Sensor data ingestion and analysis for predictive modeling and comparison of communal data input
The system efficiently ingests and analyzes real-time sensor data to predict plays and compare user inputs with actual coach decisions, addressing the challenge of providing immediate fan engagement and accurate results in sports software applications.
Patent Information
- Application Number
- PCT/US2024/038116
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-07-14
- Filing Date
- 2024-07-15
- Publication Date
- 2025-01-23
AI Technical Summary
Existing technologies struggle to efficiently ingest and analyze vast amounts of real-time sensor data for predictive modeling and comparison of communal data input in sports software applications, limiting the ability to provide immediate fan engagement and wagering experiences.
A system comprising a data ingestion server, a data analytics server with AI/ML engines, and an event prediction server that processes real-time sensor data from various sensors, analyzes it, and generates predicted plays, while also allowing users to make predictions and compare them with actual coach decisions.
Enables real-time ingestion, analysis, and distribution of sensor data, allowing for immediate fan engagement, predictive modeling, and comparison of communal data inputs, thereby enhancing the fan experience and providing accurate real-time results.
Smart Images

Figure US2024038116_23012025_PF_FP_ABST
Abstract
Description
SENSOR DATA INGESTION AND ANALYSIS FOR PREDICTIVE MODELING AND COMPARISON OF COMMUNAL DATA INPUTTECHNICAL FIELD
[0001] The present disclosure relates generally to sports software applications and more specifically to applications for fan engagement by permitting competitions in the form of play calling predictions on aspects of leagues and games.BACKGROUND
[0001] Many individuals enjoy viewing sporting events, and in particular they love competing against one another for fun as well as for gambling purposes. While competing and gambling with and against one another via apps is not new, typically you are not able to predict each play in a game fashion, wager against that prediction, and then immediately see where you stand amongst your friends, other competitors, and your gambling results.100021 For years, sporting institutions like the National Football League (NFL) have engaged in data collection and analytics of players, plays, and other metrics to drive innovation in player safety in rule changes and equipment standards and to improve the game. The NFL has collected data through video analysis and equipment sensor readings, like shoulder pads, to collect data from every move a player makes on a field. The data collection is used for things like identification of concussion events, reduce lower extremity injuries, measure impact of rule changes.
[0003] Analysis of injury data and injury condition data is provided to equipment manufacturers, which they can use to improve construction of safety equipment based on how injuries occur and what areas of existing equipment are impacted. The NFL has additionally used that data to run simulations to assess impact of player equipment, player fatigue, weather conditions, field conditions, lighting, called plays, rules, and others to assess how those factors affect player safety and performance. This data can be used by coaches to analyze player movements and positioning to improve coaching; both play calls and drills, conditioning.
[0004] Today, statistics about player data are produced in in real time. With Machine Learning algorithms, gathered sensor and video analysis data can be organized and analyzed to produce realtime statistics about what is happening on the field in minutes. In-game data and historical information processed at speeds of hundreds of processes per second; ingested data is analyzed for patterns and used to make predictions about plays or injury risks. The analyzed data can be used in contexts like broadcasting to improve commentary on the game in terms of reporting speed and accuracy.
[0005] With such data collection ability available, there is an opportunity for use of live telemetry data to reverse plays as they happen in real life and determine what play was called. With systems described herein, this information can be made available to viewers, and can additionally be used by viewers to compete and even wager on what play was called. This data can also be used to show and compare what the collective opinion of participants was against what the actual coach decided. Asystem as described herein is capable of utilizing live telemetry data and improving upon it by analyzing the live telemetry data that can reverse engineer plays and provide updates to viewers on how and when a player moved. This information can additionally facilitate competing in events in real time. However, in order to handle the voluminous data in real time or near real time systems and methods are needed to efficiently handle sensor data ingested and analyzed quickly and efficiently for predictive modeling and comparison of communal data input for use in an application that provides real time results or near real time results.BRIEF DESCRIPTION OF THE DRAWINGS
[0006] Non-limiting and non-exhaustive implementations of the disclosure are described with reference to the following figures, wherein like reference numerals refer to like parts throughout the various views unless otherwise specified. Advantages of the disclosure will become better understood with regard to the following description and accompanying drawings where:100071 FIG. 1 is a schematic block diagram of a system for data ingestion and analysis, wherein the system may be implemented to push real-time sensor data updates to a plurality of user accounts, and further to receive and analyze communal predictions provided by the plurality of user accounts;
[0008] FIG. 2 is a schematic block diagram of a system and process flow for distributing sensor data and a video stream;
[0009] FIG. 3 is a schematic block diagram of a system and process flow for rendering a graphical user interface of an event prediction platform;
[0010] FIG. 4 is a schematic block diagram of a system and process flow for asynchronous data distribution;
[0011] FIG. 5 is an exemplary graphical user interface rendered by an event prediction server for real-time presentation of sensor data and further for rendering future events;
[0012] FIG. 6 is an exemplary graphical user interface rendered by an event prediction server for real-time presentation of sensor data and further for rendering and processing user grouping;
[0013] FIG. 7 is an exemplary graphical user interface rendered by an event prediction server for real-time presentation of sensor data and further for rendering and processing user decisions;
[0014] FIG. 8 A is an exemplary graphical user interface rendered by an event prediction server for real-time presentation of sensor data and further for rendering and processing further user decisions;
[0015] FIG. 8B is an exemplary graphical user interface rendered by an event prediction server for real-time presentation of sensor data and further for rendering and processing confirmation of user decisions;
[0016] FIG. 9 is an exemplary graphical user interface rendered by an event prediction server for real-time presentation of sensor data and further for rendering and processing results of an analyzed decision;
[0017] FIG. 10A is an exemplary graphical user interface rendered by an event prediction server for real-time presentation of sensor data and further for rendering graphical result displays;
[0018] FIG. 10B is an exemplary graphical user interface rendered by an event prediction server for real-time presentation of sensor data and further for rendering and processing user rewards;
[0019] FIG. 11 is an exemplary graphical user interface rendered by an event prediction server for real-time presentation of sensor data and further for rendering and processing user communications ;
[0020] FIG. 12 is an exemplary graphical user interface rendered by an event prediction server for real-time presentation of sensor data and further for rendering and processing user profile information;
[0021] FIG. 13 is an exemplary graphical user interface rendered by an event prediction server for real-time presentation of sensor data and further for rendering and processing user login information;100221 FIG. 14 illustrates an exemplary flowchart diagram of method steps of operation of a sensor data ingestion and analysis of data input and further utilizing Artificial Intelligence;
[0023] FIG. 15 illustrates an exemplary flowchart diagram of method steps of utilizing artificial intelligence and training thereof to generate predictive analytics;
[0024] FIG. 16 illustrates an exemplary network diagram featuring a computing device connecting to a cloud-hosted platform;
[0025] FIG. 17 illustrates an exemplary network diagram featuring multiple computing devices as a group stored on a clout-hosted platform;
[0026] FIG. 18 illustrates an exemplary network diagram featuring multiple computing devices connecting to multiple groups on a cloud-hosted platform;
[0027] FIG. 19 illustrates an exemplary network diagram featuring a multiple computing devices connecting to a group on a cloud-hosted platform in communication with a web service; and
[0028] FIG. 20 illustrates a schematic diagram of exemplary network hardware.DETAILED DESCRIPTION
[0029] Described herein are systems, methods, and processes for providing a novel fan engagement experience while for observing sporting events in real-time via an application available to users on personal computing devices.
