RECOMMENDATION COMPONENT FOR ASSISTED ELECTRONIC INFORMATION PROCESSING
Methods for a computer implemented game are described that provide assistance to game participants in making various game related decisions easily and quickly. A computer-implemented system may comprise a multimedia content module to provide multimedia content—within a game, a game server application comprising a player ranking module that ranks players based on and a recommendation module to provide recommendations to participants based on the ranking module to assist users with game play. Other embodiments are described and claimed.
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Electronic applications are well known and becoming increasingly popular. In particular, certain types of electronic applications include game experiences which mimic or track real-life activities such as sports, hobbies, etc. These games are provided by computer applications hosted by local servers and/or by servers in the World Wide Web, that allow users to participate on-line among a group of participants interested in the same type of real-life activity.
Generally, electronic applications and in particular fantasy sports games simulate real-life games where participants select active players in various positions to form fantasy teams. A fantasy sports league consists of a plurality of these fantasy sports teams and consequently a number of these participants. Each fantasy team in the fantasy league usually competes against all the other teams in the fantasy league (head to head style) in scheduled matchups or accumulates statistics in chosen categories throughout the season (rotisserie style or ranked style). Success of a particular fantasy team in the fantasy league is determined by the cumulative number of points obtained by each of the fantasy players corresponding to the performance of the real-life players during the real-life athletic competitions. The fantasy team with the best won-lost record compiled during a fantasy season by the participant's fantasy team determines the winner.
Typically, real-life players from various teams within the given sport are drafted to create a roster for a particular fantasy team. Real-life players from different teams comprise a fantasy sports team. This drafting process may be performed via a bidding draft and/or a rotation draft. In a bidding draft, for example, each fantasy sport participant is initially provided with a specific “bankroll” of bidding units which may be used to bid against other participants in an attempt to obtain a specific real-life player to fill a position on a fantasy team roster. In a rotation draft, the participants within a fantasy league determine an order of selection, and proceed through a number of rounds to fill out the roster of a particular number of players for each fantasy team. Once a player has been drafted by a participant to fill a roster of a fantasy team, that player is no longer available to other participants within the league. Therefore, each participant must reprioritize the available real-life players throughout the draft process.
As in professional sports, the fantasy sports league participants may trade players during the season for any one of a number of reasons. These trades are made between participants for fantasy players on other teams and/or from real-life players not selected in the initial draft by the participants within the fantasy sports league. A fantasy sports league typically corresponds to the length of the representative real-life sport with the potential exception of using a certain number of the final regular season games of the real life sports season as the playoffs and subsequent championship for the fantasy sports league.
During the course of a fantasy sports season, management of a participant's roster is one of the keys to presenting a competitive team within the league as well as providing an opportunity to win games. However, during a gaming season a number of situations may occur that impact the ability of the fantasy team and associated roster of players to perform in the league. For example, injuries to real-life players may impact the ability of game participants to utilize players on their rosters. In addition, the volume of statistics and information available for real-life player performance is voluminous and difficult for game participants to sort through. For example, statistics are available for how a particular real-life player performs against particular components, how they perform on artificial surfaces versus grass, how they perform in bad weather versus good weather, etc. In addition, third party “expert” information for both real-life teams and players as well as fantasy sports leagues is also available to game participants. Thus, a game participant may be overwhelmed with the various statistics and information available to determine roster choices for a given game. Currently, there is no mechanism for such participants to process all or a portion of the information available to a game participant or to provide assistance to a game participant with roster management decisions thereby providing an enhanced gaming experience and increased competition among league participants. It is with respect to these and other considerations that the present improvements have been needed.
Various embodiments are generally directed to gaming systems and methods of playing that provide assistance to game participants in making various roster decisions easily and quickly. This assists game participants with difficult decisions with the goal of keeping participants engaged in game play and maintaining competitiveness of the game as a whole as well as the game experience for all participants. Generally and for exemplary purposes, game play may include various games including, but not limited to, table games, fantasy sports games, interactive television games as well as other simulation games. For example, fantasy sports games may be associated with real-life sports, professional and/or amateur (e.g. college football), having multiple games in an individual season. The operation and function of a fantasy sports league is generally known and typically comprises at least two fantasy teams formed of fantasy players selected or drafted to comprise a fantasy team roster. Each of the fantasy players represent a real-life athlete that participates in a professional or amateur real-life sport. The real-life statistics of each player on each fantasy team are compiled after each real-life game. The statistics correlate to a particular number of fantasy points as mentioned above.
