EP1864264A1 - Games provision system - Google Patents

Games provision system

Info

Publication number
EP1864264A1
EP1864264A1 EP06726575A EP06726575A EP1864264A1 EP 1864264 A1 EP1864264 A1 EP 1864264A1 EP 06726575 A EP06726575 A EP 06726575A EP 06726575 A EP06726575 A EP 06726575A EP 1864264 A1 EP1864264 A1 EP 1864264A1
Authority
EP
European Patent Office
Prior art keywords
game
player
server
cabinet
virtual
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Withdrawn
Application number
EP06726575A
Other languages
German (de)
French (fr)
Inventor
Brian David Carter
Anthony Stephen Paul Moore
Mark Evans
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
JPM INTERACTIVE Ltd
Original Assignee
WMJ Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Priority claimed from GB0506510A external-priority patent/GB0506510D0/en
Application filed by WMJ Ltd filed Critical WMJ Ltd
Publication of EP1864264A1 publication Critical patent/EP1864264A1/en
Withdrawn legal-status Critical Current

Links

Classifications

    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • GPHYSICS
    • 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
    • G07F17/3225Data transfer within a gaming system, e.g. data sent between gaming machines and users
    • G07F17/3232Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the operator is informed
    • G07F17/3237Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the operator is informed about the players, e.g. profiling, responsible gaming, strategy/behavior of players, location of players

