Platform for peer-to-peer game
The peer-to-peer gaming platform uses historical skill-based metrics for targeted advertising and secure wagering, enhancing user engagement and competition in skill-based games by facilitating tournaments and ensuring fair gameplay.
Patent Information
- Application Number
- JP2025066795
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2013-04-08
- Filing Date
- 2025-04-15
- Publication Date
- 2025-08-05
AI Technical Summary
Existing online gaming platforms lack dynamic advertising based on gameplay and wagering on skill-based games, limiting user engagement and competition opportunities.
A peer-to-peer software platform that utilizes historical skill-based gaming metrics to deliver targeted advertisements and facilitates skill-based game competitions with secure wagering through an escrow system, allowing users to compete against each other and create tournaments.
Enhances user engagement by offering personalized advertisements and secure wagering, enabling convenient competition and tournament creation, while ensuring fair gameplay and payment to winners.
Smart Images

Figure 2025114586000001_ABST
Abstract
Description
[Technical Field]
[0001] Related Applications This application claims priority to U.S. Patent Application No. 13 / 569,424, filed August 8, 2012, and U.S. Patent Application No. 13 / 858,581, filed April 8, 2013, the entire contents of both of which are hereby incorporated by reference.
[0002] The invention described herein relates to a peer-to-peer software platform that enables dynamic advertising based on gameplay and wagering on online skill-based games. [Background technology]
[0003] Online games are video games played over a network on some form of computer, mobile device, or video game console (e.g., Xbox 360 and PlayStation 3). This usually refers to the Internet or equivalent technology, but a wide range of technologies can be used in gaming. The recent spread of online games reflects the general expansion of computer networks, from small local networks to the Internet, and the expansion of Internet access itself.
[0004] Classifications of online games range from simple text-based games and mobile games to games with complex graphics and virtual worlds inhabited by many players simultaneously. Many online games require skill and strategy and have a social aspect that goes beyond single-player games. For example, players compete one-on-one in tournaments or for the highest score on a leaderboard. Exemplary classifications of online skill-based games include first-person shooters, real-time strategy games, social games, role-playing games, board games, and card games. Because of the social aspects of these games, many online games are inherently competitive. Summary of the Invention [Means for solving the problem]
[0005] In one aspect, data characterizing historical skill-based gaming metrics for a first user and historical skill-based gaming metrics for at least one second user is accessed. The accessed data and a set of rules are used to determine a targeted advertisement to present to the first user. The targeted advertisement specifies at least one skill-based game and characteristics of the historical skill-based gaming metrics of the at least one second user, and the targeted advertisement is generated. Data characterizing the targeted advertisement is also provided.
[0006] In another aspect, a digital skill-based game is offered to a first user. The skill-based game includes a display space for displaying at least one advertisement to the user. A targeted advertisement to be presented to the first user is determined using historical skill-based game indicators and a set of rules. The targeted advertisement specifies at least one skill-based game and characteristics of the historical skill-based game indicators of at least one second user. The advertisement display space is modified to include the targeted advertisement. The advertisement encourages the user to register for and play in an online skill-based game competition using a peer-to-peer playing platform. The online skill-based game competition is offered to the user.
[0007] In yet another aspect, a system includes a third-party game server, a plurality of third-party game instances, and a transaction server. The third-party game server provides data related to the third-party game. The plurality of third-party game instances communicate with the third-party game server and receive game data from the third-party game server. Each third-party game instance includes a peer play module. The transaction server uses historical skill-based game indicators and a set of rules to determine targeted advertisements to present to the first user. The targeted advertisements specify at least one skill-based game and characteristics of the historical skill-based game indicators of at least one second user. The transaction server generates the targeted advertisements.
[0008] One or more of the following features may be included. For example, the advertisement may further specify play suggestions for the first user in connection with at least one skill-based game. The time to prompt a targeted advertisement to the first user may be determined using the accessed data and a set of rules. The historical skill-based game metrics may include game-related attributes from the user's past gameplay. The historical skill-based game metrics may include game-related attributes from the user's ongoing game or most recently played game. The historical skill-based game metrics may include one or more of the following: game result, game score, completed game level, game difficulty, player rank, average game score, statistical measure of game result, game achievement, top score among a set of other users' results, in-game objective completion, user ranking, in-game character level, in-game character ownership of game items, and in-game character attributes.
[0009] Historical skill-based gaming metrics can be aggregated by tracking users' gaming data over a period of time. A first user may provide a peer-to-peer playing platform. The peer-to-peer playing platform enables the first user to play in online skill-based gaming competitions. Such provisioning may include transmitting, claiming, displaying, and prompting users. The set of rules is customizable by a skill-based gaming tournament creator. The targeted advertisement may further specify at least one skill-based gaming tournament. Historical skill-based gaming metrics for at least one second user can be obtained from the skill-based gaming tournament. The advertisement may further specify a play suggestion for the first user in association with the at least one skill-based game. A time to change the advertisement display space can be determined using the accessed data and the set of rules.
[0010] The transaction server may be configured to generate a pseudo-random number stream for use by at least some of the plurality of third-party game instances.
[0011] In yet another aspect, a system includes a third-party game server, a plurality of third-party game instances, and a transaction server. The third-party game server provides data related to the third-party games. Each of the third-party game instances communicates with and receives game data from the third-party game server. Furthermore, each third-party game instance includes a peer playing module that receives wagered amounts from players associated with the corresponding third-party game instance. Each third-party game instance is associated with an online game competition, and each player participates in the online game competition. The transaction server receives the wagered amounts from each peer playing module. The transaction server secures previously deposited funds associated with each associated corresponding player. The amount of funds is equal to each wagered amount. Each server includes at least one computing system having at least one data processor.
