GB2412763A - Score based prediction system for betting on sporting events - Google Patents

Score based prediction system for betting on sporting events Download PDF

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Publication number
GB2412763A
GB2412763A GB0408462A GB0408462A GB2412763A GB 2412763 A GB2412763 A GB 2412763A GB 0408462 A GB0408462 A GB 0408462A GB 0408462 A GB0408462 A GB 0408462A GB 2412763 A GB2412763 A GB 2412763A
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events
user
information
event
player
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GB0408462D0 (en
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Michael Joseph Murphy
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Individual
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Individual
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Priority to GB0408462A priority Critical patent/GB2412763A/en
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    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Systems or methods specially adapted for specific business sectors, e.g. utilities or tourism
    • G06Q50/34Betting or bookmaking, e.g. Internet betting
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3286Type of games
    • G07F17/3288Betting, e.g. on live events, bookmaking

Abstract

There is provided apparatus for awarding a score based in predictions of results of events, comprising a computer entity, a communications network, and at least one player terminal, configured to send information to and receive information from the computer entity via the communications network. The computer entity further comprises a database relating to a plurality of predefined events, and the player terminal is configured to receive speculation data input by a user, the speculation data relating to a speculation of a predetermined parameter for at least two events. There is also provided processing means to ensure that a predetermined competitor competes in at least two events of said plurality of events, and processing means to award a score to the user, the score being based on a comparison between the speculation data and an actual result of the predetermined parameter for the events.

Description

SCORE BASED PREDICTION SYSTEM
Field of the Invention
The present invention relates to the field of interactive gaming systems, and in particular to the field of gaming systems that involve the prediction of results of sporting events.
Background to the Invention
Betting on sporting events is a very popular pass-time. Some users bet on To sporting events in an attempt to make money. Other users bet on a sporting event to heighten their enjoyment of watching the sporting event live or on television. Others may bet on sporting events as a sign of loyalty to the person or team that they support.
s There are many ways in which a person can bet on a sporting event. In the UK, a person can place a bet with a licensed bookmaker on the outcome of a sporting event, or on specific aspects of the sporting events. The return on investment is almost immediate, once the sporting event is over and the results are known. In most cases, the winnings are of a small magnitude relative to the o sum of money bet.
For example, when betting on a football match, a person may bet on the result (i.e. a specific team to win, lose or draw). A person may also bet on the final score, or the half time score. Many other types of wager are possible, for s example betting on the first person to score a goal. It is possible to bet on a combination of outcomes, for example a combination of the final score and the first scorer.
A bet may be placed with the bookmakers using any one of a number of so methods, including placing the bet at the premises of the bookmakers, placing a bet over the telephone, or placing a bet using remote access such as a computer terminal connected over a public network to the bookmakers host computer.
The disadvantages for this type of betting are that betting is usually conducted for just one sporting event, and the possible returns are small relative to the size of the sum bet. Furthermore, because the bet is usually for just one sporting event, a person's sense of excitement is reduced, as they cannot follow a series of results, for example for the team they support, over a period of time.
Another prior art form of betting is "fantasy football". This term is used herein to denote a fantasy game for any type of sporting event. For example, To fantasy rugby and fantasy formula one racing can be played.
Using the example of fantasy football, a user selects a fictitious team of players using an allocated imaginary amount of money. In most games, a user is allowed a certain number of transfers during a season. A game lasts for an entire football season, at the end of which the player with the highest number of points wins.
Points are allocated on the basis of each individual player's performance.
For example, a player may gain points if he scores a goal, and the same player 2 o may lose points if he is sent off. Each fantasy football team obtains the sum total of the points allocated to all of the football players selected for that team.
Fantasy football games are often run by newspapers, and a player usually pays a small sum of money to take part. The possible winnings are of a large magnitude compared to the sum of money paid to take part, because the winnings are usually a fraction of the total takings for the fantasy football league.
There are several disadvantages to betting on fantasy football. There are complicated restrictions regarding player selection, for example only a certain number of attacking players are allowed, and the cost to buy players at the start of the season is artificially set. Furthermore, a detailed knowledge of players within a league is required to effectively play with a realistic chance of winning a prize. A person is committed to the fantasy football league over an entire season if they are to stand any chance of winning a major prize. Points can be awarded to players on a seemingly arbitrary basis, for example, points can be awarded for assisting in scoring a goal. This is very subjective, and can often depend on the likes, dislikes, and affiliations of the person awarding the points. If a player in a fantasy team is injured, and no further transfers are allowed, then the person in charge of the fantasy football team can quickly lose points and no longer be in contention for any major prizes.
o A further disadvantage of fantasy football is that it does not take advantage of a persons affiliation to a particular team. For example, if a person supports Sheffield Wednesday, and Sheffield Wednesday did not do particularly well in the previous season, the person is unlikely to pick many Sheffield Wednesday players despite supporting that team. This can lessen the excitement of the s fantasy football game, as the person who has picked the fantasy football team does not feel personally involved with the performance of his team.
Fantasy football games are often run by post, or over the internet.
2 o Summarv of the Invention The inventor has realised the limitations of prior art forms of speculating on events, and accordingly has provided apparatus and a method for awarding a score based in predictions of results of events. The apparatus comprises a computer entity, a communications network, and at least one player terminal, the player terminal being configured to send information to and receive information from the computer entity via the communications network. The player terminal is alco configured to receive speculation data input by a user, the speculation data relating to a speculation of a predetermined parameter for at least two events.
The computer entity further comprises a database relating to a plurality of predefined events. There is also provided processing means to ensure that a predetermined competitor competes in at least two events of the plurality of events. Processing means is also provided to award a score to the user, the score being based on a comparison between the speculation data and an actual result of the predetermined parameter for the events.
According to a first aspect, there is provided a computer entity configured for comparing predictions of events with actual outcomes of said events comprising: a processor; a data input device for inputting actual event outcome information; means for transmitting a form configured for entering prediction information; :5 means for receiving at least one completed form comprising prediction information; an event database comprising information relating to a plurality of predetermined events; means for selecting a set of events from said event database, said set of events comprising a match block; means to verify that a predetermined competitor competes in at least two 2 5 events of said set of events; a user database comprising data relating to user information; a user verification processing module configured to verify user information 3 o received from at least one player terminal by comparing user information received from said at least one player terminal with said user information retrieved from said user database; an information integrity-checking module configured to be transmitted to said at least one player terminal via a public communications network; means to store said prediction information received from at least one player terminal via a public communications network, said prediction information relating to a speculation of a predetermined parameter for at least one event of said set of events; o means to award a score to a player, said score being based on a comparison between said stored prediction information and an actual result of said predetermined parameter of said event.
Preferably, said computer entity further comprises means to determine that said predetermined competitor competes in every event of said set of events.
Preferably, said computer entity further comprises means to ensure that each event of said set of events is chronologically contiguous.
go Preferably, said user database comprises information selected from the following: user identity; :s. user password; user contact details; user payment details.
Preferably, said received completed form comprises an array of numbers; and said computer entity further comprising means to interpret said array of numbers and assign at least one pair of numbers from said array of numbers to an individual event of said set of events.
Preferably, said computer entity further comprises a data display device.
According to a second aspect, there is provided a method for comparing predictions of events with actual outcomes of said events, said method o comprising: transmitting a data entry form configured for entering prediction information; receiving at least one completed form comprising prediction information; storing event data in an event database, said event data relating to a plurality of predetermined events; selecting a set of events from said event database, said set of events o comprising a match block; verifying that a predetermined competitor competes in at least two events of said set of events; storing user information in a user database; verifying user information received from at least one player terminal by comparing said user information received with said user information retrieved from said user database; transmitting an information integrity-checking module configured to at least one player terminal via a communications network; storing speculative information received from at least one player terminal via a communications network, said speculative information relating to a speculation of a predetermined parameter for at least one event of said set of events; and awarding a score to a player, said score being based on a comparison between said stored speculation information and an actual result of said predetermined parameter of said event.
o Preferably, the method further comprises: determining that said predetermined competitor competes in every event of said set of events.
Preferably, the method further comprises: ensuring that each event of said set of events is chronologically contiguous.
