Methods of simulating gameplay

By generating virtual event representatives and receiving user input, integrating them into virtual events and processing to create logical simulation results, the problem of difficult to simulate and expand real-time sports event experience in the prior art is solved, and an interactive experience of participating in and predicting sports events in a virtual environment is achieved.

JP2025060999APending Publication Date: 2025-04-10コースラビノッド
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Patent Information

Application Number
JP2025000131
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2016-08-26
Filing Date
2025-01-06
Publication Date
2025-04-10

AI Technical Summary

Technical Problem

The prior art is difficult to effectively simulate and expand real-time sports event experience, making it impossible for users to participate in and predict sports events in a virtual environment.

Method used

By generating virtual event representatives, receiving user inputs to modify the status of selected athletes, and integrating these inputs into virtual events, the computer system processes these virtual events to create logical simulation results while receiving user predictions about simulation results.

Benefits of technology

It realizes the interactive experience of simulating sports events in a virtual environment, allowing users to participate and predict results in virtual events, and enhances users' sense of participation and entertainment experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide methods of simulating gameplay for simulating gameplay of a live event and placing wagers or non-wager submissions concerning an outcome of a simulation.SOLUTION: A method performed by a system 108 for simulating gameplay incorporates one or more modifications known as statistical data, event information 202, and user input 203 to create a simulated event 204. The method also includes generating and electronically displaying a virtual representation of a live event 201. The method further performs a process for receiving event input from a source located at the live event and incorporating the event input into the simulation.SELECTED DRAWING: Figure 2
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Description

[Technical field]

[0001] (cross reference) This application claims the benefit of U.S. Provisional Patent Application No. 62 / 379,917, filed Aug. 26, 2016, which is incorporated herein by reference in its entirety. [Background technology]

[0002] Simulated video games allow players to experience and create fictional realities of real events, such as sporting events and other competitions. Simulated gameplay is designed to train a variety of skills, such as strategic planning, data analysis, and event prediction, based on artificial performance criteria. With the advent of live broadcasting through mobile devices, simulated gameplay can be expanded to sports fans and gamers around the world.

[0003] (Cited by reference) Each patent, publication, and non-patent document cited in this application is hereby incorporated by reference in its entirety, to the same extent as if each was individually incorporated by reference. Summary of the Invention [Means for solving the problem]

[0004] In some embodiments, the invention provides a method for electronically simulating interactions at a live event, the method including: a) generating a virtual representation of the live event, the virtual representation comprising a group of contestants, each of the contestants corresponding to one or more contestants in the live event; b) receiving input from one or more users, the user input being a modification of a state of selected contestants in the virtual representation; c) incorporating the user input into the virtual representation; d) processing the virtual representation by a processor of a computer system to create a reasonable simulation of the live event, the state of the selected contestants being based on the user input, the state being different from the state the selected contestants had when they participated in the live event; and e) processing wagering or non-gambling claims on an outcome of the simulation.

[0005] In some embodiments, the invention provides a method for simulating interactions at a live event, the method including: a) instructing an electronic device to display a simulation of the live event, the simulation comprising a group of contestants, each of the contestants corresponding to a contestant in the live event, the simulation comprising modification of states of selected contestants; and b) receiving from a user a prediction regarding an outcome of the simulation.