[0012] In yet another aspect, data characterizing a plurality of players and the amount wagered by each player may be received. Each player is registered in a third-party skill-based digital game competition. The amount of funds each player previously deposited is reserved for each player using an online skill-based digital game playing platform. The reserved funds are equal to the amount wagered. These funds are reserved so that they cannot be transferred, withdrawn, or reserved for a different play. Data characterizing confirmation that each of the plurality of players' funds has been successfully reserved is transmitted.
[0013] In yet another aspect, a digital skill-based game is offered to a player using a mobile processing device. The skill-based game is single-player and displays at least one advertisement to the player. The advertisement is modified using the player's historical gaming results. The advertisement content includes text, graphics, and links. The advertisement encourages the player to register for and play in an online skill-based gaming competition. The online skill-based gaming competition is offered to the player.
[0014] One or more of the following features may be included: The transaction server may receive game statistics from the third-party game server describing the results of the online game competition and automatically transfer at least a portion of the set aside funds to at least one account associated with at least one of the players based on the received game statistics; The third-party game may be an asynchronous, competitive, skill-based game played among the players; or The third-party game may be a synchronous, competitive, skill-based game played among the players; The transaction server may send notifications of each player's wins, losses, score, time, and other gameplay information to peer playing modules in each of the multiple game instances; The transaction server may determine whether previously deposited funds associated with the player are below the wager amount; The online game competition may be a tournament; The online game competition may be selected from the group consisting of a massively multiplayer online role-playing game ("MMORPG"), a first-person shooter ("FPS"), and a real-time strategy ("RTS") game.
[0015] Data characterizing the outcome of the third-party skill-based game competition may be received. At least a portion of the reserved funds may be transferred to an account associated with one of the plurality of players using the online skill-based digital game playing platform. Data characterizing the transfer may also be transmitted. Data characterizing wins and losses of one or more of the plurality of players may be transmitted. A non-monetary reward may be awarded to at least one of the plurality of players based on the outcome of the third-party skill-based game competition. The non-monetary reward may be used as a substitute for funds to participate in future online skill-based game competitions. The data characterizing the transfer may be transmitted to a plurality of peer playing modules, each included in an instance of the third-party game. Data characterizing the confirmation may be transmitted to a plurality of peer playing modules, each included in an instance of the third-party game. The data characterizing the outcome of the third-party skill game competition may be received from a third-party game server, the game server providing game data to a plurality of game instances in communication with the game server, each including a peer playing module.
[0016] Data characterizing the outcome of a third-party skill game competition may be received from multiple peer playing modules. Each module may be included in an instance of a third-party game in communication with a game server that provides game data to the multiple game instances. The third-party skill-based game competition may be associated with an asynchronous game. The third-party skill-based game competition may also be associated with a synchronous game. The wager amount may include multiple values. Each value may be associated with one of the multiple players.
[0017] Data characterizing a player's game play may be received. One or more characteristics of the received data may be monitored. By comparing the monitored characteristics with historical characteristics associated with the player, fraudulent player behavior may be detected. Deviations between the monitored characteristics and the historical characteristics may indicate fraud. The monitoring may occur in real time. The monitoring may occur after completion of an online skill-based game competition.
[0018] Also described are articles of manufacture that include computer-executable instructions permanently stored (e.g., non-transitory stored) on a computer-readable medium. When these instructions are executed by a computer, the computer performs the operations described herein. Similarly, described are computer systems that may include a processor and memory coupled to the processor. The memory may temporarily or permanently store one or more programs. These programs cause the processor to perform one or more of the operations described herein. Additionally, methods may be performed by one or more data processors. These one or more data processors may be provided within a single computing system or distributed among two or more computing systems.
[0019] The invention described herein offers many advantages. The invention provides a fully integrated set of technologies to facilitate play within electronic multiplayer or single-player games of skill. Users can conveniently complete games and earn any winnings. Users can track their individual wins and losses and, when placing wagers, have peace of mind, knowing that the invention places gaming funds in escrow, guaranteeing payment to the winner(s). Furthermore, users can easily create competitions using their favorite online games, invite friends to participate, and place real money bets on the outcome. Users can also compete against others. Furthermore, software development kits provide game developers with a toolset that can be easily integrated into games. The invention allows any game of skill to be integrated into a tournament-style play platform. The invention also enables user-generated tournaments.
[0020] The details of one or more variations of the invention described herein are set forth in the accompanying drawings and the description below. Other features and advantages of the invention described herein will become apparent from the description and drawings, and from the claims. [Brief explanation of the drawings]
[0021] [Figure 1] FIG. 1 is a system diagram illustrating a system for facilitating play within an electronic multiplayer gaming skill. [Figure 2] FIG. 2 is a process flow diagram illustrating a method for facilitating play within an electronic multiplayer gaming skill. [Figure 3] 3 is an exemplary user interface integrated into a third-party game that may be provided to a player to allow the player to register or sign in to an account. [Figure 4]4 is an exemplary user interface integrated into a third-party game that may be provided to a player to allow the player to register for an account. [Figure 5] 5 is an exemplary user interface integrated into a third-party game that may be provided to a player to allow the player to view public tournaments. [Figure 6] 6 is an exemplary user interface integrated into a third-party game that provides players with the ability to view game statistics and results. [Figure 7] FIG. 7 is a data flow diagram illustrating data communication flow for an asynchronous turn-based game. [Figure 8] FIG. 8 is a data flow diagram showing the data communication flow when a player participates in a game tournament. [Figure 9] FIG. 9 is a process flow diagram illustrating a method for detecting fraudulent activity. [Figure 10] FIG. 10 is a process flow diagram illustrating a method for advertising an online skill-based competition. [Figure 11] FIG. 11 is a process flow diagram illustrating a method for providing data characterizing a target. [Figure 12] FIG. 12 is an example advertisement.