Definitions

  • This invention relates to a games provision system for providing a facility for allowing a plurality of players to play one or more selected games.
  • this invention is concerned with a games provision system for being -operated on a network so that users can access and play a game over a network.
  • the invention is concerned with a system for allowing Skill- With-Prizes (SWP) and Amusement-With Prizes (AWP) games to be played of the type wherein a player plays the 'machine' rather than a head-to-head type tournament.
  • SWP Skill- With-Prizes
  • ADP Amusement-With Prizes
  • the system may therefore be used broadly for non-fixed odds, 'controlled' payout type of games where the player pits their wits (with SWP) and luck (with AWP) against the machine rather than another player.
  • a control algorithm typically monitors the pay out history and seeks always to maintain the percentage payout over the long term at a preset level - for example 70% to 80% for AWP machines and typically about 30% SWP machines.
  • the control of the payout is achieved by varying the degree of difficulty of the questions set or the tasks.
  • this invention provides a games provision system for providing a facility for allowing a plurality of players to play one or more selected games, and to receive an award under preset conditions, which system comprises: at least one client application for use by a player, and a server for being in communication with one or more of said client applications, said server being responsive on receipt of a game request from a client application to initiate and control playing of a game, during which said server issues challenges to a player via said client application and receives the user's responses thereto, said server having a plurality of virtual cabinets associated therewith, each cabinet having means to control and/or modify the playing characteristics in accordance with the playing history thereof, wherein, on receipt of a game request from a client application said server allocates to said client application a respective virtual cabinet which has a playing characteristic based on the playing history of that virtual cabinet.
  • each player may be allocated from a pool a virtual cabinet whose playing characteristics are determined by the playing history on that particular cabinet.
  • a virtual cabinet whose playing characteristics are determined by the playing history on that particular cabinet.
  • each player will be assigned a virtual cabinet on a one to one basis, in some circumstances there may be a pool of virtual cabinets each of which provides a game playing facility to e.g. a random group of players. This may be useful for example during periods of peak usage or if some of the virtual cabinet servers are non-operational for any reason.
  • the server is preferably operable on completion of a game by a particular player to reserve a respective virtual cabinet for a preset period whereby the same cabinet is reallocated to a player if they return within said preset period.
  • the length of the period or 'stickiness' may be determined on the basis of the cash balance or percentage payout of that virtual cabinet.
  • a player achieving less than this may have the virtual cabinet reserved to them for 1 hour; a player achieving more than this, but less than a higher preset threshold, may have the virtual cabinet reserved for 12 hours, with a long period of days if the higher threshold is exceeded.
  • said server is operable to initiate and control the operation of a number of different games having different rules.
  • the server may be able to offer games such as 'Who Wants to be a MillionaireTM', 'HangmanTM 1 or trivia- based games, to attract different players.
  • games such as 'Who Wants to be a MillionaireTM', 'HangmanTM 1 or trivia- based games, to attract different players.
  • various options are possible with regard to allocation and/or reservation of virtual cabinets.
  • a player completes a game of a given type and selects a different type of game (as opposed to playing the same game again), he may be allocated the same virtual cabinet as before.
  • on selecting a new game type he may be allocated a different virtual cabinet.
  • groups of virtual cabinets may be reserved for playing just one type of game.
  • the server includes a respective game specific engine for each game, each of which holds the logic of a respective game.
  • the game specific engine may conveniently comprise a state engine which holds the current state of each game client and monitors the transitions from state to state.
  • the game specific engine monitors for state changes, taking appropriate action in the case of apparent system instability or apparent tampering.
  • the game specific engine preferably also is responsive to a degree of difficulty indicator (which may be the individual virtual cabinet server's cash balance or percentage payout) to adjust the degree of difficulty of that game by adjusting the playing parameters and/or the degree of difficulty of the questions.
