CN115280385A - Method, system and computer program for interactive sports game - Google Patents

Method, system and computer program for interactive sports game Download PDF

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Publication number
CN115280385A
CN115280385A CN202080057510.6A CN202080057510A CN115280385A CN 115280385 A CN115280385 A CN 115280385A CN 202080057510 A CN202080057510 A CN 202080057510A CN 115280385 A CN115280385 A CN 115280385A
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information
action
game
server
prediction
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CN202080057510.6A
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CN115280385B (en
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凯西·亚历山大·胡克
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Aton Eileep
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Aton Eileep
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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
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3216Construction aspects of a gaming system, e.g. housing, seats, ergonomic aspects
    • G07F17/3218Construction aspects of a gaming system, e.g. housing, seats, ergonomic aspects wherein at least part of the system is portable
    • 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
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3223Architectural aspects of a gaming system, e.g. internal configuration, master/slave, wireless communication
    • 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
    • G07F17/326Game play aspects of gaming systems
    • 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
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3269Timing aspects of game play, e.g. blocking/halting the operation of a gaming machine
    • 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

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

Abstract

A computer implemented game involving an analysis method and real-time data analysis. The game may allow the player to make predictions as to the type of action that has not occurred, for example in a football match. The game may compare contextual data in the competition with stored data about similar situations in past competitions. The game may then provide a likelihood that a particular type of action is performed, which may be interpreted as a probability of the particular type of action. The user may then use this information to predict and predict the impending action. Depending on the outcome of the action, the user may predict success or failure.

Description

Method, system and computer program for interactive sports game
Priority
The present invention claims priority to U.S. patent application No. 16/441,516, filed 2019, 6, 14, each of which is incorporated by reference in its entirety.
Background
Video games are common on mobile devices such as smart phones. Furthermore, the rise of fantasy sports (fantasy sports) and daily fantasy sports (daily fantasy sports) has led to widespread use of smart phones by people watching live sporting events. The smartphone (or other internet-connected device) may be used to track player and team performance, allowing the user to determine whether they are predicting success or failure of these games.
In addition, people often make predictions about games and other sporting events. However, due to the complexity of predicting outside of fantasy sports, it is often difficult for a user to predict something outside of the outcome or score of a game. And no techniques currently exist that allow a user to predict game events and determine the success or failure of those predictions in real time.
Disclosure of Invention
An interactive game involving an analysis method and a real-time data analysis method, the interactive game being implemented on a computer. The interactive game may enable the player to predict the types of actions that have not occurred, such as the types of actions that have not occurred in a football game. The game may use an algorithm to compare the context data in the game with stored data of similar contexts in past games. The game then provides a likelihood that a particular type of action will occur, which can be interpreted as a probability of that particular type of action. The user may then use this information to predict and predict the impending action. The user may predict success or failure based on the outcome of the game.
Drawings
The advantages of the embodiments of the present invention will be apparent from the detailed description of the embodiments that follows. The following detailed description should be considered in conjunction with the accompanying drawings, in which:
FIG. 1 is an exemplary diagram of a method and system interface for an interactive computer game.
FIG. 2 is an exemplary diagram of interactive computer game display data transmission.
FIG. 3 is an exemplary diagram of an interactive computer game interface and tournament action prior to the start of a game.
FIG. 4 is an exemplary diagram of an interactive computer game interface displaying game scheduling information.
FIG. 5 is an exemplary diagram of an interactive computer game interface and game play based on a live game event.
FIG. 6A is an exemplary diagram of an interactive computer game interface providing further predictive options.
FIG. 6B is an exemplary diagram of an interactive computer game interface providing further predictive options.
FIG. 6C is an exemplary diagram of an interactive computer game interface providing further predictive options.
FIG. 7 is an exemplary diagram of an interactive computer game interface and tournament action providing user predictions and actions.
FIG. 8 is an exemplary diagram of an interactive computer game interface and tournament action showing a reset option.
FIG. 9 is an exemplary diagram of an interactive computer game interface and tournament activity showing alternate game prediction options.
FIG. 10 is an exemplary diagram of an interactive computer game interface and tournament activity showing alternate game prediction options.
FIG. 11 is an exemplary diagram of an interactive computer game interface and a tournament action placeholder screen.
FIG. 12 is an example diagram of an interactive computer game interface and a chart screen for a tournament action.