[0022] Like reference symbols indicate like elements in the various drawings.
[0023] FIG. 1 is a system diagram 100 illustrating a system for facilitating play within an electronic multiplayer gaming skill. i , (i=1, 2, ..., N) are the player clients 120 i Each player client 120 i 130 third-party game instancesi Includes 130 game instances i is any online digital game (e.g., video game) in which player skill (rather than chance) determines the game outcome and multiple players 110 i Players can compete against each other online. The game can be played in multiple game instances 130 i Consistent across multiple players 110 i are participating in chess, each game instance 130 i is an instance of an electronic chess game). Each game instance 130 i The game server 150 may communicate with and receive game data from a third-party game server 150. The game server 150 provides the game data necessary for the operation of the game. Alternatively, multiple game instances 130 may be i can directly exchange game data.
[0024] 130 per game instance i The peer play module 140 i Peer Play Module 140 i is game instance 130 i Integrated into Player 110 i Peer Playing Module 140 allows players to bet on the outcome of a given game competition. i communicates with and cooperates with the transaction server 160. The transaction server 160 i maintains account information (e.g., financial information) and acts as a trusted third party to hold funds in escrow and / or secure funds to enforce the terms of play (i.e., ensure winning players receive rewards).
[0025] The transaction server 160 may also send data characterizing the advertisement (e.g., advertisement logic, invitations, and / or messages) to the third-party game server 150. This advertisement data may be used by the player 110. i The advertisements may be algorithmically customized based on historical game data or metrics of the game data. For example, a player may be prompted with an advertisement that reads, "You've won four of your last five games. Click here to enter a $5 tournament and advance to the next level of gameplay," or an advertisement modified to such.
[0026] FIG. 11 is a process flow diagram 1100 illustrating a method of advertising (e.g., inviting) players (e.g., users) to register and participate in an online skill-based game tournament. At 1110, data characterizing a historical skill-based game indicator for a first user and a historical skill-based game indicator for at least one other user is received. The player is currently participating in the game or has recently participated in the game, and the player is available to participate in the game but has not registered for the online skill-based game competition. At 1120, a set of rules determines a targeted advertisement to present to the first user. The targeted advertisement specifies at least one skill-based game and characteristics of the historical skill-based game indicators of the other users. The targeted advertisement induces the player to take a particular action based on the player's game play (e.g., prompt / invite the player to participate in the competition). The targeted advertisement can be customized to an individual player. The targeted advertisement is generated at 1130, and the advertisement is served at 1140. Such offering may include sending, claiming, displaying and prompting to the player.
[0027] Historical skill-based game metrics are available on the player client l20 iThe historical skill-based game data may be sourced from the transaction server 160 or may be tracked and / or recorded (e.g., over time) by the transaction server 160 or the third-party game server 150. Historical skill-based game metrics may include game attributes. These game attributes may be tracked (e.g., recorded or monitored) and associated with a player's ongoing gameplay, recent gameplay, and / or past gameplay. For example, historical skill-based game data may include in-game scores, game results, time taken to complete a stage, game levels achieved, difficulty levels, number of enemies, power-ups acquired, player rank, number of wins or losses, statistical measures of attributes (e.g., average scores, win / loss ratios), top scores among some or all players, completion of any game-related tasks, objectives, and / or achievements, in-game acquisition of items, and / or other character attributes. Historical skill-based game metrics may include other trackable game attributes.
[0028] When the advertisement is presented to a player and / or the content of the targeted advertisement can be based on configurable messaging rules (i.e., a set of rules), these rules can be used to target players with particular attributes, skill levels, or relationships. For example, an advertisement or invitation can prompt a player to participate in tournament play based on the player exceeding a particular predetermined value or score in a particular in-game challenge. Examples of rules include whether a player meets a particular level, game, number of game plays, playing time, or other game element. An advertisement can be presented if the player is in a particular percentile of players (e.g., prompting the player to register for a tournament with players of similar skill).
[0029] Further example rules include when a player plays, when a player loses and / or wins at least a certain amount (e.g., encouraging a player to register for a tournament with a "high stakes" or high minimum amount of play), when one or more other players associated with the first player (such as by a link on a social networking website) register for the tournament (e.g., encouraging a player to register for a tournament with friends), when a player plays a certain number of games and / or when a player completes a certain level or challenge in the tournament. Messaging rules may also be based on the player's geographic location (e.g., online gaming regulations involving stakes may vary by region). Alternatively, messaging rules may be based on whether a player is eligible to receive cash or rewards for playing in the tournament. An administrator and / or tournament creator can set or customize messaging rules.
[0030] Targeted advertisements may include graphics, text, and hyperlink information necessary to populate existing advertising space with a customized invitation for the player to participate in playing a skill-based gaming tournament. Targeted advertisements may include customized messages. These messages are based on or derived from messaging rules and / or other data provided by rules, gameplay, or historical skill-based gameplay metrics. Targeted advertisements may be targeted to a player and may include characteristics of the player's historical skill-based game metrics and characteristics of one or more other players' historical skill-based game metrics. For example, targeted advertisements may include information about the number of active games being played in a given game or a different game. Advertisements may include messages about the number of the player's friends, contacts, or network users who are active in the system. Ad content can include features of historical game data and comparisons between other players in the system (e.g., by showing the amount the player would have won in an actual tournament, a comparison of the player's average score to the average scores of other players, or a mock scoreboard where the game player is compared to all players of the game) to show the player how they might fare if they participated in the tournament or a different game. Targeted ads can include a suggested wager amount for the first player.
[0031] 12 is an example advertisement 1200 that is presented to a player after the player meets a message rule (e.g., achieves a high score). The advertisement includes text 1210 (e.g., characteristics of other players' historical skill-based game metrics) and a button 1220 (i.e., a link) that redirects the player and enables the player to register and play in the tournament. The advertisement may further include graphics and is integrated into the game user interface.
