Collaborative gameplay in peer-to-peer betting platforms
The peer-to-peer betting platform facilitates collaborative gameplay and betting in multiplayer games by enabling team formation, skill-based matching, and fair prize distribution, enhancing player engagement and platform usage.
Patent Information
- Application Number
- JP2021114154
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Priority Date
- 2014-08-25
- Filing Date
- 2021-07-09
- Publication Date
- 2025-02-03
- Estimated Expiration
- 2035-08-24
AI Technical Summary
Existing online multiplayer games lack mechanisms for collaborative gameplay and betting among players, limiting social interaction and engagement.
A peer-to-peer betting platform that enables players to form collaborative teams, contribute funds for betting, and compete against other teams for prize money, with features for uneven contributions, team matching based on skill metrics, and fair distribution of winnings.
Enhances player engagement through collaborative gameplay, attracts new users, and increases platform involvement by allowing asynchronous play and integration with third-party games, while ensuring fair competition and reward distribution.
Smart Images

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Abstract
Description
[Technical field]
[0001] (Related Applications) This application claims priority under 35 U.S.C. §119 to U.S. application Ser. No. 14 / 467,559, filed Aug. 25, 2014, the contents of which are incorporated herein by reference in their entirety.
[0002] The subject matter described herein relates to coordinated game play and betting in electronic multiplayer games of skill using a peer-to-peer betting platform. [Background technology]
[0003] An online game is a video game that is played over a network on some form of computer, mobile device, or video game console such as the Xbox 360 and PlayStation 3. This usually means the Internet or an equivalent technology, but the games can use a wide range of technologies. The recent expansion of online gaming 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 to mobile games to games incorporating complex graphics and virtual worlds in which many players are simultaneously inserted. Many online games require skill and strategy and have a social aspect beyond single player games. For example, players compete one-on-one, in tournaments, or for the highest score on a leaderboard. Exemplary categories of online skill-based games include first-person shooters, 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 competitive in nature. Summary of the Invention [Means for solving the problem]
[0005] In an aspect, data can be received at a transaction server. The data can include a request to initiate a coordinated digital skill-based game match and an identification of one or more additional players to invite to join the coordinated 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 coordinated team can be transmitted to a client associated with the one or more additional players using the transaction server. Data including a confirmation to join the coordinated team can be received by the transaction server from a client associated with the one or more additional players. An amount of funds for one or more of the members of the coordinated team to contribute to the formation of a wager for the coordinated team can be determined. Data including a start confirmation, which, upon receipt by the game server, causes the members of the coordinated team to initiate the coordinated digital skill-based game match, can be transmitted to the game server using the transaction server. Data including an outcome of the coordinated digital skill-based game match can be received from the game server. Prize money can be distributed to one or more members of the coordinated team based on the outcome using the transaction server.
[0006] In another aspect, data can be received at a team formation module operating on the transaction server. The data can include a request to initiate a coordinated digital skill-based game match and an identification of one or more additional players to invite to join the coordinated team. The data can be received from a peer betting module integrated with a game instance executing on the client. The game instance can be a digital game in which player skill is a dominant factor in determining the game outcome. 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 coordinated team can be transmitted to a client associated with the 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 a confirmation to join the coordinated team can be received from a client associated with the one or more additional players by the team formation module operating on the transaction server. An amount of funds for one or more of the members of the coordinated team to contribute to the formation of a wager for the coordinated team can be determined using a wagering module operating on the transaction server. Once received by the game server, data including a start confirmation that initiates a cooperative digital skill-based game match for a member of the cooperative team can be transmitted to the game server associated with and in communication with a game instance running on each of the one or more additional player clients using a transaction server. Data including an outcome of the cooperative digital skill-based game match can be received from the game server. A prize can be distributed to the one or more members of the cooperative team using a distribution module running on the transaction server. The prize can be based on the outcome.
[0007] One or more of the following features may be included in any suitable combination. For example, each member of the coordinated team may contribute an equal fund amount to form the wager. The amount of funds to contribute may vary between at least two members of the coordinated team. Fewer than all members of the coordinated team may contribute funds to form the wager. Entities other than members of the coordinated team may contribute to the wager 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 join the coordinated team. Data including the invitation may be transmitted using multiple channels. The multiple channels may include two or more of a social media network, an email, an SMS message, and a peer-to-peer betting platform. The identification of the one or more additional players may identify a specific player. The identification of the one or more additional players may identify a group of players.
