INTEGRATED CARD AND SLOT MACHINE MECHANIC
A multiplayer game method provides an editing graphical user interface (GUI) for display to the players of the multiplayer game on computing devices to edit a plurality of digital object holders for use in game states of a multiplayer game session. The method receives a digital object placement request to place a digital object at a position on an object holder of the game state, where the first digital object is associated with a visual representation and a ruleset for using the digital object. The method applies the ruleset to the digital object placement request to generate a validation result indicating whether a placement of the digital object on the digital object holder is valid. The further method includes receiving the game states and providing a GIU based on the received game states to enable the players to select digital objects from the plurality of digital object holders.
This is a continuation of U.S. application Ser. No. 14/660,674, filed on Mar. 17, 2015, which is a continuation of U.S. application Ser. No. 14/027,511, filed on Sep. 16, 2013, which is a continuation of U.S. application Ser. No. 13/788,995 filed on Mar. 7, 2013, now abandoned, which claims priority of U.S. Provisional Application No. 61/639,834, filed Apr. 27, 2012, the entire disclosures of which prior applications are incorporated herein by reference in their entirety.
BACKGROUNDField
Example embodiments described herein are generally related to interactive entertainment, and more specifically, to an integrated card and slot machine mechanic that can be used for games.
Related Art
There are various multi-player card games in the related art where two or more players compete against each other in a head-to-head or group battle fashion. In such related art games, each player can customize their own deck for competing against other players. When players compete against each other, each player draws a specified number of cards from their respective deck to form a hand, and play a certain number of cards from their hand against their respective opponent. The specified number of cards and the rules for governing the hand and the effect of each card vary depending on the multi-player card game.
In these related art multi-player card games, there are several drawbacks. The ruleset of each individual card may be complicated, such that user intervention may be needed to interpret the effect of a played card and the given result of playing the card. Further, as each user is only associated with a single deck of cards, the user may be limited in the ability to design possible outcomes, and desired effects for drawing a hand or obtaining a desired card combination.
There are various configurations of slot machines in the related art. Slot machines in the related art may involve reels that spin randomly to produce an outcome on a payline, from which payout is calculated by using a paytable. However, the reels and the paytable are not configurable by the player, and slot machines have not been used in a competitive setting where the outcome of the payline of one player is used to affect the game state of a second player.
SUMMARY
Aspects of the embodiments may include a non-transitory computer readable medium storing executable instructions for editing digital object holders for use in a game. The instructions may include receiving a request to place a digital object associated with a visual representation and a ruleset for using the digital object, at a position on one of the digital object holders; applying the ruleset to the request to generate a first validation result; providing a first indication of a placement of the requested digital object in the requested position; and calculating a paytable that incorporates the request, the paytable comprising a set of possible outcomes for a random selection of one digital object from each of one or more of the plurality of digital object holders; wherein the providing and the calculating are performed for the first validation result having a first value indicative of the request being valid.
Additional aspects of the embodiments may include a non-transitory computer readable medium storing executable instructions for playing a game between a first player and a second player. The instructions may include receiving a first plurality of digital objects arranged in a first plurality of digital object holders, and a first paytable for the first plurality of digital object holders associated with the first player, and a first game state of the first player; and receiving a second plurality of digital objects arranged in a second plurality of digital object holders, and a second paytable for the second plurality of digital object holders associated with the second player, and a second game state of the second player. In response to receiving a first spin command associated with the first player on a first turn, instructions may be executed for each of the first plurality of digital object holders for selecting a first digital object for inclusion in a first payline. In response to receiving a second spin command associated with the second player on a second turn, instructions may be executed for each of the second plurality of digital object holders for selecting a second digital object for inclusion in a second payline.
Additional aspects of the embodiments include a system, which may involve an editing module for editing digital object holders for use in a game. The editing module may be configured to receive a request to place a digital object associated with a visual representation and a ruleset for using the digital object, at a position on one of the digital object holders; apply the ruleset to the request to generate a first validation result; and provide a first indication of a placement of the requested digital object in the requested position. A calculating module may also be configured to calculate a paytable that incorporates the request, the paytable comprising a set of possible outcomes for a random selection of one digital object from each of one or more of the plurality of digital object holders. The providing and the calculating may be performed for the first validation result having a first value indicative of the request being valid.