  • the server includes a question database server which stores questions for the games.
  • the questions are categorised (e.g.
  • the virtual cabinet server may retrieve question/answer sets from the question database server according to the type and difficulty required.
  • the server maintains a pool of virtual cabinets and is operable to create a new virtual cabinet if there are no free cabinets to satisfy a request from a player.
  • the server is operable to monitor usage of the virtual cabinets and to remove one or more virtual cabinets from the collection if the number of cabinets unused for a given period exceeds a preset limit. Whilst the invention has been described above, it extends to any inventive combination of the features set out above or in the following description.
  • Figure 1 is a schematic view of a system in accordance with this invention
  • Figure 2 is a schematic view of the functional components of the server side of the system.
  • Figure 3 is a block diagram representing allocation of the virtual cabinets 26-
  • a number of network users 10, 12, 14, 16 access a games playing facility 18 via a network 20.
  • the network could be for example as illustrated in
  • FIG. 1 a mobile telephone network, or it could be any other suitable network for providing remote service to network users.
  • the system is a server based system for the control of SWP (Skill With Prizes), AWP (Amusement with Prizes) or other goal seeking game clients, which operates on a distributed model, with the game clients being remote from the server.
  • the game clients may be internet based applets (e.g.
  • Java TM Java TM
  • mobile phone applets or set top box games delivered via interactive TV.
  • the intelligence of the system i.e. the questions, payout control etc. are retained at the remote facility 18 which is normally controlled by the network provider.
  • the facility 18 comprises a data router 20 which serves as a gateway for all incoming traffic from all games clients 10 to 16 running on the system. It validates the incoming data packets thereby ensuring that corrupt information is not passed on to the rest of the system. It also routes data to the appropriate game specific engine 22-j, 22 2 for processing.
  • Each game specific engine holds the logic of the individual games (such as 'HangmanTM', 'Who Wants to be a MillionaireTM 1 etc.).
  • the messages from the data router 20 arrive at a particular specific engine 22i, etc.
  • the engine is essentially a state machine engine holding the current state of every game client and monitoring the transactions from state to state. It sends appropriate responses to each client and monitors for state changes, taking appropriate action if it deems they are the result of system instability or deliberate tampering. In this respect, most of the monitoring systems observe the sequence of data flow and timing to determine whether responses are valid.
  • the virtual cabinet server 24 manages the virtual cabinets 26i...26 n .
  • Each of the virtual cabinets 26i...26 n mimics a conventional game cabinet as located in a typical environment such as a pub. Whereas in a pub environment many players cycle past a single cabinet, in this arrangement many cabinets are cycled past a single player.
  • Each cabinet maintains its own internal cash balance in a manner similar to a conventional cabinet.
  • the virtual cabinet server assigns the player the next available cabinet 26 n and if there are none available, it creates a new cabinet with a zero or pre-defined cash balance. As the player plays games, the cash balance tends to increase, and as he wins it decreases.
  • the cash balance for each of the virtual cabinets is monitored and the difficulty level of each cabinet is then adjusted proportionally to the cash balance, with a negative balance giving a difficult game and a positive balance giving an easier game.
  • the cabinet 26 n remains allocated to that player for a period of time, so that cabinet retains 'stickiness' to that player for a few hours. Should the player return within this period he will be allocated the same cabinet. This arrangement ensures that professional players, who are very skilful, are not able to rotate through cabinets quickly and cream off winnings. Once the preset time period has expired, the cabinet returns to a dormant state, waiting to be allocated to a new player. This is discussed in more detail below.
  • ...26 n is increased on demand, there may be times after peak usage that a large number of dormant cabinets exist. As each cabinet has an associated cash balance, it may be that a large amount of cash may be surplus or deficit at any one time. If this situation persists, then the virtual SWP server is operable to carry out a pruning routine whereby the cash balance from each of the dormant cabinets is aggregated and those cabinets destroyed. The resulting cash balance may then be distributed amongst the remaining cabinets. It should be noted that the cash balances mentioned above are virtual and used as an indication of machine status and that even a negative cash balance cabinet can pay out a prize to an appropriately skilful player.
