Peer-to-peer gaming platform
The peer-to-peer gaming platform leverages historical game metrics for targeted advertising and secure betting in skill-based games, enhancing user engagement and ensuring fair competition with fraud detection.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-08-23
- Publication Date
- 2026-03-17
AI Technical Summary
Existing online gaming platforms lack effective mechanisms for dynamic advertising based on gameplay and wagering, particularly in skill-based games, failing to leverage player metrics for targeted advertisements and secure betting systems.
A peer-to-peer gaming platform that utilizes historical skill-based game metrics to generate targeted advertisements and secure betting systems, enabling skill-based game competitions with escrow funds and customizable tournament creation.
Facilitates secure and engaging skill-based game competitions with personalized advertising, ensuring payment to winners and providing a unified platform for gameplay, tournament creation, and fraud detection.
Smart Images

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Abstract
Description
[Technical Field]
[0001] Related applications This application claims priority under 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 applications are incorporated hereby by reference.
[0002] The present invention, as described herein, relates to a peer-to-peer software platform that enables dynamic advertising based on gameplay and wagering (particularly wagering games, gambling) on online skill-based games. [Background technology]
[0003] Online games are video games played over a network on various forms such as computers, mobile devices, or video game consoles (e.g., Xbox 360 and PlayStation 3). While this usually refers to the internet or equivalent technology, a wide range of technologies can be used in gaming. The recent proliferation of online games reflects the overall expansion of computer networks, from small local networks to the internet, and the expansion of internet access itself.
[0004] Online games can be classified into a wide range, from simple text-based games and mobile games to games with complex graphics and virtual worlds where many players play (or reside) simultaneously. Many online games require skill and strategy, and have social aspects that go beyond single-player games. For example, players compete in tournaments, either one-on-one or by competing for the highest score on a scoreboard. Examples 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 these social aspects, many online games are inherently competitive. [Overview of the project] [Means for solving the problem]
[0005] In one mode, data characterizing historical skill-based game metrics for a first user and historical skill-based game metrics for at least one second user is accessed. Using the accessed data and a set of rules, a targeted advertisement to be presented to the first user is determined. This targeted advertisement specifies at least one skill-based game and the characteristics of historical skill-based game metrics for at least one second user, and the targeted advertisement is generated. Data characterizing the targeted advertisement is also provided.
[0006] In a different manner, a digital skill-based game is provided to a first user. The skill-based game includes display space for showing at least one advertisement to the user. A targeted advertisement to be shown to the first user is determined using historical skill-based game metrics and a set of rules. This targeted advertisement specifies at least one skill-based game and the characteristics of historical skill-based game metrics 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 online skill-based game competitions using a peer-to-peer gaming platform. The online skill-based game competitions are provided to the user.
[0007] In yet another form, the system includes a third-party game server, multiple third-party game instances, and a transaction server. The third-party game server provides data related to third-party games. Multiple third-party game instances communicate with the third-party game server and receive game data from it. Each third-party game instance includes a peer play module. The transaction server uses historical skill-based game metrics and a set of rules to determine targeted advertisements to present to a first user. The targeted advertisements specify at least one skill-based game and the characteristics of at least one second user's historical skill-based game metrics. The transaction server generates the targeted advertisements.
[0008] One or more of the following features may be included. For example, an advertisement may further specify game suggestions for a first user in relation to at least one skill-based game. The timing of targeted advertising to a first user may be determined using accessed data and a set of rules. Historical skill-based game metrics may include game-related attributes from a user's past gameplay. Historical skill-based game metrics may include game-related attributes from a user's current game or most recently played game. Historical skill-based game metrics may include one or more of the following: game results, game score, completed game levels, game difficulty, player rank, average game score, statistical measure of game results, game achievements, top score in a set of other users' results, completion of in-game objectives, user ranking, in-game character level, in-game character ownership of game items, and in-game character attributes.
[0009] By tracking a user's game data over a certain period, historical skill-based game metrics can be aggregated. A first user may provide a peer-to-peer gaming platform, which enables the first user to play in online skill-based game competitions. Such a provision may include submitting, promoting, displaying, and encouraging users. A set of rules can be customized by the skill-based game tournament creator. Targeted ads may further specify at least one skill-based game tournament. Historical skill-based game metrics for at least one second user can be obtained from the skill-based game tournament. Ads may further specify game suggestions for the first user, associated with at least one skill-based game. The timing of changing the ad display space can be determined using the accessed data and a set of rules.
[0010] The transaction server may be configured to generate pseudo-random number streams used by at least some of multiple third-party game instances.
[0011] In yet another form, the system includes a third-party game server, multiple third-party game instances, and a transaction server. The third-party game server provides data related to third-party games. Each third-party game instance communicates with the third-party game server and receives game data from it. Furthermore, each third-party game instance includes a peer game module that receives bets 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 bets from each peer game module. The transaction server secures pre-deposited funds associated with each associated corresponding player. The amount of funds is equal to each bet. Each server includes at least one computing system having at least one data processor.