[0006] In some embodiments, the invention provides a computer program product comprising a non-transitory computer readable medium having computer executable code encoded thereon, the computer executable code adapted to be executed to implement a method of simulating interaction of a live event, the method comprising: a) operating a gameplay simulation system, the gameplay simulation system comprising: i) an event module; ii) an input module; iii) a simulation module; iv) an output module; and v) a prediction module; and b) generating, by the event module, a virtual representation of the live event, the virtual representation comprising: the superuser input is a modification of a state of the selected contestants in the virtual representation; d) incorporating the superuser input by a simulation module into the virtual representation; e) processing the virtual representation by an output module to create a simulation of the live event, the state of the selected contestants being based on the superuser input, the state being different from the state the selected contestants had when they participated in the live event; and f) receiving a prediction from the user regarding an outcome of the simulation by a prediction module. The present specification also provides, for example, the following items: (Item 1) 1. A method for electronically simulating interactions at a live event, the method comprising: a) generating a virtual representation of the live event, the virtual representation comprising a group of contestants, each of the contestants corresponding to a contestant in the live event; b) receiving input from a superuser, said superuser input being a modification of a state of a selected contestant in said virtual representation; c) incorporating said superuser input into said virtual representation; d) processing the virtual representation by a processor of a computer system to create a simulation of the live event, wherein the state of the selected contestant is based on the super-user input, the state being different from the state in which the selected contestant participated in the live event; and e) receiving predictions from users regarding results of the simulation; and A method comprising: (Item 2) 2. The method of claim 1, further comprising electronically displaying the virtual representation of the live event. (Item 3) 2. The method of claim 1, wherein the state is status information. (Item 4) 2. The method of claim 1, wherein the state is location information. (Item 5) 2. The method of claim 1, wherein the state is behavioral information. (Item 6) 2. The method of claim 1, further comprising receiving event input from a source located at the live event and incorporating the event input into the simulation. (Item 7) 7. The method of claim 6, wherein the event input is an environmental condition. (Item 8) 8. The method according to claim 7, wherein the environmental conditions are weather conditions. (Item 9) 7. The method of claim 6, wherein the event input includes the status of each contestant in the live event. (Item 10) 7. The method of claim 6, wherein the event input includes statistical information of contestants in the live event. (Item 11) 2. The method of claim 1, further comprising calculating a probability of an outcome of the simulation. (Item 12) 2. The method of claim 1, wherein the live event is a sporting event. (Item 13) Item 13. The method of item 12, wherein the sporting event is a horse race. (Item 14) 2. The method of claim 1, wherein the user is the super user. (Item 15) 2. The method of claim 1, further comprising processing bets from the users on the outcome of the simulation. (Item 16) 13. The method of claim 1, further comprising processing a non-gambling request from the user regarding the outcome of the simulation. (Item 17) 2. The method according to claim 1, wherein the result is a winner of the simulation. (Item 18) 2. The method of claim 1, wherein the results are the performances of the participants in the simulation. (Item 19) 1. A method of simulating interactions at a live event, the method comprising: a) instructing an electronic device to display a simulation of the live event, the simulation comprising a group of contestants, each of the contestants corresponding to a contestant in the live event, the simulation comprising modification of a state of selected contestants; b) receiving predictions from users regarding results of the simulation; and A method comprising: (Item 20) 1. A computer program product comprising a non-transitory computer readable medium having computer executable code encoded thereon, the computer executable code adapted to be executed to implement a method for simulating interactions at a live event, the method comprising: a) processing a gameplay simulation system, the gameplay simulation system comprising: i) an event module; ii) an input module; and iii) a simulation module; and iv) an output module; and v) a prediction module; and b) generating, by the event module, a virtual representation of the live event, the virtual representation comprising a group of contestants, each of the contestants corresponding to a contestant in the live event; and c) receiving, by said input module, a superuser input, said superuser input being a modification of a state of a selected contestant in said virtual representation; and d) incorporating said superuser input into said virtual representation by said simulation module; e) processing, by said output module, said virtual representation to create a simulation of said live event, wherein said state of said selected contestant is based on said super-user input, said state being different from a state in which said selected contestant participated in said live event; f) receiving, by said prediction module, a prediction from a user regarding an outcome of said simulation; 2. A computer program product comprising: [Brief description of the drawings]

[0007] [Figure 1] FIG. 1 illustrates a computer system for facilitating a method, system, kit, or device of the present disclosure. [Diagram 2] FIG. 2 depicts an exemplary display of the present invention showing real-time footage of a live event alongside a simulated event. [Diagram 3] FIG. 3 depicts an exemplary display of the present invention providing statistical information from an external source. [Figure 4] FIG. 4 illustrates an exemplary sequence of steps by which the system creates a simulation based on event inputs, statistical data, and user inputs. [Diagram 5] FIG. 5 illustrates an exemplary computer system for processing gambling or non-gambling applications, processing simulated outcomes, and distributing winnings. [Figure 6] FIG. 6 illustrates an exemplary sequence of steps by which the system processes a gambling or non-gambling application and distributes winnings. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0008] The present invention relates to simulating game play through a mobile environment. More specifically, the present invention relates to a system and method for simulating participation in a live event, placing bets or making predictions on a simulated event. The method operates by incorporating inputs from the live event, statistics, and other information from external sources, and user inputs from remote users through a network interface. These inputs are then transmitted to a computer system for processing a display or virtual representation of the simulation of the event. The remote users can participate by placing bets or otherwise compete by submitting non-gambling predictions regarding one or more predicted outcomes of the simulated event. After accepting all betting or non-gambling submissions, the system processes the simulated results and distributes winnings to the respective users. In this way, the thrill of traditional sports betting is combined with the excitement of a highly interactive video game, creating an additional layer of entertainment.

[0009] A sporting event can have a video surveillance system and environmental sensors that record conditions of the live event in real time. Audio, video, and other sensory inputs can provide information about the live event, and the information can be processed through a computer processor to generate a virtual display. For example, the live event can be a horse race. Audio microphones and video cameras can record data and stream electronically through a network. The video footage can be transmitted to a system that generates a display of the actual location and physical condition of the horses, for example, for the duration of the race, and information from a scoreboard. Environmental sensors located at the racetrack can gather additional information about the live event, including, for example, venue information, contestant status information, contestant location information, contestant behavior information, wind speed, temperature, date, time, atmospheric pressure, humidity, and weather conditions.

[0010] For example, in live horse racing, the condition of the race track can play an important role in the horse's performance during the race. Generally, horses race slower on wet tracks than on dry tracks. Horses may sink into the soft surface, thereby increasing the race time. Some horses may perform better on dirt tracks than on artificial turf tracks, or vice versa. Track conditions describe the track surface, for example, in terms of surface condition, surface type, and track configuration. Track conditions can be assessed by an official on race day. Surface conditions can be influenced by, for example, surface type, soil type (if the track is dirt), grass type (if the track is artificial), surface density, porosity, compaction, and moisture content. Different classification systems can be used to assess dirt and turf tracks. Artificial surfaces (all-weather tracks) can use the dirt track rating system.

[0011] Non-limiting examples of descriptions for dirt tracks can include: firm: dry; uniform; resilient surface; wet and firm (the track has surface water but the base is still hard and racing times are similar to or faster than a firm track); good (almost firm track); muddy (track that is wet but has no standing water); puddled (track is saturated with visible water or standing water); slow (track is wet at both the surface and base); and sealed (compacted track surface). A sealed dry track can allow water to run off the track and reduce the amount of precipitation absorbed. A wet track can provide a sealed, safe and uniform racing surface.

