Cooperative gameplay in peer-to-peer wagering platform
The peer-to-peer wagering platform addresses the lack of coordinated gameplay in online skill-based games by allowing players to form teams, contribute funds, and compete in digital skill-based battles, enhancing user interaction and engagement.
Patent Information
- Application Number
- JP2025034334
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2014-08-25
- Filing Date
- 2025-03-05
- Publication Date
- 2025-06-03
AI Technical Summary
Existing online skill-based games lack the capability for coordinated gameplay and wagering between players, limiting social interaction and competitive opportunities.
A peer-to-peer wagering platform that enables players to form cooperative teams, contribute funds to a shared stake, and engage in digital skill-based game battles, with a transaction server managing invitations, confirmations, and prize distribution based on game results.
Facilitates collaborative gameplay and wagering, increasing user engagement and attracting new users to the platform by enabling asynchronous team play and fair prize distribution based on skill and contribution.
Smart Images

Figure 2025084971000001_ABST
Abstract
Description
Technical Field
[0001] (Related Application) This application claims priority under 35 U.S.C. § 119 to U.S. Application No. 14 / 467,559, filed on August 25, 2014, the content of which is hereby incorporated by reference in its entirety.
[0002] The subject matter described herein relates to coordinated gameplay and wagering within an electronic multi-player skill game using a peer-to-peer wagering platform.
Background Art
[0003] An online game is a video game played over a network on some form of computer, mobile device, or video game console such as an Xbox 360 and PlayStation 3. This typically means the Internet or equivalent technology, although the game can use a wide range of technologies. The recent expansion of online games reflects the overall expansion of computer networks from small local networks to the Internet and the growth of Internet access itself.
[0004] Online games can range from simple text-based games on mobile games to games incorporating complex graphics and virtual worlds in which many players can participate simultaneously. Many online games require skill and strategy and have a social aspect beyond single-player games. For example, players can compete one-on-one, in tournaments, or for the highest score on a leaderboard. Exemplary categories of online skill-based games include first-person shooting, real-time strategy games, social games, role-playing games, board games, card games, and the like. Due to their social nature, many online games are inherently competitive.
Summary of the Invention
Means for Solving the Problem
[0005] In one aspect, data can be received at a transaction server. The data can include a request to initiate a cooperative digital skill-based game battle and the identification of one or more additional players invited to participate in the cooperative team. The transaction server can include one or more data processors forming part of at least one computing system. Data including an invitation to become a member of the cooperative team can be transmitted using the transaction server to a client associated with one or more additional players. Data including confirmation of participation in the cooperative team can be received by the transaction server from a client associated with one or more additional players. An amount of funds can be determined for one or more of the members of the cooperative team to contribute to the formation of a stake for the cooperative team. When received by the game server, data including a start confirmation to cause a member of the cooperative team to initiate a cooperative digital skill-based game battle can be transmitted using the transaction server to the game server. Data including the result of the cooperative digital skill-based game battle can be received from the game server. A prize can be distributed to one or more members of the cooperative team based on the result using the transaction server.
[0006] In another aspect, data can be received in a team formation module operating on a transaction server. The data can include a request to initiate a collaborative digital skill-based game battle and the identification of one or more additional players invited to participate in the collaborative team. The data can be received from a peer wagering module integrated with a game instance running on a client. The game instance can be a digital game where player skill is a dominant factor in determining the game result. The transaction server can include one or more data processors forming part of at least one computing system. Data including an invitation to become a member of the collaborative team can be transmitted to a client associated with one or more additional players using a team formation module operating on the transaction server. The invitation can be transmitted via one or more channels. Data including confirmation of participation in the collaborative team can be received by a team formation module operating on the transaction server from a client associated with one or more additional players. An amount of funds for one or more members of the collaborative team to contribute to the formation of a wagering amount for the collaborative team can be determined using a wagering module operating on the transaction server. Data including a start confirmation to initiate a collaborative digital skill-based game battle against members of the collaborative team can be associated with and transmitted to a game server communicating with game instances operating on each of one or more additional player clients using the transaction server. Data including the result of the collaborative digital skill-based game battle can be received from the game server. A prize can be distributed to one or more members of the collaborative team using a distribution module operating on the transaction server. The prize can be based on the result.
[0007] One or more than one of the following features can be included in any suitable combination. For example, each member of the collaborative team can contribute an equal amount of funds to form a stake. The amount of funds contributed can vary among at least two members of the collaborative team. Less than all members of the collaborative team can contribute to the funds for forming the stake. When at least one of one or more additional players responds to an invitation to participate in the collaborative team and registers an active account with the transaction server, entities other than the members of the collaborative team can contribute to the stake. Data including the invitation can be transmitted using multiple channels. The multiple channels can include two or more of social media networks, email, SMS messages, and peer-to-peer betting platforms. The identification of one or more additional players can identify a specific player. The identification of one or more additional players can identify a group of players.
