EP1904195A2 - Procedes et systemes de pari avec paiements de pari mutuel - Google Patents

Procedes et systemes de pari avec paiements de pari mutuel

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Publication number
EP1904195A2
EP1904195A2 EP06760568A EP06760568A EP1904195A2 EP 1904195 A2 EP1904195 A2 EP 1904195A2 EP 06760568 A EP06760568 A EP 06760568A EP 06760568 A EP06760568 A EP 06760568A EP 1904195 A2 EP1904195 A2 EP 1904195A2
Authority
EP
European Patent Office
Prior art keywords
recited
event
gamblers
server
points
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Withdrawn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
EP06760568A
Other languages
German (de)
English (en)
Other versions
EP1904195A4 (fr
Inventor
Clayton R Mahaffey
Guy Mahaffey
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.)
Individual
Original Assignee
Individual
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 US11/141,957 external-priority patent/US20060287094A1/en
Application filed by Individual filed Critical Individual
Publication of EP1904195A2 publication Critical patent/EP1904195A2/fr
Publication of EP1904195A4 publication Critical patent/EP1904195A4/fr
Withdrawn legal-status Critical Current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
    • G07F17/3286Type of games
    • G07F17/3288Betting, e.g. on live events, bookmaking
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements

Definitions

  • the subject disclosure relates to methods and systems for lottery and gaming technology in a distributed computing network, and more particularly to improved methods and systems for betting with pari-mutuel payouts while utilizing the real-time capabilities of a distributed computing network.
  • Bookmaking is the practice of gambling on sporting events.
  • a bookmaker or bookie is an entity that takes bets and pays winnings to the gamblers.
  • Traditional bookmaking is generally illegal in the United States, with Nevada being a notable exception.
  • Most bookmakers accept wagers on boxing, college sports, professional sports, horse racing and dog racing.
  • a wider range of bets is common such as outcomes of political elections, the Wimbledon tennis champion and the probability that it will snow on Christmas.
  • Bookmaking usually pits the bookie against all bettors. In such instances, the bookie is referred to as the "house” and settles all wagers.
  • the house For games of chance (e.g., card and dice games), the house is usually similarly pit against the gamblers with the house setting the odds heavily in their favor.
  • the bookmaker aims to guarantee a profit by achieving a "balanced book", i.e., by getting an equal number of bets for each outcome.
  • the house creates odds such as requiring a $55 wager to win $50.
  • the "vigorous" e.g., the difference between the required wager and amount won
  • Another practice is to establish a betting line or "spread" in which one team receives points that are added to their total after the competition to determine the winner.
  • a higher skill level is required to succeed.
  • the bettor believes that an unlikely event will occur, such as a large underdog winning outright rather than merely by winning with the spread added to their total, the bettor is not rewarded and receives the same payout as the underdog bettor who relied on the spread.
  • Cooperative wagering or pari-mutuel betting is a certain type of bookmaking. Pari-mutuel betting is commonly accredited as invented in the late 19 th century by Parisian perfume maker Pierre Oiler. As the story goes, Oiler was set on to the task by a bookmaker friend who wanted a fair system for bettors which guaranteed him a fixed profit. Unlike team sport betting, in pari-mutuel betting the gambler bets against other gamblers, not the house. In the United States, pari-mutuel gambling is very widespread and is frequently state-regulated. Horse racing, dog racing and jai lai are typical events that utilize pari-mutuel betting. Such events being of relatively short duration and having participants that finish in a ranked order are efficiently run under pari-mutuel systems.
  • pari-mutuel betting lies in the fact that the payoff odds are calculated based upon how the gamblers placed their bets. For example in a horse race, if the majority of bets are on a single horse (a "favorite") and this horse wins the race, the payoff will be low because many winners will divide the pool. Conversely, if a horse with few bets placed on it (a "longshot”) wins the race, the payoff will be high because few gamblers will split the pool. There are many different types of bets (e.g., win, place, show, perfecta, trifecta, daily double, etc.) in which case each type of bet has a pool associated therewith.
  • bets e.g., win, place, show, perfecta, trifecta, daily double, etc.
  • off-shore bookmaking operations can offer better payoffs because of their ability to establish themselves under more favorable tax regimes and reducing their house take.
  • Such off-shore bookmakers take as little as 1% rather than the traditional 15-18% while still turning a profit.
  • skilled handicappers and novices alike seek out the improved odds.
  • One embodiment of the subject technology is directed to a server for facilitating real-time betting, wherein the server communicates with clients via a distributed computing network.
  • the server includes a memory storing an operating system, an instruction set, event data related to a sporting event, gambler data related to gamblers participating in a competition based upon the sporting event and site data related to electronic pages associated with the real-time para-mutuel betting.
  • a processor runs the instruction set and communicates with the memory and the distributed computing network.
  • the processor is operative to enroll the gamblers by presenting betting rules associated with the sporting event, collect wagering from the gamblers, accept predictions for discrete events within the sporting event from each gambler and determine a first winner of the competition based upon the predictions.
  • the betting rules award predetermined amounts of points by comparing the predictions to possible outcomes of the discrete events and the first winner has the most points.
  • the discrete events are infinitely variable such as plays in American football or player statistics in a plurality of categories such as points, rebounds, blocks and assists in basketball.
  • the server is further operative to determine a plurality of winners based upon the predictions and distribute a pool created from the wagering to the plurality of winners on a pari-mutuel basis.