Additional aspects of the embodiments include a system, which may involve a combat initialization module that is configured to receive a first plurality of digital objects arranged in a first plurality of digital object holders, and a first paytable for the first plurality of digital object holders associated with the first player, and a first game state of the first player; and receive a second plurality of digital objects arranged in a second plurality of digital object holders, and a second paytable for the second plurality of digital object holders associated with the second player, and a second game state of the second player. A combat module may be used for initiating a game between a first player and a second player. In response to receiving a first spin command associated with the first player on a first turn, for each of the first plurality of digital object holders, the combat module may be configured to select a first digital object for inclusion in a first payline. In response to receiving a second spin command associated with the second player on a second turn, for each of the second plurality of digital object holders, the combat module may be configured to select a second digital object for inclusion in a second payline.
[16]
In the following detailed description of example embodiments, reference will be made to the accompanying drawings, in which identical functional elements are designated with like numerals. The aforementioned accompanying drawings show by way of illustration, and not by way of limitation, example embodiments and implementations. These implementations are described in sufficient detail to enable those skilled in the art, and it is to be understood that other implementations may be utilized and that structural changes and/or substitutions of various elements may be made without departing from the scope and spirit of the example embodiments. The following detailed description is, therefore, not to be construed in a limited sense.
Example embodiments described herein are directed to providing a game that incorporates a slot machine-like functionality. Digital object holders can perform a function like reels in a slot machine to randomly or deterministically generate an outcome for each digital object holder (for example, but not limited to, a tile in a reel of an online slot machine game) and to compare the outcome with a payline to determine a result. An interface is provided to allow the user to customize digital object holders by placing each digital object in a desired position at a desired digital object holder. The placement of the digital objects can be governed by a ruleset associated with each digital object. Based on the placement of the digital object, a paytable can be determined from the possible outcomes by randomly selecting a digital object from one or more of the digital object holders.
During the game, the player can invoke a slot machine-like functionality to randomly select digital objects from (e.g. “spin”) the digital object holders, whereupon the digital object holders can perform a function like reels to generate an outcome on a payline. The payline outcome can be matched to a paytable to determine the result of the payline.
In contrast to the related art, which is restricted to one deck per user, the user can customize and incorporate multiple digital object holders and generate a paytable indicating one or more possible outcomes that result on the payline from “spinning” the digital object holders (e.g., randomly selecting a digital object from each digital object holder). Further, because the payline result can be adjudicated by a paytable, human intervention for interpreting the effect of the result can be substantially reduced in certain example embodiments, and substantially eliminated.
The digital object 100 may also have a name 101, ability information 102, paytable information 103, an indicator 104 to indicate a number of positions used in the digital object holder to place the digital object, a cost 105 to play the digital object, and an indication of the type 107 of the digital object. Other additional information, such as achievements 106 for playing the digital object can also be added. In the example of
The ability information 102 indicates possible abilities for the digital object when the digital object appears in a payline. For example, the ability information 102 may indicate effects resulting from a user decision to bank a payline (e.g., banking the digital objects on the payline as counters for use in a future payline, etc.), and effects resulting from a user decision to play the payline (e.g., use the effects according to the paytable, select specific combinations within the paytable to invoke an effect, etc.).
In the example depicted in
In the example of
The examples of
The digital object 201 is an example of a digital object that requires four positions for placement, according to the ruleset. Accordingly, when digital object 201 is placed, “null” digital objects 200 fill up other positions for other digital object holders, to indicate that the position is consumed by a null digital object. The null digital objects 200 provide an indication for the user to understand that the null digital object is linked to the placement of digital object 201.
However, the null digital objects 200 do not have to be blank or null in nature. For example, the null digital objects could have an ability that provides a beneficial or detrimental effect during gameplay to balance the effect of digital object 201. One of ordinary skill in the art can recognize and implement any variation for the null objects 200 to meet the design or implementation of a particular game.
In the example of
The interface 302 allows the user to place a digital object in a digital object holder as desired (e.g., by drag and drop, by clicking on a mouse and selecting an open position in the digital object holder, etc.). The placement may be governed by a ruleset associated with the selected digital object. Based on the placement of the digital object, a paytable may be calculated for the digital object holders.
In the example of
In the example of
In the example of
Various indicators can be provided to indicate various game state aspects of the player, such as hit points 703, money units 704, and spells available to the user 705. Other indicators 706 can be provided to indicate an opponent's payline and game state as needed. A timer 709 may also be provided to force a decision from the player, whereupon a default action may be conducted if the timer elapses.
