AU2009220019A1 - A wagering system - Google Patents

A wagering system Download PDF

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AU2009220019A1
AU2009220019A1 AU2009220019A AU2009220019A AU2009220019A1 AU 2009220019 A1 AU2009220019 A1 AU 2009220019A1 AU 2009220019 A AU2009220019 A AU 2009220019A AU 2009220019 A AU2009220019 A AU 2009220019A AU 2009220019 A1 AU2009220019 A1 AU 2009220019A1
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events
players
gaming
event
amount
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AU2009220019A
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AU2009220019B9 (en
AU2009220019B2 (en
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Brett Boyd
Ian Mackay
Trevor Parkes
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Tabcorp International Pty Ltd
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Tabcorp International Pty Ltd
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Priority claimed from AU2008905002A external-priority patent/AU2008905002A0/en
Application filed by Tabcorp International Pty Ltd filed Critical Tabcorp International Pty Ltd
Priority to AU2009220019A priority Critical patent/AU2009220019B9/en
Publication of AU2009220019A1 publication Critical patent/AU2009220019A1/en
Priority to AU2012216427A priority patent/AU2012216427A1/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
    • G07F17/3286Type of games
    • G07F17/3288Betting, e.g. on live events, bookmaking
    • 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

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  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Description

P/00/011 Regulation 3.2 AUSTRALIA Patents Act 1990 ORIGINAL COMPLETE SPECIFICATION STANDARD PATENT Invention title: A wagering system The invention is described in the following statement: 1 A WAGERING SYSTEM FIELD The present invention relates to a wagering system, and in particular, but not being limited to, a pari-mutuel wagering system. BACKGROUND 5 A wagering system allows players to participate in betting on a final outcome of a gaming event (e.g. a competition with several possible outcomes, such as a horse race). If a player selects an outcome that corresponds to an actual outcome of the event (e.g. by selecting a race winner), the wagering system provides that player with a reward. The reward may be may be determined based on a predetermined method. For example, in 10 pari-mutuel wagering, a total of the wager amounts received from each player betting on an event (less any fees, taxes and expenses) is divided among each of the winning players. There is usually no reward for the other players, who may feel disappointed (e.g. if they continually fail to pick a winning outcome) and therefore become reluctant to place further bets. Accordingly, there is a need to provide players with new forms of 15 incentives to maintain their interest in wagering. Further, some wagering systems allow players to bet on a combination of final outcomes for several gaming events held at the same venue within a particular time frame (i.e. at a single meeting). Placing bets on the winning outcomes of multiple events presents a greater level of challenge to players, and a winning player is therefore likely to receive a 20 greater reward. However, this arrangement provides little variation in the type of events that players can bet on. For example, each venue may only be suitable for hosting one type of event (e.g. horse racing), and such a venue may not be suitable for hosting other types of events for wagering (e.g. greyhound or motor racing events). Accordingly, there is also a need to provide players with the ability to wager on a greater variety of events 25 (and event types) to maintain their interest in wagering. It is therefore desired to address one or more of the above issues of existing wagering systems, or to at least provide a useful alternative to existing wagering systems.