  • the subject technology is directed to a method for pari-mutuel betting.
  • a server communicates with clients via a distributed computing network
  • the method includes the steps of enrolling gamblers by presenting betting rules associated with a sporting event, assigning point awards to categories, collecting wagers from the gamblers, forming a pool from the wagers, the pool being less than a total of the wagers, accepting predictions from each gambler for discrete events within the categories for the sporting event, allocating points to the gamblers based upon the predictions, determining rankings of the gamblers based upon the points allocated thereto and distributing the pool according to the rankings.
  • this embodiment may be further directed to a method that varies the point awards for a category in inverse proportion to a time remaining in the sporting event and/or wherein the sporting event is a card game or a game between two teams.
  • the lottery is insurable so that the risk to the sponsor of a loss is minimized or non-existent.
  • the ceiling on the prize is unlimited or substantially greater than current lotteries with predictable payout dates that allow coincidental marketing opportunities. In one embodiment, such large prizes are generated because of very high odds against winning.
  • players can be placed in affinity groups and compete against other groups as well as the aggregated pool.
  • handicapped picks as determined by subject matter experts are automatically available and available for modification.
  • the lottery climaxes coincident to a climax of an associated event so that synergy occurs between marketing the two events.
  • the predictions are made in realtime related to an upcoming event such as a swing, at bat, play and the like.
  • the subject technology is applied to existing games or lotteries to provide a secondary or insurance pool for distribution to players who would otherwise receive nothing without an exact match.
  • Figure 1 is a diagram showing an environment for gambling with pari- mutuel payouts in accordance with the subject disclosure.
  • Figure 2 is a schematic view of a server for use in the environment of Figure 1.
  • Figure 3 is a flow diagram of a process performed to conduct gambling with pari-mutuel payouts in accordance with the subject disclosure.
  • Figure 4 is a distribution showing a preferred pari-mutuel payout in accordance with the subject disclosure.
  • Figure 5 is a table showing preferred pari-mutuel payouts distribution in accordance with the subject disclosure. DETAILED DESCRIPTION OF PREFERRED EMBODIMENTS
  • FIG. 1 there is shown a block diagram of an environment 10 for implementing the methodology of the present disclosure.
  • the environment 10 is hosted by an entity (hereinafter the house) so that a plurality of gamblers can bet against each other in real-time.
  • entity hereinafter the house
  • the following discussion describes the structure of such an environment 10 but further discussion of the applications program and data modules that embody the methodology of the present invention is described elsewhere herein as would be appreciated by those of ordinary skill in the pertinent art.
  • the environment 10 includes one or more servers 12 which communicate with a distributed computing network 14 via communication channels, whether wired or wireless, as is well known to those of ordinary skill in the pertinent art.
  • the distributed computing network 14 is a local area network set up at a casino.
  • the distributed computing network 14 is the Internet.
  • the environment 10 also receives input data related to sporting events from a broadcast device 16 in real time.
  • the broadcast device 16 works as a component of a communications network such as that established by television and cable companies. In short, events of interest are sent up to a satellite in orbit and beamed back to the broadcast device 16 so that live broadcasts of events around the world can be viewed virtually anywhere.
  • a plurality of clients 18 are also connected to the distributed computing network to allow a multitude of users to viewed the event and participate in the hosted gaming event.
  • server 12 hosts multiple sites and houses multiple databases necessary for the proper operation of the methods and systems in accordance with the subject invention.
  • the server 12 is any of a number of servers known to those skilled in the art that are intended to be operably connected to a network so as to operably link to the plurality of clients 18 via the distributed computing network 14.
  • the server 12 typically includes a central processing unit or cpu 38 including one or more microprocessors such as those manufactured by Intel or AMD and memory 20 operatively connected to the cpu 38.
  • the memory 20 can be any combination of random access memory (RAM), a storage medium such as a magnetic hard disk drive(s) and the like.
  • the memory 20 of the server 12 may be used for storing an operating system 22, databases 24, software applications 26 for execution on the cpu 38, and the like.
  • a gambler database 28 stores data relating to each gambler in a relational database.
  • the data relating to each gambler would include, without limitation, a unique gambler identifier, credit card data, bank account data, past betting history, current bets and the like as would be appreciated by those of ordinary skill in the pertinent art.
  • An event database 30 stores data relating to past, present and future events upon which the house establishes a real-time pari-mutuel betting system or method in accordance with the subject disclosure.
  • the data relating to the events would include, without limitation, time of the events, location of the events, detailed data relating to the event participants, the rules of the event, the types of bets allowed and the like as is described below with respect to specific examples.
  • the memory 20 of the server 12 also typically controls booting and storing the operating system 22, as well as other applications or systems that are to be executed on the server 12 such as paging and swapping between the hard disk and the RAM.
  • Software, code or software applications 26 generally refers to computer instructions which, when executed on the cpu 38, cause interactions with operating parameters, sequence data/parameters, database entries, network connection parameters/data, variables, constants, software libraries, and/or any other elements needed for the proper execution of the instructions, within an execution environment in the memory 20 of the server 12.
  • the server 12 also includes other mechanisms and structures for performing I/O operations such as disk drives (not shown) and a modem 40 for communicating with the distributed computing network 14. It is envisioned that the server 12 can utilize multiple servers in cooperation to facilitate greater performance and stability of the subject invention by distributing memory and processing as is well known.
