Networked gaming system with skill influenced prize mapping
A server in a network receives a player's game play request from a player station that is located remotely from the server in the network. In response to the player's game play request, a display of the player station generates an image prompting a player to enter a player input at the player station. The player input, which is at least partially skill dependent, is ultimately evaluated at the server to produce a game result. The game result is then communicated back to the player station and presented to the player in some fashion.
This invention relates to electronic gaming systems enabling players from many different gaming locations to participate in various games. More particularly, the invention is directed to apparatus, methods, and program products for awarding prizes in a networked gaming system based on a player's performance in a skill game conducted through the network.
BACKGROUND OF THE INVENTIONGaming machines such as mechanical slot machines and even early video slot machines and video poker machines were stand alone gaming machines in which a result for a game play was determined at the gaming machine itself in some fashion. Commonly, the gaming machine produced some random result in response to a game play request at the gaming machine. This random result was mapped to some prize that would then be awarded to the player. Many mechanical and video slot machines and other gaming machines still produce or determine the result of a game play at the gaming machine itself.
Certain modern gaming systems include gaming machines or player stations that are connected through some communications link to a some other system component that is responsible for determining or identifying game play results. That is, although the game play requests are entered at the player stations, those requests are communicated to some other system component which determines or identifies a result for each game play. For example, some modern video lottery systems employ a server that receives game play requests from different player stations and assigns a predetermined lottery record and associated result for each game play request. U.S. Pat. No. 6,733,385 describes one such “central determinant” lottery system. Certain modern bingo gaming systems also include player stations and a separate server for actually conducting the bingo games and identifying results for each play in such a bingo game. U.S. patent application Ser. No. 10/456,721, now U.S. patent application publication No. ______, describes such a networked bingo gaming system.
One problem with stand alone gaming machines is that it is difficult to provide the player with a sense that their actions or inputs have any influence on their results. Giving the player the sense that his or her inputs at the gaming machine can effect the result of play is even more difficult with central determinant video lottery games and networked bingo games. Many players prefer to have the sense of competition and excitement generated in live table games and other traditional casino games.
SUMMARY OF THE INVENTIONThe present invention provides apparatus, methods, and program products for producing, determining, looking up, or otherwise identifying a result for a player based at least partially on a skill-based input from the player. In one embodiment, a server in a network receives a player's game play request from a player station that is located remotely from the server in the network. In response to the player game play request, an image prompting the player to enter a player input at the player station is generated at a display of the player station. The player input, which is at least partially skill dependent, is ultimately evaluated at the server to produce a game result. The game result is then communicated back to the player station and presented to the player in some fashion.
As used in this disclosure and the accompanying claims, a skill-based input refers to an input that provides some measure of player skill, knowledge, or ability or is dependent upon the player's skill, knowledge, or ability. A skill game as referenced in the present disclosure and accompanying claims refers to a game that requires or permits some skill-based input from the player participating in the game. Examples of skill-based inputs include inputs that provide some measure of, or that are influenced by, the player's eye-hand coordination, hand speed, memory, knowledge of various subjects, or ability to predict various occurrences or outcomes. Under this definition, the simple activation of a switch, button, lever, or other device by itself would not constitute a skill-based input. The activation of a switch, button, lever, or other device as measured against some standard or value is to be considered a skill-based input under the present definition. The activation of a switch, button, lever, or other control in coordination with some event or to control some object such as an animated object on a display device, is also to be considered a skill-based input as the designation is used in this disclosure and the accompanying claims.
One form of the invention includes receiving at least two player game play requests at a server in a network. Each game play request is submitted from a respective player station located in the network separate from the server. After the player game play requests are received at the server, an image is generated at a display at each of the respective player stations. The image at each display prompts the respective player to enter a skill-based player input at the respective player station. The skill-based player input at each respective player station is ultimately evaluated against some standard in some fashion at the server to produce a respective game play result for each player. Each player's game play result is then communicated back to the respective player station and presented to the player in some way, such as through some graphic presentation at the player station display.
In another form of the present invention, a first player and at least one additional player each submit a respective game play request to a server remote from their respective player station. The game play requests received at the server are grouped at the server such that the players are included in a multi-player skill game, that is, a game in which player skill-based inputs from multiple players are used in identifying a result for each player. Each player is then prompted for a skill-based input at their respective player station and the server ultimately uses the skill-based inputs to identify a result for each game play request in the multi-player skill game.
