WO2003000368A1 - Procede et systeme de gestion de jeu entre un centre de gestion de jeu et au moins un terminal de jeu, centre de gestion de jeu et terminal de jeu - Google Patents

Procede et systeme de gestion de jeu entre un centre de gestion de jeu et au moins un terminal de jeu, centre de gestion de jeu et terminal de jeu Download PDF

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Publication number
WO2003000368A1
WO2003000368A1 PCT/FR2002/001984 FR0201984W WO03000368A1 WO 2003000368 A1 WO2003000368 A1 WO 2003000368A1 FR 0201984 W FR0201984 W FR 0201984W WO 03000368 A1 WO03000368 A1 WO 03000368A1
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WO
WIPO (PCT)
Prior art keywords
game
ticket
game management
management center
terminal
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.)
Ceased
Application number
PCT/FR2002/001984
Other languages
English (en)
French (fr)
Inventor
Eric Diehl
Stéphanie LION
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.)
Thomson Licensing SAS
Original Assignee
Thomson Licensing SAS
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
Application filed by Thomson Licensing SAS filed Critical Thomson Licensing SAS
Priority to MXPA03011881A priority Critical patent/MXPA03011881A/es
Priority to KR1020037016634A priority patent/KR100888529B1/ko
Priority to JP2003507009A priority patent/JP2004534580A/ja
Priority to EP02745513A priority patent/EP1404427A1/fr
Priority to US10/481,202 priority patent/US8197333B2/en
Publication of WO2003000368A1 publication Critical patent/WO2003000368A1/fr
Anticipated expiration legal-status Critical
Ceased legal-status Critical Current

Links

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • GPHYSICS
    • G06COMPUTING OR CALCULATING; COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q20/00Payment architectures, schemes or protocols
    • G06Q20/38Payment protocols; Details thereof
    • G06Q20/40Authorisation, e.g. identification of payer or payee, verification of customer or shop credentials; Review and approval of payers, e.g. check credit lines or negative lists
    • G06Q20/401Transaction verification
    • A63F13/12
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/71Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/335Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/401Secure communication, e.g. using encryption or authentication
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/407Data transfer via internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/53Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
    • A63F2300/532Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing using secure communication, e.g. by encryption, authentication