[0012] Non-limiting examples of descriptions for turf tracks can include: good (a turf course that is somewhat soft rather than firm); shrinky (a turf course with a significant amount of put-on to the ground due to recent rainfall); soft (a turf course with a large amount of moisture); and heavy (the wettest possible condition for a turf course).

[0013] The computer system can electronically receive audio, video, and other sensory data sets through sources such as sensors located at the live event. These sensors can compile live information from the event and transmit the information across the network to one or more devices communicatively coupled to the network. Event information generated from the audio / video footage and other sensors can then be incorporated into the simulation to enhance the realism aspects of the fictional event. As the live event progresses, the sensors can detect the live information and simultaneously (or in parallel) transmit the information into a computer system that processes the simulation in real time. In some embodiments, the live event and the simulated event can occur simultaneously or in parallel. In some embodiments, the simulated event is processed after the live event is completed. In some embodiments, information gathered from the live event is entered solely through a computer or computerized sensor instead of a human source. In some embodiments, an official administrator can enter information about the live event into a computer source communicatively coupled to the server.

[0014] To create a simulation of a live event, a sensory data set is electronically transmitted from the live event to one or more users participating in the simulated game. In some embodiments, the simulation can be processed based solely on a data set obtained from the live event. In some embodiments, the simulation does not rely on or allow for user-initiated randomness. In some embodiments, the simulation is not generated based on any application of Bayesian inference, Bayesian probability, or Bayes' theorem. In some embodiments, a game designer or super user can interact with variables from the live event by inputting one or more modifications of the live event. The production of the simulated game can be substantially the same as the live event, except for the game designer modifications. In some embodiments, the modifications are modifications of the state of the selected contestants. The selected contestants can be actual contestants in the live event or additional virtual contestants simulated by the user. The modified state can be different from the state in which the selected contestants participated in the live event according to information gathered from the live event. The state of the selected contestants can include, for example, status information, location information, or behavior information. Status information can include, for example, whether a contestant participates in an event, such as the removal or addition of a horse to a race. Position information can include a contestant's location, such as the swapping of starting positions of horses in a race. Behavior information can include a contestant's specific behavior, such as the way in which a contestant participates in an event. For example, a contestant is injured, a pitcher swaps playing positions with a shortstop position, or a linebacker swaps playing positions with a quarterback. User modifications can affect a contestant's simulated performance and, in turn, can affect the outcome of the simulation. Non-limiting examples of user modifications include the removal of a selected contestant, the addition of a new contestant, the replacement of a selected contestant with a new contestant, and a handicap added to a selected contestant.

[0015] The game designer may have great flexibility to create modifications, which are not limited to all possible actions taken by a coach or contestant of a live event. The game designer may create modifications for a simulation before, during, or after a live event occurs. The game designer may incorporate spontaneous non-directed events. In some embodiments, a user may modify a simulation in a manner that does not conform to reality. Such modifications may lead to simulated outcomes. For example, a contestant who is injured may result in being removed from the game as a player and replaced with another contestant who was not participating in the live event. For example, a contestant who falls at some time during the game may result in a loss of ownership. For example, a keirin contestant may be directed to crash into another contestant, but the simulation may use an alternate reality to avoid the collision.

[0016] In some embodiments, the game designer can modify the traditional rules of a live event. For example, the total duration of a traditional professional basketball game is 48 minutes and is divided into four 12-minute quarters. The game designer can modify the duration of a simulated basketball game, for example, by shortening the game duration to only two 12-minute quarters, i.e., 24 minutes of total game play. Similarly, a traditional American football game, which lasts a total of 60 minutes and is divided into four 15-minute quarters, can be simulated to include an additional 15 minutes of game play. Similarly, the pockets on a traditional roulette wheel are numbered from 0 to 36. The game designer can simulate the addition and / or removal of pockets, for example, by adding pockets 37, 38, 39, 40, etc., and / or by removing pockets 25-36.

[0017] In some embodiments, a game designer can assign handicaps to selected participants or selected teams participating in a live event. For example, a selected team in a soccer match may start a simulated game with one goal scored. For example, a selected team in a basketball game may start a simulated game with one or more players ejected from the simulated game. In some embodiments, a user can artificially modify environmental conditions including, for example, weather, temperature, atmospheric pressure, humidity, wind speed, track type, or surface slipperiness. The simulated results may or may not affect the overall outcome of the simulation.

[0018] In some embodiments, game designers can define rules of engagement that govern the causal relationship between user modifications and the direct effects of the modifications. For example, the removal of a horse in a horse race can result in unoccupied space and less crowded conditions throughout the race. An injury to a contestant can result in limited playing ability to the location of the injury. A player who falls while holding the ball during play can result in a loss of possession, resulting in the opposing team gaining possession of the ball. A rainstorm in a football game can result in reduced visibility and increased slipperiness of the field. A low temperature in a baseball game can result in reduced control of the ball by the pitcher and slower pitches compared to game play in warmer temperatures. Wind blowing towards center field in a baseball game can result in a higher opportunity for a player to hit a home run. A marathon runner who gets a cramp mid-race can result in time delays. An oil slick on a race car track can result in reduced control of the vehicle.