FIG. 13 is an exemplary diagram of an interactive computer game interface and tournament action result screen displaying predicted results.
FIG. 14 is an exemplary diagram of an interactive computer game interface and tournament activity showing an error window.
FIG. 15 is a flow chart showing an example of an algorithm used in an interactive game.
DETAILED DESCRIPTION OF EMBODIMENT (S) OF INVENTION
Aspects of the invention are disclosed in the following description and related drawings directed to specific embodiments of the invention. Those skilled in the art will recognize that alternative embodiments may be devised without departing from the spirit or scope of the claims. In other instances, well-known elements of the embodiments of the invention will not be described in detail or will be omitted so as not to obscure the relevant details of the invention.
As used herein, the word "exemplary" means "serving as an example, instance, or illustration. The embodiments described herein are not limiting, but rather are exemplary only. It should be understood that the described embodiments are not necessarily to be construed as preferred or advantageous over other embodiments. Furthermore, the terms "embodiments of the invention," "embodiments," or "invention" do not require that all embodiments of the invention include the discussed feature, advantage, or mode of operation.
Additionally, many of the embodiments described herein are described in terms of sequences of actions to be performed by, for example, elements of a computing device. Those skilled in the art will recognize that the various sequences of actions described herein can be performed by specific circuits (e.g., application Specific Integrated Circuits (ASICs)) and/or by program instructions being executed by at least one processor. Further, the sequence of actions described herein can be implemented within any form of computer readable storage medium such that completion of the sequence of actions enables a processor to perform the functions described. Thus, the various aspects of the invention may be embodied in many different forms and all have been contemplated to be within the scope of the claimed subject matter. Further, for each of the embodiments described herein, the corresponding form of all such embodiments described herein is, for example, "a computer is configured to" perform the recited action.
In an embodiment, a method, system, and computer program are shown and described generally with reference to the figures. In an embodiment, a game is provided that allows a user to predict the types of actions that a sports team may perform using probabilities generated by a computer system, such as in a football game.
Referring now to FIG. 1, an interface 100 is provided for displaying various information and data for a game. The interface 100 includes some areas that provide data or allow user input. For example, context data may be provided in context data area 102. For a football game, the area 102 may include the current attack, the distance required for the first gear attack, the position on the field, the current difference between teams (i.e., the game score), and other relevant information as desired. The account area 104 may provide current forecast information and total account information or total scores from a game, a period of time, previous games, or the like, as desired. Additionally, the account area 104 may be interactive to allow users to change their predictions. The statistics areas 106 and 108 may provide data regarding current event analysis or statistical measures in the game. Area 106 provides all the statistics for all teams in the league in this case. Area 108 may provide statistics for the current ball holding team. It will be appreciated that the analytical data used to provide the regions 106 and 108 may be data from the current season, data from a predetermined number of fields, data from several seasons, or any other desired time period. Also, the data and associated time period information in areas 106 and 108 may be adjusted or switched by the user, for example, to display the time since the team's new lead coach, to display the time after the star player has been injured, to display the time since the league rules have changed, etc.
Still referring to FIG. 1, the tournament timer 114 is a timer that provides a visual indication of the amount of time that a user may need to take an action. Additionally, the tournament timer 114 may be synchronized with the tournament timer in the ongoing game. The game options 112 may be used to receive a user's prediction of future actions. While Running (RUN) and Passing (PASS) are shown in this embodiment, other options (e.g., "abandon kick (PUNT)" or "PENALTY (PENALTY)") are envisioned for use in football. Additionally, or alternatively, options may be customized for other sports. For example, interface 100 may be customized for basketball, displaying "THREE goals" (the THREE goals) "and" TWO goals "(the TWO goals)" as game options 112; the interface 100 may be customized for baseball, displaying "HIT" or "OUT" as game options 112, and so forth. In other embodiments, the game may also be customized based on actions associated with individual players. For example, if the game is used in a basketball game, predictions as to which player in the team shot, or the like, may be allowed.