[0032] FIG. 10 is a process flow diagram 1000 illustrating a method for advertising an online skill-based competition. At 1010, a digital skill-based game is provided to a player (i.e., a user). The game includes a display space for displaying advertisements. At 1020, a targeted advertisement to be presented to a first user is determined using historical skill-based game metrics and a set of rules. The targeted advertisement specifies at least one skill-based game and at least one characteristic of a second user's historical skill-based game metrics. At 1030, the advertisement display space is modified using the player's historical game data to encourage the player to register and play in the online skill-based game competition using the peer-to-peer playing platform. At 1040, the online skill-based game competition is provided to the player.
[0033] By using a particular player's historical game data and messaging rules, advertisements / messages can be customized to the player, making each advertisement more likely to attract the player than a non-customized (e.g., generic) advertisement.
[0034] Referring again to FIG. 1, player 110 i interacts directly with the transaction server 160 (e.g., by accessing the server via a web browser) or through the peer playing module 140 i The player 110 can interact with the transaction server 160 via i allows you to fund your account through several means (e.g., PayPal, credit card, Automated Clearing House (ACH) transfer, cash, loyalty cards, prepaid cards, coupons, system credits, credits earned by viewing advertisements, Google Checkout), and other methods of funding your account are available.
[0035] Player 110 iPrior to game play, the peer playing module 140 can create a tournament. i receives authentication information from the player 110 and sends the authentication information to the transaction server 160, which may authenticate the authentication information. Authentication may include age and location controls to ensure local compliance. Age may be determined by the player 110. i The location may be entered by the billing address used to deposit funds into the account, the GPS location of the mobile device (if available), and the player client 120 i Each player 110 can be identified by one of the IP addresses. i When a player 110 registers for a tournament (e.g., participates in a tournament (e.g., pays a tournament entry fee)), the transaction server 160 i A player may reserve funds. These reserved funds cannot be withdrawn or used for other play. Securing funds may include transferring funds from a player account to an escrow account and "holding" the funds in the player's account.
[0036] The transaction server 160 communicates with the participating players 110 i Once funds are secured from all players, the tournament can proceed. The tournament continues through normal game mechanics (e.g., each game instance 130 communicating game data with the game server 150) until game play is complete. i The transaction server 160 collects statistics of completed games from the game server 150 or from each peer playing module 140. i The game statistics may indicate winners and losers based on one or more in-game metrics. i The transaction server 160 may also determine one or more custom in-game metrics at tournament initialization time that will be used in determining winners and losers. The transaction server 160 may allocate pre-set funds to one or more players 110 based on game statistics.i For example, for a winning player, the player's winnings may be transferred from another player's account or a secured escrow account into the winning player's account. The transaction server 160 transfers financial data related to wins and losses to each peer playing module 140. i Each peer play module 140 i The financial data is sent to the player 110 i Additionally, the transaction server 160 sends game statistics to each peer playing module 140. i Each peer playing module 140 i displays game statistics for player 110 i Provide to.
[0037] The game statistics sent to the transaction server 160 are then processed by the game server 150 or each peer playing module 140. i These statistics come from the tournament system and may include summary level statistics (e.g., winners and losers and / or specific in-game actions, such as player environment, player actions (e.g., button presses or character movements) within the game environment, or user-displayed details). User-displayed details include, but are not limited to, graphics card information, in-game screenshots, and live-action gameplay. These statistics can be used to determine system-level player rewards independent of tournament results. These statistics can also be used in detecting fraudulent activity through any of the following: real-time tournament monitoring, delayed tournament review, or statistical player review of idiosyncratic behavior or behavioral characteristics of fraudulent play.
[0038] Peer Play Module 140 i The necessary user interface components and player 110 i to the transaction server 160, and the game instance 130. iThis provides a low barrier for third-party game providers to incorporate peer-to-peer functionality into their games. Peer-to-peer modules can be implemented through platform-specific software development kits (SDKs).
[0039] Communications may occur over any suitable communications network (eg, the Internet).
[0040] FIG. 2 is a process flow diagram 200 illustrating a method for facilitating play in an electronic multiplayer gaming skill. At 210, transaction server 160 receives data characterizing each player and each player's wager amount. The wager amount may vary for each individual player or may be fixed between players. Optionally, players may be matched with players placing similar wagers in a tournament. Each player has registered for a third-party skill-based gaming competition (e.g., a tournament). At 220, transaction server 160 reserves funds for each player with each player account equal to the corresponding received wager amount. The player pre-registered the player account and pre-deposited funds into the account. The transaction server 160 may deposit the funds in an escrow account until the gaming competition is complete. Alternatively, transaction server 160 may reserve funds by "holding" the funds in the player's account, prohibiting withdrawal or use of the funds. At 230, transaction server 160 transmits data characterizing confirmation that transaction server 160 successfully secured funds from each registered player. If funds in each player's account are unavailable to the player, transaction server 160 may send data to prompt the player to deposit additional funds into the player's account.
[0041] Optionally, at 240, transaction server 160 receives data characterizing the results of the competition. This data may include in-game statistics indicating which registered players are winners and which are losers. Alternatively, transaction server 160 may distinguish between winners and losers based on the in-game statistics. Transaction server 160 may determine which registered players are eligible based on the secured funds (if any) and in-game statistical indicators. Optionally, at 250, transaction server 160 may transfer at least a portion of the secured funds to one or more accounts associated with each registered player. Optionally, at 260, transaction server 160 may transmit data characterizing the transfer and / or the in-game statistics. Transaction server 160 may also transmit data characterizing the transfer and / or the in-game statistics to peer playing module 140. i and third party game servers 150 , and may transmit the data to one or more of peer playing module 140 and third party game servers 150 .