[0019] The extent of user modifications that can be processed during a simulation can be based on the context of the live event. For example, a soccer player can be ejected from a match by receiving a red card. According to the traditional rules of soccer, a team must continue game play with one player missing. The concept of a red card does not exist in other sporting events, such as American football and basketball, where an ejected player can be replaced with a new player.

[0020] In some embodiments, two types of interactions can be controlled by the game designer: (1) interactions between simulated contestants, and (2) interactions between real and simulated contestants. In some embodiments, the game designer has less flexibility in defining rules governing actions between real and simulated contestants because the live event proceeds independently of the simulated contestants. As a result, real contestants from the live event cannot react to the actions of the simulated contestants without departing from reality. Nevertheless, limited forms of interaction between simulated and real contestants can be built into the simulation. In some embodiments, the simulated contestants can assume the location of the closest real contestant in the live event to avoid excessive congestion.

[0021] Instructions received from the user through the network interface are integrated with information gathered from the live event to create a simulation. The simulation can be created before, during, or after the live event is running. The amount of event information gathered live from video footage and sensors is related to the start time of the simulation. In some embodiments, the speed, velocity, or overall performance of the live contestants is fixed within the simulated event. For example, a player in a baseball game may perform worse than normal compared to the player's overall statistics. This information can be automatically incorporated by the computer system to simulate the outcome of the simulated event. In addition to known and / or available statistics, additional elements of unpredictability and randomness that are not based on statistics and probability, as in a real live event, may be involved.

[0022] In some embodiments, the game designer can modify the parameters used to simulate the live event and include simulated randomness. For example, statistics, statistical inference, Bayesian inference or Bayesian probability, historical data, or external data such as from a random simulator can be used to simulate the outcome of the simulated event. Based on the game designer's preferences, the statistics used to simulate the event can be general, specific, or a combination thereof. For example, the simulated performance of a player can be based on: overall ranking for the current year; overall performance in a particular playing venue; home field advantage or disadvantage; overall performance during a particular weather condition, temperature, or season; and past performance between particular rival players or rival teams. In some embodiments, the simulation can have an additional element of unpredictability and excitement for both the bettor and the bystander of the simulation.

[0023] Non-limiting examples of methods to simulate randomness include dice rolling, card shuffling, coin tossing, or random number generators. In some embodiments, random number generators can be used as probabilities to determine and simulate actions by contestants. For example, a throw made by a basketball player may result in either a point being scored or a point being lost based on random number probabilities. Similarly, a volley in tennis may result in either a ball landing within bounds (the ball is within the lines and the volleying player scores a point) or a ball landing outside bounds (the ball is outside the lines and the receiving player scores a point). A series of combined random simulations results in an overall simulated outcome, e.g., a winning contestant or a winning team. While bettors can make predictions regarding simulated outcomes based on statistical data, spontaneous events and simulated randomness from live events may increase the difficulty of predicting simulated outcomes.

[0024] In addition to event information collected from live events, statistical information can be incorporated from multiple data collection sources to process the simulated outcome of the game. Types of statistical information can include information about the sporting event, information about the contestants, and information about the venue. For example, statistical information for a horse race can include the age of the horse or jockey, the winning streak of the horse or jockey, the horse's pedigree, total earnings, previous race record, and type of track. Statistical information for a baseball game can include, for example, a player's batting average, a pitcher's earned run average (ERA), a player's preferred pitching style, the average number of home runs in a particular ballpark, and a player's or team's winning record in a particular ballpark. In some embodiments, statistical information is incorporated into the simulation when data from live events is unknown or modified by the game designer as unknown.

[0025] Modifying a contestant's position can lead to various results in the context of a live event. For example, a user can modify a horse's starting position in a horse race, which can be a significant factor in the horse's winning probability. Post positions are numbered from 1 to 20, with 1 being the inside rail of the track and 20 being the furthest outside. Unlike keirin, where the 1st position is coveted, horse owners and jockeys usually prefer positions 2 through 10. In these positions, the horse is less likely to be trapped along the rail than in position 1, but the horse is closer to the rail than many other horses in the first corner. Nevertheless, horses may have different running styles, and this distinction may affect the importance of the starting position. Some horses prefer to be closer to the inside rail, while others prefer the outside so they have more space.

[0026] In some embodiments, a user can modify a player's playing position in a baseball game. This modification can result in altered behavior or playing ability that affects a team's winning probability. For example, a user can swap the playing position of shortstop with pitcher. Depending on the player statistics, a player may have little or very extensive experience in playing the opposite position, which can determine a team's defensive or offensive advantage.

[0027] A simulation may exhibit performance standards that differ from those of a real event. The resulting simulation may have altered circumstances and altered winning probabilities, leading to altered outcomes. A player may assess various factors and statistical information that contribute to a simulated outcome and increase his or her chances of winning.

[0028] The live events can be sporting events, including, for example, basketball, American football, rugby, soccer, golf, hockey, handball, baseball, softball, cricket, tennis, squash, badminton, table tennis, volleyball, polo, water polo, billiards, and bowling. The live events can be racing events, including, for example, running, bicycle racing, horse racing, boat racing, skiing, speed skating, swimming, and cycling. The racing events can be mixed-sport events, including, for example, diathlon, triathlon, pentathlon, heptathlon, and decathlon. The live events can be dueling sporting events, including, for example, fencing, judo, jiu-jitsu, wrestling, boxing, karate, kung fu, muay thai, taekwondo, and mixed martial arts. The live events can be gambling events, including, for example, blackjack, poker, baccarat, roulette, and craps. The live events can be strategic game events, including, for example, chess. Live sporting events may occur during regular season gameplay, interleague gameplay, or special events, such as the Super Bowl® and the Olympic Games®.