Each of the skill games according to the present invention may be a primary game or may be a secondary or bonus game associated with some other primary game. In particular, one preferred form of the invention uses the game play result of the skill game to modify the result of a primary game that is not necessarily a skill game.
A system embodying the principles of the present invention may include a network having at least two player stations and a server. Each player station is configured to accept respective inputs to generate or result in a game play request which is communicated to the server. Each player station also includes a respective player input device to allow the player at the respective player station to enter a game input in the game and a display to present a game play result to the player. The server is coupled to each of the player stations to receive the various game play requests and player inputs. A game result identifying component that may be implemented with the server identifies a result for each game play request and then the server communicates each respective result back to the respective player station. A grouping component may also be implemented with the server to group the various game play requests received at the server into various multi-player game groups.
The present invention also includes a program product stored on at least one storage medium. The program product includes a set of machine-readable instructions that are configured to carry out the methods described herein.
These and other advantages and features of the invention will be apparent from the following description of preferred embodiments, considered along with the accompanying drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
According to the present invention, the identification of a result for a game play request based at least in part on an evaluation of the player's skill-based input in a game, is performed by a system component separate from the respective EPS 103 from which the game play request was initiated. In one embodiment, the CGS 101 may serve as a game result identifying component. In other embodiments, the gaming sites such as the LAS 102 may serve as the game result identifying component.
Some games that may be implemented according to the present invention comprise single-player skill games. In a single-player skill game, the game result identifying component such as CGS 101 or LAS 102 evaluates the player's skill-based input against some predetermined, random, or pseudo-random standard to identify a result for the player's participation in the game. The methods described in detail below with reference to
Other games that may be implemented according to the present invention may include grouping players for participating in multi-player skill games. In these multi-player games the game result identifying component such as CGS 101 or LAS 102 uses the skill-based inputs from other players to evaluate a given player's skill-based input and identify a result of the given player's participation in the game. In a multi-player skill game according to the invention, a grouping component groups players for the various games. Such a grouping component may be implemented with CGS 101 or LASs 102 in system 100. The methods described in detail below with reference to
Preferred gaming systems according to the present invention support both single player and multi-player skill games. That is, one or more players at the different gaming sites in the system may participate in single player skill games while other players in the system are concurrently participating in multi-player skill games. A single centralized component such as CGS 101 may serve as the result identifying component for both the single player and multi-player skill games. Alternatively, a centralized component such as CGS 101 may serve as the result identifying component and grouping component for multi-player skill games and a gaming site component such as each LAS 102 may serve as the result identifying component for single player skill games played at the respective LAS's EPSs 103.
CGS 101 and each LAS 102 included in system 100 as shown in
It will be appreciated that the particular configuration of devices shown in
It will be appreciated that
The operation of system 100 according to various forms of the present invention may be described with reference to the flow diagrams of
In response to the game play request entered at the EPS 103, the EPS prompts the player for a skill-based input at the EPS 103. For example, the game may have a horse racing or other racing theme and the player may be asked to spin the track ball 302 associated with the EPSs input device 202. EPS 103 may generate an image of a race horse on the EPS display 203 which proceeds across the display based the player's skill or ability to spin the track ball 302. As illustrated at process block 404, the system produces, determines, or otherwise identifies a result for the player's participation in the game based at least in part on the player's skill-based input. Continuing with the horse race example, the player's result in the game may be determined based at least in part on the speed with which the player “races” the horse across the display 203, that is, operates the trackball or other control device to move the horse across the display. The player may also be required to maneuver the horse around obstacles such as other horses in addition to move the horse as quickly as possible through the graphic display.
In one embodiment of the horse race example, the faster the player races the horse across the display 203, the more favorable the player prize becomes. On the other hand, if the player's horse crosses the display 203 slowly, the player may be awarded a lesser prize or no prize at all. In this embodiment, the result identifying component, either CGS 101 or LAS 102 identifies the result based at least in part on comparing the player's skill input to a some speed standard set at the server regarding the speed that the horse crossed the display 203. For example, the speed standard may be a time range from 5-8 seconds for a first prize, a range of 9-15 seconds for a second prize, etc. The standard may be fixed, fixed at different levels for different wagers, or random.