[0008] The collaborative team can be matched with another collaborative team based on a metric of the skills of the collaborative team. The prize money can be distributed unevenly among the members of the collaborative team. The prize money can be distributed unevenly among the members of the collaborative team according to a pre-defined distribution agreement among the members of the collaborative team. The prize money can be distributed unevenly among the members of the collaborative team based on the relative contributions of the members of the team forming the stake. Data including the result can include information characterizing whether one or more of the members of the collaborative team interrupted play during a collaborative digital skill-based game battle. The prize money may not be distributed to any member of the collaborative team who interrupted play. The winning team can be determined based on the result that one or more of the members of the collaborative team interrupted play during a collaborative digital skill-based game battle.
[0009] A computer program product comprising a non-transitory computer-readable medium storing instructions that, when executed by at least one data processor of one or more computing systems, cause the at least one data processor to perform the operations herein is also described. Similarly, a computer system that may include one or more data processors and a memory coupled to the one or more data processors is also described. The memory may store, temporarily or permanently, instructions that cause at least one processor to perform one or more of the operations described herein. Additionally, a method may be implemented by one or more data processors within a single computing system or distributed between two or more computing systems.
[0010] The subject matter described herein provides many advantages. For example, the subject matter can enable collaborative gameplay and wagering in an asynchronous single-player game that would otherwise not allow for collaborative team play. An individual can be invited to play a collaborative game using a peer-to-peer wagering platform. Existing contact information and social media can be utilized to enable invitations to individuals who are not pre-registered with the peer-to-peer wagering platform. Game results can be determined when there is an uneven number of players on the opposing team. The subject matter can increase the daily active users of a peer-to-peer wagering platform by attracting new users to the system from external sources. Further, participation in the peer-to-peer wagering platform and third-party games can be increased through collaborative gameplay with friends. This specification also provides, for example, the following items. (Item 1) A method, comprising: In a transaction server, receiving data including a request to start a cooperative digital skill-based game battle and identification of one or more additional players invited to participate in a cooperative team, wherein the transaction server comprises one or more data processors forming part of at least one computing system, the step of Transmitting, using the transaction server, data including an invitation to become a member of the cooperative team to a client associated with the one or more additional players Receiving, by the transaction server, data including confirmation of participation in the cooperative team from a client associated with the one or more additional players Determining, using the transaction server, an amount of funds for one or more members of the cooperative team to contribute to form a stake for the cooperative team Transmitting, using the transaction server, data including a start confirmation to start the cooperative digital skill-based game battle to the game server for members of the cooperative team when received by the game server Receiving, from the game server, data including the result of the cooperative digital skill-based game battle Using the transaction server, based on the result, enabling a prize to be distributed to one or more members of the cooperative team A method comprising (Item 2) The method according to item 1, wherein each member of the cooperative team contributes an equal amount of funds to form the stake (Item 3) The method according to item 1, wherein the amount of funds for contribution varies among at least two members of the cooperative team (Item 4) The method according to item 1 or 3, wherein fewer members than all members of the cooperation team contribute funds for forming the stake. (Item 5) The method according to any one of items 1-4, wherein at least one of the one or more additional players responds to an invitation to participate in the cooperation team and registers an active account with the transaction server, and an entity other than a member of the cooperation team contributes to the stake. (Item 6) The method according to any one of items 1-5, wherein the data including the invitation is transmitted using a plurality of channels, and the plurality of channels include two or more of a social media network, an email, an SMS message, and a peer-to-peer betting platform. (Item 7) The method according to any one of items 1-6, wherein the identification of the one or more additional players identifies a specific player. (Item 8) The method according to any one of items 1-7, wherein the identification of the one or more additional players identifies a group of players. (Item 9) The method according to any one of items 1-8, further comprising the step of matching the cooperation team with another cooperation team based on a metric of the skills of the cooperation team. (Item 10) The method according to any one of items 1-9, wherein the prize money is distributed unevenly among the members of the cooperation team. (Item 11) The method according to any one of items 1-10, wherein the prize money is distributed unevenly among the members of the cooperation team according to a predefined distribution agreement among the members of the cooperation team. (Item 12) The method according to any one of items 1-10, wherein the prize money is distributed unevenly among the members of the cooperation team based on the relative contributions of the members of the team forming the stake. (Item 13) The data including the said results includes information characterizing whether one or more than one of the members of the said