Preferably, said user information comprises information selected from the 2 o following: user identity; user password; user contact details; user payment details.
so Preferably, information received from said at least one player terminal comprises an array of numbers; and the method further comprises: interpreting said array of numbers and assigning pairs of numbers from said array of numbers to an individual event of said set of events.
According to a third aspect, there is provided a player terminal comprising: means to receive a form for entering a form configured for entering prediction data.
means to operate an integrity checking module received by said player To terminal, said integrity checking module configured to verify said information input into said form by a user; means to transmit said verified information.
Preferably, the player terminal further comprises: means to delete said integrity checking module from a memory of said player terminal after use.
2 o Preferably, the player terminal further comprises any one of: personal computer telephone mobile telephone digital television equipment o Preferably, the player terminal is configured to transmit said verified information in the form of an array of numbers.
According to a fourth aspect, there is provided apparatus for comparing predictions of events with actual outcomes of said events comprising: a computer entity; a communications network; at least one player terminal, configured to send information to and receive information from said computer entity via said communications network; wherein said computer entity comprises a database, said database containing information relating to a plurality of predefined events; said player terminal is configured to receive speculation data input by a user, said speculation data relating to a speculation of a predetermined parameter for at least two events; processing means to ensure that a predetermined competitor competes in at least two events of said plurality of events; processing means to award a score to said user, said score being based on a comparison between said speculation data and an actual result of said predetermined parameter for said at least two events.
: Preferably, said at least one player terminal comprises any one of the following: personal computer o telephone mobile telephone digital television equipment.
Preferably, said computer entity is configured to transmit at least one processing module via said public communications network to said at least one player terminal, said processing module being configured to check integrity of said speculation data.
Preferably said processing module is not retained by said at least one player terminal when said at least one player terminal has terminated a communication with said central gaming computer entity.
Preferably, said apparatus further comprises: processing means to determine that said predetermined competitor competes in every event of said plurality of events.
Preferably, said apparatus further comprises: go means to ensure that the events of said plurality of events occur in a chronologically contiguous manner.
Preferably, said apparatus further comprises: s a user information database, said user information database comprising information selected from the following: user identity; o. user password; user contact details; user payment details.
Preferably, said apparatus further comprises a user processing module, said user processing module being configured to verify user identity information input by said user at said at least one player terminal by comparing said user identity information with said user information database.
Preferably, said user information database is located at said computer o entity.
Preferably, said apparatus further comprises: a user integrity checking module, said user integrity checking module being s configured to be sent from said computer entity to said at least one player terminal via said communications network; said user integrity checking module configured to check integrity of information input by said user prior to transmitting said information input by said user from said at least one player terminal to said computer entity, thereby minimizing a transmission of incorrect, incomplete or redundant information.
Preferably, said apparatus further comprises a scoring processing module, said scoring processing module configured to allocate a score to said user on the s basis of a comparison of said prediction data with actual data relating to said predetermined parameter for said at least two events.
Preferably, said apparatus further comprises a user score database, said user score database comprising data relating to a score for said user.
Preferably said user score database is located at said central gaming computer entity.
Preferably, information transmitted to said computer entity from said at least one player terminal comprises an array of numbers.
Preferably, said apparatus further comprises: means to interpret said array of numbers and assign at least one pair of numbers from said array of numbers to an individual event of said at least two events.
According to a fifth aspect, there is provided a computer entity comprising: a processor; a data input device; a data display device; means to transmit and receive data via a public communications network 2 0 with at least one player terminal; an event database comprising data relating to a plurality of predetermined sporting events; means for selecting a set of events from said event database, said selected set of events comprising at least two events; means for verifying that a predetermined competitor competes in at least two events of said set of events; a user database comprising data relating to user information; a user score database comprising data relating to a score of at least one user; a user verification processing module configured to verify user information received from said at least one player terminal by comparing said user information received from said at least one player terminal with said information retrieved from said user database; an information integrity choking module configured to be transmittedvia a public communications network; means to store speculative information received, said speculative information relating to a speculation of a predetermined parameter for at least one event of said set of events.
According to a sixth aspect, there is provided a player terminal comprising means to transmit and receive data via a public communications network; To means to receive information input by a user, said information relating to a speculation regarding at least one predetermined parameter for at least two events; processing means to operate an integrity checking module configured to be received by said player terminal, said events verification module configured to verify said information input by said user; means to transmit said verified data.
3 o According to a further aspect, there is provided a method of playing a game comprising: selecting a plurality of predetermined events; selecting at least one competitor entity wherein said competitor entity competes in at least two event of said plurality of events; speculating a result of at least one predetermined parameter for at least one of said plurality of events; receiving a score based on a comparison between said speculative result and an actual result of said at least one predetermined parameter for said at least one event.
Preferably said competitor competes in every event of said plurality of events.
Preferably each event of said plurality of events is chronologically contiguous.
Brief Description of the Drawinas
o For a better understanding of the invention and to show how the same may be carried into effect, there will now be described by way of example only, specific embodiments, methods and processes according to the present invention with reference to the accompanying drawings in which: Figure 1 illustrates schematically the apparatus required for the gaming system.
Figure 2 illustrates schematically a host computer and a single player terminal.
Figure 3 illustrates schematically a host computer database.
Figure 4 illustrates schematically the office functions for the host computer.
Figure 5 illustrates schematically a system for assigning events to match blocks.
Figure 6 illustrates schematically a match block.
Figure 7 illustrates schematically the procedure for a user to select a match block in which they wish to participate or to retrieve match block statistics.
Figure 8 illustrates schematically the process for displaying all events for a competitor.
Figure 9 illustrates schematically the process for a new user to play a match block.
Figure 10 illustrates schematically the process for an existing user to sign on.
o Figure 11 illustrates schematically the process for an existing user to play a match block.
Figure 12 illustrates schematically. the process for displaying events for a competitor, with the option to then select either match block statistics or participate in a selected match block.
Figure 13 illustrates schematically the process for displaying match statistics.
So Figure 14 illustrates schematically the way in which entered results are processed.
Figure 15 illustrates schematically the process for determining the winner of a match block and any associated match blocks.
Figure 16 illustrates schematically the process for setting up a match block according to a first example game.
Figure 17 illustrates schematically associated match blocks according to a
first example game.
Figure 18 illustrates schematically the process to determine if match blocks can be associated according to a first example game.
Figure 19 illustrates schematically the process for setting up a match block according to a second example game.
Figure 20 illustrates schematically associated match blocks according to a
second example game.
Figure 21 illustrates schematically the process to determine if match blocks o can be associated according to a second example game.
Figure 22 illustrates schematically the process for setting up a match block according to a third example game.
Figure 23 illustrates schematically associated match blocks according to a
third example game.
Figure 24 illustrates schematically the process to determine if match blocks can be associated according to a third example game.
Figure 25 illustrates schematically the process for setting up a match block according to a fourth example game.
Figure 26 illustrates schematically associated match blocks according to a
fourth example game.
Figure 27 illustrates schematically the process to determine if match blocks can be associated according to a fourth example game.
Figure 28 illustrates schematically the process for setting up a match block according to a fifth example game.
Figure 29 illustrates schematically associated match blocks according to a
fifth example game.
Figure 30 illustrates schematically the process to determine if match blocks can be associated according to a fifth example game.
Figure 31 illustrates schematically an example scoring system.
Figure 32 illustrates schematically information disclosed to a user during a 2 0 match block including player points and option to amend predictions.
Figure 33 illustrates schematically the information displayed to a user during a match block regarding the user's overall position.
Detailed Descrintion Throughout this description the following terms are used: Player is used to denote a person playing the game and accessing a host o computer via a player terminal. A player is also referred to as a user.
Competition is used to denote a sporting competition that comprises more than one event, for example, a football league or a tennis knockout tournament.
Competitor is used to denote a team or person taking part in the event.
Where the event is a football fixture, there will be 2 competitors.
Event is used to denote a sporting event within the competition, for example, an individual fixture played in the football league. An Event is associated with a particular competitor, for example, if events are to be identified by number, then each competitor in the competition would have events numbered 1 through x (where x is the maximum number of events in which the competitor is participating) For example in a football league with 20 teams where each team plays all other teams 2 times, each competitor would participate in 38 Events. Each Competitor would therefore have a sequence of Events numbered 1 thru 38, Match block is used to denote a plurality of events. A match block is an arbitrary sequence of events that may or may not occur in a chronologically contiguous manner.