[0029] The present invention not only allows users to interact with live events and design simulated events, but also allows users to create gambling and non-gambling opportunities for the simulated events. After the simulated events are created and transmitted to the network, users can view the available simulations to place bets or submit non-gambling predictions. To encourage widespread participation in gambling events or non-gambling games, game designers can set the time allotted for making gambling or non-gambling submissions. Betting can be done on a general pot, where users place bets or select winners of simulated outcomes.

[0030] Alternatively, gambling or non-gambling requests can be in the form of side bets where a user directly requests a gamble with another user, or head-to-head in a non-gambling game. As bets are placed, the system maintains a record of all bets and debits the user account accordingly. When a non-gambling request is submitted, the system maintains a record of all requests from the user account accordingly. After a gambling or non-gambling deadline is reached, the system processes the simulated results by incorporating event inputs, user inputs, and statistical information compiled from multiple external sources. The system then transmits the results over the network to the user and credits winnings or game points to the user account. Betting requests, responses, and simulated results can be encrypted to prevent eavesdropping.

[0031] Betting and non-betting applications are not limited to betting on or selection of the winner of a match, or other fixed odds money line betting. For example, various types of bets can be made on simulated events, including straight bets and totals. In a straight bet, a bettor pre-selects the team that will win the game. In a total, a bettor bets on the total point score, such as whether it will be higher or lower than a published total. In some embodiments, bets can be made on point spread based on a predetermined statistic evaluated by a bookmaker. In point spread, a handicap is placed on the better team. For example, if team A is 10 points ahead of team B, the point spread is 10. Team A must win the game by more than 10 points for a bettor who bets on team A to win, while a bettor who bets on team B wins if team B wins the game or loses by less than 10 points. In some embodiments, the system can accept parlay wagers, where multiple simulated games are all placed into a single bet. In some embodiments, users can make proposition wagers or non-gambling predictions on particular sub-outcomes that do not directly affect the final outcome of a game (e.g., a bet on the number of balls or strikes thrown by a baseball pitcher, a bet on the number of points scored by individual basketball players, or a bet on which team will score first during a game).

[0032] Wagering and non-wagering requests can be made on various aspects of the simulated outcome. For example, a user can make more complex wagering and non-wagering requests associated with a particular event. In some embodiments, the system can accept quinella, exacta, trifecta, and quarta bets, for example, in a horse racing simulation. In some embodiments, wagering and non-wagering requests can be made on performances by participants in the simulation. Performances can include, for example, the number of home runs hit, first downs gained, the completion of a race in a particular time, and the number of points or field goals scored in a basketball game.

[0033] (Example) Example 1: Computer Architecture Aspects of the present disclosure provide systems programmed or otherwise configured to implement the methods of the present disclosure. The systems may include, for example, a computer server operably coupled to electronic devices of users, including simulation creators, gamblers, or gamers.

[0034] FIG. 1 illustrates a computer system 100 programmed or otherwise configured to enable, for example, a user to watch live events, add modifications to the live events, and create simulations. The system 100 includes a computer server ("server") 101 programmed to implement the methods disclosed herein. The server 101 includes a central processing unit (CPU) 102, which may be a single-core or multi-core processor or multiple processors for parallel processing. The server 101 also includes memory 103, such as random access memory, read-only memory, and flash memory, an electronic storage unit 104, such as a hard disk, a communication interface 105, such as a network adapter, for communicating with one or more other systems, and peripheral devices 106, such as cache, other memory, data storage devices, and electronic display adapters. The memory 103, the storage unit 104, the interface 105, and the peripheral devices 106 communicate with the CPU 102 through a communication bus, such as a motherboard. The storage unit 104 can be a data storage unit or a data repository for storing data. The server 101 can be operatively coupled to a computer network 107 using the communication interface 105. The network 107 can be the Internet, an Internet or extranet, or an intranet or extranet in communication with the Internet. The network 107 can be a telecommunications network or a data network in some cases. The network 107 can include one or more computer servers, which can enable distributed computing such as cloud computing. The network 107 can implement a peer-to-peer network in some cases with the server 101, which can enable devices coupled to the server 101 to behave as clients or independent servers.

[0035] The storage unit 104 can store files such as drivers, libraries, saved programs, and clinical data related to the subject. The storage unit 104 can store, for example, live event scoreboards, live event statistics, and simulation data from a history of simulated events. The storage unit 104 can store user data such as user profiles, user account information, and user statistics. The server 101 can include one or more additional data storage units external to the server 101, in some cases located, such as on a remote server in communication with the server 101 through an intranet or the Internet.

[0036] The server 101 can communicate with one or more remote computer systems through the network 107. In some embodiments, the server 101 communicates with a first computer system 108 and a second computer system 109 that are located remotely relative to the server 101. The first computer system 108 can be a user's computer system, and the second computer system 109 can be an external data repository. The first computer system 108 and the second computer system 109 can be personal computers, such as, for example, portable PCs; slate and tablet PCs, such as the Apple® iPad® and the Samsung® Galaxy Tab; phones; smartphones, such as the Apple® iPhone®, Android-enabled devices, Windows® Phone, and Blackberry®; smart watches, such as the Apple® Watch; smart glasses, such as Google® Glass; or personal digital assistants. A user can access the server 101 and view the display of the present invention through the network 107.