cooperation team interrupted the play during the said cooperative digital skill-based game battle, and the said prize money is not distributed to any member of the cooperation team that interrupted the play, the method according to any one of Items 1-12. (Item 14) The method further includes the step of determining the winning team based on the said results, and one or more than one of the members of the said cooperation team interrupted the play during the said cooperative digital skill-based game battle, the method according to any one of Items 1-13. (Item 15) A method comprising: In a team formation module operating on a transaction server, receiving data including a request to start a cooperative digital skill-based game battle and the identification of one or more additional players invited to participate in the cooperation team, wherein the said data is received from a peer betting module integrated with a game instance executed on a client, and the said game instance is a digital game where player skill is the dominant factor in determining the game result, and the said transaction server comprises one or more data processors forming part of at least one computing system, the step; Using the team formation module operating on the said transaction server to transmit data including an invitation to become a member of the said cooperation team to the client associated with the said one or more additional players, wherein the said invitation is transmitted via one or more channels, the step; Receiving, by the team formation module operating on the said transaction server, data including confirmation of participation in the said cooperation team from the client associated with the said one or more additional players; Using the stake module operating on the transaction server, determining an amount of funds for one or more members of the cooperation team to contribute to the formation of the stake for the cooperation team; Using the transaction server, when data including a start confirmation for starting the cooperation digital skill-based game battle for the members of the cooperation team is received by the game server, transmitting the data to the game server that is associated with and communicates with game instances operating on each of the one or more additional player clients; Receiving data including the result of the cooperation digital skill-based game battle from the game server; Using the distribution module operating on the transaction server, steps for distributing prizes to one or more members of the cooperation team, wherein the prizes are based on the result; A method including the above. (Item 16) A system comprising at least one data processor and a memory; When executed by the at least one data processor, the memory causes the at least one data processor to In a transaction server, receiving data including a request to start a cooperation digital skill-based game battle and identification of one or more additional players invited to participate in the cooperation team, wherein the transaction server comprises one or more data processors forming part of at least one computing system; Using the transaction server, transmitting data including an invitation to become a member of the cooperation team to a client associated with the one or more additional players; The step of receiving, by the transaction server, data including confirmation of participating in the cooperation team from a client associated with the one or more additional players; The step of determining, using the transaction server, an amount of funds for one or more members of the cooperation team to contribute to the formation of a stake for the cooperation team; The step of transmitting, using the transaction server, data including a start confirmation to start the cooperation digital skill-based game battle for members of the cooperation team to the game server when received by the game server; The step of receiving, from the game server, data including the result of the cooperation digital skill-based game battle; The step of using the transaction server to cause a prize to be distributed to one or more members of the cooperation team based on the result; A system storing instructions for implementing operations including. (Item 17) The system according to item 16, wherein each member of the cooperation team contributes an equal amount of funds to form the stake. (Item 18) The system according to item 16, wherein the amount of funds for contribution varies among at least two members of the cooperation team. (Item 19) The system according to item 16 or 18, wherein fewer members than all members of the cooperation team contribute funds for forming the stake. (Item 20) The system according to any one of items 16 - 19, wherein when at least one of the one or more additional players registers an active account with the transaction server in response to an invitation to participate in the cooperation team, an entity other than a member of the cooperation team contributes to the stake. (Item 21) A system, At least one data processor, a memory storing instructions that, when executed by the at least one data processor, implement the method according to any one of items 1-15; A system comprising. (Item 22) A non-transitory computer program product storing instructions that, when executed by at least one data processor forming part of at least one computing device, implement the method according to any one of items 1-15.
[0011] Details of one or more variations of the subject matter described herein are set forth in the accompanying drawings and the following description. Other features and advantages of the subject matter described herein will be apparent from the description and drawings, and from the claims.
Brief Description of the Drawings
[0012]
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[0013] Like reference symbols in the various drawings indicate like elements. DETAILED DESCRIPTION OF THE INVENTION
[0014] The present subject matter enables coordinated game play and wagering within an electronic multi-player skills game using a peer-to-peer wagering platform. Players can form coordinated teams, contribute to an entry fee fund (e.g., a team wager), and compete against other teams for prizes. Team members can contribute unequal amounts of funds to form a team wager, and the peer-to-peer wagering platform can distribute prizes to team members unequally.
