Automated gameplay

The game device automates gameplay by executing rounds based on player-defined strategies, offering a more dynamic and engaging experience with options for player intervention.

JP7856951B2Active Publication Date: 2026-05-12CFPH LLC
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
CFPH LLC
Filing Date
2024-09-30
Publication Date
2026-05-12

AI Technical Summary

Technical Problem

Existing card games lack options for automated gameplay that allow players to set strategies and parameters for multiple rounds without continuous input, limiting the variety and efficiency of gameplay experiences.

Method used

A game device that automatically executes a series of rounds based on predefined strategies and parameters set by the player, allowing for automated gameplay with options for player intervention and participation in critical decisions.

Benefits of technology

Enables a wider range of gameplay options and enhances player engagement through automated gameplay with strategic decision-making, providing a more dynamic and efficient gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a player with a new option for playing a game.SOLUTION: In response to reception of a request for playing a series of games instead of a player, a computer performs each of multiple decisions that is performed without the player's input in a middle point of a game, determines the middle point and a final result, and requests a second decision performed by the player from the player in a second game in response to satisfaction of one or multiple criteria by a second middle point of a second game in a series of games while including supply of an alarm via a portable computer device, the criteria include the fact that a payment opportunity by resumption of play of a second game from the second middle point exceeds a threshold opportunity, and the computer device includes decision of a second final result of the second game on the basis of a result for requesting the second decision from the player.SELECTED DRAWING: Figure 1
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Description

Technical Field

[0001] The present invention relates to a game device that automatically starts and / or executes a series of rounds of a game for a player.

Background Art

[0002] Card games have been played among players, dealers, and groups of players. The rules determine who wins and loses in the card game and which actions are available during the play of the card game. A player typically selects which action from the set of available actions to take at one or more points during the play of the player's hand in the card game. These actions may include wagering, card exchange, and / or any other action related to the play of the player's hand in the card game.

Summary of the Invention

Problems to be Solved by the Invention

[0003] An object of the present invention is to provide a new option for a player to play a game.

Means for Solving the Problems

[0004] To solve the above problems, one feature of the present invention relates to a method having steps of receiving a first wager, receiving a first description of a first card set, receiving a second description of a second card set, determining a third description of a third card set dealt to a first player in a first game, determining a fourth description of a fourth card set dealt to a first dealer in the first game, and providing a payout based on the first wager when the third description of the third card set matches the first description of the first card set and the fourth description of the fourth card set matches the second description of the second card set.

[0005] In one embodiment of the present invention, the first description may include a description of each rank and suit of the first card set.

[0006] In one embodiment of the present invention, the step of providing the payout may include providing the payout based on the first bet if the third description of the third set of cards has the respective rank and suit descriptions of the first set of cards and the fourth description of the fourth set of cards matches the second description of the second set of cards.

[0007] In one embodiment of the present invention, the first game may be a blackjack game.

[0008] In one embodiment of the present invention, the steps may further include: accepting a second bet; accepting a fifth description of a fifth set of cards; accepting a sixth description of a sixth set of cards; and providing a payout based on the second bet if the third description of the third set of cards matches the fifth description of the fifth set of cards and the fourth description of the fourth set of cards matches the sixth description of the sixth set of cards.

[0009] In one embodiment of the present invention, the first set of cards may be dealt to a second player in a second game, and the second set of cards may be dealt to the dealer in a second game.

[0010] In one embodiment of the present invention, the steps may further include: accepting a second bet; determining a fifth description of a fifth set of cards to be dealt to a second player in a second game; determining a sixth description of a sixth set of cards to be dealt to a second dealer in the second game; and providing a payout based on the second bet if the fifth description of the fifth set of cards matches the first description of the first set of cards and the sixth description of the sixth set of cards matches the second description of the second set of cards.

[0011] In one embodiment of the present invention, the first bet, the first description and the second description are all accepted by a second player, and the step of providing may include providing the second player with a payout based on the first bet if the third description of the third set of cards matches the first description of the first set of cards and the fourth description of the fourth set of cards matches the second description of the second set of cards.

[0012] Other features of the present invention include the steps of initializing a progressive prize pool to a first value, accepting a first bet from a first player, setting the progressive prize pool to a second value based on the first value and the first bet, accepting a first description of a first card set from the first player, accepting a second bet from a second player, setting the progressive prize pool to a third value based on the second value and the second bet, and the second player The present invention relates to a method comprising the steps of: receiving a second description of a second card set from; determining a third description of a third card set to be dealt in a first game; providing the first player with the progressive prize pool if the third description of the third card set matches the first description of the first card set; and providing the second player with the progressive prize pool if the third description of the third card set matches the second description of the second card set.

[0013] In one embodiment of the present invention, the steps may further include: receiving a third bet from a third player; setting the progressive prize pool to a fourth value based on the third value and the third bet; receiving a fourth description of a fourth set of cards from the third player; determining a fifth description of a fifth set of cards to be dealt in a second game; and providing the progressive prize pool to the third player if the fourth description of the fourth set of cards matches the fifth description of the fifth set of cards.

[0014] In one embodiment of the present invention, the steps may include: receiving a first description of a first card set from a first player; determining a second description of a second card set to be dealt in a first game played by a second player; determining a third description of a third card set to be dealt in a second game played by a third player; and, if the first description of the first card set matches the second description of the second card set or the third description of the third card set, providing a refund to the first player.

[0015] In one embodiment of the present invention, the second game may be played after the first game.

[0016] In one embodiment of the present invention, the third player may be the same as the second player.

[0017] In one embodiment of the present invention, the steps may further include receiving an indication that the first player will participate in a third game at approximately the same time as the first game is played, and receiving an indication that the first player will participate in a fourth game at approximately the same time as the second game is played.

[0018] In one embodiment of the present invention, the third game may differ from the first game, and the fourth game may differ from the second game.

[0019] Another feature of the present invention is a method comprising the steps of: receiving a deposit of game credits from a player; receiving a request from the player to participate in playing multiple games without input from the player; generating a first intermediate result for a first game of the multiple games; making a first decision in the first game according to a first strategy which is the optimal strategy, without input from the player; generating a first final result for the first game based on the first intermediate result and the first decision; determining a first payout to the player based on the first final result; generating a second intermediate result for a second game of the multiple games; making a second decision in the second game according to a second strategy which is the optimal strategy, without input from the player; generating a second final result for the second game based on the second intermediate result and the second decision; determining a second payout to the player based on the second final result; and providing payment to the player based on the first payout and the second payout.

[0020] Other features of the present invention include the steps of: accepting a deposit of game credits from a player; accepting a request from the player to participate in playing a plurality of games, the last game in which the game device will not participate in any further games related to the request, without input from the player; generating a first intermediate result of the first game of the plurality of games before the last game; making a first decision in the first game without input from the player; generating a first final result of the first game based on the first intermediate result and the first decision; and determining a first refund to the player based on the first final result. The method comprises the steps of: generating a second intermediate result of the second game of the plurality of games before the last game; determining whether the second intermediate result satisfies one or more predetermined criteria; if the second intermediate result satisfies one or more predetermined criteria, requesting a second decision from the player; receiving the second decision from the player; generating a second final result of the second game based on the second intermediate result and the second decision; determining a second payout to the player based on the second final result; and providing payment to the player based on the first payout and the second payout. [Effects of the Invention]

[0021] This invention makes it possible to provide game players with a wider range of options regarding how to play these games. [Brief explanation of the drawing]

[0022] [Figure 1] Figure 1 shows a system according to several embodiments. [Figure 2] Figure 2 shows casino servers in several embodiments. [Figure 3] Figure 3 shows terminals used by secondary players in several embodiments. [Figure 4] Figure 4 shows a game device according to some embodiments. [Figure 5] Figure 5 shows a monitor device (such as a camera, card reader, etc.) according to some embodiments. [Figure 6] Figure 6 shows a database entry (date and time, result, player, stake, etc.) including various information related to the game. [Figure 7] Figure 7 shows a database entry including various games played by a player. [Figure 8] Figure 8 shows a touch screen display for inputting betting information and tracking the progress of the game according to some embodiments. [Figure 9] Figure 9 shows a touch screen display for inputting betting information and tracking the progress of the game according to some embodiments.

Mode for Carrying Out the Invention

[0023] During a series of rounds, player input may not be required. Before a series of rounds, the player may define the rules or parameters for which the rounds are played. Such rules or parameters may specify strategies and / or other information related to the gameplay. Thereby, the player may set the game device to execute the play of multiple rounds using these rules or parameters. As parameters, (a) the number of rounds played, (b) the time to play each round, (c) the time to play the entire series of rounds, (d) the amount of money bet in each round, (e) the strategy used in each round, (f) the criteria regarding the point at which the play is automatically aborted, (g) the criteria regarding the point at which player input is required, (h) the type of game played, (i) the game device or devices used to play the game (such as for generating game results), (j) the method by which each result is communicated to the player (e.g., whether each result is displayed, printed on paper for the player, the display aggregates the results, etc.), or any other parameter may be mentioned.

[0024] In some embodiments, a request to play multiple rounds of a game is received by a device (such as a processor, server, or handheld game console). The player initiates sending such a request, for example, via a game device such as a handheld game console. Part or all of the game proceeds without input from the player. In some embodiments, input from the player may be required (for example, by sending a decision request from the processor, etc., via the handheld game console). In some embodiments, a single play strategy may be used to play the rounds. In other embodiments, different strategies may be used in different rounds.

[0025] In various embodiments, the device may be configured to use a particular strategy for a certain period of time. This strategy may be the optimal strategy. In various embodiments, when a round starts, the strategy may be optimal in the sense that it maximizes the player's expected winnings for that round. This strategy may be the strategy that allows for the highest payout. For example, in a video poker game, one strategy may be to always aim for a royal flush. In various embodiments, the player may configure the game device to play the optimal strategy for the next 10 minutes. In various embodiments, the player may configure the game device to play blackjack using a basic strategy for the next 20 minutes.

[0026] Using a strategy in a round of a game may involve making decisions in the game according to that strategy. For example, the game apparatus may determine an intermediate state in a round. This state may include any state that describes the situation in the game. For example, the state may include information about the cards being dealt, cards that have been discarded, the dice being rolled, the symbols on the slots to be selected, the numbers to be selected, the stakes, the options available to the player, the visible cards, etc. Decisions may be made according to the strategy by selecting round options that correspond to the options that should be selected according to the strategy, based on the state of the round.

[0027] In some embodiments, the outcome of a round may be determined after a decision has been made. In some embodiments, multiple decisions may be made before the outcome is determined. In some embodiments, a decision made in one intermediate state may lead to a second intermediate state where other decisions are made, etc., until the final outcome is reached. The final outcome may include, for example, a winner, a loser, the final hand, the selected set of slot symbols, the roulette number, etc. In some embodiments, the payout amount (amount won, amount lost, etc.) may be determined based on the outcome.

[0028] In some embodiments, one or more displays of the final results may be provided (e.g., transmitted to and displayed on a portable device). These displays may include, but are not limited to, displays of winners and / or losers for one or more rounds, displays of the winning amounts for one or more rounds, and displays of the total winnings or losses across multiple rounds.

[0029] In various embodiments, the game device may be configured by the frequency of play. For example, the game device may be configured to play 10 games per minute. Similarly, the game device may be configured to have a specific time interval between each game. For example, the game device may be configured to start a new game 10 seconds after the last game has started. The game device may be configured to play a game of a certain length. For example, a slot machine may be configured to take 10 seconds before the spins stop.

[0030] In various embodiments, a game machine may be configured to play for a set period of time. For example, a game machine may be configured to play for the next 45 minutes. In various embodiments, a game machine may be configured to play until a certain amount of money is won or lost. For example, a game machine may start with a player's balance of $50. The game machine may be configured to continue playing until the balance reaches $75 (i.e., $25 is won) or until the balance reaches $25 (i.e., $25 is lost). In various embodiments, a game machine may stop playing even if the amount won or lost (or the balance) does not reach a threshold. For example, starting with $50, the balance may reach $25.50 on a dollar-denominated machine. Further bets risk reducing the balance to $24.50, which falls below a lower limit set by the game machine, so the machine may stop playing.

[0031] In various embodiments, the game device may be configured to play the optimal strategy for a certain percentage of the games being played. For example, the game device may be configured to play the optimal strategy for 80% of the games being played. Therefore, for example, the game device may randomly determine whether it is using the optimal strategy for each game. If a random decision is made, the probability of using the optimal strategy is 80%. (For example, a biased lottery may be used to determine whether the optimal strategy is used.) In various embodiments, the game device may be configured to use the optimal strategy for a certain percentage of time. For example, the optimal strategy is used for the first 60% of the time the game device is playing automatically. A non-optimal strategy is used for the remaining 40% of the time. In various embodiments, using a non-optimal strategy does not necessarily mean that the game device does not make the same decisions as it would have if it had used the optimal strategy. In various embodiments, two different strategies may sometimes make the same decisions. For example, a strategy to maximize the expected prize money may sometimes make the same decisions as a strategy that always aims for the highest possible payout. In some embodiments, the decision of which strategy to use may be made by any means. For example, the optimal and / or non-optimal strategies may be randomly selected from a set of possible strategies.

[0032] In various embodiments, the game device may be configured to pursue a first strategy (such as an optimal strategy) for a certain percentage of time or a certain percentage of rounds played. During the time or rounds when the optimal strategy is not being used, other strategies may be used. Such other strategies may be strategies that attempt to obtain the maximum possible payout, regardless of whether obtaining the maximum possible payout is unlikely or not. Such other strategies may be strategies that always attempt to obtain a payout above a certain level. For example, one strategy in video poker may be to maximize the probability of getting a flush or better. In other embodiments, such other strategies may be any other desired strategy.

[0033] In various embodiments, the game device is configured to automatically play a series of rounds. Automatically playing the game may involve making decisions according to a strategy without input from the player. However, in various embodiments, the game device may interrupt the automatic play of the game and wait to accept and / or request input from the player. The player may then provide input. This input may indicate the strategy pursued in the round, the decision to be made in the current state of the round, etc. For example, the input may indicate which cards to hold in a round of video poker, or whether to hit or stand in blackjack. The game device may interrupt automatic play to allow player input for various reasons. The game machine will determine if (a) two possible decisions are equally valid according to a certain strategy (for example, if both of the two possible decisions lead to the same expected payout for the player), (b) the possible payout for the round is greater than a given threshold (for example, if the possible payout for the game is greater than 500 times the bet), (c) the payout exceeding the threshold is greater than the probability threshold (for example, if the probability of a royal flush occurring is greater than 1%), or (d) the winning payout is certain to occur (for example, if a player receives three cards of the same rank in the first five cards dealt in a video poker game, the players will experience the joy of winning against each other). (e) if the game machine is set to stop at any particular outcome or intermediate outcome (for example, if the game machine is set to stop autoplay when two aces are dealt to the player in a game of blackjack, the game machine may actually stop autoplay when two aces are dealt to the player in a game of blackjack), (f) if the amount that needs to be bet according to the strategy exceeds a certain threshold, or if any other situation or criterion indicates that the game machine should stop autoplay, the autoplay may be interrupted in each case.In various embodiments, autoplay may stop so that the game device can accept the player's decision. However, in various embodiments, autoplay may resume once the player makes their own decision. In various embodiments, after autoplay stops, the player must explicitly indicate that they wish to return to the lowest position in autoplay. For example, the player may press a button indicating “Resume Autoplay.” Otherwise, the player may start the game and continue making decisions manually.

[0034] In various embodiments, autoplay may be stopped in response to any event or sequence of events. An event sequence may include a sequence of results. Autoplay may be stopped, for example, if a player wins five games in a row, if a player loses five games in a row, if a player wins more than a certain amount in a certain number of games (for example, if a player wins more than $50 with 10 cards), if a specific card appears in a certain number of games in a row, if a specific result appears in a certain number of games in a row, or in response to any other sequence of events or pattern of events. Further patterns are described herein, and various embodiments may be stopped by the occurrence of any specific or specified pattern or sequence of events.

[0035] In some embodiments, if one or more criteria are met, the player may be asked to make a decision during a round of the game. In various embodiments, autoplay may be paused for a period of time to allow player input. However, if the player does not provide input after a certain period of time, the game device may automatically decide on an input or make a decision without input. For example, the game device may decide on an input according to the optimal strategy. In various embodiments, the interruption or pause of autoplay may be emphasized by sound, vibration, or other warnings. In various embodiments, being asked to make a decision may include providing a display prompting the player to give the game device input indicating that decision. For example, sound may notify the player that they must make a decision in the game and that the game will not proceed automatically without the player's presence. Similarly, vibration of the portable game device may warn the player to remove the portable game device from their pocket because input is being requested. In various embodiments, the player may set preferences regarding the type of warnings provided to the player. In various embodiments, when autoplay stops, the game device may display or communicate a message to the player. This message may indicate that input is being requested from the player. The message may further indicate the time when the player needs to provide input (e.g., before automatic play resumes). In various embodiments, when the player is prompted for manual input, the player may have an option to notify the game device of their decision. For example, a button may read "Continue Play." Pressing such a button may cause the game device to execute a decision. This decision may be made according to a particular strategy, such as according to the optimal strategy.

[0036] In some embodiments, the player may respond to a request for a decision by indicating a decision through the game device, for example, by selecting a control (pressing a button, clicking a link, etc.). A certain instruction may be received (e.g., by the game device, processor, etc.) and used to determine the final result of a round of the game and / or the next intermediate state. Any number of further decisions may be requested by the player, for example, until the end of the round, until a change in criteria, etc.

[0037] In various embodiments, the game device may stop autoplay. The game device may stop autoplay to allow the player to view the current state of the game. The game device may resume autoplay after a certain period of time. In various embodiments, interruption or suspension of autoplay may give the player the opportunity to interject and make their own decisions. For example, the player may press a button that normally indicates the player's strategy. For example, the player may press a button below the cards dealt in a video poker game that indicates the player wishes to hold onto the cards. By pressing such a button, the player may invalidate the game device's decision-making process and register their own decision in the game. In various embodiments, the player may invalidate the game device's decisions at any point, not just when the game device stops. For example, the player may press a button that says “Stop” at any point during autoplay. The player may then have the opportunity to enter their own decision. The player may then press a button labeled such as “Resume.” In response, autoplay may resume.

[0038] In various embodiments, the game device may make decisions automatically. However, once the game device learns a decision (as a display of that decision appears on the game device's screen), the player may have the opportunity to press a button to stop the game device (or provide other input) and cause the game device to make a different decision. In various embodiments, the game device may make decisions automatically. The game device may allow the player a period of time (e.g., 3 seconds) to invalidate the decision. However, if there is no input from the player, the game device may generate the rest of the game resulting from that decision.

[0039] In various embodiments, when autoplay is stopped or interrupted, the player may have the opportunity to identify a new strategy to be used. When autoplay is subsequently resumed, this new strategy may be utilized.

[0040] In various embodiments, when a player chooses to place a bet on a certain number of rounds, the state of these rounds may be generated, and an initial decision may be made for the player. In various embodiments, when a player chooses to place a bet on a certain number of rounds, these rounds may represent rounds that have already been played by other players (e.g., by the primary player). For example, a player might choose to place a bet on 100 rounds. The casino server might then select 100 previously played rounds. This selection may be random. If these rounds were won by the players who initially played them, the current player may also win. If these rounds were lost by the players who initially played them, the current player may also lose. In various embodiments, a player might choose to play a certain number of rounds. The casino server might then use rounds that are currently being played or are scheduled to be played. For example, a casino might use rounds played on a video poker machine in that casino. A player participates in such rounds and may win if the round is a win for the player, or lose if the round is a loss for the player. In various embodiments, a player may place a bet on the primary player, for example, winning if the primary player loses and losing if the primary player wins. Therefore, when a player selects a certain number of rounds to participate in, it will be understood that those rounds may be the first rounds generated for that player, or rounds that have been played or will be played by other players.

[0041] In various embodiments, two or more players may wish to use autoplay. For example, both players may wish to have their respective game devices automatically play 50 rounds. In various embodiments, players may participate in the same round. The rounds played in common may be, for example, from other players in the casino. In various embodiments, the casino may be provided with game result data from the casino, and this data may be supplied to the game device of a player who wishes to use autoplay, enabling that player to participate in the casino's rounds. In various embodiments, when players participate in a common set of rounds, the players may participate in those rounds separately. For example, player A may first participate in round X and then in round Y. Player B may first participate in round Y and then in round X.

[0042] In various embodiments, several interfaces may be associated with autoplay. Input buttons may allow the player to disable a strategy, notify the game device to stop autoplay, notify the game device to resume autoplay, instruct the strategy to be used, instruct the parameters the game device uses to start an autoplay session, or perform any other function. In various embodiments, the player may be required to press two buttons to disable a strategy suggested by the game device. These two button presses may involve pressing two separate buttons or pressing the same button twice (e.g., a double-click). In this way, the probability that the player will automatically disable a good decision made by the game device may be reduced. In various embodiments, a wheel, such as a thumb wheel, may allow the player to change the speed of autoplay. For example, the player may move the wheel in one direction to increase the speed of play and in the other direction to decrease the speed of play. In various embodiments, a button may be used to instruct the game device to switch to autoplay after the game device has stopped, for example.

[0043] In various embodiments, every round played can include an entry into the drawing. As rounds are played more quickly (e.g., in autoplay mode), players may receive more entries. The drawing may be performed at a specific time, such as 4:00 AM daily or at a random time. Therefore, players may be encouraged to play rounds at a faster pace to accumulate a large number of entries by the time one of the random draws takes place (for example, to autoplay the game at a faster pace). In various embodiments, the cards received in each round may constitute an entry into the drawing. If a player receives a card in a round that matches a card drawn in the drawing, the player may win. As is understood, other game metrics may be used as entries into the drawing, and the drawn metrics may be compared with metrics received from players participating in the drawing. In various embodiments, the rounds played, the cards received, or other metrics received may be used as entries into the drawing. In various embodiments, the meter may show the player the number of cards they have played, the number of cards they have received, and / or the number of other types of indicators they have received. This may also show the player the number of entries they will have in subsequent draws. Players may be encouraged to play more quickly as they observe the meter rising.

[0044] In various implementations, jackpots, such as progressive jackpots, may accept bets placed through automated play as investment capital. Automated play may increase the size of the jackpot. Players participating in automated play may also have a chance to win jackpots, such as progressive jackpots. Therefore, players may have an additional incentive to use automated play.

[0045] In various embodiments, a specific area of ​​a casino has facilities that allow a secondary player to monitor a primary player in one or more games across the entire casino, or in one or more games across the casino. Such an area of ​​the casino may include one or more monitors. Such monitors may be small or large. A large monitor may be visible to multiple secondary players, for example. Small monitors may be visible to each secondary player. Furthermore, each player may customize a small monitor to observe a particular primary player, statistics, game, or anything else. Monitors may display various types of information. Monitors may display video provided by games. For example, a monitor may display video feeds of an ongoing blackjack game. Monitors may replay game results. For example, a monitor may display a slot machine game being played or played by a primary player. Monitors may also display statistics. For example, a monitor may display the total amount recently won by a primary player, the number of times a particular dealer has lost in the last 30 minutes, or the number of times red has come up consecutively in roulette. In various embodiments, the monitor may display betting rules, odds, payout ratios, and other information applicable to bets made by the secondary player. For example, the monitor may show that for a bet by the primary player on red in roulette, the secondary player is eligible for a payout at odds of 1:1, and for a bet by the primary player on red four times in a row in roulette, the secondary player is eligible for a payout at odds of 16:1.

[0046] In various embodiments, the casino area may have equipment for monitoring bets on one or more games. For example, a terminal may allow a secondary player to place a bet on a monitored game. The terminal may include a key, a means for accepting charge cards (e.g., credit or debit cards), a means for accepting cash or game chips, a means for accepting cashless game tickets, a key or button for entering betting information (e.g., for entering the bet amount, for selecting the game to bet on), and any other equipment or interface for accepting bets. The terminal may include a monitor. The monitor may be used to display betting information to the secondary player, to display the game the secondary player is betting on, to display the amount the secondary player has won, and to display any other information related to the bet or the player to the secondary player.

[0047] In various embodiments, the betting area where secondary players bet on and monitor primary players' games may resemble a sportsbook.

[0048] In one possible implementation, a player might request that the system automatically play multiple rounds of a blackjack game. The processor might determine the strategy to be used for each round. One or more rounds might be determined by the optimal strategy. One or more rounds might be played according to a non-optimal strategy. Playing might involve determining intermediate states, making decisions according to each strategy, and determining the outcome. After the rounds are played, the player might be provided with a display of the results.

[0049] In another possible implementation, a player might request that multiple rounds of a blackjack game be played automatically. The processor might make decisions for one or more of these rounds according to a desired strategy. In one or more rounds, certain criteria might be satisfied by the intermediate state of the round. For example, a payout exceeding a payout threshold might be possible if there is a possibility of a particularly exciting outcome. Also, if any other desired criterion is satisfied, the probability might exceed a probability threshold. For example, a jackpot payout might have a probability of occurring above a certain threshold, and one of the top two, three or more payouts in the game might exceed the probability threshold of occurrence. The probability threshold could be, for example, 10%, 50%, 5%, or It may be above any other desired threshold. Percentage thresholds may differ for different payout amounts. (For example, the highest jackpot amount may require a lower probability than the next highest jackpot amount.) In some implementations, if certain criteria are met, the player may be required to make a decision in the round in which those criteria are met. Allowing the player to make such decisions directly, rather than automatically according to a strategy, may provide the player with the possibility of experiencing particularly exciting decisions and / or the thrill of the round. The requirement to the player may include warnings to the player, for example, through audio and / or vibration alerts (via the game device, portable game device, etc.). The player then makes a decision (for example, by selecting an option via the portable game device), and the game continues according to that decision. An outcome is determined and may be displayed.

[0050] The above embodiments are merely examples, and it should be understood that other embodiments are conceivable. Each embodiment may involve the use of any of the strategies, games, criteria, devices, etc.

[0051] Sections I through IX below provide a guide for interpreting this application. I. Terminology Unless otherwise specified, the term “product” means any machine, manufacture, and / or compound of a substance.

[0052] Unless otherwise specified, the term "process" refers to any process, algorithm, method, etc.

