WO2001018733A2 - Game module, method and system for playing a game therewith - Google Patents

Game module, method and system for playing a game therewith Download PDF

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Publication number
WO2001018733A2
WO2001018733A2 PCT/IL2000/000549 IL0000549W WO0118733A2 WO 2001018733 A2 WO2001018733 A2 WO 2001018733A2 IL 0000549 W IL0000549 W IL 0000549W WO 0118733 A2 WO0118733 A2 WO 0118733A2
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WO
WIPO (PCT)
Prior art keywords
game
module
score
modules
status
Prior art date
Application number
PCT/IL2000/000549
Other languages
French (fr)
Other versions
WO2001018733A3 (en
Inventor
Benjamin Davidovitch
Itzhak Paniri
Yariv Sapir
Adi Shfaram
Iftach Alony
Original Assignee
Games4Points, Inc
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Games4Points, Inc filed Critical Games4Points, Inc
Priority to AU70372/00A priority Critical patent/AU7037200A/en
Publication of WO2001018733A2 publication Critical patent/WO2001018733A2/en
Publication of WO2001018733A3 publication Critical patent/WO2001018733A3/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • A63F13/86Watching games played by other players
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/332Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using wireless networks, e.g. cellular phone networks
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/335Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/46Computing the game score
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/71Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/73Authorising game programs or game devices, e.g. checking authenticity
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/77Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/812Ball games, e.g. soccer or baseball
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/401Secure communication, e.g. using encryption or authentication
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/406Transmission via wireless network, e.g. pager or GSM
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/407Data transfer via internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/53Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
    • A63F2300/532Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing using secure communication, e.g. by encryption, authentication
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/53Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
    • A63F2300/535Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for monitoring, e.g. of user parameters, terminal parameters, application parameters, network parameters
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/552Details of game data or player data management for downloading to client devices, e.g. using OS version, hardware or software profile of the client device
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/61Score computation
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8011Ball

Definitions

  • Game module method and system for playing a game therewith
  • This invention relates to an electronic game played between at least two players, and in particular a circuit for maintaining scores in such a game.
  • US Patent No. 4,298,198 discloses an electronic game apparatus for a single player or opposing players comprising a plurality of lights arranged in either a single column or plural columns and actuated by control circuits so that a single light at a time is first turned on and then off. This on-off action is done in succession between adjacent lights to give the appearance of a moving light or light streak.
  • the game is operable in either of two modes, a single player mode and an opposing player mode.
  • each one actuates his own control switch or switches to reverse the direction of apparent movement of lights and the object is to actuate the switches so as to reverse the direction in which the light appears to be moving before it reaches a predetermined position, e.g., an end light. If an end light is turned on, one player may score.
  • a reset switch allows the game to continue. For a single player, the light streaks from one end towards the other end and then back and the player has to actuate a control switch before the light streaks completely back, in order to keep the light streak in motion. The speed of the streak can be varied.
  • 5,938,528 discloses an electronic domino game including a housing having a top face, a bottom face, and a periphery formed therebetween defining an interior space.
  • An electronic display board is situated on the top face of the housing.
  • the display board is adapted to display thereon a plurality of dominos in a plurality of configurations.
  • a plurality of play stations are situated adjacent an associated edge of the top face of the housing.
  • Each play station includes an elongated rectangular player display situated on the top face of the housing adjacent an associated edge of the display board.
  • the player display is adapted to display a plurality of dominos thereon in linear alignment.
  • Each play station further has a plurality of buttons for allowing play of the game.
  • a score display pad having a plurality of digital displays each corresponding to a corresponding play station for displaying a current score of each player.
  • One of the play stations has a pair of score adjustment keys situated within each of the digital displays for manually incrementing and decrementing the score of the player of the corresponding play station.
  • US Patent No. 5,772,512 (Chichester et al.) discloses an electronic football game implemented on a digital computer that is connected to a network such as the Internet.
  • the game system enables a user to choose members of a football team and play a game of football against an opponent at a remote location.
  • a copy of all game parameters is stored in two different media - a RAM and a disk memory.
  • the user's graphical and keyboard inputs are fed into the RAM as events initiated by the user.
  • the opponent's inputs are fed into the user's disk memory as write statements.
  • a microprocessor is used periodically and systematically to compare the parameters in the user's RAM to the parameters stored in the user's disk memory.
  • the microprocessor will update any of the parameters on the user's RAM or send write signals to update the opponent's disk memory based upon the type of discrepancy detected.
  • This reference teaches the provision of a communication means in each game machine for writing the parameters in the memory means to a remote second game machine, the communication means being further used for receiving write statements to the storage means from the second game machine.
  • US Patent No. 4,418,917 discloses a portable electronic target game, including a playing field display, scoring displays and two sets of input keys to permit two players to simultaneously control the operation of the game.
  • Each player may launch a projectile toward a moving ball in an effort to intercept it, causing the ball to move forward the opposing player.
  • the ball is removed from play if it is captured by a player or if it lands in a pocket location on the playing field.
  • the scoring includes bonus points and penalties for the various events.
  • the motion of the ball is controlled in a pseudo-random manner in accordance with a predetermined probability matrix.
  • US Patent No. 5,083,271 discloses a tournament data system with game score communication between remote player terminal and central computer. Scores achieved on the games are transmitted to one or a hierarchy of computers in which a winner is determined. At least one computer stores a player code associated with player credits. The players insert credit cards into the games that read the player codes, send the codes to a computer, obtain verification signals from the computer and are thereby enabled. The computer also stores handicap values associated with players and/or the games, and modifies the scores by the handicap values. The computer can also download advertising, winner or other messages to specific ones or all the games for display, and can cause the games played to be modified or changed.
  • a method for monitoring a cumulative score associated with a game module comprising the following steps performed by the game module:
  • a method for monitoring a cumulative score associated with at least two game modules comprising the following steps performed by a game server having access to a database including therein, for each game module, a respective cumulative number of points associated therewith:
  • each game module comprises: a status indicator for indicating either a winning status or a losing status of the respective player, and a communication circuit for conveying said winning status or losing status to the score counter associated with the respective game module.
  • the score counter associated with each game module can be integral therewith in which case the communication circuit is adapted to communicate between participating game modules.
  • the scoring can be maintained by a central scoring circuit, typically provided in a remote host computer.
  • the communication circuit is adapted to effect communication between each of the game modules and the central scoring circuit.
  • Fig. 1 is block diagram showing functionally a system for allowing a game to be played between two or more game modules and having a scoring unit for maintaining a tally of scores of different game modules;
  • Fig. 2 is block diagram showing functionally a game module for use in the system shown in Fig. 1 ;
  • Fig. 3 is block diagram showing functionally a game authority for use in the system shown in Fig. 1 ;
  • Fig. 4 is a flow diagram showing the principal steps associated with a method for playing a game and authenticating scores in the system of Fig. 1;
  • Fig. 5 shows pictorially a system for allowing a game to be played between two or more game modules coupled to a remote central scoring unit for maintaining a tally of scores of different game modules;
  • Fig. 6 shows schematically a network application of the invention for allowing a game to be played between two or more players via the Internet;
  • Fig. 7 shows a detail of a game server used in the network depicted in Fig. 6;
  • Fig. 8 is a flow diagram showing the principal steps carried out by the game server during an initial setup process
  • Fig. 9 is a flow diagram showing the principal steps carried out by the game server during a subsequent score transfer process.