In embodiments, any number of players may log into the game and view the interface 100. The players of the game can compete with each other to obtain points and can also predict through any type of prediction system. The contextual data may then be interpreted and analyzed by a remote server (not shown) based on the display information in region 102. The server may utilize historical data for any number of teams (e.g., all teams in a league) and/or the particular team that owns the ball. The analysis by the server may then be output in areas 106 (entire league) and 108 (particular team). The historical data may include team game data for the current season, team game data for previous years, such as 5 year calendar historical data, league data for the current season, league data for previous years, and so forth. In addition, the game may weigh more heavily on different historical data, or not consider very limited historical data, as discussed further below.
The user may then select a prediction from the area 104 and select a desired game option 112, such as predicting that the next play action will be a pass or run. When an action occurs in the field, the remote server may determine whether the game action will be a pass or run by utilizing various sensors (as described below), or the data entered by the server indicates that the game action was a pass or run. Then, once the game play begins, the interface 100 is updated to show the occurrence of a pass or run, such as by highlighting or otherwise accentuating the highlighted area 106 or area 108, and the score in the area 104 may be updated to show the user's success or failure in their prediction. The interface 100 may then be updated or reset for the next play.
Referring to fig. 2, another embodiment shows a tool for analyzing situations and scenarios and outputting the game action with the highest probability of success. In this embodiment, the system 200 is similar to the system 100. However, here the system 200 may be integrated with the game played to further use the system 100 in real time in a game, such as a football game. The system may include any number of players 202. Each player 202 may have a tracking device 203, such as an RFID tracker, GPS chip, or other such device embedded in the uniform. In addition, the ball 204 may be embedded in a similar tracking device 205. These devices are used to track the movement of players and balls during the game. Thus, player position, type of game action (e.g. pass or run), their movement and speed of movement, and the progress of the game (e.g. to achieve a certain number of yards or scores) can be tracked in each game. It will be appreciated that the field at which the game is being played may also have embedded sensors for tracking the movement of the player 202 and/or the ball 204. In addition, sensors positioned in other ways near the playing surface, such as remote scanners, satellites, etc., may also be used to track the movement of player 202 and ball 204. In addition, sensors or tracking devices may act as hints or clues for the server 210 to take action, such as transmitting data to an interactive sports game player or to determine a predicted outcome. For example, if one or more sensors in the game stop moving, it may be determined that a game action has ended or that there are some other stops in the action, which may cause server 210 to perform an action.
Still referring to fig. 2, once the action begins, the movement of the player 202 and the ball 204 may be tracked. This information may be uploaded to cloud 206, including historical information stored in a database, and the type of game action, such as a pass or run, may be determined immediately. In this embodiment, cloud 206 is communicatively coupled to server 210 and can analyze the type of game play and the results of the game play in real time based on the movements of player 202 and ball 204 and using information collected from sensors 203 and 205. The server 210 (or cloud 206) may also synchronize to game context data such as game time, score, location on the field, weather conditions, etc., which may affect the game action selections employed. For example, in an embodiment thereof, server 210 may not receive data collected from sensors, but data from an alternative data source such as Sports Radar (Sports Radar). As described in various embodiments herein, the data may be provided substantially immediately upon completion of any play action, and the data of the data source may be compared to various team and league data based on various elements, including attack, ball control, score, time, team, and the like.
As described above, after a game action is completed, the data is sent to the cloud 206 for storage, and the server 210 analyzes the action. In addition, server 210 will transmit the data to computing device 208, such as a smartphone or other computing device capable of displaying interface 100 in FIG. 1, using the action results, contextual data, and other analytics and data described herein. In this embodiment, the movements of the player 202 and the ball 204 may be tracked and updated in real time, such that the information is interpreted by the server 210 after being transmitted to the cloud 206. Server 210 may then calculate any predicted outcomes at device 208 (or devices 208, as needed or in appropriate numbers, if various players are playing on their respective, e.g., smart phones). The account information for the area 204 may then be updated based on the prediction of the previous action and the action of the previous action (e.g., "RUN" or "PASS"). Further, the interface 100 may then be updated on the device 208 to indicate the likelihood that the next action is "run" or "pass" in the areas 106, 108. The user of device 208 then has the action proceed.
It is further understood that any number of options may be presented to the game player in interface 100. For example, there may be options for other actions besides "run" and "pass," such as penalty kick, abandon kick, shoot, etc. Further, as described above, the game may be implemented for different sporting events as desired, and includes providing any options on the interface 100 for game player predictions.