[0012] In yet another manner, data characterizing multiple players and each player's betting amount may be received. Each player is registered in a third-party skill-based digital game competition. The amount of funds each player deposits in advance is secured for each player using an online skill-based digital game playing platform. The secured funds are equal to the betting amount. These funds are secured so that they cannot be transferred, withdrawn, or held for different games. Data is transmitted characterizing confirmation that the funds for each of the multiple players have been successfully secured.
[0013] In yet another form, digital skill-based games are offered to players using mobile processing devices. The skill-based games are single-player and display at least one advertisement to the player. This advertisement is modified using the player's past game results. The advertisement includes text, graphics, and links. The advertisement encourages the player to register for and participate in an online skill-based game competition. The online skill-based game 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 a third-party game server describing the results of an online game competition, and based on the received game statistics, may automatically transfer at least a portion of the secured funds to at least one account associated with at least one of the players. The third-party game may be an asynchronous competitive skill-based game played between players. Alternatively, the third-party game may be a synchronous competitive skill-based game played between players. The transaction server may send notifications of each player's wins, losses, scores, time, and other gameplay information to peer play modules in each of multiple game instances. The transaction server may determine whether the funds previously deposited and associated with a player are less than the bet amount. The online game competition may be a tournament. The online game competition may be selected from a group consisting of Massively Multiplayer Online Role-Playing Games ("MMORPGs"), First-Person Shooters ("FPS"), and Real-Time Strategy ("RTS") games.
[0015] Data characterizing the results of third-party skill-based game competitions may be received. At least a portion of the secured funds can be transferred to an account associated with one of several players using an online skill-based digital game platform. Data characterizing the transfer can also be transmitted. Data characterizing the wins and losses of one or more of the multiple players can be transmitted. Non-monetary rewards can be given to at least one of the multiple players based on the results of third-party skill-based game competitions. These non-monetary rewards can be used as a substitute for funds to participate in future online skill-based game competitions. Data characterizing the transfer can be transmitted to multiple peer-play modules. Each module is included in an instance of the third-party game. Data characterizing confirmations is transmitted to multiple peer-play modules, each module is included in an instance of the third-party game. Data characterizing the results of third-party skill-based game competitions may be received from a third-party game server, which provides game data to multiple game instances communicating with the game server, each game instance including a peer-play module.
[0016] Data characterizing the results of a third-party skill game competition may be received from multiple peer-play modules. Each module may be part of an instance of a third-party game that communicates with a game server that provides game data to multiple game instances. Third-party skill-based game competitions may be associated with asynchronous games. They may also be associated with synchronous games. Betting amounts may include multiple values. Each value may be associated with one of several players.
[0017] Data characterizing a player's gameplay 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 behavior by the player can be detected. Deviations between monitored characteristics and historical characteristics may indicate fraud. Monitoring may be performed in real time. Monitoring may be performed after the completion of an online skill-based game competition.
[0018] Also described are manufactured articles containing computer-executable instructions that are permanently (e.g., non-temporarily) stored on a computer-readable medium. When these instructions are executed by a computer, the computer performs the operations described herein. Similarly, computer systems that may include a processor and memory connected to the processor are also described. This memory may temporarily or permanently store one or more programs. These programs allow the processor to perform one or more of the operations described herein. In addition, the methods may be performed by one or more data processors. These one or more data processors may be located within a single computing system or distributed across two or more computing systems.
[0019] The invention described herein offers numerous advantages. The invention provides a fully unified set of technologies for facilitating gameplay within electronic multiplayer or single-player game skills. Users can easily complete games and win any prize. Users can track individual wins and losses and, when placing bets, can feel secure knowing that the invention guarantees payment to the winner(s) because the gambling funds are placed in escrow (third-party deposit). Furthermore, users can easily create competitions using their preferred online games, invite friends to participate, and bet real money on the results. Users can also compete against others. Additionally, the software development kit provides game developers with a toolset that can be easily integrated into their games. The invention allows games of any skill level to be incorporated into tournament-style gaming platforms. The invention also enables user-generated tournaments.
[0020] Details of one or more modifications of the inventions described herein are described in the accompanying drawings and the following description. Other features and advantages of the inventions described herein will become apparent from this description, the drawings, and the claims. [Brief explanation of the drawing]
[0021] [Figure 1] Figure 1 is a system diagram showing a system that facilitates gameplay within an electronic multiplayer game skill. [Figure 2] Figure 2 is a process flow diagram illustrating a method for facilitating gameplay within an electronic multiplayer game skill. [Figure 3] Figure 3 shows an exemplary user interface integrated into a third-party game. By providing this user interface to the player, the player can register an account or sign in to an account. [Figure 4]Figure 4 shows an exemplary user interface integrated into a third-party game. By providing this user interface to the player, the player can register an account. [Figure 5] Figure 5 shows an exemplary user interface integrated into a third-party game. By providing this user interface to players, players can browse public tournaments. [Figure 6] Figure 6 shows an exemplary user interface integrated into a third-party game. By providing this user interface to the player, the player can view game statistics and results. [Figure 7] Figure 7 is a data flow diagram showing the data communication flow for an asynchronous turn-based game. [Figure 8] Figure 8 is a data flow diagram showing the data communication flow when a player participates in a game tournament. [Figure 9] Figure 9 is a process flow diagram illustrating a method for detecting fraudulent activity. [Figure 10] Figure 10 is a process flow diagram illustrating how to advertise online skills-based competition. [Figure 11] Figure 11 is a process flow diagram illustrating how to provide data that characterizes the target. [Figure 12] Figure 12 is an example advertisement.