[0008] A coordinated team may be matched against another coordinated team based on a metric of the coordinated team's skill. A prize may be distributed unevenly among the members of the coordinated team. A prize may be distributed unevenly among the members of the coordinated team according to a predefined distribution agreement among the members of the coordinated team. A prize may be distributed unevenly among the members of the coordinated team based on the relative contributions of the members of the team forming the stake. The data including the outcome may include information characterizing whether one or more of the members of the coordinated team stopped playing during the coordinated digital skill-based game match. A prize may not be distributed to any members of the coordinated team that stopped playing. A winning team may be determined based on the outcome of one or more of the members of the coordinated team stopping play during the coordinated digital skill-based game match.
[0009] A computer program product is also described that includes a non-transitory computer-readable medium that stores 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 described herein. Similarly, a computer system is also described that may include one or more data processors and a memory coupled to the one or more data processors. The memory may store, either temporarily or permanently, instructions that cause the at least one processor to perform one or more of the operations described herein. In addition, the method may be implemented by one or more data processors in a single computing system or distributed between two or more computing systems.
[0010] The subject matter described herein offers many advantages. For example, the subject matter can enable cooperative gameplay and betting in asynchronous single player games that would not otherwise allow for cooperative team play. Individuals can be invited to use the peer-to-peer betting platform and play cooperative games. Existing contact information and social media can be leveraged to enable invitations of individuals not previously registered with the peer-to-peer betting platform. Game outcomes can be determined when there are uneven numbers of players on opposing teams. The subject matter can increase daily active users of the peer-to-peer betting platform by drawing new users into the system from external sources. Additionally, engagement in the peer-to-peer betting platform and third-party games can be increased through cooperative gameplay with friends. The present specification also provides, for example, the following items: (Item 1) 1. A method comprising: receiving data at a transactional server including a request to initiate a cooperative digital skill based game match 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; transmitting, using the transaction server, 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 transaction server, data from a client associated with the one or more additional players, the data including a confirmation of joining the coordinated team; using the transaction server to determine an amount of funds for one or more of the members of the coordinated team to contribute to forming a stake for the coordinated team; 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 coordinated team to start the coordinated digital skill-based game competition; receiving data including a result of the cooperative digital skill-based game competition from the game server; using the transaction server to distribute prize money to one or more members of the coordinated team based on the results; A method comprising: (Item 2) 2. The method of claim 1, wherein each member of the coordinated team contributes an equal amount of funds to form the stake. (Item 3) 2. The method of claim 1, wherein the amount of funds to contribute varies between at least two members of the collaborative team. (Item 4) 4. The method of claim 1 or 3, wherein fewer than all members of the aligned team contribute funds to form the stake. (Item 5) The method of any of items 1-4, 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 join the coordinated team, an entity other than a member of the coordinated team contributes to the wager. (Item 6) The method of any of items 1-5, wherein the data including the invitation is transmitted using multiple channels, the multiple channels including two or more of a social media network, email, SMS message, and a peer-to-peer betting platform. (Item 7) 7. The method of any of items 1-6, wherein the identification of the one or more additional players identifies a specific player. (Item 8) 8. The method of any of items 1-7, wherein the identification of the one or more additional players identifies a group of players. (Item 9) 9. The method of any of claims 1-8, further comprising matching the interworking team with another interworking team based on a metric of the interworking team's skills. (Item 10) 10. The method of any of claims 1-9, wherein the prize money is distributed unequally among the members of the collaborative team. (Item 11) 11. The method of any of items 1-10, wherein the prize money is distributed unevenly among the members of the coalition team according to a predefined distribution agreement between the members of the coalition team. (Item 12) 11. The method of any of claims 1-10, wherein the prize money is distributed unequally among the members of the aligned team based on the relative contributions of the members of the team in forming the bet. (Item 13) 13. The method of any of claims 1-12, wherein the data including the results includes information characterizing whether one or more members of the coordinated team stopped playing during the coordinated digital skill-based game match, and the prize money is not distributed to any members of the coordinated team that stopped playing. (Item 14) 14. The method of any of claims 1-13, further comprising determining a winning team based on the results, wherein one or more members of the cooperative team stopped playing during the cooperative digital skill-based game match. (Item 15) 1. A method comprising: receiving data in a team formation module operating on a transactional server, the data including a request to initiate a coordinated digital skill-based game match and an identification of one or more additional players to invite to join the coordinated team, the data being received from a peer betting module integrated with a game instance running on a client, the game instance being a digital game in which player skill is a dominant factor in determining a game