Further, in some embodiments, the beginning and end of an action is automatically signaled or detected by the system 200. For example, if the movement of the ball 204 stops, the server 210 may effectively detect the end of an action. This may serve as a triggering mechanism to reset the race timer 114, allowing time for analysis to determine the likelihood of whether the next action is a pass or run based on historical data in the server 210, and automatically prompting the user of the interface 100 for the next prediction and action selection.
In another embodiment, and referring to FIG. 15, at 1500, the server may receive action result information in real-time, such as the latest tournament action information, scores, time, and other gaming action activities. For example, in a football game, data relating to actions, such as the participating players, the action type, the action results, attack and distance information, etc. In an embodiment, this information may be provided by Sports radio and transmitted to the server.
Next, in 1502, loss information of the action information can be evaluated. In some embodiments, the action result information may be complete, such that all data for the prediction may be provided. In these cases, the game play of the interactive sports game may continue and a prediction 1504 may be made. In other embodiments, incomplete match result data may be provided to the server. Upon providing incomplete action result information 1506, the system may identify the missing data and take appropriate action to refine the data 1508 to ensure continuity of game action. For example, if the game result data lacks score information, the score data may be inserted into the game result data using an alternative data source, artificial Intelligence (AI), or manual input.
In the above embodiment, if there is no missing data, the game and associated predictions may be played 1504. In the event that it is determined that there is missing data, the game may be temporarily postponed and it may be determined which data is missing. After the missing data 1506 is determined, the data may embed 1508 data obtained from another data source, either manually or by using an algorithm to determine what the missing information is or should be for insertion. The game action may then proceed according to the exemplary action process of 1504. Additionally, if missing information cannot be filled in because it is not available, or is known or available only after a predetermined time has expired, or other game actions in the live game are imminent, the software may determine that the game action can only resume at the next action resumption of the live football game 1510.
For example, if a quarter-satellite tee-out shot occurred during a football game, advancing 10 yards, but not providing an attack opportunity, the system may determine that attack information is lost. The system may then take action to address the situation by retrieving the offensive information from another source, and then proceed with the gaming action. Alternatively, attack information may be manually entered and then the game action continued. In other embodiments, if the information cannot be retrieved within a predetermined time, the system may pause the game until all of the information is provided or otherwise available for the next game. The game may then resume as needed.
In another embodiment, the prediction information is provided to the game player at a predetermined time. For example, after game information is provided to the server, the server may compare the game information to historical data. The historical data may be obtained by combining historical team actions based on the provided game action information and historical league actions based on the provided game information. For example, if the game action information indicates that there is now a third attack and 10 yards to complete the first attack, the attacker is 40 yards on his own, the score is a tie, and the server may add this data to historical team and league activity. The server may determine that there is an 85% chance to pass. Probabilities can then be calculated and displayed to the game players and prompted for predictions. It will be appreciated that the probabilities may be weighted according to available team history data. However, without sufficient team history data, the probabilities may be weighted more heavily or based entirely on league history data.
In another embodiment, it can be appreciated that the probabilities are weighted according to feedback of current user data or trends. For example, if a large number of users predict on the same outcome, the probability of supporting the outcome may increase as more users predict on the outcome. The current trend may indicate events that are not considered by the server and may provide more accurate probabilities. For example, when calculating the type or result of the next action, the server may not be able to interpret the data that the user can clearly understand, e.g., the player underperforms due to mood or other extraneous factors. There may be other factors in addition to the historical data that the server cannot interpret, so the data of the user's current predicted trend can be used to provide the server with additional information to generate a more accurate probability. In addition, the probabilities may be weighted accordingly to encourage users to watch a particular team, game or channel, and these may be selected based on the motivational measures of the team, league or channel relaying the game.
In addition, the prediction history of an individual user may provide data for calculating the probability. For example, the server may provide personalized probabilities to account for multiple predictions that the user has previously succeeded or failed. The personalized probabilities create a more balanced and idealized level of play and may re-encourage players who have become less active due to multiple laps. The probabilities may be further weighted according to the predicted preferences of the users, such as their favorite team or sport. For example, if a user wants to predict a team, sport, or player for the first time, the probability may be more favorable to the user. Providing this incentive for users to watch new or other teams, games or sports may increase future harvests by expanding the user's choices, thereby potentially participating in more predictions.