[0030] In today’s world, data entities collect all manner of metrics about sporting events through video analysis and sensor data collection. Sensors may be located in balls, shoes, helmets, shoulder pads, and elsewhere on players or the field. A variety of sensors, including GPS, RFID, MEMS, thermal, and other sensors can collect all manner of data about what is happening on the field. With systems disclosed herein, that data can be collected and fed to a data ingestion server and processed by a data analytics server which can analyze the ingested data in real-time as it is collected.
[0031] The analyzed data can be pushed to an event prediction server, which can utilize the analyzed data to generate a number of predicted plays based on analyzed conditions. A [ / . L predictive analytics algorithms can analyze player movements, clock time, or other game conditions to predict what plays, formations, or other coaching decisions a team may make. Additionally, the algorithms may analyze player movement to generate information on how a player moved, when and where.
[0032] These predicted plays, as well as current field conditions and player movements, can be displayed to users graphically on their personal computing device. The graphical displays can be animated to show player, ball, and other movements as they occur, allowing fans to follow games closer than before. While radio or television broadcasts would introduce broadcast delays and commercial breaks, with modern telemetry data fans can monitor sporting events in near real-time.
[0033] Users can select an option from those displayed and be updated in real-time on what decision was actually made by a coach, a player, or even a referee or other official. Users can compare their selections with others and compare their decisions to the official decisions made by coaches, players, or referees or officials, providing an extra layer of fan or user engagement with an event.
[0034] Also described herein are improved devices, systems, and methods for providing a predictive sports competitions application. An application according to the principles of the present disclosure may feature diverse functionality allowing users to organize, communicate, compete, and place bets on various events such as sporting events. The application may provide users with a point system through which they may bet points on certain decisions made during an event or outcomes of sporting events. The application may provide updates and results in near real time to users and may utilize artificial intelligence to determine a play or other official decision that was called or made, which application users may predict and wage against.
[0035] In the following description of the disclosure, reference is made to the accompanying drawings, which form a part hereof, and in which is shown by way of illustration specific implementations in which the disclosure may be practiced. It is understood that other implementations may be utilized, and structural changes may be made without departing from the scope of the disclosure.
[0036] Before the methods, systems, and devices herein are disclosed and described, it is to be understood that this disclosure is not limited to the particular configurations, process steps, and materials disclosed herein as such configurations, process steps, and materials may vary somewhat. It is also to be understood that the terminology employed herein is used for the purpose of describing particular implementations only and is not intended to be limiting since the scope of the disclosure will be limited only by the appended claims and equivalents thereof.
[0037] In describing and claiming the disclosure, the following terminology will be used in accordance with the definitions set out below.
[0038] It must be noted that, as used in this specification and the appended claims, the singular forms “a,” “an,” and “the” include plural referents unless the context clearly dictates otherwise.
[0039] As used herein, the terms “comprising,” “including,” “containing,” “characterized by,” and grammatical equivalents thereof are inclusive or open-ended terms that do not exclude additional, unrecited elements or method steps.
[0040] As used herein, the phrase “consisting of’ and grammatical equivalents thereof exclude any element, step, or ingredient not specified in the claim.
[0041] As used herein, the phrase “consisting essentially of” and grammatical equivalents thereof limit the scope of a claim to the specified materials or steps and those that do not materially affect the basic and novel characteristic or characteristics of the claimed disclosure.
[0042] Reference is made herein to a predictive sports competing application within which a user may observe, track, compete, select, or suggest plays, discuss, bet on, and utilize other functionalities with respect to various sporting events. A user may access an application according to the present disclosure via a computer, mobile device, or other computing device. The computing device may connect via a network to an internet service that can provide real-time information about sporting events to the computing device. The application according to the present disclosure may additionally communicate with other users having their own computing devices within the context of the predictive sports competing application.
[0043] Referring now to the figures, FIG. 1 is a schematic block diagram of a system 100 for data ingestion and analysis. The system 100 may be implemented for pushing real-time sensor data updates to a plurality of user accounts, and further for receiving and analyzing communal predictions provided by the plurality user accounts. The system 100 addresses technical issues pertaining to the real-time ingestion, analysis, and redistribution of sensor data. Additionally, the system 100 addresses technicalissues pertaining to the synchronization of user inputs that pertain to real-time current events and are provided and received in an asynchronous manner.
[0044] In some cases, it is important to ensure that sensor data is broadly distributed to a plurality of devices in real-time. This may be particularly beneficial if seeking to provide sports-related sensor data to a plurality of devices while a sporting event is ongoing in real-time. The system 100 comprises a data ingestion server 102 that receives sensor data from a plurality of different sensors. The sensors include one or more of a GPS (global positioning system) sensor 108, IMU (inertial measurement unit) sensor 110, biosensor 112, RFID (radio-frequency identification) sensor 114, UWB (ultra- wideband) positioning sensor 1 16, MEMS (micro-electromechanical systems) sensor 118, and so forth. One or more of the sensors may be utilized in connection with a live sporting event. For example, an RFID sensor 114 may be secured to a uniform of each player within a sporting event, and data from the RFID sensors 114 may be fed to the data ingestion server 102 in real-time. This data may be utilized to determine, for example, the running speed of each player, the position of each player, and so forth.
[0045] The system 100 includes a data analytics server 104 in communication with the data ingestion server 102. In some cases, operations performed by the data analysis server 104 are performed locally on the data ingestion server 102, and in other cases (as shown in FIG. 1) data analysis is outsourced from the data ingestion server 102 to the data analytics server 104. The data ingestion server performs real-time raw data pushes 120 to the data analytics server 104. In return, the data analytics server 104 performs real-time data analysis pushes 122 to the data ingestion server 102.
[0046] The data analytics server 104 comprises an analytics artificial intelligence and / or machine learning (AI / ML) engine 105. The AI / ML engine 105 of the data analytics server 104 is configured to identify trends and anomalies within the raw sensor data ingested by the data ingestion server 102. The AI / ML engine 105 may comprise a large language model (LLM) configured to generate a textual data output explaining the trends and anomalies identified within the raw sensor data. In some cases, the data ingestion server 102 and / or the data analytics server 104 performs data pre-processing on the sensor data prior to the AI / ML engine 105 analyzing the sensor data. The data pre-processing may include cleaning the sensor data to remove duplicative data entries.
