Collaborative gameplay on peer-to-peer betting platforms
The peer-to-peer wagering platform facilitates collaborative gameplay and wagering in online games by forming teams, managing stakes, and distributing prizes, addressing the lack of social interaction in existing online games and increasing user engagement.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- SKILLZ PLATFORM INC
- Filing Date
- 2023-05-11
- Publication Date
- 2026-04-20
AI Technical Summary
Existing online games lack mechanisms for collaborative gameplay and wagering, especially in asynchronous single-player environments, limiting social interaction and engagement.
A peer-to-peer wagering platform enables collaborative digital skill-based game matches by forming teams, inviting additional players, determining stakes, and distributing prizes based on game results, using transaction servers and modules to facilitate team formation, betting, and prize distribution.
Enhances collaborative gameplay and wagering experiences, increases user engagement, and attracts new users through social media integration and external invitations, while ensuring fair play and equitable prize distribution.
Smart Images

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Abstract
Description
Technical Field
[0001] (Related Application) This application claims priority under 35 U.S.C.§119 to U.S. Application No. 14 / 467,559, filed on August 25, 2014, the content of which is hereby incorporated by reference in its entirety.
[0002] The subject matter described herein relates to coordinated gameplay and wagering within an electronic multi-player skill game using a peer-to-peer wagering platform.
Background Art
[0003] An online game is a video game played over a network on a form of computer, mobile device, or video game console such as Xbox 360 and PlayStation 3. This usually means the Internet or equivalent technology, although games can use a wide range of technologies. The recent expansion of online games reflects the overall expansion of computer networks from small local networks to the Internet and the growth of Internet access itself.
[0004] Online games can range from simple text-based games on mobile games to games incorporating complex graphics and virtual worlds with many players participating simultaneously. Many online games require skills and strategies 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 shooting, real-time strategy games, social games, role-playing games, board games, card games, etc. Due to their social nature, many online games are inherently competitive.
Summary of the Invention
[0005] In one aspect, data can be received at a transaction server. The data may include a request to start a collaborative digital skill-based game match and the identification of one or more additional players to invite to join the collaborative team. The transaction server may include one or more data processors that form part of at least one computing system. Data containing an invitation to become a member of the collaborative team can be transmitted using the transaction server to a client associated with one or more additional players. Data containing confirmation of joining the collaborative team can be received by the transaction server from a client associated with one or more additional players. The amount of funds that one or more members of the collaborative team should contribute to forming the stakes for the collaborative team can be determined. Data containing a confirmation to start a collaborative digital skill-based game match, which, upon receipt by the game server, causes a member of the collaborative team to start the game, can be transmitted using the transaction server to the game server. Data containing the results of the collaborative digital skill-based game match can be received from the game server. Prize money can be distributed to one or more members of the collaborative team based on the results using the transaction server.
[0006] On another level, data can be received in a team-forming module running on the transaction server. This data may include a request to initiate a collaborative digital skill-based game match and the identification of one or more additional players to invite to join the collaborative team. Data can also be received from a peer betting module integrated with a game instance running on a client. The game instance may be a digital game where player skill is the dominant factor in determining the game outcome. The transaction server may include one or more data processors forming part of at least one computing system. Data containing invitations to become members of a collaborative team can be transmitted to a client associated with one or more additional players using the team-forming module running on the transaction server. Invitations can be transmitted via one or more channels. Data containing confirmation of joining the collaborative team can be received by the team-forming module running on the transaction server from a client associated with one or more additional players. The amount of funds that one or more members of the collaborative team will contribute to forming the bet for the collaborative team can be determined using the betting module running on the transaction server. Data, including a start confirmation that, upon receipt by the game server, initiates a collaborative digital skill-based game match for members of the collaborative team, can be transmitted to the game server communicating with each of the game instances running on one or more additional player clients using a transaction server. Data containing the results of the collaborative digital skill-based game match can be received from the game server. Prize money can be distributed to one or more members of the collaborative team using a distribution module running on the transaction server. Prize money is obtained based on the results.
[0007] One or more of the following features may be included in any suitable combination. For example, each member of a collaborative team can contribute an equal amount of funds to form a stake. The amount of funds to be contributed can vary among at least two members of the collaborative team. Fewer members than all members of the collaborative team can contribute funds to form a stake. Entities other than members of the collaborative team can contribute to a stake if at least one of one or more additional players responds to an invitation to join the collaborative team and registers an active account with the transaction server. Data including invitations can be transmitted using multiple channels. These multiple channels may include two or more of the following: social media networks, email, SMS messages, and peer-to-peer betting platforms. Identification of one or more additional players can identify a specific player. Identification of one or more additional players can identify a group of players.
