METHOD FOR DETERMINING A INNER IN A GAME
The object of the invention is a method for processing win registration and granting system linked with a communication network.
In the state of art various games operating on mechanical or electronic principles have been known long, but at present games to be played by using the new technical equipment e.g. mobile phone, Internet are becoming more and more widespread.
Software-developers produced for example such a virtual environment, which model the well-known gambling games and the participants make their decisions in connection with their virtual investments in a virtual environment similar to a casino venue. Appearance of luck such as e.g. hitting a number in roulette results in freshening of the central system in accordance with a defined algorithm, which might result in real benefits for the participants. Due to the limited memory capacity of the mobile devices of telecommunication compared with computers it was necessary to establish a central space to register decisions made in more complex systems. For example due to the vast divergence-system of the chess decisions a chess game was produced, where the alternatives of the player are programmed in advance. In a particular game position only a certain picture should be downloaded with the mobile device and send their own decision to the central, from where they get the picture of the following move on their own device.
Hungarian patent application P 01 00822 makes known an interactive game and audiovisual transmitting system in the state of art, furthermore a game system, as well as a method for processing the data of the game. Hungarian patent application P 01 04061 makes known a method and system for carrying out draw games.
Review and summary ofthe state of art:
In case ofthe well-known methods the circumstances ofthe communications parts and the number of partners will not change the result. Any method known so far operates with a closed system, because there is no factor, which could not be referred to the algorithm ofthe central system, where only such unknown elements appear, which can not be influenced by a factor created by the central algorithm at random and can not be affected by the players. In case of the solutions in the state of art it is not possible to evaluate and reward how particular players avail themselves of a service, in which way, under which circumstances, for example when and/or to what extent.
When working out the solution according to the invention we aimed to produce a method for processing win registration and granting system linked with a communication network, in which during the games operated by this method, the win or benefit of the game could be determined or affected by an outside factor, for example the time and/or number and/or duration of calls within a given period, and/or the rate of the data turnover carried out, and/or the number of players, and/or the value ofthe data sent compared to a beneficiary time.
We realized when working out one of the solutions of the method according to the invention, that in case during the method data are processed into the central computer connected to the communication system from an outer data processing device by transmission through land-line or mobile transmission, furthermore on basis of the computer program and input data, data are transmitted and viewed on the devices by transmission through land-line or mobile transmission, and the data taken into the computer are provided by commands/data sent by outside users, and during the method a reference time is specified, then the time when certain users sent their commands/data is defined, and an identifying code is rendered to each command sent by each user, and movements are made with these data on basis of a given process algorithm, then the set aim can be achieved.
We realized when we elaborated the other method according to the invention, that if the fact of granting the win or bonus is determined by a data turnover within a given time period, in such a way, that the tips sent within this time period are stored with the identifying code (in the memory), and at the end of the given time period (or subsequently) they are compared with a date of a point in time chosen randomly as the time of winning. and during the comparison - the data identical with the winning time are determined, and/or the data closest to the winning time are chosen, then the senders of the tips are identified on basis of the identifying data or the senders' addresses, for whom the win or bonus is granted, then the set aim can be achieved.
The invention relates to a method for processing win registration and granting system linked with a communication network, when during applying the method data are recorded in the central computer linked with the communication system from outside devices suitable for input and view of data through land-line or mobile devices, furthermore on basis of the program stored in the computer as well as input data through land-line or mobile devices data are produced and viewed, and the input data come from commands/data sent by outside users, which is characterized by that, during the method a reference time is defined, then the time when certain users sent their commands/data as compared to the reference time is defined, and the time when certain users sent their commands/data is stored, and an identifying code is rendered to each command sent by each user, then the time data received this way are constantly compared to the data of reference time defined in advance, and in case of that user, where the difference of the time defined in advance and the time of their sending of command/data is the smallest, the bonus is registered and a relevant date is sent to them.