Embodiments are directed to systems and methods of gaming that provide assistance to users/participants in making various roster decisions easily and quickly. For instance, embodiments may comprise a multimedia content module operative to provide multimedia content related to one or more players within a game and a game server application operative to provide player recommendations to one or more users utilizing the multimedia content received from the multimedia content module. A player ranking module may also be included which ranks one or more players based on certain of the multimedia content and outputs a player ranking by corresponding player position. A player comparison module receives the player ranking by position and compares the ranked players to a roster of players associated with the one or more users by corresponding position. A recommendation module receives the comparison of the ranked players to the roster of players by corresponding position and recommends to the one or more users the ranked player when the ranked player is ranked higher than the corresponding player on the roster of a user at the corresponding position.
Although the present disclosure describes gaming mechanics that are focused on embodiments that relate to sports, these same gaming mechanics can be used in any sort of game and gaming mechanics where a platform utilizes data from a real time gaming situation with the same rules, functions and mechanics described herein, to simulate a new game based upon the same rules and mechanics with the same data and/or different data that is being supplied in a different way for a different purpose depending on the type of game. For example, the gaming mechanics may comprise any electronic game that involves interaction with a user interface to generate multimedia feedback on an electronic platform, such as a computing device, video game console, handheld computer, arcade machine, and so forth. The games may include any genre based on many factors such as game play, types of goals, art style and more, and may include without limitation graphic adventures, point-and-click adventures, text adventures, sports, first-person adventures, first-person shooters, comic adventures, anime adventures, reality interactive television based games and so forth. It may be appreciated that any number of different games and gaming mechanics may be implemented for a given game that provides assistance to the user/participant to facilitate game play. However, the embodiments are not limited in this context.
As would be appreciated by those of ordinary skill in the art, system server(s) 30 provides a platform for access to game information and facilitates game play by each of the plurality of user/participants 151 . . . 15N. For example, system server(s) 30 may store multimedia information of various players in multimedia content and information module 40 for one or more fantasy teams in one or more fantasy leagues including, for example, fantasy player statistics, text data, images, audio, video, etc. Again, the player is used herein in the context of sports games, but may also include participants/contestants in any type of gaming context. This information is managed by the system server(s) 30 and accessed by users/participants in order to facilitate game play using processing module 60. As used herein, “statistics” includes any identifiable, measurable, monitored or recorded action by a real-life player in the player's real-life sport. Each real-life sport includes commonly used statistics which translate into points associated with the fantasy sports league. Statistics are calculated, input, or provided by one or more databases either manually or preferably automatically and/or electronically, i.e., by computer or similar processing devices and stored in multimedia content and information module 40. Electronically includes, but is not limited to computer, Internet, or other suitable electronic processing. Automatic updating can occur at set time intervals which may depend on the type of sport (e.g. football may be updated once per week), customized when a league is organized or upon request by a game user/participant. In addition, the statistics may be provided independently by a separate system or integrated with system 10. In further variations, the statistics are received in real-time and/or the player updates are generated automatically or upon request.
Included as part of the system server(s) 30 is a processing module 60 and an assistant general manager (“GM”) module 50. Processing module 60 facilitates game play for the users/participants 151 . . . 15N. In various embodiments, logic for the game processing module 50 and system 10 may be programmed in accordance with various programming languages, application platforms and application frameworks, including JAVA made by Oracle Corporation, COLDFUSION made by Adobe Systems Incorporated, .NET made by Microsoft® Corporation, WebORB for .NET, Hypertext Preprocessor (PHP), Ruby, Python, Perl, Lisp, Dylan, Pike, Cluster (CLU), Smalltalk, Eiffel, Ruby on Rails (RoR), C, C++, C#, and so forth. The logic may also comprise part of a RIA, such as a front-end of a SOA for deployment on a web browser of a client computing device using various client side technologies, such as an Adobe Flash platform programmed in an object-oriented programming language such as ACTIONSCRIPT™ and ADOBE® FLEX, made by Adobe Systems Incorporated. It may be appreciated that these programming languages are provided by way of example and not limitation. Logic for processing module 60 and associated system 10 may be implemented using any suitable programming language.