[0037] In some embodiments, system 100 includes a single server 101. In other situations, system 100 includes multiple servers that communicate with each other through an intranet or the Internet. Server 101 can be adapted to store event information, such as, for example, statistical data, video footage, external conditions, and other information of potential relevance to the event. Such event information can be stored on a storage unit 104 of server 101.

[0038] The methods as described herein can be implemented using machine or computer executable code or software stored on an electronic storage location of the server 101, such as, for example, on the memory 103 or the electronic storage unit 104. In use, the code can be executed by the processor 102. In some embodiments, the code can be read from the storage unit 104 and stored on the memory 103 for easy access by the processor 102. In some embodiments, the electronic storage unit 104 can be omitted and the machine executable instructions are stored on the memory 103. Alternatively, the code can be executed on the second computer system 109. The code can be pre-compiled and configured for use with a processor adapted to execute the code, or can be compiled during run-time. The code can be provided in a programming language, which can be selected to allow the code to execute in a pre-compiled or compiled manner.

[0039] All or a portion of the software may be communicated from time to time over the Internet or various other telecommunications networks. Such communication may support the loading of the software from one computer or processor into another, for example, from a management server or host computer into the computer platform of an application server. Other types of media that may carry software elements include optical, electrical, and electromagnetic waves, such as those used through wired and optical landline networks, via various air links, and across physical interfaces between local devices. Physical elements that carry such waves, such as wired or wireless or optical links, may also be considered software-bearing media.

[0040] A machine-readable medium that embodies the computer-executable code can take many forms, including tangible storage media, carrier wave media, and physical transmission media. Non-limiting examples of non-volatile storage media include optical and magnetic disks, such as any of the storage devices in any computer, such as those that may be used to implement the database of FIG. 1. Volatile storage media include dynamic memory, such as the main memory of such a computer platform. Tangible transmission media include coaxial cables, copper wire, and optical fibers, including the wires that comprise a bus in a computer system. Carrier wave transmission media can take the form of electric or electromagnetic signals or acoustic or light waves, such as those generated during radio frequency (RF) and infrared (IR) data communications.

[0041] Common forms of computer readable media include floppy disks, flexible disks, hard disks, magnetic tape, any other magnetic media, CD-ROMs, DVDs, or DVD-ROMs, any other optical media, punch cards, paper tape, any other physical storage media with patterns of holes, RAM, ROM, PROMs, and EPROMs, FLASH-EPROMs, any other memory chips or cartridges, carrier waves that transport data or instructions, cables or links that transport such carrier waves, and any other medium from which a computer can read programming code or data. Many of these forms of computer readable media may be involved in carrying one or more sequences of one or more instructions to a processor for execution.

[0042] The server 101 can be configured for: data mining; extract, transform, and load (ETL); or spidering operations, including web spidering. In spidering operations, the system reads data from remote systems over a network and accesses application programming interfaces or parses the resulting markup, which may enable the system to load information from raw data sources or mined data into a data warehouse. The data warehouse can be configured for use with business intelligence systems such as Microstrategy® and Business Objects®. The system can include a data mining module adapted to search for media items in various source locations, such as email accounts and various network sources, such as social networking accounts, such as Facebook®, Foursquare®, Google+®, and Linkedin®, or contributor websites, such as web logs.

[0043] Computer software may include, for example, computer programs such as executable files, libraries, and scripts. The software may include defined instructions that, when executed, instruct the computer hardware, for example an electronic display, to perform various tasks, such as displaying graphical elements on the electronic display. The software may be stored in a computer memory.

[0044] Software may include machine executable code. Machine executable code may include machine language instructions specific to a particular computer processor, such as a CPU. The machine language may include a group of binary values ​​that define processor instructions that change the state of an electronic device, e.g., a computer, from its previous state. For example, the instructions may change a value stored in a particular memory location inside the computer. The instructions may also cause output to appear on an electronic display of a computer system, such as graphical elements, for presentation to a user. The processor may execute the instructions in the order in which they are provided.

[0045] The software comprises one or more lines of code, the output of which can be presented to a user on a user interface (UI) of the user's electronic device. Non-limiting examples of UIs include graphical user interfaces (GUIs) and web-based subject interfaces. The GUI can allow a subject to access a display of the present invention. A UI such as a GUI can be provided on a display of the subject's electronic device. The display can be a capacitive or resistive touch display or a head-mountable display such as Google® Glass. Such a display can be used with other systems and methods of the present disclosure.

[0046] The method of the present disclosure can be facilitated with an application or app, which can be installed on the target's electronic device. The app can include a GUI on the display of the target's electronic device. The app can be programmed or otherwise configured to perform various functions of the system. The GUI of the app can be displayed on the target's electronic device. Non-limiting examples of electronic devices include computers, televisions, smartphones, tablets, and smartwatches. The electronic device can include, for example, a passive screen, a capacitive touch screen, or a resistive touch screen. The electronic device can include a network interface and a browser that allows the subject to access various sites or locations, such as websites on an intranet or the Internet. The app is configured to allow the mobile device to communicate with a server, such as server 101.