Definitions

  • the present invention relates to a method and a system for game management between a game management center and at least one remote game terminal.
  • the invention further relates to a game management center and a game terminal.
  • the invention relates to a game management method of the type comprising a step of requesting at least one game ticket, from the game terminal, and a step of presenting the game ticket, by the game terminal. Game.
  • the platform game CyberGrattage ® implemented by the company GOTO Software allows a player to request a game ticket to the game management center, from ' a microcomputer connected to the Internet.
  • the game ticket has several hidden boxes, a number of which are to be virtually scratched, using a mouse, to remove the corresponding masks and discover symbols. At least a combination of these discovered symbols is a winner: just choose the right boxes.
  • the invention aims to remedy the drawbacks of a conventional game management method, by creating a method making it possible to limit the number of exchanges between the game management center and the remote game terminal, for more security, and which is simple to implement on the side of the game management center.
  • the subject of the invention is therefore a game management method of the aforementioned type, characterized in that it comprises, between the request step and the step presentation, a step of generation, by the game management center, of a winning indicator determining whether the game ticket presented to the player is winning or losing; and a step of transmission by the game management center and intended for the game terminal, of a result containing said gain indicator; and in that during the presentation step, the game terminal generates at least one representation of the game ticket as a function of the transmitted result and presents said game ticket under this representation.
  • the game management method limits the number of exchanges between the game terminal and the game management center, since when the ticket is presented to the player, the game management center already knows if the ticket is winning or losing.
  • the game management center generates said winning indicator, as a function of the probability of winning
  • the game management center and the remote game terminal are linked together by at least one bidirectional communication channel;
  • the method comprises a step of transmission, by the game terminal and to the game management center, of a game ticket request message
  • the game ticket request message includes a seed generated by the game terminal, and this seed is used by the game management center to randomly determine whether the game ticket presented is winning or losing;
  • the game terminal generates at least two representations of the game ticket, a first representation not indicating whether it is a winner or a loser, the game ticket comprising for example several zones comprising hidden symbols, and a second representation indicating whether the game ticket is winning or losing depending on the result, a predetermined number of zones being unmasked for example and the game terminal choosing dynamically each symbol unmasked by the player according to the result;
  • the result is encrypted by the game management center using a symmetrical or asymmetric encryption process; - during the step of generating said winning indicator, the game management center also generates an identification number for the game ticket, and the result includes this identification number for the game ticket;
  • the method further includes a step of transmitting, by the game terminal and to the game management center, proof of winning comprising the identification number of the game ticket.
  • Game If the game ticket is determined to be a winner, the method further includes a step of transmitting, by the game terminal and to the game management center, proof of winning comprising the identification number of the game ticket.
  • the result includes a ticket generation seed, and this ticket generation seed is used by the game terminal for the presentation of the game ticket;
  • the predetermined winning probability of the game includes a statistical distribution of winning values
  • the result of the determination comprises a gain value dependent on the statistical distribution of gain values, if the ticket is determined to be a winner;
  • the ticket is issued by the game management center after receipt by the latter of proof of payment;
  • the game management center manages several games, and following the step of requesting a game ticket, the game management center chooses at least one type of game ticket corresponding to at least one game.
  • the invention also relates to a game management center, characterized in that it comprises means for receiving a request for a game ticket issued by a player, means for generating at least one game ticket activated by receipt of the request, and means of determining, if the game ticket is a winner or a loser, before it is presented to the player.
  • the invention also relates to a game terminal, characterized in that it comprises means for sending a request for at least one game ticket, means for receiving the result of a determination, if the game ticket game is winning or losing, and means for generating at least one representation of the game ticket, depending on the result, and for presenting the game ticket under this representation.
  • the generation means generate at least two representations of the game ticket, a first representation not indicating whether he is a winner or a loser, and a second representation indicating whether the game ticket is a winner or a loser depending on the result.
  • the invention also relates to a game management system comprising a game management center as described above and at least one remote game terminal as described above.
  • FIG. 2 represents the steps of the game management method according to the invention implemented in the environment of FIG. 1.
  • the environment represented in FIG. 1 comprises a game management center 10, located for example at a game organizer and comprising a server 12 of conventional type connected to means 13 for storing winning probabilities, such as RAM.
  • the server 12 is also connected to an information transmission network 14, such as the Internet, by means of a modem 16 to which it is connected and of a bidirectional link 18 established between the modem 16 and the Internet network 14 .
  • remote gaming terminals 20 ⁇ , ..., 20 n are also connected to the Internet 14 by means of bidirectional links 22 ⁇ , ..., 22 n .
  • These remote game terminals 20-j, ..., 20 n are for example microcomputers located in players' homes.
  • Each remote game terminal 20j comprises a modem 24 ensuring the connection with the bidirectional link 22j, and a central unit 26 associated with a display screen 28 and a keyboard 30.
  • the central unit 26 comprises a game application downloaded from of the game management center 10, in the form of a Java applet (from the English "Java applet").
  • the central unit 26 is connected in bidirectional communication with a conventional electronic payment device 32, such as an electronic purse.
  • FIG. 2 shows the steps of the game management method according to the invention, implemented between the game management center 10 and any remote game terminal 20j, chosen from among the terminals 20-j to 20 n .
  • a first step 40 the player, interacting with the game application stored in the central unit 26 of the game terminal 20j, by means of the keyboard 30 and the display screen 28, requests the purchase of a game ticket.
  • the central unit 26 verifies that the content of the electronic purse 32 makes it possible to buy the requested game ticket. If this is not the case, we pass to a cancellation step 44, during which the game application informs the player, via the screen 28, that he does not have enough money.
  • a payment step 46 during which the electronic purse 32 is debited with the sum corresponding to the price of the requested game ticket.
  • the transaction is carried out, for example, with a remote payment center (not shown) accessible via the Internet. Considered classic, this transaction will not be described further.
  • the electronic purse 32 sends proof of payment to the central unit 26 of the game terminal 20j
  • the game terminal 20 transmits to the game management center 10 a ticket request message M.