[0022] In the various drawings, similar reference numerals indicate similar elements. Detailed description of the invention
[0023] Figure 1 is a system diagram 100 showing a system that facilitates gameplay within an electronic multiplayer game skill. Multiple players 110 i (i=1, 2, ..., N) are each player client 120 i Operate each player client 120 i This is a third-party game instance 130i includes game instance 130 i is any online digital game (e.g., video game), in which the game result is determined by player skill (not by chance), and multiple players 110 i can compete with each other online. The game is consistent across multiple game instances 130 i (e.g., if 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 communicates with a third-party game server 150 and can receive game data from the third-party game server 150. The game server 150 provides the game data necessary for operating the game. Alternatively, multiple game instances 130 i can directly exchange game data.
[0024] Each game instance 130 i includes a peer gaming module 140 i The peer gaming module 140 i is integrated into the game instance 130 i and enables players 110 i to bet on the result of a given game competition. The peer gaming module 140 i communicates with a transaction server 160 and collaborates with the transaction server 160. The transaction server 160 maintains the account information (e.g., financial information) of each player 110 i and functions as a reliable third party to escrow (hold in a third-party deposit) funds and / or secure funds in order to enforce the gaming conditions (i.e., the winning player will always receive a reward).
[0025] Transaction server 160 can also send data that characterizes the advertisement (e.g., advertising logic, invitation, and / or message) to third-party game server 150. This advertising data is then sent to player 110. i The game data can be algorithmically customized based on historical game data or metrics. For example, players can be encouraged with an ad that says, "You've won 4 out of your last 5 games. Click here to join the $5 tournament and advance to the next game level," or an ad modified to say so.
[0026] Figure 11 is a process flow diagram 1100, illustrating a method of advertising (e.g., inviting) players (e.g., users) to register for and participate in an online skill-based game tournament. In 1110, data is received characterizing the historical skill-based game metrics of a first user and the historical skill-based game metrics of at least one other user. The player is currently participating in this game or has recently participated in it, and is eligible to participate in the game but is not registered for an online skill-based game competition. In 1120, a set of rules determines the targeted advertisement to be presented to the first user. The targeted advertisement specifies at least one skill-based game and the characteristics of the other users' historical skill-based game metrics. The targeted advertisement induces the player to take a specific action based on the player's gameplay (e.g., prompting / inviting the player to participate in a competition). The targeted advertisement can be customized for individual players. The targeted advertisement is generated in 1130 and the advertisement is delivered in 1140. Such offerings may include sending, claiming, displaying, and encouraging players to do so.
[0027] Historical skill-based game metrics are based on player client l20 iThe data may be supplied from the transaction server 160 or third-party game server 150 (for example, over time) and tracked and / or recorded. 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, number of enemies, power-ups acquired, player rank, wins or losses, statistical measures of attributes (e.g., average score, win / loss ratio), top scores among some or all players, completion, objectives, and / or achievements of any game-related tasks, in-game item acquisitions, and / or other character attributes. Historical skill-based game metrics may include other trackable game attributes.
[0028] When an advertisement is presented to a player and / or when the content of a targeted advertisement can be determined based on configurable messaging rules (i.e., a set of rules), these rules can be used to target players who have specific attributes, skill levels, or relationships. For example, an advertisement or invitation could encourage a player to participate in a tournament based on whether they have exceeded a certain predetermined value or score in a particular in-game challenge. Examples of rules include whether a player has met a certain level, game, number of games played, play time, or other game element. An advertisement could be presented if a player is included in a particular percentile of players (for example, encouraging a player to register for a tournament with players of similar skill levels).
[0029] Further examples of rules include when a player plays, when they lose and / or win by at least a certain amount (e.g., prompting a player to register for a tournament requiring "high stakes" or a high minimum bet), when one or more other players associated with a first player (e.g., via a link on a social networking website) register for a tournament (e.g., prompting 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 a tournament. Messaging rules may also be based on the player's geographical location (e.g., online gambling regulations with 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 a tournament. Administrators and / or tournament creators can set or customize messaging rules.
[0030] Targeted ads are deployed in addition to existing ad space using player-customized invitations and may include graphics, text, and hyperlink information necessary to participate in skill-based game tournaments. Targeted ads may include customized messages. These messages may be based on or derived from messaging rules and / or rules, gameplay, or historical skill-based gameplay metrics. Targeted ads can target players and may include characteristics of a player's historical skill-based game metrics and characteristics of one or more other players' historical skill-based game metrics. For example, targeted ads may include information about the number of active games being played in a given game or different games. Ads may include messages about the number of a player's friends, contacts, or network users who are active in the system. By including characteristics of historical game data and comparisons with other players in the system (for example, by showing the amount of money a player might have won in an actual tournament, comparing the player's average score to the average scores of other players, and displaying a mock score board where the game player is compared to all players in the game), it is possible to show players how well they would perform if they participated in a tournament or a different game. Targeted ads may include the suggested bet amount for the first player.