outcome, the transactional server comprising one or more data processors forming part of at least one computing system; transmitting, using a team formation module operating on the transaction server, data to clients associated with the one or more additional players, the data including an invitation to become a member of the coordinated team, the invitation being transmitted over one or more channels; receiving, by a team formation module operating on the transaction server, data from a client associated with the one or more additional players, the data including a confirmation of joining the coordinated team; determining, using a wagering module operating on the transaction server, an amount of funds for one or more of the members of the coordinated team to contribute to forming a wager for the coordinated team; transmitting, using the transaction server, data to the game server associated with and in communication with a game instance operating on each of the one or more additional player clients, the data including a start confirmation that, when received by the game server, initiates the cooperative digital skill-based game match for the members of the cooperative team; receiving data including a result of the cooperative digital skill-based game competition from the game server; using a distribution module operating on the transaction server to cause a prize to be distributed to one or more members of the collaborative team, the prize being based on the outcome; and A method comprising: (Item 16) A system comprising at least one data processor and a memory; The memory, when executed by the at least one data processor, causes the at least one data processor to: receiving data at a transactional server including a request to initiate a cooperative digital skill based game match 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; transmitting, using the transaction server, 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 transaction server, data from a client associated with the one or more additional players, the data including a confirmation of joining the coordinated team; using the transaction server to determine an amount of funds for one or more of the members of the coordinated team to contribute to forming a stake for the coordinated team; 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 coordinated team to start the coordinated digital skill-based game competition; receiving data including a result of the cooperative digital skill-based game competition from the game server; using the transaction server to distribute prize money to one or more members of the coordinated team based on the results; A system storing instructions for performing operations including: (Item 17) Item 17. The system of item 16, wherein each member of the coordinated team contributes an equal amount of funds to form the stake. (Item 18) 20. The system of claim 16, wherein the amount of funds to contribute varies between at least two members of the collaborative team. (Item 19) 20. The system of claim 16 or 18, wherein fewer than all members of the coordinated team contribute funds to form the stake. (Item 20) A system as described in any 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 join the aligned team, an entity other than a member of the aligned team contributes to the wager. (Item 21) 1. A system comprising: at least one data processor; a memory storing instructions that, when executed by the at least one data processor, implements the method according to any one of items 1-15; A system comprising: (Item 22) A non-transitory computer program product storing instructions which, when executed by at least one data processor forming part of at least one computing device, implements the method according to any of items 1-15.
[0011] The details of one or more variations of the subject matter described herein are set forth in the accompanying drawings and the description below. 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] [Figure 1] FIG. 1 is a system diagram illustrating a peer-to-peer betting platform that facilitates coordinated game play betting in electronic multiplayer games of skill. [Diagram 2] FIG. 2 is a block diagram of an exemplary implementation of a Transaction Server. [Diagram 3] 3-5 are block diagrams illustrating scenarios for handling player abandonment and withdrawal in a peer-to-peer betting platform. [Figure 4] 3-5 are block diagrams illustrating scenarios for handling player abandonment and withdrawal in a peer-to-peer betting platform. [Diagram 5] 3-5 are block diagrams illustrating scenarios for handling player abandonment and withdrawal in a peer-to-peer betting platform. [Figure 6] FIG. 6 is a signal flow diagram illustrating data flows and timing for players to form cooperative teams, place bets, and compete in cooperative digital skill-based game competitions. [Figure 7] FIG. 7 is a process flow diagram illustrating a method for providing coordinated wagering in coordinated digital skill-based gaming competitions.
[0013] Like reference symbols in the various drawings indicate like elements. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0014] The present subject matter enables coordinated game play and betting in electronic multiplayer games of skill using a peer-to-peer betting platform. Players can form coordinated teams, contribute entry fee funds (e.g., team wagers), and compete against other teams for prize money. Team members can contribute unequal fund amounts and form team wagers, and the peer-to-peer betting platform can distribute prize money unevenly to the team members.
[0015] FIG. 1 is a system diagram illustrating a peer-to-peer betting platform 100 that facilitates coordinated game play betting in electronic multiplayer skill games. i (i=1, 2, ..., N) are each player clients 120 i Each player client 120 can operate i 130 third-party game instances i The game instance 130 may include i can include any online digital game (e.g., video game) where player skill, rather than chance, is the dominant factor in determining the game outcome. i Players may play against each other and / or form allied teams. Allied teams may play against each other online. The game may be run in game instances 130. i (e.g., player 110 i If you are playing chess, each game instance will have 130 iis an instance of an electronic chess game. i The game instance 130 may communicate with and receive game data from a third-party game server 150. The game server 150 may provide the game data necessary to run the game. Alternatively, the game instance 130 may i can directly exchange game data.