[0053] Each process (also called a method, algorithm, etc.) inherently has one or more steps, and therefore every reference to a “step” in a process has an inherent prior basis in the mere description of “process” or similar terminology. For this reason, the expression “step” in a process in a claim has sufficient prior basis.

[0054] Unless otherwise specified, “invention” and similar terms mean “one or more inventions disclosed herein.”

[0055] Unless otherwise specified, terms such as “Example,” “Each Example,” “One or More Examples,” “Several Examples,” “Specific Examples,” “One Example,” and “Other Examples” mean “One or more (but not all) examples of the disclosed invention.”

[0056] The term “modification” in the invention means an embodiment of the present invention unless otherwise specified.

[0057] In the description of the examples, the phrase "other examples" does not mean, unless otherwise specified, that the referenced example is mutually exclusive with other examples (such as examples described before the referenced example).

[0058] Unless otherwise specified, the terms “possess,” “constitute,” and variations thereof mean “include, without limitation.”

[0059] Unless otherwise specified, the terms "a certain" and "the aforementioned" mean "one or more."

[0060] Unless otherwise specified, the term "multiple" means "two or more."

[0061] The term "here," unless otherwise specified, means "including any of the references included in this application."

[0062] The phrase "at least one of" means any combination of one or more of the things (such as a list of things) when the phrase modifies multiple things, unless otherwise specified. For example, the phrase "at least one of the apparatus, vehicle and wheel" means any of (i) apparatus, (ii) vehicle, (iii) wheel, (iv) apparatus and vehicle, (v) apparatus and wheel, (vi) vehicle and wheel, or (vii) apparatus, vehicle and wheel. The phrase "at least one of" does not mean "each of the things" when the phrase modifies multiple things.

[0063] When numerals such as "one" and "two" are used as cardinal numbers to indicate any quantity (e.g., one device, two devices), they mean the quantity indicated by the numeral, but they do not mean at least that quantity. For example, the term "one device" does not mean "at least one device," and the term "one device" does not cover two devices, etc.

[0064] The phrase "based on" does not mean "based solely on" unless otherwise specified. In other words, the phrase "based on" can mean both "based solely on" and "based at least on." The phrase "based at least on" is equivalent to the phrase "based at least partially on."

[0065] Unless otherwise specified, the terms “represent” and similar terms are not mutually exclusive. For example, unless otherwise specified, the term “represent” does not mean “represent only.” That is, the phrase “the data represents a credit card number” can mean both “the data represents only a credit card number” and “the data represents a credit card number and either one of the other.”

[0066] The term “therefore” is used only to precede a clause or other group of words that express only the intended result, purpose, or consequence of what has been previously and explicitly stated. Therefore, when the term “therefore” is used in a clause, the clause or other words that the term “therefore” modifies do not determine any further specific limitations of the claim, nor do they limit the meaning or scope of the claim.

[0067] The terms “e.g.” and similar terms mean “for example” and do not limit the terms or phrases that describe them. For example, in the sentence “A computer transmits data (instructions, data structures, etc.) over the internet,” the term “e.g.” explains that “instructions” are examples of “data” that a computer transmits over the internet, and that “data structures” are examples of “data” that a computer transmits over the internet. However, both “instructions” and “data structures” are merely examples of “data,” and other things besides “instructions” and “data structures” can also be “data.”

[0068] "That is" and similar terms mean "that is" and limit the term or phrase they describe. For example, in the sentence "A computer transmits data (i.e., instructions) over the internet," the term "that is" explains that the "instructions" are the "data" that the computer transmits over the internet.

[0069] A given numerical range includes integers and fractions within that range. For example, "1 to 10" is interpreted as including integers (1, 2, 3, 4, ..., 9, etc.) and non-integers (1.1, 1.2, ..., 1.9, etc.) from 1 to 10.

[0070] The term “round” may include any single instance of a game played from start to finish. For example, a round of a blackjack game might include playing one hand in a blackjack game, a round of roulette might include one spin of the roulette wheel, and a round of a slot machine might include one spin of the slot machine's reels. In some instances, the term “game” may be used interchangeably with “round” here. II.Decision The term "decision" and its grammatical variations (such as determining a price, determining a value, or determining an object that meets a certain criterion) are used in an extremely broad sense. The term "decision" encompasses a wide range of actions, and therefore may include calculation, computation, processing, derivation, investigation, retrieval (such as searching a table, database, or other data structure), confirmation, etc. It may also include reception (such as receiving information), access (such as accessing data in memory), etc. Furthermore, "decision" may include resolution, selection, and confirmation.

[0071] The term "decision" does not imply certainty or absolute accuracy, but may include estimation, extrapolation, prediction, and inference.

[0072] The term “decision” does not mean that mathematical processing must be performed, that numerical methods must be used, or that an algorithm or process must be used.

[0073] The term "decision" does not necessarily imply that any device must be used. For example, a computer does not necessarily have to make the decision. III.Display The term "indication" is used in a very broad sense. The term "indication" may, in particular, include any other sign, indication, or token.

[0074] The term “display” is used to describe any display and / or other information that shows or associates a subject, item, entity, and / or other object or idea.

[0075] The terms “information indicating ~” and “indication” used herein may be used to represent any information that represents, describes, and / or associates a particular entity, subject, or object.

[0076] The display of information may include, for example, codes, references, links, signals, identifiers and / or any combination thereof and / or any other informational representation relating to the information.

[0077] In some embodiments, the display (or showing) of information may be the information itself and / or any part or component of the information, or may include them. In some embodiments, the display may include the collection and / or distribution of information in any other form, such as a request, demand, delivery and / or any other form. IV. Format of the text If a limitation in the first claim covers two or more features along with one feature (for example, a limitation such as “at least one device” covers both one and multiple devices), and a second claim dependent on the first claim uses the definite article “the” to refer to that limitation (e.g., “device”), this does not mean that the first claim covers only one feature, nor does it mean that the second claim covers only one feature. (For example, “device” can cover both one device and multiple devices.) When ordinal numbers (such as "first," "second," "third," etc.) are used as modifiers before a term, they are used solely to indicate a specific feature, such as to distinguish it from other features described by the same or similar terms (unless otherwise specified). For example, "device first" might be named solely to distinguish it from "device second," etc. Therefore, using ordinal numbers such as "first" and "second" before a term such as "device" does not indicate any other relationship between the two devices, nor does it indicate any other feature of one or both devices. For example, the use of ordinal numbers "first" and "second" before the term "device" does not (1) indicate that one device is sequential or in a specific position relative to the other; (2) indicate that one device is sequential or in a specific time; or (3) indicate that one device is sequential or in a specific order relative to the other in terms of importance or equivalence. Furthermore, the use of ordinal numbers does not impose numerical limitations on the characteristics specified by those ordinal numbers. For example, the use of the ordinal numbers "first" and "second" before the term "device" does not indicate that there are at most two devices.

[0078] When one device or object is described here, multiple devices / objects (whether they are coordinated or not) may be used in place of the one device / object described. Therefore, a function described as being owned by a device may be owned by multiple devices / objects (whether they are coordinated or not).

[0079] Similarly, where multiple devices or things are described herein (whether they are coordinated or not), one device / thing may be used in place of multiple devices or things described. For example, multiple computer-based devices may be replaced by one computer-based device. For this reason, various functions described as being owned by multiple devices or things may be owned by one device / thing.

[0080] The functions and / or features of one described device may be realized by one or more other devices described, even if they are not explicitly stated to have such functions / features. Therefore, other embodiments do not necessarily have to include the described device itself, but may include one or more other devices having such functions / features in those other embodiments. V. The disclosed examples and terms are not limiting. Neither the title of the invention (given at the beginning of page 1 of this application) nor the abstract (given at the end of this application) should be considered as restrictive as the scope of the disclosed invention. Since the abstract is required to be less than 150 words in length under U.S. 37 CFR § 1.72(b), no abstract is included in this application.

[0081] The title of the invention of this application and the headings of the sections provided herein are for convenience only and should not be construed as limiting the disclosure.

[0082] Numerous embodiments are described in this application, but they are provided for illustrative purposes only. The embodiments described are not, and are not intended to be, limiting. The inventions currently disclosed are broadly applicable to numerous embodiments, as is readily apparent from this disclosure. Those skilled in the art will recognize that the disclosed inventions can be realized through various improvements and substitutions, including structural, logical, software, and electrical modifications. Certain features of the disclosed inventions are described with reference to one or more embodiments and / or drawings, but unless otherwise stated, it should be understood that such features are not limited to their use in the one or more embodiments or drawings described.

[0083] This disclosure is not a literal description of all embodiments of the invention. Nor is this disclosure a list of features of the invention that must be present in all embodiments.

[0084] Devices described as communicating with each other do not need to communicate with each other continuously unless otherwise specified. On the other hand, such devices may transmit to each other only when necessary or desired, and may not actually spend most of their time exchanging data. For example, a machine communicating with another machine over the internet may not transmit data to the other machine for long periods (such as several weeks). Furthermore, devices communicating with each other may communicate directly or indirectly through one or more intermediaries.

[0085] Descriptions of embodiments having multiple components or features do not imply that all or any of those components / features are required. On the other hand, various optional components are described in order to illustrate a wide range of possible embodiments of the present invention. Unless otherwise specified, none of the components / features are essential or required.

[0086] Process steps, algorithms, etc., may be described in a specific sequential order, but such processes may be configured to function in a different order. That is, any sequence or order of each step explicitly described does not necessarily indicate a requirement that each step be performed in that order. Each step of the processes described herein may be performed in any practical order. Furthermore, some steps may be performed concurrently, even if they are described or suggested to be performed non-concurrently (for example, because one step is described after another). Moreover, the description of a process by drawing does not mean that the described process is exempt from other variations and improvements thereto, that the described process or any of its steps is necessary for the invention, or that the described process is preferred.

[0087] A process may be described as involving multiple steps, but this does not mean that all or any of these steps are preferred, essential, or required. Various other embodiments within the scope of the described invention include other processes that omit some or all of the described steps. Unless otherwise stated, no step is essential or required.

[0088] The process is described in isolation or without reference to other products or methods, but in some embodiments, the process may interact with other products or methods. For example, such interaction may involve relating one business model to another. Such interaction may be provided to improve the flexibility or desirability of the process.

[0089] A product may be described as comprising multiple components, aspects, qualities, characteristics, and / or features, but this does not indicate that any or all of these are preferred, essential, or required. Various other embodiments within the scope of the described invention may include other products that omit some or all of the multiple described.

[0090] Unless otherwise stated, an enumerated list of items (numbered or unnumbered) does not imply that any or all of these items are mutually exclusive. Similarly, unless otherwise stated, an enumerated list of items (numbered or unnumbered) does not imply that any or all of the items encompass any particular category. For example, the enumerated list “computers, laptops, PDAs” does not imply that any or all of the three items in that list are mutually exclusive, nor does it imply that any or all of the three items in that list encompass any particular category.

[0091] An enumerated list of items (numbered or unnumbered) does not imply that any or all of the items are equivalent to or readily interchangeable with one another.

[0092] All embodiments are illustrative and do not imply that the present invention or any embodiment may be similarly constructed or performed. VI.Calculation It will be readily apparent to those skilled in the art that the various processes described herein can be implemented, for example, by a properly programmed general-purpose computer, application computer, or computing device. Typically, a processor (such as one or more microprocessors, one or more microcontrollers, or one or more digital signal processors) receives instructions (from memory or similar devices, etc.), executes these instructions, and thereby executes one or more processes defined by those instructions.

[0093] The term "processor" means one or more microprocessors, central processing units (CPUs), computing devices, microcontrollers, digital signal processors, similar devices, or any combination thereof.

[0094] The term "process" is equivalent to the term "device that executes the process." The device that executes the process may include, for example, a processor, input devices, and output devices suitable for executing the process.

[0095] Furthermore, programs that implement such methods (along with other data types) may be stored and transmitted using various media (such as computer-readable media) in numerous ways. In some embodiments, wiring logic or custom hardware may be used in place of or in combination with some or all of the software instructions that can implement the processes of various embodiments. Thus, various combinations of hardware and software may be used instead of software alone.

[0096] The term “computer-readable medium” refers to any medium, multiple identical media, or combinations of different media that are involved in providing data (instructions, data structures, etc.) that can be read by a computer, processor, or similar device. Such media can take many forms, including, but are not limited to, non-volatile media, volatile media, and transmission media. Non-volatile media include, for example, optical disks, magnetic disks, and other permanent memory. Volatile media typically include DRAM (Dynamic Random Access Memory) that constitutes main memory. Transmission media include coaxial cables, copper wires, and optical fibers, including wires that constitute a system bus connected to a processor. Transmission media may include or propagate acoustic waves, light waves, and electromagnetic radiation, such as those generated during radio frequency (RF) and infrared (IR) data communication. Common forms of computer-readable media include, for example, floppy disks, flexible disks, hard disks, magnetic tapes, any other magnetic media, CD-ROMs, DVDs, any other optical media, punch cards, paper tapes, any other physical media having a hole pattern, RAM, PROMs, EPROMs, FLASH-EEPROMs, any other memory chips or cartridges, carriers as described below, and any other computer-readable media.

[0097] Various forms of computer-readable media may be involved in transporting data (such as instruction sequences) to the processor. For example, data may (i) be transmitted from RAM to the processor, (ii) be transported via a wireless transmission medium, (iii) be formatted and / or transmitted according to a number of formats, standards or protocols such as Ethernet® (or IEEE 802.3), SAP, ATP, Bluetooth™, TCP / IP, TDMA, CDMA, 3G, and / or (iv) be encrypted to ensure privacy or prevent tampering by any of the various methods well known to those skilled in the art.

[0098] Therefore, the description of the process is the same as the description in a computer-readable medium that stores the program that executes the process. The computer-readable medium can store program elements suitable for executing this method (in any appropriate format).

[0099] Just as the description of the various steps of a process does not indicate that all of the steps described are required, the examples of the apparatus include a computer / calculating device capable of operating to perform some (but not all) of the described process.

[0100] Similarly, just as the description of the various steps of a process does not indicate that all of the described steps are required, the examples of the apparatus include a computer / calculating device capable of operating to perform some (but not all) of the described process.

[0101] Similarly, just as the description of the various steps of a process does not indicate that all of the described steps are required, an embodiment of a computer-readable medium for storing a program or data structure includes a computer-readable medium for storing a program that, when executed, causes a processor to execute some (but not all) of the described process.

[0102] Where a database is described, it will be understood by those skilled in the art that (i) alternative database configurations are readily available, and (ii) other memory configurations are readily available in addition to the database. The illustrations or descriptions of the sample databases provided herein are exemplary configurations for the representation in which the information is stored. Any number of other configurations are available, in addition to those suggested, for example, by the tables described herein or elsewhere. Similarly, any entry described in a database represents only an example of information, and those skilled in the art will understand that the number and content of entries may differ from those described herein. Furthermore, other formats (including relational databases, object-based models, and / or distributed databases) are available for storing and processing the data types described herein, regardless of the database description as a table. Similarly, object methods or operations of a database are available for implementing various processes, including those described herein. Furthermore, a database may be stored remotely or locally from devices that access the data of the database by known means.

[0103] Various embodiments can be configured to operate in a network environment including a computer communicating with one or more devices (via a computer network, etc.). The computer may communicate with the devices directly or indirectly via any wired or wireless medium (e.g., the Internet, LAN, WAN, Ethernet®, Token Ring, telephone lines, cable lines, wireless channels, optical communication lines, commercial online service providers, bulletin board systems, satellite communication links, or any combination thereof). Each device may consist of a computer or other computing device, such as one based on an Intel® Pentium® or Centrino™ processor configured to communicate with the computer. Any number and type of devices may communicate with the computer.

[0104] In the embodiments, a server computer or central authority may not be necessary or desired. For example, in the embodiments, the present invention can be implemented by one or more devices without a central authority. In such embodiments, the functions described herein as being performed by a server computer and the data described as being stored in a server computer may be performed or stored by one or more such devices.

[0105] Where a process is described, in the embodiments, the process is operable without user intervention. In other embodiments, the process involves human intervention. (For example, a step is performed by a human or with human assistance.) VII. Computational Applications This disclosure provides a description of several embodiments and / or the feasibility of the invention to those skilled in the art. Some of these embodiments and / or inventions may not be claimed in this application but may be claimed in one or more continuation applications claiming priority of this application. The applicant intends to file additional applications to pursue patents for subject matter disclosed and made feasible in this application but not claimed. VIII.35 USC §112, paragraph 6 Any limitation of a claim that includes the phrase "means to do..." or "steps to do..." means that 35 U.S.C. § 112, paragraph 6 applies to that limitation.

[0106] Any limitation of a claim that does not include the phrase “means to do” or “steps to do” means that 35 U.S.C. § 112, paragraph 6 applies to that limitation, regardless of whether the limitation delimited the function without a description of the configuration, substance or operation for performing the function. For example, any use of the phrase “steps of” in a claim or in reference to one or more steps of that claim does not mean that 35 U.S.C. § 112, paragraph 6 applies to those steps.

[0107] With respect to means or steps for performing a function specified in accordance with 35 USC § 112, paragraph 6, the corresponding configuration, substance or operation and its equivalent described in the specification may perform additional functions in addition to the specified function.

[0108] Computers, processors, computing devices, and similar products are configured to perform a wide range of functions. Such products can operate to perform specified functions by executing one or more programs, such as programs stored in the product's memory devices or in memory devices accessed by the product. Unless otherwise specified, such programs do not need to be based on any particular algorithm, such as any particular algorithm described in this application. It is well known to those skilled in the art that specified functions can be achieved through different algorithms, and that any of several different algorithms is merely a design choice for performing the specified functions.

[0109] Accordingly, with respect to means or steps for performing a function specified pursuant to 35 U.S.C. § 112, paragraph 6, a configuration corresponding to a specified function includes a product programmed to perform the specified function. Such a configuration includes a programmed product that performs the function, regardless of whether the product is programmed by (i) a disclosed algorithm for performing the function, (ii) an algorithm similar to the disclosed algorithm, or (iii) a different algorithm for performing the function. IX. Application History A person skilled in the art, in interpreting this application (including the claims), would refer to the filing history of this application, but not to the filing history of any other patent or patent application, regardless of whether there are other patent applications that are deemed to be related to this application. X. Examples of the present invention term As used herein, the term “viewing window” includes an area of ​​a game machine where symbols or results are displayed. This area may include, for example, a glass window or other transparent material above the reels of the game machine. Only the portion of the reels below the transparent material may be visible to the player. In some embodiments, the viewing window may include a display screen. The symbols or results displayed in the viewing window may include symbols or results that determine the player's win.

[0110] encryption The term "encryption" as used here refers to the process of obscuring or concealing information so that it cannot be easily understood without special knowledge. The encryption process may involve converting raw information, called plaintext, into encrypted information. The encrypted information is called ciphertext, and the algorithm that converts plaintext to ciphertext may be called a cipher. The cipher may also be used to perform the reverse process of converting ciphertext back to plaintext. Specific examples of ciphers include substitution ciphers, inverted ciphers, and ciphers implemented using a rotator machine.

[0111] In various encryption methods, the encryption tool may require a complementary piece of information called a key. The key may consist of, for example, a bit string. The key may be used in relation to the encryption tool for encrypting plaintext. The key may also be used in relation to the encryption tool for decrypting ciphertext. In a category of encryption called symmetric key algorithms (such as private key encryption), the same key is used for both encryption and decryption. Whether or not the encrypted information has been compromised may depend on whether the key is kept secret. Specific examples of symmetric key algorithms are DES and AES. In a category of encryption called asymmetric key algorithms (such as public key encryption), different keys are used for encryption and decryption. In an asymmetric key algorithm, any member of the public uses a first key (such as a public key) to encrypt plaintext into ciphertext. However, only the owner of the second key (such as a private key) can decrypt the ciphertext back into plaintext. Specific examples of asymmetric key algorithms are the RSA algorithm.

[0112] In addition to encryption, other methods may be used to conceal or obscure information, such as encoding or steganography. Such methods may also be used in conjunction with encryption.

[0113] Encryption may be used to perform the following processes: • Send a message that can only be read by a specific recipient. For example, Alice and Bob both possess the same secret key. Alice encrypts a plaintext message using the secret key. Alice sends the generated ciphertext to Bob. Bob then uses the secret key to decrypt the ciphertext in order to view the plaintext version of the message. - Allows a message to be encrypted by multiple people and decrypted by only one person (such as PGP). For example, Alice possesses a public key and a private key. Bob wants to send Alice a message that only she can read. Bob generates the message in plaintext and encrypts it using Alice's public key. Bob sends the generated ciphertext to Alice. Alice then uses her private key to decrypt the ciphertext and reads the plaintext message. Even if Cindy intercepts the ciphertext message while it is being sent from Bob to Alice, Cindy would not be able to decrypt the message because she does not have access to Alice's private key. Alice's public key is also available to Cindy, but it would not be sufficient for her to decrypt the ciphertext message in a practical amount of time. • Authenticate the sender of the message. The use of this encryption may include having the sender generate a digital signature. For example, Alice wants to send a message to Bob so that he can be sure that the message is from Alice. Alice constructs a plaintext message and encrypts the plaintext into ciphertext using Alice's private key. Alice then sends the ciphertext message to Bob. Bob then decrypts the ciphertext into plaintext using Alice's public key. Since Alice's public key only functions to decrypt ciphertext messages generated using Alice's private key, and it is assumed that only Alice has access to her private key, Bob can be sure that the message is from Alice. • Allows non-repudiation. If the sender attaches a digital signature to the message or part of the message, the sender cannot subsequently claim that they did not send the message. • Guarantees the time / data transmitted. See the hashing process below. • Ensures receipt by the recipient. See the hashing process below. • Verify that the message has not been modified after being sent to the sender. See the hashing process below.

[0114] Hash processing is the process of transforming input data, typically of arbitrary length, into output data, typically of shorter and / or fixed length. A hash function is a function that performs this transformation. Often, useful hash functions are one-way functions; that is, for a given input, the output is easily computable. However, for a given output, it is difficult to comprehend the input that produced that output. Also, useful hash functions often have the property that two different inputs are unlikely to produce the same output. Hash processing can be used for the following purposes: To perform data redundancy checks, for example, a database may have many names. These names may have arbitrary lengths. To check for redundant names, hash values ​​are generated for these names. These hash values ​​are smaller in size than the names and may all be the same length. Therefore, comparing the hash values ​​of names may be easier than comparing the names themselves. To verify that a message has not been altered, for example, Alice could send a plaintext message to Bob along with its hash value. Alice could then attach a digital signature to the hash value to assure Bob that the hash value was sent by Alice. When Bob receives the plaintext message from Alice, he can calculate the hash value of the message. If the hash value Bob calculates is the same as the hash value Alice sent to him, Bob can be confident that the message has not been altered during its transmission from Alice to him. To prove ownership of a message without disclosing the message itself, for example, Alice can send a message to Bob. Bob can obtain the hash of the message and send it to Alice. Alice might then be confident that Bob has the message without the risk of it being intercepted on its way from Bob to Alice. - To prove ownership of a message at a specific time without disclosing the message: For example, Alice might want to prove that she has an important idea and came up with it at a specific time without disclosing it. Alice writes down the idea in text form and calculates the hash value of that text. Alice can then publish the hash of the text in a newspaper. At that point, it would be easy to see that Alice owned the idea at least on the day the newspaper was published. • To timestamp a document, for example, a document might be sent to a timestamp service. The service then determines the hash value of the document. The service attaches the current date and time to the hash value of the document and attaches a digital signature to the result. The digitally signed hash value with the added date and time might be published. As long as it is believed that the timestamp service provides accurate dates and times (e.g., does not use old dates and times), the published timestamp may serve as proof that the document existed at the date and time provided by the timestamp service. Further precautions may include ensuring that it is difficult for the timestamp service to provide false dates and times. For example, the timestamp service might add a sequence number (1, 2, 3, etc.) to each document it timestamps. If the service wants to provide an older date, it would need to find an older sequence number. The older sequence number would need to fit between two sequence numbers used immediately before and after the desired false date. However, if, for example, no numbers were skipped from the beginning, such a sequence number would not be available.

[0115] Figure 1 shows a system according to several embodiments. According to some embodiments, Casino A and Casino B represent establishments where participation in probability games or other contests is permitted. In various embodiments, at Casinos A and B, players may place bets on games or contests and / or win or lose money based on the games or contests. The system in Figure 1 may allow secondary players at Casino A and secondary players at Casino B to participate in games of primary players at Casino A. Furthermore, the system in Figure 1 may allow secondary players outside of Casino A or B to participate in games of primary players at Casino A. Furthermore, the system in Figure 1 may allow a regulator to track various data regarding games played by primary players at Casino A, participation in games by secondary players at Casino A, participation in games by secondary players at Casino B, and participation in games by secondary players not at either Casino A or B. According to some embodiments, Casino A has a server 110. The server can communicate with game equipment 130, monitoring equipment 160, and terminals 140 for secondary players X, each of which may be located within the premises of Casino A. Server 110 is also capable of communicating with Casino B's Server 120, Regulator 170's Server, and Secondary Player Z's Device 190, the Secondary Player Device 190 is not deployed in either Casino A or B. Communication between Server 110 and Device 190 may take place via an external network 180, such as the Internet. Casino B may have Server 120 that communicates with Server 110 within Casino B, Regulator 170's Server 170, and Secondary Player Y's Terminal 150.

[0116] In some embodiments, the server 110 of Casino A may receive game-related data from a game machine 130 or a monitoring device 160. The monitoring device may have a camera or microphone or other device capable of monitoring games in Casino A and transmitting game-related data to the server of Casino A. The server of Casino A transmits the data received from the game machine 130 or the monitoring device 160 to the terminal 140 of secondary player X in order to enable the terminal 140 to reconfigure the game, accept bets from secondary player X on the game, and pay out winnings to secondary player X based on the game.

[0117] Casino A's server 110 may further transmit received game data to Casino B's server 120. Casino B's server may further transmit the above data to secondary player Y's terminal 150 so that terminal 150 can reconfigure the game, accept bets from secondary player Y on the game, and pay out winnings to secondary player Y based on the game.

[0118] Casino A's server 110 may further transmit received game data to Secondary Player Z's device 190 via the internet or the like. Secondary Player Z's device 190 may further reconfigure the game for Secondary Player Z, accept bets on the game from Secondary Player Z, and / or credit winnings to Secondary Player Z based on the game.