2 SUMMARY The specification describes a wagering system that provides a primary reward to winning players, and a secondary (or supplementary) reward to players who do not qualify for a primary reward. For example, a secondary reward may be provided to those players who 5 have wagered on a result that is close to (but not exactly matching) the winning result required to qualify for a primary reward. The specification also describes a wagering system that enables players to wager on the outcome of multiple gaming events held at one or more different locations within a predetermined time frame. For example, the wagering system allows wagers to be made 10 in respect of a plurality of different gaming events (which may be of different type - e.g. a horse racing event, grey hound racing event, and a motor racing event) held at different locations (e.g. in different countries) within a predetermined time frame. According to the present invention, there is provided a gaming system, including at least one processor of a computing device configured for: 15 selecting a plurality of gaming events, said events being respectively held at one or more different locations within a predetermined timeframe; receiving for each player: (i) a wager amount, and (ii) a betting selection representing only a selected one of the possible final outcomes for each respective one of said gaming events; 20 receiving results data representing final outcomes of each of said gaming events; selecting, based on a comparison of said results data with the betting selections of said players, a first group of said players having said betting selections including final outcomes for each of the gaming events as represented by said results data, and a second group of different said players having said betting selection including final outcomes for 25 only some of the gaming events as represented by the results data; and generating, based on a total of the wager amounts received from said players, a reward amount for each of said selected players. The present invention also provides a gaming system, including at least one processor of a computing device configured for: 3 selecting a plurality of gaming events, said events being held at one or more different locations within a predetermined timeframe; receiving for each player: (i) a wager amount, and (ii) a betting selection representing only a selected one of the possible final outcomes for each respective one of 5 said gaming events; receiving results data representing final outcomes of some of said gaming events; selecting, based on a comparison of said results data with the betting selections of said players, one or more of said players having said betting selections including final outcomes for each of the gaming events as represented by said results data; and 10 generating, respectively for one or more possible final outcomes of a subsequent said event, a value representing a likelihood of each possible final outcome being a final outcome of the subsequent said event. BRIEF DESCRIPTION OF THE DRAWINGS Preferred embodiments of the present invention are herein described, by way of 15 example only, with reference to the accompanying drawings, wherein: Figure 1 is a block diagram of the components of the wagering system; Figure 2 is a flow diagram of a wagering process performed by the system; Figure 3 is a flow diagram of a results analysis process performed by the system; Figure 4 is a flow diagram of a reward determination process performed by the 20 system; and Figures 5 to 24 are examples of various user interface displays generated under the control of the system. DETAILED DESCRIPTION OF THE REPRESENTATIVE EMBODIMENTS A wagering system 100, as shown in Figure 1, enables one or more players to wager on 25 the possible final outcomes of gaming events that are held (or take place) at one or more different gaming locations 120a, 120b and 120c. A gaming location 120a, 120b and 120c refers to the place or venue at which a gaming event is held (or takes place) at a 4 particular time (e.g. a race meeting). For example, each gaming location 120a, 120b and 120c may respectively correspond to a different racing venue that hosts a different type of gaming (e.g. horse racing, greyhound racing and motor racing). Each gaming location 120a, 120b and 120c may each be located at a different geographic location (e.g. in a 5 different city or country). A gaming event can have several possible final outcomes. A final outcome of a gaming event refers to a final result of a game that can be achieved by any of the participants of a particular gaming event. The final result may be determined at the conclusion of the gaming event based on any measurable or observable attribute of the gaming event, such 10 as but not being limited to, a score (e.g. number of goals), count (e.g. number of repetitions), time (e.g. finish time or lap time), margin (e.g. a difference in score, count or timing) or finishing positions of one or more participants (e.g. individually or a team) for the gaming event. For example, one final outcome of a gaming event could be a specific participant of the event finishing in first place (i.e. the winner), and another final 15 outcome could be three specific participants of the event respectively finishing in first, second and third place (e.g. a trifecta). The wagering system 100 includes a wagering server 102 that communicates with a database 104. The database 104 includes any means for storing and accessing data, such as a file server or relational database (such as that provided by Oracle 20 <http://www.oracle. com>). The wagering server 102 may be a standard computer (such as that provided by IBM Corporation <http://www.ibm.com>) running a standard operating system (such as Windows or Unix). The wagering server 102 includes at least one processor that performs various act in processes under the control of one or more control modules in the 25 wagering server 102 (not shown in Figure 1). The control modules of the wagering server 102 may be provided by way of computer program code in languages such as C and C++. The terms processor is used in this specification to refer to either a collection of one or more microprocessors, one or more data processing hardware components of a device, or an entire device that is configured for performing the acts in the processes shown in Figure 30 2 to 4. Those skilled in the art will also appreciate that the processes performed by the control modules of the wagering server 102 can also be executed at least in part by 5 dedicated hardware circuits, e.g. Application Specific Integrated Circuits (ASICs) or Field-Programmable Gate Arrays (FPGAs). The wagering server 102 communicates with one or more race control systems 118a, 1 18b and 1 18c via a communications network 106 (e.g. the Internet, Wide Area Network 5 (WAN), Virtual Private Network (VPN), wireless network or a mobile or standard telecommunications network). In a representative embodiment (as shown in Figure 1), each race control system 118a, 118b and 118c is located at a different gaming