[0016] 130 per game instance i The peer betting module 140 i The peer betting module 140 may include i is game instance 130 i The player 110 may be integrated into the i The peer betting module 140 allows users to bet on the outcome of a given game match. i The Transaction Server 160 communicates with and works in conjunction with the Player 110, including financial information. i The transaction server 160 may maintain account information for each player, hold funds in escrow to enforce wagering terms, and / or act as a trusted party to secure funds (i.e., ensuring that winning players receive their winnings). The transaction server 160 may also pass data characterizing advertisements (e.g., advertising logic, invitations, and / or messages) to the third-party game server 150.
[0017] 2 is a block diagram of an example implementation of a Transaction Server 160. The Transaction Server 160 i The game may include a team formation module 165 that allows players 110 to form coordinated teams. i 110. The system may add one or more additional players 110 to participate in the coordination game as members of the coordination team. iBy inviting players 110 to start cooperative betting and game play, the team formation module 165 i from (e.g. client 120 i and / or a peer betting module 140. i The team formation module 165 may receive a request to initiate a cooperative digital skill-based game match (via a peer betting module 140). The team formation module 165 may also receive an identification of one or more additional players to invite to join the cooperative team. The identification of the additional players may identify a specific player (e.g., by username, email, phone number, and the like) or the identification of the additional players may identify a group of players to be invited (e.g., players with connections on a social network or generally in the public). i may generate and transmit the request and the identification.
[0018] The team formation module 165 generates invitations to the identified additional players (e.g., to the client 120). i and / or a peer betting module 130. i The team formation module 165 may transmit the invitation through different channels 205. For example, if 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 has not yet created an account with his / her client 130), the team formation module 165 may transmit the invitation through different channels 205. i 140. A peer betting module installed on i), the invitation can be transmitted via one or more of a 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 be engaged in a first-time user experience, which may include a tutorial and practice (e.g., no-stake) games. If the player to be invited is a current player (e.g., the player has an existing account registered with the transaction server 160 and a user account registered with his / her client 130), the invitation can be transmitted via one or more of a social media network 210, email 215, short message service (SMS) message 220, and the like. i 140. A peer betting module installed on i If the invitation includes a peer betting module 140 i can be transmitted to
[0019] Player 110 i 110 additional players for invitation i To aid in identifying potential new players, connections can be established between the peer-to-peer betting platform 100 and various forms of social connections (e.g., telephone contact lists, social media networks, and the like). The peer-to-peer betting platform 100 retrieves information about potential new players from these sources and communicates the retrieved information to the team formation module 165, which communicates the retrieved information to the players 110. i The player 110 may be associated with an account. i The peer betting module 140 i A contact can invite any contact associated with his / her account using the invite button. When invited, the invited player 110 i can be announced via one or more channels 205.
[0020] In some example implementations, the player 110 i You can add 110 additional players to your team. i However, players 110 and 120 can be invited to join the opposing team. iTherefore, members of a team can cooperate with each other and play against other teams.
[0021] Invited Player 110 i may join an affiliated team and become a team member, for example, by transmitting a confirmation to the transaction server 160. An affiliated team may create a match or tournament (e.g., an initiating team) and other affiliated teams may join the match or tournament (e.g., a joining team). Team members may contribute to a fund to form a wager or entry fee for the affiliated team to compete against at least one other team in a digital skill-based game match. A winning team may receive a prize.
[0022] Team members may contribute a variable amount of funds to form a bet. For example, a player 110 who creates an invitation may i The invitees 110 may specify the total bet amount and the portion of the total bet that they will contribute. In some implementations, the total bet amount is predefined and the invitation is sent to the invited players 110. i For example, the invitation may require the inviting player 110 to contribute a predefined amount. i contributed $15 and invited players 110 i should contribute $5 to join the team. In some example implementations, a first player 1101 may contribute to the entire bet, while a second player 1102 may join and / or participate in a team without contributing to the funds (e.g., a player may pre-pay another player's contribution, e.g., to encourage a friend to join his team), and thus fewer than all members of the coordinated team contribute to the funds to form the bet. In some example implementations, team members may contribute equally to the bet (e.g., the total bet may be divided evenly among all players on the team).