Assistant general manager (“GM”) module 50 accesses player information from multimedia content and information module 40 based on requests from game users/participants 151 . . . 15N in order to allow each participant to generate and modify a participant's game profile comprised of a player roster as well as providing the ability to manage a participant's roster for a given competition. In particular, the assistant GM module 50 provides a participant access to information about one or more players. For example, once a participant accesses the assistant GM module, information such as the contestant or player's name, upcoming opponent, game time and day as well as access to the assistant GM recommendation module 80 (see
The assistant GM module 50, multimedia content and information module 40 as well as other components and data are communicatively coupled via various types of communications media. System server 30 manages operations and communication between assistant GM module 50, multimedia content and information module 40 and processing module 60. The coordination may involve the uni-directional or bi-directional exchange of information. For instance, the processing module 60 may control the system server(s) 30 to manage communication in the form of signals communicated over communications media between each of the components and/or functions therein as well as with the user/participants 151 . . . 15N via network communication system 20.
A new and unique operational aspect of game system 10 in accordance with the present disclosure as provided by the game system server(s) 30 is directed to utilization of the assistant GM module 50 to provide assistance to users/participants with team management decisions from a myriad of player information easily to facilitate game play. This is accomplished by the assistant GM module 50 communicating with multimedia content and Information module 40 and processing module 60 to provide user participants 151 . . . 15N with player and roster recommendations.
Multimedia content and information module 40 accesses system server 30 where the various statistics, video, web site and/or web page addresses are stored. In particular, multimedia content interface 40 may generate a query to a database within system server 30 to obtain such multimedia content and/or information associated with a particular player (e.g. player N). The database that receives the query may be a relational database responsive to Structured Query Language (“SQL”) commands. The server may execute a hypertext preprocessor (“PHP”) script including SQL commands to query the database for such player related information or execute a retrieve command for information stored on an external web page, website or combination of multiple web pages and/or websites. Assistant GM module 50 and more particularly multimedia content interface receives this information from multimedia content and information module 40 and utilizes this information mainly in recommendation module 80 to determine which, if any, of the players 1 . . . N may be compared to players on a user/participant roster and the subject of a trade, free agent acquisition, etc. under action module 90.
The ranking information is provided to player comparison module 410 which compares the player rankings with a player roster associated with a particular user/participant 151 . . . 15N. These ranked players are compared to the corresponding player at the same position on a participant's roster by player comparison module 410. If a player is compared to a participant's roster player at the same position and is ranked higher than the participant's player at module 410, then the identity of the ranked player is recommended at 406 and displayed to user/participant 15N via graphical user interface 411. The number ‘N’ of ranked players compared to each position of a participant's roster is customizable and may be, for example, three or four players. Thus, a participant has a choice of N players provided at 406 to choose from to replace the corresponding player on the participant's roster. This replacement may be by starting a bench player or trading for another player as explained in more detail below. In this manner, the assistant GM recommendation module 410 determines if a player is of a caliber and quality to deserve a roster spot on a participant's team.
Player comparison module 410 determines the inadequacies of a current roster player by identifying predetermined weaknesses including, but not limited to, injury, bye week, underperformance based on year to date statistics which may be supplied by multimedia content interface 70, and upcoming projections based on performance to date against a particular opponent. In addition, multimedia content interface 70 may also supply information to player comparison module 410 regarding the percentages of teams within the current fantasy league as well as other leagues that have dropped, traded or otherwise removed a user/participant's roster player from their respective rosters. Each of the above considerations may be supplied to the user/participant 15N via graphical user interface 411 in a particular order of importance. The order of importance may be based on rules within a particular league, or based on individual user/participant preferences.
Assistant GM recommendation module 80 would typically provide the recommended player(s) information at 406 to a participant who would then initiate roster replacement by anyone of three ways: lineup changes which modifies an active player to a reserve player; free agent acquisition based on league rules, and/or potential trade opportunities for players on other teams. All of the above actions are intended to provide the user/participant with opportunities to upgrade the user/participant's roster for the next scheduled competition quickly and easily. With respect to potential trade opportunities, player comparison module 410 includes rules, based on a particular league, for trade deadlines and associated timing prior to upcoming competitions. With respect to free agent acquisitions, player comparison module 410 includes rules, based on a particular league, for free agent acquisitions where no recommendation is made that contradicts these rules. Rule variations regarding free agent acquisition include but are not limited to the ability to add players immediately, require a minimum time to elapse and/or process requests at scheduled times to allow other participants the opportunity to request the same free agent. Competing requests to be resolved via bidding process or a rotating order.