  • the question database server 26 supplies questions as required by the different game specific engines 22i, 22 2 .
  • the questions may be categorised and graded according to difficulty so that the server can choose the appropriate question based on type and difficulty. Use of a common database server facilitates maintenance, refreshment and correction of the questions.
  • the question database server 26 also incorporates security elements which determine whether data requests are valid, using various techniques including timing and sequence analysis.
  • the virtual cabinet server 24 has three virtual cabinets at its disposal 26i, 26 2 and 26 3 .
  • the virtual cabinets will be re-allocated to the same player if that player requests another game within a preset period, with the length of the preset period depending on the stickiness of the cabinet as set by the virtual cabinet server on the basis of the playing history as measured by the balance or percentage payout.
  • the server may periodically refresh the virtual cabinets to remove the stickiness to selected players as defined in their play patterns, and it is assumed for this explanation that none of the three cabinets are sticky to any of the players, at least initially.
  • the process of allocation is shown in Figure 3. Player A requests to start a game (Step 100).
  • the virtual cabinet server checks existing virtual cabinets to search for a preallocated cabinet (Step 102). None is found so Player A is allocated a random cabinet (Step 104) e.g. cabinet 26i. The player finishes the game without achieving a win. The virtual cabinet 26i is then given a default stickiness of 1 hour (Step 112).
  • Step 100 Player A returns after 10 minutes (Step 100) and is reallocated cabinet 26i for further play (Step 102, 114). The player finishes this game also without achieving a win (Step 106).
  • the virtual server cabinet 24 then updates the user/cabinet payout percentage (Step 108). The percentage payout is then assessed (Step 110). The stickiness of cabinet 1 is refreshed to 1 hour from the current time (Step 112). After 1 hour cabinet
  • Step 103 e.g. cabinet 26 3 . He plays this game without a win.
  • Virtual cabinet 3 is given a default stickiness of 1 hour.
  • Player B requests to start a game (Step 100).
  • the virtual cabinet server checks existing virtual cabinets to search for a preallocated cabinet
  • Step 102 None is found so the player is allocated a random cabinet e.g. cabinet 26 2 (Step 104). Player B plays six games and achieves wins of £ (167% payout percentage with £ stake). The user/cabinet payout percentage is updated (Step 108) and checked (Steps 110,112) and found to be greater than 30% but less than 200% (Step 116). Virtual cabinet 26 2 is given a higher stickiness of 12 hours (step 118). Player B returns after 3 hours and is reallocated cabinet 26 2 for further play (Steps 100,102). The player finishes this game without achieving a win.
  • Step 102 None is found so the player is allocated a random cabinet e.g. cabinet 26 2 (Step 104). Player B plays six games and achieves wins of £ (167% payout percentage with £ stake). The user/cabinet payout percentage is updated (Step 108) and checked (Steps 110,112) and found to be greater than 30% but less than 200% (Step 116). Virtual cabinet 26 2 is given a higher stickiness of 12 hours
  • the stickiness of cabinet 26 2 is refreshed to 12 hours from the current time (Step 118). After 12 hours cabinet 26 2 is de-allocated from Player B. Player B returns after 15 hours and is now allocated a random cabinet e.g. cabinet 26 3 (Steps 100, 102, 103, 104). He plays this game without a win. Virtual cabinet 26 3 is given a default stickiness of 1 hour.
  • Player C requests to start a game (Step 100).
  • the virtual cabinet server checks existing virtual cabinets to search for a preallocated cabinet
  • Step 103 None is found so the player is allocated a random cabinet e.g. cabinet 26 3 (Step 104). The player plays four games and achieves wins of £25 (625% payout percentage). Virtual cabinet 3 is given an even higher stickiness of 7 days. Player C returns after 3 days and is reallocated cabinet 3 for further play. The player plays five games without achieving a win. Player cabinet statistics are now nine games, £25 wins (417% payout percentage). The stickiness of cabinet 3 is refreshed to 7 days from the current time (Step 120). Player C returns after 2 days and is reallocated cabinet 26 3 for further play. The player plays 10 games without achieving a win. Player cabinet statistics are now 19 games, £25 wins (132% payout percentage). The stickiness of cabinet 3 is refreshed to 12 hours from the current time based on payout percentage (Step 118).
  • Step 100 The virtual cabinet server checks existing virtual cabinets to search for a preallocated cabinet and does not find one (Step 103). There are no free cabinets so a new cabinet is created i.e. cabinet 26 4 (Step 122). The player plays a game without any win. Virtual cabinet 4 is given the default stickiness of 1 hour (Step 112).

