,6,5,3,4,5,4,5}. The numerical sequence is looked up in a
table that can be dynamically generated at the onset of the battle,
and which reflects all the possible outcomes of that engagement
(including Player 2 withdrawing before being conquered) with
regards to the rolls of Player 2. Prizes are allocated to each
possible numerical combination in the table as a function of a
prescribed distribution of outcomes dictated by the game. The
prizes may be RC; in-game variables; in-game objects; or other
items of value in accordance with the embodiment. The outcome of
this process may be represented to Player 2 graphically through a
variety of means including, but not limited to, a graphical
representation of a slot machine or other gambling game. In this
specific example, Player 2 wins the gambling game and is awarded 10
RC.
[0125] In the net, Player 1 loses 9 RCs net as a result of the
battle and Player 2 gains 7 RCs. Further, 1 RC is allocated to a
pool for the ultimate winner of the strategy-based game.
[0126] In accordance with another embodiment of a gambling hybrid
game with a GIG and providing A strategy-based as the entertainment
game, an attack by Player 1 on a country protected by Player 2 is
performed in the following manner. When player 1 attacks player 2
with a given number of troops on each side, the probability of
Player 1 winning is at a known maximum. The probability can be less
in so far as Player 1 may withdraw without completing the battle.
However, maximum probability of Player 1 winning is known, and more
specifically, the likelihood of Player 1 winning with N troops
remaining is known. A following table can be constructed and shown
to Player 1 before (or after) troops are committed to the battle
given the number of troops that Player 1 and Player 2 each have
committed to the battle (ten and four respectively). The following
table shows the odd of Player 1 winning with N troops
remaining.
TABLE-US-00002 Percentage Odds of Winning N with N troops remaining
10 0.04%.sup. 9 0.4% 8 6% 7 12% 6 14% 5 18% 4 21% 3 15% 2 14% 1
5%
[0127] The above percentages are for exemplary purposes only and do
not add to 100% because there is also the prospect of the Player 1
losing the battle. The following table adds a third column and an
additional data point (the case of withdrawal or loss) to the above
table to show Player 1 the credits awarded for a 10 credit bet
based on the outcome of the battle. This table will be generated by
the game logic with input from the casino, regulator, and/or other
providers to reflect the desired gambling performance/volatility of
the game. In accordance with this embodiment, only the attacking
party will have a gambling game initiated as a function of
committing troops to the battle. However, it is possible to provide
a similar gambling game to the defending party using a similar
process in accordance with some embodiments. Furthermore, the
percentage odds in the second column could be represented to the
player as odds as opposed to percentages in accordance with some
embodiments. For example, the table could show "1-in-500" instead
of "0.2%".
TABLE-US-00003 Percentage Odds of Winning Payout on10 N with N
troops remaining committed credits 10 0.2%.sup. 1000 9 4% 250 8 12%
100 7 11% 11 6 10% 10 5 7% 8 4 5% 1 3 5% 0 2 4% 0 1 3% 0 LOSS OR
36.8% 0 WITHDRAWAL
[0128] In the above table, the percentages are for exemplary
purposes only.
[0129] Player 1 commits to the battle after looking at the above
table and the battle plays out in step-wise fashion where the
attacker decides whether to continue or withdraw after each roll.
In accordance with the embodiment, the attacker's funds are
committed, and withdrawal at any time leads to a complete loss of
the committed funds. However, the game may provide the player with
an "opt out" after each round where the player would lose some but
not all of the committed credits in accordance with some
embodiments. For example, Player 1 may want to "opt out" after a
single round of the battle in response to a roll of the three die
that led to the loss two troops. Player 1 may "opt out" at the cost
of 5 RC or some other substantial penalty).