In the example interface of
Additionally a global navigation bar 711 may be provided to allow the player to interact with other interfaces as needed. For example, if the player is not satisfied with the progress of the present game, the player may use the navigation bar 711 to bring up the interface for configuring the plurality of digital object holders, as in
Although the example interface in
At 800, a request is received by an interface (e.g., as shown in
Based on the application of the ruleset, if the result is determined to be not valid, at 802, the placement or association of the digital object with a position in the digital object holder may be rejected, and a message or other indication may be provided to inform the user of the placement determined to be invalid. Similarly, a determination may be made as to whether additional positions in the digital object holder are available, and if so, the additional positions may be evaluated for determination based on application of the ruleset.
If the result is determined to be valid, the interface proceeds to 803 to provide a first indication of a placement of the requested digital object in the requested position. At 804, the interface may calculate a paytable that incorporates the request, with a set of possible outcomes for a random selection of one digital object from each of one or more of the plurality of digital object holders.
For example, but not by way of limitation, the interface can receive a first plurality of digital objects arranged in a first plurality of digital object holders, and a first paytable for the first plurality of digital object holders associated with the first player, and a first game state (e.g., present hit points, present amount of gold, etc.) of the first player; and similarly receive a second plurality of digital objects arranged in a second plurality of digital object holders, and a second paytable for the second plurality of digital object holders associated with the second player, and a second game state of the second player.
At 901, the interface can determine whether the player or an opponent is to conduct a turn. In various implementations of the game, turns can be conducted simultaneously by the player and the one or more opponents, can be conducted sequentially (e.g., turns are given to each player alternately), or can be resolved by other methods known to one of ordinary skill in the art. In the example of
At 902, a timer can be used to force the player to commit to one or more decisions within a specific time span. If the timer elapses, then the interface can select a default action (e.g., force a “spin” action 907). The player can make various decisions during the time limit, such as (but not limited to) invoking power-ups garnered from previously played bank decisions 903, adjusting a wager if the game is implemented in a slot machine like manner 904, and targeting an opponent 905. The interface can also restrict wagering to a bet 906 (e.g., minimum or maximum), or can provide a freeform input interface to allow the player to wager as desired.
The player can also conduct the decisions in any order that the player desires or in a specific order, depending on the implementation of the game. The “spin” action 907 can be invoked after the player has chosen to invoke the action, or after a timer runs out (e.g., Time Up, Auto-Spin at 908). During the “spin” action 907, the interface can generate animations to indicate that a digital object is being randomly selected from each digital object holder for inclusion into a payline.
Additional actions may also be made available to the user by the interface. For example, if the user desires to configure the plurality of digital object holders to adjust to in-game situations, an option can be provided so that the user can recall the digital object holder interface (e.g., as shown in
Continuing from the “spin” action 907, of
At 1001, the payline is resolved and evaluated for the combat portion of the game. Optionally, additional effects (e.g., digital objects that immediately affect game states of players or opponents, changing a digital object due to a previously game situation, etc.) can also be resolved to finalize the payline.
Once a payline has been resolved, a game state check 1002a, 1002b can be conducted to determine if the game is over (e.g., the player or opponent has run out of hit points, etc.), and if so, then the interface can proceed to 1003 to end the game (e.g., end combat and provide combat results, etc.).Game state check 1002a, 1002b can be conducted at any portion of the flow for the interface.
At 1004, a timer can be used to force the player to commit to one or more decisions within a specific time span. If the timer elapses, then the interface can do a default action (e.g., force a bank decision action 1006). While the timer has not elapsed, the player can decide on a course of action 1005. In the example of
When a bank decision 1006 is selected, the interface can conduct an evaluation of the payline based on the bank decision and resolve effects occurring from the bank decision, as shown at 1008. The interface can evaluate the payline based on applying bank decision payoff information of the player's paytable to the payline to obtain a resolution of effects and the adjustment of any game state of the player resulting from banking the payline.
When a play decision 1007 is conducted, the interface can conduct an evaluation of the payline based on the play decision and resolve effects occurring from the play decision, as shown at 1009. The interface can evaluate the payline based on applying play decision payoff information of the player's paytable to the payline to obtain a resolution of effects and the adjustment of any game state of the player and/or one or more opponents resulting from playing the payline.