[0031] Figure 12 shows an exemplary advertisement 1200 presented to a player after the player has met a message rule (e.g., achieved a high score). This advertisement includes text 1210 (e.g., features of other players' historical skill-based game metrics) and a button 1220 (i.e., a link) that redirects the player to register for and play in a tournament. The advertisement may further include graphics and be integrated into the game user interface.
[0032] Figure 10 is a process flow diagram 1000, illustrating how to advertise online skill-based competition. In 1010, a digital skill-based game is provided to a player (i.e., a user). The game includes a display space for displaying advertisements. In 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 the characteristics of historical skill-based game metrics of at least one second user. In 1030, the advertisement display space is modified using the player's historical game data to prompt the player to register for and play online skill-based game competitions using a peer-to-peer gaming platform. In 1040, the online skill-based game competition is provided to the player.
[0033] By using specific players' game history data and messaging rules, ads / messages can be customized to each player, making them more likely to attract players than uncustomized (e.g., generic) ads.
[0034] Refer to Figure 1 again, Player 110 i This involves interacting directly with the transaction server 160 (for example, by accessing the server via a web browser) or with the peer game module 140. i Player 110 can communicate with transaction server 160 via this to register an account and make deposits. i Funds can be deposited into the account through several means (e.g., PayPal, credit card, automated payment system (ACH) transfer, cash, loyalty cards, prepaid cards, coupons, system credits, credits earned by watching ads, Google Checkout). Other deposit methods are also available.
[0035] Player 110 iIt can generate tournaments. Prior to gameplay, the peer play module 140 i When authentication information is received from player 110 and sent to transaction server 160, transaction server 160 can authenticate this authentication information. Authentication may include age and location control to ensure compliance with local laws and regulations. Age is determined by player 110. i The location may be entered by the billing address used for depositing funds into the account, the GPS location of the mobile device (if available), and the player client 120. i This can be verified by one of the following IP addresses. Each player 110 i When a player registers for a tournament (for example, by participating in a tournament, for example, by paying the tournament entry fee), the transaction server 160 sends a message to player 110. i The funds may be secured. These secured funds cannot be withdrawn or used for other games. Secured funds may include transferring funds from the player's account to the escrow account and "holding" the funds in the player's account.
[0036] Transaction server 160 is participating in player 110 i Once funding is secured from all participants, the tournament can proceed. The tournament will continue with normal game mechanics (for example, each game instance 130 communicating game data with game server 150) until gameplay is complete. i ) The process proceeds under the following conditions. Transaction server 160 retrieves statistics for completed games from game server 150 or each peer game module 140. i Received from. Game statistics may show winners and losers based on one or more in-game metrics. Player 110 i It can also determine one or more custom in-game metrics used to determine winners and losers during tournament initialization. Based on game statistics, the transaction server 160 allocates the pre-allocated funds to one or more players 110.i The funds are transferred to the account. For example, for a winning player, the player's winnings may be transferred from the other players' accounts or a secured escrow account into the winning player's account. The transaction server 160 sends financial data related to wins and losses to each peer game module 140. i Send to: Each peer game module 140 i Player 110 uses financial data i It sends to [the specified location]. Furthermore, the transaction server 160 sends game statistics to each peer game module 140. i It can be sent to each peer game module 140. i This is game statistics for player 110 i To provide to.
[0037] Game statistics sent to transaction server 160 are then sent to game server 150 or each peer game module 140. i These statistics may include summary-level statistics (e.g., winners and losers and / or specific in-game actions (e.g., player environment within the game environment, player actions (e.g., button presses or character movement), or user-displayed details)). Non-limiting examples of user-displayed details include 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 to detect fraudulent activity through any of the following: real-time tournament monitoring, delayed tournament review, or statistical player review of specific behaviors or behavioral characteristics of fraudulent play.
[0038] Peer Play Module 140 i This includes the necessary user interface components and player 110 i to transaction server 160 to game instance 130 iIt provides a means for mutual communication between peers. As a result, it lowers the barriers for third-party game providers to incorporate peer play functionality into their games. The peer play module can be implemented using a platform-specific software development kit (SDK).
[0039] Communication can be conducted via any suitable communication network (e.g., the Internet).
