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Determining Game Skill Factor

A technique of games and skills applied in the field of determining game skill factors

Active Publication Date: 2021-07-23
SKILLZ INC
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

However, this determination is usually subjective, so rational minds may differ as to whether the outcome of the game is dictated by skill or chance

Method used

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  • Determining Game Skill Factor
  • Determining Game Skill Factor
  • Determining Game Skill Factor

Examples

Experimental program
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Embodiment

[0030] In one embodiment, the total variance σ 2 Changes in quantifiable outcomes across all play records can be represented, regardless of the identity of the players involved. mean variance The average value of player's own score variance of all players can be represented. In a pure game of chance, these values ​​would be approximately equal, i.e., the ratio will be 1.

[0031] The skill factor S can be defined as:

[0032]

[0033] The skill factor S represents the change in performance due to skill, and the skill factor S will be 0 or close to 0 in a purely game of chance. In a pure game of skill, S will be greater than 0 (R will be less than 1). mean variance Will be non-negligible because factors such as time of day, mental state, learning curve, and other non-skill related considerations can affect a particular player's performance. Therefore, S will strictly take some value S between 0 and 1 0 .

[0034] Initially, the data set of game G consists of m re...

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Abstract

Data characterizing quantifiable outcomes for each of the plurality of game recordings can be accessed. Each game record may be associated with one of a plurality of players and games. The game may be a digital game played on a computing platform. Using the accessed data, a first amount of variance can be calculated for the quantifiable outcomes of all game records associated with the plurality of players. For one or more of the plurality of players and using the accessed data, a second amount of variance may be calculated for quantifiable outcomes of game records associated with one or more of the plurality of players. Based on at least the first variance amount and the second variance amount, a skill factor for the game may be determined. Data characterizing the skill factor can be provided. Related devices, systems, methods, and articles of manufacture are also described. Data characterizing quantifiable outcomes for each of the plurality of game recordings can be accessed. Each game record may be associated with one of a plurality of players and games. The game may be a digital game played on a computing platform. Using the accessed data, a first amount of variance can be calculated for the quantifiable outcomes of all game records associated with the plurality of players. For one or more of the plurality of players and using the accessed data, a second amount of variance may be calculated for quantifiable outcomes of game records associated with one or more of the plurality of players. Based on at least the first variance amount and the second variance amount, a skill factor for the game may be calculated. Data characterizing the skill factor can be provided. Related devices, systems, methods, and articles of manufacture are also described.

Description

[0001] Cross References to Related Applications [0002] This application claims priority to US Provisional Patent Application No. 61 / 816,930, filed April 29, 2013, which is hereby incorporated by reference in its entirety. technical field [0003] The subject matter of the present invention relates to a system, apparatus, method and article of manufacture for determining digital game skill factors. Background technique [0004] Many numbers games require both skill and luck to play well. So what is the implication of chance dominating skill or vice versa? The extremes of the skill and chance spectrum are relatively easy to determine. For example, a video game that simulates the rolling of dice is purely a game of chance. In contrast, board video games are purely games of skill. Examples of other games of skill include: checkers, pool, and bowling. In contrast, lottery and roulette games are purely games of chance. [0005] However, many games involve a combination of ...

Claims

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Application Information

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Patent Type & Authority Patents(China)
IPC IPC(8): G06F17/11A63F13/798G06Q50/10
CPCA63F13/35A63F13/798G07F17/32A63F13/67
Inventor A·派瑞戴斯C·查夫金J·佩特拉P·温克勒
Owner SKILLZ INC