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Abstract

A games provision system operating across a network allows a plurality of players to play one or more selected games and to receive an award under preset conditions. This system comprises a client application for use by a player and a server for communicating with one or more of the client applications. Upon receipt of a game request from a client application, the server allocates the application a virtual cabinet selected from a pool. The playing characteristic of the virtual cabinet is based on the playing history of that virtual cabinet and is substantially independent of the playing characteristics of the other virtual cabinets. The system may operate to reserve to a particular client application a respective virtual cabinet for a preset period following completion of a game, so that a cabinet is allocated to the same client application if another game request is made during the preset period. The reserve period may be adjustable and varied in accordance with the cash balance or percentage payout of the reserved virtual cabinet.

Description

GAMES PROVISION SYSTEM
This invention relates to a games provision system for providing a facility for allowing a plurality of players to play one or more selected games. In particular, though not exclusively, this invention is concerned with a games provision system for being -operated on a network so that users can access and play a game over a network. More specifically the invention is concerned with a system for allowing Skill- With-Prizes (SWP) and Amusement-With Prizes (AWP) games to be played of the type wherein a player plays the 'machine' rather than a head-to-head type tournament. The system may therefore be used broadly for non-fixed odds, 'controlled' payout type of games where the player pits their wits (with SWP) and luck (with AWP) against the machine rather than another player. In such machines a control algorithm typically monitors the pay out history and seeks always to maintain the percentage payout over the long term at a preset level - for example 70% to 80% for AWP machines and typically about 30% SWP machines. The control of the payout is achieved by varying the degree of difficulty of the questions set or the tasks.
We have developed a successful range of Skill-With-Prizes machines for installation in clubs, arcades etc. where the machine sets the player or players challenges such as questions which are projected on a video screen and which are answerable by pressing one or more of a set of answer buttons corresponding to a list of possible answers also on the screen. The machines are playable just for amusement but others offer prizes if the player meets the challenge and attains a certain skill level. In GB2185612A we describe a system whereby the cash balance on the machine over a suitable period is controlled by varying various parameters such as the prize payouts, the difficulty of the challenge or the time allowed to meet it, if the balance strays too far from the norm.
It is now proposed to allow such games to be played on line via a communications network, for example via the internet, a private, network, a satellite or cable interactive digital TV or by a mobile phone network, so that the network user is provided with what we term a virtual playing cabinet which mimics the display and controls of a conventional play cabinet. Such a facility could be provided by an independent game or amusement provider but in many cases it will provided and run by the network operator. Providing an online game facility hugely increases the number of potential players but introduces concerns over the possibility of abuse of the game system by professional players who have specially developed skills. Our studies have shown that a potential problem of providing a Skill-With-Prizes game online is that the professional players effectively drive up the skill level required to win a prize to beyond that reasonably achievable by the normal player with a result that the normal player has little incentive to play. In other words, to be successful on line, it is important that the feel of the game replicates as much as possible that experience on individual physical games cabinets, so that the perceived level of difficulty ideally varies from virtual playing cabinet to virtual playing cabinet, and appreciably over time on a particular cabinet.
Accordingly, in one aspect, this invention provides a games provision system for providing a facility for allowing a plurality of players to play one or more selected games, and to receive an award under preset conditions, which system comprises: at least one client application for use by a player, and a server for being in communication with one or more of said client applications, said server being responsive on receipt of a game request from a client application to initiate and control playing of a game, during which said server issues challenges to a player via said client application and receives the user's responses thereto, said server having a plurality of virtual cabinets associated therewith, each cabinet having means to control and/or modify the playing characteristics in accordance with the playing history thereof, wherein, on receipt of a game request from a client application said server allocates to said client application a respective virtual cabinet which has a playing characteristic based on the playing history of that virtual cabinet.
In this manner, instead of allocating all or several users to a single virtual cabinet whose playing characteristics are adjusted in accordance with the collective performance of a large number of players, each player may be allocated from a pool a virtual cabinet whose playing characteristics are determined by the playing history on that particular cabinet. In practice there will typically be a large number of respective virtual cabinets available, each having a playing characteristic determined by the playing history on that particular cabinet and independently of the playing histories of the other cabinets, with the playing characteristics generally being slightly different from cabinet to cabinet and varying with time, thus replicating the feel of their physical counterparts.
Although in many instances each player will be assigned a virtual cabinet on a one to one basis, in some circumstances there may be a pool of virtual cabinets each of which provides a game playing facility to e.g. a random group of players. This may be useful for example during periods of peak usage or if some of the virtual cabinet servers are non-operational for any reason.