[0047] Any embodiment of the present invention described herein can be produced and transmitted by users, for example, within the same geographic location. The product of the present invention can be produced and / or transmitted from a geographic location within one country, and the user of the present invention can be in a different country. In some embodiments, the data accessed by the system of the present invention is a computer program product that can be transmitted to a user from one of multiple geographic locations. The data generated by the computer program product of the present invention can be transmitted back and forth between multiple geographic locations, for example, by a network, a secure network, a non-secure network, the Internet, or an intranet. In some embodiments, the system herein is encoded on a physical and tangible product.

[0048] Example 2: Simulated Horse Racing FIG. 2 depicts an exemplary display of information viewable on the first computer system 108 generated from a live event 201, where a horse race is taking place at Saratoga Racetrack. A video footage display of the live event 201 shows the contestants at the starting gate at a particular date and time. The video footage can be displayed in either a live or replay mode depending on whether a user actuation occurs before, during, or after the actual horse race. Collectively, data transmitted from the environmental sensors and the video footage is considered event information 202. Event information 202 includes external factors of the live sporting event, such as location, date, time, temperature, wind speed, atmospheric pressure, humidity, and weather forecast. After acknowledgement of the event information 202 of the live event 201 by a user, one or more modifications, known as user inputs 203, can be added to create a simulated event 204. The computer system executes modifications 205, e.g., removal of horse 2 from the race by user 1, and a virtual representation of the simulated event 204 is displayed. As the game designer, user 1 can subsequently create additional modifications 205 or simulate the event by selecting respective user commands 206. After the simulated event 204 has been created, remote users, including the game designer, can make gambling or non-gambling submissions to the simulation through mobile devices connected through the network.

[0049] 3 shows statistical data about the participating horses including, for example, overall ranking, total earnings, winning percentage, or age of the horse. For example, the statistical information can be transmitted from an external data collection source 402 such as Equibase®.

[0050] Example 3: Functional block diagram of a system for creating simulated gameplay 4 illustrates an exemplary sequence of steps by which system 100 creates a simulated event 204. Event sensors 401 located at the live event process event information 202, while statistical data 403 is processed from an external data collection source 402, such as the example shown in FIG 3. After processing the event information 202 and statistical data 403, system 100 executes user inputs 205 and creates simulated results 404.

[0051] (Example 4) Functional block diagram of a system for processing bets and distributing winnings Figure 5 shows a computer system 100 programmed or otherwise configured to enable multiple users to place bets 500 on simulated events and receive winnings based on simulated outcomes that are processed by the system 100 and transmitted from multiple first computer systems 108 over a network 107. Figure 6 illustrates a sequence of steps by which the system 100 creates and processes simulated game play over the network 107. The system 100 creates simulated events, accepts bets, processes the bets, processes the simulated outcomes, and distributes winnings to the respective users.

[0052] (Embodiment) Embodiment 1. A method for electronically simulating interactions at a live event, the method comprising: a) generating a virtual representation of the live event, the virtual representation comprising a group of contestants, each of the contestants corresponding to a contestant in the live event; b) receiving input from a superuser, the superuser input being a modification of a state of a selected contestant in the virtual representation; c) incorporating the superuser input into the virtual representation; d) processing the virtual representation by a processor of a computer system to create a simulation of the live event, the state of the selected contestant being based on the superuser input, the state being different than the state the selected contestant participated in the live event; and e) receiving predictions from users from the group of users regarding an outcome of the simulation.

[0053] Embodiment 2. The method of embodiment 1, further comprising electronically displaying a virtual representation of the live event.

[0054] Embodiment 3. The method of embodiment 1 or 2, wherein the state is status information.

[0055] Embodiment 4. The method of any one of embodiments 1-3, wherein the state is location information.

[0056] Embodiment 5. The method of any one of embodiments 1-4, wherein the state is behavioral information.

[0057] Embodiment 6. The method of any one of embodiments 1-5, further comprising receiving event input from a source located at the live event, and incorporating the event input into the simulation.

[0058] Embodiment 7. The method of embodiment 6, wherein the event input is an environmental condition.

[0059] Embodiment 8. The method of embodiment 7, wherein the environmental conditions are weather conditions.

[0060] Embodiment 9. The method of any one of embodiments 6-8, wherein the event input includes the status of each contestant in the live event.

[0061] Embodiment 10. The method of any one of embodiments 6-9, wherein the event input further includes statistical information of contestants in the live event.

[0062] Embodiment 11. The method of any one of embodiments 1-10, further comprising calculating the probability of the outcome of the simulation.

[0063] Embodiment 12. The method of any one of embodiments 1-11, wherein the live event is a sporting event.

[0064] Embodiment 13 The method of embodiment 12, wherein the sporting event is a horse race.

[0065] Embodiment 14. The method of any one of embodiments 1-13, wherein the user is a super user.

[0066] Embodiment 15. The method of any one of embodiments 1-14, further comprising processing bets from users on the outcome of the simulation.

[0067] Embodiment 16. The method of any one of embodiments 1-15, further comprising processing a non-gambling request from a user regarding the results of the simulation.

[0068] Embodiment 17. The method according to any one of embodiments 1-16, wherein the result is a winner of a simulation.

[0069] Embodiment 18. The method of any one of embodiments 1-17, wherein the outcome is the performance of a participant in a simulation.