[0119] Casino A's server 110 may further transmit incoming game data to the regulator's server 170. Such data may enable the regulator to monitor the fairness of the games, detect fraudulent games, track the casino's taxable revenue, or perform any other desired function.

[0120] In various embodiments, the terminal 140 of secondary player X may transmit data regarding the actions of secondary player X at the terminal to the server 110 of Casino A. Furthermore, the terminal 150 of secondary player Y may transmit data regarding the actions of secondary player Y at the terminal to the server 120 of Casino B. The server 120 of Casino B may transmit such data to the server 110 of Casino A. Furthermore, the device 150 of secondary player Z may transmit data regarding the actions of secondary player Z at the device to the server 110 of Casino A. The data received by the server 110 of Casino A from terminals 140 and 150 and device 190 may enable the server of Casino A to track the winnings and losses of secondary players X, Y, and Z, determine what data (such as data regarding any game) should be transmitted to the terminals or devices, and determine the amount that Casino B should pay to Casino A in order to utilize the data from Casino A. Furthermore, the data received by the server of Casino A from terminals 140 and 150 and device 190 may be forwarded to the server of Regulator 170. Regulators may use this data to track secondary player bets, check for fraudulent gambling, and monitor the fairness of games, among other things.

[0121] The system in Figure 1 represents a system based on several embodiments, and it should be understood that in each embodiment, other servers, devices, terminals, networks, and communication links may be present.

[0122] Figure 2 shows a server for Casino A according to several embodiments. In various embodiments, a similar server may constitute the server for Casino B or any other casino. The storage device 230 can store program data. The program data may be used to instruct the processor 210 to execute algorithms according to various embodiments. The storage device 230 may store other types of data. Such data may include data received from game play, data available to reconstruct the game, data describing the bets, wins and losses of primary and secondary players, data describing the current position or actions of primary or secondary players, and data describing the amount charged to the casino. The communication port 220 is available for sending and receiving data. The communication port 220 may include an antenna, a wireless transmitter, signal generating means, a router, or any other communication device. The transmitted and received data may be stored in the storage device 230 at least at some point in time.

[0123] Figure 3 shows a game device 130 according to several embodiments. The storage device 330 may store program data. The program data may be used to instruct the processor 310 to execute algorithms according to various embodiments. The program data may include data used to generate graphics, determine the outcome of the game, calculate prize money, etc. The storage device 330 may store other types of data. Such data may include data describing bets, wins, and losses by the primary player in the game device 130. The input device 340 may include sensors, buttons, touchscreens, microphones, banknote verification means, coin receiving means, card reading means, and any other means that enable the primary player or other entity to interact with the game device 130. For example, the input device 340 may have a “bet” button.

[0124] The output device 350 may include a display screen, microphone, light, coin dispenser, buzzer, and any other means that enable the game device to provide signals to a secondary player. A communication port 320 is available for sending and receiving data.

[0125] Figure 4 shows a terminal 140 used by a secondary player in several embodiments. The storage device 430 may store program data. The program data may be used to instruct the processor 410 to execute algorithms according to various embodiments. The program data may include data used to reconstruct or draw the game based on data received regarding the original game. The program data may include data used to generate graphics, display game results, calculate prize money, etc. The storage device 430 may store other types of data. Such data may include data describing bets, wins, and losses by the secondary player at terminal 140. The input device 340 may include sensors, a touchscreen, a microphone, a banknote verification means, a coin receiving means, a card reading means, and any other means that enable the secondary player or other entity to interact with terminal 130. For example, the input device 340 may have a “bet” button.

[0126] The output device 350 may include a display screen, microphone, light, coin dispenser, buzzer, and any other means that enable the game device to provide signals to a secondary player. A communication port 320 is available for sending and receiving data.

[0127] Figure 5 shows a monitoring device 160 in several embodiments. The monitoring device receives game-related data via an input device 530. The input device 530 may include a camera, microphone, pressure sensor, barcode scanner, sensor, button, etc. For example, the input device may include a camera pointed at a table where a game of blackjack is being played. For example, the input device may include a camera pointed at a viewing window of a slot machine. A communication port 520 can be used to transmit data received by the input device to a casino server or the like. In various embodiments, the monitoring device can be used for multiple purposes, some of which may not be related to receiving game-related data. For example, the monitoring device may include a camera used for security purposes in a casino.

[0128] Figure 6 shows database entries 600 containing various information about the game. These database entries may store various aspects of the game as played by the primary player (e.g., Jane Smith). Such data may be used later to allow secondary players to join the game.

[0129] Figure 7 shows database entries 700, which include various games played by a player. The player may be the primary player. The data in database entries 700 may allow a secondary player to examine historical data about the primary player's games (such as games like Sam Hunter), including game statistics (such as profits in the last 100 games).

[0130] Figure 8 shows a display screen for entering betting information and tracking game progress in several embodiments. In some embodiments, the display screen may be touch-responsive and function as a touchscreen. An area of ​​the display screen lists the supported primary player of the secondary player currently viewing the display. It is assumed that the secondary player is logged in or identified to the terminal or device to which the display belongs. The secondary player may have previously indicated their supported primary player. The casino may track the location of the supported primary player and notify the secondary player when the supported primary player begins playing.

[0131] Other areas of the display screen include an announcement area. The casino makes announcements to secondary players. Such announcements may include promotional announcements. For example, such announcements may include announcements of discounts at the casino or other restaurants, announcements of show discounts, announcements regarding scheduled concerts or boxing matches, and announcements of hotel room discounts. Announcements may further include advertisements for other products such as automobiles, toothpaste, or flights to the Caribbean. Announcements may further include announcements about primary players that secondary players may be interested in. For example, an announcement may indicate that a primary player supported by a secondary player has started playing.

[0132] Other areas of the display screen may include a list of available primary players, meaning that secondary players can join the primary players' games. This display area may identify primary players by their real names or pseudonyms such as "TeeBone." Pseudonyms may allow primary players to maintain a certain degree of anonymity or privacy. This display area may further show the games the primary players are playing (and the games the secondary players are participating in), the minimum bet required of secondary players to join the games, and one or more statistics about the primary players. For example, the statistics may show the number of consecutive games the primary players have won. This display area may further include an area that secondary players can touch to initiate joining a primary player's game. For example, a secondary player may initiate joining Robert Clements' game by touching an area labeled "Select" next to the primary player, Robert Clements.

[0133] Other areas of the display screen include windows where secondary players can track the progress of the game they are participating in. Figure 8 shows the first window where secondary players can follow the game of the primary player, "TeeBone," in the game they are participating in. This game is blackjack, and the secondary player has bet $5 on it. The game is currently in progress. Figure 8 also shows the second window where secondary players can follow the game of the primary player, "Sue Baker." This game is a slot machine game. The game has just ended with the result "Cherry Bar Cherry." The secondary player has won $6 on this game. Now, the secondary player has the opportunity to place a bet on the next game, as indicated by the "Betting Accepted" status.

[0134] Other areas of the display screen include a display of the secondary player's credit balance. These credits may be used to place bets on games in which the secondary player is participating. Each credit may correspond to, for example, $0.25. The secondary player may place bets using various betting areas on the display screen, including areas such as “Bet 25 cents,” “Bet $1,” “Bet $5,” “Repeat recent bet,” and “Bet automatically.” When touched, these areas may only apply to games that are in the “Betting Open” state. For example, touching “Bet $1” might place a $1 bet on the game “Sue Baker,” which is in the “Betting Open” state. Thus, there does not need to be a separate set of betting buttons for every game in which the secondary player is participating. The “Repeat recent bet” area may allow the secondary player to easily repeat a previous bet, which might otherwise require additional effort from other betting areas. For example, instead of touching the “Bet $1” area four times to enter a $4 bet, the secondary player might simply touch the “Repeat Last Bet” area to repeat the previous $4 bet. The “Automatically Bet” area might allow the secondary player to continue placing the same bet for each new game without having to manually enter the bet each time. In some embodiments, the secondary player might touch the “Automatically Bet” area to program a specific betting strategy and have that strategy automatically executed by the secondary player's terminal. The “Lock Game” area might allow a secondary player to prevent other secondary players from accessing their terminal while they are away from their seat on a break. The “Order Drink” area might allow a secondary player to order a drink or other item and have it delivered to their terminal without leaving their seat.

[0135] To be understood, the various areas of a touchscreen that enable touch interaction may also be implemented using conventional buttons or any other interactive technology.

[0136] It should be understood that these diagrams do not necessarily show everything that may be included in a system, object, machine, or apparatus. For example, although not shown in Figure 3, the game apparatus 130 may include a coin hopper. 1. One player places a bet on the outcome of another player's game.

[0137] For example, one player bets on whether another player will win or lose in their game. In various embodiments, a player may place a bet and win or lose money based on the outcome of a game played by another player. The term "primary player" used here may refer to the player who most directly participates in a game, such as a casino game. The primary player may be physically present in a slot machine, for example, and participate in the game by inserting a coin to indicate their bet and pulling the handle of the slot machine. The primary player may also be physically present in a table game, such as a blackjack game, with an actual dealer. In various embodiments, the primary player directly starts the game they are participating in, for example, by pulling the handle of a slot machine or physically placing a bet in a table game and monitoring a dealer they are interested in playing against. In various embodiments, the game is played in response to the actions of the primary player.

[0138] The terms "secondary player" used here refer to a player who participates in or intends to participate in a game played by a primary player or another secondary player. For example, a secondary player places a bet on a game in which the primary player is involved. If the primary player wins, the secondary player wins; if the primary player loses, the secondary player loses. In another example, a secondary player places a bet on a game that has already been played. When placing a bet, the secondary player does not know the outcome of the game. Once the secondary player places a bet, the outcome of the game is revealed to the secondary player, and if the outcome is a win, the secondary player receives a payout. In yet another example, secondary player A places a $10 bet on secondary player B to win a game in which secondary player B has bet $20. If secondary player B wins this $20 bet, secondary player A wins their $10 bet. In various examples, secondary players do not initiate the game in which they participate. In various embodiments, games in which secondary players participate are played regardless of whether the secondary players choose to bet on the game. Games in which secondary players participate may be started by the primary player, or they may be started automatically by a computer program or the like.

[0139] Regardless of the data used herein, it should be understood that such data may be stored in a database or any other appropriate medium, format, or data structure. The data may be stored in a fixed location or across distributed locations. The data may be stored in one location or multiple locations (e.g., multiple redundant locations). The data may be retrieved from its storage location as needed. When data is generated but not immediately needed, such data may be stored for future retrieval. The data may be made accessible by referencing any portion of the data that contains any tags or labels relating to the data. For example, if some data elements of a data element set are known, the remaining data elements from that data element set may be retrieved based on the known data elements. For example, the known data elements may function as search keys to find the remaining data elements of the data element set.

[0140] In all applicable embodiments described herein, any data generated, transmitted, stored, extracted, or used may also be stored for inspection. Such data may be made available to regulators of casinos (including casinos that generated the data, casinos that used the data, etc.) or any other relevant entities. Stored data may include data describing the size of bets placed by primary players on games, the type of bets placed by primary players on games, intermediate events that occurred during games (such as the roll before the final roll in a craps game), the date of the game, decision options that were available in the game (such as hit or stand in blackjack), decisions made in the game, the outcome of the game, and the amount of money paid to the winner of the game.

[0141] In various embodiments, data related to the retrieval of game-related data may be collected and stored. For example, suppose a secondary player is searching for all games that have paid out 100 or more coins. Data indicating this search criterion may be stored so that it can be determined thereafter that the secondary player searched for all games that have paid out 100 or more coins. Further data describing the search results may be stored. For example, if the secondary player's search yielded 1218 games, this fact may be stored. Identifiers for each game identified by the search may also be stored. 1.1. One player places a bet on a game in which other players are participating.

[0142] In various embodiments, the secondary player may bet on the outcome of the game itself. For example, the secondary player may bet on the outcome of a slot machine game. If the result of the game is "bar, bar, bar," the secondary player may receive 10 times their bet. In various embodiments, the secondary player does not have to bet the same type of bet as the primary player. For example, the primary player may start a craps game by "passing." The secondary player may bet on the same craps game, but may bet "not passing." Therefore, even if the secondary and primary players bet on the same game, the primary player may lose and the secondary player may win. 1.2. A bet is placed on how one player will play against other players.

[0143] In various embodiments, a secondary player may bet on what will happen to the primary player in the game. In various embodiments, the secondary player does not bet on the outcome of the game itself, but rather on how the outcome of the game will affect the primary player, given the primary player's bet on the game. For example, a secondary player may bet that the primary player will win the game. If the primary player wins, the secondary player's bet is a win, and the secondary player receives a payout. However, if the primary player loses, the secondary player loses.

[0144] In various embodiments, a secondary player may bet that the primary player loses. Therefore, if the primary player loses, the secondary player receives a payout for winning the bet; if the primary player wins, the secondary player may lose their stake.

[0145] It should be noted that bets by primary players often provide an advantage to the house or casino. This is how the house makes money on average. Therefore, if secondary players are allowed to bet against primary players, they may enjoy the same advantage as the house. In various implementations, secondary players may be charged a commission on bets against primary players. This commission may provide an advantage to the house on bets that are favorable to the secondary player. This commission may be a flat fee. The commission may be a percentage of the secondary player's bet. The commission may be deducted only from the payout of winnings received by the secondary player. For example, if a secondary player wins a $10 payout on a $10 bet, 50 cents may be deducted from this payout and held by the house.

[0146] In various embodiments, the commission charged to the secondary player may be set at an amount that provides the house with the same advantage it has over the primary player. The “house advantage” or “house edge” used here may be defined as the ratio of the expected amount the casino will win to the initial bet placed by the player. Assume the house advantage to the game is 1.41%. Therefore, a primary player betting $1 can expect to receive an average of $0.98.59. Furthermore, assume the primary player initially bets $1 and receives either $0 (a net loss of $1) or $2 (a net profit of $1). Such a bet is a $1 pass bet in a craps game. In this example, the secondary player might bet $1 against the primary player. The secondary player can then expect to receive an average of $1.01.41. To give the house the same advantage over the secondary player as the primary player, the secondary player may be charged a fee of $0.02.82. When the fee is taken into account, the secondary player is expected to receive only $0.98.59 for every $1 wagered, thus giving the house the same advantage over the secondary player as the primary player.

[0147] In various embodiments, the secondary player may not be allowed to take the exact opposite position to the primary player (for example, if all of the primary player's wins result in the secondary player's losses, or vice versa). In various embodiments, a result that causes the primary player to lose may not result in a win for the secondary player, even if the secondary player bet against the primary player. For example, the result of "Plum, Orange, Cherry" may cause the primary player to lose, but also the secondary player to lose. In various embodiments, a result that causes the primary player to lose may result in a push or tie for the secondary player. Thus, the house may maintain an opposite edge for the secondary player even if it has an opposite edge to the primary player. In various embodiments, a result that results in a loss for the primary player but not a win for the secondary player may be selected so that the house has the same advantage over the secondary player as it did over the primary player. For example, suppose a game gives the primary player the possibility of a net profit of $1 or a net loss of $1. Furthermore, suppose the game has a 2% house edge. Furthermore, assume that both outcomes X and Y in the game result in losses for the primary player. Result X occurs with a probability of 0.03, and result Y occurs with a probability of 0.01. A $1 bet against the primary player would normally expect the secondary player to win $1.02, with an average net profit of $0.02. However, in various embodiments, outcomes X and Y may also be counted as a tie for the secondary player. In this case, the secondary player's expected payout is reduced by the sum of the product of the probability of X multiplied by the amount won from the occurrence of X (the portion exceeding the bet) and the product of the probability of Y multiplied by the amount won from the occurrence of Y (the portion exceeding the bet). This reduction is equal to 0.03 × $1 + 0.01 × $1 = $0.04.Consequently, the secondary player's expected winnings decrease from $1.02 to $0.98. This decrease provides the house with the same 2% edge it had when tying the primary player in the original game.

[0148] In various embodiments, a secondary player may bet against an outcome that would normally be a win in the game. For example, in a game of blackjack, a secondary player may bet that the dealer wins. In various embodiments, the house may modify the probabilities of various outcomes in the game to give the house an edge. For example, if a secondary player bets against the dealer in a game of blackjack, the house may remove cards with lower point values ​​from the deck. This may decrease the probability of the dealer winning and decrease the probability of the secondary player winning when betting against the dealer. In various embodiments, the game in which a secondary player bets against the house may not be a game actually played by the primary player. The game may be simulated or played by the house with modified probabilities of various outcomes from the standard probabilities of the game.

[0149] In various embodiments, a secondary player may take the house's position or a near-house position and place bets against the primary player. This means the secondary player may lose if the primary player wins, and may win if the primary player loses. For example, if the primary player loses a $1 bet, the secondary player may win $1. However, if the primary player wins $10, the secondary player will lose $10. If the primary player wins $10, the house may require the secondary player to provide a deposit sufficient to cover the secondary player's potential losses, in order to ensure that the house collects $10 from the secondary player. This deposit may be made in the form of a credit balance accumulated by the secondary player (e.g., as a result of inserting banknotes or winning bets), in the form of an account that the house is free to charge to collect against the secondary player's debts (e.g., the secondary player may provide a credit card number), in the form of a check provided by the secondary player to the house, or in any other appropriate form. In various embodiments, the house requires the secondary player to make a deposit or other commitment equal to the maximum payout that the primary player may receive. For example, suppose the primary player is playing a game in which they have the potential to win up to $100. If the secondary player is betting against the primary player, the secondary player may be at risk of losing up to $100 in the game. For this reason, the house may require the secondary player to have a credit balance equal to $100 in order to bet against the primary player.In various embodiments, the house may require the secondary player to acknowledge that they may lose up to X (for example, by pressing a button), where X is the maximum amount the secondary player may lose by participating in the game.

[0150] In various embodiments, a secondary player may bet against the primary player without monitoring the primary player's payouts. For example, a secondary player might bet $1 on a game in which they bet the primary player will lose. If the primary player loses this game, the secondary player may receive $1.25 with a net profit of $0.25. If the primary player wins, the secondary player may lose their $1 bet with a net loss of $1. A secondary player may lose $1 regardless of how much the primary player wins. For example, a secondary player may lose $1 regardless of whether the primary player wins $1 or $100.

[0151] In various embodiments, a secondary player may bet that the primary player will win a certain integer multiple of the primary player's bet in a given game. For example, a secondary player might bet $5 that the primary player will win at least three times the primary player's $2 bet in the game. If the primary player wins at least $6, the secondary player may win $20. Otherwise, the secondary player may lose their $5 bet.

[0152] In various embodiments, the secondary player may be paid according to a table or function that maps all possible outcomes of the primary player to the secondary player's payout. For example, the secondary player might receive $3 if the primary player wins $0, $5 if the primary player wins $1, $0 if the primary player wins $2, $0 if the primary player wins $3, and $1 if the primary player wins $4, and so on. As can be seen, this function does not need to perform linear or continuous mapping.

[0153] In various implementations, secondary players may be prohibited from placing bets that give them an edge. For example, a secondary player may be prohibited from placing bets against the primary player, where the house has an edge over the primary player. 1.3. Players place bets on past games.

[0154] In various embodiments, a secondary player may place a bet on a game that has been played in the past. With respect to this game, at least one of the following may have occurred in the past (for example, before the secondary player places a bet on the game): (a) the start of the game, (b) the end of the game, (c) the collection of bets from the primary player who played the game, and (d) the payment of winnings to the primary player who played the game.

[0155] When a game is first played, a game record is generated. This record may contain enough data to reconstruct part or all of the game. Such data may include (a) one or more seeds or random numbers used to generate the game's outcome, (b) one or more game outcomes (e.g., five cards such as "Cherry Bell Lemon," the cards that make up a poker hand, the player's hand and the dealer's hand, or the player's hand and the player's opponent's hand, the number sequences displayed on one or more dice in a craps game, the number sequences that appear with each dice roll, the number sets in a keno game, the payouts realized in a bonus round, the levels realized in a bonus round, etc.), (c) one or more symbols that make up the game's outcome, (d) one or more cards, (e) the reel positions of one or more reels in a slot machine, (f) the number of decks used, (g) the decision made by the primary player of the game, and (h) the data used to generate the game's outcome. The following information may be included: (i) identifiers of the game equipment used for the game, (j) the pay table used for the game, (k) the manufacturer, model, or year of the game equipment used for the game, (l) the date and time the game was played, (m) the location where the game was played, (n) the dealers involved in the game, (o) the primary player's position at the table used to play the game, (p) identifiers of the primary player who played the game (e.g., name), (q) identifiers of other players in the game (e.g., other players at the blackjack table where the game was played), (r) the bets made by the primary player in the game, (s) the winnings received by the primary player in the game, (t) a video recording of the game, (u) an audio recording of the game, and (v) the order in which the cards were dealt from a deck of cards. The video recording of the game may include footage from various viewpoints. In some embodiments, the video recording may show or focus on cards, dice, reels, or other items that determine and / or reveal the outcome of the game. The video recording may include records of actions in the game, such as players betting, making decisions, and / or tallying winnings.Such video recordings may, for example, focus on the player's hand. In some embodiments, the video recording may display or focus on the dealer or other casino representative in charge of the game. In some embodiments, the video recording may focus on the player's face or body. For example, the video recording may display the player's facial expressions or body language during the game. In some embodiments, the video recording may focus on spectators. In some embodiments, the video recording is recorded from a live game. In some embodiments, the video recording is generated. The video recording may be generated based on data stored regarding the game.

[0156] Video recordings may be generated in various ways. In some embodiments, video recordings may be generated by assembling stock video clips. For example, one stock video clip might show the primary player placing a bet (such as an actor acting as the primary player). Another stock video clip might show the primary player rolling the dice. There may be stock video clips of all possible outcomes in the game. For example, there may be a stock video clip showing all possible rolls of two dice. To assemble a complete video recording of a game, a casino might combine video clips of bets being placed, video clips of the rolls corresponding to the actual outcomes in the original game to which the secondary player is betting, and video clips of players tallying their winnings. In some embodiments, a stock video recording may include a video recording of the entire game. If a similar game is played in the future, the same video recording may be used when the secondary player participates in a similar game.

[0157] In some embodiments, video recordings are generated using computer algorithms. For example, a computer algorithm might generate a recording showing a simulated primary player placing bets, rolling dice, the dice rolling, landing, and a simulated organizer paying out prizes. In various embodiments, the data of the game may be generated to be as truthful as possible. For example, the video may be generated to show a video or animated display of the results that actually occurred in the primary player's game.

[0158] In various embodiments, videos may be generated based on game-related data. Data showing the primary player's bets may be used to generate videos of primary players (such as simulated primary players) making the same bets. Data showing game outcomes may be used to generate videos showing the same outcomes. Data showing intermediate symbols or displays appearing during the game may be used to generate videos showing those same intermediate symbols or displays. For example, data showing that a certain position on a blackjack table was the 7 of hearts may be used to generate a video showing a simulated distribution of the 7 of hearts on a simulated blackjack table. Data showing the primary player's identity may be used to generate videos. For example, based on a stored photograph of the primary player, the casino may generate an animated character of the primary player playing the game. Data showing the primary player's age or other characteristics may be used to generate videos. For example, if the primary player is a 60-year-old woman, the casino may generate an animated character of a 60-year-old woman playing the game. In some embodiments, player characteristic data may be used to extract stock records of players with similar characteristics. For example, the stock records of a 60-year-old female player might be extracted.

[0159] Game records may be stored by the game machine, casino server, third-party server, or other device. A secondary player may then place a bet on the game or on a particular aspect of the game. When a secondary player places a bet, the data stored in the records may be used to reconstruct the game or a particular aspect of the game. For example, a video recording of the game may be displayed to the secondary player. In some embodiments, the game results may simply be displayed to the secondary player.

[0160] Based on the outcome of the game and the bets made by the secondary player, the secondary player may lose their bet, lose part of it, break even, or win a prize. For example, if the outcome of the game is a win, the secondary player may be paid according to the standard rules of the game. For instance, if the secondary player bets $10 on a game of blackjack and the primary player receives 20 points against the dealer's 19 points, the secondary player may win $10 in addition to keeping their bet.

[0161] If a secondary player places a bet on what will happen to the primary player, the primary player's winnings and / or losses may be disclosed to the secondary player. For example, if the secondary player bets against the primary player and the primary player loses, the secondary player may win. If the secondary player places a bet and receives double the primary player's winnings, and the primary player wins $20, the secondary player may receive $40. 1.4. The primary player on whom the secondary player placed a bet is no longer available.

[0162] In various embodiments, a secondary player may participate in one or more games played by the primary player. For example, a secondary player may place a bet on a game played by the primary player. The primary player may end their playing session at some point. On the other hand, the secondary player may wish to continue participating in the primary player's game and feel that they have missed the opportunity to place a bet on the primary player's game. 1.4.1. Primary players are required to stay.

[0163] In various embodiments, the primary player may indicate their intention to end the play session. For example, the primary player may stand up, settle their accounts, or refrain from placing bets even if they remain at a table game. The secondary player may indicate their desire to continue participating. For example, the secondary player may press a button labeled “Continue Session” on the betting interface. The secondary player may communicate their request verbally (e.g., to a casino representative), via text (via a text message sent to a casino representative), or by any other means. Regardless of whether the secondary player actually indicates their desire to continue participating, they may be contacted by the primary player. For example, a casino representative may contact the primary player. Such representatives may include waitresses, pit bosses, dealers, etc. The primary player may be asked to stay and continue playing. The primary player may be offered incentives for staying, such as cash, goods or services, a free meal, show tickets, increased odds, or computer points. Primary players may observe the primary players' performance and be informed that there are secondary players who want the primary players to stay.

[0164] In some embodiments, a primary player who has expressed an intention to leave may be asked to stay only if one or more criteria are met. For example, a primary player may be asked to stay only if at least three secondary players are participating in the primary player's game. Other criteria may include: (a) there are at least X secondary players observing the primary player's game; (b) there are at least X secondary players interested in participating in the primary player's game; (c) the amount wagered by secondary players on each of the primary player's games is at least X dollars; (d) the total amount wagered by secondary players on the primary player's games during a certain period, a certain number of games, or a particular play session is at least X dollars; (e) the casino has earned at least X dollars in profit from secondary players participating in the primary player's game; or (f) the casino has earned at least X dollars in theoretical winnings or profits from secondary players participating in the primary player's game. It will be understood that a casino may require any combination of the above criteria to be met in order for the primary player to be asked to stay. There may be multiple ways to satisfy the above criteria, including partially satisfying two or more of them. Furthermore, it will be understood that there may be other criteria that the casino uses, and based on the satisfaction of those criteria, the casino may ask the primary player to continue their play session.