  • Fig. 10 is a flow diagram showing the principal steps carried out by an agent sent by the game server to each game module for keeping track of a player's points and allowing the game server to transfer points between players.
  • Fig. 1 shows functionally a system 10 for playing a game between two opponents having respective game modules 11 and 12.
  • the game module 11 comprises a housing 13 enclosing therein a counter 14 for maintaining a score of the respective player, a communication circuit 15 for interconnecting the game modules 11 and 12.
  • a scoring circuit 16 within the housing 13 is coupled to the counter 14 and to the communication circuit 15 and is responsive to winning and losing statuses for incrementing the counter of a winning game module and automatically decrementing the counters of each module having a losing status.
  • the communication circuit 15 can include a communications port 17 for allowing several discrete game modules to be connected via wires using, for example, an RS232 interface. Alternatively, they can include antennas 18 for allowing RF coupling or IR diode/detectors for infrared communication. If desired, the game module can be configured to allow multiple players to compete using the same game module.
  • the communication circuit 15 is constituted by an internal bus 19 interconnecting the respective counters and scoring circuits associated with each player.
  • the scoring circuit 16 may be adapted to increment the counter of the winning status module and to decrement the counters of each module having a losing status by an equal amount.
  • a winner may be awarded bonus points and/or the loser have deducted penalty points so as to further increase the disparity between the winner's score and those of his opponents.
  • the counter 14 is removable from the game module 11 and is implemented in a smart card 20 inserted into a slot 21 inside the housing 13 of the game module 11.
  • a smart card 20 inserted into a slot 21 inside the housing 13 of the game module 11.
  • each player takes either the complete game module or, where appropriate, the removable smart card to a reading unit 24 of the game authority 23 where the scores are authenticated and a prize awarded to the winner.
  • the scoring circuit 16 includes a real time clock 25 (constituting a time and date recorder) for recording time and date data associated with each score, and a competitor ID recorder 26 for recording the respective identity of each competing game module, stored in a memory 27 thereof.
  • the reading unit 24 comprises a reading circuit 28 for reading the respective counter in one or more of the game modules, and a memory 29 coupled to the reading circuit 28 for recording the counter reading of the respective game module as well as the identity thereof.
  • a reset circuit 30 may be provided for resetting the counter reading of the respective game module.
  • the reading unit 24 allows for authentication of scores of competing players. To this end, it includes an authentication unit 31 adapted to carry out the following steps shown in Fig. 4:
  • (c) correlate a score decrement taken from the loser with a score increment added to the winner in order to ensure that the score decrement of the loser is consistent with the score increment added to the winner.
  • Fig. 4 also summarizes the principal steps performed by each player in a method for playing a game using the system 10 described above with reference to Fig. 1 of the drawings.
  • the each player purchases an initial score, and plays the game according to prescribed rules until one of the players wins.
  • the actual manner of play is not itself a feature of the invention.
  • the winning player then takes his or her respective game module or smart card to the nearest reading unit for reading his or her present score. If the present score exceeds a previously recorded score, the reading unit awards the winning player a prize or a voucher entitling him or her to collect a prize from a prize distribution authority.
  • FIG. 5 shows pictorially an alternative arrangement of a system depicted generally as 40 comprising a pair of mobile telephones 41 and 42 suitably programmed to allow one or more games to be played by respective participants.
  • Each of the mobile telephones 41 and 42 is equipped with a standard user interface including a keypad 43 and one or more function keys. Scores are entered by each participant either pressing keys in the keypad or alternatively one of the function keys according to the manner in which the mobile telephone is programmed, this itself not being a feature of the invention.
  • Each of the mobile telephones 41 and 42 is also provided with an infrared communications circuit 44 for communicating with a central scoring circuit 45.
  • the central scoring circuit 45 comprises a score counter 46 in respect of each player, a time and date recorder 47 for recording time and date data associated with each score, and a competitor ID recorder 48 for recording the respective identity of each competing game module.
  • a reading circuit 49 reads the respective score counter in one or more of the game modules, and a memory 50 is coupled to the reading circuit 49 for recording the score counter reading of the respective game module as well as the identity of the game module.
  • An authentication unit 51 authenticates scores of competing players, and is adapted to:
  • (c) correlate a score decrement taken from the loser with a score increment added to the winner in order to ensure that the score decrement of the loser is consistent with the score increment added to the winner.
  • direct communication between the competing game modules is not used for the purpose of incrementing and decrementing the score counters.
  • the central scoring unit 45 maintains the score of all participating game modules in response to scores or score increments conveyed via the infrared communication circuit. For example, if a player depresses the "5" key, five pulses are transmitted to the central scoring unit 45 where they are incremented in favor of the respective player's score counter 46. This obviates the need for score counters to be provided in each game module.
  • score counters can be provided in each game module and the infrared communication circuit can then be employed to transfer score increments and decrements between participating game modules.
  • radio frequency communication could be employed.
  • the scores of each player as maintained by the score counters are global and independent of any internal or local scoring pattern associated with a particular game being played. For example, if two players are playing ping-pong, both start at zero score and the winning player is the one who first reaches twenty-one. This could be maintained via an external counter remote to the game modules but is most likely maintained by an internal counter in each game module. In either case, the winner is provided with an indication of his winning status and the loser is likewise provided with an indication of his losing status.
  • the winning status is indicated by a score of twenty-one, whilst the losing status is indicated by a score less than twenty-one at the game's end.
  • the respective status of each game module is conveyed to the score counters that increment the winner's score and decrement the loser's score, as explained above.
  • Fig. 6 shows schematically a network 60 comprising a central scoring unit in the form of a game server 61 connected via the Internet 62 to a plurality of game modules of which there are shown two referenced 63 and 64.
  • a gateway 65 is coupled to the Internet for allowing connection to a telephone network shown as 66.
  • the telephone network shown 66 embraces the cellular telephone network allowing game modules 67 and 68 being suitably programmed mobile telephones to play against each other or, indeed, against any of the game modules 63, 64.
  • all of the game modules are effectively part of a large global network embracing the Internet, the cellular telephone network and the Public Switched Telephone Network (PSTN).
  • Vendors 69, 70 and 71 are connected to the Internet 62.
  • the term "vendor” embraces any agent acting on the vendor's behalf for promoting goods and/or services associated with an article of manufacture sold in accordance with the campaign.
  • Such an agent can be a distributor, manufacturer, importer, or any other agent acting having a business interest in promoting the article of manufacture.
  • a vendor sells or distributes products having associated therewith a predetermined number of points and a unique code.
  • the vendor 69, 70 or 71 in fact purchases the points from the operator of the game server 61, this providing a source of income for the game server 61.
  • the actual manner in which revenue is transferred from the vendor to the game server is not itself a feature of the mvention.
  • a vendor recoups the cost of the points is not a feature of the invention. Most simply it can be by adding to the sale cost to compensate for the cost of the points. Alternatively, however, the vendor may "suffer" the apparent loss, cognizant of the fact that the points associated with his product gives him a competitive edge over similar products from other sources not having points associated therewith. Thus, he will sell more products and by such means recoup the cost of the points. All that is important, so far as the invention is concerned, is that the points associated with a vendor's products afford the buying public the possibility to accrue points that may then be transferred from one player to another via the game server 61.
  • One or more games sites 72 may also be connected to the Internet 62 allowing a player to access, via his or her game module, to a games site 72 for playing a game offered thereby.
  • Such games sites are known per se and allow players, remote from one another, to play games such as chess, bridge and so on.