Another embodiment may include biometric data about the player in determining the probability. For example, the server may consider information such as heart rate, height, weight, hand/leg advantage, or speed of offensive and/or defensive players when calculating a chance of a successful action, game, or result. This information may be obtained from one or more displays or sensors worn by the player/players. Further, such information may be weighted or otherwise used to influence or determine probabilities.
Other physical changes in location may also affect the probability. For example, changes in weather or wind speed may affect the probability of a game being played outdoors. Furthermore, weather changes during the race, such as the onset of snow or rain, may be used to further calculate or change the probability, or otherwise be integrated into historical data used to set the probability. A team from a warm climate zone may have a lower probability of going to a cold climate zone. If the game is being played in a dome field, the calculation of weather or wind speed may not be incorporated. Changes in time or time zone may also be taken into account when calculating the probability.
Referring now to FIG. 3, a game interface 300 and related information for an interactive sports game may be displayed. Interface 300 includes points 302 that show the points that the game player can predict, a winning zone 304 that shows historical information regarding past points for the player's interactive sports game play. Area 306 may provide live game information. This information includes both the teams playing the game and the teams involved in the interactive sports game so that the players of the interactive sports game can either live through the television game or watch the game in person. Further, such information in the area 306 may be associated with various databases to determine historical game action information and to determine a predicted probability of the action. The area 308 may provide leader board information that may display the rankings of the interactive sports game players upon selection by the players.
The predictive cues 310 may be provided according to one or more predetermined cues. The predictive cues may be associated with one or more predetermined actions that cause them to occur, such as the beginning of a game, the beginning of a set of attacks, the end of a section, the end of a half-field, or the end of another period, etc. In the example of FIG. 3, prediction hints 310 are provided prior to the start of the game and the player is prompted to predict based on historical information contained in prediction hints 310. As previously described, the historical information may be stored in one or more databases associated with the server or cloud. Based on the interpretation of the historical data, a prediction option 312 may be displayed, a probability 314 may be displayed, and a prediction value 316 provided. Thus, in the FIG. 3 embodiment, if an interactive sports game player reviews the predictive cues 310 and considers that the team will not be running for 38.9% of the time, they may select "No" from the predictive options 312 and then select the predictive value 316. Then, at the end of the race, the server will automatically calculate the percentage of the running action and award the points according to the correct prediction.
Referring now to fig. 4, another embodiment may be provided. Here an introductory screen may be displayed on the game interface 300. Including a show of a game team logo 402 upon which the interactive sports game is based, a show of the type of game 404 (shown as football in this embodiment), and the start time of the game when the interactive sports game is available for play.
In fig. 5, a game play embodiment of an interactive sports game is provided. Here the predictive prompt 310 may provide various information on the interface 300. Such information may include context information 500, which may include section, attack, aggressor, codeline, and score. It is to be appreciated that other alternative contextual information 500 may be provided depending on the game or sport on which the interactive sports game is based. Further, the prediction hints 310 may provide historical data 502 for the attack team according to the context information 500 and historical data 504 for all teams in the league according to the context information 500. The server may then interpret the data to provide predicted probabilities 314. The prediction options 312 may then also be provided based on the analysis of the historical data 502, 504. The interactive sports game player may then make the desired prediction, as described above.
Referring now to FIG. 6A, in the embodiment shown in FIG. 5, further prediction options may be provided after prediction. In this embodiment, the interactive sports game player predicts in advance that the attacking team will pass. Based on this selection, the server may provide further prediction options 600, which may include "not completed" or "completed". Probabilities 314 of completed or incomplete passes may also be provided and determined by the server based on any combination of historical data, contextual data, and, in some embodiments, player data. For example, if the first quarter is injured, the alternate quarter is placed on the ground, and statistically the alternate quarter is not as good as the first quarter, then the probability can be adjusted accordingly. As in the above embodiments, the interactive sports game player may then make the appropriate predictions.
In another embodiment, if the interactive sports game player previously selected "run" as the predictive option, interface 300 in FIG. 6B may be provided. Here the further prediction options may relate to the total number of codes of the running action. As an additional alternative, as shown in FIG. 6C, the prediction may also be placed in contextual conditions, such as whether a team will obtain a first gear attack in a subsequent game. As with other scenarios, the server may provide hints for such predictions based on analysis of the action conditions. Further, as shown in other embodiments, the probabilities may be computed by the server from the combined team and league history data. Also, as shown in other embodiments below, the server may select other less typical actions to predict based on analysis of the game and historical data.