[0040] Figure 2 is a process flow diagram 200, illustrating how to facilitate gameplay within an electronic multiplayer game skill. At 210, the transaction server 160 receives data characterizing each player and each player's bet amount. The bet amount may vary for each individual player or may be fixed among players. Optionally, in a tournament, players may be matched with other players betting similar amounts. Each player is registered in a third-party skill-based game competition (e.g., a tournament). At 220, the transaction server 160 reserves funds equal to the corresponding received bet amount for each player using each player account. Players have pre-registered player accounts and have also deposited funds into their accounts in advance. The transaction server 160 may hold the funds in an escrow account until the game competition is completed. Alternatively, the transaction server 160 may reserve the funds by "holding" the funds in the player's account and prohibiting withdrawal or use of the funds. In step 230, the transaction server 160 sends data characterizing confirmation that the transaction server 160 has successfully secured funds from each registered player. If the funds in each player account are unavailable to the player, the transaction server 160 may send data prompting the player to deposit additional funds into the player's account.
[0041] Optionally, at 240, the transaction server 160 receives data characterizing the outcome of the competition. This data may include in-game statistics indicating which registered players are winners and which are losers. Alternatively, the transaction server 160 may distinguish between winners and losers based on in-game statistics. The transaction server 160 may determine which registered players are eligible based on secured funds (if any) and in-game statistics. Optionally, at 250, the 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, the transaction server 160 may transmit data and / or in-game statistics characterizing the transfer. The transaction server 160 is connected to the peer game module 140. i The system can receive data from one or more of the third-party game servers 150 and send each piece of data to the peer game module 140 and one or more of the third-party game servers 150.
[0042] A game can be asynchronous. Asynchronous games can encompass any turn-based game. In a turn-based game, player 110 i Since they play in shifts, real-time gameplay is not a problem. Player 110 i Asynchronous games allow players to leave the game and perform other tasks on the same device running the game without abandoning the tournament. Asynchronous games may include games such as: chess, checkers, Go, and most board games where the timing of players' turns is not important.
[0043] Games can be synchronous. Synchronous games encompass any game that requires real-time communication between the game and players 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 communicate synchronously with other characters or the game environment in real time. First-person shooters, driving and racing simulators, and real-time sports simulations are synchronous. Some turn-based game designs can also be synchronous if it is necessary for all players to be present at a certain time while the game is in progress.
[0044] Whether synchronous or asynchronous, the overall levels of a can game are alternating, and players can take turns individually. For example, in games like Angry Birds, two or more players may complete a level independently and simultaneously. In this case, a winner can be determined based on certain criteria when all players have completed that level. In this way, the overall levels constitute the players' rankings.
[0045] Transaction server 160 is connected to third-party game instance 130. i Alternatively, a third-party game server 150 may provide an application programming interface (API) for communicating with the transaction server 160.
[0046] By establishing the tournament, 110 players iPlayers can compete against each other within a skill-based game in a single or series of competitions. Tournaments function 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. In any tournament, at least two participants are required. In player-generated tournaments, a certain number of participants may be required to start the competition, and in system-generated tournaments, the number of allowed and / or required participants may be constant or variable. In tournaments with a variable number of participants, the start time is fixed, and players can join up to the maximum number of allowed participants.
[0047] A tournament may consist of 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 certain number of participants and winners. The winner of each match may be determined by certain win criteria. Individual tournament rounds (e.g., matches) may start at a predetermined time set by the tournament creator, or they may start immediately. If a match is not completed within the next designated match time slot, the match may be terminated, and the winner of each incomplete match may be awarded to the competitor who is currently in first place.
[0048] Each tournament or tournament round may have defined criteria for determining the winner(s). Possible winning criteria may vary depending on the type of game, but may include (for example) the highest score, the first to complete a level, or the player with the fewest moves to complete a level. In addition, each tournament may have an entry fee. The entry fee is the fee (in dollars) (i.e., the stake) to participate in the tournament. However, tournaments generated by some systems may have some or all players 110 i This fee may be waived for the following reasons. The tournament creator may determine the amount of the entry fee.
[0049] The prize money awarded to the tournament winner(s) is determined when the tournament is created. Prize money information is visible to all prospective tournament participants. In the case of user-generated tournaments, the player who created the tournament can set the total prize pool to automatically become the 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 the prize money in various ways (for example, giving 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 the prize money to each of these winners. Public tournament creators can distribute prize money based on individual performance against defined win metrics. However, private tournament creators can use team scoring against win metrics when determining prize money allocation.
[0050] Exemplary Player 110 i It communicates with asynchronous multiplayer games that include the features described above (e.g., tournament creation, tournament participation, tournament completion). To create a tournament, player 110 i Player Client 120 i Using third-party game instance 130i Activate it. The player will access peer play module 140 within the game. i Users may choose to compete using this method. Users log in to an account on transaction server 160 and optionally choose to keep their account logged in for this session and future sessions of the game.
[0051] Figure 3 shows an exemplary user interface 300 integrated into a third-party game. This user interface 300 may be provided to the player for signing in to or registering an account. In 310, player 110 i This allows the user to enter authentication information (e.g., email address and password). In 320, player 110 i You can sign in using the play button 320.
[0052] After signing in to your account, Player 110 i This allows you to generate public or private tournaments and set parameters for the tournament. Player 110 i If the player does not have sufficient funds, the transaction server 160 may prompt the player to add funds to their account. i Players can invite several 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 order, and the first player to join will get their turn (depending on the game mechanics) immediately after joining the tournament or immediately after the previous player joins. Once the required number of participants have joined the tournament, a private tournament will begin. The game will proceed according to the game mechanics defined by the game developer.