[0165] In various embodiments, the casino may offer the primary player the opportunity to play a fair game if the primary player continues to play (i.e., if the primary player's expected winnings, which account for the cost of the bet, are exactly 0). 1.4.2. The casino will play automatically.

[0166] In some embodiments, when the primary player ends a play session, the casino or house may play on behalf of the primary player. For example, the dealer at the blackjack table may continue dealing the cards to the table where the primary player was sitting. The dealer may make decisions regarding the cards, such as whether to hit or stand. These decisions may be made according to an optimal strategy. These decisions may also be based on input from the secondary player. Another representative of the casino may also act as a substitute for the primary player. For example, this other representative may sit at the table or slot machine where the primary player was sitting and resume playing.

[0167] In some embodiments, game results may be generated automatically when the primary player leaves. For example, a slot machine that the primary player has left may continue to generate results. The secondary player may then continue betting on those results.

[0168] In some embodiments, a computer algorithm may make decisions in the game. The computer algorithm may act as a substitute for the primary player in the game, allowing a secondary player to participate even when a human primary player is not present. In some embodiments, the computer algorithm may act as the primary player even when the secondary player was not participating in the previous human primary player's game. That is, the computer algorithm does not necessarily have to act as a substitute for the primary player, but may be used as a simulated or population primary player from the outset. The computer algorithm may make decisions in the game. It may decide how much to bet, what type of bet to make (for example, in a game of blackjack, it might decide whether or not to take insurance), whether or not to check, bet, raise, call, or fold (in games such as poker), whether or not to accept additional cards, or any other decisions that may be made in the game. The computer algorithm may refer to a stored set of rules for making decisions in the game. For example, a computer algorithm might refer to a table listing one or more possible situations that could occur in a game and the corresponding decisions that should be made in those situations. A computer algorithm might include procedures, logic, or other methods for calculating a decision given a given game state. For instance, in a video poker game, a computer algorithm might calculate the expected winnings given several possible decisions. The computer might then determine which decision leads to the highest expected winnings and execute that decision.

[0169] In various embodiments, a computer algorithm may be programmed to make decisions that yield the highest expected winnings, payouts, and / or profits in a game. In various embodiments, a computer algorithm may be programmed to approximate the play of a human player. A computer algorithm may be programmed to at least sometimes favor strategies that have an emotional or intuitive appeal to the optimal one. For example, a computer algorithm may be programmed to seek a high-payout hand in a video poker game, even when the expected winnings are optimized by seeking a more secure hand with a lower payout. In various embodiments, a computer algorithm may be programmed with different personalities. Some may be programmed to take big risks in the strategies they use. Some may be programmed to play safely. Some computer algorithms may be programmed to bet frequently (in a game such as poker). Some computer algorithms may be programmed not to bet frequently, but only when they have an extremely good hand (in a game such as poker). 1.4.3. A primary player's interrupted session will resume when the primary player returns.

[0170] In some embodiments, when the primary player leaves, the secondary player's session may be put on hold. That is, for a period of time, the secondary player may not have the opportunity to place bets and participate in the game being played by the primary player. However, the secondary player may have the opportunity to resume playing when the primary player returns and starts a new game. 1.4.3.1. When the primary player returns, a notification is sent to the secondary player.

[0171] In some embodiments, a notification may be sent to the secondary player when the primary player returns, when the primary player is about to return, or when the primary player is likely to return. This notification may take the form of a phone call, email, text message, or verbal notification from a casino representative. 1.4.4. In some embodiments, a secondary player may indicate the primary player of a game they are interested in participating in. The secondary player may then “tag” or “bookmark” that primary player as a player in the game they wish to participate in. In various embodiments, the casino may enable the secondary player to easily determine when a bookmarked primary player is playing (e.g., seated at a game machine or table, with a player tracking card inserted into a game machine or table, or has recently played one or more games). For example, a secondary player may look at a list of bookmarked primary players. The secondary player may select one of the primary players from the list and be shown whether that primary player is currently playing, which game the primary player is playing, where the primary player is playing, or any other information of interest. In some embodiments, the casino may notify the secondary player whenever a bookmarked primary player starts playing. In some embodiments, the casino may track various statistics related to the primary players bookmarked by the secondary player. Casinos may provide secondary players with such statistics when they make contact with the casino (for example, when a secondary player sits down at a terminal to participate in a primary player's game), or at any other time. Statistics may include statistics on the most recent games played, most recent winnings, most recent losses, most recent large payouts, most recent profits, etc. Statistics do not necessarily have to be recent, but may be recent if the secondary player has previously learned older statistics about the primary player.In various embodiments, when a secondary player is ready to begin joining a primary player's game, the secondary player is offered the opportunity to join a bookmarked primary player's game (by default). The secondary player may also be offered the opportunity to join a game of the first bookmarked primary player (for example, the primary player who is first in the list of secondary players of favorite primary players). If the secondary player declines, the secondary player may be offered the opportunity to join a game of a second bookmarked primary player (for example, the primary player who is second in the list of secondary players of favorite primary players). And so on. In various embodiments, each secondary player may share primary player tags or bookmarks. For example, a secondary player may publish a list of primary players they consider to be "lucky" primary players. Other secondary players may view this list and decide to join games of the listed primary players. 1.4.5. The expected value is paid to the secondary player.

[0172] In various embodiments, a secondary player may have placed bets on the primary player's outcomes across multiple games. For example, a secondary player might bet that the primary player will be temporarily in a winning position after one hour of play. However, if the primary player leaves before completing the one hour of play, the secondary player's bet may remain unsettled. In various embodiments, the secondary player's bet is settled based on the expected value (EV) of the secondary player's winnings. For example, if the secondary player's expected winnings are $8 based on the primary player's current winnings and the odds of the games the primary player was playing, the secondary player may be paid $8 when the primary player completes the session. This bet may also be settled based on various functions of EV, such as an EV lower than the processing fee or 50% of the EV. 1.4.6. The bet is returned to the secondary player.

[0173] In some embodiments, when the primary player ends a session, bets made by the secondary player relying on the primary player who ended the session may be returned to the secondary player. 1.4.7. The secondary player is shown the option to join another primary player's game.

[0174] In some embodiments, when a primary player ends a session, the secondary player may be presented with other primary players to whom they can place bets. By selecting one or more of these new primary players, the secondary player may continue participating in the game. Due to the bet that requested the original primary player to end the session, this new primary player may be treated as if the original primary player had left and continued from there. For example, the new primary player may be treated as if the original primary player had actually lost $6 in the last 30 minutes. If the new primary player then wins $10 in the next 30 minutes, the secondary player's bet that the original primary player would be in a winning position after one hour of play would be a win.

[0175] When a new primary player is presented to a secondary player, the presented primary player may be selected by the casino based on similarities to the original primary player. For example, suppose the original primary player was from Texas. When the original primary player finishes their session, a new primary player, also from Texas, may be presented. Other characteristics shared by the original and new primary players may include: (a) they may play the same type of game (for example, they may both play IGT's Wheel of Fortune® slot machine); (b) they may be of the same gender; (c) they may be of the same age; (d) they may have the same occupation; (e) they may live or be from the same place of origin; (f) they may have common hobbies (music, food, sports, etc.); and (g) they may share the same birthday. 1.4.8. Secondary players will be given the opportunity to become primary players. Secondary players will be notified of the location where they can sit and begin playing.

[0176] In some embodiments, when the primary player ends their session, the secondary player is offered the possibility of becoming the primary player. For example, the secondary player is shown the location of the slot machine or table game that the primary player was playing. The secondary player is then offered the opportunity to come to the primary player's seat and / or location. 1.4.9. The primary player's game history is detected.

[0177] In some embodiments, when the primary player ends a play session, the secondary player may be offered the opportunity to participate in the primary player's past games. In various embodiments, these past games may include games that the secondary player has not yet participated in. This may give the secondary player the opportunity to continue to enjoy the skills, luck, or other value related to the primary player. 1.5. Maintaining Player Privacy In various embodiments, the identity of the primary player may be protected from secondary players. This may prevent secondary players from seeking confidential financial information about the primary player, complaining about the primary player due to undesirable outcomes, or causing harm or anxiety to the primary player. 1.5.1. Secondary players cannot see who they are betting on.

[0178] In various embodiments, the facial features or any other identifiable features of the primary player are obscured from the secondary player. For example, in video recordings of the primary player's game, the face is blurred, covered, or completely removed from view. The voice may be cut or masked. 1.5.2. Secondary players do not know the whereabouts of the person they are betting on.

[0179] In various embodiments, the primary player's location is concealed. Otherwise, especially in live games, a secondary player could identify the primary player simply by going to their location. For this reason, in various embodiments, video recordings of the primary player's games may remove any distinctive features of the primary player's location. Such features may include identifiable casino features such as photographs, sculptures, fountains, restaurant names, bathroom signs, poker rooms, or signs in other casino sectors. Distinctive features of table games may also be concealed. For example, the unique design or color of a table may be removed. In various embodiments, games or locations with easily identifiable and / or distinctive features may be unsuitable for secondary player participation. 1.5.3. Limitations on the number of times a secondary player can place a bet against a specific individual. In various embodiments, there may be limitations on the number of games a secondary player can participate in with the primary player. This may reduce the probability that the secondary player will develop strong, one-sided feelings towards the primary player. In various embodiments, there may be limitations on the amount of time a secondary player is allowed to spend participating in a given primary player's game.

[0180] In various embodiments, a secondary player may be switched from participating in the first primary player's game to participating in the second primary player's game. The secondary player may be switched without knowing that they have been switched. For example, the secondary player may receive game-related data, including symbols, displays, and / or results, during the game. However, the secondary player may not necessarily receive identification information about the primary player of the game. Therefore, when a secondary player is switched from participating in the first primary player's game to participating in the second primary player's game, the secondary player may not be aware that they have been switched because they do not have access to the identification information of the first or second primary player. In various embodiments, a secondary player may be switched from participating in the first primary player's game to participating in the second primary player's game after a predetermined number of games. For example, after participating in 25 games with the first primary player, the secondary player may be switched to participating in the second primary player's game. In various embodiments, the switch may occur randomly. For example, after each game has been played by the first primary player, the casino may randomly generate a number between 1 and 100. If this number is greater than 80, the casino may switch the secondary player from participating in the game with the first primary player to participating in the game with the second primary player. In some embodiments, this switch may occur after a random number of games with a certain upper limit. For example, if the secondary player has not been switched after 20 games with the first primary player, the secondary player may be automatically switched. In some embodiments, the secondary player may be switched in response to their own request.In various embodiments, switching between games played by different primary players at a reasonable frequency can reduce the potential for the primary player's privacy to be compromised. In some embodiments, the secondary player may be notified when switching from the first primary player's game to the second primary player's game. In some embodiments, the secondary player is not notified of this switch. 1.5.4. Introduce a time delay so that the primary player is no longer in the location where the primary player was when the secondary player began to join the primary player's game.

[0181] In various embodiments, secondary players are restricted to bets on games played within a predetermined period, such as one day or more, in the past. Thus, secondary players will be unable to contact the primary player because the primary player is no longer nearby. In various embodiments, secondary players are restricted to bets on games played by the primary player who has already left the location where the game was originally played. 1.6. The secondary player or spectator is provided with knowledge of what the next card will be, or what the primary player's opponent holds.

[0182] A secondary player may already know the correct decision but observe the primary player making the decision. In various embodiments, the secondary player may be informed of game information that the primary player does not know, or at least did not know, at the time the primary player was participating in the game. For example, the primary player may be participating in a video poker game. The secondary player may be observing the progress of the game from a remote terminal. The secondary player may be informed that the next four cards in the deck are all aces. However, this information is not known to the primary player. As a result, the secondary player may experience the excitement of hoping the primary player will draw four cards. 1.6.1. The secondary player knows the next card, the symbols that will appear on the reels, and the appropriate doors that will be opened in the bonus game.

[0183] In various embodiments, the secondary player may, at some point in the game before the primary player discovers (or has discovered) (a) the outcome of the game (e.g., "Cherry Cherry Cherry"), (b) the payout the primary player receives based on the game, (c) the outcome of the game (e.g., win, loss), (d) the reel position, (e) the symbols that appear on the reels (for example, the secondary player may know that the third reel of the slot machine will display the symbol "Bar" which results in a win of "Bar Bar Bar" before the primary player knows), (f) the cards received by the primary player, (g) the cards received by the dealer, and (h) the top or near the top of the deck used in the card game. One or more of the following may be notified: (i) the hand of cards realized by the primary player when the primary player makes a decision (such as deciding to hit in blackjack); (j) the order of cards in a deck; (k) the payout or result resulting from a choice in a bonus game of the game machine (for example, the primary player wins 200 coins by choosing door number 3 in the bonus game); (l) the card received by the primary player's opponent; (m) the cards held by the primary player's opponent (such as a poker hand); (n) the numbers that appear on the dice in a game (such as craps); (o) the numbers that appear in a roulette game. 1.6.2. A secondary player may place a new bet if the primary player is unlikely to make a decision that is advantageous to the secondary player, given the clearly favorable odds.

[0184] In various embodiments, a secondary player may be allowed to place a bet on the game being played by the primary player after finding information about the game. This bet may be made with odds clearly favorable to the primary player. For example, suppose the primary player has an initial hand of video poker consisting of Ks, Kc, 10h, 3c, and 7d. Unbeknownst to the primary player, but known to the secondary player, the next four cards in the deck are Ah, Kh, Qh, and Jh. Therefore, in various embodiments, if the primary player discards Ks, Kc, 3c, and 7d, the primary player will achieve a royal flush, which is the highest payout outcome. The secondary player may be allowed to bet four coins on the game. The secondary player wins one coin for a pair, jack, or better, two coins for two pair, three coins for three of a kind, and 800 coins for a royal flush. Therefore, the secondary player may bet four coins with the clear probability of winning 800 coins. In fact, the secondary player would win 800 coins. However, the likelihood of the primary player discarding a pair of kings to draw four more cards is extremely low. Therefore, the primary player is more likely to hold onto the pair of kings, draw three more cards, and end up with three kings, resulting in a payout of only 3 coins for the secondary player. For this reason, in various implementations, the primary player's strategy may be predicted by the casino server or similar. The predicted strategy may be, for example, the optimal strategy in the absence of knowledge about subsequent outcomes (such as subsequent cards in the deck). Based on the prediction of the primary player's strategy, the casino server may give the secondary player betting opportunities so that the house maintains an advantage given the predicted strategy.The same betting opportunities available to secondary players may be detrimental to the house if the primary player can utilize their knowledge of subsequent outcomes (such as subsequent cards in the deck). Therefore, secondary players may bet on the game in the hope that the primary player will deviate from their optimal or conventional strategy. 1.6.3. Secondary players may offer hints.

[0185] In various embodiments, the secondary player may have the opportunity to give hints to the primary player. Hints may take the form of suggested decisions. For example, a hint might indicate that the primary player should discard their first and third cards in a video poker game. Hints may take the form of denials. For example, the primary player might first indicate a choice of strategy, such as a combination of cards to discard in a video poker game. The secondary player might provide an indication that such a strategy should not be followed. The secondary player may be allowed only one denial, or up to a predetermined number of denials. Hints may take the form of information about the symbols or outcomes of the game. For example, in a bonus round of a slot machine game, the secondary player might inform the primary player of the number of coins after Door 2. There may be more coins after Door 3, but in some embodiments, the secondary player may only be allowed to give hints regarding Door 2. 1.6.4. A secondary player may be observing the primary player for entertainment purposes. The secondary player may be observing facial expressions during good results or near misses.

[0186] In various embodiments, a secondary player may derive entertainment or other satisfaction from observing the actions of the primary player. For example, a secondary player might observe the primary player playing a game in which the primary player wins a large payout. A secondary player may observe the primary player's facial expressions (from video recordings) and observe changes in expressions from normal to surprised and excited. A secondary player may choose to participate in games that have or have had an emotional impact on the primary player. A secondary player might choose games in which a payout of a certain amount or more has been won, games in which a certain outcome (such as a win) has been achieved, games in which a jackpot has been hit, or games in which a bonus round has been played. A secondary player may also choose games in which the primary player has the potential, or is clearly likely, to achieve a large payout. For example, a secondary player might choose a video poker game in which the primary player has four cards for a royal flush and is drawing a fifth card. A secondary player might also choose a slot machine game in which two of the three reels are lined with jackpot symbols. 1.6.5. A search is performed to detect games that are close to high payout results or that have any other characteristic.

[0187] In various embodiments, a secondary player may receive information about various games that are happening, ongoing, or have already happened. Based on this information, the secondary player may choose which games to participate in or observe. The secondary player may have information about games they have played, primary players they wish to bet on, dealers for games they wish to participate in, etc. The secondary player may also wish to participate in games where they know about the outcome or other information regarding the game. For example, a secondary player may wish to participate in a game where the first two reels of a slot machine show jackpot symbols.

[0188] In various embodiments, a secondary player may specify desired criteria for a game. Games that satisfy these criteria may be made available for the secondary player to participate in. The secondary player may then select one or more games to participate in. In various embodiments, once a secondary player specifies certain criteria, the secondary player may automatically begin participating in games that match those criteria. Criteria specified by a secondary player for a game may include: (a) the game has a specific dealer; (b) the game has a certain number of players; (c) the game is played on a certain game machine; (d) the game is played on a certain type of game machine; (e) the game is played by a certain primary player; (f) the game has certain characteristics (age, race, marshal status, etc.). (g) The game is played by a primary player who has a status (nationality, nationality, place of residence, occupation, etc.), (h) the game has a potential payout above a certain level (e.g., the game has a payout of 1000 times the stake), (i) the game has a predicted payout above a certain level (e.g., a predicted payout of 95% or more of the initial stake), (j) the game has a bonus round, (k) the game is played in a certain location, (l) the game is played at a certain date and time, (l) the game is a winning game or will be a winning game (e.g., the game pays at least 3 times the primary player's initial stake), (m) the game features a result that has almost all the required symbols necessary for a large payout (e.g., a video poker game has four cards for a royal flush). 1.6.6. Prohibition of Cooperation In various embodiments, measures may be taken to prohibit cooperation between the primary and secondary players. In particular, if the secondary player knows information about the game, such as hidden cards in the deck, the secondary player may be able to give themselves and the primary player an advantage by communicating with the primary player. As stated above, the primary player's identity may be protected from the secondary player. Similarly, the secondary player's identity may be protected from the primary player. One or both of the primary and secondary players may be kept in an enclosed area that reduces the possibility of communication, such as a soundproof room or a Faraday box. Signal detection means, such as antennas, may be placed near the primary or secondary player to detect possible communication between them. Cell phones, pagers, Blackberries™, and other communication devices may be temporarily confiscated from one or both of the primary and secondary players. The secondary player may only join the game after one or more games, including all games in which decisions have been made. 1.7. What happens if the machine needs service in the middle of its rotation? What happens if the primary player takes too long to finish the game? In various embodiments, the end of a game may be delayed or prevented. For example, the game equipment may malfunction during the game. The primary player may start a conversation with a friend in the middle of a video poker game, delaying their decision-making in the game by several minutes. A secondary player joining a delayed game may become frustrated with the delay and wish to end the game in any way. 1.7.1. The game will terminate automatically.

[0189] In various embodiments, the game may be automatically terminated by a casino or the like. The automatically terminated game may actually be a copy of the original game, allowing the primary player to terminate the original game themselves. However, the secondary player may receive a payout based on the automatically terminated game. The game may be terminated using a predetermined strategy, such as an optimal strategy. The game may be terminated using a random strategy, for example, in which one of several possible strategies is randomly selected. 1.7.2. The secondary player makes decisions in the game.

[0190] In some embodiments, the secondary player may have the opportunity to end the game by making their own decision. For example, if the game is blackjack, the secondary player may indicate a decision such as "hit" or "stand" to end the game. In various embodiments, the secondary player may end a copy of the original game. As a result, the primary player is able to end the original game themselves. The copy of the original game may include a second game that has one or more parameters or aspects similar to the first game. For example, in the copied version of the game, one or more hands held by the players, the dealer's hand, the order of cards in the deck, and the prizes available after certain doors in a bonus game may be the same as in the original game. 1.7.3. The bet is returned to the secondary player.

[0191] In various embodiments, when the game is delayed, bets placed on the game by the secondary player may be returned to the secondary player. 1.7.4. Secondary players are given the expected value of the players' winnings at that point in the game.

[0192] In various embodiments, when a game is delayed, an expected payout or prize that would be paid to a secondary player may be provided to the secondary player. In some embodiments, a function of the expected payout is given, such as an expected payout minus a fee. 1.8. Communication between the secondary player and the primary player In some embodiments, the primary and secondary players may be given the opportunity to communicate. Communication may take place via text, voice, or any other means. Communication may take place via a casino server. Communication may be monitored by the casino, such as by computer programs or casino representatives. Communication may be edited or prohibited if it contains inappropriate or threatening conversations, and / or if it provides an unfair advantage to the primary or secondary player in any way. 1.8.1. Secondary players can send help to primary players, for example, "You should hit here."

[0193] In some instances, a secondary player may send help to the primary player. The secondary player may offer strategies to the primary player in games such as blackjack, video poker, and live poker. In video poker, the secondary player may suggest which cards the primary player should discard. In blackjack, the secondary player may suggest whether to hit, stand, double down, split, etc. In live poker games, the secondary player may advise the primary player whether to check, bet, raise, fold, or call. The secondary player may also suggest the amount to bet or raise. The secondary player may offer other suggestions or opinions, such as suggesting that other players are likely bluffing. The secondary player may provide additional information, such as the probabilities of various events occurring given a given strategy. For example, the secondary player may indicate that if the primary player continues playing poker, the odds of the primary player flushing are approximately 2 to 1. 1.8.2. The secondary player takes over the game.

[0194] In various embodiments, a secondary player may make decisions on behalf of the primary player in the game. For example, the secondary player may send signals that make game decisions without further input from the primary player. For example, the primary player may press a button on the game device labeled "Follow Secondary Player." The secondary player may then select a card to discard from a remote terminal. The remote terminal may then send a display to the game device showing the card the secondary player has chosen to discard. The selected card is then removed from the primary player's hand and replaced with a new card. The primary player may win or lose and receive a payout based on the decisions made by the secondary player. 1.8.3. Send the tip to the primary player.

[0195] In various embodiments, players may send chips, other compensation, or other tokens of appreciation to the primary player. For example, if the primary player wins a large payout, thereby causing the secondary player to win a large payout, the secondary player may wish to offer a tip to the primary player as a token of appreciation. The secondary player may indicate that they have offered a tip to the primary player, for example, by pressing a button on a remote terminal. The casino server may then deduct the amount of the tip from the secondary player's account and add that amount to the primary player's account. The casino server may also deduct the amount of the tip at the primary player's gaming device or table, for example, in the form of coins or a cashless game receipt. In some embodiments, the primary player may receive a gift. For example, the secondary player may pay for a bottle of wine. A casino representative, such as a waitress, may then bring the bottle of wine to the primary player. 1.9. Betting Interface A secondary player may participate in a primary player's game using various interfaces. These interfaces may allow the secondary player to select which game to participate in, including selecting various aspects of the game such as the machine on which the game is played, the primary player playing the game, and the time. The interfaces may also allow the secondary player to select a betting type; for example, a secondary player could bet on the primary player winning or losing. The interfaces may also allow the secondary player to select a bet amount. Furthermore, the interfaces may allow the secondary player to insert cash or other consideration, verify their entry (e.g., to receive computer points), and receive a payout of winnings or remaining balance. 1.9.1. Internet Secondary players may participate using networks such as the internet or casino intranets. Secondary players may use computers, such as personal computers, for this purpose. Secondary players may use computer monitors to view game selections, current game progress, credit balances, etc. Secondary players may enter decisions using a mouse, computer keyboard, or any other computer input device. For example, a secondary player may enter bets using a numeric keypad on a computer keyboard. Secondary players may also use devices such as telephones, mobile phones, personal digital assistants, or Blackberry™. The contents of the U.S. patent applications listed below by application number, title, and case number in parentheses are incorporated herein by reference for all purposes.Namely: (a) 10 / 835,995 “System and Method for Convenience Gaming” (075234.0121), (b) 11 / 063,311 “System and Method for Convenience Gaming” (075234.0136), (c) 11 / 199,835 “System and Method for Wireless Gaming System with User Profits” (075234.0173), (d)11 / 199,831 “System and Method for Wireless Gaming System with Alerts” (075234.0174), (e)11 / 201,812 “System and Method for Wireless Gaming with Location Determination” (075234.0176), (f)11 / 199,964 “System and Method for Providing Wireless Gaming as a Service Examples include “Application” (075234.0177), (g)11 / 256,568 “System and Method for Wireless Lottery” (075234.0178), (h)11 / 210,482 “System and Method for Peer-to-Peer Wireless Gaming” (075234.0179), (i)60 / 697,861 “Enhanced Wireless Gaming System” (075234.0183). Devices used by secondary players to participate in games may communicate with casino servers over a network, as is commonly known in the art. Messages are exchanged between the devices used by secondary players and the casino. Messages may take the form of bitstreams represented by electrical pulses, optical pulses, or any other practical representation. 1.9.2. Felt table by live dealer In various embodiments, a secondary player may participate in the game by sitting at a table and interacting with a casino representative. The table where the secondary player sits may be different from the table where the primary player sits. Therefore, the primary player's gaming activities may take place in a different location from the secondary player's. However, the secondary player may store cash or chips at their own table and specify their bets by placing chips on a part of the table. From this table, the secondary player may observe the primary player's actions in the game using cable television or the like. Based on the results of the game played by the primary player, the secondary player receives payouts at their own table. For example, a casino representative at the secondary player's table may collect bets from the secondary player and pay the secondary player their winnings if the primary player's game is a win for the primary player. The secondary player's table may be similar to the primary player's. For example, the tables may have the same shape and surface markings. The secondary player sits in the same position at the primary player's table once the primary player has taken their seat. The secondary player may enjoy a similar experience to the primary player, without the use of cards, dice, or other game devices at the primary player's table. In various embodiments, the secondary player's table may serve as a means for the secondary player to place bets, receive winnings, and possibly watch the primary player's game.