location 120a, 120b and 120c. However, it will be appreciated that each race control system 116a, 116b and 116c (each of which may communicate with a different respective event 10 information display system 118a, 118b and 118c) may be integrated into the wagering server 102 and may not be located at different locations. Each race control system 116a, 11 6b and 116c generates events data for each gaming event scheduled to take place at the relevant gaming location 120a, 120b and 120c. The events data may include one or more of the following types of data: 15 i) event identification data representing a unique identifier for each gaming event; ii) event location data representing a unique identifier for the gaming location 120a, 120b and 120c hosting the event; iii) event scheduling data representing the date and/or time at which each gaming event is scheduled to take place; and 20 iv) participant data representing the identity of the participants (e.g. the names or unique identifiers of the participants) participating in each gaming event. In another representative embodiment, the participant data may be generated by a separate system (not shown in the Figures). The race control systems 116a, 116b and 116c send or transmit the events data to the 25 wagering server 102 for processing and storage in the database 104. The wagering server 102 also communicates with a configuration terminal 108 via the communications network 106. The configuration terminal 108 generates configuration data representing parameters for controlling the operation of the wagering server 102. In a representative embodiment, the configuration terminal 108 queries the wagering server 30 102 to provide the events data (retrieved from the database 104) for one or more gaming events. The configuration terminal 108 generates, based on the events data, 6 configuration data including game definition data representing one or more predefined games that players can wager on using the wagering system 100. Each game includes a selection of one or more gaming events (e.g. as defined by the events data) that are scheduled to take place at any of the gaming locations 120a, 120b and 120c within a 5 predetermined time frame (e.g. a period of 24 hours). The game definition data may include rules data (for each of game represented by the game definition data) that represents the type of player input required for placing a wager on a particular game. For example, the rules data may define a number of final outcomes and the type of final outcomes available for selection by a player for placing a wager. The configuration 10 terminal 114 sends the game definition data to the wagering server 102 for storage in the database 104. The wagering server 102 communicates with (and sends the game definition data and events data to) one or more transaction servers 112 via the communications network 106. As shown in Figure 1, the transaction server 112 may be located on a site or facility that 15 is external to a gaming location 120a, 120b and 120c. In a representative embodiment, a different transaction server 112 is located at different gaming locations 120a, 120b and 120c (shown as components 1 18a, 1 18b and 1 18c in Figure 1). Each transaction server 112 communicates with one or more betting terminals 114. A betting terminal 114 may be a remote personal computer (PC), an electronic betting 20 terminal (e.g. a betting kiosk), or a telecommunications device (e.g. a standard telephone or mobile phone) that communicates with the transaction server 112 via an appropriate communications channel (e.g. the Internet, WAN, VPN, wireless network or a mobile or standard telecommunications network). The transaction server 112 generates, based on the game definition data and events data, 25 a user interface for a player (or agent for the player) to provide input in the form of betting data to the transaction server 112. For example, the user interface may be a graphical display interface or an interactive voice response (IVR) interface prompt. The betting data provided by the user includes data representing a wager amount and a betting selection in respect of a specific game. Alternatively, the betting data may represent a 30 player's instructions for the transaction server 112 to cancel an existing wager on a game (e.g. provided that the first gaming event of the game has not yet started).
7 The betting selection includes at least one final outcome selected by the player (e.g. by selecting options via the user interface generated by the transaction server 112) for each gaming event in a game (as defined by the game definition data). In a representative embodiment, the game definition data defines a game with mutltiple different gaming 5 events (e.g. six different gaming events), where a player is required to provide a betting selection representing a selected one or more participants (for each gaming event) who the player considers to be the likely winner (i.e. finish in first place) for each respective gaming event. In another representative embodiment, a player can instruct the transaction server 112 (via a betting terminal 114) to automatically generate a betting 10 selection on behalf of the player. For example, the betting selection may represent one or more participants for each respective gaming event selected on a random basis (e.g. based on one or more random numbers). Alternatively, the betting selection may represent one or more participants for each respective gaming event selected from a subgroup of one or more participants who are more likely to win the event (i.e. the 15 selection is biased towards the "favourites"). The group of "favourites" participants for a gaming event may be determined based on factors including a total number of wagers (or wager amounts) placed on each of the participants of the event (e.g. where a participant having a greater number of wagers (or wager amount) may be considered more likely to win the event), and/or performance statistics of each participant in previous events. 20 The wager amount represents an amount of money invested by the player on the player's betting selection for a specific game. The transaction server 112 may have access to a player's account containing an amount of credit that can be used (by the player) towards a wager amount. For example, a player can prepay a certain monetary amount to accumulate an equivalent amount of credits in the player's account in the wagering 25 system 100. A unit of credit in the player's account may represent a credit point of arbitrary monetary value, or alternatively, each unit of credit may represent a value equivalent to $1 of a predetermined currency (e.g. Australian dollars). The wagering system 100 determines a suitable exchange rate for converting a monetary amount received from a player into an equivalent number of credits in the player's account. The 30 player (e.g. by interacting with a user interface generated by the transaction server 112) can nominate any portion of the credits available to the player towards any part of a wager amount made by the player.