[0130] Once the battle is complete, Player 1 is paid out according
to the above table. As in the previous embodiment, a portion of the
funds committed by the player may also be allocated to a number of
different pools. For example, a single credit may be allocated to a
pool to be awarded to the overarching winner of the Strategy-based
game in accordance with the embodiment. Another credit may be
awarded to the defender for winning the battle in accordance with
the embodiment. If the defender wins the battle the credit, as with
all, may be allocated from an overarching pool as controlled by the
game and/or casino; or may be directly shifted from Player 1 to
Player 2 depending on the embodiment. Another credit may be
allocated to a tournament pool in accordance with the embodiment.
Allocations of credits played in a bonus round that relates to
skill and/or gambling (i.e. luck) can also be made in accordance
with some embodiments. Each type of allocation the funds can be
drawn directly from player contributions or an overarching
marketing pool that is not explicitly tied to the flow of credits
during a given game session.
[0131] After Player 1 is paid out according to the above table,
play continues as before. In accordance with this example, game
play continues by Player 1 continuing the turn until complete.
Player 2 then drafts armies, places the armies on the board,
attacks adjacent enemy territories (and gambles) as desired, and
then moves troops before ending his turn. The process is repeated
for each player (including computer driven players) in the game
until the game is completed.
[0132] In accordance with another embodiment of a gambling hybrid
game with a GIG having A strategy-based as the entertainment game,
the Strategy-based game may be implemented in a GIG context where
the aforementioned table operates not in context of a payout for a
specific battle victory scenario (e.g. a win with 7 troops
remaining) but to pay out as a function of winning with at least X
troops remaining. This may be simpler to convey to the player. The
table for determining payouts is shown in the following table where
the percentages herein are exemplary only and not meant to be
representative of the actual odds associated with the outcomes in a
Strategy-based game.
TABLE-US-00004 Payout on10 Player 1 Battle Percentage committed
Outcome Odds credits Win with 10 0.2% 1000 troops remaining Win
with 6+ 35% 15 troops remaining Win with 6 > x > 3 15% 12
troops remaining Win with 3 or 10% 5 fewer troops Lose or withdraw
0
[0133] One skilled in the art will recognize that the player need
not be exposed to the odds explicitly when showing the possible
payouts.
[0134] In accordance with still another embodiment of a gambling
hybrid game with a GIG having A strategy-based as the entertainment
game, a given battle consists of a number of rounds, or "attacks"
made by the attacking player. For each attack, the attacking player
can claw back a portion of a wager committed to the gambling game.
The claw back is paid only if the player wins (or in some
implementations wins or draws) the attack round and the player is
paid as a function of the # of troops attacked relative to the # of
troops defending as shown in the following general equation.
Claw Back per Attack Round=f(# of troops attacking,# of troops
defending)
[0135] The following is an example of a specific clawback formula
for game play in accordance with the embodiment:
A=# of troops attacking
D=# of troops
defending
W=RC (or VC)committed to gambling game Claw Back per Attack
Round=C*W*(D/A)where D<A
[0136] Claw Back per Attack Round=C*W*(A/D) where D>A Where C is
defined as
C=0.1*(1/n)
n
n=attack round in the given battle (t. e. 1, 2, 3, etc.)
[0137] In accordance with some embodiments, the claw back process
can be limited by the game logic and/or the casino to persist only
for a maximum of n rounds (e.g. 10). The above is a single example,
and it is possible to construct any other manner of formulaic
approach, including approaches that increase the claw back with
each ongoing attack round, rather than decrementing it.
[0138] Beyond the claw back process, a payout to a player winning
the battle is established as a function of the # of die "rolled"
during the battle at the end of the battle in accordance with a
number of embodiments. A series of tiers may be set as a function
of the number of die rolled and prizes are allocated to each tier
in accordance with some embodiments. A table dictating the prizes
for each tier is used to establish the payout in accordance with
many of the embodiments. The prizes can vary as a function of the
ultimate performance of the die rolls relative to a given table.
The prizes may also vary from table to table to account for the
number of die rolls in a battle. For example, a table for a battle
that entailed 5 die rolls for the attacker would likely have a much
lower maximum payout than a table that reflected a battle that
entailed 20 die rolls.