[0023] In some example implementations, players 110 forming a coordinated team i Entities other than the betting platform may contribute to the wager. For example, an operator of a peer-to-peer betting platform may contribute to the team's wager to facilitate the peer-to-peer betting platform and / or the coordinated gameplay features. The operator of the peer-to-peer betting platform or another entity may contribute to the total wager when one or more of the team members registers an active account with the transaction server in response to an invitation to join the coordinated team (e.g., when one of the teammates is a "new" player). Other entities may contribute to the wager when, for example, one of the team members performs an action as part of a rewards program, promotional campaign, and the like.
[0024] In some implementations, each player 110 i When a player 110 joins an affiliated team, including contributing to a wager (e.g., paying a team / match entry fee), a wagering module 170 in the transaction server 160 i A player may determine an amount of funds to be contributed by a player. The funds (e.g., contribution) may be reserved (e.g., by the wagering module 170 and / or the transaction server 160). Reserved funds cannot be withdrawn or used for another wager. Reservation of funds may include not only transferring funds from a player account to an escrow account, but also "holding" funds in a player's account.
[0025] The transaction server 160 may include a team matching module 175 for matching coordinated teams together for a match. The team matching module 175 may match teams based on the relative and / or combined skill levels of the respective coordinated teams. For example, the team matching module 175 may i A dynamic average of the last 100 games of the players in each team can be used to determine the overall composite skill level. Matching can occur based on the best ranked (e.g., highest skill) player from each aligned team representing the entire team.
[0026] Invited Player 110 i In some implementations, player 110 may also decline the invitation. i If the player 110 who contributed to the team bet declines the invitation, the transaction server 160 cancels the affiliated team and the match against another team does not occur. i In some implementations, invited players 110 of participating teams may receive a refund for their contributions. i If an invited player 110 declines an invitation to play, the match will proceed and the declining player may be disabled when determining which aligned team will win the match in a manner that maintains fairness. i When a new player 110 is 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 amount of time, the Transaction Server 160 may i may be considered to have declined the invitation.
[0027] Once the Transaction Server 160 has all the participating Players 110 iOnce funds from the game servers 130 and 150 have been secured, the cooperative game play competition can proceed. The transaction server 160 transmits confirmation to the game server 150 to begin the cooperative digital skill-based game competition for the members of the cooperative team. The competition continues using normal game mechanics (each game instance 130 communicating game data with the game server 150) until game play is completed. i In some implementations, the game server 150 may i The transaction server 160 receives the betting information from the game server 150, or alternatively from each peer betting module 140. i The game statistics may indicate winners and losers based on one or more in-game metrics.
[0028] The transaction server 160 can determine the outcome of a coordinated team match. The team score can be a composite score of the members of the team (e.g., a composite of their individual performances). In some implementations, the team score can consist of the sum of all team members' scores (e.g., a total-to-total scoring scheme). The transaction server 160 can compare the team score of a first team (e.g., the sum of the individual scores of the first team members) with the team score of a 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 mechanics) can be determined to be the winner of the match. In other implementations, the transaction server 160 can compare the best individual team member scores per team (e.g., a best-to-best scoring scheme). The coordinated 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 normally finish his / her game after gameplay has begun, and the game server 150 will not report a score for that player. This may be considered an interruption. An interruption may be when a player 110 i Intentionally, or when the client 120 decides to abandon the game. i This may occur unintentionally, such as when the player 110 malfunctions, loses battery charge, loses network connectivity, and the like. i He also has 120 clients of his own. i Turn off, disconnect its internet access, game instance 120 i In these cases, players may attempt to cheat by forcing the player 110 to quit the game, and the like. i In some implementations, the interrupted player 110 may be considered an unintended interruption to prevent the interrupted player 110 from gaining an unfair advantage. i will not receive any winnings and will not be refunded any of his / her stake contributions.
[0030] Player 110 i When a team breaks during a coordinated team match, a "stand-in player" can be defined to ensure fairness. A stand-in player is not a player in the normal sense, and no human controls the stand-in player. Instead, the stand-in player's score is calculated automatically. The stand-in player can be automatically given the lowest score reported by the opposing team. This effectively "cancels" the lowest scoring player or players on the opposing team, so that the better scoring players on each team still engage in a fair match. In a best-vs-best scoring scheme, a stand-in player's score may not be required, since all team match outcomes depend on the best scores from the individual players.
[0031] In a total-to-total scoring scheme, the worst, second worst, etc. scores are scored by the suspended player 110 i The player who was copied from the opposing team and interrupted 110 i can be offset, leaving only the top scores to be used in determining the winning team. FIGS. 3-5 are block diagrams illustrating scenarios for handling player dropouts and withdrawals in the peer-to-peer betting 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 drops out during game play or declines an invitation from player 3 to form a coalition team. In either case, the low score from team 1, in this case player 2's score, is used as a stand-in score for team 2. Since team 2's total score exceeds team 1's total score (taking into account the stand-in score), team 2 will win the match.