Although the above arrangements allow a more dynamic variation of the playing characteristics, even in the presence of professional players, the system may still be open to abuse by professional players repeatedly accessing the server while in the hope of trawling through a large number of different virtual cabinets with the aim of milking those where the playing characteristics are relatively easy. To address this, the server is preferably operable on completion of a game by a particular player to reserve a respective virtual cabinet for a preset period whereby the same cabinet is reallocated to a player if they return within said preset period. The length of the period or 'stickiness' may be determined on the basis of the cash balance or percentage payout of that virtual cabinet. So, for example, if the target percentage payout is 30%, a player achieving less than this may have the virtual cabinet reserved to them for 1 hour; a player achieving more than this, but less than a higher preset threshold, may have the virtual cabinet reserved for 12 hours, with a long period of days if the higher threshold is exceeded.
Preferably said server is operable to initiate and control the operation of a number of different games having different rules. Thus for example the server may be able to offer games such as 'Who Wants to be a Millionaire™', 'Hangman™1 or trivia- based games, to attract different players. Where there is more than one game available to players various options are possible with regard to allocation and/or reservation of virtual cabinets. Thus, if a player completes a game of a given type and selects a different type of game (as opposed to playing the same game again), he may be allocated the same virtual cabinet as before. In another arrangement, on selecting a new game type he may be allocated a different virtual cabinet. Thus, for example groups of virtual cabinets may be reserved for playing just one type of game.
Preferably, the server includes a respective game specific engine for each game, each of which holds the logic of a respective game. The game specific engine may conveniently comprise a state engine which holds the current state of each game client and monitors the transitions from state to state. Preferably, the game specific engine monitors for state changes, taking appropriate action in the case of apparent system instability or apparent tampering. The game specific engine preferably also is responsive to a degree of difficulty indicator (which may be the individual virtual cabinet server's cash balance or percentage payout) to adjust the degree of difficulty of that game by adjusting the playing parameters and/or the degree of difficulty of the questions. Preferably, the server includes a question database server which stores questions for the games. Preferably the questions are categorised ( e.g. sport, general knowledge, films etc) and also graded according to difficulty. The virtual cabinet server may retrieve question/answer sets from the question database server according to the type and difficulty required. Preferably the server maintains a pool of virtual cabinets and is operable to create a new virtual cabinet if there are no free cabinets to satisfy a request from a player. Preferably, the server is operable to monitor usage of the virtual cabinets and to remove one or more virtual cabinets from the collection if the number of cabinets unused for a given period exceeds a preset limit. Whilst the invention has been described above, it extends to any inventive combination of the features set out above or in the following description.
The invention may be performed in various ways, and an embodiment thereof will now be described by way of example only, reference being made to the accompanying drawings, in which: Figure 1 is a schematic view of a system in accordance with this invention;
Figure 2 is a schematic view of the functional components of the server side of the system, and
Figure 3 is a block diagram representing allocation of the virtual cabinets 26-|...26n in accordance with the percentage payout achieved by a player.
In this embodiment, a number of network users 10, 12, 14, 16 access a games playing facility 18 via a network 20. The network could be for example as illustrated in
Figure 1 , a mobile telephone network, or it could be any other suitable network for providing remote service to network users. The system is a server based system for the control of SWP (Skill With Prizes), AWP (Amusement with Prizes) or other goal seeking game clients, which operates on a distributed model, with the game clients being remote from the server. The game clients may be internet based applets (e.g.
Java ™), mobile phone applets or set top box games delivered via interactive TV. In all instances the intelligence of the system, i.e. the questions, payout control etc. are retained at the remote facility 18 which is normally controlled by the network provider.
Referring now more particularly to Figure 2, the facility 18 comprises a data router 20 which serves as a gateway for all incoming traffic from all games clients 10 to 16 running on the system. It validates the incoming data packets thereby ensuring that corrupt information is not passed on to the rest of the system. It also routes data to the appropriate game specific engine 22-j, 222 for processing.
Each game specific engine holds the logic of the individual games (such as 'Hangman™', 'Who Wants to be a Millionaire™1 etc.). The messages from the data router 20 arrive at a particular specific engine 22i, etc. The engine is essentially a state machine engine holding the current state of every game client and monitoring the transactions from state to state. It sends appropriate responses to each client and monitors for state changes, taking appropriate action if it deems they are the result of system instability or deliberate tampering. In this respect, most of the monitoring systems observe the sequence of data flow and timing to determine whether responses are valid.