Operations for the above-described game system embodiments may be further described with reference to one or more logic flows. It may be appreciated that the representative logic flows do not necessarily have to be executed in the order presented, or in any particular order, unless otherwise indicated. Moreover, various activities described with respect to the logic flows can be executed in serial or parallel fashion. The logic flows may be implemented using one or more hardware elements and/or software elements of the described embodiments or alternative elements as desired for a given set of design and performance constraints. For example, the logic flows may be implemented as logic (e.g., computer program instructions) for execution by a logic device (e.g., a general-purpose or specific-purpose computer).
If the ranked player is not a bench player on the user/participant current roster, then the process proceeds to step 840 of
As shown in
The system memory 906 may include various types of memory units to store information in system 10 and may be, for example, read-only memory (ROM), random-access memory (RAM), dynamic RAM (DRAM), Double-Data-Rate DRAM (DDRAM), synchronous DRAM (SDRAM), static RAM (SRAM), programmable ROM (PROM), erasable programmable ROM (EPROM), electrically erasable programmable ROM (EEPROM), flash memory, polymer memory such as ferroelectric polymer memory, ovonic memory, phase change or ferroelectric memory, silicon-oxide-nitride-oxide-silicon (SONOS) memory, magnetic or optical cards, or any other type of media suitable for storing information. In the illustrated embodiment shown in
The computer 902 may include various types of computer-readable storage media, including an internal hard disk drive (HDD) 914, a magnetic floppy disk drive (FDD) 916 to read from or write to a removable magnetic disk 918, and an optical disk drive 920 to read from or write to a removable optical disk 922 (e.g., a CD-ROM or DVD). The HDD 914, FDD 916 and optical disk drive 920 can be connected to the system bus 908 by a HDD interface 924, an FDD interface 926 and an optical drive interface 928, respectively. The HDD interface 924 for external drive implementations can include at least one or both of Universal Serial Bus (USB) and IEEE 1394 interface technologies.
The drives and associated computer-readable media provide volatile and/or nonvolatile storage of data, data structures, computer-executable instructions, and so forth. For example, a number of program modules can be stored in the drives and memory units 910, 912, including an operating system 930, one or more application programs 932, other program modules 934, and program data 936 applicable to system 10. The one or more application programs 932, other program modules 934, and program data 936 can include, for example, the system 10, the systems used by user/participants 151 . . . 15N, and/or the game system server(s) 30.
A user/participant 151 . . . 15N can enter commands and information into the computer 902 through one or more wire/wireless input devices, for example, a keyboard 938 and a pointing device, such as a mouse 940. Other input devices may include a microphone, an infra-red (IR) remote control, a joystick, a game pad, a stylus pen, touch screen, or the like. These and other input devices are often connected to the processing unit 904 through an input device interface 942 that is coupled to the system bus 908, but can be connected by other interfaces such as a parallel port, IEEE 1394 serial port, a game port, a USB port, an IR interface, and so forth.
A monitor 944 or other type of display device is also connected to the system bus 908 via an interface, such as a video adaptor 946 and can be used to display player recommendation information R1 . . . RN to the one or more user/participants 151 . . . 15N. In addition to the monitor 944, a computer typically includes other peripheral output devices, such as speakers, printers, and so forth.
The computer 902 may operate in a networked environment using logical connections via wire and/or wireless communications to one or more remote computers, such as a remote computer 948. The remote computer 948 can be a workstation, a server computer, a router, a personal computer, portable computer, microprocessor-based entertainment appliance, a peer device or other common network node, and typically includes many or all of the elements described relative to the computer 902, although, for purposes of brevity, only a memory/storage device 950 is illustrated. The logical connections depicted include wire/wireless connectivity to a local area network (LAN) 952 and/or larger networks, for example, a wide area network (WAN) 954. Such LAN and WAN networking environments are commonplace in offices and companies, and facilitate enterprise-wide computer networks, such as intranets, all of which may connect to a global communications network, for example, the Internet.