[0008] Collaborative teams can be matched with other collaborative teams based on the collaborative team's skill metrics. Prize money can be distributed unequally among members of collaborative teams. Prize money can be distributed unequally among members of collaborative teams according to a predefined distribution agreement among members of collaborative teams. Prize money can be distributed unequally among members of collaborative teams based on the relative contributions of the team members that make up the stakes. Data including results may include information characterizing whether one or more members of a collaborative team interrupted play during a collaborative digital skill-based game match. Prize money may not be distributed to any member of a collaborative team who interrupted play. The winning team may be determined based on the result that one or more members of a collaborative team interrupted play during a collaborative digital skill-based game match.
[0009] Also described are computer program products having a non-transient computer-readable medium that, when executed by at least one data processor in one or more computing systems, stores instructions causing at least one data processor to perform the operations described herein. Similarly, also described are computer systems that may include one or more data processors and memory coupled to one or more data processors. The memory may store instructions causing at least one processor to perform one or more of the operations described herein, either temporarily or permanently. In addition, the method may be implemented by one or more data processors within a single computing system or distributed across two or more computing systems.
[0010] The subject matter described herein offers numerous advantages. For example, it can enable collaborative gameplay and betting in asynchronous single-player games that would otherwise not allow collaborative team play. Individuals can be invited to play collaborative games using a peer-to-peer betting platform. Existing contact information and social media can be leveraged to enable invitations of individuals who are not previously registered on the peer-to-peer betting platform. Game results can be determined when there is an uneven number of players on the opposing team. The subject matter can increase the daily active users of the peer-to-peer betting platform by attracting new users to the system from external sources. Furthermore, engagement in the peer-to-peer betting platform and third-party games can be increased through collaborative gameplay with friends. This specification also provides, for example, the following items: (Item 1) It is a method, Steps include: receiving data in a transaction server including a request to start a collaborative digital skill-based game match and the identification of one or more additional players to be invited to join the collaborative team, wherein the transaction server comprises one or more data processors that form part of at least one computing system; The steps include using the transaction server to transmit data, including an invitation to become a member of the collaborative team, to a client associated with the one or more additional players, The transaction server receives data from a client associated with one or more additional players, including confirmation of participation in the collaborative team. The steps include using the transaction server to determine the amount of funds that one or more members of the collaborative team should contribute to forming the stakes for the collaborative team, Using the transaction server, the game server transmits data to the game server, including a start confirmation, which, upon receipt by the game server, causes the members of the collaborative team to start the collaborative digital skill-based game match. The steps include receiving data from the game server, including the results of the collaborative digital skill-based game match, The steps include using the transaction server to ensure that the prize money is distributed to one or more members of the collaborating team based on the results, Methods that include... (Item 2) The method according to item 1, wherein each member of the aforementioned collaborative team contributes an equal amount of funds to form the stakes. (Item 3) The amount of funds to be contributed varies among at least two members of the collaborative team, as described in item 1. (Item 4) The method according to item 1 or 3, wherein fewer members than all members of the aforementioned collaborative team contribute to the funds for forming the aforementioned stakes. (Item 5) The method according to any one of items 1-4, wherein at least one of the aforementioned one or more additional players registers an active account with the transaction server in response to an invitation to join the collaborative team, and entities other than members of the collaborative team contribute to the stakes. (Item 6) The data including the invitation is transmitted using multiple channels, the multiple channels including two or more of the following: social media networks, email, SMS messages, and peer-to-peer betting platforms, as described in any of items 1-5. (Item 7) Identification of the aforementioned one or more additional players is by any of the methods described in items 1-6, which identify the specific players. (Item 8) Identifying the aforementioned one or more additional players is done by any of the methods described in items 1-7, which identify a group of players. (Item 9) The method of any of items 1-8, further comprising the step of matching the aforementioned collaboration team to another collaboration team based on the skills metrics of the aforementioned collaboration team. (Item 10) The prize money is distributed unequally among the members of the collaborating team in any of the manner described in items 1-9. (Item 11) The prize money is distributed unequally among the members of the collaborative team in accordance with a predefined distribution agreement among the members of the collaborative team, as described in any of items 1-10. (Item 12) The method according to any one of items 1-10, wherein the prize money is distributed unequally among the members of the collaborating team based on the relative contributions of the members of the team that make up the stake. (Item 13) The data including the aforementioned results includes information characterizing whether one or more members of the collaborative team interrupted play during the collaborative digital skill-based game match, and the prize money is not distributed to any member of the collaborative team who interrupted play, as