[0196] In some embodiments, the secondary player uses the same table or game equipment as the primary player. For example, the secondary player may place bets in addition to the primary player's winnings. In that case, the secondary player may receive a payout based on the primary player's game results. 1.9.3. Casino Machines In some embodiments, a secondary player may participate in a game using a machine or terminal configured to allow participation in another game. This terminal may include a coin slot, a banknote verification device, a credit card reader, and / or other means of accepting payment. The terminal may include buttons, keys, rollerball, and / or other input devices available to the secondary player for selecting a game to participate in, selecting a bet, selecting a bet type, etc. The terminal is capable of communicating with the device running the actual game. For example, the secondary player's terminal is capable of communicating with the game device in which the primary player is playing. As such, the terminal may receive from the primary player's device displays of the game being played by the primary player, the bet, the results received, and other relevant information. The secondary player's terminal may be capable of communicating directly with the primary player's device, or with a casino server that communicates with the primary player's device. The secondary player's terminal may also be capable of communicating with sensors, detection devices, and / or other monitoring devices in the game played by the primary player, such as a blackjack game. For example, a secondary player's terminal may receive recordings from a camera in the blackjack game played by the primary player. In various embodiments, a dealer or other casino representative may report information about the primary player's game. For example, a dealer may input into a keypad connected to the casino server that the primary player was dealt an ace and a 10 in the blackjack game. Such information may then be received by the secondary player's terminal and used in determining the secondary player's payout. The secondary player's terminal may be a portable device, such as a portable device as given in Nevada bill AB471.

[0197] In some embodiments, the secondary player's terminal may be configured or set up similarly to the game device. The terminal's betting interface may be designed to resemble that of the game device. The graphics displayed on the housing or screen may also be similar. However, the terminal may simply reconfigure and redisplay the game and results generated by the game device. In various embodiments, the terminal may not generate its own game or results using its own processor or locally stored algorithms, etc. In various embodiments, the terminal may consist of a kiosk. 1.9.4. Casino Desk In various embodiments, a secondary player may visit a casino desk, a casino cage, or another casino venue where betting is conducted by an individual. The secondary player may select a game to participate in. The secondary player may place a bet. The secondary player may receive a record of their bet. This record may be, for example, a paper receipt. The record may include the secondary player's name, the primary player's name, the type of game, the time of the game, the machine or location where the game was played, the bet amount, the wagering requirements (e.g., which outcome constitutes a winning outcome), and any other relevant information. Once the game is decided, the secondary player may return to the desk and receive payment of their winnings. 1.9.5. How to Enter Bets In various embodiments, bet amounts and betting options may be entered using buttons, keyboards, microphones, computer mice, joysticks, or any other input device. The secondary player may also place bets and specify bet amounts according to rules. The rules include instructions that a computer algorithm follows, which indicate rules or conditions specifying when and how much to bet. By betting according to rules, the secondary player can save the effort of repeatedly indicating their intention to bet. The rules may include (a) continuing to bet $1 on each new game until the secondary player provides an indication to stop, (b) continuing to bet $1 on each new game for the next 20 games, (c) betting $1 on the game after each win and doubling the previous bet after each loss, (d) continuing to bet until the credit balance reaches $0 or $100, etc. In some embodiments, the rules may be explicitly entered by the secondary player. In some embodiments, different sets of rules may be predefined. The secondary player only needs to select one of the given sets of rules in order to have their bets automatically executed according to the selected set of rules. In some embodiments, the rule set specifies that previous bets are repeated. The secondary player simply needs to confirm each new bet before executing it. For example, for the first game, the secondary player might simply press the “Repeat Previous Bet” button to bet five coins again on each of the seven paylines. If such a button is not pressed, the process of re-entering the bet would be time-consuming. Furthermore, the primary player might continue the next game until the secondary player has time to enter their bet for the second time. In various embodiments, the secondary player might indicate their intention to place the previous bet twice, or to place the same bet they made two games prior. 1.9.5.1. Layout of the betting screen and graphical user interface In various embodiments, a secondary player may select a bet type, select a bet amount, follow the progress of the game, follow the progress of the primary player, and view statistics about the game equipment, table, dealer, primary player, casino, etc., all utilizing a betting interface on a display screen. The display screen may also function as a touchscreen, allowing the secondary player to interact with the screen by touching specific locations. A primary location on the screen may include a selection area. The selection area may display any number of attributes related to the game. For example, the selection area may list several primary players. The secondary player may select one of the primary players to indicate that they have joined the game of the selected primary players. The selection area may offer choices such as (a) primary player, (b) game machine, (c) time, (d) date, (e) casino, (f) game type (video poker, slots, etc.), (g) dealer, (h) opponent, and (i) game outcome (e.g., game with 0-2 coins paid, game with 3-4 coins paid, game with 5-6 coins paid, etc., and the range of payouts offered by the game). Possible options may be presented as a menu, scroll bar, or any other display. A secondary player may go through various selection layers until they have fully specified the game they wish to participate in. For example, a secondary player may first select the primary player, then the game machine, and then the game time. Each set of selections may be presented as a new menu.

[0198] The second position on the screen may include a betting area. In this betting area, the secondary player may specify the amount to bet on the game. The secondary player may also specify the outcome to bet on, such as the paylines to bet on or the hand of video poker to bet on. The secondary player may also specify the amount to bet on each payline or each outcome. If different types of bets are made (for example, the main bet and insurance bet in blackjack, or the pass line and hard eight in craps), the secondary player may specify which of those bets they want. For example, the secondary player may specify a bet on whether the primary player will win or lose, or a bet on the primary player winning more than a certain amount.

[0199] The third position on the screen may include an area displaying information about the game. This area may allow the secondary player to track the progress of the game. In this area, the secondary player may see new symbols appearing (e.g., symbols on slot reels or cards in a card game), new bets by the primary player and / or their opponents, decisions by the primary player, decisions by the dealer, hidden symbols being revealed (in a blackjack game, the dealer's down card being returned), bets being collected (from the primary player, etc.), and winnings being paid out (to the primary player, etc.). The third position on the screen may include live video, animations showing a replay of the game, pre-recorded video of the game, pre-recorded video showing a game similar to the one the secondary player is playing, or any other video display. The third position may include text descriptions of events in the game. For example, the text description may be, "Joe Smith was dealt a pair of kings."

[0200] The fourth position on the screen may allow secondary players to view statistics about game machines, tables, dealers, primary players, casinos, etc. For example, the fourth position may show the number of times the primary player has won or lost in the last 100 games, a graph showing the primary player's balance in the last two hours, or the number of times a particular game machine has recently paid out 20 coins or more. Statistics may be provided in any conceivable format, such as using tables, graphs, bar graphs, line graphs, or pie charts.

[0201] A fifth position on the screen may allow secondary players to communicate with primary players, casino representatives, other secondary players, or other parties. This fifth position may, for example, have a chat area where text conversations are recorded and each message is labeled with the name of the person who sent it.

[0202] The sixth position on the screen might allow secondary players to track their progress. For example, a secondary player might check their account balance and statistics on their gains or losses.

[0203] The seventh position on the screen may allow secondary players to cash out a portion of their winnings and / or account balance.

[0204] The eighth position on the screen may allow secondary players to ask casino representatives to order food or other items.

[0205] It should be understood that the locations listed here may overlap. Not all locations have to have the same function and may have other functions. For example, at the first point in time, the screen may be completely occupied by a video recording of the game. Once the game ends, the video recording may be replaced with statistics about the player. Furthermore, it should be understood that there may be additional locations on the screen. 1.9.6. To participate in a primary player's game, a secondary player may provide identification information about themselves. This identification information may include name, age, place of residence, nationality, driver's license number, social security number, and / or any other identification information. The casino will use such identification information to verify that the secondary player is authorized to place bets and / or participate in games as a secondary player. For example, the casino may use the identification information to verify that the secondary player is 21 years of age or older. The casino may only allow a secondary player to participate in a primary player's game if the secondary player is 21 years of age or older.

[0206] In various embodiments, secondary players may be automatically identified by the casino. For example, a secondary player may request to participate in a game while on a remote terminal or device. The remote terminal or device may be configured to check the secondary player's identity before communicating with the casino. In some embodiments, the terminal or device may communicate with the casino only if the secondary player is a specific player. For this reason, the casino may automatically identify the secondary player by the terminal or device where the secondary player is located. If the terminal or device is configured to communicate with the casino only when a specific secondary player has identified themselves to the terminal or device, the casino can confirm that a specific secondary player wishes to participate in a game. This specific secondary player may be, for example, a specific secondary player who has been granted permission to participate in a game. In some embodiments, the remote device or terminal may constitute a portable device (such as the portable device provided in Nevada bill AB471). This portable device may be programmed to be used only by a specific secondary player. Therefore, secondary players are permitted to place bets, and if a mobile device is configured to communicate with the casino only when used by a specific secondary player, the casino can verify that the person placing bets via the mobile device is an authorized secondary player. 1.10. The secondary player bets on the outcome that the primary player did not take.

[0207] In various embodiments, a secondary player may bet on outcomes that were not bet on by the primary player. As can be understood, for a given game, there may be a multitude of possible outcomes, and a multitude of types of bets on each of these outcomes. For example, in craps, a multitude of different bets can be placed in the same game, including pass or not pass. 1.10.1. The secondary player places a bet on a payline that the primary player did not place.

[0208] In various embodiments, a secondary player may bet on paylines of a slot machine that have not been bet on by the primary player. For example, a slot machine may have three paylines, such as lines 1, 2, and 3. The primary player may bet on payline 1. The secondary player may bet on payline 2 and / or payline 3. In various embodiments, the secondary player may also bet on payline 1. In some embodiments, the secondary player is permitted to bet only on paylines that the primary player has not yet bet on. Such embodiments may help the secondary player determine a game in which the primary player has landed on a winning payline and then avoid betting on the same payline afterward. In some embodiments, a secondary player may bet on paylines that were not available to the primary player at the time of play. For example, a secondary player may bet on a custom payline consisting of the top two symbols on the first reel and on the lower symbols on the second reel of the slot machine. In some embodiments, a secondary player may bet on paylines that did not appear to the primary player during gameplay. For example, a slot machine might display only one symbol on each reel in the viewing window. Symbols on each reel in the position above the viewing window might not be displayed. Nevertheless, a secondary player might have the opportunity to bet on a payline that makes up a row of symbols in the position above the viewing window. Similarly, a secondary player might bet on a payline that makes up a row of symbols in the position below the viewing window. In various embodiments, any other payline or result might be composed of displayable and non-displayable symbols. For example, a payline might be composed of symbols that were displayable and symbols that were not displayable to the primary player. 1.10.2. In various embodiments, a secondary player may bet on symbols that were not displayed to the primary player. Such symbols might appear, for example, at the top of the viewing window. In some embodiments, such symbols might be displayed to the secondary player. 1.10.3. Playing card games with unused cards. For example, in video poker, only the top 10 cards may be used during the game. A secondary player could play other games using cards from the lower half of the deck.

[0209] In various embodiments, a secondary player may play the game using cards, symbols, or other indicators not disclosed to the primary player. For example, the primary player may participate in a video poker game. The primary player may use the top nine cards from the shuffled deck during the game. (For example, the primary player receives an initial hand of five cards and then draws four additional cards.) However, in a standard 52-card deck, 43 cards remain in the deck. Therefore, the secondary player may use the result in a game that no one else knows yet. This may help avoid a situation where the secondary player could choose to participate in a game where they know the outcome will be in their favor. In various embodiments, the secondary player may use the remaining cards after a blackjack game, a poker game, a casino war game, or any other game to participate in a new game. In various embodiments, the secondary player may make their own decisions in the game, rather than relying on the decisions of the primary player. In various embodiments, the secondary player may use the remaining cards in the deck for games other than the game in which the deck was first used. For example, after the deck has been used in the primary player's video poker game, the secondary player may use the remaining cards in that deck for a blackjack game. 1.10.4. The secondary player bets on several functions of the data from the game.

[0210] In some embodiments, a secondary player may bet on a function or transformation of the results or other data used in the game played by the primary player. The term “function” as used herein may represent a process or procedure for associating an allowed input with an output such that there is only one output for a unique input. These outputs and inputs may be numerical or non-numerical. The “function of” an input as used herein may represent the output obtained as a result when that function is used to associate an input with an output. The term “transform” as used herein may represent a process or procedure for associating an allowed input with an output. 1.10.4.1. The result is generated using the random number function used to generate the result in the primary game. Assume that the random number 10232 was used to generate the result in the primary player's game. A random number obtained by adding 1 to this random number is available, and 10233 is used. This may result in a completely different outcome.

[0211] Various games played in casinos utilize random number generation mechanisms. For example, a slot machine may use a random number generation mechanism to select a random number for each reel of the slot machine. Each random number is then used to determine the symbol that should be revealed by the corresponding reel. In various embodiments, a game played by a secondary player may utilize a new set of random numbers generated based on a function of the random numbers used in the game played by the primary player. For example, the random numbers used in the game played by the secondary player may be composed of the random numbers used in the game played by the primary player, each with 1 added to it. Thus, {10245,31189,19320} is transformed into {10246,31190,19321}. This new set of random numbers may be used as input to an algorithm (such as the same algorithm used in the game played by the primary player) to generate the symbols or results of the game played by the secondary player. As can be understood, the function of the random numbers in the primary player's game may be used to prepare the random numbers in the secondary player's game. For example, each random number might have 1 subtracted from it, its order might be changed (for example, each such random number might correspond to a different reel), or each random number might be multiplied by a coefficient.

[0212] In various embodiments, the seed number may be used to generate random numbers. Therefore, in some embodiments, the seed number used for games played by the primary player may be transformed according to a function (for example, by adding 1) to generate the seed used for games played by the secondary player.

[0213] In various embodiments, the game played by the primary player may result in a first outcome with a first payout. The game may be disguised by changing the first outcome to a second outcome with the same payout. Thus, the primary player may be able to view the first outcome while playing the game, while the secondary player may only view the second outcome when joining the game. Financially, the primary and secondary players may have had the same experience; that is, given the same bet, both the primary and secondary players would have had the same payout in various embodiments. However, the primary and secondary players would have observed different representations of the game. For example, suppose a slot machine game has multiple possible outcomes. Of these possible outcomes, "Bar-Bar-Bar" has a payout of 10 coins, and "Cherry-Cherry-Cherry" also has a payout of 10 coins. The primary player may play the game and obtain the "Bar-Bar-Bar" outcome. The secondary player may also join the game. When the game is presented to a secondary player, the secondary player may see the result "Cherry Cherry Cherry". Therefore, in various embodiments, the first result of the game may be generated for the primary player. The casino may determine which of the other results have the same payout as the first result. From the other results, the casino may select which to present to the secondary player who participated in the game.

[0214] In various embodiments, the results presented to the secondary player may differ in terms of both the constituent symbols and the payouts from the results confirmed by the primary player. However, in the course of two or more games, the secondary player may be presented with results that total up to the same amount of payouts as those presented to the primary player in the course of the same two or more games. For example, both the primary and secondary players may participate in the same two games. In the first game, the primary player is presented with result A and receives a payout of 4 coins. For the first game, the secondary player is presented with result C and receives a payout of 3 coins. In the second game, the primary player is presented with result B and receives a payout of 6 coins. For the second game, the secondary player is presented with result D and receives a payout of 7 coins. Thus, both the primary and secondary players are presented with different results during the course of the two games. However, after the two games, each player receives a total of 10 coins, meaning both players receive the same total payout.

[0215] In various embodiments, the secondary player may view substantially the same game as the primary player. However, the game may be disguised by replacing symbols from the primary player presentation with new symbols for the secondary player presentation. For example, a "cherry" as viewed by the primary player becomes a "dog" as viewed by the secondary player. However, the game may be identical in terms of the underlying logic. For example, a "cherry" may always be disguised as a "dog," and similarly, there may be a function that converts symbols displayed to the primary player to symbols displayed to the secondary player. The paytables on the displays for the primary and secondary players may exhibit similar functional relationships. For example, suppose the primary player's paytable has a line showing a payout of 15 for "cherry, cherry, cherry." The corresponding line in the secondary player's paytable may include a line showing a payout of 15 for "dog, dog, dog." In various embodiments, other graphics may be modified. For example, the background color of a game viewed by the primary player might be blue, while the background color of the same game viewed by the secondary player might be green.

[0216] In various embodiments, the second game presented to the secondary player may be of a different type than the one presented to the primary player. However, the outcome presented to the secondary player may be one that has the same payout as the outcome of the game played by the primary player. For example, the primary player may participate in a Casino War game. The secondary player views the outcome of the primary player's game, but it may be disguised as a craps game. For example, if the primary player wins the Casino War game (for example, by being dealt a card of a higher rank than the card dealt to the dealer), the secondary player may see an animated sequence of dice rolling a 7 during the first roll of the game (i.e., a winning outcome in craps). However, if the primary player loses the Casino War game, the secondary player may see an animated sequence of dice rolling a 2 during the first roll of the game (i.e., a losing outcome in craps).

[0217] The various methods of disguising games described herein can, in certain embodiments, offer the advantage of making it difficult for a secondary player to determine details about the original game in which they are participating. For example, this may make it difficult for a secondary player to change their bets based on advanced knowledge of the outcome of the original game. 1.10.4.2. The same random number is available, but the reel settings are different.

[0218] In various embodiments, the game device may store an internal table or function that converts random numbers into symbols or results. For example, the random number 1293 may be converted into the "cherry" symbol on reel 1 of a slot machine. In various embodiments, a game played by a secondary player may use the same random numbers as the game played by the primary player. However, the secondary player's game may have a different table or matching function between the random numbers and symbols. For example, in a game played by a secondary player, 1293 might be converted into a "bell" instead of a "cherry". Thus, using the same random numbers, the secondary player's game may result in different symbols or results than those produced in the primary player's game.

[0219] In various embodiments, the game device may store an internal table or function that translates random numbers into reel positions. For example, random number 2451 may instruct the game device to stop reel 1 at position 12, which is displayed in the viewing window of the game device. Each position on the reel may represent a symbol. For example, the reel has 10 positions, each position roughly corresponding to 36 degrees of the cyclic arc of the reel. Therefore, by instructing the game device to stop the reel at a particular position, the random number will also instruct the reel to display the symbol that is represented at that position. In various embodiments, a game played by a secondary player may use the same random numbers as the game played by the primary player. However, the positions and / or order of one or more symbols may be changed. Therefore, the same reel position in the secondary player's game may correspond to a different symbol than in the primary player's game. Therefore, using the same set of random numbers, the secondary player's game may produce different symbols or results than the primary player's game. 1.10.4.3. What happens when all cherries are converted to bars? Secondary players bet on the actual outcome as one side is converted to the other.

[0220] In some embodiments, one or more symbols acquired in a game played by the primary player may be converted into other symbols in a game played by the secondary player. For example, any "cherry" symbol in the primary player's game may be converted into a "bar" symbol in the secondary player's game. Therefore, if the primary player receives a result of "cherry-bell-cherry," the secondary player will receive a result of "bar-bell-bar." The paytable between these two games may be the same. In embodiments where the paytable is the same, winning results may be converted into losing results, and losing results may be converted into winning results. In some embodiments, the first card in one game may be converted into the second card in another game. For example, the 2 of hearts becomes the King of Diamonds. In some embodiments, the entire result in the primary player's game may be converted into a different result in the secondary player's game. For example, "bell-lemon-plum" may be converted into "cherry-cherry-cherry." In various embodiments, when one symbol in a game played by the primary player is transformed into another symbol in a game presented to the secondary player, the same transformation may also occur in the paytable. For example, suppose a "lemon" in a game played by the primary player is transformed into a "tree" in a game presented to the secondary player. If there is a line in the primary player's paytable indicating a payout of 100 for the result "lemon-lemon-lemon," then there may be a corresponding line in the secondary player's paytable indicating a payout of 100 for the result "tree-tree-tree." 1.10.4.4. The secondary player may bet on the original card distribution, even though the 7 is currently wild.

[0221] In some embodiments, the symbols in a game played by the primary player may take on new meanings in the secondary player's game. For example, in a card game, a 7 dealt in the primary player's game may be considered a wild card in the secondary player's game. For this reason, the primary player may receive a final poker hand of, for example, Qs, Qh, Jd, 3h, 7s. The primary player may then be paid based on having a hand of a pair, a jack, or a better. The secondary player may be paid based on having a hand of three of a kind, as the 7 is considered a queen as a wild card. 1.10.4.5. A secondary player may bet on a blackjack hand generated in poker, or vice versa.

[0222] In various embodiments, the secondary player may use the same symbols or results obtained by the primary player, but to play a different game. For example, the primary player may participate in a game of blackjack. The secondary player may use the cards received by the primary player to construct a poker hand. For example, if the primary player receives 2s, 7s, 3s, As, and 6s and wins 10 points in a game of blackjack, the secondary player may receive a flush (all spades) in a poker game. 1.10.4.6. A secondary player may bet on shifted data. For example, the result might consist of the last two reels from one slot pull and the first reel from the next slot pull. Or, a poker hand might consist of the last three cards from one hand and the first two cards from the next hand.

[0223] In various embodiments, data, symbols, or results from two or more games of the primary player may be combined to constitute a single game for the primary player. For example, three cards used in the primary player's first game and two cards used in the primary player's second game may be combined to constitute a single hand of cards for a single game of the secondary player. Data used in consecutive games of the primary player may be treated as a stream of dataframes, each frame containing all the data from one game. For example, each frame may contain three symbols appearing on the paylines of the slot machine. A new dataframe stream may be constructed by shifting the frame limit by a certain number of data points, such as a certain number of symbols. For example, each frame in the new dataframe stream may contain a symbol from reel 2 and three symbols preceding the symbol from reel 1. That is, the new game is constructed using the last two symbols from the primary player's first game and the first symbol from the primary player's second game. Therefore, by shifting the dataframe used in the primary player's game sequence, a new game sequence may be generated for the secondary player. 1.10.4.7. Secondary players may bet on the same outcome but with different payout configurations. For example, a secondary player may lose with a royal flush.

[0224] In some examples, the secondary player may receive the same result as the primary player. However, the paytable applied to the secondary player may differ from that applied to the primary player. For example, in a video poker game, the primary player might win 5 coins with a flush, while the secondary player might only win 2 coins. 1.11. A secondary player may bet on the primary player's aggregated results. For example, a secondary player may bet on whether the primary player will be winning or losing after one hour.

[0225] In some embodiments, a secondary player may place bets that depend on multiple games or outcomes of the primary player. For example, a secondary player may bet that the primary player will win the next three games in a row, or that the primary player will win the next game but lose subsequent games. A secondary player may bet that the primary player's wins or losses will satisfy one or more conditions after a specified time. A secondary player may bet that the primary player's winnings will exceed a given amount in the next hour. A secondary player may bet that the primary player's losses will exceed $1,000 in the next six hours. A secondary player may bet that the primary player will lose $100 or more, or gain $200 or more in the next 15 minutes. Winnings and losses may be net amounts to each other (for example, a $20 win and a $10 loss result in a net $10 win), or they may be calculated independently (for example, total winnings may be the sum of all amounts won regardless of the bets lost). The secondary player may bet on statistics regarding the results received by the primary player. For example, the secondary player may bet that the primary player will receive payouts of 20 coins or more 10 or more times in the next 25 minutes. The secondary player may bet that the primary player will achieve a full house 4 times in the next 50 games. In various embodiments, the secondary player may track the primary player's net winnings or net losses. For example, if the primary player loses $200 after 1 hour, the secondary player will also have lost $200. If the primary player wins $734, the secondary player will also have won $734. 1.11.1. Secondary players may benefit from the upside rather than the downside of primary players.

[0226] In some embodiments, the secondary player may receive an amount equal to the primary player's winnings within a certain period, but may make a payout or bet that incurs no debt to the secondary player if the primary player has a net loss. For example, if the primary player wins $50 in the next hour, the secondary player may also receive $50. However, if the primary player loses in the next hour, the secondary player will not incur any debt beyond their initial bet or payout. In various embodiments, the secondary player may receive or pay money based on one or more complex functions of the primary player's gains and losses. For example, the secondary player may receive (if any) three times the primary player's winnings in the next hour, but may pay 1.5 times the primary player's winnings if losses occur. 1.11.2. In some embodiments, a secondary player might bet that the primary player receives payouts of 20 coins or more five times. 1.12. A secondary player may bet on the difference between what the primary player bet and what the primary player could have bet. The secondary player may then terminate the partial bet, thereby winning only the excess payout resulting from the excess bet.

[0227] In some embodiments, a secondary player may make a bet that the primary player could have made but did not actually make. This includes ending a bet made by the primary player. In this way, the secondary player may win a payout that the primary player would have won if they had made the bet. 1.12.1. For example, many machines require a 3-coin bet to win the jackpot. If the primary player bets only 2 coins, the secondary player may bet a third and win the difference between the 3-coin and 2-coin bets.

[0228] Various game machines have paytables based on the number of coins bet. For example, if a player bets 1 coin and receives the result "Bell, Bell, Bell," the player wins 100 coins. However, if the player bets 2 coins and receives the same result, the player wins 200 coins. Many game machines offer better payout odds for each increasing number of coins bet. For example, in the above example, if the player bets 3 coins and receives the result "Bell, Bell, Bell," the player wins 400 coins. Therefore, the incremental payout odds for the third coin bet will be better than those for the second coin, at least for "Bell, Bell, Bell." For example, if a primary player has only bet 2 coins in the game, a secondary player may take advantage of the better incremental payout odds offered for the third coin by betting a third coin themselves. If the result is "Bell, Bell, Bell," the secondary player may receive 200 coins, which is the difference between the payout for the three coins bet and the payout for the two coins bet, i.e., the difference between 400 coins and 200 coins.

[0229] In various embodiments, the secondary player may add to or terminate the bet made by the primary player on the game so that the combined payout of the primary and secondary players is higher. The secondary player may receive additional payouts on their own bets. For example, if the payout on the primary player's bet is X, and the payout on the combined bet of the secondary player and the primary player is Y, the primary player may receive X and the secondary player may receive YX. 1.12.2. In craps, you place your bet after others have placed theirs.

