JP5941152B2 - 強化されたゲームプレイ環境のための1対1プレイおよびトーナメントプレイ - Google Patents
強化されたゲームプレイ環境のための1対1プレイおよびトーナメントプレイ Download PDFInfo
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Description
本願は、2011年10月17日に出願された米国仮出願第61/627,749号、および2011年12月6日に出願された第61/630,194号の利益を主張し、2011年3月1日に出願されたPCT特許出願第PCT/US11/26768号、2010年12月6日に出願された米国仮特許出願第61/459,131号、2010年12月31日に出願された米国仮特許出願第61/460,362号、2011年4月6日に出願された米国仮特許出願第61/516,693号、2011年9月30日に出願され、Enriched Table Top Game Play Environment(Single Or Multi−Player) For Casino Applicationsと題する米国仮特許出願に関し、そのそれぞれの内容は、あたかも本明細書に完全に記載されているかのようにその全体として参照することにより本明細書に組み込まれ、2011年10月17日に出願された米国仮特許出願第61/627,737号に関する。
強化された1対1のハイブリッドゲーム
ネットワーク接続型の強化された1対1のハイブリッドゲーム
プレイ構造
1対1のプレイでの確率要素
トーナメントプレイ
1対1のプレイの料金
ランク割当て
ランク評価
Abs()=絶対値関数
Xi=現在のプレイセッションの間観察されたプレーヤ成績測定値
Xmean=以前のプレイセッションの履歴プレーヤ成績測定値の平均、および
s=Xmeanの標準偏差
1対1のプレイでのサイドベット
処理装置
Claims (20)
- 強化された1対1の対話型エンターテインメントゲームおよび対話型ギャンブルゲームを含む、ハイブリッドゲームシステムであって、
ギャンブルゲームでの現実世界クレジットの額の賭けに、現実世界クレジットの無作為に生成される支払いを提供するように構築される現実世界エンジンを備える前記ギャンブルゲームと、
エンターテインメントゲームのリソースを活用しながら、プレーヤによる前記エンターテインメントゲームの実行時に、前記プレーヤが熟練したプレーヤである場合に得られるゲームワールドクレジットの結果を提供する前記エンターテインメントゲームを提供するように構築されたエンターテインメントソフトウェアエンジンと、
前記エンターテインメントソフトウェアエンジンを管理し、前記ギャンブルゲームでの現実世界クレジットの前記額の前記賭けおよび現実世界クレジットの前記額の前記賭けのために前記ギャンブルゲームのための現実世界クレジットの前記無作為に生成される支払いの生成をトリガする、前記プレーヤによる前記エンターテインメントゲームの実行の間の前記プレーヤによる前記リソースの活用に基づいたゲームプレイギャンブルイベント発生を前記ギャンブルゲームに通信するように構築されるゲームワールドエンジンと、
前記エンターテインメントゲームの前記リソース、および前記エンターテインメントゲームの前記リソースの前記活用によって前記ギャンブルゲームでトリガされる現実世界クレジットの前記額の前記賭けにおいて前記プレーヤによって活用される現実世界クレジットの前記額を活用しながら、前記ゲームワールドエンジンから、前記プレーヤによる前記エンターテインメントゲームの実行時に、前記プレーヤが熟練したプレーヤである場合に得られるゲームワールドクレジットの前記結果を含む前記プレーヤの成績測定値を受け取る、
トーナメントでのプレイのための前記プレーヤの資格を決定し、前記プレーヤによる前記エンターテインメントゲームの実行の前記結果として得られる前記ゲームワールドクレジットと、前記ゲームワールドクレジットを得ながら、前記プレーヤによる前記エンターテインメントゲームの実行中の前記プレーヤによる前記リソースの活用により前記ギャンブルゲームでトリガされる、前記賭けにおいて前記プレーヤによって活用される現実世界クレジットの前記額との比率に応じて、グローバルベッティングマネージャによって、前記トーナメントのためのハンディキャップを前記プレーヤに割り当てる、および