  • This message M includes the proof of payment M-], from the previous step.
  • the message M also includes a game identification number M2, uniquely defining the type of game ticket requested by the player.
  • the game management center 10 can manage several games, each of which is associated with a predetermined probability of winning.
  • the game identification number M2 makes it possible to determine which game, and therefore which probability of winning is associated with the ticket requested.
  • the ticket request message M does not necessarily include the game identification number M2.
  • the player transmits the ticket request message M, without having previously chosen a particular type of game ticket.
  • the game management center 10 managing several games, chooses at least one type of ticket corresponding to at least one game, for example at random.
  • the game terminal 20 also transmits a symmetrical secret key M3, automatically generated by the game terminal 20j in a conventional manner. This key will be used, as will be described later, by the game management center 10, for symmetric data encryption.
  • the message M includes a seed M4 which is, for example, any real number and is intended to be used by the game management center 10 during a determination step which will be described later.
  • a well-known means is to use an asymmetric public key cryptography method, in which the center game management 10 has a private key SKQP which is known only to him and a public key PKQP which is known to the terminal 20j.
  • the message M is transmitted by the terminal 20j to the game management center 10, in encrypted form by means of a conventional encryption function E and the public key PKgp.
  • M takes the following form:
  • M E p ⁇ Gp (M 1 , M 2 , M 3 , M 4 ).
  • the game management center 10 decrypts the message M by means of the private key SKQP- It thus finds the symmetrical secret key M3, the seed M4 and the game identification number
  • the probability of winning is defined by a statistical distribution of winning values stored in memory 13.
  • the game management center 10 authorizes the passage to the next step of the method, after verification of the proof of payment M-] .
  • the statistical distribution of gain values is understood to mean a real function of the interval [0; 1] in a space of gain values, such as the set of real numbers, or else a set of predetermined lots.
  • the game corresponding to the game identification number M2 is a game in which the game ticket comprises a grid of nine hidden boxes, three of which contain a cross and six a circle. .
  • the rule of the game is to uncover three of the nine boxes. The player earns 100 Euros if he discovers three crosses, 10 Euros if he discovers two crosses, nothing otherwise.
  • the probability for the player to win 100 Euros is 1/84
  • the probability for the player to win 10 Euros is 18/84
  • the probability for the player to win nothing is 65/84 .
  • the player who determines, when he discovers three boxes among these nine boxes, whether the game ticket is winning or losing.
  • the game management center 10 which determines whether the game ticket is a winner or a loser.
  • the symbols appearing behind the three discovered boxes are chosen dynamically by the game application of the game terminal 20d, to correspond to the result of the determination made by the game management center 10.
  • the game management center 10 randomly generates a real number Xdet of between 0 and 1, possibly from the seed M4.
  • a known method for generating X and is to use a conventional pseudo-random number generating function, using an input variable, such as a real number, called a seed.
  • the game management center 10 keeps for each winning ticket, in memory 13, the game ticket identification number R3 associated with the indication R ⁇ and the winning value R2 as well as the game identification number M2. Thus, he knows, before the game ticket is presented to the player, whether this ticket is winning or losing.
  • the game management center 10 transmits to the game terminal 20j a response R containing the indicator R-], the value of gain R2 if the indicator R- is equal to 1 and the game ticket identification number R3.
  • the response R also includes the game identification number M2 and a ticket generation seed R5 ] which is, like M4, any real number.
  • the response R is transmitted to the game terminal 20j in encrypted form, using the encryption function E and the symmetric secret key M3, known only to the game terminal 20j and the game management center 10.
  • R takes therefore the following form:
  • R EM 3 (Ri .R2- R 3> 2 , R5, R ⁇ ) -
  • the game terminal 20j decrypts the response R using the symmetrical secret key M3 and verifies, using the public key PKQP, that the signature RQ indeed corresponds to the content of the answer R.
  • the game terminal 20j checks the value of the indicator R ⁇ ⁇ .
  • step 58 during which the game terminal 20j generates a scratch-off game ticket, possibly using the ticket generation seed R5, and displays this on the 'screen 28.
  • the game terminal 20j can use a conventional pseudorandom number generating function, to randomly diversify the presentation of the scratch-off game ticket.
  • the ticket presented on screen 28 is a losing ticket, that is to say that the discovered boxes have at most one cross.
  • the presentation of the losing ticket is also entirely implemented by the game application recorded in the central unit 26 of the game terminal.
  • the game application generates at least a first representation of the game ticket, not indicating whether it is a winner or a loser, before the player has discovered a first box, and a second representation of the game ticket. game, indicating that it is a loser, when the player has discovered three spaces.
  • step 60 the game terminal 20j generates a scratch ticket, as previously, and presents this on screen 28. But in this case, the ticket scratch is a ticket that will be presented as a winner regardless of the player's choice.
  • the gain value R2 is equal to 10, whatever the boxes discovered by the player, these have two crosses. If the winning value R2 is 100, the three boxes discovered by the player each have a cross.
  • the game application generates at least a first representation of the game ticket not indicating whether it is a winner or a loser, before the player has discovered a first box, and a second representation of the game ticket, indicating the symbols corresponding to the winning value R2, when the player has discovered three boxes.
  • step 62 following step 60 the game terminal 20j transmits to the game management center 10, a proof of winning P comprising the signature RQ and payment information P 2 , such as for example a number of player's bank account, into which the game management center 10 can deposit the amount won by the player in the previous step.
  • a proof of winning P comprising the signature RQ and payment information P 2 , such as for example a number of player's bank account, into which the game management center 10 can deposit the amount won by the player in the previous step.
  • the game management center 10 checks the validity of the signature RQ and verifies that the ticket corresponding to the ticket identification number R3 has not already been rewarded. Any appropriate means can then be used to give the prize to the winner during a step 66.
  • the game management method according to the invention allows the simple implementation of the management of a game with predetermined probability of winning, by presenting the player with a game ticket which has already been determined as a winner or a loser. by the game management center 10, as a function of the probability of winning.
  • Another advantage of the method described above is that it allows very simple implementation on the side of the game management center 10, the latter comprising in memory the statistical distribution of winning values corresponding to the type of game ticket requested by the player. and transmitting to the gaming terminal only the result of the determination, without generating the gaming ticket. Indeed, the generation of the gaming ticket, the delivery of the winning or losing ticket and the presentation of the response are entirely carried out by the terminal 20, -, thanks to the game application loaded in it.
  • the statistical distribution of gain values can be represented by a discrete function with discrete values.