8 The transaction server 112 may require (e.g. depending on the game definition data) the wager amount for a game to be no less than a minimum investment amount. In a representative embodiment, the wager amount can be determined using a flexible unitary betting system (e.g. a system of the type described in Australian patent no. 778211, the 5 contents of which are hereby incorporated into this specification), wherein a player's wager amount for a game is determined as a fraction of a minimum investment amount, and the player's dividend from that investment is determined as that same fraction of any dividend received on a wager of the player's betting selection in the game (based on an investment equal to the minimum investment amount). 10 Each transaction server 112 receives (from one or more betting terminals 114) betting data for one or more different games. Each transaction server 112 generates (e.g. either in real time or on a periodic basis) transactions data for each game represented by the betting data received by the transaction server 112. The transaction data for a particular game includes data representing a total wager amount (e.g. the investment pool) for that 15 game, and the betting selections of one or more different players who have wagered on that game. The wagering server 102 receives transaction data from one or more transaction server 112, and generates (for each particular game represented in the transaction data received) a total wager amount received from each of the players wagering in the game and their corresponding betting selections. This information is 20 stored in the database 104. In a representative embodiment, the wagering server 102 generates (based on the total wager amount received from the all players wagering in the game) a first total wager amount and a (separate) second total wager amount for rewarding some of the players participating in a particular game. For example, the wagering server 102 first generates a 25 balance amount by deducting any expenses (e.g. any management expenses, fees and taxes) from the total wager amount received from all players in the particular game. The balance amount is then divided into a first total amount (representing a larger portion of the balance amount) and a separate second total amount (representing a smaller portion of the balance amount). For example, the first total amount may comprise of 90% of the 30 balance amount, and the second total amount may comprise of 10% of the balance amount. The first and second total amounts are used to reward players based on a number of winning selections (e.g. either full set or partial set).
9 Each race control system 116a, 116b and 116c generates status data representing the status of a gaming event defined by the events data. For example, the status data for a gaming event may represent that the event has either finished, not yet taken place, has been delayed, or has been cancelled. The race control system 1 16a, 1 16b and 1 16c sends 5 the status data for each gaming event to the wagering server 102 (e.g. in real time or at periodic intervals) for storage in the database 104. However, it will be appreciated that each race control system 1 16a, 1 16b and 1 16c may be integrated into the wagering server 102 rather than them being separate to provide the server 102 with that data/functionality. At the conclusion of a gaming event (e.g. when all participants of the event have 10 completed all requirements of the event, excluding those participants who have been withdrawn or disqualified from the event), the each race control system 1 16a, 1 16b and 116c generates event results data representing final outcomes of the gaming event. For example, the event results data for a gaming event may include data representing the finishing order of each of the participants in that gaming event. The event results data 15 may include data representing one or more different measurable or observable attributes of the gaming event (e.g. a finish time, score, etc.). The race control system 116a, 116b and 116c sends the event results data for each gaming event to the wagering server 102 for storage in the database 104. The wagering server 102 analyses the event results data, and determines (based on the event results data) various final outcomes of the gaming 20 event. For example, in a representative embodiment, the wagering server 102 determines the winner of a gaming event to be the participant finishing in first place in the finishing order represented by the event results data. As another example, the wagering server 102 may determine the participants in a trifecta as the participants respectively finishing in first, second and third places in the finishing order represented by the event results data. 25 The wagering server 102 receives the event results data in respect of each gaming event included in a game (as defined by the game definition data), and compares the betting selections made by each player of the game with the event results data received. Based on this comparison, the wagering server 102 selects a first group of players having betting selections including all of the final outcomes represented by the event results data 30 (e.g. including final outcomes for each of the gaming events as represented by the