  • Such games sites 72 typically have no connection with the game server 61, although, as explained below, the invention allows for the possibility that the game server 61 will direct a player to the games site 72. To the extent that this is in the financial interest of the game site 72, this may be subject to payment of a commission by the game site to the game server 61.
  • Fig. 7 shows a detail of the game server 61, comprising a processor 74 coupled to a first communication port 75 for connecting via the gateway 65 to the telephone network 66. This can be done in the manner shown in Fig. 6 or alternatively the gateway 65 can be connected directly to the game server 61.
  • the processor 74 is further coupled to a memory 76 having stored therein a database 77 containing a list of registered subscribers and, for each registered subscriber, his or her name, address, service account number, accumulated points and optionally credit card account or other account to be charged in favor of the game server in consideration of services rendered.
  • Also maintained in the database 77 is a record of the vendors 69, 70 and 71 who may conduct campaigns via the game server 61 whereby the game server 61 allows interested vendors to sponsor games played via the Internet and allocate prizes to a winning player.
  • Each such vendor is allocated a unique code in respect of each different product that is to form part of the campaign, these codes being stored in the database 77.
  • a player purchasing one of these products thus accrues points, allowing the player to participate in a game with another player having accrued points from the same vendor. In such case any prizes awarded a winning player may be redeemable only against purchases from the vendor sponsoring the game, thus ensuring further revenue to that vendor.
  • the processor 74 is also coupled to a score counter 78 for maintaining a score of each player and transferring the accumulated points to the database 77 for storage therein for the respective player.
  • a games scheduler 80 is coupled to the processor 74 for managing a list of games and tournaments that can be played by players, there being associated with each game or tournament a minimum number of points that a player must have accumulated in order to be able to participate.
  • An Interactive Voice Response (IVR) module 81 is coupled to the processor 74 and is responsive to the games scheduler 80 for initiating a dialog with a player whose game module uses a telephone connection. The IVR module 81 vocally prompts such players to specify details identifying himself, thus enabling the game server 61 to determine his or current accumulation of points. The games scheduler 80 is thus able to present to the player those games and tournaments that are within his or her reach.
  • IVR Interactive Voice Response
  • games may be wholly sponsored by a games site 72, which may upload a Java applet to the game module on logging on to the games site 72.
  • Java is a registered trademark of Sun Microsystems Inc.
  • the Java applet (constituting an agent) allows the game server 61 to monitor progress of the game as described in greater detail below with particular reference to Fig. 10 of the drawings.
  • a verification unit 82 coupled to the processor 74 is responsive to data entered by the player when logging on to the game server 61 for checking that the player is registered.
  • a program module 83 is coupled to the processor 74 for transferring to a game module a Java applet for tracking the state of a game and forwarding a player's points to the game server 61 at the game's conclusion.
  • the game module is a computer or is equipped with a display device
  • the Java applet is transferred to the player's game module.
  • the Java applet operates on the player's game module (constituting a client machine) for opening a form allowing the player to select a game and effect payment to the operator of the game server 61.
  • Fig. 8 is a flow diagram showing the principal steps carried out by the game server 61 during a setup process.
  • the game server 61 Upon logging on to the game server 61 for the first time, the game server 61 uploads a registration form or dialog to the player, allowing the player to open an account with the game server 61 and receive a unique ID. A registration fee may be levied against each new player and periodic subscription fees may then be charged against the player's credit card account, for example.
  • the Java applet (agent) is uploaded to the game module for maintaining track of the game and informing the game server on the game's conclusion of the player's status and points acquisition.
  • the game server Upon logging on subsequently, the game server checks for the presence of the Java applet on the game module and, if it is missing, uploads it thereto. The player enters his unique ID allowing the game server 61 to check that the player is registered and to allocate the player his or her accumulated points as stored in the database 77 in respect of the identified player. If desired, a particular vendor or games site may sponsor a game and, in this case, they may allocate to the participating players additional points that are added to each player's current allocation as stored in the database. Likewise, selected vendors' products may bear a unique code associated with a specified number of points both recorded in the database 77.
  • a player may accrue points by purchasing one of these products, logging on to the game server 61 and entering the unique code into a specified field of the logon/registration form downloaded from the game server.
  • the game server 61 checks in the database 77 and, if the code is valid, increments the player's current points by the number of points associated with the unique code and then deletes the code from the database 77 (or otherwise flags it as invalid) to prevent its re-use.
  • the player then downloads a game form providing different games options provided by the game server.
  • the games options are uploaded by the game server 61 to each player's computer or telephone for display thereby, allowing the player to select the game in which he or she wishes to participate.
  • Some games may require a minimum number of points to commence play and the game server 61 may then check that the player's current point allocation is sufficient.
  • the game menu may be filtered beforehand in order to display only those games for which the player has accumulated sufficient points.
  • Fig. 9 is a flow diagram showing the principal steps carried out by the game server during a subsequent score transfer process.
  • the games themselves are not managed by the game server 61, which takes no part in the execution of the game, and serves only to maintain a current tally of points allocated to each player.
  • the games themselves may be resident in each player's game module, constituted for example by a computer, telephone or any other machine adapted for playing games between two or more competing players and having an interface for communicating with the game server.
  • a game may be resident on the games site 72 for access by two or more competing players.
  • the Java applet is uploaded to the game modules: in one case by the game server 61 and in the other case by the game site 72.
  • the Java applet in each game module determines the player's status and score and sends this information to the game server, which adjusts the player's current points acquisition as stored in the database 77.
  • Fig. 10 shows the principal steps carried out by the Java applet.
  • the applet continually monitors each player's status and, at termination of the game, forwards the player's final score to the game server.
  • the applet may impose a time limit so that the game is aborted after a predetermined time interval and the transfer of points being determined by the then prevailing status.
  • the time limit can be set by the game itself or the game server itself can impose a time limit.
  • the applet can be done, for example, by the applet connecting to the game server when the game starts and receiving from the game server a time limit.
  • the applet can remain connected to the game server or can effect intermittent connection so as to allow the game server continuously to monitor the game's status.
  • the game server receives from each participating game module a respective points tally and increments the winning player's accumulated points by the winning score and decrements the accumulated points of each loser accordingly.
  • a player has accrued a sufficient number of points, he or she can log on to a gift site associated with the game server and choose a gift having a value commensurate with the number of points so far accrued.
  • the accumulated points stored in the database 77 in respect of this player are decremented accordingly.
  • the gifts are not themselves managed or distributed by the game server but rather by the vendors 69, 70 and 71 and the game server 61 merely issues an instruction to the appropriate vendor supplying the requested gift to distribute it to the player, whose address is stored in the database 77.
  • a player may redeem his or her points off-line by taking his or her game module into a store operating under the campaign, allowing a vendor to decrement the player's score wholly or partially in respect of a selected purchase or gift and effect contact with the game server 61 so as to update the record in the database 77.
  • the database need not be stored on the game server so long as the database has access thereto.
  • the database may in fact be distributed among more than one server.
  • the games modules are computers or mobile telephones.
  • computer and “client machine” embrace any suitable client machine having at least data processing facility such as a PC, hand-held computer, mobile telephone and so on. Display capability may also be required for running the games but at least in the case of mobile telephones is not required for selecting game options from the game server, since IVR can be used instead.
  • the game modules may also be independent games offering the facility for two or more players to compete, so long as they have the ability to store and execute the applet for apprising the game server of the game's status.
  • the game is played locally, the game server merely serving, via the applet in each module, to monitor the game's progress and end status and to effect points transfer.