[0230] In various embodiments, the primary player in the craps game is given the opportunity to make additional bets during the game. For example, when a primary player sets points for the pass line on which bets are made, the player will have the opportunity to make a bet after the pass line bet, which is called an "odds bet". Odds bets often have no house edge and are typically more favorable to the player than most other bets in the casino. However, players at the craps table often do not make odds bets or do not make the full amount of the allowed odds bets. In various embodiments, secondary players are permitted to make odds bets that the primary player is capable of making. At this time, the secondary player may receive payment for the odds bet if the odds bet wins. Therefore, the secondary player may enjoy the opportunity to bet at true odds without first making an unfavorable pass line bet. 1.12.3. In various embodiments, a secondary player may make partial bets, such as betting the third coin in a slot machine, or make an odds bet, even if the primary player has already made such a bet. Nevertheless, the secondary player may receive an increased payout related to such a bet. For example, a secondary player may bet one coin that counts as the third coin bet in a slot machine. Therefore, the secondary player may be given the right to obtain the difference in payouts between the payout for the three coins bet and the payout for the two coins bet. 1.13. The primary player may check which players have bet on him, or how many players have bet on him.

[0231] In various embodiments, the primary player may recognize secondary players who are participating in the primary player's game or who will participate in the primary player's game later. The primary player may receive the names, images, and descriptions of various attributes (such as age, occupation, residential area, etc.) of the secondary players. The primary player may also receive performance metrics of the secondary players while the secondary players are participating in the primary player's game. For example, the primary player may check how many times the secondary player won or lost, what types of bets the secondary player made, how many times the secondary player participated in the game, and how long the secondary player participated in the primary player's game. The primary player may derive a degree of satisfaction or gratitude from the participation of the secondary players. For example, the primary player may be satisfied that a large number of secondary players participated in their game. The primary player may be satisfied that the secondary players won prizes. In various embodiments, the primary player may have an opportunity to communicate with the secondary players. For example, the casino server may provide the contact information of the secondary players to the primary player.

[0232] In various embodiments, the primary player may be compensated based on the participation of secondary players in the primary player's games. The primary player may be compensated on a per-secondary-player basis and on a per-game basis. For example, the primary player may receive 0.5 cents per secondary player per game. Therefore, if three secondary players each participate in two of the primary player's games, the primary player may receive 0.5 cents x 3 secondary players x 2 games = 3 cents. Therefore, the primary player may benefit from having more secondary players and from increasing the number of games each secondary player participates in. The primary player may be compensated by a certain percentage of the bets made by secondary players participating in their games. The primary player may be compensated by a certain percentage of the expected winnings derived from the bets of secondary players participating in the primary player's games.

[0233] Therefore, primary players may be encouraged to communicate certain values ​​to secondary players in order to make them interested in participating in their game. Primary players may communicate these values, for example, by using good strategies. Primary players may also try to provide entertainment, for example, by telling jokes or making comments about their game.

[0234] In various embodiments, the primary player's games and / or game data may be made available for participation and / or viewing by interested secondary players. Data from the primary player's games may be available on an ongoing, continuous, and / or real-time basis. Secondary players may view or participate in games for leisure or entertainment. Data from the primary player's games may also be distributed or transmitted in analog format on television or radio programs, or similarly or periodically provided on web pages. Secondary players may receive or ignore it as they see fit. Each primary player may constitute a “channel” or “station.” Secondary players may view a list of primary players, for example, a list of television stations. The secondary player may then decide which primary player or “station” they wish to participate in. Once a primary player is selected, the secondary player may also have the opportunity to view data about past games played by the primary player. For example, the secondary player may be able to view the primary player's wins and losses in the last 20 games.

[0235] In various embodiments, the casino may select a primary player from a subset of available primary players in order to select a primary player from game data made available to secondary players. In some embodiments, the casino may function as a “disc jockey” by selecting which primary players have made their data available to others. The disc jockey may be a human (such as a casino representative) or a computer algorithm that automatically selects a particular primary player based on a predetermined set of rules. The disc jockey may select a primary player based on any number of factors. A primary player may be selected based on (a) recent results (such as recent wins or big payouts), (b) long-term results (such as long-term profits), (c) skills in playing the game (e.g., use of basic strategies in blackjack), (d) their reputation (e.g., whether the primary player’s name has been published in any newspaper in the past few years), or (e) a history that is advantageous to secondary players. At any given point in time, the disc jockey may decide to stop making data from a particular primary player available and / or to start making data from other primary players available. For example, the disc jockey may decide that a primary player has lost several games in a row, and as a result, has lost interest in any of the secondary players. For this reason, the disc jockey may stop making data from that primary player available. For example, the disc jockey may decide that a given primary player has won a large payout, and as a result, has made the secondary players interested. For this reason, the disc jockey may start making data from that primary player available.

[0236] In various embodiments, data relating to a primary player's games may be made available through one or more casinos. Casino 1 may distribute or transmit data from the games of one or more primary players to Casino 2. This distribution may be via radio or television spectrum, mobile radio frequencies, microwave frequencies, metal or optical cables, or any other means. In one or more casinos, a secondary player may view such data (for example, by viewing games reconstructed based on the data). The data may be made available via the internet, one or more radio stations, television, interactive television, etc. For example, a secondary player may visit a webpage listing the names or identifiers of one or more primary players. The secondary player may click on an identifier to view data relating to the corresponding primary player's game. In some embodiments, a secondary player may set their television channel to a specific channel, and various primary player identifiers may be listed in a menu. The secondary player may select an identifier from this menu (using a remote control, for example) to bring up further data relating to the primary player's game on the television screen.

[0237] In various embodiments, data relating to the primary player's game may be transmitted from the first casino. For example, the primary player may play a game at the first casino. The game data is sent to the second casino. From the second casino (for example, from a terminal located in the second casino), a secondary player may participate in the game. This allows the second casino to profit from the secondary player by utilizing the data from the first casino. In various embodiments, the first and second casinos may share any revenue, winnings, profits, theoretical winnings, or any other financial gains derived from the use of data at the second casino. For example, 50% of the theoretical winnings from the secondary player's bet (i.e., the casino's advantage over the bet multiplied by the secondary player's bet) may be provided to the first casino by the second casino. Financial gains may be shared with one percentage allocated to the first casino and the other percentage to the second casino. In some embodiments, the second casino pays the first casino a flat fee for the use of the data. The flat fee may cover all possible uses of the data (i.e., using the data in as many games as the second casino desires) or it may cover only one use of the data (i.e., one game). In some embodiments, the second casino retains a certain financial gain from the use of the data and pays the remaining financial gain to the first casino. For example, the second casino also retains 2 cents of the theoretical winnings for each game in which the data is used and provides the remaining portion of the theoretical gain to the first casino. As understood, the financial gain may be divided between the first and second casinos in numerous other ways. 1.14. The secondary player observes the ongoing game.

[0238] A secondary player may have various ways of observing or tracking a game in which they are participating. Tracking a game may include receiving information about the outcome of the game, receiving information about symbols or representations that appeared in the game (such as cards dealt), receiving information about decisions that were available or made in the game (such as decisions made by the primary player regarding hits or stands), receiving information about bets on the game (such as bets made by the secondary or primary player), and receiving information about winnings on the game (such as bets made by the primary or secondary player). 1.14.1. Split screens allow secondary players to observe all roulette games in the casino at once.

[0239] In various embodiments, a secondary player may use one or more display screens to track the progress of one or more games in which they are participating. Display screens may include CRT (Cathode Ray Tube), flat panel displays, plasma displays, liquid crystal displays, diode displays, LED (Light Emitting Diode) displays, organic LED displays, projection displays, rear projection displays, front projection displays, DLP (Digital Light Processing) displays, SED (Surface-conduction Electron Emitter) displays, e-ink displays (such as E-Ink Corp's display technology), and holographic displays. The secondary player may use devices such as Blackberry®, iPod®, personal digital assistants (PDAs), mobile phones, laptop computers, cameras, personal computers, televisions, and e-books to track game progress. A single screen may contain information about one game in which the secondary player is participating. A single screen may also contain information about multiple games in which the secondary player is participating. A display screen may display information about one game in one portion of the screen and information about other games in other portions of the screen. For example, the screen could be divided into four quad-split displays, each showing information about a different game in which a secondary player is participating. A secondary player participating in two games might view one of these games on one display screen and the other on another. The secondary player might use multiple display screens to observe or track the progress of the games. 1.14.2. The view is supplied from the overhead camera.

[0240] In various embodiments, a secondary player may track the progress of a game in which they are participating by utilizing video and / or audio recordings from the vicinity of the game. For example, a camera may capture the progress of a blackjack game played by the primary player. By observing the video recording, the secondary player may observe the cards dealt in the game, the decisions made by the primary player, the decisions made by the dealer, and the outcome of the game (e.g., primary player wins, dealer wins, primary player gets blackjack, tie). In various embodiments, the video or audio recording may be live or delayed, or it may be recorded and played back later. 1.14.3. Data is electronically piped from the slot machine.

[0241] In various embodiments, data may be captured from a game machine or live table game, encoded in electronic format, and transmitted to a display device, speaker, or other output device used to present the data to a secondary player. The output device may decode the electronic data and provide it in a format suitable for human listening. This presentation may include a textual description of events in the game. For example, the text may read, "At 9:02 p.m., slot machine number 1423 delivered a bar-bar-bar result. Congratulations! You have won 20 coins." This presentation may include a reconfiguration of the game. For example, the game may be reconfigured using game animations. For example, an animated slot machine may display animated reel rotations and stops to show the result achieved by the actual slot machine that generated the game in which the secondary player participated. In another example, an animated dealer using animated cards may be used to reconfigure a live blackjack table game. In various embodiments, computer-generated speech may notify the secondary player of events in the game in which they are participating. 1.14.4. Only the active machine is displayed to secondary players. For example, the machine that currently determined a certain result will be displayed.

[0242] In various embodiments, a secondary player may participate in multiple games simultaneously. Not all games necessarily progress at the same pace. For example, one game may end while another is in progress. In some embodiments, a game or any aspect of a game may be presented to the secondary player only when an important or relevant event occurs in the game. For example, when the first game ends, some or all of the game may be presented to the secondary player. For example, when the first game ends, a description or image of the final result (such as the primary player's final hand) may flash on a display screen viewed by the secondary player. The image related to the first game may be removed when the second game ends. When the second game ends, a description or image of the final result of the second game may flash on the display screen. In this way, the secondary player only needs to view the aspects of the game that are most relevant, important, or interesting to them. When a game is in a boring phase (for example, when the reels of a slot machine are spinning), the secondary player may view information about other games.Information deemed worth displaying to a secondary player may include information about decisions made in the game (e.g., the primary player must now decide whether to hit or stand after receiving their initial hand in blackjack), information about decisions made in the game (e.g., the primary player has decided to hit), information about new cards, symbols, or other displays acquired in the game (e.g., a new reel on a slot machine has stopped displaying a new symbol on a payline), information about the final outcome of the game, information about entry into a bonus round or bonus game (e.g., the primary player has just been awarded the opportunity to play a bonus round), information about symbols, cards, or other displays acquired by the dealer or the primary player's opponent, information about bets placed (by the primary player or secondary player, etc.), and information about winnings (by the primary player or secondary player, etc.). 1.15. Secondary players are notified when their favorite primary player takes a seat.

[0243] In various embodiments, a secondary player may prefer to participate in games played by a particular primary player, games played on a particular gaming machine, games played at a particular gaming table, games played by a particular dealer, etc. The secondary player may explicitly record their preferences, for example, by notifying the casino. In some embodiments, a secondary player may be assumed to have certain preferences, for example, based on their history of participating in games played by a particular primary player. For example, if a secondary player has participated in 300 games played by a particular primary player, this secondary player may be assumed to prefer or enjoy participating in games played by that primary player. In some embodiments, the casino may notify the secondary player when a game that the secondary player is interested in participating in is in progress or scheduled to take place. For example, suppose a secondary player has indicated that they wish to participate in a game played by the primary player, Joe Smith. When Joe Smith sits down at the gaming machine and begins playing, the casino may detect Joe Smith's presence (e.g., by a player tracking card inserted by Joe Smith) and then notify the secondary player that Joe Smith has begun playing. A secondary player may place bets on Joe Smith's games. The casino may notify secondary players using any number of means of communication. Casino representatives may call secondary players, send text or email messages to secondary players, contact secondary players, or otherwise identify secondary players. 1.15.1. Secondary players are notified of the presence of a primary player who has done well for them.

[0244] A secondary player may be notified when the primary player begins playing if they have had favorable results in previous participation in the primary player's game. Favorable past results may mean that the secondary player has won prizes based on all past participations in the primary player's game, that the secondary player has won in the most recent period of participation in the primary player's game, that the secondary player has won a specified amount (e.g., $500) or more in a single session while participating in the primary player's game, that the secondary player has won a jackpot or other high-payout result while participating in the primary player's game, that the secondary player has won in the most recent X games while participating in the primary player's game, or any other indicator of performance while participating in the primary player's game. 1.15.2. Secondary players are notified of the presence of a primary player with good statistics.

[0245] If a primary player has a history record or statistics that make them of interest to a secondary player, the secondary player may be notified when the primary player starts playing. This history record may include records such as winning one or more jackpots or other high-payout results, winning prizes for other secondary players, achieving profitable sessions in the most recent or previous game sessions, or achieving profits within a certain period (e.g., within the last six months). If a primary player with a certain level of popularity starts playing, secondary players may be notified. For example, a primary player may be rated by one or more secondary players based on the secondary players' satisfaction or other feelings towards the primary player. A primary player may be highly rated, for example, if they have won prizes for many secondary players in the past. Therefore, for example, if a highly rated primary player starts playing, secondary players may be notified and given the opportunity to join the primary player's game. 1.15.3. When a good machine is used, the secondary player will be notified.

[0246] In various embodiments, when play is initiated on a gaming device or table that a secondary player may be interested in, the secondary player may be notified. The gaming device may be of interest to the secondary player if the secondary player has won a jackpot or other high payout result while participating in the game on the gaming device, if the secondary player has had a session on the gaming device where they made a profit, if the secondary player has had a session on the gaming device where they most recently made a profit, if the secondary player has had a session where they made a profit on another gaming device similar to the gaming device (e.g., on a gaming device of the same type or same manufacturer), if one or more of the gaming device's most recent games have resulted in a jackpot or high payout, if the gaming device's most recent game has resulted in a profit for the player of the gaming device, if the gaming device is highly rated (e.g., by a secondary player, etc.). 1.16. Secondary players pay a fee to join the game.

[0247] In various embodiments, a secondary player may be required to pay to participate in the primary player's game. The payment amount may be based on the primary player's status, rating, result history, or request. For example, if the primary player has well-known fame, the fee required from the secondary player may be higher than if the primary player did not. If the primary player has a favorable result history (such as having brought high profits in the past), the fee required from the secondary player may be higher than if not. In various embodiments, the primary player may declare the fee required for the secondary player to participate in their game. A portion of such a fee paid by the secondary player may be paid to the primary player. 1.17. Rules for using outdated data in cash games: There is an opportunity for cheating because the player and / or casino may already know the data.

[0248] The use of past game data, results, and other game-related data provides an opportunity for an advantage to any entity that has access to that data. For example, a casino might offer a secondary player the opportunity to participate only in games where the outcome known to the casino is unfavorable to the player (i.e., favorable to the casino). In another example, a secondary player might have already participated in a game (as the primary player) and already know the outcome of that game. Therefore, the secondary player might place a large bet on a game if they know it will result in a win for them, and place a small bet or no bet at all if they know it will result in a loss for them. 1.17.1. Before the original data is generated, it may be tagged for reuse at a specific date and time thereafter. In this way, the casino may not need to decide whether or not to use the data.

[0249] In various embodiments, before a game is first played, the casino specifies the date, time, place, and / or other circumstances under which the game will be made available for other players to participate. The circumstances under which the game will be made available may be selected randomly, according to an algorithm, or by any other method. Once the circumstances for subsequent participation in the game are determined, the game may begin. Thus, the casino determines the circumstances under which the game will be made available for other players (such as secondary players) before knowing the outcome of the game. Therefore, the casino cannot decide not to allow a player to participate in the game if it knows that the game will bring them a jackpot. In various embodiments, the determination of the circumstances under which the game will be made available for other players is binding on the casino. Regulators track when the game needs to be made available for subsequent participation and verify that the game is actually made available. In various embodiments, players or other entities may not necessarily know the circumstances under which the game needs to be made available. Thus, players cannot selectively choose which games to participate in based on prior knowledge of the outcome. In each embodiment, a record is stored that includes information about the game and information about the circumstances under which the game will be made available for participation by others. 1.17.2. Data may be placed in a queue. When it reaches the head of the queue, it must be used.

[0250] In various embodiments, when a game is first played or generated, data or information about the game is placed in a queue. The game is then made available for secondary players to join based on a FIFO (First-In First-Out) model. Therefore, the game is made available for participation based on a relatively direct scheduling algorithm, and the casino does not make any decisions regarding when a game is available for participation. Other scheduling algorithms are available in various embodiments. For example, the game may be made available according to a LIFO (Last-In First-Out) scheduling algorithm. Any other scheduling algorithm is available, especially if the casino has little control over the schedule once it knows the game's outcome. 1.17.3. A dataset may only be used after other datasets.

[0251] In various embodiments, data relating to the second game may be associated with data relating to the first game. This association may stipulate that data relating to the second game may be used to enable a secondary player to participate in the second game only if data relating to the first game has been used. Similarly, data relating to the third game may be associated with data relating to the second game only if data relating to the second game has been used. In this way, data relating to each game can be made available sequentially through a chain of associations, enabling a secondary player to participate in the game sequence. Data relating to each game may be associated in many ways. For example, data relating to the first and second games can be stored at locations with sequential addresses in semiconductor memory. The casino can access each location in memory sequentially by address, thereby making data relating to the first and second games available sequentially. In some embodiments, data relating to a given game may be associated with an index. This index may be a numerical index, for example, using integers. This index scheme allows, for example, data related to a game associated with index 235 to be made available when data related to a game associated with index 234 is already available. In some embodiments, the index may be time. This time may represent the time when the associated data was first generated or the time when the data should be made available again. For example, if the time associated with a dataset actually matches the current time, that dataset may be made available so that secondary players can participate in games generated using this data. 1.17.4. The date and / or machine at which the generated data is randomly selected. In various embodiments, the games available for secondary players to participate in are randomly selected using one or more randomly selected variables or parameters. For example, time and / or date may be randomly selected. If a quadratic value is selected, for example, games played at that date and time may be available for secondary players to participate in. Game equipment, players, dealers, casinos, locations, and game types may also constitute randomly selected parameters. In various embodiments, multiple parameters need to be selected at once to narrow down the entire game to a single game. For example, the determination of a unique game, date and time, and machine number may be required. In various embodiments, these parameters may be selected by a third party, such as a secondary player, casino, or regulator. In various embodiments, the parameters may be selected after the game has been played for the first time. 1.17.5. A secondary player may select the time and / or machine.

[0252] In various embodiments, the secondary player may select the date and time, machine, or other parameters used to select the game. This selection does not necessarily have to be random. 1.17.6. Regulators may choose the time and / or machine.

[0253] In various embodiments, a third party, such as a game regulator, may select games that are available for secondary players to participate in. The third party may not be betting on the outcome of the games. Therefore, the third party may not have a bias towards selecting games that are profitable for the secondary player or for the casino. The regulator or other third party does not necessarily have to directly select the games. The third party may select one or more parameters (such as time, date, or machine number) that are available to select games that match the selected parameters. 1.17.7. Players who have their player tracking card in the game device when the data is first generated and are prohibited from playing the game based on that data.In various embodiments, a casino may verify that a secondary player was not involved in the game at the time of the game's initial play and / or was unaware of the game's outcome. A casino may verify that a player was not staying at the casino's hotel on the date or time the game was played. For example, a casino may check records of who checked into the hotel on the game day. A casino may check whether a player inserted a player tracking card into the gaming machine or whether there is a record of it on the game day. A casino may verify the player's presence over a longer or shorter period than just a specific day. For example, a casino may verify whether there is a record of the player's presence in the five days surrounding the game day in question. A casino may verify that a player was not in the city where the game was played at the time the game was played. For example, a casino may verify whether there is a record of the player at any other casino affiliated with that casino (such as one with the same capital relationship as the casino) on the game day. A casino may use any feasible means to verify that a player knew nothing about the game's outcome or the game itself. 1.17.8. Disable changes to bet sizes.

[0254] In various implementations, secondary players may be prohibited from changing the size of their bets during a game session. In particular, secondary players may be prohibited from changing their bet sizes if they are participating in a game that was previously played by the first player. This may also prohibit secondary players from changing their bet sizes based on prior knowledge of the game outcome. For example, a secondary player may be prohibited from placing larger bets when they know the game outcome is favorable, and from placing smaller bets when they know the game outcome is unfavorable. 1.17.9. Betting limits on games In various embodiments, there may be limits on the size of bets placed on games that have already been generated or played. For example, a secondary player may not be allowed to bet more than $1 on a game that has been played in the past. In this way, the casino's losses are limited, even if the secondary player knows the outcome of the game. In some embodiments, there may be limits on the total amount of bets placed on a game. For example, the total amount of bets placed by all secondary players participating in a game may be limited to less than $5. 1.17.10. Restrictions on Prize Money In various embodiments, a limit may be set on the possible prizes or payouts for a game. For example, if the payout for a “Bell, Bell, Bell” result in the original game was 2000 coins, the potential payout for the same game might be reduced to 500 coins when a secondary player is participating in the game. This may limit the potential loss to the casino for a secondary player who knows the game outcome. 1.17.11. Game Deception In various embodiments, one or more aspects of the game may be disguised before a secondary player is allowed to participate in the game. As a result, a secondary player who has previously participated in the game may not be able to recognize the game and place bets accordingly. The game may be disguised in several ways. One or more graphics of the game may be changed to have a different appearance. For example, the “cherry” symbol may be represented by a different shade of red, or as if three cherries are growing from a stem instead of two. In some embodiments, a new symbol replaces an old symbol. For example, the game may use a “blueberry” symbol instead of a “cherry” symbol. However, the result with the blueberry may produce the same win as the result with the cherry symbol in the original game. In some embodiments, sound effects may be altered or disguised. For example, the background music of the disguised game may be different from that of the original game. In some embodiments, animations or video sequences may be altered. For example, the reels of the game machine may be represented to rotate faster or slower than in the original game, or to appear more jerky. In live games, one or more player features may be hidden or disguised. For example, the face of a live game dealer may be blurred on the game screen. In some embodiments, a new face may be superimposed on an old face of the dealer or player to enhance the disguise effect. As can be understood, there are many ways to disguise a game so that even a player familiar with the original game cannot predict the outcome. As described in any of the foregoing, a game may be disguised by using different game aspects while maintaining the same underlying events, results, logic, etc. In some embodiments, a game may be generated and served using at least two steps. In the first step, the outcome of one or more random events is determined, and the final result and final payout of the game are determined.In the second step, data regarding random events, final results, and final payouts are used to generate a graphical display for the player. For example, if it is determined that the player will receive a result consisting of three similar symbols, such data may be supplied to the second step by the associated payout of 200 coins. In the second step, a graphical rendering of the slot machine reels is generated, such a rendering showing the reels spinning and ultimately resulting in a outcome with three similar symbols. Furthermore, the graphical rendering may include a flashing message such as "Congratulations! You have won 20 coins." It will be understood that the first step is performed by a first device, processor, algorithm, or set of algorithms, and the second step can be performed by a second device, processor, algorithm, or set of algorithms. For this reason, the second device, processor, algorithm, or set of algorithms may be removed and replaced by a third device, processor, algorithm, or set of algorithms. This third device, processor, algorithm, or set of algorithms may generate different graphics, graphical renderings, or other display formats than the second device, processor, algorithm, or set of algorithms. Therefore, the basic structure of the game remains the same, but it is presented using different aspects. 1.18. Choosing a Game Aspect In various embodiments, a secondary player may select a game to participate in based on one or more attributes of the game or a game. A secondary player may indirectly select a game by first selecting an attribute and then having the opportunity to participate in one or more games that possess the selected attribute. The attributes may be particularly meaningful to the secondary player, and for this reason, the secondary player may desire to play games that possess these attributes. In various embodiments, a casino may select games that possess attributes that are expected to be meaningful to the secondary player. In various embodiments, a casino may provide a secondary player with the ability to search for games based on one or more attributes of the game. 1.18.1. Select a special day In various implementations, a secondary player might find a specific date that is meaningful to them. Therefore, the secondary player might select a game played on that day. If the casino knows a date that is meaningful to the secondary player, the casino might select a game for the player to play on that day. 1.18.1.1. Select the secondary player's birthday.

[0255] A significant day for a secondary player might be their birthday. This could be the birthday of the secondary player, their relatives, their pet, or their friends. The secondary player might indicate to the casino that such a day is significant to them. Therefore, the casino might select games played on that day for the secondary player. The casino might also maintain a record of the secondary player's birthday based on information provided by the secondary player. For example, the secondary player might have provided their birthday to the casino when signing up for a player tracking card or when taking out a loan. The casino might select the game first played on the secondary player's birthday without a request from the secondary player. 1.18.1.2. Select the day when a big jackpot was won.

[0256] In various embodiments, a secondary player may wish to play the game that was first played on the day a large payout, such as a jackpot, was won. This may provide the secondary player with the opportunity to participate in the game on which the jackpot was won. A secondary player may indicate to the casino that they wish to play the game that was first played on the day a large jackpot was won. In this case, the casino may allow the secondary player to participate in one or more games that were played on the day the jackpot was won. A secondary player may not be aware of the date on which a large jackpot was won. Therefore, the secondary player may request to be allowed to participate in games starting from the same day as the most recent large jackpot was won. 1.18.1.3. Select a day where the progressive was still large. Secondary players may have shots in large progressive areas.