described in any of items 1-12. (Item 14) The method according to any of items 1-13, further comprising the step of determining the winning team based on the results, wherein one or more members of the collaborative team interrupted play during the collaborative digital skills-based game match. (Item 15) It is a method, Steps include: receiving data in a team-forming module running on a transaction server, which includes a request to start a collaborative digital skill-based game match and the identification of one or more additional players to invite to join the collaborative team, wherein the data is 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 the dominant factor in determining the game outcome, and the transaction server comprising one or more data processors forming part of at least one computing system; Steps include: using a team formation module operating on the transaction server to transmit data to a client associated with the one or more additional players, including an invitation to become a member of the collaborative team, wherein the invitation is transmitted via one or more channels; The steps include: receiving data from a client associated with one or more additional players, including confirmation of joining the collaborative team, via a team formation module operating on the transaction server; A step of using a betting module operating on the transaction server to determine the amount of funds that one or more members of the collaborative team should contribute to forming the bet for the collaborative team, The steps include: using the transaction server, transmitting data including a start confirmation, which, when received by the game server, causes the member of the collaborative team to start the collaborative digital skill-based game match, to the game server that is associated with and communicates with each of the one or more additional player clients; The steps include receiving data from the game server, including the results of the collaborative digital skill-based game match, A step of using a distribution module operating on the transaction server to distribute the prize money to one or more members of the collaborating team, wherein the prize money is distributed based on the result of the step, Methods that include... (Item 16) A system comprising at least one data processor and memory, When the memory is executed by the at least one data processor, the at least one data processor will Steps include: receiving data in a transaction server including a request to start a collaborative digital skill-based game match and the identification of one or more additional players to be invited to join the collaborative team, wherein the transaction server comprises one or more data processors that form part of at least one computing system; The steps include using the transaction server to transmit data, including an invitation to become a member of the collaborative team, to a client associated with the one or more additional players, The transaction server receives data from a client associated with one or more additional players, including confirmation of participation in the collaborative team. The steps include using the transaction server to determine the amount of funds that one or more members of the collaborative team should contribute to forming the stakes for the collaborative team, Using the transaction server, the game server transmits data to the game server, including a start confirmation, which, upon receipt by the game server, causes the members of the collaborative team to start the collaborative digital skill-based game match. The steps include receiving data from the game server, including the results of the collaborative digital skill-based game match, The steps include using the transaction server to ensure that the prize money is distributed to one or more members of the collaborating team based on the results, A system that stores instructions that cause actions including [specific actions] to be performed. (Item 17) The system described in item 16, wherein each member of the aforementioned collaborative team contributes an equal amount of funds to form the stakes. (Item 18) The amount of funds to be contributed varies among at least two members of the collaborating team, as described in item 16. (Item 19) The system described in item 16 or 18, wherein fewer members than all members of the aforementioned collaborative team contribute to the funds for forming the aforementioned stakes. (Item 20) The system according to any one of items 16-19, wherein when at least one of the aforementioned one or more additional players registers an active account with the transaction server in response to an invitation to join the collaborative team, entities other than members of the collaborative team contribute to the stakes. (Item 21) It is a system, At least one data processor, A memory that stores instructions that, when executed by at least one of the data processors, implement the method described in any of items 1-15, A system that includes these features. (Item 22) A non-transient computer program product that, when executed by at least one data processor forming part of at least one computing device, stores instructions that implement any of the methods described in items 1-15.
[0011] Details of one or more modifications of the subject matter described herein are shown in the accompanying drawings and the following description. Other features and advantages of the subject matter described herein will be evident from the description and drawings, as well as from the claims. [Brief explanation of the drawing]
[0012] [Figure 1] Figure 1 is a system diagram illustrating a peer-to-peer betting platform that facilitates collaborative gameplay betting within electronic multiplayer skill games. [Figure 2] Figure 2 is a block diagram of an exemplary implementation of a transaction server. [Figure 3] Figure 3-5 is a block diagram illustrating a scenario for handling player interruptions and withdrawals in a peer-to-peer betting platform. [Figure 4] Figure 3-5 is a block diagram illustrating a scenario for handling player interruptions and withdrawals in a peer-to-peer betting platform. [Figure 5] Figure 3-5 is a block diagram illustrating a scenario for handling player interruptions and withdrawals in a peer-to-peer betting platform. [Figure 6] Figure 6 is a signal flow diagram illustrating the data flow and timing for players to form collaborative teams, place bets, and compete in collaborative digital skill-based game matches. [Figure 7] FIG. 7 is a process flow diagram illustrating a method of providing a coordinated wager in a coordinated digital skills-based game play.