  • the manner in which the points themselves are allocated is not a feature of the invention.
  • the rules of some games may include an integral points system; others may simply have a "lose” and “win” status, in which case points can be allocated by the game server according to any predetermined set of rules.
  • the terms "points” and “score” have been used interchangeably.
  • the score counter actually count a number of points associated with each game module and this is typically not the same as the score allocated to a winning or losing player.
  • some games such as chess may have simply a "win” or “lose” situation, points being transferred by the game server according to predetermined rules.
  • Other games such as football and sports games in general typically allocate scores to each player: the winning being the player with the highest score at the end of the game. In such cases, the game server transfers points between competing game modules based on the final score, although there does not have to be a one-to-one correlation.
  • the game server as well as the vendor sites and the games modules may be suitably programmed machines such as a computer.
  • the invention contemplates a computer program being readable by a machine for executing the method of the invention.
  • the invention further contemplates a machine-readable memory tangibly embodying a program of instructions executable by the machine for executing the method of the invention.

Abstract

A method for monitoring a cumulative score associated with a game module in a game played between competing game modules, points being automatically transferred from a losing game module in favor of a winning module. Each game module connects either directly or via an applet downloaded thereby to a game server form which it receives notification of an initial number of points associated with the game module and stored in a database accessed by the game server. Competing game modules then play a game against each other, a status of the game being monitored until one of the game modules wins or until a predetermined time interval elapses. An end status of each game module is then forwarded to the game server for transferring points and updating the database.

Description

Game module, method and system for playing a game therewith
FIELD OF THE INVENTION
This invention relates to an electronic game played between at least two players, and in particular a circuit for maintaining scores in such a game.
BACKGROUND OF THE INVENTION
Many prior patents relate to electronic games between two or more opposing players including means for maintaining the scores of the competitors. US Patent No. 4,298,198 (Huang et al.) discloses an electronic game apparatus for a single player or opposing players comprising a plurality of lights arranged in either a single column or plural columns and actuated by control circuits so that a single light at a time is first turned on and then off. This on-off action is done in succession between adjacent lights to give the appearance of a moving light or light streak. The game is operable in either of two modes, a single player mode and an opposing player mode. For opposing players, each one actuates his own control switch or switches to reverse the direction of apparent movement of lights and the object is to actuate the switches so as to reverse the direction in which the light appears to be moving before it reaches a predetermined position, e.g., an end light. If an end light is turned on, one player may score. A reset switch allows the game to continue. For a single player, the light streaks from one end towards the other end and then back and the player has to actuate a control switch before the light streaks completely back, in order to keep the light streak in motion. The speed of the streak can be varied. US Patent No. 5,938,528 (Glapion) discloses an electronic domino game including a housing having a top face, a bottom face, and a periphery formed therebetween defining an interior space. An electronic display board is situated on the top face of the housing. The display board is adapted to display thereon a plurality of dominos in a plurality of configurations. A plurality of play stations are situated adjacent an associated edge of the top face of the housing. Each play station includes an elongated rectangular player display situated on the top face of the housing adjacent an associated edge of the display board. The player display is adapted to display a plurality of dominos thereon in linear alignment. Each play station further has a plurality of buttons for allowing play of the game. Lastly, a score display pad is provided having a plurality of digital displays each corresponding to a corresponding play station for displaying a current score of each player. One of the play stations has a pair of score adjustment keys situated within each of the digital displays for manually incrementing and decrementing the score of the player of the corresponding play station. However, there is no suggestion to cause such adjustment to influence the other player's score.
US Patent No. 5,772,512 (Chichester et al.) discloses an electronic football game implemented on a digital computer that is connected to a network such as the Internet. The game system enables a user to choose members of a football team and play a game of football against an opponent at a remote location. A copy of all game parameters is stored in two different media - a RAM and a disk memory. The user's graphical and keyboard inputs are fed into the RAM as events initiated by the user. The opponent's inputs are fed into the user's disk memory as write statements. A microprocessor is used periodically and systematically to compare the parameters in the user's RAM to the parameters stored in the user's disk memory. If there is a discrepancy between the RAM parameters and the disk memory parameters, the microprocessor will update any of the parameters on the user's RAM or send write signals to update the opponent's disk memory based upon the type of discrepancy detected. This reference teaches the provision of a communication means in each game machine for writing the parameters in the memory means to a remote second game machine, the communication means being further used for receiving write statements to the storage means from the second game machine.
US Patent No. 4,418,917 (Jalali et al.) discloses a portable electronic target game, including a playing field display, scoring displays and two sets of input keys to permit two players to simultaneously control the operation of the game. Each player may launch a projectile toward a moving ball in an effort to intercept it, causing the ball to move forward the opposing player. The ball is removed from play if it is captured by a player or if it lands in a pocket location on the playing field. The scoring includes bonus points and penalties for the various events. The motion of the ball is controlled in a pseudo-random manner in accordance with a predetermined probability matrix. Here, too, there is no suggestion to cause bonus points and penalties accorded one player to influence the other player's score.
US Patent No. 5,083,271 (Thacher et al.) discloses a tournament data system with game score communication between remote player terminal and central computer. Scores achieved on the games are transmitted to one or a hierarchy of computers in which a winner is determined. At least one computer stores a player code associated with player credits. The players insert credit cards into the games that read the player codes, send the codes to a computer, obtain verification signals from the computer and are thereby enabled. The computer also stores handicap values associated with players and/or the games, and modifies the scores by the handicap values. The computer can also download advertising, winner or other messages to specific ones or all the games for display, and can cause the games played to be modified or changed.
In none of the above-referenced patents is it suggested automatically to decrement the scores of a losing player when incrementing the score of a winning player. SUMMARY OF THE INVENTION
It is therefore an object of the present invention to provide an electronic game wherein points in respect of a losing player are automatically decremented when incrementing in favor of a winning player.
According to a first aspect of the invention there is provided a method for monitoring a cumulative score associated with a game module, said method comprising the following steps performed by the game module:
(a) connecting to a game server,
(b) receiving notification of an initial number of points from the game server,
(c) playing a game against at least one other game module,
(d) monitoring a status of the game until one of the game modules wins or until a predetermined time interval elapses,
(e) forwarding an end status of the game module to the game server. According to a second aspect of the invention there is provided a method for monitoring a cumulative score associated with at least two game modules, said method comprising the following steps performed by a game server having access to a database including therein, for each game module, a respective cumulative number of points associated therewith:
(a) connecting to the game modules,
(b) notifying a respective initial number of points to each of the game modules,
(c) monitoring a status of the game until one of the game modules wins or until a predetermined time interval elapses,
(d) receiving an end status of the game modules, and
(e) updating said database so as to increment the cumulative number of points relating to a winning game module and decrement the cumulative number of points relating to a losing game module.
According to yet another aspect of the invention there is provided an electronic game played between at least two opponents each having a game module associated with a respective score counter and being adapted to increment the score counter associated with a game module having a winning status; characterized in that: the electronic game is further adapted automatically to decrement the score counters associated with each module having a losing status.
In accordance with a preferred embodiment, each game module comprises: a status indicator for indicating either a winning status or a losing status of the respective player, and a communication circuit for conveying said winning status or losing status to the score counter associated with the respective game module.
The score counter associated with each game module can be integral therewith in which case the communication circuit is adapted to communicate between participating game modules. Alternatively, the scoring can be maintained by a central scoring circuit, typically provided in a remote host computer. In such case, the communication circuit is adapted to effect communication between each of the game modules and the central scoring circuit.