Predictions are used to denote predictions made by a player regarding the results of an event. For example, a player may predict the score of a football fixture where the event is a football fixture.
Results are used to denote the actual result of the event. Where the event is a football fixture, the results commonly include the final score. However, it is possible for results to include other parameters, for example a half time score.
Information is used to denote information that can be sent directly between a host computer and player terminal, or inferred information calculated from information stored on a database. The terms 'information' and 'data' are used interchangeably.
Processing module' is used to denote software sent to a player terminal from the host computer that includes some level of integrity checking or verification of information entered by a player. The processing module is usually sent as part of a form to a player terminal into which a player must enter details.
The degree of integrity checking or verification can be as basic as, for example, checking that all required fields of the form have been filled in, or that an e-mail address is in a valid format.
Ordinal number is used to denote an event number in a series of events. If match blocks are required to start at the same event number, then they must have the same ordinal number.
Assumptions With the use of modern software, for example HTML and Java, it is possible to perform degrees of data integrity and validation procedures. Data integrity and o validation procedures may be utilized where deemed relevant and/or desirable, to check for completeness and validity of data input by players at a player terminal.
Where utilized, this integrity and validation may be in addition to or even replace validation performed by the gaming computer, thereby reducing the risk of sending redundant, incorrect or incomplete data over a public communications network and increasing the efficiency of the communication. It is also assumed that where future developments in computer languages allow more processing to take place at the player terminal, that such functionality may be incorporated into game processing procedures.
o There will now be described by way of example a specific mode contemplated by the inventors. In the following description numerous specific details are set forth in order to provide a thorough understanding. It will be apparent however, to one skilled in the art, that the present invention may be practiced without limitation to these specific details. In other instances, well known methods and structures have not been described in detail so as not to
unnecessarily obscure the description.
Referring to Fig. 1 herein, there is illustrated schematically the apparatus required for the gaming system. The apparatus comprises a host computer 101, a public communications network 102, and a plurality of player terminals 103 to 108.
The host computer 101 is operatively connected to the public communications network 102. The plurality of player terminals 103 to 108 are also connected to the public communications network. In this way, the player terminals 103 to 108 can send data to the host computer 101 via the public s communications network 102, and the host computer 101 can send data to the plurality of player terminals 103 to 108 via the public communications network 102.
The use of a public communications 102 allows each player to interact with 2 0 the host computer 101 via a player terminal from a remote location.
The player terminals 103 to 108 can comprise any apparatus capable of communicating with the host computer 101 via the public communications network 102. Each player terminal must also allow a player to input data, and must also allow a player to view data. Suitable player terminals include personal computers (103, 104, 107), mobile telephones (105, 106, 108) and interactive digital television sets (not shown).
Referring to Fig. 2 herein, there is illustrated schematically a host computer and a single player terminal. The host computer comprises communication means 201, a memory 202, processing means 203, means to display data 204, and a user data input device 205. The host inpuVoutput 201 is configured to interact with the public communications network to send and receive data.
The player terminal 103 comprises a database 206, memory 208, processing means 209, means to display data 210, and means to allow a player to input data 211. A terminal inpuVoutput 207 is configured to send and receive data via the public communications network 102.
Player terminals 103 to 108 are not required to be able to store data relating to the game for long periods of time. All of the data relating to the game is stored by the host computer 101, thereby allowing the player terminals 103 to 108 to be cleared of any data relating to the game from the player terminal 103 memory 208 when the player terminal 103 is not connected to the host computer 101 via the public communication network 102. Referring to Fig. 3 herein, there is illustrated schematically the
database 206 of the host computer 101. The database 206 comprises 4 main data storage areas: there is provided an events database 301, a player database 302, a match block database 303, and a match block statistics database. It will be apparent 2 o once skilled in the art that this information can ail be stored in one database, or that the 4 separate databases may be set up that interact with each other.
The events database 301 comprises data relating to information about sporting events. For example, where the game is to be played using a football league such as the Premiership in the UK, the events database comprises data relating to every fixture in a season of the Premiership, including the date of every fixture, the teams playing in every fixture, and which team in each fixture is playing at home or away. The events database may comprise information about several different competitions.
The players database 302 comprises information about all players registered to play the game. This can include name, nickname, password, credit card details, billing address, predictions, points scored so far and other relevant information.
The match blocks database 303 comprises information regarding match blocks of events. This includes information such as the first event in a match block, the subsequent events in a match block, and whether the match block is associated with other match blocks.
The match blocks statistics database 304 comprises information relating to JO which match blocks are associated.
Referring to Fig. 4 herein, there is illustrated schematically the office functions of the host computer. The host computer provides means to allow new players to sign onto a game 401, means to allow an existing player to sign onto a game 402, and means to calculate and communicate match block statistics 403.
Back office functions carried out by the host computer 101 include inputting the result of an event 404. This can be done either manually or automatically by linking the host computer 101 with a database of event results. The host computer 101 back office functions also include means for calculating scores and 2 o determining winners 405 of a particular game.
The host computer 101 is also configured to have system functions including setting up match blocks 406 to 410 depending on the type of game to be played, and setting up match block associations 411 to 415, again depending upon the type of game to be played.
Certain interconnectivity exists between the different functions. An example of one way in which the office functions interrelate is a follows: The host computer uses one or more algorithms to set up match blocks 406-410 comprising events selected from an events database. The host computer also uses one or more algorithms to determine whether any match blocks are associated with other match blocks. This information is transmitted to a player, who can be either a new player registering using the new player induction module 401 or an existing player joining a game using the existing player module 402.
A match block statistics module 403 can be transmitted to a player, during a match block to show current statistics, such as the number of points a player has in the match block, or at the end of a match block to show winners.
Back-office functions include determining winners 405, and entering event results 404. Event results may be entered using data inputting means such as a To keyboard or computer mouse, or may be obtained directly from an external database comprising event results. Event results are compared with predictions made by players to determine winners of a match block, and to update current match block statistics.
Referring to Fig. 5 herein, there is illustrated schematically a system for assigning events to match blocks. A competition 501 comprises a plurality of competitors 502, each competitor taking part in events. For example, Sheffield Wednesday may play Everton in event 4. In a competition such as the Premiership in England, there are 20 competitors. Each competitor plays every To other competitor twice, and so each competitor takes part in 38 events 503 (19 other competitors x 2).
A player chooses, for example, Sheffield Wednesday as the team for the match block, and wishes to start the match block at event 4 504 for Sheffield Wednesday. In an embodiment where events in a match block are chronologically contiguous, match block 4 505 for Sheffield Wednesday begins at event 4 504 for Sheffield Wednesday. Match block 4 505 for Sheffield Wednesday consists in this example of 8 events which are chronologically contiguous, and so match block 4 505 comprises events 4 to 11 507 to 514, all of o which include Sheffield Wednesday as a competitor.
Referring to Fig. 6 herein, there is illustrated schematically a match block.
The match block 601 comprises 8 events, 602 to 609. In the example given, the match block 601 is match block 1, and the events 602 to 609 are events 1 to 8 numbered sequentially. It is convenient for the match block number to be the same as the number of the first event in the match block, although any means for identifying the match block can be used. In the example, 8 events are shown in the match block, although each match block may comprise any number of events. Furthermore, the events in this match block are shown sequentially.
However, the events need not take place sequentially.
The events comprise sporting events, such as individual fixtures in a football league. Occasionally, fixtures in a football league are postponed due to one team having commitments in another competition, or due to bad weather. It is therefore possible for event 3 to take place after event 4. However, where it is as required that events take place chronologically contiguously, event 3 in this example occurs after event 2 in the match block even if in reality the fixture corresponding to event 3 takes place after the fixture corresponding to event 4.
In orderto run the game, the host computer 101 contains information on the go database 206 regarding the game. When a player accesses the host computer 101 via a player terminal 103, the host computer 101 sends software via the public communications network 102 to the player terminal 103. This software may be in any suitable format such as HTML or Java. The software allows some integrity checking or validation of information input by the player at the player s terminal 103, thereby reducing the likelihood of transmitting redundant, incorrect or incomplete data over the public communications network 102 and increasing the efficiency of the communication.
Certain aspects of the game are all carried out on the host computer 101.