[0015] FIG. 1 is a system diagram illustrating a peer-to-peer wagering platform 100 that facilitates coordinated game play wagering within an electronic multi-player skills game. A plurality of players 110 i (i = 1, 2,..., N) can each operate a respective player client 120 i . Each player client 120 i can include a third-party game instance 130 i . The game instance 130 i can include any online digital game (e.g., a video game) where player skill, rather than chance, is the dominant factor in determining the game outcome. The plurality of players 110 i can compete against each other and / or form coordinated teams. The coordinated teams can compete against each other online. The game can be consistent across game instances 130 i (e.g., if player 110 i is playing chess, each game instance 130 iis an instance of an electronic chess game). Each game instance 130 i can communicate with a third-party game server 150 and receive game data therefrom. The game server 150 can provide the game data necessary to operate the game. Alternatively, the game instance 130 i can directly exchange game data.
[0016] Each game instance 130 i can include a peer betting module 140 i . The peer betting module 140 i can be integrated within the game instance 130 i to enable a player 110 i to bet on the outcome of a given game match. The peer betting module 140 i communicates with and functions in conjunction with a transaction server 160. The transaction server 160 can maintain account information for each player 110 i including financial information, escrow funds to enforce betting conditions, and / or act as a trusted party to ensure funds are secured (i.e., ensure that the winning player receives the prize money). The transaction server 160 can also pass data characterizing advertisements (e.g., advertising logic, invitations, and / or messages) to the third-party game server 150.
[0017] FIG. 2 is a block diagram of an exemplary implementation of the transaction server 160. The transaction server 160 can include a team formation module 165 i to enable a player 110 i to form a cooperative team. For example, a player 110 iBy inviting, collaborative wagering and game play can be initiated. The team formation module 165 can receive a request to initiate a collaborative digital skills-based game match from player 110 i from (e.g., via client 120 i and / or peer wagering module 140 i ). The team formation module 165 can also receive the identification of one or more additional players to invite to participate in the collaborative team. The identification of the additional player can identify a specific player (e.g., by username, email, phone number, and equivalents), or the identification of the additional player can identify a group of players to be invited (e.g., players having connections on a social network or generally in the public). Peer wagering module 140 i can generate and transmit the request as well as the identification.
[0018] The team formation module 165 can generate an invitation to the identified additional players and transmit it (e.g., to client 120 i and / or peer wagering module 130 i ). The team formation module 165 can transmit the invitation through different channels 205. For example, the player to be invited is a new player (e.g., the player does not have an existing account registered with the transaction server 160 and / or the peer wagering module 140 installed on their own client 130 i ). iIf not (i.e., does not have), the invitation can be transmitted via one or more of social media network 210, email 215, Short Message Service (SMS) message 220, and the like. In some implementations, when a new player is invited, the player can participate in a first-user experience that may include tutorials and practice (e.g., no stakes) games. If the player to be invited is an existing player (e.g., the player has an existing account registered with the transaction server 160 and a peer betting module 140 installed in their client 130 i ), the invitation can also be transmitted to the peer betting module 140 i . i
[0019] Player 110 i To assist in identifying additional players 110 for invitation, a connection can be established between the peer-to-peer betting platform 100 and various forms of social connections (e.g., phone contact lists, social media networks, and the like). The peer-to-peer betting platform 100 can read information about potential new players from these sources, communicate the read information to the team formation module 165, and associate the read information with the account of player 110 i . Player 110 i can use the peer betting module 140 i to invite any contacts associated with their account. When invited, the invited player 110 i can be notified via one or more channels 205 i .
[0020] In some exemplary implementations, player 110 i can invite additional players 110 to join their team, but player 110 i cannot invite players 110 to join the opposing team i Do not invite. Therefore, the members of the team can cooperate with each other and play against another team.
[0021] Invited player 110 i For example, by transmitting the confirmation to the transaction server 160, it can participate in the collaborating team and become a team member. The collaborating team can create a match or tournament (e.g., the starting team), and other collaborating teams can participate in that match or tournament (e.g., the participating teams). Team members can contribute funds to form a stake or entry fee for the collaborating team to play against at least one other team in a digital skills-based game match. The winning team can receive a prize.
[0022] Team members can contribute to a variable amount of funds to form a stake. For example, player 110 who creates the invitation i can define the total stake and define that they will contribute a portion of the total stake. In some implementations, the total stake amount is predefined, and the invitation can require the invited player 110 i to contribute a predefined amount. For example, the invitation can be that player 110 who invites i contributes $15, and the invited player 110 i can include an instruction to contribute $5 to participate in the team. In some exemplary implementations, the first player 110 1 can contribute to the entire stake, while the second player 110 2can participate in and / or be involved with the team without contributing funds (e.g., a player can pay in advance the contribution of another player, for example, to encourage a friend to join their team), and thus fewer members than all the members of the collaborating team contribute funds to form the stakes. In some exemplary implementations, team members can contribute equally to the stakes (e.g., the total stakes can be evenly divided among all the players of the team).