[0047] The system 100 includes an event prediction server 106 that receives real-time data pushes 124 from the data ingestion server 102. The event prediction server 106 may receive raw sensor data from the data ingestion server 102 in real-time. The event prediction server 106 may receive pre- processed sensor data from the data ingestion server 102 that has been pre-processed by the data ingestion server 102 and / or the data analytics server 104. The event prediction server 106 comprises a prediction AI / ML engine 107.
[0048] The event prediction server 106 executes operations and renders a graphical user interface for an event prediction platform 126. The event prediction platform 126 provides a plurality of functionalities and services to a plurality of user accounts that are signed up with the event predictionplatform 126. These functionalities include, for example, real-time data presentation 128, real-time event prediction 130, prediction aggregation and analysis 132, and so forth. The graphical user interface of the event prediction platform 126 is accessible to a plurality of personal devices 134.
[0049] FIG. 2 is a schematic block diagram of a system and process flow 200 for distributing sensor data, video frames, and information through multiple different media channels. The system and process flow 200 may be executed when distributing information pertaining to a real-time event such as a sports event.
[0050] The process flow 200 is executed to distribute sensor data 202 and a video stream 204. The sensor data 202 may include sensor data output by one or more of the sensors first illustrated in connection with FIG. 1, including the GPS sensor 108, IMU sensor 110, biosensor 112, RFID sensor 114, UWB positioning sensor 116, and MEMS sensor 118. The video stream 204 may include a recording of the event and may specifically include one or more video streams spliced together that portray various views of a sporting event.
[0051] FIG. 2 illustrates the distribution of the sensor data 202 and the video stream 204 over time. The sensor data 202 is virtually instantly provided to the data ingestion server 102 and the event prediction server 106. The event prediction server 106 renders the graphical user interface of the event prediction platform 126 to distribute the sensor data to a plurality of personal devices 132 in near realtime. The video stream 204 is also provided in near real-time, but as shown in FIG. 2, there is a delay in providing a streaming broadcast 208 and / or television broadcast 206 of the video stream 204.
[0052] As shown in FIG. 2, a user may experience a time delay in receiving the streaming broadcast 208 and / or the television broadcast 206 when compared with receiving the near real-time sensor data 202 by way of the event prediction platform 126. Because the sensor data 202 is provided in near real-time, a user present at the actual live sporting event will still be able to view sensor data 202 that pertains to the timing of the live event. The user may then make predictions about future events to occur in the live event, and the user may engage in a contest regarding the future events to occur in the live event.
[0053] FIG. 3 is a schematic block diagram of a system and process flow 300 for rendering a graphical user interface 302 of the event prediction platform 126. The process flow 300 is executed by the event prediction server 106 and the prediction Al / ML engine 107 in response to receiving realtime or near real-time sensor data pushes from the data ingestion server 102.
[0054] The event prediction server 106 renders the graphical user interface 302 to provide a realtime sensor data rendering 304. The real-time sensor data rendering 304 may include, for example, a rendering of the current positions of each player within a sporting event, the current position of a ball or tool within the sporting event, and so forth. The real-time sensor data rendering 304 may additionally include real-time statistics about players, including, for example, the current running speed, the average running speed over the course of the game, and so forth.
[0055] The event prediction server 106 renders the graphical user interface 302 to provide a priorplay explanation 306. The prior-play explanation 306 may include a textual explanation that is automatically generated by a large language model (LLM). The AI / ML engine 107 may include an LLM. Additionally, or alternatively, the event prediction server 106 may communicate with an outsources LLM to generate the prior play explanation 306. The prior play explanation 306 is a textual explanation explaining what occurred on a prior play, a prior point, a prior referee call, and so forth.
[0056] The event prediction server 106 renders the graphical user interface 302 to provide possible upcoming play predictions 308. The possible upcoming play predictions 308 may be generated by the AI / ML engine 107. The AI / ML engine 107 may be trained on a large dataset comprising numerous plays for a certain sport. The possible upcoming play predictions 308 comprises one or more predictions that may occur in a live sporting event for an upcoming play.
[0057] The event prediction server 106 renders the graphical user interface 302 to provide a userinput play prediction 310. The user-input play prediction 310 is a means for a user to provide a play prediction. The user-input play prediction 310 may include a novel play written and generated by the user. The user- input play prediction 310 may include a selection of one of the one or more possible upcoming play predictions 308 that were suggested by the event prediction platform 126.
[0058] The event prediction server 106 renders the graphical user interface 302 to provide realtime results of the user-input play prediction 312. These real-time results are provided after the userinput play prediction 310 is submitted, and further after the next play has actually occurred in the live sporting event. The real-time results of user-input play prediction 312 may indicate whether a user was correct in predicting what the next play would be.
[0059] The event prediction server 106 renders the graphical user interface 302 to include global and / or group prediction analysis 314. The global and / or group prediction analysis 314 includes an analysis of how other users communicating with the event prediction platform 126 predicted a certain play would go. Additionally , the global and / or group prediction analysis 314 may include an indication of how many users and / or what ratio of users correctly predicted a certain play.
[0060] FIG. 4 is a schematic block diagram of a system and process flow 400 for asynchronous data distribution. The process flow 400 is executed to asynchronously push data to different user accounts depending on whether those user accounts are within a “prediction pod” 404.
[0061] The event prediction server 106 may automatically push real-time sensor data updates to global accounts 402, which includes a plurality of user accounts distributed across the globe. The global accounts 402 are solo accounts that are not currently associated with a prediction pod 404.
[0062] The event prediction server 106 may throttle the pushing of sensor data updates to user accounts within a prediction pod 404. The prediction pod 404 comprises two or more user accounts that are currently associated with one another. The two or more user accounts may be associated with personal devices that are currently located at the same geographical location. This may indicate, forexample, that the individuals associated with the user accounts within the prediction pod 404 are currently attending a live sporting game in-person, are currently attending a sporting event watching party at one location, are currently communicating with one another while watching a live sporting event, and so forth. The event prediction server 106 ensures that sensor data updates to all user accounts within the prediction pod 404 are provided simultaneously. This ensures that no user account within the prediction pod 404 receives an advantage by receiving sensor data prior to other user accounts within the prediction pod 404.
[0063] The event prediction server 106 automatically provides sensor data updates global accounts 402, but in some cases, these sensor data updates are provided asynchronously. This may occur if certain user accounts are communicating with a server that is located in a different geographical location.
[0064] The event prediction server 106 push sensor data updates to a global account 402 to ensure the sensor data update is synchronized with a certain broadcast of a live sporting event. A global user account may indicate that the user is viewing the live sporting event through a certain television broadcast or streaming service. The event prediction server 106 may then synchronize the sensor data updates with the identified television broadcast or streaming service. This ensures the user receives the sensor data updates and the video stream at the same time.