[0013] Like reference symbols in the various drawings indicate like elements. **DETAILED DESCRIPTION**
[0014] The subject matter enables coordinated game play and wagering within an electronic multi-player skills game using a peer-to-peer wagering platform. Players can form coordinated teams, contribute entry fee funds (e.g., team wagers), and compete against other teams for prizes. Team members can contribute unequal amounts of funds to form a team wager, and the peer-to-peer wagering platform can distribute prizes to team members unequally.
[0015] FIG. 1 is a system diagram illustrating a peer-to-peer wagering platform 100 that facilitates coordinated game play wagering within an electronic multi-player skills game. A plurality of players 110 i (i = 1, 2,..., N) can each operate a respective player client 120 i Each player client 120 i can include a third-party game instance 130 i The game instance 130 i can include any online digital game (e.g., a video game) where player skill, rather than chance, is the dominant factor in determining the game outcome. The plurality of players 110 i can compete against each other and / or form coordinated teams. The coordinated teams can compete against each other online. The game can be consistent across game instances 130 i (e.g., if player 110 i is playing chess, each game instance 130 i(This is an instance of an electronic chess game). Each game instance has 130 instances. i It can communicate with a third-party game server 150 and receive game data from it. The game server 150 can provide the game data necessary to run the game. Alternatively, game instance 130 i This allows for the direct exchange of game data.
[0016] 130 game instances each i This is the peer betting module 140 i It can include: Peer betting module 140 i This is game instance 130 i It can be integrated into Player 110 i However, it allows betting on the outcome of a given game match. Peer betting module 140 i It communicates with and functions in conjunction with the transaction server 160. The transaction server 160 contains financial information, and player 110 i It can maintain individual account information, keep funds in escrow to enforce wagering requirements, and / or act as a trusted party to secure funds (i.e., ensure that winning players receive their winnings). Transaction server 160 can also pass data characterizing advertisements (e.g., advertising logic, invitations, and / or messages) to third-party game servers 150.
[0017] Figure 2 is a block diagram of an exemplary implementation of transaction server 160. Transaction server 160 is player 110 i It may include a team formation module 165 that enables the formation of collaborative teams. For example, player 110 i One or more additional players (110) will participate in the cooperative game as members of the cooperative team. iBy inviting others, you can start collaborative betting and gameplay. The team formation module 165 allows players 110 i From (for example, client 120) i and / or peer betting module 140 i The team formation module 165 can receive requests to start collaborative digital skill-based game matches (via the team formation module 165). The team formation module 165 can also receive identification of one or more additional players to invite to join a collaborative team. The identification of additional players can identify specific players (e.g., by username, email, phone number, and equivalent) or it can identify a group of players to be invited (e.g., players who have connections on social networks or generally in the public). Peer betting module 140 i It can generate and transmit requests and identifications.
[0018] The team formation module 165 generates an invitation to the identified additional player (for example, client 120 i and / or peer betting module 130 i The team formation module 165 can transmit invitations through different channels 205. For example, if the player to be invited is a new player (for example, if the player does not have an existing account registered with the transaction server 160 and / or their own client 130) i Peer betting module 140 installed iIf the player does not have a social network 210, the invitation can be transmitted via one or more of the following: social network 210, email 215, short message service (SMS) message 220, and equivalents. In some implementations, once a new player is invited, the player may engage in an initial user experience, which may include tutorials and practice (e.g., no-betting) games. The player to be invited is an existing player (e.g., the player has an existing account registered with the transaction server 160 and their own client 130 i Peer betting module 140 installed i If it has the following, the invitation will also include the peer betting module 140 i It can be transmitted to.
[0019] Player 110 i 110 additional players invited i To assist 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., phone contact lists, social media networks, and equivalents). The peer-to-peer betting platform 100 reads information about potential new players from these sources, communicates the read information to the team-forming module 165, and transmits the read information to player 110. i It can be linked to the account. Player 110 i This is the peer betting module 140 i You can use this to invite any contact associated with your account. When invited, the invited player 110 i This can be communicated via one or more channels 205.
[0020] In some exemplary implementations, player 110 i 110 additional players to join their team i You can invite them, but player 110 will join the opposing team. iThey are not invited. Therefore, team members can cooperate with each other and compete against other teams.