3 0 These include setting up match blocks, verifying user details, maintaining databases regarding events, player predictions, player information including player points, match block associations and match block statistics and processing information from the databases to determine winners for each match block at the end of the match block. (or all associated match block where such associations exist).
A player can only send information to the host computer 101 via the public communications network 102 from the player terminal 103 relating to the identity of the player including contact and payment details, the required match block, and the player predictions for events within that match block.
To Once the player terminal 103is no longer accessing the host computer 101 via the public communications network 102, the player terminal 103 may remove any software sent from the host computer 101 to the player terminal 103 from its memory 208.
Information ma be sent between the host computer 101 and a player terminal 103 in the form of numeric, alphanumeric or pictorial data which may be either formatted or unformatted.
To minimize the size of the data packets sent between the player terminal To 103 and the host computer 101, data may be sent as an array where possible.
For example, if a player has predicted the scores: Sheffield Wednesday 3, Manchester United 0; Arsenal 1, Sheffield Wednesday 2; Sheffield Wednesday 2, Chelsea 0; Liverpool 1, Sheffield Wednesday 4, then the data can be sent to the host computer as an array of 3,0,1, 2, 2, 0, 1, 4. The host computer can then use the known match block data to assign these numbers to the correct events in the match block.
Referring to Fig. 7 herein, there is illustrated schematically the procedure for a user to select a match block in which they which to participate or for which they o wish to retrieve match block statistics. In the first step, a user accesses the host computer 101 from a prayer terminal 103 The player selects a country 702 of interest. In this example, a player selects England. The player then selects a competition of interest 703. In this example, a player may select a football league, for example the Premiership. A player then selects a competitor 704. The selected competitor must take part in the selected competition. In this example, the player selects Everton F.C. The country, competition, and competitor information selected by a player is entered using the data input means 211 on the player terminal 103 and sent via the public communication network 102 to the host computer 101.
JO The processing means 203 accesses the database 206 and, in particular, the events database 301, and retrieves a list of all the events in that competition for the selected competitors. This information is sent from the host computer 101 via the public communications network 102 to the player terminal 103. All the events for that competitor are displayed 705 on the display 210 of the player s terminal 103. The player then selects the next page 706, depending on whether the player wishes to select a match block to play 707 or whether the player wishes to see statistics displayed 708 for a particular match block.
Referring to Fig. 8 herein, there is illustrated schematically the process for o displaying all events for a selected competitor. If all events are already displayed 801 then the procedure ends 802. If all the events are not displayed, then the processing means 203 determines if the current event to be displayed is a valid starting point 803. That is to say, the processing means 203 determines if the event is a valid starting point for a match block. If it is, then a link to a match block statistics page 804 is displayed, allowing the player to access the match blocks statistics page. The event details and the result (if known yet) are displayed 805. Processing means 203 determines if this event is a match block starting game 806. If so, then a hyperlink 807 is displayed to allow the player to join the match block. The process is repeated until all events for the competition o have been displayed.
Referring to Fig. 9 herein, there is illustrated schematically the process for a new user to play a match block. The process means 203 determines if all events from match block are displayed 901. If not, then event details are sent from the host computer 101 via the public communication network 102 to the player terminal and are displayed 902 on the display means 210 of the player terminal 103. A prediction area is shown 903, which by default is pre-filled with values assigned by the host computer 101. These values may default to a score of 0-0 for a football game, or may be randomly selected values. If all events for the match block are displayed 901, then the player uses the player terminal input JO means 211 to enter predictions for events 904. The player may choose to leave the predictions at the values assigned by the system 903.
The player then enters the user names and password 905, and this information is verified by the processing means 203 of the host computer 101 s using the player database 302. Assuming the username and password are verified by the host computer 101, then the predictions, username and password are submitted 906 and stored on the database 206 of the host computer 101.
The player then signs up 907. Signing up includes entering player o information to be stored on the players database 302. This includes information relating to the player name, contact details, nickname, a security password, credit card details, and any other information required to uniquely identify each player.
Each player has a unique identifying nickname and a unique identifying password. The host computer 101 compares the entered player information with : information stored in the player database 302 to ensure that the entered player information for the new player is unique. The processing means 203 is also configured to access a commercial e-commerce system to verify the new players payment details, for example credit card details, and ensure that the credit card is valid and has sufficient funds to clear.
The sign up process may occur before a new player selects a match block and makes predictions, or after the new player has selected a match block and made predictions. It is preferred that this process is performed after the player has selected a match block and made predictions in order for the new player to see how the game works and decide whether or not he/she wishes to participate.
s Furthermore, the exact sequence of entering the information is not critical.
In all the examples given, the sequence in which information is requested can be altered.
After this step, the database 206 comprises information regarding the JO player's selections for a particular match block. A player may choose to be playing in more than one match block at any one time.
Referring to Figure 10 herein, there is illustrated schematically the process for an existing user to sign on. The player accesses the host computer 101 using s their player terminal 103. The display means 211 of the player terminal 103 displays the existing user sign-in screen 1001. The player enters their username and password. This is sent from the player terminal 103 via the public communications network 102 to the host computer 101. The processing means 203 of the host computer 101 verifies the username and password using the o player database 302, and retrieves the player details and their associated match block predictions 1002 from the database 206.
The host computer 101 then sends information to the player terminal 103, and the display means 211 of the player terminal 103 displays events 1003 in the s match block and the player predictions.
Referring to Figure 11 herein, there is illustrated schematically the process for an existing user to view and amend predictions for events in the match block in which they are participating. Processing means 203 of the host computer 101 determines if all the events for the match block are displayed 1101. If not, the event details are shown 1102. The host computer 101 sends information via the public communications network 102 to the player terminal 103 for the display means 211 of the player terminal 103 to display the players existing predictions 1103. These existing predictions are retrieved from as opposed to stored in the database 206.
When all the events for the match blocks are displayed the player has the option of updating predictions for events which have not yet taken place 1104.
This is a significant advantage to a player. For example, in a match block of 8 games, a player may have predicted scores for 8 matches in which Everton are taking part. However, these predictions can initially be based on the perceived strengths and weaknesses of the team. For example, if Everton are known for having good attacking players then it is reasonable to expect that Everton will score a lot of goals. On the other hand, if Everton are known for having a poor defense, it is reasonable to expect that a team that Everton are playing may score a lot of goals against Everton. These expectations may change for the duration of a match block. For example, if 4 games into a match block one of Everton's strikers is injured and cannot play for the next 4 games, the player may wish to revise their predictions regarding the amount of goals that Everton may score, as they may expect Everton to score fewer goals. The game is therefore interactive in that it allows players to change their predictions throughout the duration of a match block depending on the circumstances of their team at the time. A player may not alter predictions where the result is already known.
It may also be desirable to assign a predetermined cut-off time before an event is due to take place, after which predictions for the event cannot be s updated. For example, if predictions could not be updated after half an hour before the event is due to start, the risk of a player attempting to cheat by updating an event when an event has already started or even finished is reduced.
Once a player has updated their predictions, the player enters their so username (if not already embedded in the displayed page) and password 1105 via the player terminal input 211. The updated player predictions, the username and the password are sent from the player terminal 103 via the public communications network 102 to the host computer 101. The processor of the host computer 101 compares the username and passwords submitted with the username and password stored in player database 302. If the player username and password are verified by the processing means 203, then the player's predictions for that match block are updated and stored on the database 206.
The process then ends 1107.
Referring to Figure 12 herein, there is illustrated schematically the process for displaying match block statistics. The host computer 101 sends information via the public communications network 102 to the player terminal 103 such that the display 210 of the player terminal 103 displays a screen 1201 inviting the player to retrieve their match block statistics and display them. The player selects the country 1202 in which the match blocks are being played. The player then selects the competition 1203 in which the match blocks are being played.
The player then selects the competitor 1204 for which the match blocks are being played. The country, competition, and competitor information is sent from the player terminal 103 via the public communications network 102 to the host computer 101. The host computer then accesses the events database and retrieves all events for the selected country, competition and competitor. The host computer 101 then sends this information via the public communications network 102 to the player terminal 103, and the display means 210 of the player terminal 103 displays all events for that competitor 1205. The display means 210 invites the player to select the next page 1206, which can be either selecting a match block to play 1207 or displaying statistics regarding a match block 1208.