The virtual cabinet server 24 manages the virtual cabinets 26i...26n. Each of the virtual cabinets 26i...26n mimics a conventional game cabinet as located in a typical environment such as a pub. Whereas in a pub environment many players cycle past a single cabinet, in this arrangement many cabinets are cycled past a single player. Each cabinet maintains its own internal cash balance in a manner similar to a conventional cabinet. When a new game session is started, the virtual cabinet server assigns the player the next available cabinet 26n and if there are none available, it creates a new cabinet with a zero or pre-defined cash balance. As the player plays games, the cash balance tends to increase, and as he wins it decreases. The cash balance for each of the virtual cabinets is monitored and the difficulty level of each cabinet is then adjusted proportionally to the cash balance, with a negative balance giving a difficult game and a positive balance giving an easier game. When the player stops playing, the cabinet 26n remains allocated to that player for a period of time, so that cabinet retains 'stickiness' to that player for a few hours. Should the player return within this period he will be allocated the same cabinet. This arrangement ensures that professional players, who are very skilful, are not able to rotate through cabinets quickly and cream off winnings. Once the preset time period has expired, the cabinet returns to a dormant state, waiting to be allocated to a new player. This is discussed in more detail below. Because the number of virtual cabinets 26-|...26n is increased on demand, there may be times after peak usage that a large number of dormant cabinets exist. As each cabinet has an associated cash balance, it may be that a large amount of cash may be surplus or deficit at any one time. If this situation persists, then the virtual SWP server is operable to carry out a pruning routine whereby the cash balance from each of the dormant cabinets is aggregated and those cabinets destroyed. The resulting cash balance may then be distributed amongst the remaining cabinets. It should be noted that the cash balances mentioned above are virtual and used as an indication of machine status and that even a negative cash balance cabinet can pay out a prize to an appropriately skilful player.
The question database server 26 supplies questions as required by the different game specific engines 22i, 222. The questions may be categorised and graded according to difficulty so that the server can choose the appropriate question based on type and difficulty. Use of a common database server facilitates maintenance, refreshment and correction of the questions. The question database server 26 also incorporates security elements which determine whether data requests are valid, using various techniques including timing and sequence analysis.
A worked example will now be given in which it is assumed that the virtual cabinet server 24 has three virtual cabinets at its disposal 26i, 262 and 263. As noted above, in the preferred embodiment the virtual cabinets will be re-allocated to the same player if that player requests another game within a preset period, with the length of the preset period depending on the stickiness of the cabinet as set by the virtual cabinet server on the basis of the playing history as measured by the balance or percentage payout. The server may periodically refresh the virtual cabinets to remove the stickiness to selected players as defined in their play patterns, and it is assumed for this explanation that none of the three cabinets are sticky to any of the players, at least initially. The process of allocation is shown in Figure 3. Player A requests to start a game (Step 100). The virtual cabinet server checks existing virtual cabinets to search for a preallocated cabinet (Step 102). None is found so Player A is allocated a random cabinet (Step 104) e.g. cabinet 26i. The player finishes the game without achieving a win. The virtual cabinet 26i is then given a default stickiness of 1 hour (Step 112).
Player A returns after 10 minutes (Step 100) and is reallocated cabinet 26i for further play (Step 102, 114). The player finishes this game also without achieving a win (Step 106). The virtual server cabinet 24 then updates the user/cabinet payout percentage (Step 108). The percentage payout is then assessed (Step 110). The stickiness of cabinet 1 is refreshed to 1 hour from the current time (Step 112). After 1 hour cabinet
26i is de-allocated from Player A. Player A returns after 2 hours and is now allocated a random cabinet (Step 103) e.g. cabinet 263. He plays this game without a win. Virtual cabinet 3 is given a default stickiness of 1 hour.
In another scenario, Player B requests to start a game (Step 100). The virtual cabinet server checks existing virtual cabinets to search for a preallocated cabinet
(Step 102). None is found so the player is allocated a random cabinet e.g. cabinet 262 (Step 104). Player B plays six games and achieves wins of £10 (167% payout percentage with £1 stake). The user/cabinet payout percentage is updated (Step 108) and checked (Steps 110,112) and found to be greater than 30% but less than 200% (Step 116). Virtual cabinet 262 is given a higher stickiness of 12 hours (step 118). Player B returns after 3 hours and is reallocated cabinet 262 for further play (Steps 100,102). The player finishes this game without achieving a win.
As the payout percentage is still greater than 30%, the stickiness of cabinet 262 is refreshed to 12 hours from the current time (Step 118). After 12 hours cabinet 262 is de-allocated from Player B. Player B returns after 15 hours and is now allocated a random cabinet e.g. cabinet 263 (Steps 100, 102, 103, 104). He plays this game without a win. Virtual cabinet 263 is given a default stickiness of 1 hour.
In the next scenario, Player C requests to start a game (Step 100). The virtual cabinet server checks existing virtual cabinets to search for a preallocated cabinet
(Step 103). None is found so the player is allocated a random cabinet e.g. cabinet 263 (Step 104). The player plays four games and achieves wins of £25 (625% payout percentage). Virtual cabinet 3 is given an even higher stickiness of 7 days. Player C returns after 3 days and is reallocated cabinet 3 for further play. The player plays five games without achieving a win. Player cabinet statistics are now nine games, £25 wins (417% payout percentage). The stickiness of cabinet 3 is refreshed to 7 days from the current time (Step 120). Player C returns after 2 days and is reallocated cabinet 263 for further play. The player plays 10 games without achieving a win. Player cabinet statistics are now 19 games, £25 wins (132% payout percentage). The stickiness of cabinet 3 is refreshed to 12 hours from the current time based on payout percentage (Step 118).
In the final scenario, it is assumed that players A, B and C have associations with cabinets 26i, 262 and 263 respectively. Player D requests to start a game (Step 100). The virtual cabinet server checks existing virtual cabinets to search for a preallocated cabinet and does not find one (Step 103). There are no free cabinets so a new cabinet is created i.e. cabinet 264 (Step 122). The player plays a game without any win. Virtual cabinet 4 is given the default stickiness of 1 hour (Step 112).
It should be noted that the period of time for which the cabinets remain sticky, i.e. 1 hour, 12 hours or 7 days are simply examples, and likewise the payout percentage then triggers the escalation of stickiness can be raised.