  • U.S. Pat. No. 5,953,012 to Venghte et al. describes a method and system for connecting to, browsing and accessing computer network resources and is herein incorporated by reference in its entirety.
  • U.S. Pat. No. 5,708,780 to Levergood et al. describes an Internet server which controls and monitors access to network servers and is also herein incorporated by reference in its entirety.
  • distributed computing network 14 may include any number of network systems well known to those skilled in the art.
  • the distributed computing network 14 can be a series of network nodes (each node being a digital data processing device, for example) that can be interconnected by network devices and communication lines (e.g., public carrier lines, private lines, satellite lines, etc.) that enable the network nodes to communicate.
  • network devices e.g., public carrier lines, private lines, satellite lines, etc.
  • the transfer of data e.g., messages
  • network devices such as routers, switches, multiplexers, bridges, gateways, etc.
  • distributed computing network 14 may be a combination of local area networks (LAN), wide area networks (WAN), or the Internet, as is well known.
  • LAN local area networks
  • WAN wide area networks
  • Internet the preferred method of accessing information is the World Wide Web because navigation is intuitive and does not require technical knowledge.
  • the environment 10 also includes a plurality of input/output devices or clients 16 such as desktop computers with printers, laptop computers, personal digital assistants, cellular telephones and the like.
  • the clients 16 communicate with the distributed computing network 14 to allow a user to access information on the server 12.
  • server 12 may be located almost anywhere but a plurality of clients 18 are permanent stations in a casino for accessing the environment 10.
  • Clients 18 are also capable of being interconnected over great distances and/or directly to server 12 as would be known to those of ordinary skill in the art.
  • the clients 18 have displays as would be appreciated by those of ordinary skill in the pertinent art.
  • the display may be any of a number of devices known to those skilled in the art for displaying images responsive to signals. Such devices include but are not limited to cathode ray tubes (CRT), liquid crystal displays (LCDS), plasma screens and the like. Although a simplified diagram is illustrated in Figure 1 such illustration shall not be construed as limiting the present invention to the illustrated embodiment. It should be recognized that the signals being outputted from the clients 18 can originate from any of a number of devices including PCI or AGP video boards or cards mounted within housings of the clients 18 that are operably coupled to the microprocessors and the displays of the clients 18.
  • the clients 18 are also prefereably equipped with an input device(s) as is known to those skilled in the art which can be used to provide input signals for control of applications programs and other programs such as the operating system being executed on the clients 18.
  • the input device preferably comprises a switch, a slide, a mouse, a track ball, a glide point or a joystick, a microphone or other such device (e.g., a keyboard having an integrally mounted glide point or mouse) by which a user such as a consumer can input control signals and other commands.
  • the use of a keyboard and mouse as an input device for the server 12 and clients 18 is not described further herein, it is within the scope of the present invention for the input device to comprise any of a number of input means known to those skilled in the art, wherein the control signals or commands for implementing and interacting with the environment 10 and the applications program embodying such methodology can be implemented in the form of commands from an input device.
  • the clients 18 typically include a central processing unit including one or more micro-processors such as those manufactured by Intel or AMD, random access memory (RAM), mechanisms and structures for performing I/O operations (not shown), a storage medium such as a magnetic hard disk drive(s), a device for reading from and/ or writing to removable computer readable media and an operating system for execution on the central processing unit.
  • the memory of the clients 18 is for purposes of booting and storing the operating system, other applications or systems that are to be executed on the computer, paging and swapping between the hard disk and the RAM and the like.
  • the application programs reside on the memory for performing the functions in accordance with the subject disclosure.
  • the memory simply has a browser for accessing an application hosted within the distributed computing network 14.
  • the clients 18 can also utilize a removable computer readable medium such as a CD or DVD type of media that is inserted therein for reading and/ or writing to the removable computer readable media.
  • a schematic diagram of a client 18 would indeed be functionally equivalent to the server 12 of Figure 2 although one is not included herein and, for simplicity, several components are not shown.
  • a clients 18 provide administrative access to the environment 10 whereas clients 18 are associated with the house and gamblers although it will be recognized by those of ordinary skill in the art that the hardware of the clients 18 would often be interchangeable.
  • a plurality of gamblers can share the same client 18, although probably not conveniently at the same time, and cookie technology can be utilized to facilitate access to the environment 10 and, thereby, gambling systems and methods conducted in accordance with the subject disclosure.
  • FIG. 3 there is illustrated a flowchart 200 depicting a process for real-time para-mutuel betting in accordance with an embodiment of the present invention.
  • the flowchart 200 is directed to allowing gamblers to rely on their skill in predicting the outcome of plays within American football games. It is envisioned that this embodiment is located in an area of a casino set aside for the purpose of practicing the methodology of flowchart 200.
  • the distributed computing network 14 may simply be a local area network connected to a local server 12 with a plurality of application specific designed workstations as clients 18. Such technology is well within those of ordinary skill in the art and, therefore, not further described herein.
  • the house provides for administration and security maintenance.
  • security is of particular interest if the distributed computing network 14 includes the Internet. Therefore, although many users may access the home site, even if such users do not become gamblers (e.g., Internet surfers, hackers and the curious), each user's access is controlled.
  • the home site includes an input area for allowing a user to learn more about the gambling event and rules for same.