[0021] 110 invited players i For example, a team can join a collaborative team and become a team member by transmitting confirmation to the transaction server 160. A collaborative team can create a match or tournament (e.g., starting team), and other collaborative teams can join that match or tournament (e.g., participating team). Team members can contribute funds to form stakes or entry fees so that the collaborative team can compete against at least one other team in a digital skill-based game match. The winning team can receive prize money.
[0022] Team members can contribute a variable amount of funds to form the stakes. For example, player 110 who creates the invitation i It can define the total bet amount and specify that they will contribute a portion of the total bet amount. In some implementations, the total bet amount is predefined, and the invitation is sent to the invited players 110 i It may require that the inviter contribute to a predefined amount. For example, the invitation may require that the inviter player 110 i This contributed $15, and 110 players were invited. i The instructions could include a requirement that a player contribute $5 to join the team. In some exemplary implementations, a first player 1101 may contribute to the entire stake, while a second player 1102 may join and / or be involved with the team without contributing any funds (for example, a player may pre-pay another player's contribution to encourage a friend to join their team), thus fewer members than all members of the cooperative team contribute to the funds to form the stake. In some exemplary implementations, team members may contribute equally to the stake (for example, the total stake may be divided equally among all players on the team).
[0023] In some exemplary implementations, player 110 forms a collaborative team. i Other entities may contribute to the stakes. For example, an operator of a peer-to-peer betting platform may contribute to the team's stakes and promote the peer-to-peer betting platform and / or collaborative gameplay features. If one or more team members register an active account with the transaction server in response to an invitation to join a collaborative team (for example, if one of the teammates is a “new” player), the operator of the peer-to-peer betting platform or another entity may contribute to the total stakes. For example, if one of the team members performs an action as part of a rewards program, promotional campaign, and equivalent, other entities may contribute to the stakes.
[0024] In some implementations, each player 110 i However, when you join a partner team, including by contributing to the betting (for example, by paying the team / match entry fee), the betting module 170 in the transaction server 160 will be used by player 110 i The amount of funds contributed can be determined. Funds (e.g., contributions) can be reserved (e.g., by the betting module 170 and / or transaction server 160). Reserved funds cannot be withdrawn or used for other bets. Reserving funds can include not only transferring funds from the player account to the escrow account, but also "holding" funds in the player's account.
[0025] The transaction server 160 may include a team matching module 175 for matching partner teams together for a match. The team matching module 175 can match teams based on the relative and / or combined skill levels of each partner team. For example, the team matching module 175 may match each player 110 i The dynamic average of the most recent 100 games can be used to determine the overall composite skill level. Matching can then occur based on the best-ranked (e.g., highest-skilled) player from each affiliated team, representing the entire team.
[0026] 110 invited players i You may also decline the invitation. In some implementations, Player 110 i If a player declines the invitation, transaction server 160 cancels the partnership, and the match against another team does not occur. In this case, player 110, who contributed to the team's bet, is responsible. i They can get a refund for their contribution. In some implementations, invited players from participating teams can get a refund for their contribution. i If a player declines an invitation to play, the match will proceed, and the declining player may be disabled when determining which team wins the match, in a manner that maintains fairness. Invited Player 110 i If the new player (for example, does not have an active account registered with transaction server 160) does not respond to the request within the predetermined time, transaction server 160 will... i It can be considered that they declined the invitation.
[0027] Once transaction server 160 is involved with all players 110 iOnce funding is secured, the collaborative gameplay match can proceed. Transaction server 160 transmits confirmation to game server 150 to start the game, allowing members of the collaborative team to begin the collaborative digital skill-based game match. The match continues using the normal game mechanism (each game instance 130 communicating game data with game server 150) until gameplay is complete. i (etc.) can proceed under the following conditions. In some implementations, the game server 150 can run on player 110. i Each individual asynchronous game is executed (for example, each player on both sides of a cooperative team match can play individual asynchronous games such as ANGRY BIRDS at a certain level). Transaction server 160 receives from game server 150, or alternatively, from each peer betting module 140. i You can receive statistics (including numerical scores) for completed games. Game statistics can indicate winners and losers based on one or more in-game metrics.