Regardless of how the game result is identified at the server implementing the game result identifying component, at process block 405 in
The horse race example described above is an example of a game according to the invention requiring a skill-based input that is related to a player's physical abilities. Other games according to the invention may measure other physical abilities such as eye-hand coordination or any other physical ability or set of physical abilities. Other skill-based games according to the present invention may require skill-based inputs related to the player's knowledge of various subject matter, the player's memory, or some combination of these, perhaps combined with some physical ability, or perhaps combined with some random result generated in a lottery-type game, slot machine, or a bingo-type game, and measured against some standard. For example, a paper/rock/scissors game may be played between a single player and the result identifying component, with the result identifying component randomly choosing paper, rock, or scissors for comparison with the player's input. As another example, a single player skill game may be evaluated in terms of the number of correct answers provided by the player in a trivia game or the speed at which the player answers trivia questions. As yet another example, a single player skill game may evaluate the player's input in terms of the ability of the player to match a pattern of flashing lights against some set standard. For games that involve a measurement of the speed at which a player acts, the speed is preferably measured by first noting a time at which a player response prompting image is first generated on the player station display 203 (as indicated by the graphic generating instruction being communicated to the display). The time between that start time and the time at which the player station receives the player's input or inputs is then measured, and this time represents the player action time or response time. This response time or some representation of the response time may then be communicated from the EPS 103 to the result identifying component such as CGS 101 or LAS 102.
The nature of communications between the various components in system 100 in order to implement the method shown in
As described in reference to
In one embodiment, for example, the players in the group may each be prompted to respond to a knowledge-based question appearing on the player's respective EPS display 203. The players may read the question on the display 203 and type or otherwise enter a response to the question through input device 202. The player correctly responding to the server prompt the quickest may be awarded a prize while other players receive nothing or a reduced prize depending on how quickly their response was received at the EPS 103.
In another embodiment, the game may comprise an interactive video game in which the players may battle each other in an animated presentation on respective EPS displays 203. The players may each be assigned a particular character in the animation and may control the character's movements via respective input device 202. The game result identifying component, either LAS 102 or CGS 101, may identify a winning result for the player or players that “win” the battle or supply inputs that produce certain results in the battle, and may identify a losing result for the other players in the game group. Of course, variations of the input device 202 and the interactive game will become apparent to those of ordinary skill in the art and viewing the present disclosure.
Many other forms of games may use skill-based inputs from a number of players in a group to identify a game result for each player in the group. The group game may also comprise a paper, rock, scissors type game, or a prediction type game for example. In a prediction type game, each player may be prompted to predict something such as a randomly generated value or set of values. A prediction type game may alternatively require each player in the group to predict how many players in the group submit a correct answer to a trivia or other similar question. It will be noted that the multi-player games may be competitive or non-competitive. In competitive multi-player games, the player's result will be determined relative to other players' skill-based inputs. In non-competitive multi-player games, each player's result will be determined relative to some standard and not relative to the other players' respective skill-based input. The standard may, however, be affected by the skill-based inputs from the various players in the group. For example, the game may require two skill-based inputs from each player, one may be an answer to a trivia question and another may be a prediction of what percentage of players in the group answer correctly. Each player's result in the game may be determined by how close their prediction is to the actual percentage according to some standard and not relative to the predictions of the other players in the group.
The nature of communications required in the system 100 to implement a multi-player game according to the method shown in
In a preferred form of the invention, game play requests in the method shown in
It will be appreciated that a system implementing the multi-player forms of the present invention may rapidly group players and start one game after another so that multiple games may be in play at any given time. That is, once a first group of players has been assigned to participate in a skill game offered through the system, such as system 100, the system may proceed to simultaneously or concurrently administer another skill game for another skill game group. A system according to the present invention may not necessarily wait for one skill game to be completed before starting to collect players for, and actually beginning play in, another skill game. The number of players grouped for the play of skill games according to principles of the present invention may be limited to reduce the time required for grouping players. If a certain number of players or game play requests in a skill game is required, the number may be referred to as a quorum of players or game play requests. For example, each skill game offered through gaming system 100 shown in
Numerous variations are possible within the basic method steps shown in
As will become apparent to one of ordinary skill in the art and viewing the disclosed embodiments, further variations for prize mapping and distribution in a skill game are possible and are within the scope of the appended claims. The above described preferred embodiments are intended to illustrate the principles of the invention, but not to limit the scope of the invention. Various other embodiments and modifications to these preferred embodiments may be made by those skilled in the art without departing from the scope of the invention.