Fig. 7 provides an overview of what interactive sports game players predict 300. Here, the player takes a pass action as the first prediction and then completes the pass as the second prediction, as shown in overview 700. If the player is dissatisfied or wants to change the prediction while reviewing the profile, the player may choose to reset 702. Selecting a reset may provide a pop-up window 800 with the option of confirming the predicted reset, as shown in fig. 8. Selecting the "Reset" option here will clear the prediction and bring the user back to the previous screen as shown in fig. 5. Selecting "Cancel" will return the user to the embodiment shown in FIG. 7.
Further, returning to FIG. 7, profile 700 may provide a predicted total score indication 704 and a possible score indication 740. These numbers are determined by the server and the likely score 310 is automatically calculated by performing a calculation based on the prediction and the prediction probability.
In another embodiment, the server may determine from historical data 500 that unusual or infrequent actions may occur. For example, the server may interpret time, field, number of codes, code line, score, and historical data of attacks to determine that a particular set of actions, or similar actions in other sports, may occur. Accordingly, a predictive option 900 may be presented to the interactive sports game player, as shown in FIG. 9. Other options may be provided after the server makes such a determination, such as "abandon kick", "shoot", and "start". In addition, as shown in FIG. 9, other game play information may also be displayed, such as the predicted field and the predicted correct amount 902. After selecting one of the options, the player may proceed to another screen, as shown in FIG. 5, and for each option, one or more action types and outcomes may be selected for prediction. For example, in FIG. 10, the player has selected "abandon kicks" on the previous screen, now presented with probabilities 314 and prediction options 312, predicting where to abandon kicks or where to control the ball in the catch group. Likewise, the probability 314 is calculated by the server in real time based on the above metrics and displayed on the interface 300.
After the prediction and screen display profiles are selected, placeholder information 1100 may be displayed to provide information to the player before the prediction can be re-predicted, as shown in FIG. 11. Also at any time, the player may select the leaderboard 308 and be provided with leaderboard information 1200 calculated by the server in real time, as shown in FIG. 12. Further, after performing an action in a football game (or other game), as shown in FIG. 13, a winning score 1300 may be displayed to the interactive sports game player. As further understood from fig. 13, the acquisition score is determined by a processor associated with the server. Further, in some examples, the reward may be provided at a predetermined time or based on the occurrence of an event. For example, scores between several players of an interactive sports game are compared by the server. For example, at the end of a game, an interactive game player may receive a prize, which may include points. It is contemplated that the server may make these determinations of awards at various times, including the end of a time period, the end of a section or the end of a game, the end of a predetermined time interval during a live game by the server, the end of a group of races or season, or as a result of a tournament. In another embodiment, the server may group users together, making them predictive of each other. The user may be selected randomly or based on any desired criteria, such as location, prediction score, experience, game time, preferred team or game, etc. For example, the location may be data obtained from a user's smart phone indicating that the user is in close proximity to other users. The experience level of the user and the predicted score for the user may be extracted and/or confirmed from the user's software history. A fairer gaming environment may be created by placing users in groups with similar levels of experience, while randomly grouping users may place beginners in experienced groups of users, who may take advantage of the inexperience of beginners. The user may enter their preferred team or game or the software may extrapolate the data based on the predicted number of times the user is on a certain team or player. Grouping users together according to preferred, desired or favorite teams allows them to have a friendly conversation or play 35857k, which has a positive effect on the user's gaming experience.
Additionally, the user group may be specifically selected to include the user's contacts, relatives, friends, or players with whom the user requests to play. Another embodiment may implement social media connections or associations that allow a user to invite another person or multiple persons connected by the user on social media to join the group. In another embodiment, users may communicate when placed in the same group, in some examples, to enact a game action or prediction according to desired or agreed rules. For example, a group of users playing together may suggest new forecasts, add existing forecasts, or communicate with each other, e.g., jazz 35857. Each user may choose to save another user on a "friends" list for later joining the same group or for future prediction with that user. Users grouped according to certain criteria can communicate and chat with each other, creating a social environment that is similar to a sports bar and has an appeal.