Referring to Figure 13 herein, there is illustrated schematically the process for displaying match block statistics. If the player wishes to review statistics for a specific match block, the request is sent from the player terminal 103 via the public communications network 102 to the host computer 101. The processing means 203 of the host computer accesses the match block statistics database 304 and retrieves the information pertinent to the requested match block. The information is then sent from the host computer 101 via the public communications means 102 so the player terminal 103 and displayed using the display means 210 of the player terminal 103.
The information relating to the match block may include the match block number, the number of events in the match block, the date of the first game, the cost to play match block and other relevant details. The processing means 203 of the host computer 101 also determines the number of players involved in this match block and any associated match blocks 1303. This information is sent to the player terminal 103, and information regarding the number of players and o prize money for this match block is displayed using the display means 210 of the player terminal 103.
Information is also displayed by the display means 210 of the player terminal 103 regarding player positions, player points and number of players based on the number of events completed in the match block 1304. This information is aggregated based on the number of events completed in this match block and any associated match blocks. This is because other not all match blocks that may be associated with this match block will necessarily have completed the same number of events within their respective match block due to go the fact that events within associated match blocks do not necessarily occur at the same time. A total prize fund is also directly related to the number of players within associated match block and may be displayed.
Referring to Figure 14 herein, there is illustrated schematically the way in s which entered results are processed. The result for an event once it has been played is entered into the events database. The processing means 203 of the host computer 101 enquires against the Match block database 303 in order to ascertain if the event is involved in any match blacks. 1401. The result of this enquiry determines the next step of the procedure 1402. If the event is involved 3 o in a match block then the processing means 203 determines if that match block has already been processed 1404, in which case the process returns to step 1401. If the match block has not been processed 1404, then the processing means 203 processes the match block 1405. Processing the match block involves finding all the players involved in this event in this match block 1406 from the database 206. For each player found the players predictions for the events are compared with the result of the event, and a score based on the accuracy of the player predictions is assigned to each player. Once all players have been processed in this manner then the overall position table for the players from this match block and any associated match block is then updated 1407 based on the current scores assigned to each player within this match block and any associated match blocks, and the process reverts to step 1401 in which the To processing means 203 determines the next match block in which the event is involved. If no further match block in which this event is involved is found 1402, then the process ends 1403.
Referring to Figure 15 herein, there is illustrated schematically the process for determining winners of a match block and any associated match blocks. The processing means 203 of the host computer 101 accesses the match block statistics database 304 and routes through them sequentially 1501. The processing means 203 looks for the next match block 1502. If the processing means 203 comes to the end of the match blocks 1503, then the process ends go 1504. If there are further match blocks to read, then the processing means 203 determines whether that match block has already been processed 1505. If yes, then the process reverts to step 1502. If the match blocks have not already been processed, then the processing means 203 looks at the events database 301 to ascertain whether all events for this match block and any associated match blocks have been completed 1506. If not, then the process reverts to step 1502.
If all the events have been completed 1506, then winners are determined from the overall scores of each player based on points allocated on the basis of their predictions compared to the actual results 1507.
3 o There are several variations of this game, including variants on whether or not events in a match block must be chronologically contiguous, whether the same competitor must be involved in every event in a match block, and the ways in which a particular match block is associated with another match block.
Examples are given below of variations of the game and apparatus.
Example 1
A match block may comprise any number of events but one competitor must be involved in a minimum of two events in that match block. Match blocks may be associated with other match blocks in the same competition where the number of events in each match block is equal.
The processing means 203 applies on algorithm to determine which events form part of a match block. A match block is pre-defined by the system and stored in the match block database 303 before the start of the competition. The match block comprises at least two events. In this example, a match block comprises four events. The events need not be chronologically contiguous, but one competitor must be involved in at least two events in the match block.
Referring to Figure 16 herein, there is illustrated schematically the process for setting up a match block according to a first example game. Information from the events database 301 is used to select which events form part of a given match block. An algorithm is applied to specify criteria by which events may be included in a given match block. The algorithm is structured to selectively include or exclude events, so as to generate only those match blocks that are required.
In this way, events are selected 1601 for the match block.
Processing means 203 of the host computer 101 determines if the required number of events has been selected 1602. If not, then the process reverts to step 1601. If the required number of events have been selected 1602, then the processing means analyses the selected events and compares then against the 3 0 events database 301 to ensure that one competitor is involved in at least two of the events 1603. If not, then all events are cleared 1604 from the memory 202 of the host computer 101 and the process reverts to step 1601. If a single competitor is involved in at least two of the events 1603, then the match block is set up 1605 and the information stored on the database 206.
Alternatively, this process may be performed manually by a system administrator, who selects the match blocks and the events in each match block, or by the player who picks events from the competition to include in a match block. However, the criteria for the events to be included in the match block are verified by the host computer 101.
JO Match blocks may be associated with other match blocks in the same competition where the number of events in each match block is equal. However, the match blocks need not start at the same event, and are predefined by the system before the start of the competition.
Referring to Figure 17 herein, there is illustrated schematically associated match blocks according to a first example game. Match block X 1701 comprises event 1 1702, event 2 1703, event 9 1704 and event Q 1705. The competitors 1706 to 1712 are different in each event, accept for competitor 3 1708 in event 2 1703, who is also competing in event 9 1704, thus fulfilling the requirement of a o single competitor being involved in at least two events of the match block.
Match blocks may also be associated with other match blocks. In this instance, match block X 1701 is shown associated with match block 1 1713.
Match block 1 1713 comprises the same number of events as match block X 1701, but begins at event 20 1714.
Referring to Figure 18 herein, there is illustrated schematically the process for associating match blocks according to a first game example. The processing means 203 of the host computer 101 determines if there are match blocks to be o associated 1801. If there are no match blocks to be associated, then the process ends 1802.
lf match blocks are to be associated, then the processing means 203 and the host computer 101 compares the match blocks to be associated and determines 1803 if there are an equal number of events in each match block. If not, then the match block cannot be associated 1804 and the process ends. If there are an equal number of events in each match block, then the match blocks can be associated 1805 and the match block associations are stored in the database 206. The process then ends 1806. There is no requirement for match blocks to be associated. It is an option
to JO associate match blocks. There may be a number of match blocks which could technically be associated (by fulfilling the match block association criteria), but which are not actually associated because the system has chosen not to associate them. Association of match block is primarily to increase the number of players competing against each other. In some circumstances it may not be desirable to associate match blocks (perhaps because there is a time differential between events in the match blocks, and it is preferred to associate match blocks which are closely associated with regards to event date). In other circumstances it may be decided that such time differentials are not pertinent.
2 o Points are awarded to players for each event in a match block according to the correlation between the player predictions and the results of the events.
Example 2
In a second example of the game, at least one competitor is involved in every event in that match block. These events need not necessarily chronologically contiguous but may comprise any of the events in which the primary competitor is involved. Match blocks may be associated with other match blocks in the same competition where the number of events in each match block 3 0 iS the same. The minimum number of events in each match block is two.
Referring to Figure 19 herein, there is illustrated schematically the process for setting up a match block according to a second example of the game.
Information from the events database 301 is used to select which events form part of a given match block. An algorithm is applied to specify criteria by which events may be included in a given match block. The algorithm is structured to selectively include or exclude events, so as to generate only those match blocks that are required. In this way, events are selected 1901 for the match block.
Processing means 203 selects an event in which a specific competitor is To involved 1901. The processing means 203 of the host computer 101 determines if the required number of events for the match block have been selected 1902. If not, then the process reverts to step 1901. If so, then the processing means 203 of the host computer 101 compares the event selected with the events database 301 to ensure that one competitor is involved in every selected event 1903. If not, then all events are cleared 1904 from the memory 202 of the host computer 101 and the process reverts to step 1901. If the same competitor is involved in every event 1903, then the match block can be set up 1905.
Alternatively, this process may be performed manually by a system 2 o administrator, who selects the match blocks and the events in each match block, or by the player who picks events from the competition to include in a match block. However, the criteria for the events to be included in the match block are verified by the host computer 101.
Referring to Figure 20 herein, there is illustrated schematically associated match blocks according to a second example game. In this example, match block X 2001 comprises four events 2002 to 2005. Competitor 1 2006 is involved in each event 2002 to 2005 in match block X 2001.