トーナメント資格および前記割り当てられたハンディキャップに関する情報を、前記強化された1対1のハイブリッドゲームの中で前記割り当てられたハンディキャップおよびトーナメント資格を実装するように前記ゲームワールドエンジンを構成する、前記ゲームワールドエンジンに送る
ように構築されるグローバルベッティングマネージャと
を備える強化された1対1のハイブリッドゲームシステム。 - 前記グローバルベッティングマネージャが、
前記受け取られたプレーヤ成績測定値に基づいて前記プレーヤにランク付けを割り当てること、および
前記プレーヤの前記ランク付けに基づいて前記プレーヤの前記資格を決定し、前記プレーヤに前記ハンディキャップを割り当てること
によって、前記ゲームワールドエンジンからの前記プレーヤの前記成績測定値に基づいて、前記プレーヤの前記資格を決定し、前記プレーヤに前記ハンディキャップを割り当てるようにさらに構築される、請求項1に記載の強化された1対1のハイブリッドゲームシステム。 - 前記プレーヤ成績測定値が、前記プレーヤの対戦相手プレーヤに対するリザルトを含み、
前記ランク付けが、前記対戦相手プレーヤのランクおよび前記プレーヤの前記対戦相手プレーヤに対するリザルトに基づいて前記プレーヤに割り当てられる、
請求項2に記載の強化された1対1のハイブリッドゲームシステム。 - 前記プレーヤ成績測定値が、ゲーム属性に基づいて前記プレーヤによって得られる経験値に関する情報をさらに含み、
前記ランク付けが、前記プレーヤによって得られる経験値に関する前記情報、および前記プレーヤによって以前に得られた経験値に基づいた予想ランク付けに基づいて前記プレーヤに割り当てられる、
請求項2に記載の強化された1対1のハイブリッドゲームシステム。 - 前記グローバルベッティングマネージャが、前記プレーヤの成績測定値が予想プレーヤ成績測定値からの大きな偏差であると決定するようにさらに構築される、請求項1に記載の強化された1対1のハイブリッドゲームシステム。
- 前記プレーヤの成績測定値が予想プレーヤ成績測定値からの大きな偏差であると前記決定することが棄却検定を使用する、請求項5に記載の強化された1対1のハイブリッドゲームシステム。
- 前記棄却検定が前記グラブス棄却検定である、請求項6に記載の強化された1対1のハイブリッドゲームシステム。
- 前記検定試験が前記ディクソンQテストである、請求項6に記載の強化された1対1のハイブリッドゲームシステム。
- 前記グローバルベッティングマネージャが、前記プレーヤの成績測定値が予想プレーヤ成績測定値からの大きな偏差であると決定すると、前記プレーヤのハンディキャップを調整するようにさらに構築される、請求項5に記載の強化された1対1のハイブリッドゲームシステム。
- 前記予想プレーヤ成績が履歴プレーヤ成績測定値に基づく、請求項5に記載の強化された1対1のハイブリッドゲームシステム。
- 強化された1対1の対話型エンターテインメントゲームおよび対話型ギャンブルゲームを含む、ハイブリッドゲームシステムを操作する方法であって、
前記強化された1対1のハイブリッドゲームのエンターテインメントゲームを実行することであって、前記エンターテインメントゲームが、前記エンターテインメントゲームのリソースを活用しながら、前記プレーヤによる前記エンターテインメントゲームの実行により、前記プレーヤが熟練したプレーヤである場合に得られるゲームワールドクレジットの結果を提供する、エンターテインメントゲームを実行することと、
前記プレーヤによる前記エンターテインメントゲームの実行中の前記プレーヤによる前記リソースの活用に基づいて、前記スキル標準化ハイブリッドゲームのギャンブルゲームで
前記プレーヤによる前記エンターテインメントゲームの実行中の前記プレーヤによる前記リソースの活用に基づいて、前記スキル標準化ハイブリッドゲームのギャンブルゲームで現実世界クレジットの額の賭け、および現実世界クレジットの前記額の前記賭けのために前記ギャンブルゲームのための現実世界クレジットの無作為に生成される支払いの生成をトリガすることと、