  • the user interface specifies which aspects of the home site can be accessed, and at what level in order to maintain compliance with technical electronic data interchange standards, credit card processing, legal confidentiality restraints, system integrity and the like. Such limitations of functionality are well known to those skilled in the art and therefore not further described herein.
  • the house creates a home site on the server 12 to present user interface screens to gamblers on the clients 18.
  • the home site may have many different pages for presenting a plurality of events, where each event can be the basis of a gambling competition or events may be combined to provide more extensive competitions. The description below is with respect to one game but it would be appreciated that the subject technology is not so limited.
  • the house may maintain banner advertisements and links to related Web sites on the home site as a source of additional revenue.
  • the banner advertisements and links are associated with national and local vendors of complimentary goods and services and the company receives a further fee based upon referrals from same.
  • the house also promotes the gambling system generally and specifically with respect to events chosen. It is also envisioned that a separate entity may provide the hardware and expertise necessary to practice the methodology for an entity that may want to run a gambling event for a particular event or charity on a one time or very limited basis.
  • the house selects an event, in this case an American football game, to base a gambling competition upon.
  • the live feed for the game may come over network television and be displayed on televisions in the area of the clients 18, be displayed on each client 18, be displayed in text form via an Internet game cast, combinations thereof and the like.
  • each gambler who elects to participate can track the activity of the game in real-time.
  • the house preferably charges a fee of a fixed percentage of the pool.
  • the fee may also be a set amount, a percentage of the pool plus a set amount, the greater of a percentage of the pool or a set amount and like arrangements as would be appreciated by those of ordinary skill in the art.
  • the house enrolls gamblers in the gambling event via the user interface screens.
  • the gambler accepts the rules and provides the necessary input to the home site by selecting an icon, completing a questionaire or the like.
  • the house stores relevant data in records that are preferably stored in the gambler database 28 in server 12.
  • the gambler initializes their participation by contributing money into the pool such as $100 per game or $10 per quarter.
  • the gambling event or competition is according to rules set by the house. For example, the rules are based on the skill of the gamblers to predict the next play with varying points being awarded according to the accuracy of the prediction.
  • the gamblers enter their predictions in real-time using the clients 18.
  • the number of variables to be predicted include variables such as type of play (run, pass, punt, field goal), the name of the player running, passing or catching, the result of the play (gain, loss, number of yards gained or lost, turnover (fumble, interception), kicking yards, success of field goal). Variables may also include achieving milestones such as making a first down, scoring a touchdown and making a field goal or point after attempt.
  • Bonus points can also be awarded for long yardage predictions such as touchdowns of over 30 yards and the like.
  • picking the ultimate outcome of the game and including other variables such as the over/under line can be additional opportunities to add points to a gambler's total.
  • a corresponding number of points is attributed to the gambler.
  • the gamblers are kept informed of details of the game like personnel changes, field position and the like.
  • Bonus points may be offered for entering predictions prior to updates of such information.
  • pass attempts, play prediction and like statistics may have a point total associated therewith that decreases as time passes in recognition of the easier ability to predict such outcomes as the game progresses.
  • the server 12 aggregates and updates the gambler's point totals after every play. Summary results are provided to all participating gambler's in real time. In one embodiment, the results are communicated by a Scoreboard at the event. Gamblers may choose their own identifier or nickname to further enhance enjoyment of the competition. At the end of the football game, the gambler's final point total determines a relative placement of the gamblers.
  • the house deducts a commission and pays out the balance on a pari-mutuel basis. For example, a certain percentage (50%) may go to the highest score, a second lower percentage may be divided equally among the second through fifth place finishers (%20) with the remaining percentage of the pool (%30) being divided equally among the remaining gamblers. As a result, each gambler is guaranteed some rebate and, for large pools, significant enticing payouts can be won. In another embodiment, a single winner with the highest score takes the pool.
  • multiple pools are created for the same game such as one that distributes a percentage of the pool on a quarter by quarter basis if for American football, and each gambling venue such as auditorium, bar, restaurant, casino, geographic area.
  • each gambling venue such as auditorium, bar, restaurant, casino, geographic area.
  • the sporting event may be not just a contest between two teams (e.g., soccer) but individual events (e.g., tennis, skating, gymnastics, diving), events scored by measuring time or distance (e.g., swimming, track and field), events determined by voting (e.g., academy awards, golden globe awards, political elections) or any circumstances which yield difficult to predict outcomes, hi general, the house can select any number of categories for the gambler to predict and devise many schemes of point allocation.
  • individual events e.g., tennis, skating, gymnastics, diving
  • events scored by measuring time or distance e.g., swimming, track and field
  • events determined by voting e.g., academy awards, golden globe awards, political elections
  • soccer can award points based upon predicting the outcome, the players to score, the time of the first and last goal and goal differential between teams.
  • points can be based on the winner, margin of victory, exact score, next play (pass or run), next player to catch a pass, get 1st down, and score a touchdown, number of completions, touchdowns, and yards rushing.
  • points can be based on winner, margin of victory, exact score, who makes the next basket, points, assists, and rebounds for each player.
  • points can be based on winner, exact score, inning/outs when winning run scored, next pitch (ball, strike, foul, single, double, triple, home run or bunt), number of pitches thrown, number of balls and strikes, and hits allowed.
  • points can be based on winner, margin of victory, runnerup, time, top finishers for next lap, top finishers for the race which can be selected prior to the start of the race or at one or more additional times between the start and finish of the race, next car to take a pit stop, race time, total pit stop time, average speed and predicting the lap in a crash occurs.