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  • Engineering & Computer Science (AREA)
  • Business, Economics & Management (AREA)
  • Multimedia (AREA)
  • Accounting & Taxation (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Physics & Mathematics (AREA)
  • Strategic Management (AREA)
  • General Physics & Mathematics (AREA)
  • Theoretical Computer Science (AREA)
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  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)
  • Pinball Game Machines (AREA)
PCT/FR2002/001984 2001-06-22 2002-06-11 Procede et systeme de gestion de jeu entre un centre de gestion de jeu et au moins un terminal de jeu, centre de gestion de jeu et terminal de jeu Ceased WO2003000368A1 (fr)

Priority Applications (5)

Application Number Priority Date Filing Date Title
MXPA03011881A MXPA03011881A (es) 2001-06-22 2002-06-11 Metodo y sistema de direccion para dirigir un juego entre un centro de direccion de juego y al menos una terminal de juego, un centro de direccion de juego y una terminal de juego.
KR1020037016634A KR100888529B1 (ko) 2001-06-22 2002-06-11 적어도 하나의 게임 단말과 게임 관리 센터 사이의 게임관리를 위한 방법 및 시스템, 게임 관리 센터 및 게임 단말
JP2003507009A JP2004534580A (ja) 2001-06-22 2002-06-11 ゲーミングマネージメントセンタと少なくとも1つのゲーミングターミナルとの間でのゲーミングマネージメント方法およびマネージメントシステム、ゲーミングマネージメントセンタ、およびゲーミングターミナル
EP02745513A EP1404427A1 (fr) 2001-06-22 2002-06-11 Procede et systeme de gestion de jeu entre un centre de gestion de jeu et au moins un terminal de jeu, centre de gestion de jeu et terminal de jeu
US10/481,202 US8197333B2 (en) 2001-06-22 2002-06-11 Method and management system for gaming management between a gaming management center and at least one gaming terminal, gaming management center and gaming terminal

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
FR0108233 2001-06-22
FR01/08233 2001-06-22

Publications (1)

Publication Number Publication Date
WO2003000368A1 true WO2003000368A1 (fr) 2003-01-03

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PCT/FR2002/001984 Ceased WO2003000368A1 (fr) 2001-06-22 2002-06-11 Procede et systeme de gestion de jeu entre un centre de gestion de jeu et au moins un terminal de jeu, centre de gestion de jeu et terminal de jeu

Country Status (7)

Country Link
US (1) US8197333B2 (enExample)
EP (1) EP1404427A1 (enExample)
JP (1) JP2004534580A (enExample)
KR (1) KR100888529B1 (enExample)
CN (1) CN1327922C (enExample)
MX (1) MXPA03011881A (enExample)
WO (1) WO2003000368A1 (enExample)

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WO1999063494A2 (en) * 1998-06-01 1999-12-09 Lotomídia Serviços Lotéricos Ltda. Gaming method
WO2000025281A1 (en) * 1998-10-28 2000-05-04 Gtech Rhode Island Corporation Interactive gaming system
FR2800492A1 (fr) * 1999-10-27 2001-05-04 Jeux Franc Des Systeme de jeu de loterie et procede de mise en oeuvre d'un tel systeme

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EP1404427A1 (fr) 2004-04-07
KR20040020059A (ko) 2004-03-06
MXPA03011881A (es) 2004-03-26
CN1327922C (zh) 2007-07-25
CN1518472A (zh) 2004-08-04
US20040167792A1 (en) 2004-08-26
JP2004534580A (ja) 2004-11-18
KR100888529B1 (ko) 2009-03-11
US8197333B2 (en) 2012-06-12

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