event results data). Also based on this comparison, the wagering server 102 selects a second group of different players having betting selections including a predetermined number of 10 the final outcomes represented by the event result data (e.g. including final outcomes for only some but not all of the gaming events as represented by the event results data). The predetermined number is defined in the game definition data, and for example, may be a number one less than the total number of gaming events included in the game. 5 In a representative embodiment, the wagering server 102 generates a first reward amount for each player in the first group, where the first reward amount is determined by dividing the first total amount by the total number of players in the first group. The wagering server 102 may also generate a second reward amount for each player in the second group, where the second reward amount is determined by dividing the second 10 total amount by the total number of players in the second group. This feature is particularly advantageous as it has the effect of providing a supplementary reward (i.e. a second reward amount) to those players who have made betting selections that almost qualifies them for a primary reward (i.e. a more substantial first reward amount). This helps reduce the potential disappointment those players who would otherwise not qualify 15 for a primary reward. Providing a supplementary reward also helps encourage at least some of the players to continue wagering on another game. For each game that has concluded, the wagering server 102 generates game results data for the particular game including the event results data (for each gaming event included in the game) and also payout data. The payout data includes data representing the value 20 of the first reward amount, the value of the second reward amount, and the identities of the players (e.g. one or more unique identifiers for each player, such as a unique betting ticket number issued to a player) who qualifies for the first reward amount or the second reward amount. The wagering server 102 transmits the game results data to each transaction server 112, which enables the transaction server 112 to provide or issue an 25 appropriate reward to the appropriate (identified) players. The wagering server 102 communicates with one or more presentation systems 110 via the communications network 106. For example, the wagering server 102 may provide each presentation system 110 with data including the status data and/or the event results data received from the race control systems 116a, 116b and 116c. Alternatively, the 30 presentation systems 110 may receive such data directly from the wagering server 102 (e.g. as a direct data feed in the form of an XML message). A presentation system 110 includes any means for generating presentation data for presenting (e.g. in the form of 11 audio, text and/or graphics) the status and/or results of one or more games that are handled by the wagering system 100. For example, a presentation system 110 may generate data representing a television broadcast (e.g. including a text feed for incorporation into a television broadcast), a webpage (e.g. for display on a computer or 5 mobile device), a display interface for a graphical user display device, a data message (e.g. an XML data message such as an RSS data feed), an audio message for listening on a telecommunications device (e.g. a mobile phone). Figure 2 is a flow diagram of a wagering process 200 performed by a processor of the wagering server 102 under the control of a control module of the wagering server 102. 10 The wagering process 200 begins at step 202 with the wagering server 102 accessing game definition data (from the database 104) for a game selected by a player. The game selected by the player is defined in the transaction data received by the wagering server 102 from the transaction server 112. At step 204, the wagering server 102 accesses (from the transaction data received) the player's betting selection of the gaming events of 15 the selected game. At step 206, the wagering server 102 accesses (from the transaction data received) the player's wager amount for the selected game. The wagering server 102 receives transaction data from one or more transaction servers 112 that contains data relating to the selected game. At a predefined point in time, the wagering system 100 stops accepting new wagers for the selected game and generates a 20 balance amount (as defined above). At step 212, the wagering server 102 determines (based on the status data received from the race control systems 116a, 116b and 116c) whether any of the gaming events scheduled for the selected game has been cancelled (or withdrawn) prior to the first gaming event starting. If no gaming events have been cancelled (or withdrawn) at step 25 212, then step 212 proceeds to step 216. Otherwise, at step 214, the selected game is cancelled and the wagering server 102 generates game results data including payout data to refund the wager amount to each player of the selected game. Process 200 ends after step 214. Otherwise, step 212 proceeds to step 216. At step 216, the wagering server 102 receives status data and any event results data (from 30 one or more race control systems 116a, 116b