BRIEF DESCRIPTION OF THE DRAWINGS
In order to understand the invention and to see how it may be carried out in practice, a preferred embodiment will now be described, by way of non-limiting example only, with reference to the accompanying drawings, in which:
Fig. 1 is block diagram showing functionally a system for allowing a game to be played between two or more game modules and having a scoring unit for maintaining a tally of scores of different game modules;
Fig. 2 is block diagram showing functionally a game module for use in the system shown in Fig. 1 ;
Fig. 3 is block diagram showing functionally a game authority for use in the system shown in Fig. 1 ;
Fig. 4 is a flow diagram showing the principal steps associated with a method for playing a game and authenticating scores in the system of Fig. 1; Fig. 5 shows pictorially a system for allowing a game to be played between two or more game modules coupled to a remote central scoring unit for maintaining a tally of scores of different game modules;
Fig. 6 shows schematically a network application of the invention for allowing a game to be played between two or more players via the Internet;
Fig. 7 shows a detail of a game server used in the network depicted in Fig. 6;
Fig. 8 is a flow diagram showing the principal steps carried out by the game server during an initial setup process;
Fig. 9 is a flow diagram showing the principal steps carried out by the game server during a subsequent score transfer process; and
Fig. 10 is a flow diagram showing the principal steps carried out by an agent sent by the game server to each game module for keeping track of a player's points and allowing the game server to transfer points between players.
DETAILED DESCRIPTION OF THE INVENTION
Fig. 1 shows functionally a system 10 for playing a game between two opponents having respective game modules 11 and 12. As shown in Fig. 2, the game module 11 comprises a housing 13 enclosing therein a counter 14 for maintaining a score of the respective player, a communication circuit 15 for interconnecting the game modules 11 and 12. A scoring circuit 16 within the housing 13 is coupled to the counter 14 and to the communication circuit 15 and is responsive to winning and losing statuses for incrementing the counter of a winning game module and automatically decrementing the counters of each module having a losing status.
The communication circuit 15 can include a communications port 17 for allowing several discrete game modules to be connected via wires using, for example, an RS232 interface. Alternatively, they can include antennas 18 for allowing RF coupling or IR diode/detectors for infrared communication. If desired, the game module can be configured to allow multiple players to compete using the same game module. In this case, the communication circuit 15 is constituted by an internal bus 19 interconnecting the respective counters and scoring circuits associated with each player.
In the electronic game 10, the scoring circuit 16 may be adapted to increment the counter of the winning status module and to decrement the counters of each module having a losing status by an equal amount. Alternatively, a winner may be awarded bonus points and/or the loser have deducted penalty points so as to further increase the disparity between the winner's score and those of his opponents.
Preferably, the counter 14 is removable from the game module 11 and is implemented in a smart card 20 inserted into a slot 21 inside the housing 13 of the game module 11. As will be explained below with reference to Figs. 3 and 4, such a configuration allows for purchase of an initial score by each player from a central game authority 23. Upon termination of a game, each player takes either the complete game module or, where appropriate, the removable smart card to a reading unit 24 of the game authority 23 where the scores are authenticated and a prize awarded to the winner.
The scoring circuit 16 includes a real time clock 25 (constituting a time and date recorder) for recording time and date data associated with each score, and a competitor ID recorder 26 for recording the respective identity of each competing game module, stored in a memory 27 thereof. The reading unit 24 comprises a reading circuit 28 for reading the respective counter in one or more of the game modules, and a memory 29 coupled to the reading circuit 28 for recording the counter reading of the respective game module as well as the identity thereof. Optionally, a reset circuit 30 may be provided for resetting the counter reading of the respective game module.
Obviously, in use it is most unlikely every player participating in a mutual game via discrete game modules will have his or her score tallied by the reading unit simultaneously. For one thing, there is a clear incentive for the winner to do this since prizes are allocated to the winner by the game authority 23 via the reading units 24, which may be distributed geographically throughout a city or country. However, there is no immediate incentive for the loser to do this until he either wins or needs to replenish his or her score. In this case, it is desirable to check that the score recorded in the counter has not been fraudulently tampered with. To this end, as noted above, the reading unit 24 allows for authentication of scores of competing players. To this end, it includes an authentication unit 31 adapted to carry out the following steps shown in Fig. 4:
(a) use identities of the respective game modules involved in a game at a specific time and date to determine one or more losers,
(b) establish a particular game module as a loser in said game, and
(c) correlate a score decrement taken from the loser with a score increment added to the winner in order to ensure that the score decrement of the loser is consistent with the score increment added to the winner.
Fig. 4 also summarizes the principal steps performed by each player in a method for playing a game using the system 10 described above with reference to Fig. 1 of the drawings. Thus, the each player purchases an initial score, and plays the game according to prescribed rules until one of the players wins. The actual manner of play is not itself a feature of the invention. The winning player then takes his or her respective game module or smart card to the nearest reading unit for reading his or her present score. If the present score exceeds a previously recorded score, the reading unit awards the winning player a prize or a voucher entitling him or her to collect a prize from a prize distribution authority.
So far the invention has been described with regard to game modules that maintain their own scores and are, to this end, provided with integral score counters. Fig. 5 shows pictorially an alternative arrangement of a system depicted generally as 40 comprising a pair of mobile telephones 41 and 42 suitably programmed to allow one or more games to be played by respective participants. Each of the mobile telephones 41 and 42 is equipped with a standard user interface including a keypad 43 and one or more function keys. Scores are entered by each participant either pressing keys in the keypad or alternatively one of the function keys according to the manner in which the mobile telephone is programmed, this itself not being a feature of the invention. Each of the mobile telephones 41 and 42 is also provided with an infrared communications circuit 44 for communicating with a central scoring circuit 45. The central scoring circuit 45 comprises a score counter 46 in respect of each player, a time and date recorder 47 for recording time and date data associated with each score, and a competitor ID recorder 48 for recording the respective identity of each competing game module.
A reading circuit 49 reads the respective score counter in one or more of the game modules, and a memory 50 is coupled to the reading circuit 49 for recording the score counter reading of the respective game module as well as the identity of the game module. An authentication unit 51 authenticates scores of competing players, and is adapted to:
(a) use identities of the respective game modules involved in a game at a specific time and date to determine one or more losers,
(b) establish a particular game module as a loser in said game, and
(c) correlate a score decrement taken from the loser with a score increment added to the winner in order to ensure that the score decrement of the loser is consistent with the score increment added to the winner.
Thus, in this embodiment direct communication between the competing game modules is not used for the purpose of incrementing and decrementing the score counters. Rather, the central scoring unit 45 maintains the score of all participating game modules in response to scores or score increments conveyed via the infrared communication circuit. For example, if a player depresses the "5" key, five pulses are transmitted to the central scoring unit 45 where they are incremented in favor of the respective player's score counter 46. This obviates the need for score counters to be provided in each game module.
It will be appreciated, however, that separate score counters can be provided in each game module and the infrared communication circuit can then be employed to transfer score increments and decrements between participating game modules. Likewise, radio frequency communication could be employed. The scores of each player as maintained by the score counters are global and independent of any internal or local scoring pattern associated with a particular game being played. For example, if two players are playing ping-pong, both start at zero score and the winning player is the one who first reaches twenty-one. This could be maintained via an external counter remote to the game modules but is most likely maintained by an internal counter in each game module. In either case, the winner is provided with an indication of his winning status and the loser is likewise provided with an indication of his losing status. In the case of the game of ping-pong, the winning status is indicated by a score of twenty-one, whilst the losing status is indicated by a score less than twenty-one at the game's end. The respective status of each game module is conveyed to the score counters that increment the winner's score and decrement the loser's score, as explained above.