When used in a LAN networking environment, the computer 902 is connected to the LAN 952 through a wire and/or wireless communication network interface or adaptor 956. The adaptor 956 can facilitate wire and/or wireless communications to the LAN 952, which may also include a wireless access point disposed thereon for communicating with the wireless functionality of the adaptor 956.
When used in a WAN networking environment, the computer 502 can include a modem 958, or is connected to a communications server on the WAN 954, or has other means for establishing communications over the WAN 954, such as by way of the Internet. The modem 958, which can be internal or external and a wire and/or wireless device, connects to the system bus 908 via the input device interface 942. In a networked environment, program modules depicted relative to the computer 902, or portions thereof, can be stored in the remote memory/storage device 950. It will be appreciated that the network connections shown are exemplary and other means of establishing a communications link between the computers can be used.
The computer 902 is operable to communicate with wire and wireless devices or entities using the IEEE 802 family of standards, such as wireless devices operatively disposed in wireless communication (e.g., IEEE 802.11 over-the-air modulation techniques) with, for example, a printer, scanner, desktop and/or portable computer, personal digital assistant (PDA), communications satellite, any piece of equipment or location associated with a wirelessly detectable tag (e.g., a kiosk, news stand, restroom), and telephone. This includes at least Wi-Fi (or Wireless Fidelity), WiMax, and Bluetooth™ wireless technologies. Thus, the communication can be a predefined structure as with a conventional network or simply an ad hoc communication between at least two devices. Wi-Fi networks use radio technologies called IEEE 802.11x (a, b, g, etc.) to provide secure, reliable, fast wireless connectivity. A Wi-Fi network can be used to connect computers to each other, to the Internet, and to wire networks (which use IEEE 802.3-related media and functions).
As shown in
The clients 1002 and the servers 1004 may communicate information between each other using a communication framework 1006. The communications framework 1306 may implement any well-known communications techniques, such as techniques suitable for use with packet-switched networks (e.g., public networks such as the Internet, private networks such as an enterprise intranet, and so forth), circuit-switched networks (e.g., the public switched telephone network), or a combination of packet-switched networks and circuit-switched networks (with suitable gateways and translators). The clients 1002 and the servers 1004 may include various types of standard communication elements designed to be interoperable with the communications framework 1006, such as one or more communications interfaces, network interfaces, network interface cards (NIC), radios, wireless transmitters/receivers (transceivers), wired and/or wireless communication media, physical connectors, and so forth. By way of example, and not limitation, communication media includes wired communications media and wireless communications media. Examples of wired communications media may include a wire, cable, metal leads, printed circuit boards (PCB), backplanes, switch fabrics, semiconductor material, twisted-pair wire, co-axial cable, fiber optics, a propagated signal, and so forth. Examples of wireless communications media may include acoustic, radio-frequency (RF) spectrum, infrared and other wireless media. One possible communication between a client 1002 and a server 1004 can be in the form of a data packet adapted to be transmitted between two or more computer processes. The data packet may include a cookie and/or associated contextual information, for example.
Various embodiments may be implemented using hardware elements, software elements, or a combination of both. Examples of hardware elements may include devices, components, processors, microprocessors, circuits, circuit elements (e.g., transistors, resistors, capacitors, inductors, and so forth), integrated circuits, application specific integrated circuits (ASIC), programmable logic devices (PLD), digital signal processors (DSP), field programmable gate array (FPGA), memory units, logic gates, registers, semiconductor device, chips, microchips, chip sets, and so forth. Examples of software elements may include software components, programs, applications, computer programs, application programs, system programs, machine programs, operating system software, middleware, firmware, software modules, routines, subroutines, functions, methods, procedures, software interfaces, application program interfaces (API), instruction sets, computing code, computer code, code segments, computer code segments, words, values, symbols, or any combination thereof. Determining whether an embodiment is implemented using hardware elements and/or software elements may vary in accordance with any number of factors, such as desired computational rate, power levels, heat tolerances, processing cycle budget, input data rates, output data rates, memory resources, data bus speeds and other design or performance constraints, as desired for a given implementation.