前記プレーヤのプレーヤ成績測定値を決定することであって、前記プレーヤ成績測定値が、前記エンターテインメントゲームの前記リソースを活用しながら前記プレーヤによる前記エンターテインメントゲームの実行により、前記プレーヤが熟練したプレーヤである場合に得られるゲームワールドクレジットの前記結果、および前記エンターテインメントゲームの前記リソースの前記活用によって前記ギャンブルゲームでトリガされる現実世界クレジットの前記額の前記賭けにおいて前記プレーヤによって活用される現実世界クレジットの前記額を含む、決定することと、
トーナメントでのプレイに対する前記プレーヤの資格を決定し、グローバルベッティングマネージャによって、前記トーナメントのためのハンディキャップを、前記エンターテインメントゲームの前記リソースを活用しながら前記プレーヤによる前記エンターテインメントゲームの実行の結果として得られる前記ゲームワールドクレジットと、前記ゲームワールドクレジットを得つつ前記プレーヤによる前記エンターテインメントゲームの実行中の前記プレーヤによる前記リソースの活用により前記ギャンブルゲームでトリガされる前記賭けにおいて前記プレーヤによって活用される現実世界クレジットの前記額との比率を決定することによって前記プレーヤ成績データに基づいて割り当てることと、
前記割り当てられたハンディキャップに関する情報を、前記強化された1対1のハイブリッドゲームの中で前記割り当てられたハンディキャップおよびトーナメント資格を実装するように前記ゲームワールドエンジンを構成する前記ゲームワールドエンジンに送ること
を含む方法。 - 前記資格を決定し、前記ゲームワールドエンジンからの前記プレーヤの前記成績測定値に基づいて前記プレーヤに前記ハンディキャップを割り当てることが、
前記受け取られたプレーヤ成績測定値に基づいて前記プレーヤにランク付けを割り当てることと、
ハンディキャップが割り当てられる前記プレーヤの前記ランク付けに基づいて前記ハンディキャップを前記プレーヤに割り当てることと
を含む、請求項11に記載の方法。 - 前記プレーヤ成績測定値が、前記プレーヤの対戦相手プレーヤに対するリザルトを含み、
前記ランク付けが、前記対戦相手プレーヤのランクおよび前記プレーヤの前記対戦相手プレーヤに対するリザルトに基づいて前記プレーヤに割り当てられる、
請求項12に記載の方法。 - 前記プレーヤ成績測定値が、ゲーム属性に基づいて得られる経験値に関する情報を含み、
前記ランク付けが、前記プレーヤによって得られる経験値、および前記プレーヤによって以前に得られた経験値に基づいた予想ランク付けに関する前記情報に基づいて前記プレーヤに割り当てられる、
請求項12に記載の方法。 - 前記プレーヤの成績測定値が予想プレーヤ成績測定値からの大きな偏差であると決定することをさらに含む、請求項11に記載の方法。
- 前記プレーヤの成績測定値が予想プレーヤ成績測定値からの大きな偏差であると前記決定することが、棄却検定を使用する、請求項15に記載の方法。
- 前記棄却検定が前記グラブス棄却検定である、請求項16に記載の方法。
- 前記棄却検定が前記ディクソンQテストである、請求項16に記載の方法。
- プレーヤの成績測定値が予想プレーヤ成績測定値からの大きな偏差であると決定すると、プレーヤのハンディキャップを調整することをさらに含む、請求項15に記載の方法。
- プロセッサ命令を記憶する固定機械可読媒体であって、1台または複数のプロセッサによる前記命令の実行によって、前記1台または複数のプロセッサが、強化された1対1の対話型エンターテインメントゲームおよび対話型ギャンブルゲームを含む、ハイブリッドゲームのためのプロセスを実行し、前記プロセスが、
前記強化された1対1のハイブリッドゲームのエンターテインメントゲームを実行することであって、前記エンターテインメントゲームが、前記エンターテインメントゲームのリソースを活用しながら、前記プレーヤによる前記エンターテインメントゲームの実行により、前記プレーヤが熟練したプレーヤである場合に得られるゲームワールドクレジットの結果を提供する、エンターテインメントゲームを実行することと、
前記プレーヤによる前記エンターテインメントゲームの実行中の前記プレーヤによる前記リソースの活用に基づいて、前記スキル標準化ハイブリッドゲームのギャンブルゲームで
前記プレーヤによる前記エンターテインメントゲームの実行中の前記プレーヤによる前記リソースの活用に基づいて、前記スキル標準化ハイブリッドゲームのギャンブルゲームで現実世界クレジットの額の賭け、および現実世界クレジットの前記額の前記賭けのために前記ギャンブルゲームのための現実世界クレジットの無作為に生成される支払いの生成をトリガすることと、