As explained above, a game state check 1002b may be utilized to determine if the game is over. If the game is not over, then the interface can proceed to conducting the next turn 1010 for another player or an opponent, whereupon the interface can revert to flow diagram state 901 for the next player for the next player or opponent.
The server 1105 may also be connected to an external storage 1150, which can contain removable storage such as a portable hard drive, optical media (CD or DVD), disk media or any other medium from which a computer can read executable code. The server may also be connected an output device 1155, such as a display to output data and other information to a user, as well as request additional information from a user. The connections from the server 1105 to the user interface 1140, the operator interface 1145, the external storage 1150, and the output device 1155 may
via wireless protocols, such as the 802.11 standards, Bluetooth® or cellular protocols, or via physical transmission media, such as cables or fiber optics. The output device 1155 may therefore further act as an input device for interacting with a user.
The processor 1110 may execute one or more modules. The editing module 1111 is operable to provide an interface for editing digital object holders, as shown in
The calculating module 1112 may be configured to calculate a paytable that incorporates the request, the paytable comprising a set of possible outcomes for a random selection of one digital object from each of one or more of the plurality of digital object holders, in an interface as shown in
The combat module 1114 for initiating a game between a first player and a second player, the combat module configured to, for each of the first plurality of digital object holders, select a first digital object for inclusion in a first payline in response to receiving a first spin command associated with the first player on a first turn, and similarly, for each of the second plurality of digital object holders, select a second digital object for inclusion in a second payline in response to receiving a second spin command associated with the second player on a second turn.
Although a few example embodiments have been shown and described, these example embodiments are provided to convey the subject matter described herein to people who are familiar with this field. It should be understood that the subject matter described herein may be embodied in various forms without being limited to the described example embodiments. The subject matter described herein can be practiced without those specifically defined or described matters or with other or different elements or matters not described. It will be appreciated by those familiar with this field that changes may be made in these example embodiments without departing from the subject matter described herein as defined in the appended claims and their equivalents.
Claims
1. A multiplayer game method comprising:
- initializing, by a hardware processing device, a first player game state and a second player game state, wherein the initializing comprises: providing for display to the first player on a first computing device, a first editing graphical user interface (GUI) to edit a first plurality of digital object holders for use in a first game state of a multiplayer game session, wherein to edit the first plurality of digital object holders the method further comprises: receiving a first digital object placement request to place a first digital object at a first position on a first digital object holder of the first plurality of digital object holders of the first game state, wherein the first digital object is associated with a first visual representation and a first ruleset for using the first digital object; and applying the first ruleset to the first digital object placement request to generate a first validation result indicating whether a first placement of the first digital object on the first digital object holder is valid; and providing for display to the second player on a second computing device, a second editing GUI to edit a second plurality of digital object holders for use in a second game state of the multiplayer game session, wherein to edit the second plurality of digital object holders the method further comprises: receiving a second digital object placement request to place a second digital object at a second position on a second digital object holder of the second plurality of digital object holders of the second game state, wherein the second digital object is associated with a second visual representation and a second ruleset for using the second digital object; and applying the second ruleset to the second digital object placement request to generate a second validation result indicating whether the second placement of the second digital object on the second digital object holder is valid;
- receiving, from the first computing device, the first game state of the first player comprising a first plurality of digital objects arranged in the first plurality of digital object holders;
- receiving, from the second computing device, the second game state of the second player comprising a second plurality of digital objects arranged in the second plurality of digital object holders; and
- providing for display on the first computing device and the second computing device, a graphical user interface (GUI) based on the received first game state of the first player and the received second game state of the second player, wherein the GUI comprises: a first GUI element to enable the first player to select a third digital object from the first plurality of digital object holders, the selection of the third digital object corresponding to a first turn of the multiplayer game, wherein the selection of the third digital object affects the second game state of the second player; and a second GUI element to enable the second player to select a fourth digital object from the second plurality of digital object holders, the selection of the fourth digital object corresponding to a second turn of the multiplayer game, wherein the selection of the fourth digital object affects the first game state of the first player.
2. The multiplayer game method of claim 1, wherein the first digital object is associated with digital object ability information and digital object payoff information.
3. The multiplayer game method of claim 2, wherein the digital object ability information comprises at least one of adjustment information of the first game state of the first player, adjustment information of the second game state of the second player, adjustment information for the first plurality of digital object holders associated with the first player, or adjustment information for the second plurality of digital object holders associated with the second player.