Some embodiments of the system 10 and associated methods may comprise an article of manufacture. An article of manufacture may comprise a storage medium to store logic. Examples of a storage medium may include one or more types of non-transitory computer-readable storage media capable of storing electronic data, including volatile memory or non-volatile memory, removable or non-removable memory, erasable or non-erasable memory, writeable or re-writeable memory, and so forth. Examples of the logic may include various software elements, such as software components, programs, applications, computer programs, application programs, system programs, machine programs, operating system software, middleware, firmware, software modules, routines, subroutines, functions, methods, procedures, software interfaces, application program interfaces (API), instruction sets, computing code, computer code, code segments, computer code segments, words, values, symbols, or any combination thereof. In one embodiment, for example, an article of manufacture may store executable computer program instructions that, when executed by a computer, cause the computer to perform methods and/or operations in accordance with the described embodiments. The executable computer program instructions may include any suitable type of code, such as source code, compiled code, interpreted code, executable code, static code, dynamic code, and the like. The executable computer program instructions may be implemented according to a predefined computer language, manner or syntax, for instructing a computer to perform a certain function. The instructions may be implemented using any suitable high-level, low-level, object-oriented, visual, compiled and/or interpreted programming language.
Some embodiments may be described using the expression “one embodiment” or “an embodiment” along with their derivatives. These terms mean that a particular feature, structure, or characteristic described in connection with the embodiment is included in at least one embodiment. The appearances of the phrase “in one embodiment” in various places in the specification are not necessarily all referring to the same embodiment.
Some embodiments may be described using the expression “coupled” and “connected” along with their derivatives. These terms are not necessarily intended as synonyms for each other. For example, some embodiments may be described using the terms “connected” and/or “coupled” to indicate that two or more elements are in direct physical or electrical contact with each other. The term “coupled,” however, may also mean that two or more elements are not in direct contact with each other, but yet still co-operate or interact with each other.
It is emphasized that the Abstract of the Disclosure is provided to comply with 37 C.F.R. Section 1.72(b), requiring an abstract that will allow the reader to quickly ascertain the nature of the technical disclosure. It is submitted with the understanding that it will not be used to interpret or limit the scope or meaning of the claims. In addition, in the foregoing Detailed Description, it can be seen that various features are grouped together in a single embodiment for the purpose of streamlining the disclosure. This method of disclosure is not to be interpreted as reflecting an intention that the claimed embodiments require more features than are expressly recited in each claim. Rather, as the following claims reflect, inventive subject matter lies in less than all features of a single disclosed embodiment. Thus the following claims are hereby incorporated into the Detailed Description, with each claim standing on its own as a separate embodiment. In the appended claims, the terms “including” and “in which” are used as the plain-English equivalents of the respective terms “comprising” and “wherein,” respectively. Moreover, the terms “first,” “second,” “third,” and so forth, are used merely as labels, and are not intended to impose numerical requirements on their objects.
Although the subject matter has been described in language specific to structural features and/or methodological acts, it is to be understood that the subject matter defined in the appended claims is not necessarily limited to the specific features or acts described above. Rather, the specific features and acts described above are disclosed as example forms of implementing the claims.
Claims
1. A computer-implemented system comprising:
- a multimedia content module operative to provide multimedia content related to one or more players within a game;
- a game server application operative to provide player recommendations to one or more users utilizing the multimedia content received from the multimedia content module, the game server comprising: a player ranking module operative to rank one or more players based on certain of the multimedia content and output a player ranking by corresponding player position; a player comparison module operative to receive the player ranking by position and compare the ranked players to a roster of players associated with the one or more users by corresponding position; a recommendation module operative to receive the comparison of the ranked players to the roster of players by corresponding position and recommending to the one or more users the ranked player when said ranked player is ranked higher than the corresponding player on the users roster at the corresponding position; and an action items module operative to: determine the status of a ranked player, the status being one of a bench player the roster of a user, a player on the roster of another user, and a free agent not currently on any user's roster; and replace the roster player of the one or more users with the ranked player at the corresponding position.
2. (canceled)
3. The computer implemented system of claim 1 further comprising a multimedia content interface operative to receive the certain of the multimedia information from the multimedia content and information module and associate said multimedia information with the corresponding player to be ranked.
4. The computer implemented system of claim 1 further comprising a multimedia content interface operative to receive the certain of the multimedia information from the multimedia content and information module and associate said multimedia information with a corresponding player on the roster of the one or more users at the corresponding position.