  • points can be based on winner, margin of victory, time of winning goal, next player to score, next player to get yellow card, time of next goal, number of goals scored, penalties, and assists.
  • points can be based on winner, margin of victory, exact score, score on next vault or event, scores on each event, and team score and rank.
  • points can be based on predicting the next 5 cards or the next 5 Mah Jong tiles.
  • points can be based on predicting stay or bust for each of 6 players and dealer's total.
  • points can be based on staying or folding for each player on the next hand, winner, and winning hand (pair of aces, straight, queen high, etc.).
  • points can be based on margin of victory, winner, time and other finishers.
  • Gamblers can also create fantasy teams and receive points based upon the performance of the fantasy team and, in turn, place the gamblers based upon the point totals to determine payouts.
  • the house creates a large group of interactive gamblers for a card based game.
  • Each gambler establishes an account for payment or allocation of required funds in the gambler database 28.
  • the rules of the card game are stored in the event database 30.
  • the game is based on electronic simulation of one or more decks of cards using random number generator technology as is known to those of ordinary skill in the art.
  • Each gambler attempts to predict the outcome of the next card that is "electronically" turned over.
  • the game could be based on actual cards being turned over with a live feed, written summary or other summary results fed into the environment 10 in real-time.
  • the prediction could include the suit and number of the cards selected from a specifically designed user interface screen or hardware acting as a client 18.
  • the server 12 runs the game by interacting with the gamblers, scores each gambler's prediction, ranks the gamblers and transmits summary data to the respective client 18 of each gambler. The process is repeated for a deck of cards to complete a game. In a preferred embodiment, four points are awarded for selecting the correct suit. Awarding points for selecting the card value is determined according to the following formula for a deck of cards with thirteen cards per suit:
  • the gambler would receive fifteen points (four based on the suit plus eleven for being close on the card value).
  • the house takes a percentage or vigorous of 10% for hosting the game and pays out the remaining pool to the highest scoring gamblers on a pari-mutuel basis.
  • the games may be repeated and played in rapid fashion to further add to the excitement and enjoyment of playing.
  • the house may further increase the speed at which cards are turned so that an element of skill in card watching becomes a component of the game.
  • Gamblers may also play several "hands" simultaneously as is common with other traditional games such as bingo.
  • Technical constraints of the environment 10 may limit the number of hands that a gambler may have or require other additional constraints.
  • the subject technology can be applied to almost any game such as, without limitation, Mah Jong, SCRABBLE ® game available from Mattel, Inc., chess and the like.
  • the subject technology can combine pari-mutuel payouts with the skill required for sports betting. Multiple predictions can be required to win a single bet. Some categories can be wieighted more heavily or each successful prediction can have equal points awarded. Often, at least some return to each gambler can be arranged.
  • the subject disclosure is also highly relevent to lotteries.
  • an association is developed with sport seasons, building to a climax with the ultimate series or game for the respective sport.
  • the lottery organizer and sports league have a symbiotic and mutually beneficial relationship, with a predetermined grand payout date.
  • the initial pay out is large, say $100 million to allow for the lottery association to conduct many more lotteries per year.
  • the lottery also has no ceiling but rather builds up to the predetermined ultimate game.
  • One exemplary lottery in relation to American football works as follows. The bettor picks the score of each team for the entire weekend game slate or playoff round as the case may be. The range of individual team scores is set to 0 to 50 to produce 2500 possible outcomes. For 16 games, the number of possible outcomes is about 2500 to the 16 th power or 2.3 x 10 to the 54 th power, assuming the distribution is random. At such odds, the lottery has an initial payout of US$100M. Insurance is acquired in the event that insufficient funds are generated to cover the potential winner. Without a winner, there is a secondary weekly payout and with the balance being carried forward until the season ending event, e.g., the Super Bowl. On the final week, the balance of the accrued pool is distributed according to preset rules.
  • the bettor picks the score of each team for the entire weekend game slate or Tournament round by using pencil and paper which is scanned in by a client 18, entering the selection directly at a client 18 such as a telephone, an Internet connection or like portable device or networked device.
  • the initial jackpot is set to $100 million.
  • Individual games are scored according to the algorithm described below at paragraph 61.
  • the scores for each game are totaled for that time period or cycle, e.g., week. If the jackpot is not won, then a portion of the pool is carried forward to the next week and the balance of the weekly pool distributed to the subordinate winners on a pari-mutuel basis.
  • the jackpot pool is carried forward until the season ending event, e.g., the Super Bowl, when the jackpot pool is distributed to the highest scoring person. Additionally, a portion of the jackpot could be reserved to be distributed among second place and lower finishers. It is also envisioned that this lottery may be organized in a multi- jurisdictional basis with an automated pick option.
  • the automated pick option is selected from the group including a consensus betting spread, an over/under number, or that of particular touts (well-known personalities), or system bets enabling random combinations of scores for one or more teams about a range of possible outcomes.
  • the distribution of subordinate bets is adjusted weekly according to the actual scores received by participants. For example, the players' scores are ranked from high to low, and for each numerical score there are a number of players. The number of players with each score is added to that of the higher score until the desired number of subordinate winners is obtained. The lowest score for which a cash prize is adjusted so that the sum of players receiving payment is equal to some desired or accustomed standard, e.g., one of 36. Additionally, the payoff cash prize level for each score score, or range of scores is varied to balance the interests of the players and sponsors. Preferably, the rules are posted on a Web site with an example of how to score. Of course, the scoring is also automated.