[0023] In some exemplary implementations, entities other than player 110 forming the collaborating team i can contribute to the stakes. For example, the operator of the peer-to-peer wagering platform can contribute to the team's stakes and can promote the peer-to-peer wagering platform and / or the collaborative game play features. When one or more than one of the team members registers an active account with the transaction server in response to an invitation to participate in the collaborating team (e.g., when one of the teammates is a "new" player), the operator of the peer-to-peer wagering platform or another entity can contribute to the total stakes. For example, when one of the team members performs an action as part of a rewards program, a sales promotion campaign, and the like, another entity may contribute to the stakes.
[0024] In some implementations, when each player 110 i participates in the collaborating team, including contributing to the stakes (e.g., paying a team / match entry fee), the stakes module 170 within the transaction server 160 credits player 110 iIt is possible to determine the amount of funds contributed. Funds (e.g., contributions) can be secured (e.g., by the stake module 170 and / or the transaction server 160). The secured funds cannot be withdrawn or used for another stake. Securing funds can include not only transferring funds from the player account to the escrow account, but also "holding" the funds within the player's account.
[0025] The transaction server 160 can include a team matching module 175 for matching collaborating teams for a battle. The team matching module 175 can match teams based on the relative and / or composite skill levels of the respective collaborating teams. For example, the team matching module 175 i can use the moving average of the last 100 games of each player 110 to determine the overall composite skill level. The matching can occur based on the best-ranked (e.g., highest skill) players from each collaborating team representing the entire team.
[0026] The invited player 110 i may also decline the invitation. In some implementations, when the player 110 i declines the invitation, the transaction server 160 cancels the collaborating team and no battle with another team occurs. In this case, the player 110 who contributed to the team stake i can get their contribution refunded. In some implementations, when the invited player 110 of the participating team i declines the invitation to battle, the battle proceeds and the declining player can be made inoperable when determining which collaborating team wins the battle in a manner that maintains fairness. The invited player 110 iis a new player (e.g., does not have an active account registered with the transaction server 160) and does not respond to the request within a pre-determined time, the transaction server 160 may consider the new player 110 i to have declined the invitation.
[0027] Once the transaction server 160 secures funds from all participating players 110 i the collaborative game play match can proceed. The transaction server 160 transmits a confirmation to start the game to the game server 150 and can initiate a collaborative digital skills-based game match for the members of the collaborative team. The match can proceed under the normal game mechanism (each game instance 130 that communicates game data with the game server 150 i etc.) until the game play is completed. In some implementations, the game server 150 executes individual player asynchronous games for each player 110 i (e.g., each player on both sides of a collaborative team match can play an individual game of an asynchronous game such as a certain level of ANGRY BIRDS). The transaction server 160 can receive the statistical values (including numerical scores) of the completed games from the game server 150 or, alternatively, from each peer betting module 140 i . The game statistical values can indicate the winner and loser based on one or more in-game metrics.
[0028] Transaction server 160 can determine the result of the cooperative team match. The team score can be the composite score of the team members (e.g., the composite of their individual scores). In some implementations, the team score can consist of the sum of the scores of all team members (e.g., a sum - to - sum scoring scheme). Transaction server 160 can compare the team score of the first team (e.g., the sum of the individual scores of the first - team members) with the team score of the second team (e.g., the sum of the individual scores of the second - team members). The team with the best team score (e.g., highest, lowest, or other depending on the game mechanism) can be determined to be the winner of the match. In other implementations, transaction server 160 can compare the best individual team - member scores for each team (e.g., a best - to - best scoring scheme). The cooperative team with the best individual score can be determined to be the winner of the match. Other schemes and methods for determining the winning team are also possible.
[0029] In some cases, a team member may not end their game normally after the game play has started, and game server 150 does not report the score for that player. This can be considered an interruption. An interruption can occur intentionally, such as when player 110 i decides to abandon the game, or unintentionally, such as when client 120 i malfunctions, loses battery charge, loses network connection, and the like. Player 110 i may also attempt to cheat by turning off their client 120 i , disconnecting its Internet access, force - quitting game instance 120 i , and the like. In these cases, it can be considered an unintentional interruption to prevent player 110 i from gaining an unfair advantage. In some implementations, an interrupted player 110 i receives no prize money and has their stake contribution refunded.