5. The computer implemented system of claim 1 further comprising a manage settings application operative to receive recommended ranked player and display said recommended ranked player for acceptance or rejection by the one or more users.
6. The computer implemented system of claim 1 further comprising a manage settings application operative to allow the one or more users to display said recommended ranked player by position.
7. A computer-implemented method comprising:
- providing multimedia content related to one or more players within a game;
- ranking the one or more players based on certain of the multimedia content;
- outputting a ranking of each player by corresponding position;
- comparing each ranked player to a roster of players associated with the one or more users by corresponding position;
- determining the status of a ranked player, the status being one of a bench player on the roster of a user, a player on the roster of another user, and a free agent not currently on any user's roster;
- recommending to the one or more users the ranked player when said ranked player is ranked higher than the corresponding player on the roster of the one or more users at the corresponding position; and
- replacing the roster player of the one or more users with the ranked player at the corresponding position when the ranked player is ranked higher than the corresponding player on the roster of the one or more users at the corresponding position.
8. (canceled)
9. The computer-implemented method of claim 7 further comprising receiving the certain of the multimedia information from the multimedia content and information module and associating said multimedia information with a corresponding player to be ranked.
10. The computer-implemented method of claim 7 further comprising receiving the certain of the multimedia information from the multimedia content and information module and associating said multimedia information with a player on the roster of the one or more users at the corresponding position.
11. The computer-implemented method of claim 7 further comprising receiving the recommended ranked player and displaying said recommended ranked player for acceptance or rejection by the one or more users.
12. The computer implemented method of claim 7 further comprising displaying to the one or more users said recommended ranked player by position.
13. The computer-implemented method of claim 7 wherein if the ranked player is a bench player ranked higher than the corresponding player on the roster of the one or more users at the corresponding position, then the method further comprising
- replacing the player on the roster of the first user with the ranked player at the corresponding position.
14. The computer-implemented game method of claim 7 wherein the one or more ranked player are at least three ranked players by corresponding position, the method further comprising:
- determining if any of the three ranked players has a higher ranking than the corresponding player on the roster of a first of the one or more users; and
- if the ranked player is on the roster of another user then proposing a trade to the other user on which the first of the three ranked players is identified as being part of the associated roster.
15. An article of manufacture comprising a non-transitory computer-readable storage medium containing instructions that when executed enable a system to:
- provide multimedia content related to one or more players within a game;
- rank the one or more players based on certain of the multimedia content;
- output a ranking of each player by corresponding position;
- compare each ranked player to a roster of players associated with the one or more users by corresponding position;
- determine the status of a ranked player, the status being one of a bench player on the roster of a user, a player on the roster of another user, and a free agent not currently on any user's roster; and
- recommend to the one or more users the ranked player when said ranked player is ranked higher than the corresponding player on the roster of the one or more users at the corresponding position.
16. The article of claim 15 wherein the game corresponds to a fantasy sports game and the one or more players corresponds to players in a real-life sporting event.
17. The article of claim 15, further comprising instructions that when executed enable the system to replace the roster player of the one or more users with the ranked player at the corresponding position when the ranked player is ranked higher than the corresponding player on the roster of the one or more users at the corresponding position.
18. The article of claim 15, further comprising instructions that when executed enable the system to receive the certain of the multimedia information from the multimedia content and information module and associate said multimedia information with a corresponding player to be ranked.
19. The article of claim 15, further comprising instructions that when executed enable the system to receive the recommended ranked player and display said recommended ranked player for acceptance or rejection by the one or more users.
20. The article of claim 15, further comprising instructions that when executed enable the system to automatically update the roster of the one or more users with the ranked player at the corresponding position.
21. The computer implemented system of claim 1, the recommendation module further operative to propose a trade for a ranked player on the roster of another user.
22. The article of claim 15, further comprising instructions that when executed enable the system to propose a trade for a ranked player on the roster of another user.
Type: Application
Filed: Aug 26, 2011
Publication Date: Feb 28, 2013
Applicant: CBS INTERACTIVE INC. (San Francisco, CA)
Inventor: Louis Edward Miller (Little Egg Harbor Twp, NJ)
Application Number: 13/219,443
International Classification: A63F 9/24 (20060101);