[0042] The game may be asynchronous. Asynchronous games may encompass any turn-based game. In a turn-based game, the player 110 i Players take turns playing, so real-time gameplay is not an issue. i A player may leave the game and perform other tasks on the same device that is running the game without abandoning the tournament. Asynchronous games can include games such as: chess, checkers, go, and most board games where the timing of a player's turn is not important.
[0043] A game may be synchronous. Synchronous games encompass any game that requires real-time interaction between the game and the player or between players. For example, in a first-person simulation, each player has one or more characters (i.e., avatars), and the characters of multiple players synchronously interact with each other in real time or with the game environment. First-person shooters, driving and racing simulators, and real-time sports simulations are synchronous. Some turn-based game designs may also include synchronous aspects, where all players need to be present at certain times as the game progresses.
[0044] Whether synchronous or asynchronous, the overall level of a can game is a rotational system, and players can take turns individually. For example, in a game such as Angry Birds, two or more players may complete a level independently and simultaneously. In this case, a winner can be determined based on a certain metric when all players have completed the level. In this way, the overall level constitutes the ranking of the players.
[0045] The transaction server 160 may host the third-party game instance 130. i Alternatively, the third-party game server 150 may provide an application programming interface (API) for communicating with the transaction server 160 .
[0046] By establishing a tournament, players 110 iPlayers can compete against each other in skill-based games in a single or series of competitions. Tournaments operate through synchronous and asynchronous play modes, and can be user-generated or system-generated. Tournaments can be public or private. Public tournaments are open to any registered player, while private tournaments are open only to invited players. All tournaments require at least two participants. Player-generated tournaments may require a specific number of participants to begin competing, while system-generated tournaments may have a fixed or variable number of permitted and / or required participants. Variable-number tournaments have a fixed start time and may allow players up to the maximum number of permitted participants.
[0047] A tournament may include a single match or a series of matches (i.e., a multi-round tournament). This structure may be determined when the tournament is created. Each match may have a specific number of participants and winners. Specific win metric criteria may determine the winner of each match. Individual tournament rounds (e.g., matches) may begin at a predetermined time set by the tournament creator, or may begin immediately. If a match is not completed within the next specified match time frame, the match may be ended and the match win may be awarded to the currently first-place competitor in each uncompleted match.
[0048] Each tournament or tournament round may have defined criteria for determining the winner(s). Possible winning metrics may vary depending on the type of game, but may include (for example): highest score, first to complete a level, fewest moves to achieve a level. Additionally, each tournament may have an entry fee. The entry fee is the fee (in dollars) to participate in the tournament (i.e., the amount wagered). However, some system-generated tournaments may require some or all players 110 to participate. i The tournament creator may determine the amount of the entry fee.
[0049] The prize money provided to the tournament winner(s) is determined when the tournament is created. Prize information is visible to all potential tournament participants. For user-created tournaments, the player who created the tournament can set the total prize pool to be the automatic prize money. For example, the generating player can set the prize pool based on the number of participants and entry fees specified by the generating player. The generating player can allocate prize money in a variety of ways (e.g., awarding prize money to more than one participant in a given tournament). The tournament creator can specify the number of winners and the percentage allocation of prize money to each of these winners. Public tournament creators may distribute prize money based on individual performance relative to a defined winning metric. However, private tournament creators can use team scoring relative to the winning metric in determining prize money allocations.
[0050] Exemplary Player 110 i interacts with an asynchronous multiplayer game that includes the features described above (e.g., tournament creation, tournament participation, tournament completion). i player client 120 i 130 third-party game instances usingi The player launches the peer playing module 140 within the game. i The user may choose to compete using the Transaction Server 160. The user logs into an account on the Transaction Server 160 and optionally chooses to keep the account logged in for this and future sessions of the game.
[0051] 3 illustrates an exemplary user interface 300 integrated with a third-party game. This user interface 300 may be provided to a player for signing in to or registering an account. At 310, the player 110 i At 320, the player 110 may enter authentication information (e.g., email address and password). i may sign in using the play button 320.
[0052] After signing in to your account, click Player 110 i Players 110 may create public or private tournaments and set parameters for the tournaments. i If the player 110 does not have sufficient funds, the transaction server 160 may prompt the player to add funds to the account. i can invite some known players using their account name (e.g., email address, username). If the tournament is a public tournament, uninvited participants can join. Public tournaments start in a rolling order, and the first player in the order takes their turn immediately after joining the tournament or immediately after the previous player joins (depending on the game mechanics). Once a certain number of participants have joined the tournament, a private tournament begins. The game proceeds according to the game mechanics defined by the game developer.
[0053] Player 110 i If you don't already have an account, player 110 iA player 110 can register an account by entering information (e.g., email address and password) into data fields 330 and pressing the "Next" button 340. Figure 4 shows an exemplary user interface 400 integrated with a third-party game. The user interface 400 allows the player 110 i When registering an account, Player 110 i The player 110 i The player 110 can enter credit card information and a billing address at 410 and the amount to be charged to the credit card at 420. i The player 110 may select the check box 430 to agree to the terms and conditions and payment confirmation. i The player 110 may complete the registration using the push button 440. i may provide further account information (not shown) (e.g., full name, age, phone / mobile number (for SMS notifications of game events) and other players 110 i You can enter the account name that can be seen by others.
[0054] To participate in the tournament, players 110 i A player 110 may receive a notification inviting them to participate in a tournament. The notification may arrive via any one of several means. For example, push notification, SMS, email, and in-game notification are all notification options. Alternatively, the user may browse public tournaments looking for players and select one. Player 110 i The player 110 starts the game via a received notification or proceeds with the game after selecting a public tournament. i In response to the prompt, the player 110 accepts the tournament terms (e.g., tournament funding requirements). i If a player 110 does not have enough funds in their account, they can add funds. iaccepts the tournament conditions and can participate in the game. The game proceeds according to the game mechanics defined by the game developer.