[0065] FIG. 5 shows exemplary graphical user interface rendered by an event prediction server for real-time presentation of sensor data and further for rendering future events. It should be appreciated that the user interface elements and arrangement thereof shown throughout the figures are exemplary, and those skilled in the art will appreciate the sizing, arrangement, and other design considerations may be altered without departing from the scope of the disclosure. A scheduling screen 500 may serve as a landing screen following a login whereby a user may view upcoming sporting events, view previous sporting events, or both, depending on the implementation. The schedule screen may feature a navigation window 502 having navigation buttons 504 to navigate between various screens of the application. In some implementations the window 502 may be shown in a bottom portion of the screen 500, while in other implementations the window 502 may be located in other positions on the screen 500. The window 502 may additionally be “persistent” such that it displays on any screen visited on the application. The navigation buttons 104 may allow a user to quickly navigate between various screens of the application, and in some implementations a user may customize which screen a button 504 “jumps” to. The application may feature additional navigation buttons 106 that allow quick access to other screens, such as a profile screen, settings screen, or others (discussed in later figures). The additional navigation buttons 106 may or may not also be persistent and may optionally display on some screens and not display on others.
[0066] The scheduling screen 500 may feature in a central position of the screen a primary upcoming event window 508 featuring details of an upcoming sporting event. The window 508 mayprovide information about teams or players involved in the event, time until start, how many other users are following the event, and more. The information about players, time, other users, and other information may be obtained from a database and updated on a user’s screen in real-time. The window 508 may additionally feature a type of confirm button, labeled as “schedule” in the example, which may allow a user to log a particular sporting event. By logging an event, a player may be notified to keep track of details about the event and participate in competing in the event. The scheduling screen 500 may additionally display other upcoming events in secondary event windows 510. In FIG. 5, an exemplary configuration is shown whereby the primary upcoming event window 108 and secondary upcoming event windows 510 are displayed horizontally and a user may “swipe” their screen to cycle a secondary upcoming event window 510 into a central position, thus setting that window as the primary upcoming event window 508. Those skilled in the art will appreciate that the windows 508 and 510 may be reconfigured to display vertically, in a queue, in a dropdown box, or in other configurations that would allow a user to browse various upcoming games, depending on the implementation.
[0067] The scheduling screen 500 may additionally feature a previous event window 512. Previous events a user has participated in or logged may be displayed in the window 512 along with information about that game, such as which teams or athletes participated, final scores, the number of points gained or lost by the user (discussed in other figures), and more. In FIG. 5 the previous event window 512 is shown fully within the boundaries of the screen. In some implementations, the window 512 may be partially transparent, or partially hidden offscreen, and a user interacting with the window 512, for example, by tapping, may cause the window 512 to become fully opaque or otherwise fully appear on screen in order for a user to observe and interact with the window 512, depending on the implementation. A scheduling screen 500 may additionally feature an advertisement window 514. In the window 514, various advertisements may appear to inform users of a variety of products, services, or other information. While shown in a central position of the screen in FIG. 5, an advertisement window 514 may alternately appear anywhere within the screen 500, and the window itself may be differently sized or of varying opacity depending on the implementation. An advertisement displayed in an advertisement window 514 may be static and change upon switching to a different screen in the application. In other implementations an advertisement window may refresh periodically over a time to display new advertisements. While shown in FIG. 5 in the figures, the advertisement window 514 may appear in any position in any screen discussed in this disclosure.
[0068] FIG. 6 shows exemplary graphical user interface rendered by an event prediction server for real-time presentation of sensor data. A group screen 600 may display various information about groups or other users a user is involved with or may interact with. A user may interact with other groups or users via user interface elements, such as create 602 or join 604 buttons. A user may create or join a “group” which groups various users into one category whereby all grouped users may interactwith one another. In other contexts, the create 602 and join 604 buttons may refer to creating or joining a particular event with other users. While FIG. 6 shows the create 602 and join 604 buttons with particular labels, it should be understood that these labels are exemplary and may feature alternate labels or different arrangements of user interface elements depending on the implementation.
[0069] A group screen 600 may additionally feature a user list 606 showing other users on the application. Other users may be displayed according to various filters, such as users within the same group, similar geographic area, joined to the same event, and others. The list 606 may show various information about the users displayed, like name, point, score, number of wins, and other information.
[0070] FIG. 7 shows an exemplary graphical user interface rendered by an event prediction server for real-time presentation of sensor data. Once a user joins an event and an event begins, a user may be able to select from a list of plays, formations, or other decisions an athlete or team may make in a particular sporting event. The predictive sports competing application may connect to a server and database owned by a sporting institution or similar entity over a network. With this connection, the application may be able to receive real-time updates as a sporting event takes place. The application may receive information such as player formations, play clock timers, referee decisions on penalties or goals, or other similar information in real-time.
[0071] FIG. 7 shows an exemplary football context whereby numerous option buttons 702 are displayed. These buttons 702 represent different plays a football team may utilize, such as “pass,” “run,” or others. In other contexts, such as soccer, option buttons 702 may alternatively display possible formations, players who could be subbed in or out, or other decisions a team may make. Those skilled in the art will appreciate what other strategies or decisions a team or athlete may need to make depending on the sporting context, and how the option buttons 702 may be configured to accommodate those decisions. It should also be noted that the labeling and arrangement of buttons 702 are exemplary and may be resized or repositioned according to the implementation.
[0072] The action screen 700 may additionally feature a status window 704. The status window 704 may display various information to serve as a quick reference on the status of a sporting event. In the exemplary implementation shown, the status window 704 displays information of the current score between two teams, and information showing a down and a play clock for a football context. This information may be received over a network connection with a sporting institution such that the information is obtained and updated in real time. In other implementations, the team information may instead be score between two individual athletes and the clock may show quarters or halves and time remaining in those quarters or halves, depending on the implementation.
[0073] An action screen 700 may additionally feature a notification icon 706. The notification icon may represent a colored light or other symbol that may change visually to represent how much time a user has to select from the option buttons 702. The icon 706 may blink, pulse, change color, or perform some other visual indication, and may blink or pulse faster, or change color to a darker orlighter color to demonstrate when a user is running out of time to select. While shown in an upper portion of the screen 700, it should be appreciated that all user interface elements shown may be resized or repositioned elsewhere on the screen.
[0074] After selecting an option from among the option buttons 702 in FIG. 7, on a sub-screen 800 a user may select from a plurality of action buttons 802 representing subcategories of the option selected, as seen in FIG. 8A. The action buttons 802 in FIG. 8 A are labeled 1-N, and the labeling may vary according to the context. For example, in a football context, the action buttons may represent play diagrams a team may call. In other contexts, like soccer or basketball the action buttons may represent player formations. In contexts like bowling, action buttons 802 may display possible arrangements of remaining pins. Those skilled in the art will appreciate that various sporting contexts are contemplated and how they might be implemented within the scope of the disclosure. What options are presented to users may update and change in real-time as an event progresses. For example, a user may one moment be presented options to bet on a formation in a soccer game. If the ball goes out of bounds, the user may instead be presented options to bet on which team will receive the free throw and which player will perform the throw. Once the user makes a selection, the user will receive feedback on whether their choice was correct or not in real-time as the events unfold at the event.