[0139] An example of tables in accordance with an embodiment of the
invention that account for the different amount of die rolls in a
battle is given below. The payouts are different because of the
amount of RC committed is based on the number of die rolled during
the battle in accordance with the embodiment. Each die roll result
(e.g. a 1, 2, 3, 4, 5 or 6) of a player is added together to
ascertain a player's score. The score is then cross-referenced
against a table to establish a payout based on the number of die
rolls by the player. The first table shows a table for 20 die rolls
in accordance with embodiments of the invention.
TABLE-US-00005 Dice Roll Score for 20 Rolls Payout on 20 committed
credits 110 <= X 5,000 100 <= X < 110 2,000 80 <= X
< 100 100 X = 20 20,000 X < 80, X .noteq. 20 0 Lose or
withdraw NIL
[0140] The following table is for a battle that only entailed 5
dice rolls. The payouts are less than payouts on the first table
because the odds associated with the various outcomes are much
greater than in the 20 die case.
TABLE-US-00006 Dice Roll Score for 5 Rolls Payout on 5 committed
credits 27 < X 500 25 <= X <= 27 100 20 <= X < 25 10
X = 5 1000 X < 20, X .noteq. 5 0 Lose or withdraw NIL
[0141] In addition to the gambling mechanisms in a GIG described
for the above embodiments, GWC may be accumulated as a function of
battles won in accordance with some embodiments. In many
embodiments, any battle won would generate the same amount of GWC.
In accordance with many embodiments, the payout of GWC is a
function of the ratio of the number of initial troops of the winner
of the battle relative to number of initial troops of the loser.
GWC may also be awarded to a player losing a battle if the player's
performance in the battle was "heroic" in accordance with a number
of embodiments. For example, the player destroyed 20 attacking
troops before losing the 3 defending troops. The amount of GWC
and/or the player's ultimate status at the end of the game (1st
place, 2nd, etc.) may dictate in whole or in part the awarding of a
fixed or variable cash prize and/or count towards entry into a
tournament (i.e. a player may need a fixed amount of GWC
accumulated through The strategy-based game play to gain entry) in
accordance with some embodiments of the invention. Other variables
may also introduced by the casino could also affect the prize in
accordance with a number of embodiments.
[0142] In some embodiments, a sequence of random events (such as
dice rolls) in a portion of an entertainment game are provided for,
and a gambling outcome (such as a payout) is generated as an
accumulated result of those random events. In many such embodiments
for electronic strategy-based games, a battle may consist of a
number of different skirmishes. Each skirmish requires the rolling
of dice (random events in the entertainment game) and the
generation of an RNG result (random outcome in the gambling game.)
At the end of each skirmish, the GIG may provide updated odds
tables for the battle. Lower odds of winning in the entertainment
game may be offset by higher possible payouts in a
higher-volatility wager.
[0143] In some additional embodiments, a player may stake an ante
on the battle. Leaving the battle after a skirmish may require the
forfeiting of that ante.
[0144] In some embodiments, a battle may consist of a number of
different skirmishes, the total sequence of serial dice rolls (the
random events in the entertainment game) may be used to generate
the RNG (the gamblifor the GIG.
[0145] Another example of a gambling hybrid game with a GIG in
accordance with embodiments of this invention provides a word game
as an entertainment game. In a word game, a player randomly selects
tiles of letters from a pool of tiles and attempts to place words
on a game board using the selected tiles. An example of a word game
is Scrabble.RTM.. The GIG drives gambling events based upon the
random nature receiving tiles from the pool. At the time the tiles
are selected, the odds associated with pulling any specific
combination of letters from the pool are known. As such, gambling
propositions can be offered to the player each time that she
selects tiles from the pool as part of the overarching game play.