[0030] Player 110 i If Player 110 interrupts during a cooperative team match, a "stand-in player" can be defined to ensure fairness. The stand-in player is not a player in the normal sense, and a human does not control the stand-in player. Instead, the score of the stand-in player is automatically calculated. The stand-in player can be automatically given the lowest score reported by the opposing team. This effectively "offsets" the lowest-scoring player or players of the opposing team so that the better-scoring players of each team still engage in a fair match. In a best-versus-best scoring scheme, since all team match results depend on the best scores from individual players, the score of the stand-in player may not be needed.
[0031] In a total-versus-total scoring scheme, at worst, the worst, second-worst, and so on scores are copied from the opposing team of the interrupted Player 110 i to offset the interrupted Player 110 i and only the top scores that should be used when determining the winning team are left. FIGS. 3-5 are block diagrams illustrating scenarios for handling player interruptions and withdrawals in the peer-to-peer wagering platform 100. At 310, Team 1 consists of Player 1 and Player 2, while Team 2 consists of Player 3 and Player 4. In the exemplary scenario illustrated at 310, Player 4 interrupts during gameplay or declines an invitation from Player 3 to form a cooperative team. In either case, the low score from Team 1, in this case the score of Player 2, is used as the stand-in score against Team 2. Since the total score of Team 2 (considering the stand-in score) exceeds the total score of Team 1, Team 2 will win the match.
[0032] In the scenario illustrated at 320, a team member from Team 1 (i.e., Player 1) interrupts during gameplay. In this case, the low score from Team 2, which is the score of Player 4, is used as the stand-in score. Since the total score of Team 2 (considering the stand-in score of Team 1) exceeds the total score of Team 1, Team 2 will win the match. In the scenario illustrated at 330, team members from each of Team 1 and Team 2 (i.e., Player 1 and 3 respectively) interrupt during gameplay or, in some implementations, decline an invitation to participate. In this case, since each team has an equal number of participating players, no stand-in player / score is required.
[0033] In the scenario illustrated at 340, all members of a team (i.e., Team 2) interrupt during gameplay and / or decline the invitation. In this case, Team 2 forfeits the match. In the scenario illustrated at 350 where each team has four players, a plurality of players from Team 1 (i.e., Player 1 and Player 4) interrupt during gameplay. In this case, the two lowest scores serve as stand-in scores for Team 1. In the scenario illustrated at 360, a plurality of players from Team 1 (i.e., Player 1 and 3) interrupt during gameplay while one player from Team 2 (i.e., Player 8) interrupts during gameplay or declines the invitation. Two stand-in scores are used for Team 1 and one stand-in score is used for Team 2. Since the total of its scores including the stand-in scores for Player 1 and 3 exceeds the total of the scores for Team 2 including the stand-in score for Player 8, Team 1 wins the match. In the scenario illustrated at 370, two players from each of Team 1 and Team 2 (i.e., Player 1 and 3 and 6 and 8 respectively) interrupt or decline an invitation to participate in the partnering team. Since each team has an equal number of participating players, no stand-in score is required.
[0034] Referring back to FIG. 2, the transaction server 160 can include a distribution module 180 for distributing prize money to the members of the winning coalition team. The distribution module 180 can distribute the prize money equally or unequally among the team members. The distribution module 180 can distribute the prize money according to a predefined distribution agreement among the team members. The predefined distribution agreement can include an agreement regarding distribution proportional to each team member's contribution to the team stake. For example, if a first team member contributes 75% of the total team stake and a second team member contributes 25% of the total team stake, the distribution module 180 can distribute 75% of the prize money to the first team member and 25% to the second team member. The team members can agree to a distribution that is not proportional to their contribution amounts. For example, the first and second team members can each contribute equally (e.g., 50% each) to the team stake, but the prize money can be distributed 75% to the first team member and 25% to the second team member. In some implementations, the distribution module can distribute the prize money according to relative game performance. For example, if a first team member scores 4 points while a second team member scores 6 points, the distribution module 180 can distribute 40% of the prize money to the first team member and 60% of the prize money can be distributed to the second team member. Other distribution schemes are also possible. The distribution scheme can be agreed upon during team formation and can be included in the invitation.
[0035] In some implementations, the distribution module 180 does not distribute any prize money to the player 110 who interrupted the game, whether the interruption was intentional or not. i In some implementations, the operator of the game server 150 provides a refund to the interrupted player 110. i
[0036] The transaction server 160 can distribute winnings to the winning team members. In some implementations, the transaction server 160 can transfer pre - secured funds to one or more player 110 i accounts based on game statistics. For example, a winning player can transfer the player's winnings from another player's account or a secure escrow account to the winning player's account. In some implementations, the transaction server 160 can send instructions to an external financial service to deposit funds into the account associated with the winning player 110 i . The transaction server 160 can send financial data related to winnings and losses to each peer - betting module 140 i , which provides the financial data to the player 110 i . In addition, the transaction server 160 can send game statistics to each peer - betting module 140 i , which provides the game statistics to the player 110 i .