[0075] The action buttons 802 may additionally display a number indicating a point value, discussed further in FIG. 8B. The point value of each of action buttons 802 may vary depending on the event, game, team, or other factors. For example, the point value of a particular play in a football context may vary according to the risk relative to a particular down, how often a team utilizes that play, or other factors. An artificial intelligence system may utilize a live telemetry data determining the call that was executed by a coach, quarterback, team, or another to vary the point value of a play or decision according to the play that was executed, how often a team utilizes that play, how often the play is successful, how many other users bet on the play, or many other factors. The point value may be varied on a play-by-play basis, game-by-game basis, or other time suitable to the needs of the situation. The number of action buttons 802 may vary, and the sizing and positioning of the user interface elements representing the actions may vary according to the implementation.
[0076] Additionally, action buttons may feature animations. The predictive sports competing application may connect to a real-time stream of information over a network provided by a sporting institution. Access to this information allows the predictive sports competing application to update live and in real time with information like player formations, play clocks, and other information. When a user goes to select an action button 802, the button may be animated to display how a particular choice may play out. For example, in a football context the action button may show a play chart animated to show how different players will move. In a soccer context, the action buttons may feature team formations during general play or may show animated sprites of players that may be chose to perform a freekick.
[0077] While action buttons 802 are specifically discussed here as being animated, it will be appreciated that any and all icons, buttons, and other components of the predictive sports competing application may be animated either featuring simple animations or more complex animations animated according to real-time information obtained from a sporting institution about the sporting event.
[0078] While selecting, the action selection sub-screen 800 may additionally display an alert window 804. The window 804 may be persistently displayed, pop-up, slide onto the screen, or appear in diverse ways to display information that may be pertinent to the user. For example, the alert window may display time remaining to select, when a user joins or leaves a group or event, or other information. The action selection sub-screen 800 may additionally feature the notification icon discussed in FIG. 7.
[0079] Turning to FIG. 8B, once selected, a specific action button 802 may expand to occupy a larger portion of the sub-screen 400 and increase visibility for a user. A sub-screen 800 may additionally display confirmation buttons 806 and point (or betting) buttons 810. The confirmation button 806 may be used to confirm the action 802 selected by the user. Depending on the implementation, selecting the confirm button 806 may “lock-in” the user’ s choice, committing the user to that selection. In other implementations a user may be allowed to freely cycle between the screens of FIGS. 8 A and 8B to change their choice so long as time or another factor permits. The point buttons 810 may be used to increase or decrease a number of points a user may apply or bet on a play before confirming the selection. Depending on the implementation, each selectable action 802 may have an associated point value 808. The point value may display on the sub-screen 800 of FIG. 8 A, 8B, or both. This value may serve as the default amount a user may bet on the action. The user may use the betting buttons 810 to increase or decrease an amount of points the user wishes to bet on the action. In some implementations a user may not be able to select an action 802 if they do not have enough points to meet the associated point value 808. In other implementations, a user may be permitted to bet more points than they have and potentially enter a deficit. In yet other implementations, a user may be allowed to freely select an action 802 without needing to bet any number of points in an implementation where users simply compete in a game without betting any points.
[0080] Each user may have a point value associated with it. Some number of points may be added to a user’s account upon account creation, when a new season of a particular sport starts, or at other similar times. In some implementations a user may obtain more points through successful predictions or bets during games. A user may additionally earn points through winning games or earning various rewards (discussed in later figures). In some implementations the application may feature a microtransaction system in which a user may enter bank account or debit / credit card information to purchase more points. In yet other implementations users may be able to send some of their own points to another user.
[0081] Once a user has chosen and confirmed an action as described in FIGS. 8A-8B, a user may be directed to exemplary results screen 900 shown in FIG. 9. The results screen 900 may show a userlist 606 and status window 704 discussed in FIGS. 6 and 7 respectively, as well as a results window 902. Results window 902 may show the results of the action selected in FIGS. 8A-8B compared to an official decision in a real sporting event. In results sub windows, displayed here as user subwindow 904 and official subwindow 906, information may be displayed showing a user selection on one side in user subwindow 904 and an official call or decision in official subwindow 906.
[0082] A results indicator 908 may display to serve as a visual indicator of whether the user correctly anticipated the official decision. As shown in the implementation of the exemplary figure, the user first chose option 1, which was also the official decision, causing the user to gain points according to however many were applied or bet. On a subsequent decision, the user chose option 5, whereas the official decision was option 3, causing the user to lose points. Points subwindow 908 may show a total of points gained or loss across a subdivision of time and may display after all decisions within a subdivision of time or may function as a running score that updates in real time as more decisions are bet on. When a user has selected in advance of an official decision being announced, the official subwindow 904 may display a message such as “pending” to indicate that an official decision has not yet been made or the application is awaiting that information. Additionally, as other users in user list 606 make decisions, the user list 606 may update to show options selected by those other users, as well as points gained or lost as such decisions are made. These updates may happen in realtime or after a certain subdivision of time elapses.
[0083] In some implementations, an artificial intelligence (Al) system may be employed. The Al may receive and consider the telemetry data of the players and ball on the field after a user selection is made and before or after an official decision is received. The player may gain or lose points depending on the Al’s decision and how the Al’s decision compares to the official decision received. The Al system may be trained on play movements made from previous sporting events in similar circumstances and may additionally be trained on selections made by users in previous events having similar circumstances. Depending on previous plays, decisions made by coaches, and even calls made by officials and selections made by users, the Al may be able to correctly determine the call that was made by a coach, quarterback or other team captain, or other players or staff, resulting in the play that just occurred.
[0084] To assist the Al, in sporting events, physical hardware such as RFID chips or software calculations or solutions may be used to track locations of players, balls, or other relevant actors on a field, pitch, etc. This information may be calculated live during a sporting event or may be generated after the fact through footage and data of previously recorded events. Training models may be fed information about positioning of actors, balls, and outcomes to aid the Al in learning different field formations, plays, and other situations that lead to certain decisions being made or determining decisions that were made. A human may review the information fed to the Al and review the decisions made by the Al and correct any errors if necessary.
[0085] In some implementations, the application may receive official decision information through a human attending the sporting event in person or watching the event on a television or online. In other implementations, the application may have access through a sporting event API whereby the application and Al can receive telemetry data and / or decision information from sporting coaches and officials in real time.