[0053] Player 110 i If you do not yet have an account, Player 110 iAn account can be registered by entering information (e.g., email address and password) into the data field 330 and pressing the "Next" button 340. Figure 4 shows an exemplary user interface 400 integrated into a third-party game. The user interface 400 is for player 110 i When registering an account, Player 110 i Provided to: Player 110 i Player 110 allows the user to enter credit card information and billing address in 410, and the amount to be charged to the credit card in 420. i Player 110 can select checkbox 430 to agree to the terms of use and payment confirmation. i The registration can be completed using the push button 440. Player 110 i This includes further account information (not shown) (e.g., full name, age, phone number / mobile phone number (for SMS notifications of game events) and other players 110 i You can enter the account name (which can be viewed).
[0054] To participate in the tournament, Player 110 i Players may receive notifications inviting them to participate in tournaments. These notifications can arrive via any one of several means. For example, push notifications, SMS, email, and in-game notifications are all options. Alternatively, a user can browse public tournaments looking for players and select one. i Player 110 will either start the game via the notification they received, or proceed with the game after selecting a public tournament. i The player accepts the tournament conditions (e.g., tournament funding requirements) in response to the prompt. Player 110 i If you do not have sufficient funds in your account, you can add more. Player 110 iThey can accept the tournament conditions and participate in the game. The game will proceed according to the game mechanics defined by the game developer.
[0055] If the multiplayer game is synchronous, all players 110 i The games need to start simultaneously. To provide this functionality, the transaction server 160 waits for the start of the synchronous game tournament while players 110 i The transaction server 160 provides the tournament lobby to the player 110 who created the tournament. i 110 players participated in the tournament. i Lobbies are provided to both sides. Players can observe other players joining the tournament and have the opportunity to withdraw from the tournament before it begins. After all players have joined the tournament, the game can begin after a set period of time (e.g., 60 seconds). If any of the players withdraw after this point, it will mean the loss of the tournament (i.e., game) entry fee.
[0056] Also, 110 players are currently in the tournament lobby. i It can also be started at a predetermined time, independently of the number of players. i Players can sign up for the tournament before the tournament start time. i Once a player signs up for the tournament, transaction server 160 notifies player 110 through various means (e.g., email, SMS, in-game alert) that the tournament will begin soon. i It can warn them.
[0057] Figure 5 shows an exemplary user interface 500 integrated into a third-party game. The exemplary user interface 500 shows a player 110 browsing a public tournament that is recruiting players. iIt may be provided to. The pending tournament list 510 presents several public tournaments and details about these tournaments. For example, the first tournament on list 520 outlines the tournament setting. The name of tournament 520 is "James Game", the tournament type is "Highest Score", and there are currently 10 participants (the maximum number of participants, 12, is shown next to the number of players). In this example tournament, the stake or entry fee is $1, and the total prize money or payout is $10. As example tournament 520 approaches the start time, the remaining time will be shown.
[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 money details. In this example tournament, the top 3 players 110 i The winner is [player name]. The player list 540 provides each player's name and the total score from the most recent tournament they participated in. Press the button 550 to select player 110. i You can choose to participate in or not participate in the tournament.
[0059] At the end of the tournament, the normal game mechanism is completed, and the third-party game server 150 sends data showing the game results to the transaction server 160. Each player 110 who completed the game i This allows you to see the game results immediately (for example, data from transaction server 160 showing details of wins or losses in the tournament). In the tournament, other players 110 i Furthermore, players can receive notifications from the transaction server 160 showing details of wins or losses and indicating that the tournament has been completed. In games where a continuous connection to the service is important for gameplay or game integrity, any player 110 i If the service is interrupted and does not reconnect for a certain predetermined period of time, the player 110 iis considered to have abandoned the game. The third - party game developer can also determine this period, or optionally include reconnection logic to re - establish the player - to - player connection if such disconnection cannot be used to gain an advantage in any game play or play session. Further, a player may be required to take their turn or perform another specified in - game action within a predetermined time length. If the player does not act within this specified length of time, the player may be made to abandon the game as determined by the third - party game developer. Player 110 i When disconnected from the competition or when Player 110 does not take their turn at the allotted time, the peer - to - peer gaming module 140 i may report that event to the transaction server 160.
[0060] FIG. 6 shows an exemplary user interface 600 integrated into a third - party game. The user interface 600 is provided to Player 110 i and shows game statistics and results (e.g., a scoreboard). Column 610 lists the account names of each tournament participant. Column 620 shows the in - game rank of each participating player, and column 630 shows the in - game score of each participating player. Column 640 shows the prize money won by the corresponding player. In this exemplary result, the top three players receive funds. At 650, Player 110 i can restart the game and re - enter a new tournament with the same settings (e.g., the same stake amount, win criteria, invitation list). At 660, Player 110 i can proceed to the tournament selection screen.