[0028] Transaction server 160 can determine the outcome of a cooperative team match. The team score may be a composite score of the team members (e.g., a composite of their individual performance). In some implementations, the team score may consist of the sum of the scores of all team members (e.g., a total-versus-total score scheme). Transaction server 160 can compare the team score of the first team (e.g., the sum of the individual scores of the first team members) with the team score of the second team (e.g., the sum of the individual scores of the second team members). The team with the best team score (e.g., highest, lowest, or other, depending on the game mechanism) can be determined to be the winner of the match. In other implementations, transaction server 160 can compare the best individual team member scores for each team (e.g., a best-versus-best score scheme). The cooperative team with the best individual scores 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, team members may not end their game normally after gameplay has started, and game server 150 does not report a score for that player. This may be considered a suspend. The suspend is player 110 i When a player decides to abandon the game, intentionally, or client 120 i This can happen unintentionally, such as when the device malfunctions, loses battery charge, loses network connectivity, or similar issues. (Player 110) i He also has 120 clients. i Turn it off, disconnect that internet access, game instance 120 i It may attempt to cheat by forcibly terminating the system and / or equivalently. In these cases, Player 110 i To prevent an unfair advantage from being gained, it can be considered an unintended interruption. In some implementations, the interrupted player 110 i They will not receive any prize money and will not be refunded their stake contribution.
[0030] Player 110 i If a team match is interrupted, a "stand-in player" may be defined to ensure fairness. A stand-in player is not a player in the usual sense, and is not controlled by a human. Instead, the stand-in player's score is calculated automatically. The stand-in player may be automatically awarded the lowest score reported by the opposing team. This effectively "offsets" the lowest-scoring player or multiple players on the opposing team so that the better-scoring players on each team are still engaged in a fair match. In a best-versus-best scoring scheme, the score of a stand-in player may not be necessary, as all team match results depend on the best scores from individual players.
[0031] In the total score scheme, the worst, second worst, and so on scores were for the interrupted player 110. i The player 110 was copied from the opposing team and the game was interrupted. i This allows for offsetting and retaining only the top score which should be used to determine the winning team. Figure 3-5 is a block diagram illustrating a scenario for handling player interruptions and refusals in peer-to-peer betting platform 100. In 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 in 310, Player 4 interrupts during gameplay or declines an invitation from Player 3 to form a joint team. In either case, the lower score from Team 1, in this case Player 2's score, is used as the stand-in score for Team 2. Since the sum of Team 2's scores (after considering the stand-in score) exceeds the sum of Team 1's scores, Team 2 will win the match.
[0032] In the scenario illustrated in 320, a team member from Team 1 (i.e., Player 1) is interrupted during gameplay. In this example, the low score from Team 2, which is Player 4's score, is used as a stand-in score. Since the sum of Team 2's scores (considering Team 1's stand-in score) exceeds the sum of Team 1's scores, Team 2 will win the match. In the scenario illustrated in 330, team members from Team 1 and Team 2, respectively (i.e., Players 1 and 3, respectively), are interrupted during gameplay, or, in some implementations, decline the invitation to participate. In this example, since each team has an equal number of involved players, no stand-in players / scores are required.
[0033] In the scenario illustrated in 340, all members of the team (i.e., Team 2) interrupt the gameplay and / or decline the invitation. In this case, Team 2 forfeits 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) interrupt the gameplay. In this case, the two lowest 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) interrupt the gameplay, while one player of Team 2 (i.e., Player 8) interrupts the gameplay or declines the invitation. 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 its total score, including the stand-in scores for Players 1 and 3, exceeds the total score for Team 2, including the stand-in score for Player 8. In the scenario illustrated in 370, two players from each of Team 1 and Team 2 (i.e., Players 1 and 3, and 6 and 8, respectively) either suspend play or decline an invitation to join a joint team. Since each team has an equal number of involved players, no stand score is required.
[0034] Referring again to Figure 2, the transaction server 160 may include a distribution module 180 for distributing the prize money to the members of the winning team. The distribution module 180 can distribute the prize money equally or unequally among the team members. The distribution module 180 can distribute the prize money according to a predefined distribution agreement among the team members. The predefined distribution agreement may include an agreement on distribution proportional to each team member's contribution to the team bet. For example, if the first team member contributes 75% of the total team bet and the second team member contributes 25% of the total team bet, the distribution module 180 may distribute 75% of the prize money to the first team member and 25% to the second team member. Team members may agree on a distribution that is not proportional to their contribution. For example, the first and second team members may each contribute equally to the team stake (e.g., 50% each), but the prize money could be distributed as follows: 75% to the first team member and 25% to the second team member. In some implementations, the distribution module can distribute the prize money according to relative game performance. For example, if the first team member scores 4 points while the second team member scores 6 points, the distribution module 180 could distribute 40% of the prize money to the first team member and 60% to the second team member. Other distribution schemes are also possible. The distribution scheme can be agreed upon during team formation and can be included in the invitation.