and 116c) for each gaming event included in the selected game. The race control system 116a, 116b and 116c may send status data 12 for all gaming events included in the selected game, and may only send event results data for those gaming events that have finished (i.e. where a final outcome of the gaming event has been determined). For example, the results data represents at least those final outcomes that are defined in the rules data (which is part of the configuration data stored 5 in the database 104 for the selected game). At step 218, the results data are processed using the results analysis process 300 shown in Figure 3. At step 220, the wagering server 102 determines whether all of the gaming events included in the selected game have finished. If so, step 220 proceeds to step 224. Otherwise, step 220 proceeds to step 222 where the wagering server 102 provides the presentation system 110 with updated 10 status data for each of the gaming events included in the selected game. The presentation system 110 generates presentation data based on the updated status data, and distributes the presentation data accordingly. Step 222 proceeds to step 216 to receive results data for another gaming event included in the selected game. At step 224, the wagering server 102 has received the results data for all gaming events 15 included in the selected game. The wagering server 102 generates game results data for the selected game using the reward determination process 400 shown in Figure 4. At step 226, the wagering server 102 sends the game results data (including payout data) to the presentation systems 110 for presenting the final results to the players, and to the transaction servers 112 to enable certain players to receive a reward amount determined 20 in the payout data. Figure 3 is a flow chart of a results analysis process 300 performed by a processor of the wagering server 102 under the control of a control module of the wagering server 102. The results analysis process 300 begins at step 302 with the wagering server 102 analysing the status data for each of the gaming events included in the selected game to 25 determine whether any of the gaming events have been cancelled or abandoned. If none of the gaming events have been cancelled or abandoned, step 302 proceeds to step 322. Otherwise, step 302 proceeds to step 304 to determine the number of gaming events that have been cancelled or abandoned (i.e. have been affected). At step 306, the wagering server 102 determines whether the number of gaming events 30 (determined at step 304) is within a first threshold range. For example, there may be a total of six gaming events included in the selected game, and the first threshold range represents an integer value between 0 and 1. In the example, step 306 detects the 13 scenario where a total of only 1 gaming event is affected. If the criterion at step 306 is not met, step 306 proceeds to step 310. Otherwise, step 306 proceeds to step 308 where the wagering server 102 determines that the betting selections of the players for the affect gaming event(s) represent a final outcome of the gaming event (regardless of what final 5 outcome the betting selections of those players represent). Step 308 then proceeds to step 322. At step 310, the wagering server 102 determines whether the number of gaming events (determined at step 304) is within a second threshold range. Continuing with the above example where the selected game has six gaming events in total, the second threshold 10 range represents an integer value between 2 and 3 (inclusive). In the example, step 310 detects the scenario where a total of 2 to 3 gaming events are affected. If the criterion at step 310 is not met, step 310 proceeds to step 318. Otherwise, step 318 proceeds to step 312 where the wagering server 102 determines that the betting selections of the players for the affect gaming event(s) represent a final outcome of the gaming event (regardless 15 of what final outcome the betting selections of those players represent). At step 314 and 316, the entire second total amount is added to the first total amount. Step 316 then proceeds to step 322. At step 318, the wagering server 102 determines whether the number of gaming events (determined at step 304) is within a third threshold range. Continuing with the above 20 example where the selected game has six gaming events in total, the third threshold range represents an integer value between 4 and 6 (inclusive). In the example, step 318 detects the scenario where a total of 4 or more gaming events are affected. If the criterion at step 318 is not met, step 318 proceeds to step 322. Otherwise, step 318 proceeds to step 320 to return control to step 214 of the wagering process 200. 25 At step 322, the wagering server 102 determines whether the event results data received indicates that a certain number of gaming event for the selected game (up to and including the gaming event before the last gaming event) has finished. If not, step 322 proceeds to step 326. Otherwise, step 322 proceeds to step 324 to generate approximates data representing estimated reward amounts for one or more of (or each of) the final 30 outcomes in the final gaming event for the selected game, and then control of the process proceeds to step 326.