[0055] If the multiplayer game is synchronous, all players 110 i To provide this functionality, the transaction server 160 allows players 110 to start a game simultaneously while waiting for a synchronous game tournament to begin. i The transaction server 160 provides a tournament lobby to the player 110 who created the tournament. i and 110 players who participated in the tournament i The tournament provides a lobby for both players. Players can see other players joining the tournament and have the opportunity to leave the tournament before the tournament begins. After all players have joined the tournament, after a set amount of time (e.g., 60 seconds), games may begin. If any player 110 leaves after this point, it will mean the forfeit of the tournament (i.e., play) entry fee.
[0056] Also, players 110 in the tournament lobby i The player 110 may also start at a predetermined time, independent of the number of i Players 110 can sign up for a tournament before the tournament start time. i Once a player 110 signs up for a tournament, the transaction server 160 notifies the player 110 through various methods (e.g., email, SMS, in-game alert) that the tournament will begin soon. i can be warned.
[0057] 5 illustrates an example user interface 500 integrated with a third-party game. The example user interface 500 shows a player 110 browsing a public tournament that is recruiting players. i, may be provided to the public. Pending tournament list 510 presents several public tournaments and details about these tournaments. For example, the first tournament on list 520 shows an overview of the tournament settings. The name of the tournament 520 is "James Game," the tournament type is "Highest Score," and there are currently 10 participants (the maximum number of participants, 12, is indicated next to the number of players). In this example tournament, the wager or entry fee is $1, and the total prize or payout is $10. As the example tournament 520 nears the start, the time remaining is displayed.
[0058] Detailed information 530 provides tournament information for the selected tournament, showing the name, type, number of players and maximum number of players, entry fee and prize details. In this example tournament, the top three players 110 i The player list 540 provides each player's name and the total score of the most recent tournament they participated in. Press button 550 allows players 110 to i may participate or not participate in the tournament.
[0059] At the end of the tournament, normal game mechanics are completed and the third-party game server 150 sends data indicating the game results to the transaction server 160. Each player 110 who completes the game i Each player 110 can immediately view game results (e.g., data from transaction server 160 detailing wins or losses in a tournament). i Any player 110 may receive a notification from the transaction server 160 detailing any wins or losses and indicating that the tournament is complete. In games where continuous connectivity to the service is critical to game play or game integrity, any player 110 i If a player 110 drops the service and does not reconnect for a certain predetermined period of time, iA player who has not yet completed a game play or gameplay activity is deemed to have abandoned the game. The third-party game developer may determine this period of time or may optionally include reconnection logic to re-establish a disconnection between players if such a disconnection cannot be used to gain an advantage in any gameplay or entertainment. Additionally, a player may be required to take their turn or perform another specified in-game action within a predetermined amount of time. If a player fails to act within this prescribed amount of time, as determined by the third-party game developer, the player is forced to abandon the game. Player 110 i When a player 110 is disconnected from the competition or does not take their turn at the allotted time, the peer playing module 140 i may report the event to the transaction server 160.
[0060] 6 illustrates an exemplary user interface 600 integrated into a third-party game. The user interface 600 allows the player 110 i Column 610 lists the account name of each tournament participant. Column 620 lists the in-game rank of each participating player, and column 630 lists the in-game score of each participating player. Column 640 lists the prize money won by the corresponding player. In this example result, the top three players receive the funds. At 650, player 110 i At 660, player 110 can restart the game and rejoin a new tournament with the same settings (e.g., same bet amount, win index, invitation list). i will be able to proceed to the tournament selection screen.
[0061] FIG. 7 is a data flow diagram 700 illustrating the data communication flow between an exemplary implementation of the elements of FIG. 1 for an asynchronous turn-based game. The elements of FIG. 1 are illustrated across the top and bottom of FIG. 7 (i.e., player client 120). i Player 110 (operating thei , 130 third-party game instances i , peer play module 140 i , transaction server 160, and third-party game server 150).
[0062] In 702 to 708, the player 110 i is game instance 130 i Peer play module 140 embedded in i The peer playing module 140 logs into the transaction server 160 using the interface provided by i authenticates (706) the transaction server 160 and the peer playing module 140 i The peer playing module 140 enables messaging between the peer and the transaction server 160 via credential tokens, security certificates, or other user / password exchanges (708). All future requests are configured using the valid credential method. i The transaction server 160 and the peer playing module 140 request (710) a list of potential opponents for the currently running game for the logged-in player. i The generating player 110 returns (712 and 714) a list of available players and a list of current tournaments that are accepting more players. i creates a tournament (716) and invites other players 110 i Invite. Peer Play Module 140 i is the invited player 110 i and the tournament name to the transaction server 160 (718). i When a player joins a tournament, the player's information is also stored in the peer playing module 140. iThe funds are transferred (720) from the participating / generating player's account on the transaction server 160. The transaction server 160 places these funds in escrow or "holds" the play funds in the player's account. The transaction server 160 returns (722) a unique tournament ID to the participating player 110. i All peers wait for the tournament to start (724). i The peer playing module 140 communicates with the transaction server 160 by tournament ID (726) until the server indicates the start of the tournament (728). i may send a signal to the transaction server 160 to force the tournament to start for the players who have joined.
[0063] During normal game play, all communication (732 and 734) is directed to the third party game instance 130. i and its own third-party game server 150. All active game statistics, including each player's rank, are stored in the game instance 130 i and the game server 150. i Any player who quits the game 110 i and communicating (736) data about the device or any data related to the detection of fraudulent activity.