[0257] In various embodiments, secondary players may desire the opportunity to win a large progressive jackpot. As is well known, the size of a progressive jackpot may fluctuate over time. Generally, the progressive jackpot increases in size as time passes without a win. The current size of the progressive jackpot may not be large enough to satisfy the secondary player's desires. For this reason, secondary players may desire to participate in past games from the point when the progressive jackpot became larger. For this reason, secondary players may request to participate in games that were first played when the progressive jackpot exceeded a certain threshold. For this reason, casinos may allow secondary players to participate in such games. 1.18.2. Selection of Game Device In various embodiments, a secondary player may search for a game device having a desired attribute or characteristic. Upon finding a game device with the desired attribute or characteristic, the secondary player may choose to participate in a game being played on the game device. The secondary player may use a search form to search for a game device. In this search form, the player may select from various characteristics of the game device, some of which are described below. 1.18.2.1. A secondary player might search for a game machine based on its past results. For example, a secondary player might search if (a) the game machine has paid X or more in the most recent Y hours, (b) the game machine has paid X or more in total, (c) the game machine has paid X or more in excess of the amount received in the most recent Y hours, (d) the game machine has paid X or more in excess of the amount received in total, (e) the game machine has given the player a winning game in X% of its games in the most recent Y hours, (f) the game machine has given the player a winning game in X% of its games from the most recent Y games, (g) the game machine has given its current You may search for a game machine that has one or more of the following characteristics: (h) the machine has given the player a winning game in X of the most recent games; (i) the machine has paid out a payout of X greater than Y in the most recent Z games; (j) the machine has paid out a jackpot in the most recent X days (or other period); (k) the machine has paid out jackpots a total of X times; (l) the machine has offered X bonus rounds in the most recent Y games; (m) the machine has offered X bonus rounds to date. 1.18.2.2. A secondary player may search for a game machine based on the characteristics or type of game being played on it. A secondary player can determine if a game machine has any of the following characteristics: (a) the machine uses mechanical reels, (b) the machine uses video reels, (c) the machine has three reels, (d) the machine has five reels, (e) the machine has X reels, (f) the machine accepts a certain betting unit (penny, nickel, quarter, dollar, etc.), (g) the machine has X paylines, (h) the machine has one payline, (i) the machine has three paylines, (j) the machine has multiple paylines, (k) the machine allows multiple bets per payline, (l) the machine is manufactured by a specific manufacturer, (m) the machine or the game in the machine was introduced in the last X years (e.g., the game is a new game), or (n) the machine has a specific theme (e.g., I Love Lucy, Regis You might search for a game machine that has one or more of the following attributes: (o) the machine constitutes a slot game, (p) the machine constitutes a video poker game, (q) the machine constitutes a video blackjack game, or (r) the machine is part of a group of game machines (for example, a group of game machines where the result of one machine may affect the results of other machines in the group). 1.18.2.3. A secondary player may search for a game machine based on one or more payouts that the machine may offer. Such payouts may be associated with the primary player of a game machine obtaining a particular result at that machine. A secondary player may search for a game machine that has payouts of X times or more of the bet, payouts of X or more, and / or payouts of at least X greater than Y. A secondary player may search for a game machine that has had X or more results with payouts of Y or more. A secondary player may search for a game machine that has a certain payout frequency or a range of payout frequencies. For example, a secondary player may search for a game machine that pays out on average between every 5 games and every 7 games. 1.18.3. A simulated game meets the search criteria.

[0258] In various embodiments, a secondary player may specify search criteria to find a game to participate in. The casino may offer the secondary player the opportunity to participate in a simulated game that matches the search criteria. For example, a secondary player may search for a blackjack game where the dealer's upcard is a 6. In this case, the casino may offer the secondary player the opportunity to participate in a simulated blackjack game where the dealer has a 6 upcard. The simulated game may be one that has been simulated in the past. For example, the casino may have simulated many games in the past and stored data about the games. In this case, the casino may find one game from the stored game set such that the detected game matches the secondary player's search criteria. In this case, the casino server may offer the secondary player the opportunity to participate in the detected game. In the example above, the casino server may offer the secondary player the possibility of participating in a simulated game where the dealer has a 6 upcard. In various embodiments, the simulated game may include games where the player's decisions are made by a computer routine. In various embodiments, the simulated game may include games where random events are generated using a computer routine. In various embodiments, a secondary player may perform a search for primary player games that meet specific criteria. Once the search criteria are specified by the secondary player, the casino may generate one or more simulated games that meet these criteria. For example, the secondary player might search for a game sequence in which the primary player has won 10 consecutive games. In response, the casino may simulate the game sequence. The casino may continue simulating the games until the simulated primary player has won 10 consecutive games.In this instance, the casino may, for example, offer the secondary player the opportunity to participate in the next simulated game. In various embodiments, the casino may configure one or more games that meet the secondary player's search criteria. For example, if the secondary player is interested in participating in a craps game where the first roll of the dice is an 8, the casino may start a simulated game where the first roll is an 8. Subsequent rolls of the game may be generated randomly. In the embodiments described herein, searches made by the secondary player for a particular type of game may be satisfied by simulated games and / or games configured by the casino server. In various embodiments, the odds, payouts, rules and / or required bets of a game may be modified when the secondary player specifies the criteria to which the game must meet. For example, if the secondary player specifies a blackjack game where the primary player has a good starting hand (e.g., 11 points total), the payout for a winning hand may be reduced. 1.18.4. Searching for Trends In various embodiments, a secondary player may search for a specific trend or pattern from one or more games. For example, a secondary player may search for 10 consecutive games played by the same primary player in which the primary player has won all 10 games. If a trend is detected, the secondary player may participate in games following that trend. For example, a secondary player may detect a trend in roulette spins where 3 consecutive spins result in 13. The secondary player may participate in roulette spins following the 3 spins in which 13 occurred. The secondary player may not know the results of the spins following the 3 spins in which 13 occurred.A secondary player is defined as (a) a series of consecutive games played by the same primary player in which the primary player lost all games; (b) a series of consecutive games played by the same primary player in which the primary player won all games; (c) a series of consecutive games played by the same primary player in which the primary player tied all games; (d) a series of consecutive games played by the same primary player in which the primary player generated at least a predetermined net winnings; (e) a series of consecutive games played by the same primary player in which the primary player generated at least a predetermined gross winnings; or (f) a series of games played by the same primary player in which a specific symbol (such as a bell) appeared in all games. A secondary player may search for various trends, including (g) a series of consecutive games played, (h) a series of consecutive games played by the same primary player where the primary player alternated between winning and losing in all games, (i) a series of consecutive roulette spins that produced the same result (e.g., 4), (j) a series of consecutive roulette spins that produced the same type of result (e.g., red), (k) a period (e.g., 5 minutes) in which 80% of the blackjack games played by any primary player resulted in a win, (k) a period (e.g., 1 hour) in which a casino slot machine had three jackpot results, and (l) a series of games in which a certain starting hand appeared for at least 20% of the period (e.g., the primary player received blackjack for at least 20% of the period). In various embodiments, a secondary player may search for the primary player who had the highest losses within a given group during a given period. For example, a secondary player may search for the primary player who lost the most in a reel slot machine over a 1-hour period. In various embodiments, a secondary player may search for the primary player who will be the highest-scoring winner in a given group within a given period of time.In various embodiments, a secondary player might search for the primary player who had the highest payout of $50 or more to a given group within a given period. In various embodiments, a secondary player might search for the primary player who was the biggest loser in their entire playing session compared to any other primary player. In various embodiments, a secondary player might search for trends based on a particular area of ​​the casino. For example, a secondary player might search for a casino area where games played in that area in the last hour resulted in a net winnings of $3,000 for all players. In various embodiments, a secondary player might search for trends based on a type of game. For example, a secondary player might search for a game type where, in the last X minutes, that type of game resulted in an average winnings of $20 or more for primary players. In various embodiments, a secondary player might search for trends based on primary players with specific characteristics. For example, a secondary player might search for a trend where primary players from Arkansas won an average of $50 or more per hour of play in the last hour. 1.18.5. Selecting a Primary Player In various embodiments, a secondary player may search for a primary player who possesses a desired attribute or characteristic. Upon discovering a primary player with the desired attribute or characteristic, the secondary player may choose to participate in that primary player's game. The secondary player may use a search form to search for a primary player. In the search form, the player may select from various primary player characteristics, some of which are described below. For example, the secondary player may enter a desired age or age range for the primary player. The secondary player may also select a primary player characteristic from a menu. For example, the secondary player may select from a menu one of 50 states indicating a desired place of residence for the primary player. As can be understood, the secondary player may search for a primary player in numerous other ways. For example, the secondary player may communicate a description of the primary player to a casino representative (e.g., via text message). The casino representative may then check records of people currently playing on the gaming machine or currently checked into the hotel (e.g., by inserted tracking cards) to identify a person matching the description provided by the secondary player. In some embodiments, the secondary player might seek a specific individual; that is, it might provide a description that can only be satisfied by one person in the world. For example, the secondary player might provide a name. In some embodiments, the secondary player might provide a description that can be satisfied by multiple primary players or any of the primary players. The secondary player does not need to assume a specific individual. 1.18.5.1. A secondary player may search for the primary player based on the primary player's past results. For example, a secondary player might search if (a) the primary player won more than X in the most recent Y period, (b) the primary player won more than X in total, (c) the primary player made a profit of more than X in the most recent Y period, (d) the primary player made a profit of X in total, (e) the primary player won X% of their games in the most recent Y period, (f) the primary player won X% of their games in the most recent Y games, (g) the primary player won X times in the most recent games, (h) the primary player received a payout of X greater than Y in the most recent Z games, (i) Primary - A primary player may search for a primary player that has one or more of the following characteristics: (j) The primary player has won a payout of X greater than Y; (k) The primary player has hit the jackpot in the last X days (or other period); (l) The primary player has hit the jackpot a total of X times; (m) The primary player has used an optimal strategy in the last X games; (n) The primary player has used a good or expert-level strategy in the last X games; (o) The primary player has provided X bonus rounds in the last Y games; (o) The primary player has provided X bonus rounds to date. 1.18.5.2. A secondary player may search for the primary player based on past relationships between the primary and secondary players. A secondary player may search for the primary player in games in which the secondary player has previously participated. A secondary player may search for a primary player when participating in a game in which the secondary player has participated if (a) the secondary player has hit the jackpot, (b) the secondary player has made a profit, (c) the secondary player has provided X bonus rounds, (d) the secondary player has won X of the most recent Y games, (e) the secondary player has won X% of the most recent Y games, or (f) the secondary player has won a payout of X which is greater than Y. 1.18.5.3. A secondary player may search for a primary player based on the primary player's demographic characteristics. For example, a secondary player may search for a primary player based on one or more of the primary player's characteristics, such as (a) age, (b) race, (c) marshall status, (d) number of children, (e) number of grandchildren, (f) religion, (g) place of origin, (h) place of residence, (i) gender, (j) occupation, (k) income, (l) disability status, (m) education level, (n) high school attended, or (o) university attended. For example, a secondary player may want to join a game with a primary player who shares one or more demographic characteristics with the secondary player. 1.18.5.4. A secondary player might search for a primary player based on the hobbies enjoyed by that primary player. For example, a secondary player might search for a primary player who is a fan of a particular sports team or who enjoys a particular game or sport. 1.18.5.5. A secondary player may search for primary players with whom they have previously been associated or related. A secondary player may search for primary players in games in which they have previously participated. A secondary player may search for primary players in games in which they have previously won prizes, hit the jackpot, received large payouts, or had other outcomes of interest to them. 1.18.6. A secondary player may search for games based on their attributes. This search may be specific to individual games. For example, the search may distinguish between two games played by the same primary player on the same gaming machine. In some embodiments, a secondary player may search for games in which a certain amount of money has been won. For example, a secondary player may search for games in which 3 coins have been bet. A 3-coin bet may give the primary player of the game the chance to win the jackpot. A secondary player may search for games in which X paylines are activated, or games in which X hands of video poker are being played simultaneously. A secondary player may also search for games based on the date and time the game was played. 1.18.6.1. In some embodiments, a secondary player may search for a game based on events that have occurred within the game. For example, the game may have already taken place, or the game may be in progress at the time of the secondary player's search. The secondary player may search for a game in which (a) a particular set of cards has been dealt (e.g., a video poker game where a pair was dealt as the initial hand, or a blackjack hand where a total of 11 cards was dealt as the starting hand), (b) a particular symbol for a certain outcome has been determined (e.g., two bar symbols appearing on the reels of the game machine from an outcome consisting of three symbols), (c) a bonus round has been reached, and / or (d) a certain level of bonus has been reached. 1.18.7. Provide games that allow secondary players to participate.

[0259] At some point, a secondary player may be ready to participate in a game that possesses certain attributes. These attributes may be those specified by the secondary player. For example, the secondary player may search for a game that possesses certain attributes, or search for a game that has provided an indication that they wish to participate in a game that possesses certain attributes. In some embodiments, a casino may want to allow a secondary player to participate in a game that possesses certain attributes for other reasons. 1.18.7.1. Past actual games will be provided.

[0260] Given a set of attributes or characteristics, a casino may extract data about past games that possess that set of attributes or characteristics. These past games may be games actually played by real human players. For example, if a secondary player expresses a desire to play a video poker game previously played by a 60-year-old primary player, the casino may extract data about games actually played in the past by the 60-year-old primary player on a video poker machine. The extracted data may be used to display information about the game to the secondary player (e.g., displaying screenshots of the cards dealt in the game), determine the outcome of the game, determine if the secondary player won based on their bets on the game, and determine the amount to be paid to the secondary player. The data about past games may be indexed by each attribute, such as the player's age or the type of game. Therefore, games can be searched by attribute, and data about games possessing the attributes desired by the secondary player may be extracted. 1.18.7.2. A simulated version of the game from the past is provided.

[0261] Given a set of attributes or characteristics, a casino may extract data about simulated past games. The games are not played by real people. In some embodiments, the outcome of the game may be determined before any real people play. However, a person (such as a secondary player) may have joined the game before the outcome was generated. Regarding past games initially played by live players, data about simulated past games may be stored in a database and indexed by attributes. The data about past games may then be retrieved according to the desired attributes. This data may then be used to reconstruct the game for secondary players and determine the outcome and the amount paid to the secondary players. 1.18.7.3. The actual game is provided as it is now.

[0262] Given a set of attributes or characteristics, a casino may determine the current game in progress that possesses that set of attributes or characteristics. For example, a primary player aged 60 from Wisconsin may currently be playing a game on a video poker machine where they have been dealt a pair of initial hands. A secondary player may be permitted to join the ongoing game. For example, a secondary player may be permitted to place a bet on what the final outcome of the game will be. In various embodiments, because the secondary player places a bet midway through the game and has more information than the primary player at the start of the game, they do not need to have the same paytable benefits as the primary player. 1.18.7.4. The current simulated game is provided.

[0263] Given a set of attributes or characteristics, a casino may simulate a game that possesses that set of attributes or characteristics. For example, a casino may use a computer algorithm to determine the cards dealt in a card game (such as video poker) or the symbols displayed in a simulated reel slot machine. For example, if a secondary player wishes to participate in a video poker game, the casino may simulate a video poker game. If a secondary player wishes to participate in a video slot machine game, the casino may simulate a video slot machine game. In various embodiments, a casino may use an algorithm to simulate games that are typically played on the gaming machine along with table games. For example, a casino server may simulate craps, blackjack, or poker. If other players are normally in the game, a casino may use a computer algorithm to simulate decisions made by humans. For example, to simulate a poker game, a casino may use an algorithm designed to bet, call, fold, raise, or check according to pre-programmed rules. In some embodiments, a secondary player may wish to participate in a game in which a particular symbol or result appears. In some embodiments, the casino may simulate multiple games until a desired symbol or outcome appears. The secondary player may only have the opportunity to participate in the game in which the desired symbol or outcome appears. For example, the secondary player may indicate that they wish to participate in a video poker game where three of a kind is dealt in the initial hand. The casino may deal several simulated hands for the video poker game. Only when the casino ultimately deals an initial hand with three of a kind, by random probability or other means, will the secondary player be able to place a bet and receive a prize for the final outcome of the game.In some embodiments, the casino may first accept bets from the secondary player, simulate multiple games until a game with desired characteristics is simulated, and then pay out to the player based on the outcome of the game with the desired characteristics. In some embodiments, the simulation may begin with a game of the desired attributes. For example, if the secondary player wishes to play a video poker game where they are dealt three of a kind as their starting hand, the simulation may begin by dealing the three of a kind. This simulation may randomize the remaining cards (for example, by shuffling the remaining cards after three cards of the same rank have been dealt). The game is then played with two additional cards dealt from a randomized deck to complete the initial hand, after which one or two cards are discarded and replaced with new cards from the randomized deck. In various embodiments, the secondary player may or may not have the opportunity to make decisions in the simulated game. For example, in some embodiments, the secondary player may choose which cards to discard in the video poker game. In some embodiments, the cards to be discarded may be automatically selected by a computer algorithm that utilizes, for example, the optimal poker strategy. 1.18.7.5. When a game possessing the desired characteristics is played, a notification is provided.

[0264] Given a set of attributes or characteristics, a casino may determine when such a game is being played or could be played. For example, a secondary player may wish to participate in a game being played by a primary player on a 3-reel slot machine. This primary player has three children and their birthday is in April. The casino may determine that a primary player with three children and a birthday in April is indeed seated at the 3-reel slot machine. The primary player may have already been playing for 20 minutes and will likely continue playing. Therefore, the secondary player may be permitted to participate in the primary player's game from that point onward. The casino may notify the secondary player that a primary player with the desired characteristics has been detected and that the secondary player may begin placing bets on the primary player's game. Furthermore, the casino may begin sending information about the primary player's game to the secondary player. 1.19. Secondary players participate in a game where they can win a progressive jackpot.

[0265] In various embodiments, secondary players may participate in games in which the primary player is eligible to win a progressive jackpot. However, in various embodiments, the progressive jackpot constitutes a single money pool, and therefore, it cannot be paid out entirely to each of the multiple players. 1.19.1. The secondary player receives a fixed replacement.

[0266] In various embodiments, when the primary player hits the progressive jackpot, secondary players participating in the same game receive a fixed payout. This fixed payout may be a predetermined amount, such as $10,000. 1.19.2. Secondary players receive a fixed percentage.

[0267] In various embodiments, when the primary player hits the progressive jackpot, the secondary players participating in the same game receive a percentage of the progressive jackpot. 1.19.2.1. The primary player may receive the full amount or less, and the secondary player may receive payment.

[0268] In various embodiments, if a secondary player receives a percentage of the progressive jackpot won by the primary player, the amount received by the primary player from the jackpot may be reduced accordingly. For example, if the secondary player receives X% of the progressive jackpot, the primary player may receive 100-X% of the progressive jackpot. In various embodiments, for each bet made on a game with a progressive jackpot, a portion of that bet contributes to increasing the size of the progressive jackpot. Therefore, if the primary and secondary players each place separate bets on the game, a portion of the primary player's bet may be added to the size of the progressive jackpot, and a portion of the secondary player's bet may contribute to the size of the progressive jackpot. A fixed contribution of the progressive jackpot may be required for each game. Therefore, when both a primary and a secondary player participate in the game, the primary player's contribution to the progressive jackpot may be smaller than when only the primary player participates. In various embodiments, the primary player may receive the full amount of the progressive jackpot. The amount received by the secondary player may be greater than or equal to the amount paid to the primary player. The secondary player may receive an amount equal to a predetermined percentage of the progressive jackpot, such as 10% of the progressive jackpot. 1.19.3. A portion of the progressive amount is set aside for the secondary player before payment.

[0269] In various embodiments, the progressive jackpot is divided into two or more parts. The first part is available for the primary player to win. The second part is available for the secondary player to win. If the progressive jackpot is won in the game, the primary player participating in the game will win a portion of the progressive jackpot available to the primary player, and the secondary player participating in the game will win a portion of the progressive jackpot available to the primary player. If there are no secondary players in the game, the portion of the progressive jackpot available to the secondary player may remain unclaimed. 1.19.4. Progressive only for secondary players.

[0270] In various embodiments, a progressive jackpot (other similar terms used here may include “progressive prize,” “progressive prize pool,” “progressive pool,” “progressive payout,” etc.) may grow from contributions from secondary players only. A progressive jackpot may be available only to be won by secondary players. For example, for each bet made by a secondary player on a particular type of game, a portion of that bet may be reserved and added to the progressive jackpot. If a secondary player who subsequently takes part in that type of game wins the progressive jackpot, the jackpot may be awarded to that secondary player. The size of the progressive prize pool may then be reduced to zero. In some embodiments, once the progressive prize pool is claimed, the next pool may be offered by the casino with a certain amount, such as $10,000, to attract the interest of secondary players. In various embodiments, a display viewable by a secondary player may track the size of the progressive pool. For example, a secondary player may participate in the game using a mobile phone (such as a portable device provided in Nevada bill AB471). The portable device may maintain an ongoing tally of the progressive pool size on its display screen.

[0271] In various embodiments, two or more independent progressive jackpots may be available to secondary players. In various embodiments, secondary players may be eligible to win progressive prizes based on the location or geographical area in which they participate in the game. For example, a secondary player who participates while seated at Casino A may be eligible for a first progressive prize pool of $10,000. Another secondary player who participates while seated at Casino B may be eligible for a second progressive prize pool of $20,000. A progressive prize pool may be determined based on: (a) the demographics of secondary players, such as age, birthday, place of origin, marshal status, and education level (there may be a first progressive pool for secondary players aged 60 and over and a second progressive pool for secondary players aged 59 and under); (b) the specific type of game the secondary player is playing (for example, there may be separate progressive prizes for slot machine games and video poker games); (c) the location or geographical area where the secondary player is playing (for example, there may be different progressive pools for different casinos, cities, states, etc.); and (d) the date and time the secondary player is playing (e.g., (e) different progressive prizes offered during each 6-hour period of the day; (f) the identity of the primary player (there may be a first progressive prize pool for games played by a first set of primary players and a second progressive prize pool for games played by a second set of primary players); (g) the characteristics or circumstances of the primary player (e.g., demographics of the primary player, location); (g) bets made by the secondary player (for example, a secondary player may be eligible for the first progressive prize if their bet is $3 or more, and eligible for the second progressive prize if their bet is less than $4).Based on one or more characteristics or circumstances of a secondary player, including, ) may be available for acquisition by a secondary player. In various embodiments, the progressive prize pool may be associated with a given period. For example, the progressive prize pool may be associated with a specific date. The progressive prize pool may be associated with a guarantee that it falls on the associated date (or period). According to this guarantee, the progressive prize may be claimed by the first secondary player to achieve result A, and if no secondary player achieves result A, it may be claimed by the first secondary player to achieve result B, and if no secondary player achieves result A or B, it may be claimed by the first secondary player to achieve result C. In various embodiments, the probability of the progressive prize pool appearing may be set such that the pool may be acquired during the associated period. For example, if a secondary player is expected to play 10,000 games within a given period in which they have a chance of winning a progressive prize, the probability of winning each game might be set at 1 / 5000. The probability of the progressive prize being won within that period might be approximately 86%. In some embodiments, because the casino knows in advance the results of the games played by the secondary player, the casino might intentionally present the game in such a way that it will result in a progressive prize win. Such games might be presented throughout all periods in which a progressive prize is guaranteed to be won. In various embodiments, two or more progressive prize pools might be available simultaneously for the secondary player to win. One progressive pool might be associated with a relatively short period, and the other progressive pools with a relatively longer period. For example, the first progressive prize pool might have an average win once a year. In fact, the first progressive prize pool might be guaranteed to have a winner every year.The second progressive prize pool may be won on average once a day. A secondary player may be eligible to win any of the progressive prize pools in the same game. In some embodiments, a secondary player may only win the first progressive prize pool while participating in the first game. In some embodiments, a secondary player may only be eligible to win the second progressive prize pool while participating in the second game. 1.19.5. Secondary players cannot play games in progressive mode.

[0272] In various implementations, secondary players may not be permitted to participate in games with progressive payouts. 1.19.6. Secondary players receive the full amount of the progressive bonus.

[0273] In various embodiments, when a progressive payout is won in the game, the secondary player may receive the full amount of the progressive jackpot. For example, suppose the primary player wins the progressive jackpot in a game where the progressive jackpot is $100,000. The primary player may receive $100,000. The secondary player may also receive $100,000. 1.19.7. Configure additional funds to be paid to secondary players.

[0274] In various embodiments, progressive payouts (such as progressive jackpots) may consist of a fund that is reserved until the point at which the jackpot needs to be paid out. If a progressive jackpot is won in a game in which a secondary player is participating, the progressive jackpot is transferred to the primary player, and additional funds must be acquired by the casino to pay the secondary player. In various embodiments, the casino may pay the secondary player from a separate fund pool, such as an account used by the casino for general business expenses. In some embodiments, the secondary player may receive a promise of payment. The secondary player may receive a portion of their contribution to subsequent progressive payouts. For example, the secondary player may receive 50% of all portions of their reserved bets on subsequent progressive jackpots until the point at which the subsequent progressive jackpot is won. 1.20. Anti-vulture provision: Secondary players may be prohibited from playing in games with a positive expected value.

[0275] Regarding game machines or live table games where betting conditions are favorable to the player, various situations can arise. Favorable situations may include situations where the player is expected to receive, on average, more than 100% of their bet from winning games. For example, in a slot machine, if a progressive jackpot or other payout reaches a certain level, the slot machine may return, on average, more than 100% of the bet. In some slot machines, certain symbols, tokens, or other objects may accumulate per game. For example, Double Diamond Mine®, manufactured by IGT, allows players to accumulate diamond symbols per game. When 10 diamond symbols accumulate from a certain reel, the player receives a payout. Slot machines with such object accumulation may return, on average, more than 100% of the bet. In blackjack games, such as live table blackjack games, if the remaining cards in the deck are predominantly of one type (such as high-numbered cards), the game may return more than 100% of the bet.

[0276] In various embodiments, a secondary player may be able to search for past games where the expected payout is 100% or more of the bet. For example, a secondary player may search for games in Double Diamond Mine® where nine diamond symbols have already been accumulated on each reel. In other embodiments, a secondary player may be able to search for game machines where the progressive jackpot has exceeded a certain threshold. A secondary player may be permitted to participate in such games. However, in some embodiments, a secondary player may be prohibited from participating in games where the expected payout is 100% or more of the bet. In some embodiments, a secondary player may be permitted to participate in games that return 100% or more of the bet only if such games occur during a longer play sequence or session. For example, a secondary player may be permitted to participate in Double Diamond Mine® where nine diamonds have been accumulated on each reel only if they have already participated in the most recent game played on the same slot machine.