14 The following is an example describes how approximates data is generated for a selected game having a total of 6 gaming events. At step 324, the wagering server 102 identifies a group of players of the game having betting selections including the final results of each of the preceding (e.g. 5) events. The final gaming event has several possible final 5 outcomes, and the betting selections of the group of players include one or more of these outcomes. The wagering server 102 generates (based on the betting selections for the group of players) approximates data representing a different reward amount for one or more of (or each of) the possible final outcome of the final gaming event. Each reward amount represents the likely reward for the players who having betting selections 10 including the corresponding final outcome (on the basis that the selected outcome becomes the final outcome of the event). For example, if the final gaming event is a horse race where the player's betting selections include horse numbers 1, 3 and 8 (out of 8 horses participating in the final event), the approximates data represents a reward amount for at least horses 1, 3 and 8 (or alternatively for each of the horses participating 15 in the final event). The reward amount for horse number 1 is determined by dividing the first total amount by the total number of players having betting selections including horse number 1 in the final gaming event. Reward amounts for the other horses are determined on the same basis. The wagering server 102 then sends the approximates data to the presentation system 110 20 for presentation or display to the users. The advantage of generating approximates data is that it helps build excitement towards the end of the game by showing a different (and usually significant) reward amount for different final outcomes of the final gaming event. At step 326, the wagering server 102 determines whether there is a remaining balance of the first total amount and the second total amount that has not been awarded to a player 25 of the game. If so, the remaining balance is treated as a jackpot amount that is added (in total) to the first total amount to increase the potential reward amount (e.g. provide a jackpot) for winning players (e.g. players having betting selections including all final outcomes of gaming events in the game) in subsequent games of the same type. Figure 4 is a flow chart of a reward determination process 400 performed by a processor 30 of the wagering server 102 under the control of a control module of the wagering server 102. The reward determination process 400 begins at step 402 with the wagering server 102 accessing configuration for the selected game.
15 At step 404, the wagering server 102 generates a first total number of players having betting selections including all of the final outcomes represented by the event results data for the selected game. At step 406, the wagering server 102 generates a second total number of players having betting selections including a predefined number of the final 5 outcomes represented by the event results data for the selected game. The configuration data includes data representing the value of the predefined number used in step 406. The predefined number may be a number that is one less than the total number of gaming events included in the selected game. At step 408, the wagering server 102 generates a first reward amount by dividing the first 10 total amount by the first total number of players (generated at step 404). At step 410, the wagering server 102 generates a second reward amount by dividing the second total amount by the second total number of players (generated at step 406). At step 412, the wagering server 102 generates game results data including payout data representing the first reward amount and second reward amount generated at steps 408 15 and 410 respectively. The game results data (including the payout data) is sent to the transaction server 112 for rewarding the players, and is send to the presentation system 110 for publication. Process 400 then ends, and control is returned to process 200. Figures 5 to 24 are examples of various user interface displays generated under the control of the system. 20 Any of the processes or methods described herein can be computer-implemented methods, wherein the described acts are performed by a computer or other computing device. Acts can be performed by execution of computer-executable instructions that cause a computer or other computing device (e.g. the wagering server 102 or the like) to perform the described process or method. Execution can be accomplished by one or 25 more processors of the computer or other computing device. In some cases, multiple computers or computing devices can cooperate to accomplish execution. One or more computer-readable media can have (e.g. tangibly embody or have encoded thereon) computer-executable instructions causing a computer or other computing device to perform the described processes or methods. Computer-readable media can include 30 any computer-readable storage media such as memory, removable storage media, magnetic media, optical media, and the like. The data structures described herein can 16 also be stored (e.g. tangibly embodied on or encoded on) on one or more computer readable media. In this specification where a document, act or item of knowledge is referred to or discussed, this reference or discussion is not an admission that the document, act or item 5 of knowledge or any combination thereof was at the priority date, publicly available, known to the public, part of common general knowledge; or known to be relevant to an attempt to solve any problem with which this specification is concerned. The word 'comprising' and forms of the word 'comprising' as used in this description and in the claims does not limit the invention claimed to exclude any variants or 10 additions. Modifications and improvements to the invention will be readily apparent to those skilled in the art. Such modifications and improvements are intended to be within the scope of this invention.