[0032] In the scenario illustrated at 320, a team member from team 1 (i.e., player 1) drops out during gameplay. In this case, the low score from team 2, which is player 4's score, is used as the stand-in score. Since team 2's total score (taking into account team 1's stand-in score) exceeds team 1's total score, team 2 will win the match. In the scenario illustrated at 330, a team member from each of team 1 and team 2 (i.e., players 1 and 3, respectively) drops out during gameplay or, in some implementations, declines the invitation to join. In this case, no stand-in players / scores are required since each team has an equal number of involved players.
[0033] In the scenario illustrated in 340, all members of a team (i.e., team 2) drop out during gameplay and / or decline the invite. In this case, team 2 abandons the match. In the scenario illustrated in 350, where each team has four players, multiple players of team 1 (i.e., player 1 and player 4) drop out during gameplay. In this case, the lowest two scores serve as stand-in scores for team 1. In the scenario illustrated in 360, multiple players of team 1 (i.e., players 1 and 3) drop out during gameplay, while one player of team 2 (i.e., player 8) drops out during gameplay or declines the invite. Two stand-in scores are used for team 1 and one stand-in score is used for team 2. Team 1 wins the match because the sum of its scores, including the stand-in scores for players 1 and 3, exceeds the sum of the scores for team 2, including the stand-in score for player 8. In the scenario illustrated at 370, two players from each of Team 1 and Team 2 (i.e., Players 1 and 3 and 6 and 8, respectively) drop out or decline the invitation to join the allied team. No stand score is required because each team has an equal number of involved players.
[0034] Referring again to FIG. 2, the transaction server 160 may include a distribution module 180 for distributing winnings among the members of the winning coordinated team. The distribution module 180 may distribute winnings equally or unevenly among the team members. The distribution module 180 may distribute winnings according to a predefined distribution agreement among the team members. The predefined distribution agreement may include an agreement on distribution in proportion to each team member's contribution to the team bet. For example, if a first team member contributes 75% of the total team bet and a second team member contributes 25% of the total team bet, the distribution module 180 may distribute 75% of the winnings to the first team member and 25% to the second team member. The team members may agree to a distribution that is not in proportion to their contribution amounts. For example, the first and second team members may each contribute equally (e.g., 50% each) to the team bet, but the prize money may be distributed 75% to the first team member and 25% to the second team member. In some implementations, the distribution module may distribute the prize money according to relative game performance. For example, if the first team member scores 4 points while the second team member scores 6 points, the distribution module 180 may distribute 40% of the prize money to the first team member and 60% of the prize money to the second team member. Other distribution schemes are also possible. The distribution scheme may be agreed upon during team formation and may be included in the invitation.
[0035] In some implementations, the distribution module 180 may distribute the amount of the bonus to a player 110 who has discontinued a game, whether the discontinuation was intentional or unintentional. i In some implementations, the operator of the game server 150 may not distribute any winnings to the suspended player 110. i to provide a refund.
[0036] The transaction server 160 can cause winnings to be distributed to winning team members. In some implementations, the transaction server 160 can allocate pre-set aside funds to one or more players 110 based on game statistics. i For example, a winning player can have the player's winnings transferred from another player's account or from a secure escrow account to the winning player's account. In some implementations, the transaction server 160 may i The transaction server 160 may transmit financial data relating to winnings and losses to each peer betting module 140. i , which can transmit financial data to the player 110 i In addition, the transaction server 160 provides game statistics to each peer betting module 140. i , which can send game statistics to the player 110 i to be provided.
[0037] Player 110 i directly using the Transaction Server 160 (e.g., by accessing the Transaction Server 160 via a web browser) or via the peer betting module 140 i Through the player 110, players can register an account as well as deposit and withdraw funds from the account. i can fund their accounts through several means, such as, for example, Paypal, credit cards, Automated Clearing House (ACH) transfers, cash, loyalty cards, prepaid cards, coupons, credit systems, credits earned by watching advertisements, Google checkout, etc. Other methods of funding accounts are possible.
[0038] Peer Betting Module 140 i is game instance 130 iUser interface components and players 110 required for i - The Transaction Server 160 can provide interaction functionality, which can lower the barrier for third party game providers to support peer betting functionality in games. Peer Betting Module 140 i can be implemented using a platform-specific software development kit (SDK).