4. The multiplayer game method of claim 1, wherein the selection of the third digital object affects the second plurality of digital object holders of the second game state, and wherein the selection of the fourth digital object affects the first plurality of digital object holders of the first game state.
5. The multiplayer game method of claim 2, further comprising:
- providing a first indication of the first placement of the first digital object on the first digital object holder; and
- calculating a paytable that incorporates the first digital object placement request, the paytable comprising a plurality of possible outcomes for a random selection of one digital object from each of the first plurality of digital object holders.
6. The multiplayer game method of claim 5, wherein the paytable comprises bank decision payoff information indicative of a first outcome based on a decision to bank a payline, and play decision payoff information indicative of a second outcome based on a decision to play the payline.
7. The multiplayer game method of claim 5, wherein the calculating the paytable comprises:
- aggregating the digital object payoff information associated with the first digital object placed on the first digital object holder and other digital object payoff information associated with other digital objects respectively placed in other positions of the first plurality of digital object holders, to generate aggregated digital object payoff information;
- calculating the plurality of possible outcomes by performing permutations of the first digital object and the other digital objects in the digital object holders; and
- comparing the aggregated digital object payoff information to the permutations.
8. A multiplayer game system, comprising:
- a memory;
- a hardware processing device, operatively coupled to the memory, the hardware processing device to: initialize a first player game state and a second player game state, wherein to initialize the first player game state and the second player game state the hardware processing device is to: provide for display to the first player on a first computing device, a first editing graphical user interface (GUI) to edit a first plurality of digital object holders for use in a first game state of a multiplayer game session, wherein to edit the first plurality of digital object holders the hardware processing device is to: receive a first digital object placement request to place a first digital object at a first position on a first digital object holder of the first plurality of digital object holders of the first game state, wherein the first digital object is associated with a first visual representation and a first ruleset for using the first digital object; and apply the first ruleset to the first digital object placement request to generate a first validation result indicating whether a first placement of the first digital object on the first digital object holder is valid; and provide for display to the second player on a second computing device, a second editing GUI to edit a second plurality of digital object holders for use in a second game state of the multiplayer game session, wherein to edit the second plurality of digital object holders the hardware processing device is to: receive a second digital object placement request to place a second digital object at a second position on a second digital object holder of the second plurality of digital object holders of the second game state, wherein the second digital object is associated with a second visual representation and a second ruleset for using the second digital object; and apply the second ruleset to the second digital object placement request to generate a second validation result indicating whether the second placement of the second digital object on the second digital object holder is valid; receive, from the first computing device, the first game state of the first player comprising a first plurality of digital objects arranged in the first plurality of digital object holders; receive, from the second computing device, the second game state of the second player comprising a second plurality of digital objects arranged in the second plurality of digital object holders; and provide for display on the first computing device and the second computing device, a graphical user interface (GUI) based on the received first game state of the first player and the received second game state of the second player, wherein the GUI comprises: a first GUI element to enable the first player to select a third digital object from the first plurality of digital object holders, the selection of the third digital object corresponding to a first turn of the multiplayer game, wherein the selection of the third digital object affects the second game state of the second player; and a second GUI element to enable the second player to select a fourth digital object from the second plurality of digital object holders, the selection of the fourth digital object corresponding to a second turn of the multiplayer game, wherein the selection of the fourth digital object affects the first game state of the first player.
9. The multiplayer game system of claim 8, wherein the first digital object is associated with digital object ability information and digital object payoff information.
10. The multiplayer game system of claim 9, wherein the digital object ability information comprises at least one of adjustment information of the first game state of the first player, adjustment information of the second game state of the second player, adjustment information for the first plurality of digital object holders associated with the first player, or adjustment information for the second plurality of digital object holders associated with the second player.
11. The multiplayer game system of claim 8, wherein the selection of the third digital object affects the second plurality of digital object holders of the second game state, and wherein the selection of the fourth digital object affects the first plurality of digital object holders of the first game state.
12. The multiplayer game system of claim 9, further comprising:
- providing a first indication of the first placement of the first digital object on the first digital object holder; and
- calculating a paytable that incorporates the first digital object placement request, the paytable comprising a plurality of possible outcomes for a random selection of one digital object from each of the first plurality of digital object holders.