As with any GIG game, the player can be offered a prescribed
gambling game, and/or have the option to choose from one or more
gambling games in accordance with embodiments of the invention. A
process for providing gambling hybrid game with a GIG game based
upon a word game in accordance with embodiments of the invention is
shown in FIG. 19.
[0146] In process 1900, the player initiates the gambling hybrid
game with a word game as the entertainment game (1905). Game play
of the word game commences (1910). At the beginning of a player's
turn, the GIG generates odds tables for pulling a specific
combination of letters (1915). The player then allocates wagers to
a bet on one or more of the specific combinations of letters. The
player then receives the tiles with letters from the pool of tile
(1925) based upon the results of RNG provided by the GIG (1930).
The GIG then processes the results of the tiles received (1937) by
the player and resolves any wagers and/or awards based upon the
tiles received (1940). Depending on the results, the process may be
repeated to provide other wagers and/or random events. The results
of the wager (1940) and any RC won based wagers (1942) are then
displayed to the player (1945) and game play continues (1950).
[0147] Although a specific process for providing a gambling hybrid
game with a GIG providing a word game as the entertainment game is
discussed above with respect to FIG. 19, any of a variety of
processes for providing a gambling hybrid game with a GIG can be
utilized as appropriate to the requirements of specific
applications in accordance with embodiments of this invention.
[0148] For example, a player turn may occur as follows. A player
receives three tiles from the pool to replace tiles used to form a
word on the game board. To obtain the tiles, player commits three
RC to one or more gambling games based upon previous decisions by
the player in the context of casino provided choices. The GIG
offers the player a high volatility, a mild volatility and a low
volatility proposition as follows: a high volatility proposition is
"Draw A-A-A and win 2000 credits per credit bet"; a medium
volatility proposition is "Draw two vowels and win 2 credits per
credit bet"; and a low volatility proposition is "Draw three
consonants and win 10 credits per credit bet".
[0149] The player can allocate the three credits in any of the
following manners: one of the three credits to each of the above
propositions; two credits to one proposition and the third credit
to a second proposition; or all three credits to a single
proposition. In accordance with a number of embodiments, the game
shows the player the odds associated with each available bet. In
accordance with many embodiments, the player may not be provided
choices. Instead, the player is provided a pre-structured table of
potential outcomes such as the following table. In accordance with
some embodiments, the percentage odds can be constructed given the
number of tiles that need to be drawn, and the tiles remaining in
the bag with blank tiles considered as wild cards. The player may
or may not be shown the column "Percentage Odds of Drawing this
Tile Set" depending on the embodiment.
TABLE-US-00007 Percentage Tiles Pulled Odds of Payout on 3 (order
is Drawing this committed significant) Tile Set credits A-A-A 0.1%
250 Two vowels 36% 3 and one consonant Three 12% 4 consonants Three
vowels 12% 4 C-O-W 0.005% 3,000 D-O-G 0.003% 10,000 Three vowels
12% 4 All others 17% 0
[0150] One skilled in the art will recognize that the above
percentages are for illustrative purposes only and the exact
percentages can change as game play proceeds. During each turn, the
player will see a new set of payout possibilities immediately
before drawing tiles from the bag. In accordance with some
embodiments, display of the table may be initiated by the player
using a button; an on-screen control; and/or some other mechanism.
In general, the GIG can structure the payouts and select the
winning options to provide the same overarching expected payout per
gambling game in accordance with many embodiments. In a number of
embodiments, the volatility can vary from the onset of the game
towards the end of the game. During game play of certain games,
such as "Words With Friends", the number of tiles in the bag
diminishes as the game progresses causing the range of outcomes to
narrow. As a result, it may not be possible to provide an
equivalent distribution of outcomes or volatility as when the game
commenced.