The invention relates furthermore to a method for processing win registration and granting system linked with a communication network, when during applying the method data are recorded in the central computer linked with the communication system from outside devices suitable for input and view of data through land-line or
mobile devices, furthermore on basis of the program stored in the computer as well as input data through land-line or mobile devices data are produced and viewed, and the input data come from commands/data sent by users, which is characterized by that, during the method an identifying code is rendered to each date sent by each user, and the fact of granting the win or bonus is determined by a data turnover within a given time period, in such a way, that the tips sent within this time period are stored (in the memory), with the address or features suitable for identifying the sender, and at the end of the given time period (or subsequently) the tips are compared with a date of a point in time chosen randomly as the time of winning, and during the comparison - the data identical with the winning time are determined, - and/or the data closest to the winning time are chosen, then the senders of the tips are identified on basis of the identifying data or the senders' addresses, for whom the win or bonus is granted.
One of the preferable applications of the method according to the invention is, that within the given time range additional partial time ranges are defined, within which the time (hour, minute, day, month) are guessed.
Another preferable application of the method according to the invention is, that the win or bonus is granted for those users sending tips, who guessed right the closest time and different win levels are defined accordingly.
Another preferable application of the method according to the invention is, that the players send messages to the center via the Internet, or WAP or SMS, where the time of sending the message or the time specified as the contents of the message is taken into account.
Another preferable application of the method according to the invention is, that a random number generator authentically defines a moment of the given range of time determined in advance as the reference time referring to one point in time of the given range of time, which is defined by a random clock - a device defining a point in time within a determined range of time,- and this device has a memory storing data of point in time and a unit choosing one or more data at random from among the stored data, this unit is preferably a random number generator.
Another preferable application of the method according to the invention is, that the center is informed about the reference time by a device indicating it. The point in time is registered by the center as well.
Another preferable application of the method according to the invention is, that the user, who called at the defined reference time, or in case the reference time is identical with the time the caller indicated as the contents ofthe call made and registered within the defined range of time, then the player is registered as winner and informed about the result, and the game operator is informed about their payment obligation.
Another preferable application of the method according to the invention is, that the reference time is defined so, that a device, working on a mechanical principle, is
applied and it contains objects distinguishable electronically and/or optically, preferably balls, which can be distinguished on basis of their color and/or other physical features, for example on basis of their magnetic features.
Another preferable application of the method according to the invention is, that the value of the incoming command indicating identical point in time with the reference time command determined by the random number generator is the same as the value ofthe reference time.
Another preferable application of the method according to the invention is, that users calling within a given range of time are linked to the same system of conditions determined by the central algorithm, and in this decision system the incoming commands/data are connected with the given range of time as well as a defined point in time within the given range of time.
Another preferable application of the method according to the invention is, that every call increases the value of the win in accordance with a given algorithm, and this increase is registered also by the center.
Another preferable application of the method according to the invention is, that a part of the algorithm, creating the winning position is a value, which is obtained by inserting a domino card into the device and is registered by a user's own name respectively by a corresponding code in the center.
Another preferable application of the method according to the invention is, that a part of the algorithm, creating the winning position are decisive commands and/or information obtained by the user from outside devices, preferably from printed documents containing inscriptions, drawings and a code corresponding with the information is registered in the center and bonuses are credited to certain users on basis of a defined algorithm.
Another preferable application of the method according to the invention is, that the communication network is a mobile phone network, where sending data takes place by calls through the mobile phone and replies sent back by SMS or other coded data supply.
Another preferable application of the method according to the invention is, that the communication network is an electronic data network, for example the Internet, WAP where sending of data and communication takes place with sending messages to a given address.
The principle of the methods as well as the course of the games according to the invention are set forth with the enclosed figures as follows:
Fig 1 shows the flowsheet of the game carried out with one of the methods according to the invention.
Fig 2 shows the essential theoretical scheme of the other method according to the invention.
Fig 1 shows the flowsheet ofthe game carried out preferably with mobile phones with one ofthe methods according to the invention. The name of the game is: The Moment of Fortune, and the parameters of starting and carrying it out are as follows:
Input - the computer defines a winning time,
Rule - the winner is, who phones at the defined time, or closest to it,
Output - money or bonus
During the method the central computer defines a reference point in time (winning time), and registers the times of calls of certain users, in given case time of calls sent by players 1,2,3. On basis of the algorithm the bonus (win) is granted (or registered) for that user, who called at the defined reference time, or closest to it.
Fig 2 shows the essential theoretical scheme of the other method according to the invention. On one side of Fig 2 the tips sent in are shown. They are stored in the memory together with the relevant addresses. On the other side preferably a random number generator defines the winning reference point in time. The comparison takes place in the middle, where the tips sent are compared with the defined winning time and the winner or beneficiary is chosen.