Fig. 6 shows schematically a network 60 comprising a central scoring unit in the form of a game server 61 connected via the Internet 62 to a plurality of game modules of which there are shown two referenced 63 and 64. A gateway 65 is coupled to the Internet for allowing connection to a telephone network shown as 66. Most typically, the telephone network shown 66 embraces the cellular telephone network allowing game modules 67 and 68 being suitably programmed mobile telephones to play against each other or, indeed, against any of the game modules 63, 64. Thus, all of the game modules are effectively part of a large global network embracing the Internet, the cellular telephone network and the Public Switched Telephone Network (PSTN). Vendors 69, 70 and 71 are connected to the Internet 62. Within the context of the invention, the term "vendor" embraces any agent acting on the vendor's behalf for promoting goods and/or services associated with an article of manufacture sold in accordance with the campaign. Such an agent can be a distributor, manufacturer, importer, or any other agent acting having a business interest in promoting the article of manufacture. A vendor sells or distributes products having associated therewith a predetermined number of points and a unique code. The vendor 69, 70 or 71 in fact purchases the points from the operator of the game server 61, this providing a source of income for the game server 61. The actual manner in which revenue is transferred from the vendor to the game server is not itself a feature of the mvention. Likewise, the exact manner in which a vendor recoups the cost of the points is not a feature of the invention. Most simply it can be by adding to the sale cost to compensate for the cost of the points. Alternatively, however, the vendor may "suffer" the apparent loss, cognizant of the fact that the points associated with his product gives him a competitive edge over similar products from other sources not having points associated therewith. Thus, he will sell more products and by such means recoup the cost of the points. All that is important, so far as the invention is concerned, is that the points associated with a vendor's products afford the buying public the possibility to accrue points that may then be transferred from one player to another via the game server 61.
One or more games sites 72 may also be connected to the Internet 62 allowing a player to access, via his or her game module, to a games site 72 for playing a game offered thereby. Such games sites are known per se and allow players, remote from one another, to play games such as chess, bridge and so on. Such games sites 72 typically have no connection with the game server 61, although, as explained below, the invention allows for the possibility that the game server 61 will direct a player to the games site 72. To the extent that this is in the financial interest of the game site 72, this may be subject to payment of a commission by the game site to the game server 61.
Fig. 7 shows a detail of the game server 61, comprising a processor 74 coupled to a first communication port 75 for connecting via the gateway 65 to the telephone network 66. This can be done in the manner shown in Fig. 6 or alternatively the gateway 65 can be connected directly to the game server 61. The processor 74 is further coupled to a memory 76 having stored therein a database 77 containing a list of registered subscribers and, for each registered subscriber, his or her name, address, service account number, accumulated points and optionally credit card account or other account to be charged in favor of the game server in consideration of services rendered. Also maintained in the database 77 is a record of the vendors 69, 70 and 71 who may conduct campaigns via the game server 61 whereby the game server 61 allows interested vendors to sponsor games played via the Internet and allocate prizes to a winning player. Each such vendor is allocated a unique code in respect of each different product that is to form part of the campaign, these codes being stored in the database 77. A player purchasing one of these products thus accrues points, allowing the player to participate in a game with another player having accrued points from the same vendor. In such case any prizes awarded a winning player may be redeemable only against purchases from the vendor sponsoring the game, thus ensuring further revenue to that vendor. However, it is also to be noted that more generally the points associated with a purchased product are neutral, allowing a winning player to redeem his or her points against the products of any vendor party to the campaign. The processor 74 is also coupled to a score counter 78 for maintaining a score of each player and transferring the accumulated points to the database 77 for storage therein for the respective player.
A games scheduler 80 is coupled to the processor 74 for managing a list of games and tournaments that can be played by players, there being associated with each game or tournament a minimum number of points that a player must have accumulated in order to be able to participate. An Interactive Voice Response (IVR) module 81 is coupled to the processor 74 and is responsive to the games scheduler 80 for initiating a dialog with a player whose game module uses a telephone connection. The IVR module 81 vocally prompts such players to specify details identifying himself, thus enabling the game server 61 to determine his or current accumulation of points. The games scheduler 80 is thus able to present to the player those games and tournaments that are within his or her reach. Alternatively, games may be wholly sponsored by a games site 72, which may upload a Java applet to the game module on logging on to the games site 72. Java is a registered trademark of Sun Microsystems Inc. The Java applet (constituting an agent) allows the game server 61 to monitor progress of the game as described in greater detail below with particular reference to Fig. 10 of the drawings. A verification unit 82 coupled to the processor 74 is responsive to data entered by the player when logging on to the game server 61 for checking that the player is registered.
A program module 83 is coupled to the processor 74 for transferring to a game module a Java applet for tracking the state of a game and forwarding a player's points to the game server 61 at the game's conclusion. According to one embodiment where the game module is a computer or is equipped with a display device, on logging on to the game server 61, the Java applet is transferred to the player's game module. The Java applet operates on the player's game module (constituting a client machine) for opening a form allowing the player to select a game and effect payment to the operator of the game server 61.
Fig. 8 is a flow diagram showing the principal steps carried out by the game server 61 during a setup process. Upon logging on to the game server 61 for the first time, the game server 61 uploads a registration form or dialog to the player, allowing the player to open an account with the game server 61 and receive a unique ID. A registration fee may be levied against each new player and periodic subscription fees may then be charged against the player's credit card account, for example. Similarly, the Java applet (agent) is uploaded to the game module for maintaining track of the game and informing the game server on the game's conclusion of the player's status and points acquisition. Upon logging on subsequently, the game server checks for the presence of the Java applet on the game module and, if it is missing, uploads it thereto. The player enters his unique ID allowing the game server 61 to check that the player is registered and to allocate the player his or her accumulated points as stored in the database 77 in respect of the identified player. If desired, a particular vendor or games site may sponsor a game and, in this case, they may allocate to the participating players additional points that are added to each player's current allocation as stored in the database. Likewise, selected vendors' products may bear a unique code associated with a specified number of points both recorded in the database 77. A player may accrue points by purchasing one of these products, logging on to the game server 61 and entering the unique code into a specified field of the logon/registration form downloaded from the game server. The game server 61 checks in the database 77 and, if the code is valid, increments the player's current points by the number of points associated with the unique code and then deletes the code from the database 77 (or otherwise flags it as invalid) to prevent its re-use.
The player then downloads a game form providing different games options provided by the game server. The games options are uploaded by the game server 61 to each player's computer or telephone for display thereby, allowing the player to select the game in which he or she wishes to participate. Some games may require a minimum number of points to commence play and the game server 61 may then check that the player's current point allocation is sufficient. Alternatively, the game menu may be filtered beforehand in order to display only those games for which the player has accumulated sufficient points. Once the player has been authorized by the game server 61 for playing a selected game, he or she is then exposed to other players wishing to participate in the selected game.