[0151] In accordance with some embodiments of a gambling hybrid
game with a GIG and providing a word game as the entertainment
game, or any GIG, it is also possible to offer gambling
propositions that span multiple turns of the same player or
multiple turns inclusive of more than one player. Because of the
dependencies across player turns, and the fact that it is unknown
how many tiles will be drawn in subsequent turns, this specific
aspect may not be applicable in Words with Friends. Flowever,
spanning gambling propositions across multiple turns may be
practical in other entertainment games where the explicit random
elements are consistent from turn to turn. For example, in the game
of LIFE.RTM., the player spins the same spinner each turn,
generating a random number between 1 and 10.
Other Features of a Gambling Hybrid Game with a GIG
[0152] In accordance with some embodiments, tournament entry for
play of gambling hybrid games with a GIG can be governed by overall
GWC won, such that GIG games can each have a schema for awarding
points for a player's in-game performance. Tournament entry can
also be governed by a player's skill rating such that bands of
skill can be established and players are given access to enter
tournaments as a function of their demonstrated skill in accordance
with a number of embodiments. Other requirements, such as number of
games played, funds committed to games, a player's status vis-a-vis
a casino's player's club, etc. can all impact eligibility to enter
a tournament where the tournaments being be either for playing GIG
game, or for playing the underlying entertainment game without the
GIG component. Skill ratings can be established using a number of
systems, including ELO or modified ELO systems that account for the
gambling outcomes experienced by the player to various extents.
[0153] In accordance with some embodiments, head-to-head betting is
also available in a gambling hybrid game with a GIG game. Odds can
be set as a function of a player's skill rating, experience, or
other factors. In accordance with a number of embodiments, players
can set their own bet structures as a function of their knowledge
about one another, and/or the subject of the bet (i.e. outright win
vs. a specific in-game achievement, etc.).
Provision of a Gambling Hybrid Game with a GIG
[0154] In accordance with several embodiments of this invention,
the ESE, GWE, and RWE of a gambling hybrid game provides a GIG. A
timing chart showing the processes performed by the ESE, GWE, and
RWE and the communications between these components to provide a
GIG in accordance with an embodiment of this invention is
illustrated in FIG. 20. The ESE 2000 provides an entertainment game
in which random events are utilized to implement the game rules of
an entertainment game. During the play of the entertainment game
2002, game events 2004 are communicated by the ESE to a GWE 2006
that is included in a GIG engine 2008. The GWE receives the game
events and determines an occurrence of one or more random events
within the entertainment game of the ESE and that a resolution to
the one or more random events is needed by the ESE for the
entertainment game. In addition, the GWE determines if the game
events indicate an occurrence of one or more gambling events and
that a wager or wagers should be initiated in accordance with a
gambling proposition of a gambling game. The GWE communicates a
request 2010 to an RWE 2012 for random outcome information. The RWE
receives the request and determines 2014 random outcome information
2016. The random outcome information includes a sequence of one or
more random outcomes that can be used to resolve the one or more
random events in the entertainment game. In addition, the sequence
of one or more random outcomes can also be used to determine a
resolution to the one or more gambling events. In some embodiments,
the random outcome information also includes a complete resolution
of one or more gambling events, such as payouts or the like
computed using a pay table that is a result of a wager in
accordance with the gambling proposition involving real or virtual
credits. The random outcome information is communicated by the RWE
to the GWE. The GWE uses the random outcome information to resolve
2018 the occurrence of the one or random events for the ESE. The
GWE then communicates the resolution 2020 to the ESE. The ESE
receives the resolution from the GWE and integrates 2024 the
resolution within the entertainment game. The resolution of the one
or more random events and/or the integration of the resolution to
the one or more random events is also displayed 2026 to the player.
The GWE communicates to the ESE the resolution of the occurrence of
the one or more gambling events 2028. The ESE receives the
resolution of the occurrence of the one or more gambling events and
displays 2030 the resolution of the occurrence of the one or more
gambling events to the player within the context of the
entertainment game.
[0155] In some embodiments, the GWE does not resolve the one or
more random events for the ESE. Instead, the GWE communicates the
random outcome information directly to the ESE and the ESE
generates the resolution to the one or more random events.