  • Weekly results can be communicated to players by posting a winner, the top 10 and/or the top 100 on the lottery Web site.
  • the winners can also be notified by electronic mail with or without a media press release.
  • Players can also scan their ticket (such as by using bar code technology) at point of service terminal where tickets are sold.
  • Players can also log in at the lottery Web site hosted on server 12 and enter a user identification (e.g., electronic mail address) and password to view or receive a message relating to the standings.
  • the Web site will display associated predictions, score, rank and amount won, if any.
  • players use an electronic template to score selections or print the template and perform manual calculations.
  • the template could also be used to print out a prediction sheet/card.
  • the lottery includes automated number picking including additional options such as games over a betting spread, an over/under line as well as a a random distribution about the possible scores.
  • additional options such as games over a betting spread, an over/under line as well as a a random distribution about the possible scores.
  • handicapped picks as determined by subject matter experts are automatically available.
  • the handicapped picks can be used as a starting template with minor modifications to customize the selections.
  • such a lottery could be advantageously applied to any sport or contest such as, without limitation, baseball, basketball, soccer, rugby, tennis, figure skating, snowboarding and the like.
  • a sliding scale would award fewer points for each point away from an exact prediction with a 100 point maximum for each game.
  • a slate of 15 NBA games could be identified so a total maximum score would be 1500. The players with the highest score are the winners. Secondary winners could also be awarded with reduced payments.
  • the competitor's input could be the score of each team at the half and/or end of game, or time of last goal scored.
  • One exemplary scoring system is as follows: 60 points for predicting the winner; 10 points maximum for predicting the exact score of each of his rounds; and same for each of the next four finishers of the tournament.
  • points may be awarded for predicting the result of the next shot of a specific golfer.
  • the predictions are multiple choice such as in the fairway/not in the fairwar, on the green/not on the green and in the hole/not in the hole.
  • One exemplary scoring system is as follows: 60 points for predicting the winner of each match; 20 points for predicting the exact point total for the winner; and 20 points for predicting the exact point total for the loser. 100 maximum points is available for each match and the highest score for each round and/or tournament is a winner.
  • One exemplary scoring system is as follows: 1,2,3,4,5 points for predicting the top 5 finishers in each leg of the event; and 10 points maximum for predicting the exact time of each leg.
  • the gambler redicts the order of finish of a racing event by inputting the car number in response to a prompt from the server, cell phone or wireless device.
  • a separate pool could be conducted after the start of the race with the same or modified algorithm.
  • One exemplary scoring system is as follows: 50 points for predicting the winner; 50 maximum points for predicting the exact time of the winner; and Same for the next 4 finishers.
  • One exemplary scoring system is as follows: Team scoring where points are awarded for predicting the number of gold, silver and bronze medals won by each country with 50 points for the country with the highest medal count; 50 points maximum for predicting the exact number of medals; and same for the next 9 finishers. Individual scoring is also possible where points are awarded for predicting the top four finishers of each event and their score as follows: 50 points for predicting the gold medalist; 50 points maximum for predicting his/her score/time/distance; and same for the next 3 finishers. The highest total score for each sport- gymnastics, track, swimming, is a winner.
  • Competitors may predict the score awarded to an individual athlete's performance either for a sub event within a plurality of scored events (an individual dive in a multi dive contest, pummel horse or rings within gymnastics, etc), the total of the sub events for an individual or team.
  • One exemplary scoring system is as follows: 1 point for predicting the 1 st place finisher; 2 points for predicting the 2 nd place finisher; 3 points for predicting the 3 rd place finisher; and 4 points for predicting the 4 th place finisher. The totals are added for some or all races with a top cumulative score being the winner.
  • the bettor picks the exact order of finish for the 1st n places for each race, which is repeated for multiple races.
  • the odds to pick the top 4 in order in a single race are 1 in 5040.
  • the odds are one in 10 to the 37th power 5 races is 3 x 10 18 th power.
  • Xp is predicted finish order and Xa a is actual finish order the absolute value could be taken of the difference between Xp and Xa. For example, see the chart below:
  • Another example could assign a weight value to each finish order.
  • the weighting could be direct, 1 for 1 st place, 2 for 2 nd place, 3 for 3 rd place, etc or reverse, 10 for 1 st place, 9 for 2 nd place, 8 for 3 rd place, etc.
  • the favorite is the easiest to pick, so it is awarded the fewest points.
  • a portion of the total pool is allocated to the jackpot, and is carried forward weekly until it is won or otherwise distributed to the highest score at the final race of the season. Subordinate wagers paid out weekly pari-mutual basis.
  • a guaranteed prize can be offered for a perfect prediction because the odds of a perfect prediction may be billions to 1, and thus, easily insured.
  • This system uses a scoring algorithm to create a score for multiple selections in each race which are then cumulated for the entire day. The final total score then enables multiple payouts based on pari mutual basis which is well understood by racing fans.
  • the input could include a feature to accept the track handicapper's prediction without additional input by the bettor, or that of an individual (e.g., a tout), or system bets covering various combinations of one or more horses (similar to a box bet).
  • a lottery system is devised with the probability of winning so low that a relatively high payout can be offered from the first week and still be able to be insured on a cost effective basis.