[0061] FIG. 7 is a data - flow diagram 700 and shows the data communication flow between exemplary implementations of the elements of FIG. 1 for an asynchronous turn - based game. The elements of FIG. 1 are illustrated from the top to the bottom of FIG. 7 (i.e., Player 110, who is operating Player Client 120 i ).i 、Third-party game instance 130 i 、Peer gaming module 140 i 、Transaction server 160, and third-party game server 150).
[0062] In 702 - 708, player 110 i logs in to the transaction server 160 using the interface provided by the peer gaming module 140 incorporated in the game instance 130. The peer gaming module 140 i authenticates the transaction server 160 (706) and enables messaging between the peer gaming module 140 i and the transaction server 160 via an authentication information token, security certificate, or other user / password exchange (708). All future requests are set using a valid authentication information method. The peer gaming module 140 i requests a list of potential game opponents for the currently running game for the logged-in player (710). The transaction server 160 and the peer gaming module 140 i return a list of playable players and a list of current tournaments recruiting additional players (712 and 714). The generating player 110 i generates a tournament (716) and invites other players 110 i . The peer gaming module 140 i sends data about the invited players 110 i and the tournament name to the transaction server 160 (718). When player 110 i participates in the tournament, the player's information is also sent to the peer gaming module 140 i i and when player 110 i The funds are communicated to the participating / creating player's account on the transaction server 160 (720). The transaction server 160 places these funds in escrow or "holds" the playing funds in the player's account. The transaction server 160 returns a unique tournament ID (722) to the participating player 110. i Everyone is waiting for the tournament to begin (724). Each peer game module is 140. i The peer game module 140 communicates with the transaction server 160 via the tournament ID (726) until the server indicates the start of the tournament (728). i This may send a signal to transaction server 160 to force the tournament to start for the participating players.
[0063] During normal gameplay, all communications (732 and 734) are routed to third-party game instance 130. i This occurs between and its own third-party game server 150. All active game statistics, including each player's rank, are stored on game instance 130. i Communication and synchronization take place between the third-party game instance 130 and game server 150. i Any player who terminated the game 110 i To communicate data about or any data relating to the detection of fraudulent activity (736).
[0064] Once the game is complete, each connected peer game module 140 i The tournament statistics are then sent to transaction server 160 (740 and 742). Transaction server 160 calculates wins and losses based on the tournament statistics. Transaction server 160 sends notifications to all players in completed tournaments indicating that the tournament is complete, whether the player won or lost, and the tournament scoreboard (744 and 746). Player 110 iYou will receive a completion notification, and you can start a new game through this notification.
[0065] Alternatively, once game 750 is complete, third-party game server 150 will transfer game statistics to third-party game 130. i Send to (752), send tournament statistics to transaction server 160 (754). Each peer game module 140 i The system polls transaction server 160 (756). Transaction server 160 sends the tournament scoreboard and notifications to all players of the completed tournament (758 and 760). These notifications indicate that the tournament is complete and whether a player has won or lost. Player 110 i You will receive a completion notification, and you can start a new game through this notification.
[0066] The data flow diagram in Figure 7 corresponds to an asynchronous turn-based game. However, it can be appropriately modified for synchronous gameplay.
[0067] Figure 8 is a data flow diagram 800, showing 110 players participating in a game tournament. i The data communication flow between the elements of Figure 1 is shown in an exemplary implementation. In 802, player 110 i Players receive notifications or in-game messages and participate in tournaments (804). If a player joins an existing tournament through the lobby system, a standard chat window becomes available. Transaction server 160 activates funds (806 and 808), and player 110 i For 130 third-party game instances, participating in tournaments is acceptable. iThe system notifies the player (810 and 812). In 814 and 816, the player participates in the tournament. Transaction server 160 transfers the gambling funds to the escrow account or "holds" the gambling funds in the player account (820). During normal gameplay, all game-related communications are handled by third-party game instance 130. i This occurs between the third-party game server 150 and the third-party game instance 130. In some cases during gameplay, the third-party game instance 130 i Alternatively, a third-party game server 150 may report game statistics related to fraud detection to the transaction server 150 (826).
[0068] Figure 9 is a process flow diagram 900, illustrating a method for detecting fraudulent activity. In 910, data characterizing the player's gameplay is received. In 920, characteristics or attributes of gameplay can be monitored, and in 930, fraudulent activity can be detected by comparing the monitored characteristics with historical characteristics associated with the player. Deviations of gameplay characteristics from historical characteristics may indicate fraudulent activity. Examples of fraudulent activity include cheating (i.e., playing an unfair game by not following the game rules). These statistics may include specific in-game actions (e.g., player orientation within the game environment, player actions (e.g., button presses or character movement)) or user-displayed details (non-exclusive examples include graphics card information, in-game screenshots, and live-action gameplay). Referring again to Figure 8, upon completion of the game, the third-party game server 150 provides game statistics to the third-party game instance 130. i Send to (824), and send game statistics to transaction server 160 (826). Transaction server 160 calculates wins and losses based on game statistics (828). Each peer game module 140 iThe transaction server 160 polls (830) for match results and receives (832) the match results (including, for example, a list of winners and losers, a tournament scoreboard). Each peer game module 140 i The tournament is completed and each player wins or loses 110 times. i Notify (834). Player 110 receives completion notification. i You can start a new game via notification.