[0156] In some embodiments, the GWE determines random outcome
information for the resolution of the occurrence of the one or more
random events while the RWE determines random outcome information
for the resolution of the occurrence of the one or more gambling
events.
[0157] In some embodiments, an accumulation of a sequence of random
outcomes is used to resolve an occurrence of a gambling event while
intermediate random outcomes of the sequence of random outcomes are
used to resolve occurrences of one or more random events in the
entertainment game. In many of these embodiments, the RWE caches
the intermediate random outcomes of the sequence of random outcomes
until the sequence of random outcomes is complete enough that the
sequence of random outcomes can be utilized to resolve the
occurrence of the gambling event by generating a gambling outcome.
In some embodiments, the GWE caches the intermediate random
outcomes of the sequence of random outcomes until the sequence of
random outcomes is complete enough that the sequence of random
outcomes can be utilized to resolve the occurrence of the gambling
event and determine a gambling outcome. In many embodiments, the
GWE requests an entire sequence of random outcomes sufficient to
resolve an occurrence of a gambling event, and then determines
resolutions of occurrences of one or more random events in the
entertainment game as the random events occur in the entertainment
game. Once enough random events have occurred corresponding to the
random outcomes that were used to determine the resolution to the
gambling event, the resolution of the occurrence of the gambling
event is communicated to the ESE for display to the player.
[0158] In some embodiments, the sequence of one or more random
outcomes are used to resolve a sequence of random events in an
entertainment game. In many embodiments, the entertainment game is
an electronic strategy-based game, wherein the sequence of one or
more random outcomes simulate throws of dice that are associated
with a player's action or a move in the electronic strategy-based
game. The results of each throw of the dice are communicated to the
ESE for utilization in accordance with the rules of the
entertainment game to advance play of the entertainment game. In
addition, a sequence of two or more throws of the dice are used to
resolve a gambling outcome. In various embodiments, the sequence of
one or more random outcomes simulates a series of die or dice
throws or spinner spins that are used to resolve a sequence of
random events in an electronic board game, wherein each die throw
or spinner spin is associated with a movement along a path of the
electronic board game. The results of each die or dice throw are
communicated to the ESE for use in the entertainment game so that a
player may advance through the game. In addition, a sequence of two
or more die or dice throws or spinner spins are used to resolve a
gambling outcome. In several embodiments, the sequence of one or
more random outcomes simulate a series of random tile draws used to
resolve a sequence of random events in an electronic word game. The
results of each tile draw are communicated to the ESE for use in
the entertainment game so that a player may play the electronic
word game. In addition, the sequence of two or more tile draws are
used to resolve a gambling outcome.
[0159] FIGS. 21A to 21E illustrate a display of a user interface of
a GIG in accordance with embodiments of the invention. In the
figures, elements having the same element identifiers refer to
either the same element or elements having the same functions. The
entertainment game displayed is an electronic strategy game in
which players compete against each other or a computer to take and
hold regions of a game board through simulated military-themed
battles simulated using die throws. As illustrated, the display
2100 includes an entertainment game portion (including a stylized
world map) and a gambling outcome display portion 2200.
[0160] The gambling outcome display portion 2200 is operational to
display information about the gambling proposition of the hybrid
game. The gambling outcome display portion 2200 of the display
includes, but is not limited to, a display of a denomination of the
game 2202, a display of an amount of real credits 2204 attributed
to the player, and an amount of real credits 2206 about to be
wagered.