[0039] Communications may occur via any suitable communications network, such as, for example, the Internet.
[0040] FIG. 6 is a signal flow diagram 600 illustrating data flow and timing for players to form coordinated teams, place bets, and compete in a coordinated digital skill-based game match. An initiating player 605 may transmit to the Transaction Server 160 a request to initiate a coordinated digital skill-based game match and an identification of a participating player 610 at 615. The Transaction Server 160 may receive the request, and the Transaction Server 160 may generate and transmit to the participating player 610 at 620 an invitation to become a member of the coordinated team. The Transaction Server 160 may transmit the invitation via one or more different channels. The participating player 610 may receive the invitation and generate and transmit to the Transaction Server 160 at 630 a confirmation of joining the coordinated team. The Transaction Server 160 may receive the confirmation from the participating player 610 and may determine and reserve an amount of funds for one or more members of the coordinated team to contribute to the formation of a wager for the coordinated team. The Transaction Server 160 may match the coordinated team with another coordinated team (formed using similar data flows for different players) for a match. The Transaction Server 160 may transmit 635 a confirmation to initiate the match to the Game Server 150.
[0041] Regular game play can proceed with game information transmitted between the game play server 150 and the initiating player 605 and the joining player 610 at 640 and 645. Once game play is completed, the game server 150 can transmit the game play results for each player to the transaction server 160 at 650. The transaction server 160 can use the game play results for each player to determine the outcome of the coordinated match. Based on the outcome of the coordinated match, the transaction server can transmit a notification of the game outcome to each player of the coordinated team (e.g., the initiating player 605 and the joining player 610). The transaction server 160 can determine the amount of funds each player of the winning coordinated team receives as a prize, and the prize can be distributed. In some implementations, the transaction server 160 can distribute the prize directly to the initiating player 605 and the joining player 610 at 660.
[0042] FIG. 7 is a process flow diagram illustrating a method 700 of providing coordinated wagering in a coordinated digital skill-based game competition. A request to initiate a coordinated match and an identification of an additional player to invite to the coordinated team may be received at 710. An invitation to the additional player to become a member of the coordinated team may be transmitted at 720. A confirmation to join the coordinated team may be received at 730. An amount of funds for members of the coordinated team to contribute to the formation of a team wager may be determined and / or reserved at 740. A confirmation to initiate the coordinated game competition may be transmitted at 750, which, when received, initiates the game competition. The results of the game competition may be received at 760, and winnings may be distributed at 770.
[0043] Various implementations of the subject matter described herein may be realized in digital electronic circuitry, integrated circuits, specially designed ASICs (application specific integrated circuits), computer hardware, firmware, software, and / or combinations thereof. These various implementations may include implementations in one or more computer programs executable and / or interpretable on a programmable system including at least one programmable processor, which may be special-purpose or general-purpose, coupled to receive data and instructions from a storage system, and at least one input device, and at least one output device.
[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 assembly / machine languages. 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 the 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 interaction with a user, the subject matter described herein 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 pointing device (e.g., a mouse or trackball) through which the user may provide input to the computer. Other types of devices that provide interaction with a user may also be used. For example, feedback provided to the user may be any form of sensory feedback (e.g., visual feedback, auditory feedback, or tactile feedback), and input from the user may be received in any form, including acoustic, voice, or tactile input.
[0046] The subject matter described herein 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 web browser through which a user may interact with an implementation of the subject matter described herein), 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 communications network). Examples of communications networks include a local area network ("LAN"), a wide area network ("WAN"), and the Internet.
[0047] A 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 virtue of computer programs running on the respective computers and having a client-server relationship to each other.
[0048] Although some variations have been described in detail above, other modifications are possible. For example, the implementations described above may be directed to various combinations and subcombinations of the features disclosed and / or combinations and subcombinations of some additional features disclosed above. In addition, the logic flow depicted in the accompanying figures and described herein does not require the particular order shown, or sequential order, to achieve desirable results. Other embodiments may be within the scope of the following claims.