Match block X can be associated with match block 1 2007 because match block 1 and match block X 2001 each contains four events. However, note that the events need not start at the same time. In this example, match block X 2001 begins at event 1 2002 whereas match block 1 2007 begins at event 29 2008.
The primary competitor in each match block may be any of the competitors in the competition (i.e. match blocks for the same competitor may be associated).
Referring to Figure 21 herein, there is illustrated schematically the process for associating match blocks according to a second example game. The processing means 203 of the host computer 101 determines if there are match blocks to be associated 2101. If not, then the process ends 2102. If there are match blocks to be associated, then the processing means 203 determines if JO there are an equal number of events in the match blocks to be associated 2103.
If not, then the match blocks cannot be associated 2104 and the process ends. If so, then the match blocks can be associated 2105, and the match blocks are stored in the match block database 303.
In this way, a person who supports a particular team, for example Everton FC, can play the game in a match block where Everton is a primary competitor.
Another player, who supports a different team, for example Liverpool FC, can select a different match block where Liverpool FC is the primary competitor.
Provided these match blocks comprise the same number of events, these match 2 o blocks can be associated, thereby increasing the available prize money for each player. Furthermore, the rivalry between the two players can heighten their enjoyment of playing the associated match blocks. It is also possible that match blocks may be associated where the primary competitor is the same. This allows the player to choose between match block where the player thinks he is more 2 5 able to predict the result of the events in a particular match block.
As with example game 1, points are awarded to players for each event in a match block according to the coloration between the player predictions and the results of the events.
Example 3
ln a third example game, each match block comprises events for which at least one competitor is involved in every even in that match block (known as a primary competitor). The events must be consecutive, that is to say chronologically contiguous. The term chronologically contiguous refers to the order in which the events are planned to take place, and not to the order in which the events actually take place. This is because events may be postponed due to bad weather or other commitments for a particular competitor.
Referring to Figure 22 herein, there is illustrated schematically the process o for setting up a match block according to a third example game. Information from the events database 301 is used to select which events form part of a given match block. An algorithm is applied to specify criteria by which events may be included in a given match block. The algorithm is structured to selectively include or exclude events, so as to generate only those match blocks that are required.
In this way, events are selected 2201 for the match block.
Processing means 203 selects an event 2201 in which a specific competitor is involved. The processing means 203 of the host computer 101 determines if the required number of events have been selected 2202 for the particular match So block being set up. If not, then the process reverts to step 2201 and selects another event in which the specific competitor is involved to include in the match block. If the required number of events have been selected 2202, then the processing means 203 of the host computer 101 determines if one competitor is involved in every event 2203. If not, then the events are cleared from the s memory 202 of the host computer 101, and the process reverts to the first of selecting events 2201. If so, then the processing means 203 of the host computer 101 determines if the sequence of the events is chronologically contiguous 2205. If not, then all events are cleared from the memory 202 of the host computer 101, and the process starts again 2201. If so, then the match o block is set up and stored in the match block database 303 on the host computer 201.
Alternatively, this process may be performed manually by a system administrator, who selects the match blocks and the events in each match block, or by the player who picks events from the competition to include in a match block. However, the criteria for the events to be included in the match block are verified by the host computer 101.
Referring to Figure 23 herein, there is illustrated schematically associated match blocks according to the third example game. Match block X 2301 comprises four events 2302 to 2305. These events are numbered 11, 12, 13 and JO 14 and are chronologically contiguous. The same competitor 2306 is involved in all the events 2302 to 2305.
Match block X is associated with match block 1 2308, which also comprises four events. However, note that the first event 2309 of match block 1 is event 32, s as is not necessary for associated match blocks to have a starting point where the event number of the first event is equal to the first event for other match blocks to be associated.
It is convenient for the match block number to be the same as the events o number of the first event in that match blocks, so in this example match block X 2301 would be match block 11, though this is not essential.
Referring to Figure 24 herein, there is illustrated schematically the process for associating match blocks according to a third example game. Match blocks s are all from the same competition. Processing means 203 of a host computer 101 determines if there are match blocks to be associated 2401. If not, then the process ends 2402. If so, then the processing means 203 of the host computer determines if there are an equal number of events in the match blocks to be associated 2403. If not, then the match blocks cannot be associated 2404, and 3 o the process ends. If so, then the match blocks can be associated 2405, and the associated match blocks are stored in the match block database 303 and the process ends 2406.
By making the events in a match block chronologically contiguous, a players enjoyment is heightened has he can follow the team he supports over a set period of time. However, unlike fantasy football games, this set period of time may not be an entire season. It can merely be for a few consecutive supporting events. Whilst the examples given above show four events in a match block, the number of events in each match block can comprise a number from a minimum of two up to a maximum of the number of events that a single competitor would take part in during the duration of the competition.
Example 4
According to a fourth example of the game, each match block comprises events in which a primary competitor is involved in every event. The events in s each match block must be chronologically contiguous. Furthermore, match blocks can only be associated where the first event in the match blocks is equal for all match blocks to be associated.
Referring to Figure 25 herein, there is illustrateds schematically the process for setting up a match block according to a fourth example game. The system selects an event 2501 in which a specific competitor is involved. If the required number of events 2502 have not yet been selected, then the process reverts to the selecting events step 2501 until the required number of events for that match block had been selected. Once the match block comprises the required number z of events, the processing means 203 determines whether each event in that match block comprises the same primary competitor. If not, then all events are cleared 2504 from the memory 202 of the host computer and the process reverts to selecting events 2501. If a primary competitor is involved in every event 2503, then the processing means 203 of the host computer 101 determines if these so events are chronologically contiguous 2505. If not, then the events are cleared 2506 from the memory 202 of the host computer 101, and the process reverts to selecting of events 2501. If the same competitor is involved in every event 2503, and the events are chronologically contiguous 2505, then the match block is set up 2507 and stored in the match block database 303.
Alternatively, this process may be performed manually by a system administrator, who selects the match blocks and the events in each match block, or by the player who picks events from the competition to include in a match block. However, the criteria for the events to be included in the match block are verified by the host computer 101.
To Referring to Figure 26 herein, there is illustrated schematically associated match blocks according to a fourth example game. Match block X 2601 comprises four events 2602 to 2605. These events are chronologically contiguous, and in this example are numbered event 11 to event 14. It is preferred that the identifying number of the match block is the same as the identifying number of the first event in the match block though this is not essential. In this example, match block X would be match block 11. Competitor 1 2606 is involved in each event 2602 to 2605. Match block X is associated with match block 1 2607. Match block 1 2607 comprises the same number of events, and starts at the same events number 2608, in this case event 11. It is not 2 o necessary that the primary competitor for event 11 in match block X 2601 is also taking part in event 11 2608 of match block 1 2607. This would only occur if the competitors in event 11 for each match block were competing against each other.
In most cases the competitors would be playing other competitors in the competition and not each other.
Referring to Figure 27 herein, there is illustrated schematically the process for associating match blocks according to the fourth example game. The processing means 203 of the host computer 101 determines if there are match blocks to be associated 2701. If not, then the process ends 2702. If there are so match blocks to be associated, the processing means 203 of the host computer 101 ensures that the match blocks to be associated will all contain an equal number of events 2703. If not, then the match blocks cannot be associated 2704.
Assuming the match blocks do contain an equal number of events 2703, the processing means 203 of the host computer 101 determines if the associated match blocks have the same ordinal number 2705. That is to say, the processing means 203 determines if each match block to be associated begins at the same event number. If not, then the match blocks cannot be associated 2706. If so, then the match blocks can be associated 2707, and the process ends 2708. The o associations are then stored in the database 206.
This version of the game ensures that players who support rival teams can play in associated match blocks, which have the same starting point and the same number of games, and will finish at substantially the same time, assuming s that the sequence of the events does not alter significantly
Example 5
In a fifth example game, match blocks comprise events for which at least one competitor is involved in every event (the primary competitor) in a given match block. The events must be chronologically contiguous. The match block for the first primary competitor must be associated to a corresponding match block for every other primary competitor in the league. For example, if the primary competitor is Everton FC playing in the Premiership in England, each Everton FC match block must be associated with the match blocks for every other team competing in the Premiership. Each match block must start at the same event, and the number of events in each match block must be equal.