[0161] The world map is divided into a plurality of world regions,
such as regions 2102 and 2104, corresponding roughly with
continents, sub-continents and/or large countries. A player may
place one or more game world resources representing "armies" or
"troops", such as game resources 2106 and 2108, in each region
controlled by a player. A player may "attack" another adjacent
region from a particular region using the one or more game world
resources in that particular region. To do so, the player selects
one of their regions (for example, as illustrated, the player has
selected region 2102 having game world resources 2106) and then
selects another adjacent region to attack (for example, as
illustrated, region 2104 having game world resources 2108). Upon
selection, the game world resources for each selected region are
displayed (for example, as illustrated "Your Armies" 2120 and
"Enemy Armies" 2122.) In addition, an amount of credits 2124 that
the attacking player is about to wager is displayed. An "odds"
button 2126 is selectable to display to a player the odds and/or
pay tables associated with the player's proposed move. An "attack"
button 2128 is operable to perform the proposed move or action.
[0162] Referring now to FIG. 21B, an odds and pay table display for
a proposed move by a player is illustrated in accordance with
embodiments of the invention. The display 2300 includes a table
2302 including a plurality of columns. In a first column, possible
battle outcomes are displayed. In a second column, a probability
that a particular battle outcome will occur is shown. In a third
column, a payout for a specified number of credits is shown. The
odds and pay table display includes a "play" button 2304 selectable
to cause the proposed battle to take place. In some embodiments, an
amount of a credit pool 2306 available to a player on achieving a
particular goal in the entertainment game is displayed.
[0163] In some embodiments, the number of real world credits
committed to a proposed action or move is equal to, or is a
function of, the number of entertainment game resources the player
is willing to commit to the proposed action or move. Accordingly,
the odds table is generated based on the game state of the
entertainment game being played as well as a pay table for a
gambling proposition. The game state of the entertainment game may
include, but is not limited to, an amount of game world resources
available to the player, a position or location within a game world
of the entertainment game, an amount of game world resources that a
player may be proposing to commit to a move or operation, etc.
[0164] Referring now to FIG. 21C, an operation of the display 2100
during a player move or action is illustrated in accordance with
embodiments of the invention. As illustrated, the "attack" button
2128 has been selected in order to initiate the player's move or
action. Selection of the attack button by the player indicates an
occurrence of a random event in the entertainment game. Selection
of the attack button may also indicate an occurrence of a gambling
event. In the display, an outcome 2400 of a result of a random
event in the entertainment game is displayed. In this embodiment, a
result of a simulated dice throw is illustrated although other
types of representations of the outcome of the random result may be
utilized as appropriate for the underlying entertainment game.
[0165] Continuing the exemplary embodiment, three dice are shown as
having been thrown for the player, as that is the number of
entertainment game resources that the player has committed to the
proposed move or action, whereas the player's opponent has only
thrown a single die, representing the number of entertainment game
resources that the opponent has available to oppose the player's
move or action. The results of the dice throw are one possible
random outcome resolution of the random event in the entertainment
game; however, additional random outcomes of a sequence of random
outcomes are to be determined before the gambling event can be
resolved. In the simulated throw, the player rolled a two, a four
and a four, whereas the player's opponent has thrown a single six.
As none of the player's dice have a thrown value greater than the
opponent's single thrown value of six, the player will lose one
entertainment game resource. Also, as the player's move is not yet
complete (as the player has not either completed the proposed move
or action nor has the player withdrawn from the move or action) a
gambling outcome of the wager has yet to be resolved.
[0166] Referring now to FIG. 21D, the player has lost an
entertainment game resource as reflected by the numeral "2" being
displayed 2106. In addition, the loss of resources is reflected in
the entertainment game resource display 2120. As the gambling event
has yet to be resolved, the wagered amount 2124 remains the same.
In addition, the amount of credits 2202 attributed to the player
has not been updated.
[0167] Continuing the description of the exemplary embodiment, in
the display, a random outcome 2402 of a resolution of a random
event is displayed. Two dice are shown as having been thrown for
the player, as that is the number of entertainment game resources
that the player has committed to the proposed move or action,
whereas the player's opponent has only thrown a single die,
representing the number of entertainment game resources that the
opponent has available to oppose the player's move or action. In
the simulated throw, the player rolled two twos, whereas the
player's opponent has thrown a single six. As none of the player's
dice have a thrown value greater than the opponent's single thrown
value of six, the player will lose one entertainment game resource.