[0086] In the exemplary implementation shown in FIG. 10 A, a score screen 1000 may display a point chart 1002 and a ranking chart 1004. The point chart 1002 may display information textually, visually, both, or otherwise indicating to a user how many points they have, how their point total ranks them compared to other users, a closest other user according to the number of points the other user has, and other information. The point chart 1002, as with other graphics and information in the application, may be animated in some way to enhance visualization of the information Exemplary point chart 1002 shows that a user has 1234 points and ranks in the 55thpercentile. This percentile may indicate a percentile within a particular group, league, overall, on the application, or some other subdivision. Ranking chart 1004 may display, textually, visually, both, or otherwise, information indicating how a user ranks compared to other users, other groups, other leagues, or other subdivisions of users. In exemplary ranking chart 1004, two groups are shown, Group 1 and Group 2. The chart indicates that the user, based on their point total, currently ranks first in Group 1 but third place in Group 2. As a user gains or loses points during an event, the user’s rankings may update in real time in some implementations. In other implementations the rankings may only update after an event has ended.
[0087] The score subscreen 1000 shown in FIG. 10B may feature additional windows showing rankings of groups a user is in compared to other groups in group ranking window 1006 and awards such as trophies in award window 1008. Group ranking window 1006 may display information, textually, visually, both, or otherwise indicating how one or more groups a user participates in compares to other groups. These rankings may be decided by total points of a group with respect to a particular event, a league, overall, on the application, or other contexts. Award window 1008 may display icons representing achievements awarded to a user. If a user wins the most points in a particular event or league, a user may get a “first place trophy” represented by an icon in award window 1008. Other awards may exist and be awarded, such as awards for certain consecutive number of days logged in, number of correct predictions, number of plays participated in, number of games lost, or other events logged by the application. The information described above including ranking information, score information, league data, and more may be updated in real-time as the user utilizes the application.
[0088] A user may be incentivized to create a league or join an existing league structure. Leagues may be directed to particular events or sporting events, but may also be celebrity leagues, playerleagues, team leagues, or fan leagues. Users may be able to earn points by participating in leagues even without active participation in a particular event based on the performance of other users in the league.
[0089] The application may feature a screen 1100 facilitating communication between one or more users as seen in FIG. 11. Users may communicate directly with one another or among multiple users within a group, league, or other grouping of users. When communicating, messages 1102 may be displayed chronologically and may contain, beyond the contents of the message, metadata indicating a time the message was sent, an indication of whether the message was read, whether the users belong to the same group, or other information. In another implementation, a communication screen 1100 may display a listing of notifications from the application, alerting the user to messages received, updates on events joined, and other information.
[0090] In FIG. 12, profile screen 1200 may show information about a user that a user may enter to personalize a profile on the competing application. Information may include a profile picture 1202, a quick display 1204, and a detailed display 1206. The quick display 1204 may show information like a number of points, wins, groups joined, rank based on points relative to a group, game, or overall, and other information. A user may additionally enter personal information in a detailed display 1206 such as name, telephone number, email, birthday, or other similar information. A user may additionally use the profile screen to update or change a password associated with the user account. From the profile screen a user may additionally access a settings page. The settings page may list a number of configurable options, such as which notifications to receive, font size, picture size, chat size, dark mode, or other user settings.
[0091] Seen in FIG. 13, the application may feature login screen 1300 where user may input a username and password in login window 1302 in order to access their account within the application. A user may choose to stay signed in or make a requirement to log in every time the app is opened. A user may additionally set a pin or similar shorter password to “lock” the application when the app is not in use or is not accessed for a configurable period of time. A user may use account window 1304 to create a new account or recover an account in instances of a forgotten password or similar issues.
[0092] FIG. 14 illustrates a schematic flowchart of method steps 1400 for using a predictive competing application. First, a user may join the predictive application by making an account. Next, a user may invite friends to a group or play with others on the application. Next, in an event, a user may select a play or other event to attempt to predict the decision before the decision is made. Next, a user’s selection is compared to the actual outcome of the decision in the event. Points may or may not then be awarded depending on the amount chosen or bet by the user and whether or not the user chose or bet correctly. Then, the user’s results are compared against other players in the group or other groups or event, and a winner is selected. Additional rewards may be granted to a winner.
[0093] FIG. 15 illustrates a schematic flowchart diagram of method steps of utilizing an Al with a predictive competing application. In some implementations, an Al system may be used with apredictive competing application and the Al may be fed information about player positioning, ball positioning, player formation, or other similar information. This data may be mapped in several ways to a playing field or similar to create training models which may be fed to the Al. The Al may use analytics to match training data to particular plays, formations, or other decisions to generate an AI- generated decision. This Al-generated decision may be reviewed by a human and corrected if necessary.
[0094] FIG. 16 illustrates a user’s computing device interacting via a network to send and receive data pertaining to a predictive sports competing application according to the principles of the present disclosure. A user may host information locally on their computing device 1602. The computing device 1602 may be a desktop computer, laptop computer, mobile phone, or other computing device capable of executing software instructions and connecting to a network. When utilizing the predictive sports competing application, computing device 1602 may communicate with one or more servers 1606 and one or more databases 1604 over a cloud 1608 network. Computing device 1602 may send information during active use of the application but may also send information when the user is not actively using the application. Such information may be sent in order to keep a user’s locally hosted information up- to-date and consistent with information on the server in order to, for example, keep track of upcoming events to be ready to notify a user of impending events. Those skilled in the art will appreciate other situations involving background data transfer are contemplated by this disclosure. In some implementations, one or more servers 1606 and databases 1604 may host a Language Learning Model (LLM) or other Al application such that the Al may send or receive information over cloud 1608 to user 1602. The Al application may send or receive information in anticipation of or in reaction to input from a user 1602 to, for example, offer suggestions or selections or other similar use cases.
[0095] FIG. 17 illustrates multiple computing devices 1702 connected as a group 1708 to participate in a sports competing application together. Multiple users with computing devices 1702 may join an event together as a group. Once connected, information about the group such as scores, points, users, and other applicable information may be stored on a database 1704. The group 1708 may transfer data back and forth over cloud 1308 between the group 1708 and individual users 1702. Individual computing devices 1702 may continue to send information individually while the group 1708 is sending and receiving information for connected users 1702.
[0096] FIG. 18 illustrates multiple groups of computing devices sending and receiving information over a cloud 1808 within the context of a predictive sports competing application according to the principles of the present disclosure. As previously discussed, multiple users may form multiple groups to compete and place bets for a single event, or across multiple events. One or more servers 1806 and databases 1804 may send and receive information over cloud network 1808 to manage multiple groups of players to, for example, keep track of decisions made and points bet during an event. After conclusion of the event, the one or more servers 1806 and databases 1804 will be ableto update scores and rankings within groups and leagues for participating users. Shown in the exemplary figure, the devices labeled “A” are joined as Group 1 1802 on database 1804. Devices labeled “B” in the figure are associated as Group 2 1801 on database 1804. While a single database icon is shown in the figure it will be appreciated that other configurations of network hardware and storage are contemplated, and group information may be stored on one or across multiple databases.