Fig. 9 is a flow diagram showing the principal steps carried out by the game server during a subsequent score transfer process. It is to be noted that the games themselves are not managed by the game server 61, which takes no part in the execution of the game, and serves only to maintain a current tally of points allocated to each player. Thus, the games themselves may be resident in each player's game module, constituted for example by a computer, telephone or any other machine adapted for playing games between two or more competing players and having an interface for communicating with the game server. Alternatively, a game may be resident on the games site 72 for access by two or more competing players. In either case, the Java applet is uploaded to the game modules: in one case by the game server 61 and in the other case by the game site 72. It may also be provided within the game module during manufacture. At the end of each game, the Java applet in each game module determines the player's status and score and sends this information to the game server, which adjusts the player's current points acquisition as stored in the database 77. Fig. 10 shows the principal steps carried out by the Java applet. During actual play, the applet continually monitors each player's status and, at termination of the game, forwards the player's final score to the game server. If desired, the applet may impose a time limit so that the game is aborted after a predetermined time interval and the transfer of points being determined by the then prevailing status. The time limit can be set by the game itself or the game server itself can impose a time limit. This can be done, for example, by the applet connecting to the game server when the game starts and receiving from the game server a time limit. The applet can remain connected to the game server or can effect intermittent connection so as to allow the game server continuously to monitor the game's status. At the end of the game, the game server receives from each participating game module a respective points tally and increments the winning player's accumulated points by the winning score and decrements the accumulated points of each loser accordingly. When a player has accrued a sufficient number of points, he or she can log on to a gift site associated with the game server and choose a gift having a value commensurate with the number of points so far accrued. In so doing, the accumulated points stored in the database 77 in respect of this player are decremented accordingly. The gifts are not themselves managed or distributed by the game server but rather by the vendors 69, 70 and 71 and the game server 61 merely issues an instruction to the appropriate vendor supplying the requested gift to distribute it to the player, whose address is stored in the database 77. Likewise, a player may redeem his or her points off-line by taking his or her game module into a store operating under the campaign, allowing a vendor to decrement the player's score wholly or partially in respect of a selected purchase or gift and effect contact with the game server 61 so as to update the record in the database 77.
It will be appreciated that whilst various embodiments have been described, modifications will be readily apparent to those of skill in the art. For example, as described, two mechanisms have been described for matching players. However, the manner in which they are matched is not itself a feature of the invention, so long as they register with the game server for managing the transfer of points. Likewise, while a particular embodiment has been described with regard to the Internet, it will be understood that the game server may be operated under the aegis of a cellular service provider, for example, all communication to the game modules being under WAP, for example. Similarly, in the case that the game modules are mobile telephones, the game menu can be communicated either using IVR or by Short Message Services (SMS) or under WAP or any other suitable protocol.
It will also be understood that modifications may be made to the specific configuration of the game server without departing from the scope of the invention as claimed. For example, the database need not be stored on the game server so long as the database has access thereto. Likewise, the database may in fact be distributed among more than one server.
In the preferred embodiment, the games modules are computers or mobile telephones. However, it is understood that within the context of the description and appended claims, the terms "computer" and "client machine" embrace any suitable client machine having at least data processing facility such as a PC, hand-held computer, mobile telephone and so on. Display capability may also be required for running the games but at least in the case of mobile telephones is not required for selecting game options from the game server, since IVR can be used instead. The game modules may also be independent games offering the facility for two or more players to compete, so long as they have the ability to store and execute the applet for apprising the game server of the game's status. In such cases the game is played locally, the game server merely serving, via the applet in each module, to monitor the game's progress and end status and to effect points transfer. It will also be appreciated that the manner in which the points themselves are allocated is not a feature of the invention. The rules of some games may include an integral points system; others may simply have a "lose" and "win" status, in which case points can be allocated by the game server according to any predetermined set of rules.
By the same token, it should also be noted that within the context of the description and claims, the terms "points" and "score" have been used interchangeably. Thus, in reality the score counter actually count a number of points associated with each game module and this is typically not the same as the score allocated to a winning or losing player. For example, some games such as chess may have simply a "win" or "lose" situation, points being transferred by the game server according to predetermined rules. Other games such as football and sports games in general typically allocate scores to each player: the winning being the player with the highest score at the end of the game. In such cases, the game server transfers points between competing game modules based on the final score, although there does not have to be a one-to-one correlation.
It will also be understood that the game server as well as the vendor sites and the games modules may be suitably programmed machines such as a computer. Likewise, the invention contemplates a computer program being readable by a machine for executing the method of the invention. The invention further contemplates a machine-readable memory tangibly embodying a program of instructions executable by the machine for executing the method of the invention.
In the method claims that follow, alphabetic characters used to designate claim steps are provided for convenience only and do not imply any particular order of performing the steps.

Claims

CLAIMS:
1. A method for monitoring a cumulative score associated with a game module, said method comprising the following steps performed by the game module:
(a) connecting to a game server,
(b) receiving notification of an initial number of points from the game server,
(c) playing a game against at least one other game module,
(d) monitoring a status of the game until one of the game modules wins or until a predetermined time interval elapses,
(e) forwarding an end status of the game module to the game server.
2. The method according to Claim 1 being performed by an agent within the game module.
3. The method according to Claim 2, wherein step (a) further including the step of downloading the agent from the game server.
4. The method according to any one of Claims 1 to 3, wherein step (d) includes playing a game resident in the game module.
5. The method according to any one of Claims 1 to 3, wherein step (d) includes.
(i) logging on to a games site, and (ii) playing a selected game on the games site.
6. The method according to any one of Claims 1 to 5, wherein step (b) includes:
(i) obtaining a unique code associated with a product or service received from a vendor or other agent, (ii) specifying said unique code to the game server, and (iii) receiving from the game server an accumulative number of points inclusive of a number of points associated with said unique code.
7. The method according to any one of Claims 1 to 6, further including:
(c) decrementing a number of points associated with the game module in whole or part exchange for a gift or purchase.
8. A program storage device readable by machine, tangibly embodying a program of instructions executable by the machine to perform method steps for monitoring a cumulative score associated with a game module, said method comprising the following steps:
(a) connecting to a game server,
(b) receiving notification of an initial number of points from the game server,
(c) playing a game against at least one other game module,
(d) monitoring a status of the game until one of the game modules wins or until a predetermined time interval elapses,
(e) forwarding an end status of the game module to the game server.
9. A computer program product comprising a computer useable medium having computer readable program code embodied therein for monitoring a cumulative score associated with a game module, said computer program product comprising: computer readable program code for causing the computer to connect to a game server, computer readable program code for causing the computer to receive notification of an initial number of points from the game server, computer readable program code for causing the computer to play a game against at least one other game module, computer readable program code for causing the computer to monitor a status of the game until one of the game modules wins or until a predetermined time interval elapses, computer readable program code for causing the computer to forward an end status of the game module to the game server.
10. A method for monitoring a cumulative score associated with at least two game modules, said method comprising the following steps performed by a game server having access to a database including therein, for each game module, a respective cumulative number of points associated therewith:
(a) connecting to the game modules,
(b) notifying a respective initial number of points to each of the game modules,
(c) monitoring a status of the game until one of the game modules wins or until a predetermined time interval elapses,
(d) receiving an end status of the game modules, and
(e) updating said database so as to increment the cumulative number of points relating to a winning game module and decrement the cumulative number of points relating to a losing game module.
11. The method according to Claim 10, wherein step (a) further including the step of uploading an agent to at least one of the game modules for monitoring a status of a game played thereby.
12. The method according to Claim 10 or 11, wherein step (a) includes matching games modules for playing a game.
13. The method according to Claim 12, wherein said matching is based on the cumulative number of points associated with the game modules.