Claims
1. 1. A method, comprising: receiving data from a peer betting module in a team formation module operating on a transaction server, the data including a request to initiate a cooperative digital skill-based game match for an asynchronous single-player digital game and an identification of one or more additional players to invite to join the cooperative team, the transaction server comprising one or more data processors forming part of at least one computing system, the peer betting module being integrated into a game instance operating on a client, the peer betting module communicating with and cooperating with the transaction server to enable cooperative team play and betting in the asynchronous single-player digital game that is not itself capable of cooperative team play; transmitting, using the team formation module operating on the transaction server, 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 operating on the transaction server, data from a client associated with the one or more additional players, the data including a confirmation of joining the coordinated team; using a wagering module operating on the transaction server, setting aside funds for one or more of the members of the coordinated team to contribute to the formation of wagers for the coordinated team; using the transaction server to transmit data to the game server including an initiation confirmation that when received by the game server initiates cooperative game play and the cooperative digital skill-based game competition for the asynchronous single-player digital game for members of the cooperative team, the cooperative digital skill-based game competition being provided to each member by a respective peer betting module integrated into a respective game instance operating on a respective client such that the games are played cooperatively; 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; using a distribution module operating on the transaction server to distribute a prize to one or more members of the collaborative team, the prize being based on the outcome; and A method comprising:
2. The method of claim 1 , wherein each member of the coordinated team contributes an equal amount of money to form the stake.
3. The method of claim 1, wherein the amount of funds to be contributed varies between at least two members of the collaborative team.
4. The method of claim 1 or 3, wherein fewer than all members of the aligned team contribute funds to form the stake.
5. A method according to any one of claims 1 to 4, 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 join the coordinated team, an operator of a peer-to-peer betting platform that is not a member of the coordinated team contributes funds to the wager.
6. A method according to any preceding claim, wherein data including the invitation is transmitted using a plurality of channels, the plurality of channels including two or more of a social media network, an email, an SMS message, and a peer-to-peer betting platform.
7. The method of any preceding claim, wherein the identification of the one or more additional players identifies a specific player.
8. The method of any preceding claim, wherein the identification of the one or more additional players identifies a group of players.
9. The method of claim 1 , further comprising matching the inter-team with another inter-team based on a metric of the inter-team's skills.
10. The method according to any of claims 1 to 9, wherein the prize money is distributed unequally among the members of the coordinated team.
11. The method according to any of claims 1 to 10, wherein the prize money is distributed unequally among the members of the coalition team according to a predefined distribution agreement between the members of the coalition team.
12. A method according to any preceding claim, wherein the prize money is distributed unequally between members of the aligned team based on the relative contributions of the members of the team in forming the bet.
13. 13. The method of any of claims 1-12, wherein the data including the results includes information characterizing whether one or more members of the coordinated team stopped playing during the coordinated digital skill-based game match, and the prize money is not distributed to any members of the coordinated team that stopped playing.
14. A method according to any one of claims 1 to 13, further comprising determining a winning team based on the results when one or more of the members of the collaborative team stop play during the collaborative digital skill-based game match.
15. 1. A system comprising at least one data processor and a memory; The memory storing instructions that, when executed by the at least one data processor, cause the at least one data processor to: receiving data from a peer betting module, in a team formation module operating on a transaction server, the data including a request to initiate a cooperative digital skill-based game match for an asynchronous single-player digital game and an identification of one or more additional players to invite to join the cooperative team, the transaction server comprising one or more data processors forming part of at least one computing system, the peer betting module being integrated into a third party game instance operating on a client, the peer betting module communicating with and cooperating with the transaction server to enable cooperative team play and betting in the asynchronous single-player digital game that is not itself capable of cooperative team play; transmitting, using the team formation module operating on the transaction server, 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 operating on the transaction server, data from a client associated with the one or more additional players, the data including a confirmation of joining the coordinated team; using a wagering module operating on the transaction server, setting aside funds for one or more of the members of the coordinated team to contribute to the formation of wagers for the coordinated team; using the transaction server to transmit data to the game server including an initiation confirmation that when received by the game server initiates cooperative game play and the cooperative digital skill-based game competition for the asynchronous single-player digital game for members of the cooperative team, the cooperative digital skill-based game competition being provided to each member by a respective peer betting module integrated into a respective game instance operating on a respective client such that the games are played cooperatively; 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; using a distribution module operating on the transaction server to distribute a prize to one or more members of the collaborative team, the prize being based on the outcome; and A system that performs an operation including:
16. 16. The system of claim 15, wherein each member of the coordinated team contributes an equal amount of funds to form the stake.
17. The system of claim 15, wherein the amount of funds to be contributed varies between at least two members of the collaborative team.
18. 18. The system of claim 15 or 17, wherein fewer than all members of the coordinated team contribute funds to form the stake.
19. A system as described in any of claims 15 to 18, 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 join the coordinated team, an operator of a peer-to-peer betting platform that is not a member of the coordinated team contributes funds to the wager.
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