[0037] Player 110 i can not only register an account using the transaction server 160 directly (e.g., accessing the transaction server 160 via a web browser), but also deposit and withdraw money from the account through the peer - betting module 140 i . Player 110 i can deposit money into their account through several means, such as Paypal, credit card, Automated Clearing House (ACH) transfer, cash, point card, prepaid card, coupon, credit system, credit obtained by watching advertisements, Google checkout, etc. Other ways to deposit money into the account are also possible.
[0038] The peer - betting module 140 i is related to the game instance 130 iThe user interface components and player 110 required therefor i - It is possible to provide an interaction function with the transaction server 160. This can lower the barrier for third-party game providers to implement the peer betting function during the game. Peer betting module 140 i can be implemented using a platform-specific software development kit (SDK).
[0039] Communication can occur via any suitable communication network such as the Internet, for example.
[0040] Figure 6 is a signal flow diagram 600 illustrating the data flow and timing for a player to form a cooperative team, place bets, and compete in a cooperative digital skill-based game match. A player 605 who starts can transmit, at 615, a request to start a cooperative digital skill-based game match and the identification of a player 610 who participates to the transaction server 160. The transaction server 160 can receive the request, and the transaction server 160 can generate, at 620, an invitation to become a member of the cooperative team and transmit it to the participating player 610. The transaction server 160 can transmit the invitation via one or more different channels. The participating player 610 can receive the invitation and generate, at 630, a confirmation to participate in the cooperative team and transmit it to the transaction server 160. The transaction server 160 can receive the confirmation from the participating player 610 and can determine and secure the amount of funds for one or more members of the cooperative team to contribute to the formation of the betting amount for the cooperative team. The transaction server 160 can match the cooperative team for the match with another cooperative team (formed using a similar data flow for different players). The transaction server 160 can transmit, at 635, a confirmation to start the match to the game server 150.
[0041] Normal gameplay can proceed using game information transmitted between the game play server 150, the starting player 605, and the participating player 610 at 640 and 645. Once the gameplay is complete, the game server 150 can transmit the results of the gameplay for each player to the transaction server 160 at 650. The transaction server 160 can use the results of the gameplay for each player to determine the result of the cooperative battle. Based on the result of the cooperative battle, the transaction server can transmit a notification of the game result to each player of the cooperative team (e.g., the starting player 605 and the participating player 610). The transaction server 160 can determine the amount of funds that each player of the winning cooperative team will receive as a prize and can cause the prize to be distributed. In some implementations, the transaction server 160 can directly distribute the prize to the starting player 605 and the participating player 610 at 660.
[0042] Figure 7 is a process flow diagram illustrating a method 700 for providing a cooperative bet in a cooperative digital skills-based game battle. A request to start a cooperative battle and an identification of additional players to invite to the cooperative team can be received at 710. Invitations to the additional players to become members of the cooperative team can be transmitted at 720. Confirmation of participation in the cooperative team can be received at 730. The amount of funds for the members of the cooperative team to contribute to the formation of the team bet amount can be determined and / or secured at 740. Confirmation to start the cooperative game battle can be transmitted at 750, which, when received, causes the game battle to start. The result of the game battle can be received at 760, and the prize can be distributed at 770.
[0043] The various implementations of the subject matter described in this specification may be implemented in digital electronic circuitry, integrated circuitry, specially designed ASICs (application specific integrated circuits), computer hardware, firmware, software, and / or combinations thereof. These various implementations may include implementations within one or more computer programs that are executable and / or interpretable on a programmable system including at least one programmable processor coupled to receive data and instructions from, and to transmit data and instructions to, a memory system, at least one input device, and at least one output device, which may be special purpose or general purpose.
[0044] These computer programs (also known as programs, software, software applications, or code) include machine instructions for a programmable processor and may be implemented in high-level procedural and / or object-oriented programming languages, and / or in assembly / machine language. As used herein, the term "machine-readable medium" refers to any computer program product, apparatus, and / or device (e.g., magnetic disks, optical disks, memory, programmable logic devices (PLDs)) used to provide machine instructions and / or data to a programmable processor, including a machine-readable medium that receives machine instructions as a machine-readable signal. The term "machine-readable signal" refers to any signal used to provide machine instructions and / or data to a programmable processor.