Referring to Figure 28 herein, there is illustrated schematically the process So for setting up a match block according to a fifth example game. The system selects an event in which a primary competitor is involved 2801. Processing means 203 of the host computer 101 determines if the required number of events had been selected 2802. If not, then the player selects further events. Once the required number of events have been selected 2802, then the processing means 203 of the host computer determines if there is a primary competitor involved in every selected event 2803 of the match block. If not, then the events are cleared from the memory 202 of the host computer 101, and the process reverts to selecting events 2801. If a primary competitor is involved in every event 2803, then the processing means 203 of the host computer 101 determines if these events are chronologically contiguous 2805. If not, then the events are cleared 2806 from the memory 202 of the host computer 101 and the process reverts to JO selecting events 2801. If the events are chronologically contiguous 2805, then the match block is set up 2807 and stored in the database 303.
Alternatively, this process may be performed manually by a system administrator, who selects the match blocks and the events in each match block, or by the player who picks events from the competition to include in a match block. However, the criteria for the events to be included in the match block are verified by the host computer 101.
Referring to Figure 29 herein, there is illustrated schematically associated o match blocks according to the fifth example game. Match block X 2901 includes events 2902 to 2905. A primary competitor 2906 is involved in each event in match block X 2901.
Associated match block 1 2907 also comprises four events, and the first event of the match block 2908 corresponds to the first event 2902 of match block X 2901. The first event in each match block must have the same event number (in this example that is 11).
Referring to Figure 30 herein, there is illustrated schematically the process o for associating match blocks according to the fifth example game. The processing means 203 of the host computer 101 determines if there are match blocks to be associated 3001. If not, then the process ends 3002. Processing means 203 determines if there are an equal number of events 3003 in each of the match blocks associated. If not, then the match blocks cannot be associated 3004 and the process ends. If so, then the processing means 203 of the host computer 101 determines if each match block has the same ordinal number 3005. That is to say, the processing means 203 determines if each match block to be associated begins at the same event number. If not, then the match block cannot be associated 3004 and the process ends. If so, the processing means 203 of the host computer 201 determines if a match block for every competitor in the competition is to be associated 3006. If not, then the match block cannot be To associated 3004 and the process ends. If so, then the match block can be associated 3007 then the match blocks are stored in the match block database 303 of the host computer 101, and the process ends 3008 The fifth example game allows a player to select a match block relating to the team that he supports, or to any other team he requires, at a given starting point. For example, a match block may comprise 8 games and begin at the fourth match of the competition. The players match block is associated with match blocks for every other team in that competition starting at the fourth match for that team. In this way, whether there are 20 teams in a competition, then each match block is associated with 19 other match blocks, but all the match blocks start at the same event number (referred to as 'ordinal number').
Scoring system When the result of each event in a match block are known, then the processing means 203 of the host computer 101 can access the information in the match block statistics database 304 and determine which player in each match block and associated match blocks has the highest number of points.
Points are rewarded on the accuracy of a players predictions verses the actual o results for a given event. Many different scoring systems can be used, awarding different numbers of points for accurately predicting different results of an event.
Referring to Figure 31 herein, there is illustrated schematically an example scoring system. This example scoring system assumes that each event comprises a football match, and that the player predicts the final score of each event. Referring to Figure 31a, there is shown a scoring schedule. According to this schedule, if a player correctly predicts the score for both teams in an event, then the player is awarded six points and points determination for this player is complete.
If the players has not correctly predicted the score then the points awarding is as follows: If a player correctly predicts that the result is a draw 3102, then the player is awarded three points and points determination for this player is complete.. If a player correctly predicts which team wins 3103, then the player is awarded two points. Additionally, if the player correctly predicts the score for one of the competitors in the event, then the player is awarded one extra point.
* Referring to Figure 31b, there is shown examples of how the points are awarded. Where a player predicts the result is 1-0, and the result is 1-0, then the player is awarded six points 3105. This is because player has correctly predicted the score for both teams.
Where a player predicts the score of a 3-1, and the result is 2-1, then the player receives three points. Two points are awarded for predicting the winning team, and a further point is awarded for predicting the correct score for one team.
Where a player predicts a score of 0-1, and the score is 1-0, then the player is awarded O points, as the player has not correctly predicted the score for either team, or the result.
Where the player predicts the score is 2-2 and the result is 0-0, then the o player is awarded three points 3108. This is for correctly predicting the results for the draw, but not correctly predicting the score for both teams.
Where a player predicts that the score is 0-4, and the result is 2-3, then the player is awarded two points. The two points are awarded for predicting the winning team. No further points are awarded because the player has not correctly predicted the score for either team.
Where the player predicts a score of 3-1, and the result is 0-1, then the player is awarded 1 point 3110. This point is awarded for correctly predicting the score for one team, but not predicting the result.
JO The scores awarded to each player are stored in the database 206 of the host computer 101.
Example of a match block Referring to Figure 32 herein, there is illustrated schematically the information disclosed to a user during regarding a match block. When a player accesses the host computer 101 by the public communications network 102, and accesses the information relating to a match block in which the player is taking part, the following information is displayed on the display 210 of the player So terminal 103. Information identifying the match block is displayed. This includes the country of the competition 3201, the competition itself 3202, the team of the match block 3203, and the identifying number of the match block 3204. In this instance, the identifying number of the match block is 20.
z In this example, match block 20 comprises eight events numbered from match 20 to match 28 3205 to 3212. The first match block 3205 is match 20, which corresponds to the number of the match block 3204. For each event 3205 to 3212, the player predictions that are stored on the match block statistics database 304 of the host computer 101 are displayed 3213 to 3220.
Where the result of the event is known, the result is displayed 3221, and the points awarded to the player on the basis of their predictions compared to the actual result are also shown 3222.
Where the event has not yet taken place, and the result is not known, no points can be awarded and a message to the effect that the results are not yet available is displayed for each event 3223. In this instance, the player is at liberty to alter their predictions 3217 to 3220 before the event takes place. This allows the player to account for variations in the performance of competitors as the JO match block progresses.
There is also displayed a link 3224 to the match block statistics.
Referring to Figure 33 herein, there is illustrated schematically the information displayed to a user during a match block regarding the users overall position. The information displayed includes the country 3301 of the competition, the competition itself 3302, the team for which the user is inquiring 3303 and the match block number 3304.
So The number of results obtained so far for the primary competitor in the match block the players is associated with or has chosen as being of most significance to the inquiry is displayed 3305, in addition to the number of players participating in the match block and all associated match blocks 3306, and the prize money available for the match block 3307 depending on the number of players in that match block and all associated match blocks. A message 3308 is displayed saying that the match block can no longer be joined if the team the inquiry is based on has reached a point at which the relevant match block can no longer be joined.
If the match block has not already started then an alternative message would be displayed allowing the player to go directly to a page which allows the user to join the match block. A league table 3309 is displayed for players in that match block and all associated match blocks. Since primary competitors in associated match blocks may not have completed the same number of events, the table is split into tables based on the number of completed events. Eventually all match blocks will have completed all events and therefore only one table will be required. Each Position table displayed is sorted by position 3310, shows the number of points 3311 obtained and the number of players 3312 who have the same number of given points 3311. A further message 3313 is displayed indicating to a user how many points they have and which position they are in.
o The above description and figures are by way of example only. The method and apparatus can be used for a variety of different games and competitions.
For example, the apparatus and method could be modified to be compatible with team events such as Rugby Union, basketball, baseball, American football wherein each competitor comprises a team. The apparatus and method could be modified to be compatible with individual events such as tennis, where each competitor comprises an individual. Furthermore, whilst the above description has used a league as an example, the apparatus and method can be used for other types of competition. These can include competitions which incorporate league and knockout phases such as the football World Cup or competitions go which are solely knockout competition based such as the Wimbledon tennis tournament.