[0069] Transaction server 160 is further configured to generate pseudo-random number streams used by third-party game instances. Random numbers are typically used within the gameplay engine to determine game elements and characteristics (for example, what obstacles exist can be determined based on the values returned from the random number generator). Therefore, using common random numbers can provide a common gameplay experience to a small group of users (for example, a subset of players involved in a third-party game tournament). Using a common gameplay experience, the playfield can be standardized (or leveled) for game skills with random elements.
[0070] For example, while Tetris is often considered a skill game, the order in which Tetris pieces are presented to players is usually random. By providing a common pseudo-random 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. Therefore, the outcome of a competitive tournament becomes dependent on skill as a whole, rather than on the random chance of Tetris pieces being 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, thereby making gameplay different between tournaments and identical between game instances involved in a given tournament.
[0072] The various modes of execution of the present invention described herein can be realized in digital electronic circuits, integrated circuits, specially designed ASICs (application-specific integrated circuits), computer hardware, firmware, software, and / or combinations thereof. These various modes of execution include those in one or more computer programs executable and / or interpretable on a programmable system (for example, at least one programmable processor, which may be a special-purpose or general-purpose processor, connected to a storage system, at least one input device, and at least one output device to send and receive data and instructions).
[0073] These computer programs (also known as programs, software, software applications, or code) contain machine instructions for a programmable processor and can be executed by higher-order procedures and / or object-oriented programming languages and / or assembly / machine languages. As used herein, “machine-readable medium” means 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 (e.g., a machine-readable medium that receives machine instructions as machine-readable signals). The term “machine-readable signal” means any signal used to provide machine instructions and / or data to a programmable processor.
[0074] To enable user interaction, the inventions 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 pointing device (e.g., a mouse or trackball) used by the user for input to the computer. The user uses these to provide input to the computer. User interaction is also possible with other types of devices. For example, the feedback provided to the user may be any form of perceptual feedback (e.g., visual feedback, auditory feedback, or tactile feedback), and input from the user may be received in any form (e.g., acoustic, speech, or tactile input).
[0075] The inventions described herein may be implemented in a computing system including backend components (e.g., as a data server); or as including middleware components (e.g., an application server); or as including frontend components (e.g., a client computer having a graphical user interface or web browser that enables a user to communicate with an implementation of the invention described herein); or as any combination of backend, middleware, or frontend components. The components of the system may be interconnected by digital data communication in any form or medium (e.g., a communication network). Examples of communication networks include local area networks ("LANs"), wide area networks ("WANs"), and the Internet.
[0076] A computing system may include clients and servers. Clients and servers are generally located geographically separated from each other and communicate with each other via a communication network. The client-server relationship arises from computer programs. These computer programs run on each computer and have a client / server relationship with each other.
[0077] While details of several modifications have been provided above, other modifications are also possible. For example, in the logic flow shown in the attached drawings and described herein, a specific order of illustration is not required to achieve the desired result. Other embodiments are also within the scope of the following claims.
Claims
1. A client device receives a pseudo-random number stream used by multiple game instances, wherein each of the multiple game instances is involved in one of multiple digital game competitions, and the process includes receiving a pseudo-random number stream used by the multiple game instances. The steps include: running at least one game instance from the plurality of game instances on the client device; The steps include: receiving game data for executing the first game instance on the client device, wherein the first game instance uses one or more pseudorandom numbers from the pseudorandom number stream to complete the execution of the first game instance; The gameplay experience is shared between the first game instance running on the client device and the second game instance running on the second client device, the first game instance and the second game instance are involved in the same digital game competition of the plurality of digital game competitions, and the gameplay experience is shared based on at least a common stream of random numbers from the pseudo-random number streams used by the first game instance and the second game instance. The aforementioned gameplay experience differs among multiple game instances involved in multiple different digital game competitions of the aforementioned multiple digital game competitions. The client device includes a peer game module, which communicates with a transaction server to enable multiple players to bet on the outcome of one of the multiple digital game competitions. A method characterized by comprising the step of transferring at least a portion of the stakes to a player account associated with the first game instance, based on the results of the game competition.
2. The game server provides the game data for running the multiple game instances, The method according to claim 1, wherein the plurality of game instances communicate with the game server and receive the game data from the game server.
3. The aforementioned game instance includes a game engine, The method according to claim 1, wherein the game engine generates one game element and characteristics of the plurality of digital game competitions using the common stream of random numbers from the pseudo-random number stream.
4. The method according to claim 1, wherein the plurality of game instances are asynchronous skill-based games having random elements.
5. At least one data processor, A system comprising: a memory that stores instructions for performing the method according to any one of claims 1 to 4 when executed by the at least one data processor.
6. A machine-readable medium for storing instructions for performing the method according to any one of claims 1 to 4, when executed by at least one data processor of at least one computer system.
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