[0064] Once the game is completed, each connected peer playing module 140 i From the player 110, tournament statistics are sent to the transaction server 160 (740 and 742). The transaction server 160 calculates wins and losses based on the tournament statistics. The transaction server 160 sends notifications to all players in the completed tournament indicating that the tournament is complete, the players' wins or losses, and the tournament leaderboard (744 and 746). iwill receive a completion notification and can start a new game via this notification.
[0065] Alternatively, once the game 750 is completed, the third-party game server 150 may provide game statistics to the third-party game 130. i (752) and sends tournament statistics to the transaction server 160 (754). i The player 110 polls the transaction server 160 (756). The transaction server 160 sends a tournament scoreboard and a notification to all players of the completed tournament (758 and 760). The notification indicates that the tournament is completed and whether the players won or lost. i will receive a completion notification and can start a new game via this notification.
[0066] The data flow diagram in Figure 7 corresponds to an asynchronous turn-based game, but appropriate modifications can be made for synchronous gameplay.
[0067] FIG. 8 is a data flow diagram 800 illustrating a player 110 participating in a gaming tournament. i 8 illustrates data communication flows between exemplary implementations of the elements of FIG. 1 for a player 110. i The player 110 receives a notification or in-game message and joins the tournament (804). If the player joins an existing tournament through the lobby system, a standard chat window is available. The transaction server 160 validates the funds (806 and 808) and the player 110 i 130 third-party game instances acceptable for tournament participation iAt 810 and 812, the player joins the tournament. At 814 and 816, the transaction server 160 transfers the play funds to an escrow account or "holds" the play funds in the player's account (820). During normal game play, all game-related communications are routed through the third-party game instance 130. i and the third-party game server 150. In some instances during gameplay, i Alternatively, the third-party game server 150 may report (826) game statistics related to fraud detection to the transaction server 150.
[0068] FIG. 9 is a process flow diagram 900 illustrating a method for fraudulent activity detection. At 910, data characterizing a player's gameplay is received. At 920, characteristics or attributes of gameplay can be monitored, and at 930, the monitored characteristics can be compared to historical characteristics associated with the player to detect fraudulent activity. Deviations in gameplay characteristics from historical characteristics can indicate fraudulent activity. Examples of fraudulent activity include cheating (i.e., not following the game rules and therefore playing an unfair game). These statistics can include specific in-game actions (e.g., player orientation within the game environment, player actions (e.g., button presses or character movement)) or user display details (examples include, but are not limited to, graphics card information, in-game screenshots, and live-action gameplay). Referring again to FIG. 8, upon completion of a game, the third-party game server 150 transmits game statistics to the third-party game instance 130. i The peer playing module 140 then transmits (824) the game statistics to the transaction server 160, which then transmits (826) the game statistics to the transaction server 160. The transaction server 160 calculates (828) the wins and losses based on the game statistics. iEach peer playing module 140 polls (830) the transaction server 160 for match results and receives (832) the match results (which may include, for example, a list of wins and losses, a tournament leaderboard). i The tournament completes and reports wins or losses to each player 110 i (834) The player 110 that has received the completion notification i can start a new game via a notification.
[0069] The transaction server 160 is further configured to generate pseudo-random number streams used by third-party game instances. Random numbers are typically used within gameplay engines to determine game elements and characteristics (e.g., what obstacles exist can be determined based on values returned from a random number generator). Thus, using common random numbers can provide a common gameplay experience to a small group of users (e.g., a subset of players involved in a third-party game tournament). The common gameplay experience can be used to standardize (or level) the playing field for game skill where there is a random element.
[0070] For example, Tetris is often considered a game of skill, yet the order in which Tetris pieces are presented to players is typically random. By providing a common pseudo-random number stream to each game instance participating in an online tournament, the order in which Tetris pieces are presented to each player can be made consistent across all participating game instances. Thus, the outcome of a competitive tournament depends entirely on skill, and not on random chance, such that the Tetris pieces are presented in an easier order.
[0071] In one example, the transaction server 160 can use the tournament identification number as a seed for pseudo-random number generation, allowing game play to be different between tournaments and the same between game instances associated with a given tournament.
[0072] Various implementations of the invention described herein can be realized in digital electronic circuitry, integrated circuits, specially designed ASICs (application-specific integrated circuits), computer hardware, firmware, software, and / or combinations thereof, including in one or more computer programs executable and / or interpretable on a programmable system (e.g., at least one programmable processor, which may be a specialized processor or a general-purpose processor, connected to transmit data and instructions to and receive data from a storage system, at least one input device, and at least one output device).
[0073] These computer programs (also known as programs, software, software applications, or code) include machine instructions for a programmable processor and may be implemented using high-level procedure and / or object-oriented programming languages and / or assembly / machine languages. As used herein, a "machine-readable medium" is any computer program product, apparatus, and / or device (e.g., magnetic disk, optical disk, memory, programmable logic device (PLD)) used in providing machine instructions and / or data to a programmable processor (e.g., 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.
[0074] To enable interaction with a user, the inventions described herein can 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 pointing device (e.g., a mouse or trackball) through which the user provides input to the computer. Other types of devices can also be used to enable interaction with a user. For example, feedback provided to the user can be any form of sensory feedback (e.g., visual feedback, auditory feedback, or tactile feedback), and input from the user can be received in any form (e.g., acoustic, speech, or tactile input).
[0075] The inventions described herein may be implemented in a computing system that includes back-end components (e.g., as a data server), middleware components (e.g., an application server), front-end components (e.g., a client computer having a graphical user interface or web browser that allows a user to interact with an implementation of the invention described herein), or any combination of 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 communications network). Examples of communications networks include a local area network ("LAN"), a wide area network ("WAN"), and the Internet.