Claims (31)

  1. Claims: 1. A computer entity configured for comparing predictions of
    events with actual outcomes of said events comprising: a processor; a data input device for inputting actual event outcome information; means for transmitting a form configured for entering prediction information; means for receiving at least one completed form comprising prediction information; an event database comprising information relating to a plurality of predetermined events; means for selecting a set of events from said event database, said set of events comprising a match block; go means to verify that a predetermined competitor competes in at least two events of said set of events; a user database comprising data relating to user information; z a user verification processing module configured to verify user information received from at least one player terminal by comparing user information received from said at least one player terminal with said user information retrieved from said user database; an information integrity-checking module configured to be transmitted to said at least one player terminal via a public communications network; means to store said prediction information received from at least one player terminal via a public communications network, said prediction information relating to a speculation of a predetermined parameter for at least one event of said set of events; means to award a score to a player, said score being based on a comparison between said stored prediction information and an actual result of said predetermined parameter of said event.
    To
  2. 2. A computer entity as claimed in claim 1 further comprising means to determine that said predetermined competitor competes in every event of said set of events.
  3. 3. A computer entity as claimed in claim 1 or claim 2 comprising means to ensure that each event of said set of events is chronologically contiguous.
  4. 4. A computer entity as claimed in any one of claims 1 to 3 wherein said user database comprises information selected from the following: user identity; user password; 2 5 user contact details; user payment details.
  5. 5. A computer entity as claimed in any one of claims 1 to 4 wherein o said received completed form comprises an array of numbers; said computer entity further comprising means to interpret said array of numbers and assign at least one pair of numbers from said array of numbers to an individual event of said set of events.
  6. 6. A computer entity as claimed in any one of claims 1 to 5 further comprising a data display device.
  7. 7. A method for comparing predictions of events with actual outcomes of said events, said method comprising: transmitting a data entry form configured for entering prediction information; receiving at least one completed form comprising prediction information; storing event data in an event database, said event data relating to a plurality of predetermined events; selecting a set of events from said event database, said set of events comprising a match block; verifying that a predetermined competitor competes in at least two events of said set of events; storing user information in a user database; verifying user information received from at least one player terminal by comparing said user information received with said user information retrieved from said user database; transmitting an information integrity-checking module configured to at least one player terminal via a communications network; storing speculative information received from at least one player terminal via a communications network, said speculative information relating to a speculation of a predetermined parameter for at least one event of said set of events; and awarding a score to a player, said score being based on a comparison between said stored speculation information and an actual result of said predetermined parameter of said event.
  8. 8. A method as claimed in claim 7 further comprising: determining that said predetermined competitor competes in every event of said set of events.
  9. 9. A method as claimed in claim 7 or claim 8 further comprising: ensuring that each event of said set of events is chronologically contiguous.
  10. 10. A method as claimed in any one of claims 7 to 9 wherein said user information comprises information selected from the following: user identity; user password; user contact details; user payment details.
  11. 11. A method as claimed in any one of claims 7 to 10 wherein 3 0 information received from said at least one player terminal comprises an array of numbers; and interpreting said array of numbers and assigning pairs of numbers from said array of numbers to an individual event of said set of events.
  12. 12. A prayer terminal comprising: means to receive a form for entering a form configured for entering prediction data.
    means to operate an integrity checking module received by said player To terminal, said integrity checking module configured to verify said information input into said form by a user; means to transmit said verified information.
  13. 13. A player terminal as claimed in claim 12 further comprising: means to delete said integrity checking module from a memory of said player terminal after use.
    To
  14. 14. A player terminal as claimed in claim 12 or 13 comprising any one of: personal computer telephone mobile telephone digital television equipment
  15. 15. A player terminal as claimed in any one of claims 12 to 14 configured to transmit said verified information in the form of an array of numbers.
  16. 16. Apparatus for comparing predictions of events with actual outcomes of said events comprising: a computer entity; a communications network; at least one player terminal, configured to send information to and receive To information from said computer entity via said communications network; wherein said computer entity comprises a database, said database containing information relating to a plurality of predefined events; said player terminal is configured to receive speculation data input by a user, said speculation data relating to a speculation of a predetermined parameter for at least two events; processing means to ensure that a predetermined competitor competes in 2 o at least two events of said plurality of events; processing means to award a score to said user, said score being based on a comparison between said speculation data and an actual result of said predetermined parameter for said at least two events.
  17. 17. Apparatus for comparing predictions of events with actual outcomes of said events as claimed in claim 17 wherein said at least one player terminal comprises any one of the following: personal computer telephone mobile telephone digital television equipment.
  18. 18. Apparatus for comparing predictions of events with actual outcomes of said events as claimed in claim 16 or claim 17 wherein said computer entity is configured to transmit at least one processing module via said public communications network to said at least one player terminal, said o processing module being configured to check integrity of said speculation data.
  19. 19. Apparatus as claimed in claim 18 wherein said processing module is not retained by said at least one player terminal when said at least one player terminal has terminated a communication with said central gaming computer entity.
  20. 20. Apparatus as claimed in any one of claims 16 to 18 further comprising: 2 o processing means to determine that said predetermined competitor competes in every event of said plurality of events.
  21. 21. Apparatus as claimed in any on of claims 16 to 20 further comprising: means to ensure that the events of said plurality of events occur in a chronologically contiguous manner.
  22. 22. Apparatus as claimed in any one of claims 16 to 21 further o comprising: a user information database, said user information database comprising information selected from the following: user identity; user password; user contact details; o. user payment details.
  23. 23. Apparatus as claimed in claim 22 comprising a user processing module, said user processing module being configured to verify user identity information input by said user at said at least one player terminal by comparing said user identity information with said user information database.
  24. 24. Apparatus as claimed in claim 22 or claim 23 wherein said user information database is located at said computer entity.
    2 0
  25. 25. Apparatus as claimed in any one of claims 16 to 24 further comprising: a user integrity checking module, said user integrity checking module being configured to be sent from said computer entity to said at least one player terminal via said communications network; said user integrity checking module configured to check integrity of information input by said user prior to transmitting said information input by said user from said at least one player terminal to said computer entity, thereby 3 o minimizing a transmission of incorrect, incomplete or redundant information.
  26. 26. Apparatus as claimed in any one of claims 16 to 25 further comprising a user score database, said user score database comprising data relating to a score for said user.
  27. 27. Apparatus as claimed in claim 26 further wherein said user score database is located at said central gaming computer entity.
  28. 28. Apparatus as claimed in any one of claims 16 to 27 wherein information transmitted to said computer entity from said at least one player To terminal comprises an array of numbers.
  29. 29. Apparatus as claimed in claim 28 further comprising: means to interpret said array of numbers and assign at least one pair of numbers from said array of numbers to an individual event of said at least two events.
  30. 30. A computer entity comprising: a processor; a data input device; a data display device; means to transmit and receive data via a public communications network with at least one player terminal; an event database comprising data relating to a plurality of predetermined sporting events; means for selecting a set of events from said event database, said selected set of events comprising at least two events; means for verifying that a predetermined competitor competes in at least two events of said set of events; a user database comprising data relating to user information; a user score database comprising data relating to a score of at least one 0 user; a user verification processing module configured to verify user information received from said at least one player terminal by comparing said user information received from said at least one player terminal with said information retrieved from said user database; an information integrity choking module configured to be transmittedvia a public communications network; 2 o means to store speculative information received, said speculative information relating to a speculation of a predetermined parameter for at least one event of said set of events.
  31. 31. A player terminal comprising means to transmit and receive data via a public communications network; means to receive information input by a user, said information relating to a speculation regarding at least one predetermined parameter for at least two 3 o events; processing means to operate an integrity checking module configured to be received by said player terminal, said events verification module configured to verify said information input by said user; means to transmit said verified data.
GB0408462A 2004-04-02 2004-04-02 Score based prediction system for betting on sporting events Pending GB2412763A (en)

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Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2013132293A1 (en) * 2012-03-09 2013-09-12 Oy Ippla Ab. A system and software product for real-time betting and sub-event guessing
DE102016205289A1 (en) * 2016-03-31 2017-10-05 Siemens Aktiengesellschaft Method, processor and device for checking the integrity of user data

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2013132293A1 (en) * 2012-03-09 2013-09-12 Oy Ippla Ab. A system and software product for real-time betting and sub-event guessing
DE102016205289A1 (en) * 2016-03-31 2017-10-05 Siemens Aktiengesellschaft Method, processor and device for checking the integrity of user data
US11568088B2 (en) 2016-03-31 2023-01-31 Siemens Aktiengesellschaft Method, processor and device for checking the integrity of user data

Also Published As

Publication number Publication date
GB0408462D0 (en) 2004-05-19

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