[0035] In some implementations, the distribution module 180 receives the player 110 who interrupted the game, regardless of whether the interruption was intentional or unintentional. i No prize money is distributed to them. In some implementations, the operator of game server 150 handles the suspended player 110 i We will offer a refund.
[0036] The transaction server 160 can ensure that the prize money is distributed to the winning team members. In some implementations, the transaction server 160 distributes pre-set funds to one or more players 110 based on game statistics. i It is possible to send funds to the account. For example, a winning player can have their winnings transferred from another player's account or a secure escrow account to the winning player's account. In some implementations, the transaction server 160 can transfer funds to the winning player 110 i It can send instructions to external financial services to deposit funds into the associated account. The transaction server 160 sends financial data related to winnings and losses to each peer betting module 140. i This can be sent to player 110, which is financial data i In addition, the transaction server 160 provides game statistics to each peer betting module 140. i This can be sent to player 110, which is to send game statistics to player 110 i To provide.
[0037] Player 110 i This can be done directly using the transaction server 160 (for example, by accessing the transaction server 160 via a web browser), or using the peer betting module 140. i Through this platform, you can not only register an account, but also deposit funds into and withdraw them from your account. Player 110 i You can deposit funds into your account through several means, such as PayPal, credit cards, automated payment institutions (ACH) transfers, cash, loyalty cards, prepaid cards, coupons, credit systems, credits earned by watching ads, and Google Checkout. Other methods of depositing funds into your account are also available.
[0038] Peer betting module 140 i This is game instance 130 iUser interface components and player 110 necessary for this purpose i - Transaction server 160 can provide interaction functionality. This lowers the barrier for third-party game providers to support peer betting functionality during games. Peer betting module 140 i This can be implemented using a platform-specific software development kit (SDK).
[0039] Communication can occur via any suitable communication network, such as the Internet.
[0040] Figure 6 is a signal flow diagram 600 illustrating the data flow and timing for players to form collaborative teams, place bets, and compete in collaborative digital skill-based game matches. Initiating player 605 can transmit a request to start a collaborative digital skill-based game match and the identification of participating players 610 at 615 to transaction server 160. Transaction server 160 can receive the request and, at 620, generate an invitation to become a member of the collaborative team and transmit it to participating player 610. Transaction server 160 can transmit the invitation via one or more different channels. Participating player 610 receives the invitation and, at 630, generates a confirmation to join the collaborative team and transmits it to transaction server 160. Transaction server 160 can receive the confirmation from participating player 610 and determine and reserve the amount of funds for one or more members of the collaborative team to contribute to forming the bet for the collaborative team. The transaction server 160 can match cooperative teams for a match with other cooperative teams (formed using similar data flows for different players). The transaction server 160 can transmit a confirmation to the game server 150 to start a match at 635.
[0041] Normal gameplay can proceed using game information transmitted between the gameplay server 150 and the starting player 605 and participating players 610 at 640 and 645. Once gameplay is complete, the game server 150 can transmit the results of each player's gameplay to the transaction server 160 at 650. The transaction server 160 can use the results of each player's gameplay to determine the outcome of the cooperative match. Based on the outcome of the cooperative match, the transaction server can transmit a notification of the game result to each player on the cooperative team (e.g., the starting player 605 and participating players 610). The transaction server 160 can determine the amount of prize money each player on the winning cooperative team will receive and ensure that the prize money is distributed. In some implementations, the transaction server 160 can distribute the prize money directly to the starting player 605 and participating players 610 at 660.
[0042] Figure 7 is a process flow diagram illustrating a method 700 for providing collaborative betting in a collaborative digital skill-based game match. A request to start a collaborative match and identification of additional players to invite to the collaborative team may be received at 710. An invitation to the additional player to become a member of the collaborative team may be transmitted at 720. Confirmation of joining the collaborative team may be received at 730. The amount of funds for members of the collaborative team to contribute to the formation of the team bet may be determined and / or secured at 740. Confirmation to start a collaborative game match may be transmitted at 750, which, upon receipt, causes the game match to start. The results of the game match may be received at 760, and the prize money may be distributed at 770.
[0043] Various implementations of the subject matter described herein may be realized in digital electronic circuits, integrated circuits, special-design 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 that are executable and / or interpretable on a programmable system, including at least one programmable processor, which may be special or general-purpose, coupled to receive data and instructions from and transmit data and instructions thereto, 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 programmable processors 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” 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, including 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.
[0045] To provide user interaction, 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) on which the user can provide input to the computer. Other types of devices that provide user interaction may also be used. For example, the feedback provided to the user may be in any form of sensory feedback (e.g., visual feedback, auditory feedback, or tactile feedback), and the input from the user may be received in any form, including acoustic, speech, or tactile input.