13. The multiplayer game system of claim 12, wherein the paytable comprises bank decision payoff information indicative of a first outcome based on a decision to bank a payline, and play decision payoff information indicative of a second outcome based on a decision to play the payline.
14. The multiplayer game system of claim 12, wherein the calculating the paytable comprises:
- aggregating the digital object payoff information associated with the first digital object placed on the first digital object holder and other digital object payoff information associated with other digital objects respectively placed in other positions of the first plurality of digital object holders, to generate aggregated digital object payoff information;
- calculating the plurality of possible outcomes by performing permutations of the first digital object and the other digital objects in the digital object holders; and
- comparing the aggregated digital object payoff information to the permutations.
15. A non-transitory computer readable medium having instructions that, when executed by a hardware processing device, cause the hardware processing device to:
- initialize a first player game state and a second player game state, wherein to initialize the first player game state and the second player game state the hardware processing device is to: provide for display to the first player on a first computing device, a first editing graphical user interface (GUI) to edit a first plurality of digital object holders for use in a first game state of a multiplayer game session, wherein to edit the first plurality of digital object holders the hardware processing device is to: receive a first digital object placement request to place a first digital object at a first position on a first digital object holder of the first plurality of digital object holders of the first game state, wherein the first digital object is associated with a first visual representation and a first ruleset for using the first digital object; and apply the first ruleset to the first digital object placement request to generate a first validation result indicating whether a first placement of the first digital object on the first digital object holder is valid; and provide for display to the second player on a second computing device, a second editing GUI to edit a second plurality of digital object holders for use in a second game state of the multiplayer game session, wherein to edit the second plurality of digital object holders the hardware processing device is to: receive a second digital object placement request to place a second digital object at a second position on a second digital object holder of the second plurality of digital object holders of the second game state, wherein the second digital object is associated with a second visual representation and a second ruleset for using the second digital object; and apply the second ruleset to the second digital object placement request to generate a second validation result indicating whether the second placement of the second digital object on the second digital object holder is valid;
- receive, from the first computing device, the first game state of the first player comprising a first plurality of digital objects arranged in the first plurality of digital object holders;
- receive, from the second computing device, the second game state of the second player comprising a second plurality of digital objects arranged in the second plurality of digital object holders; and
- provide for display on the first computing device and the second computing device, a graphical user interface (GUI) based on the received first game state of the first player and the received second game state of the second player, wherein the GUI comprises: a first GUI element to enable the first player to select a third digital object from the first plurality of digital object holders, the selection of the third digital object corresponding to a first turn of the multiplayer game, wherein the selection of the third digital object affects the second game state of the second player; and a second GUI element to enable the second player to select a fourth digital object from the second plurality of digital object holders, the selection of the fourth digital object corresponding to a second turn of the multiplayer game, wherein the selection of the fourth digital object affects the first game state of the first player.
16. The non-transitory computer readable medium of claim 15, wherein the first digital object is associated with digital object ability information and digital object payoff information.
17. The non-transitory computer readable medium of claim 16, wherein the digital object ability information comprises at least one of adjustment information of the first game state of the first player, adjustment information of the second game state of the second player, adjustment information for the first plurality of digital object holders associated with the first player, or adjustment information for the second plurality of digital object holders associated with the second player.
18. The non-transitory computer readable medium of claim 15, further comprising:
- providing a first indication of the first placement of the first digital object on the first digital object holder; and
- calculating a paytable that incorporates the first digital object placement request, the paytable comprising a plurality of possible outcomes for a random selection of one digital object from each of the first plurality of digital object holders.
19. The non-transitory computer readable medium of claim 18, wherein the paytable comprises bank decision payoff information indicative of a first outcome based on a decision to bank a payline, and play decision payoff information indicative of a second outcome based on a decision to play the payline.
20. The non-transitory computer readable medium of claim 18, wherein the calculating the paytable comprises:
- aggregating the digital object payoff information associated with the first digital object placed on the first digital object holder and other digital object payoff information associated with other digital objects respectively placed in other positions of the first plurality of digital object holders, to generate aggregated digital object payoff information;
- calculating the plurality of possible outcomes by performing permutations of the first digital object and the other digital objects in the digital object holders; and
- comparing the aggregated digital object payoff information to the permutations.
Type: Application
Filed: Jan 17, 2017
Publication Date: May 4, 2017
Inventor: Steven Conrad (Bothell, WA)
Application Number: 15/408,245