In another embodiment, the user can predict the outcome of the coach questioning the referees' penalties. For example, if the referee decides that the ball is out of bounds during a football game, the coach can challenge this decision. Likewise, other professional and college sports, including but not limited to football, baseball, basketball, hockey, tennis, golf, etc., may also utilize various types of "coach challenges," "official review," or similar means to review an action or action with some form of video playback or off-site playback or court playback. The server may calculate the chance of success of the challenge based on various criteria. For example, the server may consider the type of action being challenged, a historical analysis of the action type challenges, previous challenges and associated outcomes for the coach, previous challenges and associated outcomes for all coaches, and/or previous challenges for a particular referee, and any combination thereof. The server may reference the history of coaches, teams, referees or leagues to determine the likelihood of overriding the initial adjudication on the course. Probabilities may then be calculated and displayed to the user based on history, and the user may then be prompted to predict in a manner similar to the conventional game action described above based on the outcome of one or the other action. Further, such predictions may be prompted not only when the coach challenges the sanction, but also when the playback assistant officer or officer (or other designated party or officer) decides to pick up the sanction or decision on the battlefield. Furthermore, the present embodiment is not limited to football, but is also applicable to any sports such as basketball and baseball that the initial officials (or referees) may be reconsidered.
It will be appreciated that in calculating the predicted probability, groups of data may be referenced in addition to league, team or player data. For example, player data for the same location may be compared to determine whether the player in the group will succeed. In addition, player data regarding a play may indicate whether the play will succeed in a particular situation (e.g., when other factors are considered). The players may be grouped according to height or weight. For example, if a player is less successful in defending historically than a player who is tall or small, this should be taken into account when calculating the probability. Other sets of data that may affect the probability may include speed, age, experience, or coaching. In addition, multiple sets of data may be referenced when calculating the probability of a single event or prediction. In addition, various other groupings, such as divisions within a league, geographic areas within a league, etc., may further serve as sources of historical data for calculating the probability of occurrence or prediction of a game action.
In other embodiments, "actions" may be defined as a single iteration or event, as the basis of a prediction, giving a team or player the opportunity to implement a single action plan. An action may be offensive or defensive. An action may also have different definitions in different sports. For example, in a football game, when a quarter breaks the ball and a player begins to implement their action plan, the action begins; when the ball is no longer active and the attacking player holding the ball touches down, the action ends, stopping the action, allowing the team to re-gather and implement a different action plan.
Additionally, actions in other athletic activities may be interpreted in different ways. For example, in the game of basketball, when a team begins to control the ball, the action begins; the action ends when the team loses ball power or their holding is stopped or cut off. The event that terminates a holding turn by a team may include a pause, a pitch in which the team holding the right holds the right after obtaining the backboard, or an infraction. These events may prevent the team from playing the game, thereby ending the game and starting a new game, although they may still retain control of the basketball. Thus, an action is distinct from a ball-holding turn or an attack, which may involve a series of actions. In other embodiments relating to basketball or other sports, "play" may be defined as a set period of time, a number of goals, a period of one or other game play, etc. Furthermore, an action may not be merely a holding turn for a team, but may only be applicable to completion of a holding or action plan for a player. The next action by the player may be initiated when the player holds the ball or before the player gains power when the player is making an offensive or defensive plan.
In a sport such as hockey or soccer, players play almost the entire game, and an action may be an attack on the opposing goal, or a defense against such an attack. For example, when a ball or puck crosses the halffield line, an action is initiated and the attacker then begins to execute a plan to advance the ball or puck to the opponent's goal. An action need not be organized by a coach or individual player.
In other examples, such as golf, an action may be defined as a club hit or a hole. Also, in tennis, an action can be defined as the moment when a serve starts, or even a part of a disc.
The above examples regarding definitions of actions do not limit the definitions to those situations or sports, but illustrate the definitions of actions as used herein. Generally, an action can be defined as an opportunity to implement an action plan that starts when the team begins executing the action plan and ends when the same action plan is no longer continued but restarted or abandoned in favor of another action plan. In addition, an action may be defined by an action time period of the game action, or even by a time period other than the game action. Accordingly, it is contemplated that the embodiments described herein allow a user of the embodiments to predict various actions, time periods, etc. in real-time using the software and communication device.
As shown in fig. 14, in the event of an error, a pop-up window 1400 may be displayed. Errors include network outages, insufficient data for the server to determine probabilities and/or predict action items, insufficient time between actions, penalties, or other distracting factors that do not allow the performance of game actions for interactive sports games or the cessation of football games (or other games). As shown in FIG. 5, after such a game error occurs, the user will be returned to the placeholder information 1100 or the prediction screen.