14. The method according to any one of Claims 10 to 13, wherein step (b) includes.
(i) receiving from a game module a unique code associated with a product or service received from a vendor or other agent, (ii) cross-referring in the database so as to determine a number of points associated with said unique code, (iii) incrementing the accumulative number of points associated with the game module according to the number of points associated with said unique code, and (iv) preventing re-use of the unique code.
15. The method according to any one of Claims 10 to 14, further including:
(f) decrementing a number of points associated with the game module in whole or part exchange for a gift or purchase.
16. A program storage device readable by machine, tangibly embodying a program of instructions executable by the machine to perform method steps for monitoring a respective cumulative score associated with at least two game modules, said cumulative score being maintained in a database accessed by a game server:
(a) connecting to the game modules,
(b) notifying a respective initial number of points to each of the game modules,
(c) monitoring a status of the game until one of the game modules wins or until a predetermined time interval elapses,
(d) receiving an end status of the game modules, and
(e) updating said database so as to increment the cumulative number of points relating to a winning game module and decrement the cumulative number of points relating to a losing game module.
17. A computer program product comprising a computer useable medium having computer readable program code embodied therein for monitoring a cumulative score associated with at least two game modules, said computer program product comprising: computer readable program code for causing the computer to connect to the game modules, computer readable program code for causing the computer to notify a respective initial number of points to each of the game modules, computer readable program code for causing the computer to monitor a status of the game until one of the game modules wins or until a predetermined time interval elapses, computer readable program code for causing the computer to receive an end status of the game modules, and computer readable program code for causing the computer to update said database so as to increment the cumulative number of points relating to a winning game module and decrement the cumulative number of points relating to a losing game module.
18. An electronic game (10) played between at least two opponents each having a game module associated with a respective score counter and being adapted to increment the score counter associated with a game module (11, 12) having a winning status; characterized in that: the electronic game is further adapted automatically to decrement the score counters associated with each module having a losing status.
19. The electronic game according to Claim 18, wherein each of the game modules (11, 12) comprises: a status indicator (16) for indicating either a winning status or a losing status of the respective player, and a communication circuit (15) for conveying said winning status or losing status to the score counter (14) associated with the respective game module.
20. The electronic game according to Claim 19, wherein the score counter (14) associated with each game module is integral therewith and the communication circuits interconnect the game modules.
21. The electronic game according to Claim 20, wherein each of the score counters (14) is removable from the respective game module.
22. The electronic game according to Claim 21, wherein the score counter is part of a smart card (20) inserted into a slot (21) inside a housing (13) of the game module.
23. The electronic game according to Claim 19, wherein the score counter (46) associated with each game module is located within a central scoring circuit (45) and each of the communication circuits (15) connects the respective game module to the central scoring circuit.
24. The electronic game according to Claim 23, wherein each game module has a respective identity, and the central scoring circuit (45) comprises: a time and date recorder (47) for recording time and date data associated with each score, and a competitor ID recorder (48) for recording the respective identity of each competing game module.
25. The electronic game according to Claim 24, wherein the central scoring circuit further (45) comprises: a reading circuit (49) for reading the respective score counter (46) in one or more of the game modules, a memory (50) coupled to the reading circuit for recording the score counter reading of the respective game module as well as the identity of the game module, and an authentication unit (51) for authenticating scores of competing players, the authentication unit being adapted to:
(a) use identities of the respective game modules involved in a game at a specific time and date to determine one or more losers,
(b) establish a particular game module as a loser in said game, and
(c) correlate a score decrement taken from the loser with a score increment added to the winner in order to ensure that the score decrement of the loser is consistent with the score increment added to the winner.
26. The electronic game according to any one of Claims 18 to 25, wherein each of the game modules forms part of an integral device.
27. The electronic game according to any one of Claims 18 to 25, wherein the game modules are discrete electrically interconnected units.
28. The electronic game according to Claim 27, wherein the communication circuit is a cable.
29. The electronic game according to Claim 27, wherein the communication circuit is a wireless communication circuit.
30. The electronic game according to any one of Claims 18 to 29, adapted to increment the score counter of the winning status module and to decrement the score counters of each module having a losing status by an equal amount.
31. The electronic game according to any one of Claims 18 to 30, adapted to increment the score counter of the winning status module and to decrement the score counters of each module having a losing status by different amounts.
32. The electronic game according to any one of Claims 18 to 31, wherein at least one of the game modules is a suitably programmed mobile telephone (41, 42).
33. A system for scoring between two or more players each competing via a game module (41, 42) according to any one of Claims 20 to 22 and each having a respective identity, the system further including a reading unit comprising: a reading circuit (49) for reading the respective score counter (14) in one or more of the game modules, and a memory (50) coupled to the reading circuit (49) for recording the score counter reading of the respective game module as well as the identity of the game module.
34. The system according to Claim 33, further including: an authentication unit (51) for authenticating scores of competing players, the authentication unit being adapted to:
(a) use identities of the respective game modules involved in a game at a specific time and date to determine one or more losers,
(b) establish a particular game module as a loser in said game, and
(c) correlate a score decrement taken from the loser with a score increment added to the winner in order to ensure that the score decrement of the loser is consistent with the score increment added to the winner.
35. The system according to Claim 33 or 34, further including: a reset circuit for resetting the score counter reading of the respective game module.
36. The system according to any one of Claims 33 to 35, wherein at least one of the game modules is a suitably programmed mobile telephone (41, 42).
37. A method for playing a game using the system according to Claim 33 or 34, the method comprising the following steps performed by at least two game modules:
(a) obtaining an initial score,
(b) playing the game according to prescribed rules until one of the players wins or until a predetermined time interval elapses,
(c) monitoring an end status of each game module, and
(d) transferring points associated with each game module based on the respective end status of the game module.
38. A method for playing the game according to Claim 24 or 25, the method comprising the following steps performed by each game module:
(a) obtaining an initial score,
(b) playing the game according to prescribed rules until one of the players wins or until a predetermined time interval elapses,
(c) monitoring an end status of each game module, and
(d) transferring points associated with each game module based on the respective end status of the game module.
39. A computer program product comprising a computer useable medium having computer readable program code embodied therein for playing a game between at least two opponents, the computer program product comprising: computer readable program code for causing the computer to maintain a score of the respective player, and computer readable program code for causing the computer to increment a score counter of a winner and automatically to decrement respective score counters of each loser.
40. The computer program product according to Claim 39, further comprising: computer readable program code for causing the computer to interconnect with one or more similar computer program products.
41. A program storage device readable by machine, tangibly embodying a program of instructions executable by the machine to perform method steps for playing a game between at least two opponents, the method steps comprising:
(a) maintaining a score of the respective player, and
(b) incrementing a score counter of a winning player and automatically decrementing respective score counters of each losing player.
42. The program storage device according to Claim 41, wherein the method steps further include:
(d) interconnecting with one or more machines running said program.
PCT/IL2000/000549 1999-09-09 2000-09-08 Game module, method and system for playing a game therewith WO2001018733A2 (en)

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AU70372/00A AU7037200A (en) 1999-09-09 2000-09-08 Game module, method and system for playing a game therewith

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
IL131833 1999-09-09
IL13183399A IL131833A0 (en) 1999-09-09 1999-09-09 Electronic game including a separate unit for each player having the ability to transfer points between players

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IL131833A0 (en) 2001-03-19
WO2001018733A3 (en) 2002-07-11

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