Also, as the player's move is not yet complete (as the player has
not either completed the proposed move or action nor has the player
withdrawn from the move or action) a gambling outcome of the wager
has yet to be resolved as the sequence of random outcomes is not
yet complete.
[0168] Referring now to FIG. 21E, the player has lost an
entertainment game resource as reflected by the numeral "1" being
displayed 2106. In addition, the loss of resources is reflected in
the entertainment game resource display 2120. As the gambling event
has yet to be resolved, the wagered amount 2124 remains the same.
In addition, the amount of credits 2202 attributed to the player
has not been updated.
[0169] Continuing the description of the operation of the exemplary
embodiment, in the display, a random outcome 2404 of a result of a
random event is displayed. One die is shown as having been thrown
for the player, as that is the number of entertainment game
resources that the player has committed to the proposed move or
action, whereas the player's opponent has also thrown a single die,
representing the number of entertainment game resources that the
opponent has available to oppose the player's move or action. In
the simulated throw, the player rolled a two, whereas the player's
opponent has thrown a single six. As the player's die has thrown a
value less than the opponent's thrown value of six, the player will
lose one entertainment game resource. The sequence of random events
is now complete, and the gambling event can now be resolved.
[0170] Referring now to FIG. 21F, the player has lost an
entertainment game resource as reflected by no entertainment game
resources being displayed 2106. In addition, the loss of resources
is reflected in the entertainment game resource display 2120. As
the sequence of random outcomes represented by simulated dice
throws is now complete, the gambling event can now be resolved
using the sequence of random outcomes. In this example, the
gambling outcome is a loss to the player, and the wagered amount
2124 and 2204 are zeroed out. In addition, the amount of credits
2202 attributed to the player has been updated to reflect the
loss.
[0171] Referring now to FIG. 21G, an operation of the display 2100
during a player move or action as the player is winning a wager
with a winning gambling outcome is illustrated in accordance with
embodiments of the invention. As illustrated, the "attack" button
2128 has been selected in order to initiate the player's move or
action. In the display, a random outcome 2408 of a result of a
random event is displayed. In this embodiment, a result of a
simulated dice throw is illustrated although other types of
representations of the outcome of the random result may be utilized
as appropriate for the underlying entertainment game.
[0172] Continuing the description of the operation of the exemplary
embodiment, three dice are shown as having been thrown for the
player, as that is the number of entertainment game resources that
the player has committed to the proposed move or action, whereas
the player's opponent has only thrown a single die, representing
the number of entertainment game resources that the opponent has
available to oppose the player's move or action. In the simulated
throw, the player rolled a six, a three and a two, whereas the
player's opponent has thrown a single one. As at least one of the
player's dice has a thrown value greater than the opponent's single
thrown value of one, the player has completed the proposed move or
action by "winning" the "battle." In addition, as the player's move
or action is complete, a sequence of random outcomes is also
complete and the player's gambling outcome can also be determined
as a resolution to the gambling event. In this case, the player has
a successful or winning gambling outcome.
[0173] Referring now to FIG. 21H, the player has had a successful
gambling outcome and a success display is generated 2500 within the
context of the entertainment game. In addition, the amount of
credits attributed to the player 2202 has been updated as well as a
display of credits won 2502.
[0174] Although certain specific features and aspects of a gaming
system have been described herein, many additional modifications
and variations would be apparent to those skilled in the art. For
example, the features and aspects described herein may be
implemented independently, cooperatively or alternatively without
deviating from the spirit of the disclosure. It is therefore to be
understood that a hybrid gaming system may be practiced otherwise
than as specifically described. Thus, the foregoing description of
the hybrid gaming system should be considered in all respects as
illustrative and not restrictive, the scope of the claims to be
determined as supported by this disclosure and the claims'
equivalents, rather than the foregoing description.
* * * * *