Claims

Claims
1. A games provision system for providing a facility for allowing a plurality of players to play one or more selected games, and to receive an award under preset conditions, which system comprises: at least one client application for use by a player, and a server for being in communication with one or more of said client applications, said server being responsive on receipt of a game request from a client application to initiate and control playing of a game, during which said server issues challenges to a player yja said client application and receives the user's responses thereto, said server having a plurality of virtual cabinets associated therewith, each having means to control and/or modify the playing characteristics thereof in accordance with the playing history thereof, wherein, on receipt of a game request from a client application said server allocates to said client application a respective virtual cabinet which has a playing characteristic based on the playing history of that virtual cabinet.
2. A games provision system according to Claim 1 , wherein each client application is allocated a virtual cabinet on a one to one basis.
3. A games provision system according to Claim 1 or 2, wherein a pool of virtual cabinets is provided, each of which provides a game playing facility to two or more client applications.
4. A games provision system according to any of the preceding Claims, wherein the server is operable on receipt of a games request from a client application to reserve a respective virtual cabinet for a preset period whereby, on completion of a game, the same cabinet is allocated to the same client application if another game request is made by that client application during said preset period.
5. A games provision system according to any of the preceding Claims, wherein said server is operable to initiate and control the operation of a number of different games having different rules.
6. A game provision system according to Claim 5, wherein on completion of a game by a player on a given virtual cabinet, and selection by the player of a different game, said server allocates the player the same virtual cabinet.
7. A game provision system according to Claim 5, wherein on completion of a game by a player on a given virtual cabinet server, and selection by the player of a different game, said server allocates the player a different virtual cabinet.
8. A game provision system according to any of the preceding claims, wherein the server includes a respective game specific engine for each game, each of which holds the logic of a respective game.
9. A game provision system according to Claim 8, wherein the game specific engine comprises a state engine which holds the current state of each game client and monitors the transitions from state to state.
10. A game provision system according to Claim 9, wherein the game specific engine monitors for state changes, and is operable to detect apparent system instability or apparent tampering.
11. A game provision system according to any of the preceding Claims, wherein the game specific engine is responsive to a degree of difficulty indicator to adjust the degree of difficulty of that game by adjusting the playing parameters and/or the degree of difficulty of the questions.
12. A game provision system according to any of the preceding Claims, wherein the server includes a question database server which stores questions for the games.
13. A game provision system according to Claim 12, wherein the questions are categorised according to subject matter and also graded according to difficulty, and the server is responsive to a degree of difficulty indicator to retrieve question/answer sets from the question database server according to the type and difficulty required.
14. A game provision system according to any of the preceding Claims, wherein the server maintains a pool of virtual cabinets and is operable to create a new virtual cabinet if there are no free cabinets to satisfy a request from a player.
15. A game provision system according to Claim 14, wherein the server is operable to monitor usage of the virtual cabinets and to remove one or more virtual cabinets from the collection if the number of cabinets unused for a given period exceeds a preset limit.
16 A game provision system according to Claim 9 where the server contains difficulty escalation systems and game protocols to support skill games based on at least one of player speed, player dexterity, player memory, or player observational skills.
17. A game provision system according to Claim 1 , configured to provide a goal-seeking game.
18. A games provision system according to Claim 17, where said goal- seeking game is selected from the group comprising Amusement-With-Prizes (AWP) and Skill-With-Prizes (SWP).
19. A method of providing a game facility across a network which comprises allocating to each player on receipt of a game request a respective virtual cabinet whose playing characteristic is based on the playing history of that virtual cabinet.
EP06726575A 2005-03-31 2006-03-31 Games provision system Withdrawn EP1864264A1 (en)

Applications Claiming Priority (3)

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US66672605P 2005-03-31 2005-03-31
GB0506510A GB0506510D0 (en) 2005-03-31 2005-03-31 Games provision system
PCT/GB2006/001169 WO2006103444A1 (en) 2005-03-31 2006-03-31 Games provision system

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EP1864264A1 true EP1864264A1 (en) 2007-12-12

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Family Cites Families (2)

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Publication number Priority date Publication date Assignee Title
US20030078101A1 (en) 2001-09-18 2003-04-24 Acres Gaming Incorporated Player specific game system
WO2004077368A2 (en) 2003-02-21 2004-09-10 Walker, Digital, Llc Et Al. Method and apparatus for setting game parameters

Non-Patent Citations (1)

* Cited by examiner, † Cited by third party
Title
See references of WO2006103444A1 *

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