[0277] Tracking Game Data Usage In some embodiments, a game originally played at a first casino or other establishment may be subsequently reconfigured at a second casino or establishment. For example, a secondary player at a second casino may participate in a game originally played at a first casino. The second casino may derive revenue, profits, or other monetary gains from the reconfiguration of the game at its second casino. For example, when a secondary player bets on a game at a second casino, the second casino may expect to win a portion of the bet on average. In some embodiments, the second casino may compensate the first casino for the right to utilize or reconfigure a game originally generated or played at the first casino. In various embodiments, game utilization for secondary player participation may be tracked. Such utilization tracking may allow tracking how much profit the first casino (e.g., the casino that originally generated the game) is making and how much profit the second establishment (e.g., the casino that reconfigured the game for secondary player play) is making. Game utilization at a casino may be tracked in several ways. Game-related data, such as game identifiers, may be stored in a database. The time the game was reconfigured may be stored. Other items that may be stored include (a) the identity of the secondary player who played the game, (b) the amount wagered on the game, (c) the amount won or lost by the casino that reconfigured the game, (d) the type of bet on the game, (e) the number of secondary players who participated in the game, (f) the location of the secondary player who bet on the game, and (g) the amount paid to the casino that originally generated the game. Data for each individual game may not be stored in some embodiments. Data for blocks or groups of games may be stored. For example, a casino may store a record indicating that a group of 1,000 games was reconfigured on the afternoon of August 17, 2010, with a total of $40,000 wagered on the games.

[0278] In various embodiments, a casino that uses or reconfigures one or more games may send a report on the use of the games to the casino that originally generated the games. For example, a casino that reconfigures a game may send a printed report with several lines detailing the game, the date the game was reconfigured, the stakes, the amount paid to the casino that originally generated the game, etc. This report may be on paper or electronic. The report may be sent by mail, email, fax, download from the internet, or any other means. The report may cover one game or group of games. The report may be sent in real time (for example, a report on game use may be sent to the casino that generated the game when the game is used or immediately after the game is used), periodically (for example, every hour), or once (for example, at the end of the period during which the casino that used the game is permitted to use the game by the casino that originally generated the game).

[0279] Data stored by the casino regarding the use or reconfiguration of games within the casino may be obtained from devices used by secondary players. For example, a terminal used by a secondary player to participate in a game may store and / or transmit various data, such as the amount wagered by the secondary player and the games played by the secondary player, to the casino server.

[0280] In various embodiments, a casino that utilizes data related to a game originally generated by another casino may track or record the use of various images related to the game. Based on the use of the images, royalties for copyright may be paid to the image owners. In addition, the casino that originally generated the game may track the use of images from the game. 1.21. The Fraudulent Transaction Paradigm Under this paradigm, the establishment wishes to invest the minimum possible amount in casino infrastructure, including games, and grant licenses to become casino operators. Alternatively, the establishment plans to reuse data from actual casinos, set up a good facade, and launch a business.

[0281] In various embodiments, an operator may set up a gaming facility that utilizes, alone or predominantly, already generated games or results. This may allow the operator to save various costs, possibly including the cost of purchasing gaming equipment, acquiring accounting software and other infrastructure, and the cost of complying with various regulations. For example, by reusing already generated results, the operator does not need to purchase expensive gaming equipment because it generates the original results. Furthermore, the operator does not need to submit such gaming equipment for regulatory approval or inspection. In some embodiments, operators of facilities that only reuse already generated games and results may not be required to undergo the same type of regulatory approval as facilities that generate the original games and results. In some embodiments, operators of facilities that reuse games and results do not need to submit equipment used by secondary players to the same type of regulatory approval process as regular gaming equipment (such as slot machines). Rather, the regulatory approval process may be simpler for equipment used only by secondary players. In some embodiments, an entire facility that reuses only games or results may not be subject to the same regulatory process as facilities that generate the original results. Rather, the regulatory process may be simpler for facilities that reuse only games or results.

[0282] In some embodiments, by utilizing already generated results, operators may use pre-generated accounting data to explain the amounts received and the gains and losses based on those results. This may allow operators to save on accounting software and other accounting infrastructure, such as networks or intranets, for communicating accounting-related information. 1.21.1. Using a shell machine to simply display results from other machines In various embodiments, the operator may install machines or devices having simplified functions. These machines may include cash receiving means, credit card receiving means, or other receiving means intended for use for betting. The machines may include output devices such as microphones for audio output and display screens for video or graphical output. The machines may further have dispensers for cash, coins, tokens, chips, cashless game receipts, or other means. Payment to players may be considered based on the amount won during game participation or based on the amount remaining from the initial deposit made by the player. The machines may further have media players and / or media storage devices. For example, the machine may include a DVD player or a VHS player. The machine may have VHS tapes, DVDs, CDs, flash memory, or other media storage devices. The machines may further have a network interface for sending and receiving information over a network such as an intranet or the internet. The network interface may have a wireless network interface such as an antenna. Optionally, the machines in various embodiments may accept records of past games stored in a storage device such as a DVD. The machine may accept cash from the player. The machine may then accept a display of the bet amount. The machine may then accept a game start signal from the player. The player may transmit the start signal, for example, by pressing a button labeled “Spin” on the machine. The machine may then play game footage or other displays stored from a DVD for the player. For example, the machine may play a 10-second video clip from the DVD. This video clip may show past games that have appeared on the actual slot machine. The machine may determine the outcome of the game. For example, the DVD may store information related to the payout or payout ratio associated with each game.Based on payout information, the machine may make a payment to the player. The player may receive the payment, for example, by distributing cash through the machine's dispenser or by adding it to the player's credit balance stored in the machine. In various embodiments, the machine itself does not generate any results or games. The machine simply plays previously generated games. In various embodiments, the machine may reconstruct a game based on a limited amount of information about the game. For example, the machine may receive information about the outcome of a game. The machine may then display an animated sequence showing slot reels spinning and stopping to display the outcome. In some embodiments, the machine does not need to store information about previous games locally on the machine. Rather, the machine receives information about past games via a network. Once information about past games is received, the machine may reconstruct the past game for a secondary player on the machine. 1.21.2. Simplified Regulatory Licensing: Operators are not required to generate their own accounting data.

[0283] In various embodiments, a casino operator may generate several original games or outcomes. Based on these outcomes, the casino may generate records such as winnings, losses, total amounts, and taxes paid. Such data may constitute accounting data. The casino operator may then share such accounting data with a second operator who reuses the outcomes generated by the first casino operator. Since the outcomes used are the same, the required accounting data may be the same or similar. Therefore, in some embodiments, the second operator may receive accounting data from the first casino operator and reuse it for its own records. 1.21.4. Preliminary inspection of data is not permitted because it could lead to prosecution for knowing the outcome of fraudulent transactions in advance.

[0284] In various implementations, operators who utilize past games or results may be prohibited by law, regulation, practice, or other policy because they would acquire knowledge about the game or results before secondary players participate in the game. Thus, operators may be prevented from selectively making available games or results that are unfavorable to them. 1.22. Multi-stage poker game In various embodiments, a poker game is played. The poker game may involve multiple live players at a casino table. The poker game itself may be called the first stage game. A second stage game may be played based on the first stage game. The second stage game may involve a different set of players. In some embodiments, the second stage game has one player for each player in the first stage game. Each person in the second stage game may be associated or matched with a person in the first stage game. In various embodiments, a person in the second stage game may bet on what their associated player will do in the first stage game. For example, a player in the second stage game may bet on their associated player in the first stage game checking, betting, raising, calling, or folding. Furthermore, a person in the second stage game may bet on the amount their associated player in the first stage game will bet. For example, if Joe in the second stage game is associated with Sue in the first stage game, Joe may bet that Sue will raise by at least 30 chips. In various embodiments, no one in the second stage game can communicate with anyone in the first stage game, and vice versa. In various embodiments, a person in the second stage game knows the cards of their associated person in the first stage game, but does not know the cards of any other player in the first stage game.

[0285] In various embodiments, a player in the second stage game may check, bet, raise, fold, or call against other players in the second stage game. They may also bluff, hoping that other players in the second stage game will fold. If two or more players remain in the second stage game when the first stage game reaches its conclusion, the pot for the second stage game may be awarded to the second stage players based on the outcome of the first stage game. That is, if a player in the second stage game is associated with a first stage player who won the first stage game, the second stage player will also win the second stage game. In some embodiments, the outcome of the second stage game is determined as if each player in the second stage game held the cards of their associated player in the first stage game. In various embodiments, if a player in the first stage game folds, their associated player in the second stage game automatically folds, thereby losing the second stage game.

[0286] In various embodiments, higher stages may exist. For example, a third stage may include the same number of players as in the second stage (or equivalently, the first stage). Each player in the third stage may be associated with a player in the second stage. Thus, a player in the third stage may be automatically associated with a first-stage player who is associated with a second-stage player who is associated with a third-stage player. That is, one player in each stage may be associated with a particular hand of cards, and all such players may be associated with each other. A player in the third stage may bet on which bet will be made by their associated player in the second or first stage, and by how much. Further players in the third stage may bet on each other, determined by the results of the lower stages. A player in the third stage may win a prize if they do not fold, if their associated player in the second stage does not fold, if their associated player in the first stage does not fold, and if their associated player in the first stage has the best poker hand at the end of the first stage game. However, if the associated player in the first or second stage folds, the player in the third stage automatically folds. However, it should be noted that the player in the second stage does not automatically fold if the associated player in the third stage folds. It will be understood that there may be any number of stages, such as the fourth, fifth, and sixth stages, each functioning similarly to those described for the first three stages. In some embodiments, a person in a stage higher than the first stage may check the cards of all players in the first stage. 1.22.1. There may be time limits for players at higher levels so that they can see what actually happens in the game.

[0287] In some embodiments, players in the second stage or beyond may have a time limit before making betting or other game decisions. This time limit may force players in the second stage or beyond to take action before the game progresses in the first stage and before they can discover important information from identifying first-stage players who may have assisted them in their game decisions. Games above version 1.22.2 may not be played in a live environment. Therefore, higher-ranked players may bet after the facts have been announced.

[0288] In various embodiments, the second, third, and higher-stage games may take place after the first-stage game has been completed. Therefore, the replay of actions in the first-stage game may be paused until all appropriate actions have been taken in the higher-stage games. 1.22.3. Each stage can be formed among the people in the pool using portable devices.

[0289] In various embodiments, second, third, or higher-stage games may be formed among players away from the poker table. For example, a player at the casino poolside may participate in a second-stage game using a portable device such as a personal digital assistant. Thus, a second-stage player may benefit from the dealer's work and the use of physical cards without being physically present at the poker table. 1.23. In various embodiments, a first secondary player may receive notifications regarding the activities of the primary player and / or second secondary player. Activities that trigger a notification may include (a) the primary player inserting a tracking card into a game machine, (b) the primary player inserting cash or other payment into a game machine, (c) the primary player providing a tracking card or other identification information to a table game (such as a blackjack game), (d) the primary player purchasing chips in a table game, (e) the primary player placing a bet in a slot machine game, (f) the primary player placing a bet in a game, (g) the primary player participating in a game, (h) the primary player receiving a payout in a game, (i) the primary player checking into a hotel, or (j) the primary player paying for a meal at a restaurant (thus identifying themselves, for example, by credit card). Similar activities by a second secondary player may trigger a notification for the first secondary player. If the primary player is flagged or has been flagged for any reason, such as being interested in the first secondary player, a notification may be sent to the secondary player. For example, the first secondary player might have indicated that the primary player was the secondary player's favorite player.Therefore, the first secondary player may wish to be notified of when the primary player is playing or is scheduled to play, so that they may have the opportunity to participate in the first primary player's game. The notification may be sent to the second secondary player's device, including a mobile phone, personal digital assistant, Blackberry®, laptop, personal computer, television, etc.

[0290] Notifications may also be sent to the first and second secondary players under other trigger conditions. Notifications may be sent to the first secondary player if the target primary player (a) is playing a game (e.g., the second secondary player's favorite game), (b) has a winning or losing tendency (e.g., the primary player has won 10 games in a row, or the primary player has lost games in a row), or (c) the primary player has won a certain amount of money (e.g., the primary player has won $100 or more). Notifications may also be sent to the first secondary player based on similar trigger conditions relating to the second secondary player. 1.24. The embodiments described herein are not limited to casino games. Rather, when applicable, the disclosed embodiments may apply to a wide range of games, contests, sporting events, random events, the unknown, etc. When applicable, the disclosed embodiments may apply to anything that could be the subject of a bet. The disclosed embodiments may apply to table games, video games, boxing matches, sporting events, equity price fluctuations, bond price fluctuations, movements of other marketable securities, election results, weather, temperature, the average test score of a group of students, etc. For example, a secondary player might bet on whether a stock price will go up or down in the next 10 minutes. Note that in each embodiment, a primary player does not need to be explicitly present. For example, a secondary player might bet on the temperature over the next day, even if there is no primary player generating the temperature. 1.25. The embodiments described herein do not have to apply only to complete games. Where applicable, the embodiments described herein may apply to events within a game. For example, a secondary player may bet on the next card the primary player will receive in the game. A secondary player may bet on the next roll of the dice, the number of times a player will hit in a game of blackjack, the total points the dealer has in a game of blackjack, or the contents of the flop in a game of Texas Hold'em poker. A secondary player may be notified when a certain sequence of events occurs. For example, a secondary player may be notified when the last 10 cards dealt in the game are red cards (i.e., hearts or diamonds). A secondary player may view historical data about events within a game. For example, a secondary player may view historical data about the number of times the number 12 was rolled in craps in the last 10 minutes. 1.26. Secondary players observe only the primary player.

[0291] In various embodiments, a secondary player may wish to observe the primary player's play, observe the primary player's game, observe the primary player's facial expressions, track the primary player's strategy, examine the primary player's past results, or track the primary player. The secondary player may wish to track the primary player without betting money or taking any risks on the primary player's game. For example, a secondary player may wish to observe the game of a primary player who is a celebrity. Simply observing a celebrity player may provide entertainment for the secondary player.

[0292] Secondary players may search for primary players based on any number of criteria, including those mentioned above. Secondary players may search for primary players based on their name (e.g., Ben Affleck), demographics, celebrity status (e.g., a name that generates more than 1000 hits in a Google search), typical bets (e.g., a secondary player might search for players who bet more than $100 per game), win or loss history, strategies used, facial expressions (e.g., a computer algorithm could score the expressiveness of a primary player's face, allowing secondary players to search for the most expressive faces), and / or any other criteria.

[0293] In various embodiments, a secondary player may pay a fee for observing the primary player's games. The fee paid by the secondary player may allow the casino to profit from the secondary player even if the secondary player does not place any bets. The secondary player may pay a fee based on each game observed, the amount of time observed, or any other metric. In various embodiments, the primary player may receive a portion of the fees paid by the secondary player.

[0294] In various embodiments, permission from the primary player must be obtained before the secondary player can track the primary player's play. 2. Bet on a smaller aspect of someone else's game. For example, bet on which card will come next, or which will be rolled on the next dice.

[0295] In various embodiments, individuals who do not directly participate in casino games may bet on various events of the game. These events may include rolling dice, drawing cards, spinning a roulette wheel, or spinning the reels of a slot machine. Events may be determined by the number shown on the top of a die, the rank or type of a drawn card, the number realized by roulette, or the symbols that appear on the payline reels. Events may also include decisions or actions made by players directly involved in the game. For example, an event may include a player deciding to hit or stand in blackjack, a player deciding to bet or fold in poker, or a player deciding which prize door to select in the bonus round of a slot machine game. Such events may be determined by the form of the decision actually made. For example, this may include actual decisions made by the player, such as "hit," "draw," or "fold." Events may also include decisions made by the dealer in the game. For example, in the game of Pai Gow poker, an event may include the dealer arranging their seven cards to join the two-card and five-card hands. The event's decision can take the form of a dealer's actual hand of five cards and a hand of two actual cards.

[0296] The term “payout odds” used here may represent the breakdown of the amount a player receives for each bet in a winning event. For example, payout odds of 3:2 mean that if a player wins their bet, they will receive 3 units for every 2 units bet (in addition to maintaining their original bet). It will be understood that the payout ratio can be easily determined from the payout odds through mathematical calculations. Therefore, it will be understood that the examples described here using the payout ratio can be easily implemented using the payout odds.

[0297] For a given event, an appropriate payout ratio set may be determined. For example, if a secondary player bets on 2 in a roll of a six-sided die, the secondary player will receive five times their initial bet if 2 is actually rolled (a payout ratio of 5). Note that it is assumed that the player initially forfeits their bet. Therefore, the net profit is four times the initial bet if 2 is rolled. The payout ratio set may be determined based on the intrinsic probabilities of the various possible outcomes of the event. In the example above, the intrinsic probability of rolling 2 is 1 / 6. Therefore, a payout ratio of 5 aims to provide the player with a payout corresponding to the reciprocal of the probability of a winning outcome, while enabling casino profits on average.

[0298] Once the event is decided, it may be determined whether the secondary player won. For example, suppose a secondary player bets that the next card dealt in a poker game will be the ace of spades. Once the next card is dealt, it is determined whether the card is actually the ace of spades, or whether the secondary player won. If the secondary player won, they are paid according to the payout odds.

[0299] In various embodiments, the events to which the secondary player bets do not constitute the complete game for the primary player. For example, the outcome of a video poker game is based not only on the next card, but also on at least four other cards that make up the complete poker hand. Thus, the primary player may place a bet and receive a payout based on the outcomes of the first and second events of the game and their bet.

[0300] In various embodiments, secondary players may be located away from the game. For example, the primary player may be physically present at the location of the slot machine, video poker machine, table game, or other game venue while participating in the game. However, the secondary player may be located 50 feet away, in a different room, in a different building, in a different city, or otherwise geographically separated from the primary player.

[0301] In various embodiments, a secondary player may place a bet on the game's events after the game has finished. For example, a secondary player may place a bet on the events of a game that finished last week.

[0302] Game events may be unknown to secondary players because they may not have observed or participated in them when the game was first played. 2.1. Betting Interface In various embodiments, a secondary player may bet on in-game events using a betting interface. The betting interface may be a graphical user interface and may include interactive configurations such as buttons, microphones, touch areas, a mouse, a keyboard, and other configurations that accept betting instructions from the secondary player. Figure 9 shows an example betting interface. The betting interface shown in Figure 9 includes an area listing the names of available primary players. Secondary players may choose to bet on events in games played by these primary players. Next to each primary player, a display of the result of the last event is listed. For example, next to primary player Robert Clemens, the Jack of Spades is listed. This indicates that in Robert Clemens' most recent event, when cards were dealt, the result of the event was the Jack of Spades. Next to Sue Baker, “Bar” is listed. This indicates that in Sue Baker's most recent event, which was a random result of symbols displayed in the slot machine's viewing window, the result of the event was the appearance of a Bar. In TeeBone's case, the most recently dealt card was the 2 of hearts. The betting interface shown in Figure 9 includes two game windows where the secondary player bets on in-game events. In TeeBone's game, the secondary player bet $5 that the next card dealt in the game would be a club. In Sue Baker's game, two symbols have already appeared in the viewing window of the slot machine game in which Sue Baker is participating. The game state is such that the secondary player may bet on a third symbol that will appear in the same game for Sue Baker. The secondary player may use the “Betting Menu” area on the screen to select the symbol to bet on.Currently, the "cherry" symbol is displayed in the betting menu area. However, secondary players may scroll through the menu to select additional symbols to bet on (for example, by touching it three times in quick succession). 2.2. Determining the Pay Table In various embodiments, a payout ratio may be determined for an in-game event. The payout ratio may be based on the probability that a bet on the event will be successful. The payout ratio may also be determined based on several other factors. The payout ratio may be displayed or presented to the secondary player. In some embodiments, the payout ratio is displayed in the form of a paytable. The paytable may include a first column showing the various possible outcomes of the event and a second column showing the amount paid for each amount bet on each outcome. 2.2.1. Determining the Appropriate Odds In various embodiments, the payout ratio may be determined based on the desired average amount earned by the casino on the wagers received by the casino (e.g., a desired house advantage), the house advantage of the game in which the event occurs, and / or judicial rules regarding the allowable house advantage. 2.2.1.1. Desired House Advantage In various embodiments, a casino may determine a desired house advantage for bets on game events. It is understood that a casino may determine an arbitrary number of equal desired metrics. These equal metrics may be determined through a deterministic mathematical transformation of the house advantage. For example, a casino may equally determine a desired average amount that a player wins per bet unit. One example of a house advantage might be 15%, 10%, and 5%. The desired house advantage may be determined based on an arbitrary number of factors, including the perception of which house advantage is attractive to the player while providing the casino with a reasonable profit. 2.2.1.2. Same as the game device In various embodiments, the house advantage over in-game events is determined based on the house advantage of the game itself. For example, the house advantage of a bet on an event in a game may be the same as the house advantage of a bet on that game. In various embodiments, the house advantage of an in-game event may be close to, but not identical to, the house advantage of the game. For example, the house advantage of an event may differ from the house advantage of the game by only 2 percentage points. Achieving the same house advantage may not be feasible, for example, due to requirements for integer payouts or a limited number of possible outcomes for events (for example, there are only 6 possible outcomes for a single roll of a die). 2.2.1.3. Betting Amount In various implementations, the house advantage for in-game events may be determined based on the stakes placed on those events. In some implementations, higher stakes result in lower house advantage, providing an incentive for players to bet more. 2.2.1.4. Judicial minimization In various implementations, laws, regulations, policies, or other practices may define the maximum permissible house advantage for game equipment. Therefore, the house advantage for an event may be determined to be less than or equal to the maximum permissible house advantage. 2.2.2. Player preferences influence the paytable.

[0303] In various embodiments, a game event may have more than two possible outcomes. For example, a roll of a die may have six possible outcomes, and drawing a card from a deck may have 52 possible outcomes. A payout ratio may be associated with each possible outcome. For this reason, a paytable may be constructed for an event, and the paytable details the payout ratio for one or more of the possible outcomes. In various embodiments, it may be possible to construct many different paytables for the same event. Furthermore, many different paytables may result in the same or similar house advantage. For example, a first paytable for a roll of a die may offer a payout ratio of 5 for a 6 and a payout ratio of 0 for any other roll. A second paytable for a roll of a die may offer a payout ratio of 3 for a 6, a payout ratio of 2 for a 5, and a payout ratio of 0 for any other roll. According to the first paytable, the player expects to win five times their bet with a probability of 1 / 6, which results in an expected payout of 5 / 6 times the player's bet and a house advantage of (1-5 / 6) / 1 = 16.67%. According to the second paytable, the player expects to win three times their bet with a probability of 1 / 6, or twice their bet with a probability of 1 / 6, which results in an expected payout of 3 / 6 + 2 / 6 = 5 / 6. Therefore, the second paytable has the same house advantage of 16.67%. 2.2.2.1. The player selects a paytable from a range of paytables.

[0304] In various embodiments, a secondary player may choose from a variety of possible paytables to use for an event. For example, when betting on the drawing of cards, a secondary player might choose a paytable that pays 48 times the initial bet only if the Ace of Spades is drawn, or a paytable that pays 12 times the initial bet only if any Ace is drawn. In one embodiment, a secondary player might choose between a paytable that offers a relatively high ...

Claims

1. Initiated by a portable computer device, in response to receiving a request to play a series of games on behalf of the player, another computer device makes a plurality of decisions, each of which is made at an intermediate point in each of the different games among the plurality of games in the series of games for the player, without input from the player during the series of games. The aforementioned separate computer device determines the final result for each of the plurality of games, based on the respective midpoints of the game and the respective decisions made for that game from each of the plurality of decisions. In response to determining that the midpoint of the second game in the series of games satisfies one or more criteria, the other computer device solicits from the player a decision to be made by the player in the second game, the solicitation including providing an electronic alert via the portable computer device, the one or more criteria including that the probability of a payout by resuming play of the second game from the midpoint exceeds a threshold probability of occurrence, the payout exceeds a payout threshold for a first currency other than zero, the payout threshold for the first currency exceeds the product of a multiplier greater than 1 and the bet, The other computer device determines the final result of the second game based on the result of obtaining the decision of the second game from the player. A method that includes this.

2. The process includes the other computer device receiving the decision for the second game from the player in response to the player requesting the player to make the decision for the second game, and using the decision to determine the final result of the second game, The method according to claim 1.

3. The aforementioned one or more criteria are associated with two or more decisions that may result in the player receiving the same expected prize money, including the aforementioned intermediate points of the second game. The method according to claim 1.

4. The one or more of the aforementioned criteria include, when following a selected strategy for playing the second game, that the intermediate points are associated with a bet exceeding a non-zero threshold. The method according to claim 1.

5. The aforementioned one or more criteria include the intermediate points which result in a win, regardless of the aforementioned decision in the second game. The method according to claim 1.

6. The electronic warning indicates the length of time the player must provide input before the automatic play of the series of games resumes. The method according to claim 1.

7. The further includes providing the player with the option to change each of the decisions made in each of the aforementioned games after they have made each of those decisions, The method according to claim 1.

8. The portable computer device, without any input, receives a second request from the player during the series of games to change the speed of the player's play in the series of games, and the other computer device further includes changing the speed in response to the second request. The method according to claim 1.

9. A computer device that can be operated to execute a set of instructions, A non-temporary recording medium that stores the set of instructions, A device equipped with, When the set of instructions is executed by the computer device, the device will: It is initiated on a portable computer device and, in response to receiving a request to play a series of games on behalf of the player, makes a plurality of decisions, each of which is made at the midpoint of each of the different games in the series of games for the player, without input from the player during the series of games. For each of the aforementioned multiple games, the final result is determined based on the respective midpoint of that game and the respective decisions made for that game based on each of the aforementioned multiple decisions. In response to determining that the midpoint of the second game in the series of games satisfies one or more criteria, the player is asked to make a decision in the second game, the asking of which includes providing an electronic alert via the portable computer device, the one or more criteria including that the probability of a payout by resuming play of the second game from the midpoint exceeds a threshold probability of occurrence, the payout exceeds a payout threshold for a first currency other than zero, the payout threshold for the first currency exceeds the product of a multiplier greater than 1 and the bet, Based on the results obtained from the decision of the second game from the aforementioned player, the final result of the second game is determined. To have them do it, Device.

10. Determining the final result of the second game based on the above result is: When the decision of the second game is received from the player, the final result of the second game is determined, and, based at least in part on the intermediate points and the decision of the second game, If the decision of the second game is not received from the player, the third decision in the second game is made on behalf of the player without input from the player. The apparatus according to claim 9.