[0097] FIG. 19 illustrates a schematic diagram of a system communicating with a web service according to the principles of the present disclosure. During a sporting event, while users are inputting selections, server 1906 may be in communication with a web service owned and operated by a particular sports franchise. For example, web service 1912 may be an Amazon Web Services (AWS) or Microsoft Azure platform owned and operated by the National Football League (NFL). As users 1902 are inputting their selections and uploading their choices over network 1908, server 1906 may be in communication with web service 1912 to receive live telemetry data and updates on calls, decisions, or other information pertaining to the sporting event. By communicating with web service 1912, server 1906 may obtain sporting event information as soon as possible in real time in order to provide feedback to users 1902 and update the predictive competing sports application in real time. In some implementations an Artificial Intelligence, as previously discussed, may be used to ingest, and process the received telemetry data to assist in updating the application.
[0098] Due to the nature of sporting events, server 1906 may be constantly sending information back and forth with web service 1912 in order to have the most up-to-date information possible as soon as possible. For example, in a football game, server 1906 may need to update frequently in order to keep pace with the forty second play clock of a football game. As users 1902 make and upload their selections, server 1906 may need to communicate with web service 1912 often enough to be ready to present the next play and official decision as soon as possible after the next play timer starts.
[0099] While only one web service 1912 is shown in the figure, it will be appreciated that the system described herein, at scale, may be in communication with multiple web services and multiple users simultaneously in order to provide real time information on a variety of concurrent sporting events to all users.
[0100] FIG. 20 is a block diagram illustrating an example computing device 2000. Computing device 2000 may be used to perform various procedures, such as those discussed herein. Computing device 2000 can function as a server, a user, or any other computing entity. Computing device 2000 can perform various monitoring functions as discussed herein, and can execute one or more application programs, such as the application programs described herein. Computing device 2000 can be any of a wide variety of computing devices, such as a desktop computer, a notebook computer, a server computer, a handheld computer, camera control unit, tablet computer and the like.
[0101] Computing device 2000 includes one or more processor(s) 2002, one or more memory device(s) 2004, one or more interface(s) 2006, one or more mass storage device(s) 2008, one or moreInput / Output (I / O) device(s) 2010, and a display device 2030 all of which are coupled to a bus 2012. Processor(s) 2002 include one or more processors or controllers that execute instructions stored in memory device(s) 2004 and / or mass storage device(s) 2008. Processor(s) 2002 may also include various types of computer readable media, such as cache memory.
[0102] Memory device(s) 2004 include various computer readable media, such as volatile memory (e.g., random access memory (RAM) 2014) and / or nonvolatile memory (e.g., read-only memory (ROM) 2016). Memory device(s) 2004 may also include rewritable ROM, such as Flash memory.
[0103] Mass storage device(s) 2008 include various computer readable media, such as magnetic tapes, magnetic disks, optical disks, solid-state memory (e.g., Flash memory), and so forth. Various drives may also be included in mass storage device(s) 2008 to enable reading from and / or writing to the various computer readable media. Mass storage device(s) 2008 include removable media 2026 and / or non-removable media.101041 I / O device(s) 2010 include various devices that allow data and / or other information to be input to or retrieved from computing device 2000. Example RO device(s) 2010 include digital imaging devices, electromagnetic sensors and emitters, cursor control devices, keyboards, keypads, microphones, monitors or other display devices, speakers, printers, network interface cards, modems, lenses, CCDs, or other image capture devices, and the like.
[0105] Display device 2030 includes any type of device capable of displaying information to one or more users of computing device 2000. Examples of display device 2030 include a monitor, display terminal, video projection device, and the like.
[0106] Interface(s) 2006 include various interfaces that allow computing device 2000 to interact with other systems, devices, or computing environments. Example interface(s) 2006 may include any number of different network interfaces 2020, such as interfaces to local area networks (LANs), wide area networks (WANs), wireless networks, and the Internet. Other interface(s) include user interface 2018 and peripheral device interface 2022. The interface(s) 2006 may also include one or more user interface elements 2018. The interface(s) 2006 may also include one or more peripheral interfaces such as interfaces for printers, pointing devices (mice, track pad, etc.), keyboards, and the like.
[0107] Bus 2012 allows processor(s) 2002, memory device(s) 2004, interface(s) 2006, mass storage device(s) 2008, and RO device(s) 2010 to communicate with one another, as well as other devices or components coupled to bus 2012. Bus 2012 represents one or more of several types of bus structures, such as a system bus, PCI bus, IEEE 1394 bus, USB bus, and so forth.
[0108] For purposes of illustration, programs and other executable program components are shown herein as discrete blocks, although it is understood that such programs and components may reside at various times in different storage components of computing device 1600 and are executed by processor(s) 2002. Alternatively, the systems and procedures described herein can be implemented in hardware, or a combination of hardware, software, and / or firmware. For example, one or moreapplication specific integrated circuits (ASICs) or field programmable gate arrays (FPGAs) can be programmed to conduct one or more of the systems and procedures described herein.
[0109] While the functionality of the present disclosure is discussed herein in the context of traditional ball sports, it should be noted that the application of the present disclosure may be altered to accommodate other types of competing and betting in other contexts outside of such sports. For example, the present application could be altered to accommodate a televised auction whereby users could apply or bet points on a selling value of items for sale. In another example, the application of the present disclosure could be configured to accommodate competing on outcomes of political elections. Those skilled in the art will appreciate the flexibility in adapting the present application to other competitive contexts.
[0110] The foregoing description has been presented for the purposes of illustration and description. It is not intended to be exhaustive or to limit the disclosure to the precise form disclosed. Many modifications and variations are possible in light of the above teaching. Further, it should be noted that any or all of the aforementioned alternate implementations may be used in any combination desired to form additional hybrid implementations of the disclosure.
[0111] Further, although specific implementations of the disclosure have been described and illustrated, the disclosure is not to be limited to the specific forms or arrangements of parts so described and illustrated. The scope of the disclosure is to be defined by the claims appended hereto, any future claims submitted here and in different applications, and their equivalents.
[0112] In the foregoing Detailed Description, various features of the disclosure are grouped together in a single implementation for the purpose of streamlining the disclosure. This method of disclosure is not to be interpreted as reflecting an intention that the claimed disclosure requires more features than are expressly recited in each claim. Rather, as the following claims reflect, inventive aspects lie in less than all features of a single foregoing disclosed implementation. Thus, the following claims are hereby incorporated into this Detailed Description by this reference, with each claim standing on its own as a separate implementation of the disclosure.