Claims (15)

1. A gaming system, including at least one processor of a computing device configured for: selecting a plurality of gaming events, said events being respectively held at one or more different locations within a predetermined timeframe; receiving for each player: (i) a wager amount, and (ii) a betting selection representing only a selected one of the possible final outcomes for each respective one of said gaming events; receiving results data representing final outcomes of each of said gaming events; selecting, based on a comparison of said results data with the betting selections of said players, a first group of said players having said betting selections including final outcomes for each of the gaming events as represented by said results data, and a second group of different said players having said betting selection including final outcomes for only some of the gaming events as represented by the results data; and generating, based on a total of the wager amounts received from said players, a reward amount for each of said selected players.
2. A system as claimed in claim 1, wherein: said reward amount for said players in said first group is based on a first portion of said total of the wager amounts received from said players.
3. A system as claimed in claim 1, wherein: said predetermined number is less than the total number of said events; and said reward amount for said players in said second group is based on a second portion of said total of the wager amounts received from said players, wherein said second portion is smaller than said first portion.
4. A system as claimed in claim 1, including: determining that a number of said events have been cancelled or abandoned after the commencement of any of said events, said number being less than or equal to a first threshold value; and 18 determining that the betting selections of said players include final outcomes of each of said cancelled or abandoned events.
5. A system as claimed in claim 1, including: determining that a number of said events have been cancelled or abandoned after the commencement of any of said events, said number falling within a range defined by a lower threshold value and upper threshold value; and performing one or more of the following steps: i) determining that the betting selections of said players include final outcomes of each of said cancelled or abandoned events; and ii) generating said reward only for said first group of players.
6. A system as claimed in claim 1, including: determining that a number of said events have been cancelled or abandoned after the commencement of any of said events, said number being greater than or equal to a second threshold value; and refunding the respective wager amount for each said player.
7. A system as claimed in claims 4, 5 and 6, wherein: said first threshold equals 1; said lower threshold value equals 2; said upper threshold value equals 3; and said second threshold value is equal to 4.
8. A system as claimed in claim 1, wherein said reward amount is generated based on at least one of the following: i) a jackpot amount plus said total of the wager amounts received from said players; and ii) an amount generated according to (i) of this claim, wherein said jackpot amount is determined based on a portion of a total of the wager amounts previously received from players of a previous said plurality of gaming events. 19
9. A system as claimed in claim 1, wherein the betting selection for each said player is generated based on at least one of the following: i) a random selection of a possible final outcome for each of said gaming events; and ii) a random selection generated according to (i) of this claim, wherein for each of said gaming events, said random selection includes those possible final outcomes for said gaming events that have a greater likelihood of being a final outcome of the respective said gaming events.
10. A system as claimed in claim 1, wherein for each said gaming event, said final outcome includes one or more of the following: i) a participant winning said event; ii) a participant finishing in first place in said event; iii) a participant of said event finishing in a predefined finish position; and iv) two or more participants of said event finishing in respectively predefined finish positions.
11. A system as claimed in claim 1, wherein the wager amount for a said player is a fraction of a minimum wager amount, and said reward amount for said player is said fraction multiplied by said fraction.
12. A gaming system, including at least one processor of a computing device configured for: selecting a plurality of gaming events, said events being held at one or more different locations within a predetermined timeframe; receiving for each player: (i) a wager amount, and (ii) a betting selection representing only a selected one of the possible final outcomes for each respective one of said gaming events; receiving results data representing final outcomes of some of said gaming events; 20 selecting, based on a comparison of said results data with the betting selections of said players, one or more of said players having said betting selections including final outcomes for each of the gaming events as represented by said results data; and generating, respectively for one or more possible final outcomes of a subsequent said event, a value representing a likelihood of each possible final outcome being a final outcome of the subsequent said event.
13. A system as claimed in claim 12, wherein said results data represents final outcomes of a number of said events that is one less than the total number of said events.
14. A system as claimed in claim 12, wherein said value includes an estimated reward amount generated based on a number of said players having said betting selections including all of the outcomes represented by said results data.
15. A system as claimed in claim 12, wherein said value includes an estimated reward amount is generated based on a number of said players having said betting selections including each of the possible final outcomes of said subsequent event.
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US7722459B2 (en) * 2004-03-05 2010-05-25 Gamelogic Inc. System and method for performing bet protection
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