Claims
1. A method including:
- (a) prompting a player at a player station to enter a skill-based player input at the player station and receiving the skill-based player input at the player station; and
- (b) identifying a game result for the skill-based player input, the game result being identified at a server located in a network with the player station where the server is separate from the player station, and the game result being at least partially dependent on the skill-based player input.
2. The method of claim 1 further including communicating the game result from the server to the player station.
3. The method of claim 1 further including identifying a time value at the player station for the skill-based player input, the time value comprising a difference in time between a first time when an image appears on a display of the player station and a second time when the skill-based player input is received at the player station.
4. The method of claim 3 further including comparing the time value with a predetermined time value to identify the result for the skill-based player input.
5. The method of claim 3 further including comparing the time value with another time value of another player to identify the result for the skill-based player input.
6. The method of claim 1 wherein identifying the game result further includes comparing the skill-based input with a standard unrelated to inputs from other players on the network.
7. The method of claim 1 wherein identifying the game result further includes comparing the skill-based input with a skill-based input entered by another player from another player station on the network.
8. A method including:
- (a) receiving a first skill-based input for a first player at a first player station and an additional skill-based input for an additional player at an additional player station;
- (b) grouping the first skill-based input and the additional skill-based input into a game group; and
- (c) evaluating the first skill-based input for the first player and the additional skill-based input for the additional player at a server separate from the first player station and the additional player station to identify a result for the first skill-based input and a result for the additional skill-based input.
9. The method of claim 8 further including prompting the first player at the first player station to make the first skill-based input and prompting the additional player at the additional player station to make the additional skill-based input.
10. The method of claim 8 wherein evaluating the first skill-based input for the first player and the additional skill-based input for the additional player includes comparing an input speed measurement associated with the first skill-based input for the first player and an input speed measurement associated with the additional skill-based input for the additional player.
11. The method of claim 8 wherein evaluating the first skill-based input for the first player and the additional skill-based input for the additional player includes comparing a knowledge indicator associated with the first skill-based input for the first player and a knowledge indicator associated with the additional skill-based input for the additional player.
12. The method of claim 8 wherein evaluating the first skill-based input for the first player and the additional skill-based input for the additional player includes evaluating both the first skill-based input for the first player and the additional skill-based input for the additional player against a given standard.
13. The method of claim 8 wherein evaluating the first skill-based input for the first player and the additional skill-based input for the additional player includes ranking the first skill-based input for the first player and the additional skill-based input for the additional player in a relative order.
14. A system including:
- (a) at least two player stations, each player station including a respective player input device and a respective display device, each player station also being configured to receive a respective skill-based input;
- (b) a result identifying component in a communication network with each player station, the result identifying component for receiving a representation of the respective skill-based input received by each respective player station, for identifying a respective result for each respective skill-based input where the respective result is based at least in part on the respective skill-based input, and for communicating the respective result for each respective skill-based input to the respective player station at which the respective skill-based input was received.
15. The system of claim 14 wherein the result identifying component is configured to identify the result for each respective skill-based input based upon a comparison of the respective skill-based input with some standard unrelated to the skill-based input from any other player station.
16. The system of claim 14 wherein each respective player station is configured to present a prize at the respective display, the prize being associated with the result for the respective skill-based input received at the respective player station.
17. The system of claim 14 further including a grouping component for grouping the skill-based inputs from the respective player stations into a game group and wherein the result identifying component identifies the result for each respective skill-based input based at least in part on each other skill-based input in the game group.
18. A program product stored on at least one storage medium, the program product including a set of machine-readable instructions that when executed are configured to:
- (a) prompt a player at a player station to enter a skill-based player input at the player station and receive the skill-based player input at the player station; and
- (b) at a server located in a network with the player station and separate from the player station, identify a game result for the skill-based player input received at the player station, the game result being at least partially dependent on the skill-based player input.
19. The program product of claim 18 wherein the set of machine-readable instructions are executable to compare the skill-based player input and at least one additional skill-based player input received at an additional player station.
20. The program product of claim 18 wherein the set of machine readable instructions are executable to compare the skill-based player input against a standard unrelated to a skill-based player input at any other player station.
21. The program product of claim 18 wherein the game result identified for the skill-based input modifies a result in an initial game.
Type: Application
Filed: Aug 19, 2004
Publication Date: Feb 23, 2006
Inventors: Clifton Lind (Austin, TX), Jefferson Lind (Austin, TX)
Application Number: 10/922,475
International Classification: A63F 9/24 (20060101);