[0113] It is to be understood that the above-described arrangements are only illustrative of the application of the principles of the disclosure. Numerous modifications and alternative arrangements may be devised by those skilled in the art without departing from the spirit and scope of the disclosure and the appended claims are intended to cover such modifications and arrangements. Thus, while the disclosure has been shown in the drawings and described above with particularity and detail, it will be apparent to those of ordinary skill in the art that numerous modifications, including, but not limited to, variations in size, materials, shape, form, function and manner of operation, assembly and use may be made without departing from the principles and concepts set forth herein.
[0114] Reference throughout this specification to “an example” means that a particular feature, structure, or characteristic described in connection with the example is included in at least oneembodiment of the present disclosure. Thus, appearances of the phrase “in an example” in various places throughout this specification are not necessarily all referring to the same embodiment.
[0115] As used herein, a plurality of items, structural elements, compositional elements, and / or materials may be presented in a common list for convenience. However, these lists should be construed as though each member of the list is individually identified as a separate and unique member. Thus, no individual member of such list should be construed as a de facto equivalent of any other member of the same list solely based on its presentation in a common group without indications to the contrary. In addition, various embodiments and examples of the present disclosure may be referred to herein along with alternatives for the various components thereof. It is understood that such embodiments, examples, and alternatives are not to be construed as de facto equivalents of one another but are to be considered as separate and autonomous representations of the present disclosure.
[0116] Although the foregoing has been described in some detail for purposes of clarity, it will be apparent that certain changes and modifications may be made without departing from the principles thereof. It should be noted that there are many alternative ways of implementing both the processes and apparatuses described herein. Accordingly, the present embodiments are to be considered illustrative and not restrictive.
[0117] Those having skill in the art will appreciate that many changes may be made to the details of the above-described embodiments without departing from the underlying principles of the disclosure. The scope of the present disclosure should, therefore, be determined only by the following claims.
Claims
CLAIMS1. A system comprising: a database; at least one processor configured to communicate with at least one computing device over a network; and a memory comprising software instructions which, when executed by the at least one processor, cause the processor to: retrieve a plurality of events from the database and display the plurality of events to a user; receive, from the user, a selected event; during the selected event, retrieve from the database a plurality of event options in approximately real-time as the event progresses and display the plurality of event options to the user; receive, from the user, a selected event option; receive, from the user, an input wager; evaluate the selected event option by comparing the selected event option to a live result, and adjust a user point value relative to the comparison and the input wager; wherein the live result is received as an approximately real-time update from a server such that the evaluation of the selected event option is also performed in approximately real time.
2. The system of claim 1 , wherein the user is required to bet a minimum wager for a given event option such that the user is restricted from selecting the given event option when the user point value is lower than the minimum wager.
3. The system of claim 1 , wherein the plurality of event options comprises one or more preview graphics displayed to the user, and wherein the one or more preview graphics comprise one or more of text information describing the plurality of event options or one or more diagrams visualizing the plurality of event options.
4. The system of claim 1, wherein the event is a sporting event, and wherein the user registers an event and receives one or more notifications about the registered event, wherein the one or more notifications comprises a notification of one or more of: a start of the sporting event, an end of the sporting event, referee calls during the sporting event, substitutions during the sporting event, injuries during the sporting event, or scoring events during the sporting event.
5. The system of claim 1 , wherein the processor adjusts the user point value according to one or more of: the user winning or losing points after evaluation of the selected event option; the user sending points to another user; the user receiving points from another user; or the user purchasing one or more points.
6. The system of claim 2, wherein the system further comprises an Al application, and wherein the Al application communicates with the processor to adjust the minimum wager for a given event option according to one or more of: a frequency of occurrence for the given event option, a risk assessment of the given event option, a timing of the given event option relative to a length of the sporting event.
7. The system of claim 1 , wherein the user is ranked against one or more other users relative to a total point value or a net point value, wherein the net point value is determined by a number of points successfully wagered by the user compared to a number of points lost by the user.
8. The system of claim 1 , wherein the processor is further configured to receive input from the user to create a group comprising one or more group users, and wherein the user invites or removes additional users causing the one or more group users to be associated with the group.
9. The system of claim 8, wherein the processor is further configured to alter the displayed plurality of event options such that the display indicates one or more of the plurality of event options selected by the one or more group users.
10. The system of claim 8, wherein the processor is further configured to rank the one or more group users within the group according to a point total, and wherein the rank of the one or more group users is adjusted following a conclusion of the sporting event.
11. The system of claim 1 , wherein the processor is further configured to host a plurality of leagues, wherein the user and / or a group comprising one or more users is associated with the one or more leagues, and wherein the user and / or the group are ranked within the league according to a point total.
12. The system of claim 11, wherein the processor is further configured to: distribute a reward to the user or the group having a highest point total within one of the one or more leagues, and designate the user or the group as a recipient of the reward, such that the reward is visible to other users within the group or within the league.
13. The system of claim 6, wherein the Al receives training data comprising one or more telemetry measurements recorded during one or more prior sporting events and is configured toanalyze live data from the sporting event, whereby the Al compares the training data to the live data to generate the live result.
14. The system of claim 1 , wherein the user is not required to bet a minimum wager for a given event option such that the user is permitted to select the given event option if the user point value is lower than a minimum wager value.
15. A system, comprising: a first computing device associated with a first user; a second computing device associated with a second user; a database; at least one processor configured to communicate with the first computing device and the second computing device over a network; and a memory comprising software instructions which, when executed by the at least one processor, cause the processor to: retrieve a plurality of sporting events from the database and display the plurality of sporting events to the first user and to the second user; receive, from the first user, a selected sporting event; during the selected sporting event, retrieve from the database a plurality of event options and display the plurality of event options to the first user via the first computing device, and adjust the display of the plurality of event options according to a relationship between the first user and the second user; receive, from the first user, a first user selected event option; receive, from the first user, a first user input wager; evaluate the first user selected event option by comparing the first user selected event option to a live result, and adjust a first user point value relative to the comparison and the first user input wager.
16. The system of claim 15, wherein the processor is further configured to: receive, from the second user, a second user selected event option; receive, from the second user, a second user input wager; and evaluate the second user selected event option by comparing the second user selected event option to a live result, and adjust a second user point value relative to the comparison and the second user input wager.
17. The system of claim 15, wherein the relationship between the first user and the second user comprises a group, and wherein the display of the plurality of event options is adjusted such that the first user selected event option is visible to the second user via the second computing device, and the second user selected event option is visible to the first user via the first computing device.
18. The system of claim 15, wherein the relationship between the first user and the second user comprises a league, and wherein the display of the plurality of event options is not adjusted such that the first user selected event option is not visible to the second user via the second computing device, and the second user selected event option is not visible to the first user via the first computing device.
19. The system of claim 16, wherein the first user and the second user are ranked within a group or within a league according to a comparison between the first user point value and a second user point value.
20. The system of claim 15, wherein the processor is further configured to: upon input from the first user, send a first number of points from the first user to the second user; and / or upon input from the second user, send a second number of points from the second user to the first user.
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