The foregoing description and drawings illustrate the principles, preferred embodiments and modes of operation of the present invention. However, the invention should not be construed as being limited to the particular embodiments discussed above. Other variations of the embodiments discussed above will be appreciated by those skilled in the art.
Accordingly, the above-described embodiments should be regarded as illustrative rather than restrictive. Accordingly, those skilled in the art may make modifications to these embodiments without departing from the scope of the invention as defined by the claims that follow.

Claims (12)

1. A method implemented on a computer for providing a game program, comprising executing on a processor the steps of:
retrieving, by a server, first result information regarding a live game;
comparing, on the server, the first result information to one or more predetermined factors to determine whether the first result information is complete;
determining, at the server, a probability based on the first result information and historical information, the historical information relating to one or more factors in the result information;
outputting at least a portion of the result information, score information stored on the server, historical information of a team in a live game, historical information of a league in which the team is located, one or more prediction options, a plurality of probabilities associated with two or more of the prediction options, and at least one predicted value on a display screen of a communication device, the communication device being remotely located from the server;
receiving prediction information from at least one prediction option selected on the communication device;
storing the prediction information on the server;
retrieving, by the server, second result information for the team from a live game;
comparing, on the server, the second result information with one or more of the predetermined factors to determine whether the result information is complete;
comparing the second result information with the prediction information to determine whether a prediction related to the prediction information is successful; and
outputting a result of the comparison of the second result information with the prediction information on the display screen of the communication device.
2. A method of providing a game program as claimed in claim 1, wherein the communication device is a smartphone.
3. The computer-implemented method of providing a game program according to claim 1, wherein the first action information and the second action information include a ball control, a score, and a time.
4. The method for providing a game program according to claim 1, further comprising
Determining that the first action information is incomplete; and
automatically completing the first action information by retrieving missing information from a second source.
5. The computer-implemented method of providing a game program according to claim 1, further comprising:
determining that the second action information is incomplete; and
the second action information is automatically completed by retrieving missing information from a second source.
6. The method of providing a game program according to claim 1, further comprising:
determining that the second action information is incomplete; and
invalidating the game action associated with the prediction information.
7. The computer-implemented method of providing a game program according to claim 1, further comprising:
and updating the score according to the comparison result of the second action result information and the prediction information.
8. The computer-implemented method of providing a game program according to claim 1, further comprising:
storing a comparison of the second action result information and the prediction information, the comparison being from a plurality of different communication devices.
9. A computer implemented method of providing a game program according to claim 8, further comprising providing a reward based on an analysis based on a stored comparison result from a plurality of different communication devices.
10. The computer-implemented method of providing a game program according to claim 1, wherein the first action result information is acquired from a plurality of sensors, the first action result information being information on a team in and out from a live game, the sensors being disposed on at least one of one or more players and one or more sports devices used in the live game.
11. The computer-implemented method of providing a game program according to claim 10, further comprising transmitting the first action result information and the second action result information as a prompt result from one or more of a plurality of the sensors.
12. A system for providing a game program, comprising:
computer code configured to retrieve first action result information about the live game from a server;
configuring the computer code to compare, on the server, the first action result information to one or more predetermined factors to determine whether the first action result information is complete;
configuring the computer code to determine a probability on the server from the first action result information and historical action information, the historical action information relating to one or more factors in the action result information;
configuring the computer code to output at least a portion of the action result information, score information stored on a server, historical game action information for a team in a live game, historical game action information for a league in which the team is located, two or more predicted options, a plurality of probabilities associated with the two or more predicted options, and at least one predicted value on a display screen of a communication device, the communication device being remotely located from the server;
configuring the computer code to receive prediction information from at least one of two or more of the prediction options selected on the communication device;
configuring the computer code to store the prediction information on the server;
configuring the computer code to retrieve, by the server, second action result information for retrieving the team from a live game;
configuring the computer code to compare the second action result information with one or more of the predetermined factors on the server to determine if the action result information is complete;
configuring the computer code to compare the second action result information with the prediction information to determine whether a prediction related to the prediction information was successful; and
the computer code is configured to output a comparison of the second action result information and the predicted information on the display screen of the communication device.
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