前記プレーヤのプレーヤ成績測定値を決定することであって、前記プレーヤ成績測定値が、前記エンターテインメントゲームの前記リソースを活用しながら前記プレーヤによる前記エンターテインメントゲームの実行により、前記プレーヤが熟練したプレーヤである場合に得られるゲームワールドクレジットの前記結果、および前記エンターテインメントゲームの前記リソースの前記活用によって前記ギャンブルゲームでトリガされる現実世界クレジットの前記額の前記賭けにおいて前記プレーヤによって活用される現実世界クレジットの前記額を含む、決定することと、
トーナメントでのプレイに対する前記プレーヤの資格を決定し、グローバルベッティングマネージャによって、前記トーナメントのためのハンディキャップを、前記エンターテインメントゲームの前記リソースを活用しながら前記プレーヤによる前記エンターテインメントゲームの実行の結果として得られる前記ゲームワールドクレジットと、前記ゲームワールドクレジットを得つつ前記プレーヤによる前記エンターテインメントゲームの実行中の前記プレーヤによる前記リソースの活用により前記ギャンブルゲームでトリガされる前記賭けにおいて前記プレーヤによって活用される現実世界クレジットの前記額との比率を決定することによって前記プレーヤ成績データに基づいて割り当てることと、
前記割り当てられたハンディキャップに関する情報を、前記強化された1対1のハイブリッドゲームの中で前記割り当てられたハンディキャップおよびトーナメント資格を実装するように前記ゲームワールドエンジンを構成する前記ゲームワールドエンジンに送ること
を含む、固定機械可読媒体。
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- 2012-10-17 WO PCT/US2012/060683 patent/WO2013059372A2/en active Application Filing
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2013
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2014
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2017
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2018
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US20140243059A1 (en) | 2014-08-28 |
US9626836B2 (en) | 2017-04-18 |
US20170228986A1 (en) | 2017-08-10 |
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US10360766B2 (en) | 2019-07-23 |
US20180357863A1 (en) | 2018-12-13 |
JP2014531958A (ja) | 2014-12-04 |
US20160300450A1 (en) | 2016-10-13 |
US8715069B2 (en) | 2014-05-06 |
AU2012326136B2 (en) | 2015-06-04 |
WO2013059372A2 (en) | 2013-04-25 |
US10055940B2 (en) | 2018-08-21 |
AU2012326136A1 (en) | 2014-05-29 |
SG11201401444SA (en) | 2014-05-29 |
US20190340883A1 (en) | 2019-11-07 |
CA2852464A1 (en) | 2013-04-25 |
WO2013059372A3 (en) | 2013-06-20 |
US20130331177A1 (en) | 2013-12-12 |
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