[0076] A computing system may include clients and servers. Clients and servers are generally remote from each other and often communicate through a communication network. The relationship of client and server arises by virtue of computer programs running on the respective computers and having a client-server relationship to each other.
[0077] While the above details several variations, other variations are possible. For example, the logic flows illustrated in the accompanying drawings and described herein do not require the particular order shown to achieve desirable results. Other embodiments are within the scope of the following claims.
Claims
1. 1. A computer-implemented method comprising: receiving data characterizing a plurality of players registered in a third-party skill-based digital gaming competition and a wager amount of each of said players; setting aside, for each of the players, an amount of funds equal to the amount of the bet previously deposited by the player, such that the funds cannot be transferred, withdrawn, or set aside for a different play using the online skill-based digital game playing platform; and transmitting data characterizing confirmation that funds for each of the plurality of players have been successfully secured.
2. receiving data characterizing the outcome of the third-party skill-based game competition; transferring, using the online skill-based digital game playing platform, at least a portion of the set aside funds to an account associated with one of the plurality of players; 10. The computer-implemented method of claim 1, further comprising: transmitting data characterizing the remittance.
3. 3. The computer-implemented method of claim 1 or 2, further comprising transmitting data characterizing wins and losses of one or more of the plurality of players.
4. 4. The computer-implemented method of claim 2 or 3, wherein at least one of the plurality of players is awarded a non-monetary reward based on the outcome of the third-party skill-based game competition.
5. 5. The computer-implemented method of claim 4, wherein the non-monetary reward is usable as a substitute for funds to participate in future online skill-based gaming competitions.
6. 5. The computer-implemented method of claim 2, wherein the data characterizing the transfer is transmitted to a plurality of peer playing modules, each of the peer playing modules being included in an instance of a third-party game.
7. 7. A computer-implemented method as recited in any preceding claim, wherein the data characterizing the confirmation is transmitted to a plurality of peer playing modules, each of the peer playing modules being included in an instance of a third-party game.
8. 8. A computer-implemented method as described in any one of claims 1 to 7, wherein data characterizing the outcome of the third-party skill game competition is received from a third-party game server, the game server providing game data to multiple game instances in communication with the game server, each game instance including a peer play module.
9. 9. The computer-implemented method of claim 1, wherein data characterizing the outcome of the third-party skill game competition is received from a plurality of peer play modules, each of which is included in an instance of a third-party game and communicates with a game server that provides game data to the plurality of game instances.
10. 10. The computer-implemented method of claim 1, wherein the third-party skill-based game competition is associated with an asynchronous game.
11. 11. The computer-implemented method of claim 1, wherein the third-party skill-based game competition is associated with a synchronous game.
12. 12. The computer-implemented method of any of claims 1 to 11, wherein the wager amount comprises a plurality of values, each of the values being associated with one of the plurality of players.
13. receiving data characterizing the player's game play; monitoring one or more characteristics of the received data; comparing the monitored characteristics with historical characteristics associated with the player to detect fraudulent behavior of the player; 13. The computer-implemented method of any of claims 2 to 12, wherein deviations between the monitored characteristics and the historical characteristics indicate fraud.
14. 14. The computer-implemented method of claim 13, wherein the monitoring occurs in real time.
15. 15. The computer-implemented method of claim 13 or 14, wherein the monitoring occurs after the online skill-based game competition is completed.
16. accessing data characterizing a historical skill-based gaming indicator for a first user and a historical skill-based gaming indicator for at least one second user; using the accessed data and a set of rules to determine targeted advertisements to present to the first user; generating the targeted advertisement; providing data characterizing the targeted advertisement. The method, wherein the targeted advertisement specifies at least one skill-based game and the historical skill-based game indicator characteristic of the at least one second user.
17. 17. The method of claim 16, wherein the advertisement further specifies play suggestions for the first user related to the at least one skill-based game.
18. 18. The method of claim 16 or 17, further comprising using the accessed data and the set of rules to determine when to prompt the targeted advertisement to the first user.
19. 19. The method of any of claims 16 to 18, wherein the historical skill-based gaming indicator comprises game-related attributes from a user's past game play.
20. 20. The method of any of claims 16 to 19, wherein the historical skill-based gaming indicators include game-related attributes from the user's ongoing or most recently played games.
21. 21. The method of any of claims 16 to 20, wherein the historical skill-based game metrics include one or more of game results, game score, game level completed, game difficulty, player rank, average game score, statistical measure of game results, game achievement, top score among a set of other users' results, completion of in-game objectives, user ranking, in-game character level, character ownership of game items in the game, and in-game character attributes.
22. 22. The method of any one of claims 16 to 21, wherein the historical skill-based gaming indicator is gathered by tracking a user's gaming data over a period of time.
23. 23. The method of any of claims 16 to 22, further comprising providing a peer-to-peer playing platform to the first user, wherein providing the peer-to-peer playing platform enables the first user to participate in online skill-based game competitions.
24. 24. The method of any of claims 16 to 23, wherein the providing step includes sending, asserting, displaying and prompting to the user.
25. 25. The method of any of claims 16 to 24, wherein the set of rules is customizable by a skill-based game tournament creator.
26. 26. The method of any of claims 16 to 25, wherein the targeted advertisement further specifies at least one skill-based gaming tournament.
27. 27. The method of any of claims 16 to 26, wherein the historical skill-based gaming indicator for the at least one second user is obtained from a skill-based gaming tournament.
28. 28. A computer program product storing instructions which, when executed by at least one data processor of at least one computing system, cause the method of any of claims 1 to 27 to be performed.
29. 1. A system comprising: at least one data processor; a memory for storing instructions; 28. A system in which the instructions, when executed by the at least one data processor, perform the method of any of claims 1 to 27.
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