[0070] Embodiment 19. A method for simulating interactions at a live event, comprising: a) instructing an electronic device to display a simulation of the live event, the simulation comprising a group of contestants, each of the contestants corresponding to a contestant in the live event, the simulation comprising modification of states of selected contestants; and b) receiving predictions from users from a group of users regarding an outcome of the simulation.

[0071] Embodiment 20. The method of embodiment 19, further comprising inputting modifications to the status of the selected contestants.

[0072] Embodiment 21. The method of embodiment 19 or 20, wherein modifying the status of the selected contestant is removing the selected contestant, adding a new contestant, or replacing the selected contestant with a new contestant.

[0073] Embodiment 22. The method of any one of embodiments 19-21, further comprising transmitting the simulation to users from the group of users after each user of the group has submitted a prediction regarding the outcome of the simulation.

[0074] Embodiment 23. A method according to any one of embodiments 19-22, wherein the state is status information.

[0075] Embodiment 24. The method of any one of embodiments 19-23, wherein the state is location information.

[0076] Embodiment 25. The method of any one of embodiments 19-24, wherein the state is behavioral information.

[0077] Embodiment 26. A method according to any one of embodiments 19-25, further comprising instructing an electronic device to display event input obtained from a source located at the live event, incorporate the event input into a simulation of the live event, and calculate probabilities of outcomes of the simulation.

[0078] Embodiment 27. The method of embodiment 26, wherein the event input is an environmental condition.

[0079] Embodiment 28. The method of embodiment 27, wherein the environmental conditions are weather conditions.

[0080] Embodiment 29. The method of any one of embodiments 26-28, wherein the event input includes the status of each contestant in the live event.

[0081] Embodiment 30. The method of any one of embodiments 26-29, wherein the event input includes statistical information of contestants in a live event.

[0082] Embodiment 31. The method of any one of embodiments 19-30, further comprising processing bets from users on the outcome of the simulation.

[0083] Embodiment 32. The method of any one of embodiments 19-31, further comprising processing a non-gambling request from a user regarding the results of the simulation.

[0084] Embodiment 33. The method according to any one of embodiments 19-32, wherein the result is a winner of the simulation.

[0085] Embodiment 34. The method of any one of embodiments 19-33, wherein the outcome is the performance of a participant in a simulation.

[0086] Embodiment 35. A computer program product comprising a non-transitory computer readable medium having encoded thereon computer executable code adapted to be executed to implement a method of simulating interactions of a live event, the method comprising: a) operating a gameplay simulation system, the gameplay simulation system comprising: i) an event module; ii) an input module; iii) a simulation module; iv) an output module; and v) a prediction module; and b) generating, by the event module, a virtual representation of the live event, the virtual representation comprising a group of contestants, each of the contestants being: d) incorporating the superuser input into the virtual representation by a simulation module; e) processing the virtual representation by an output module to create a simulation of the live event, wherein the states of the selected contestants are based on the superuser input, the states being different than the states at which the selected contestants participated in the live event; and f) receiving, by a prediction module, a prediction regarding an outcome of the simulation from a user from the group of users.

[0087] Embodiment 36. A computer program product as described in embodiment 35, wherein the gameplay simulation system further comprises a display module, the display module displaying a virtual representation of the live event.

[0088] Embodiment 37. A computer program product as described in embodiment 35 or 36, wherein the state is status information.

[0089] Embodiment 38. A computer program product as described in any one of embodiments 35-37, wherein the state is location information.

[0090] Embodiment 39. A computer program product as described in any one of embodiments 35-38, wherein the state is behavioral information.

[0091] Embodiment 40. A computer program product as described in any one of embodiments 35-39, wherein the method further includes receiving, by an input module, an event input from a source located at the live event, and incorporating, by a simulation module, the event input into the virtual representation.

[0092] Embodiment 41. A computer program product as described in embodiment 40, wherein the event input is an environmental condition.

[0093] Embodiment 42. The computer program product of embodiment 41, wherein the environmental conditions are weather conditions.

[0094] Embodiment 43. A computer program product as described in any one of embodiments 40-42, wherein the event input includes the status of each contestant in the live event.

[0095] Embodiment 44. A computer program product as described in any one of embodiments 40-43, wherein the event input includes statistical information of contestants in a live event.

[0096] Embodiment 45. A computer program product as described in any one of embodiments 35-44, wherein the live event is a sporting event.

[0097] Embodiment 46. The computer program product of embodiment 45, wherein the sporting event is a horse race.

[0098] Embodiment 47. A computer program product as described in any one of embodiments 35-46, wherein the user is a super user.

[0099] Embodiment 48. A computer program product as described in any one of embodiments 35-47, wherein the gameplay simulation system further comprises a gambling module, which processes bets from users regarding the outcome of the simulation.

[0100] Embodiment 49. A computer program product as described in any one of embodiments 35-48, wherein the gameplay simulation system further includes an application module, which processes non-gambling applications from users regarding the results of the simulation.

[0101] Embodiment 50. The computer program product of any one of embodiments 35-49, wherein the result is a winner of the simulation.

[0102] Embodiment 51. The computer program product of any one of embodiments 35-50, wherein the outcome is the performance of a participant in a simulation.

Claims

[Claim 1] The invention as depicted in the drawings of this application.

Citation Information

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