  • the lottery has high odds such as 10 54 or 20 54 .
  • the lottery system uses an algorithm scoring system of conventional sports teams predictions enabling a wide range of subordinate payoffs to be made based upon point accrual.
  • the lottery system uses rules of pari-mutuel payouts and progressive carry forwards to ensure a jackpot will be won at any desired round of the lottery.
  • a greater number of subordinate distributions can be made than is possible with a conventional lottery matrix.
  • This concept can allow pots to build larger than current lottery pools while paying out large guaranteed amounts for every drawing regardless if someone picks all the numbers correctly. This also allows for insurance guarantees of large jackpots for perfect predictions. If the lottery game has odds of 30 billion to 1, an insurance policy could be purchased that would pay $1 billion in the unlikely event that someone correctly picked all the numbers.
  • One example is to choose seven numbers from 1 to 99.
  • a scoring system is applied to determine the closest prediction such as total number of digits away from drawn numbers, possibly weighted, and/or most numbers matched. A certain percent of the pool is paid out on a pari-mutuel basis to the closest prediction(s). Secondary winners can also be paid. A certain percentage of the pool can also be carried over to the next drawing if no one correctly predicts all seven numbers.
  • the lottery is to predict numbers to be drawn in the correct order based on choosing six numbers from 1 to 60. A perfect prediction must pick all the correct numbers and in the same order as they are drawn.
  • a scoring system is applied to determine the closest prediction with one possibility as
  • the lowest score is guaranteed to win the predetermined percentage of the pool, e.g. 50%.
  • the other 50% of the pool could have subordinate prizes and the excess would be carried over and continue building until someone correctly predicted all numbers in the correct order or an arbitrary end to the game is scheduled e.g. New Year's Eve.
  • the envisioned game and scoring system could have multi-million dollar payouts to the closest score even if the player did not correctly pick any of the drawn numbers. Lottery games are also envisioned where Keno or Bingo can be played and the scoring system applied to determine the closest to the drawn numbers. Current Keno games use fixed odds, which makes it difficult for anyone to win a large amount. Bingo players must match five numbers all in a row in order to win. The envisioned game would apply a scoring system to Keno and Bingo drawings to allow a guaranteed winner to the player with numbers closest to the numbers drawn.
  • an envisioned embodiment creates games where it is possible to make predictions of the outcome, but not probable.
  • a scoring system is applied to determine which player has the closest prediction or outcome.
  • Player funds are pooled together and a certain percentage is paid to the player with the best score.
  • the operator retains a set percentage for profit and winners are paid on a pari-mutuel basis. Additionally, a certain percentage of the pool can be carried over to the next game.
  • all of the envisioned games can be played in various mediums including, but not limited to computers, video terminals, TVs, mobile telephones, hand held devices or paper systems.
  • the following games can be played for lotteries, sports betting, or "fantasy" type games. Fantasy type games may be free to play, or charge an entry and/or subscription fee. Prizes or recognition could be given to the winner(s). Lotteries and sports books can charge a set fee for each game or event.
  • a realtime example of the envisioned system as applied to American football would be to predict which team will score next and how much (I 5 2, 3, 6 points); and/or predict what the next play or next play result will be (pass, run, left, right, center, punt, fumble, interception, gain, loss, amount of gain or loss, etc.).
  • An algorithm will assign a score to all predictions based on accuracy, closest to the score, closest to yardage, type of play, direction of play, yardage gained, lost, and the like.
  • Players' scores are compiled and the player with the highest score wins. It could further assign points for predicting the final game score after the game starts at various intervals such as at the end of each quarter.
  • players predict how many runs each team will score in each half inning, e.g, typically eighteen predictions per game.
  • the scoring system is applied to determine closest cumulative prediction. It could further assign points for predicting the final game score after the game starts at various intervals such as at the end of each inning or half inning. Similar games can be played for all team and individual sports including but not limited to soccer (English football), basketball, tennis, car racing (NASCAR, Formula One, etc), cycling, hockey, rugby, cricket, boxing, and all Olympic events.
  • the realtime concept can be applied to predicting multiple races with the scoring system applied to determine closest prediction. For example in horse racing with a multiple race prediction, only one race is predicted at a time. The exact order of finish for each horse is predicted for the first race. Each player returns the ticket to the betting window to predict the finish of all horses in the next race. A bar code confirms same player is adding his second prediction. This continues for a total of eight races.
  • the scoring system is applied to determine player with the closest prediction for all eight races with payouts made on a pari-mutuel basis. A certain percentage can be carried over to the next race or the next day of races if no one makes a perfect prediction.
  • lottery games can be played similarly to the lottery games of predicting numbers. Keno and Bingo can also be played on the video terminals. Machines or terminals could be linked together similar to current "progressive jackpot" slot machines. The difference is that the envisioned games would be played in real time. The games, for example, could be played every few minutes. The number of players playing at one time could be a handful or a few hundred or even thousands. A scoring system would be applied to determine the closest prediction and a guaranteed payment paid to the winner. A percentage would carry over to the next game until someone correctly predicts all numbers exactly. For example, multiple video terminals in a casino or casinos are linked together to the same computer or processor.
  • Two or more players push a button or touch the screen or otherwise indicate that they have placed money or credits in a machine and are ready to play.
  • the players will then be notified that they have 30 seconds to select six numbers or select the auto-pick option so the computer will randomly generate six numbers.