[0045] To provide for interaction with a user, the subject matter described in this specification may be implemented on a computer having a display device (e.g., a CRT (cathode ray tube) or LCD (liquid crystal display) monitor) for displaying information to the user and a keyboard and / or a pointing device (e.g., a mouse or trackball) by which the user can provide input to the computer. Other types of devices for providing interaction with the user may also be used. For example, the feedback provided to the user may be in any form of sensory feedback (e.g., visual feedback, auditory feedback, or tactile feedback), and the input received from the user may be in any form, including acoustic, voice, or tactile input.
[0046] The subject matter described in this specification may be implemented within a computing system that includes back-end components (e.g., as a data server), or includes middleware components (e.g., an application server), or includes front-end components (e.g., a client computer having a graphical user interface or a web browser through which a user can interact with an implementation of the subject matter described in this specification), or any combination of such back-end, middleware, or front-end components. The components of the system may be interconnected by any form or medium of digital data communication (e.g., a communication network). Examples of communication networks include local area networks ("LANs"), wide area networks ("WANs"), and the Internet.
[0047] The computing system may include clients and servers. Clients and servers are generally remote from each other and typically interact through a communication network. The relationship of client and server arises by computer programs that run on respective computers and have a client-server relationship to each other.
[0048] Although several variations have been described in detail above, other modifications are possible. For example, the implementations described above can be directed to various combinations and sub - combinations of the disclosed features and / or combinations and sub - combinations of some additional features disclosed above. Additionally, the logical flows depicted in the accompanying figures and described herein do not require the particular order, or sequential order, shown to achieve desirable results. Other embodiments may be within the scope of the following claims.
Claims
1. 1. A method, comprising: receiving data including a request to initiate a cooperative digital skill-based game match against an asynchronous single player digital game and an identification of one or more additional players to invite to join the cooperative team, said transactional server comprising one or more data processors forming part of at least one computing system to enable cooperative team play in said asynchronous single player digital game not itself capable of cooperative team play; transmitting, using the team formation module, data to a client associated with the one or more additional players, the data including an invitation to become a member of the coordinated team; receiving, by the team formation module, data from a client associated with the one or more additional players, the data including a confirmation of joining the coordinated team; identifying, by the team formation module, if at least one of the one or more additional players is not registered with the transaction server upon receipt of the confirmation; transmitting, using the transaction server, data to the game server including a start confirmation that, when received by the game server, causes members of the cooperative team to initiate cooperative game play and the cooperative digital skill-based game competition against the asynchronous single-player digital game; receiving, by the transaction server, game play results for each player from the game server; determining, by the transaction server, a result of the cooperative digital skill-based game competition based on the results of game play for each player received from the game server; distributing a prize to one or more members of a winning coordinated team using a distribution module operating on the transaction server, the prize being based on the outcome; A method comprising:
2. 2. The method of claim 1, wherein the cooperative digital skill-based game competition is provided to each member of the cooperative team by a respective peer betting module integrated into a respective game instance running on a respective client such that the game is played cooperatively.
3. The method of claim 2 , wherein each peer betting module is in communication with and cooperates with the transaction server.
4. The method of claim 1 , further comprising matching, by a team matching module operating on the transaction server, the interworking team with another interworking team based on a metric of each interworking team's skill.
5. The method of claim 4 , wherein the skill metric comprises a composite skill level of each of the respective collaborative teams.
6. The method of claim 1 , wherein the data including the invitation is transmitted using multiple channels.
7. The method of claim 1 , wherein the identification of the one or more additional players identifies a specific player.
8. The method of claim 1 , wherein the identification of the one or more additional players identifies a group of players.
9. The method of claim 1 , wherein the prize money is distributed unequally among members of the winning coalition team based on the relative contributions of the members of the team.
10. 2. The method of claim 1, wherein the prize money is distributed unequally among the members of the winning aligned team according to the relative game performance of the members of the aligned team.
11. 2. The method of claim 1, further comprising determining the winning coordinated team based on the outcome when one or more members of the coordinated team stop playing during the coordinated digital skill-based game match.
12. 12. The method of claim 11, wherein when the one or more members of the coordinated team stop playing during the coordinated digital skill-based game match, the one or more members of the coordinated team are awarded the lowest score reported by another coordinated team.
13. 2. The method of claim 1 , wherein the data including the results includes information characterizing whether one or more members of the winning coordinated team stopped playing during the coordinated digital skill-based game match, and the prize money is not distributed to any members of the winning coordinated team who stopped playing.
14. 1. A system comprising at least one data processor and a memory; A system, wherein the memory stores instructions which, when executed by the at least one data processor, cause the at least one data processor to implement a method according to any of claims 1 to 13.
15. A non-transitory machine-readable medium storing instructions which, when executed by at least one data processor of at least one computing system, implements a method according to any of claims 1 to 13.
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