[0046] The subject matter described herein may be implemented within a computing system that includes backend components (e.g., as a data server), middleware components (e.g., an application server), or frontend components (e.g., a client computer having a graphical user interface or a web browser from which a user can interact with an implementation of the subject matter described herein), or any combination of such backend, middleware, or frontend components. The components of the system may be interconnected by digital data communications (e.g., communication networks) of any form or medium. Embodiments of communication networks include local area networks ("LANs"), wide area networks ("WANs"), 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 client-server relationship arises from computer programs that run on each computer and have a mutual client-server relationship.
[0048] While several modifications have been described in detail above, other modifications are also possible. For example, the implementations described above may cover various combinations and subcombinations of the disclosed features and / or combinations and subcombinations of some further features disclosed above. In addition, the logical flows depicted in the accompanying diagrams and described herein do not require any particular order or sequence shown to achieve the desired result. Other embodiments may also be within the scope of the following claims.
Claims
1. A method, wherein the said method is A team-forming module operating on a transaction server receives data including a request to initiate a collaborative digital skill-based game match for an asynchronous single-player digital game, and the identification of one or more additional players to be invited to join the collaborative team, wherein the transaction server comprises one or more data processors forming part of at least one computing system, thereby enabling collaborative team play and betting in the asynchronous single-player digital game which is not capable of collaborative team play on its own. Using the team formation module, data including an invitation to become a member of the collaborative team is transmitted to the client associated with the one or more additional players. The team formation module receives data from a client associated with one or more additional players, including confirmation of participation in the collaborative team. The team formation module, upon receiving the confirmation, identifies that at least one of the one or more additional players is not registered with the transaction server, Using a betting module operating on the transaction server, one or more members of the collaborative team secure funds to contribute to the formation of bets for the collaborative team, Using the transaction server, data including an initiation confirmation that, upon receipt by the game server, causes the members of the collaborative team to initiate collaborative gameplay and the collaborative digital skill-based game match against the asynchronous single-player digital game, is transmitted to the game server. The transaction server receives the gameplay results for each player from the game server, The transaction server determines the result of the collaborative digital skill-based game match based on the results of gameplay for each player received from the game server, The distribution of prize money to one or more members of the winning team using a distribution module operating on the transaction server, wherein the prize money is based on the result. Methods that include...
2. The method according to claim 1, wherein the collaborative digital skill-based game competition is provided to each member of the collaborative team by each peer betting module integrated in each game instance running on each client, so that the games are played collaboratively.
3. The method according to claim 2, wherein each peer betting module communicates with and cooperates with the transaction server.
4. The method according to claim 1, further comprising using a team matching module operating on the transaction server to match the collaborating teams with other collaborating teams based on the skill metrics of each collaborating team.
5. The method according to claim 4, wherein the skill metric includes the combined skill level of each of the collaborating teams.
6. The method according to claim 1, wherein the data including the invitation is transmitted using multiple channels.
7. The method according to claim 1, wherein the identification of the one or more additional players is to identify a specific player.
8. The method according to claim 1, wherein the identification of the one or more additional players identifies a group of players.
9. The method according to claim 1, wherein the prize money is distributed unequally among the members of the winning alliance team based on the relative contributions of the members of the team that make up the stakes.
10. The method according to claim 1, wherein the prize money is distributed unequally among the members of the winning team according to the relative game performance of the members of the team.
11. The method according to claim 1, further comprising determining the winning team based on the results when one or more members of the collaborative team interrupt play during the collaborative digital skill-based game match.
12. The method according to claim 11, wherein when one or more members of the collaborative team interrupt their play during the collaborative digital skill-based game match, the one or more members of the collaborative team are awarded the lowest score reported by another collaborative team.
13. The method according to claim 1, wherein the data including the results includes information characterizing whether one or more members of the winning collaborative team interrupted play during the collaborative digital skill-based game match, and the prize money is not distributed to any member of the winning collaborative team who interrupted play.
14. A system comprising at least one data processor and memory, A system wherein the memory stores instructions, and when an instruction is executed by the at least one data processor, the at least one data processor is caused to implement the method according to any one of claims 1 to 13.
15. A non-transient machine-readable medium storing instructions, wherein the instructions are executed by at least one data processor of at least one computing system, thereby implementing the method according to any one of claims 1 to 13.
Citation Information
Patent Citations
Peer-to-Peer Wagering Platform
US20140200062A1