  • a timer counts down until the 30 seconds are up.
  • the computer then randomly generates 6 numbers that are simultaneously displayed on every screen of the linked players.
  • a scoring system is applied to determine which player's numbers are closest to the randomly drawn numbers. Payouts are made on a pari-mutuel basis, e.g. 50% to the player with the closest score. Secondary winnings could also be credited to other players.
  • the remaining percentage (less the casino rake) could be carried over to the next game so the pot would build until someone correctly matches all the numbers.
  • This game can also be played similarly in real time for Bingo, Keno, Blackjack, roulette and other casino table games.
  • a deck of cards can also be used.
  • Players select six cards or opt for the computer to randomly select six cards for them. After 30 seconds, the computer displays six cards on all players' screens and the scoring system determines which player was closest.
  • Video poker can also be played in the same manner.
  • Current casino or poker games pay out on fixed odds. The difference between the actual odds and the paid odds are the casino's profit. The envisioned system allows the casino to make a fixed commission or rake on each game played. It also allows players to play against each other on a pari-mutuel basis instead of playing against the casino. Progressive jackpots build for each game if no player has a perfect score. Current casino games are configured so that the odds slightly favor the casino.
  • the envisioned system uses a scoring system and real time play to create pari-mutuel casino games where the casino gets a guaranteed rake on every game. It also guarantees that at least one player will win each game. Players compete against each other instead of against the computer.
  • NASCAR ® race application the player dials a pre-selected telephone number to play the game, the mobile phone sends prompts to the player to input the car number for each finish position and results are scored according to a system.
  • the entrance fee is cost of the call billed to user's account, results are emailed.
  • a percent of the pool is distributed to the high scorers according to the rules and payment made by credit to their account, a check HOm the mobile operator and the like.
  • the game could be marketed by encouraging viral networking. As a result, the internet sports betting web sites, credit card input, and the like are bypassed to reach a much larger market than the Internet alone. Of course, such a scheme can be implemented to football, soccer and other competitions.
  • Another application of the subject technology is to offer lottery players and the like an insurance ticket for an additional monetary amount. All players that buy the insurance ticket are entered into a pool with a chance to win a secondary prize. An algorithm or scoring system is applied to determine which player in the insured ticket pool had the closest prediction to the actual numbers drawn. The winner(s) is paid on an pari- mutuel basis. For example:
  • the insurance pool is largely the same as the traditional lottery game (e.g., as POWERBALL ® or MEGAMILLIONS ® lotteries), but is applied as a secondary play for an existing lottery game that has completely different rules.
  • the insurance pool applies equally as well to other games such as horseracing where the exact prediction is normally needed to win. For example, horseracing has a traditional pick six bet where the better has to pick the winner of 6 consecutive races.
  • An example of an insurance pool calculation follows: Race # Horse XE Xa Abs Value

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Abstract

L'invention concerne un serveur destiné à faciliter le pari en temps réel, le serveur communiquant avec des clients via un réseau informatique distribué. Le serveur comprend une mémoire stockant un système d'exploitation, un ensemble d'instructions, des données d'événements se rapportant à un événement sportif, des données de joueurs se rapportant à des joueurs participant à une compétition basée sur l'événement sportif et des données de site se rapportant à des pages électroniques associées au pari para-mutuel en temps réel. Un processeur exécute l'ensemble d'instructions et communique avec la mémoire et le réseau informatique distribué. Le processeur permet l'inscription des joueurs par présentation des règles de pari associées à l'événement sportif, la collecte des paris des joueurs, l'acceptation de prédictions de chaque joueur pour des événements discrets dans le cadre de l'événement sportif et la détermination d'un premier gagnant de la compétition en fonction des prédictions. Parmi les applications, on trouve des loteries à entrées reçues à partir de dispositifs mobiles.
EP06760568A 2005-06-01 2006-05-31 Procedes et systemes de pari avec paiements de pari mutuel Withdrawn EP1904195A4 (fr)

Applications Claiming Priority (3)

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US11/141,957 US20060287094A1 (en) 2005-06-01 2005-06-01 Methods and systems for betting with pari-mutuel payouts
US77881706P 2006-03-02 2006-03-02
PCT/US2006/020997 WO2006130624A2 (fr) 2005-06-01 2006-05-31 Procedes et systemes de pari avec paiements de pari mutuel

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US7584133B2 (en) 2004-12-21 2009-09-01 Weather Risk Solutions Llc Financial activity based on tropical weather events
US7584134B2 (en) 2004-12-21 2009-09-01 Weather Risk Solutions, Llc Graphical user interface for financial activity concerning tropical weather events
US7783542B2 (en) 2004-12-21 2010-08-24 Weather Risk Solutions, Llc Financial activity with graphical user interface based on natural peril events
US7783543B2 (en) 2004-12-21 2010-08-24 Weather Risk Solutions, Llc Financial activity based on natural peril events
US7693766B2 (en) 2004-12-21 2010-04-06 Weather Risk Solutions Llc Financial activity based on natural events
US7783544B2 (en) 2004-12-21 2010-08-24 Weather Risk Solutions, Llc Financial activity concerning tropical weather events
GB2505508A (en) * 2012-09-04 2014-03-05 Bet Trade Ltd Complementary bets in games of chance

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GB0204410D0 (en) * 2002-02-25 2002-04-10 Bae Systems Plc Weighgtless thermocoder
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