Input - the computer defines a winning time
Rule - the winner is, who sends the date relevant to the defined time, or closest to the defined time,
Output - money or bonus
During the method the central computer defines a reference point in time (winning time), and compares the data of times of certain users, in given case data of time sent by players 1 ,2,3 or data of time given previously by users. On basis of the algorithm the bonus (win) is granted (or registered) for that user, who indicated the defined reference time, or the one the closest to it during a call within a specified period of time.
Possible advantageous uses ofthe methods according to the invention: In case of a definite game carried out with the method according to the invention a fixed win is given, which is received by somebody, on basis of the conditions of the game, the counter or the time influence only the fact of win. In the other definite case of the method according to the invention, the win is variable, and the change is influenced by the stand ofthe counter and the time. The fact and amount ofthe win are also determined by these on basis ofthe game rules.
In a further case of the game carried out with the method according to the invention a counter and a counter are applied and the resulting win is shown to the player on a display. It makes possible the control ofthe game and it must be placed before the unit
deciding the result of the game. The display shows the result in the form of sound, picture, text or SMS or any other form of data that can be handled as coded electronic data. In the decision unit the time accounted and the number of calls together define the bonus or win.
In the basic case of the method according to the invention the counted time and the number of calls (steps with gaming purpose), as well as the time of the call (the decisive unit or step) determine the beneficiary user. The counter counts the number of calls relating to a given point in time, for example in case of 'The lucky moment' the first caller after the given time is the winner.
In case of a further possible advantageous use of the method according to the invention there is an application, where the decisive factor is, what kind of decisions were made by the users, players during the call, for example in case ofthe game called 'The lucky moment' the winner is, who indicates the given point in time precisely, and in case of several callers giving the same adequate point in time, the win is split.
In case of a further possible advantageous use of the method according to the invention it is also registered how many times the player got a benefit, i.e. won, this is an additional factor, categories could be formed from. For example in case of a given game the former winners get grading numbers, factors. The bonus, the win have a factor, and an amount, rate. In given case the time measured defines the amount of win as well. It is also possible to make a grading system, where the given player can increase their own chances on basis of the number of their calls, and it can be a positive grading factor. These figures influence the amount and the value ofthe win.
The course of the games according to the invention is set forth with the following definite sub-points and examples :
Sub-case No.l
The win is determined by the time of access depending on the point in time defined by the algorithm ofthe game, as well as depending on the fact if there was another person who accessed the computer between the two points in time. The counter counts the time and determines 0 or at least one value between the actual time of call and the point in time ofthe win.
Example No.1 The Moment of Fortune
■ The player calls the central, where their name identifying date and the time of call are registered.
■ Here they choose between 'game' or 'information' menu.
■ Under menu point 'information' the following information can be read, or can be downloaded to be read later.
■ When choosing menu 'game' the device indicates by sound or picture when was the last 'lucky moment' and how long it takes for the next one to come. 'How long
it takes' means when was the last 'lucky moment', plus 24 hours, minus time lapsed between the last 'lucky moment' and the time of call. It can be the next minute or the defined latest time as well.
■ The winner is, who calls first the central after the 'lucky moment'.
■ The time of the 'lucky moment' is indicated to the central by a device defining it and it will be registered by the central as well.
■ The first caller after the lucky moment is registered by the central and the player and the operator of the game are informed as well about the result, respectively about their payment obligation.
■ The winner gives their account number where the game operator will send the win.
Sub-case No.2.
The win is determined by the point in time the tip is sent in, depending on when the point in time determined by the algorithm ofthe game is.
Example No.2. The Moment of Fortune
■ The player calls the central, where their name identifying date and the time of call are registered.
■ Here they can choose between 'game' or 'information' menu.
■ Under menu point 'information' the following information can be read, or can be downloaded to be read later.
■ When choosing menu 'game' the device indicates by sound or picture the time- range ofthe next 'lucky moment'. For example on the display of a clock an hour a minute and a second must be marked.
■ The winner is, who guesses right the time of this 'lucky moment'.
■ The players send a message to the central through the Internet or by WAP or by SMS containing the point in time. A random number generator authentically defines a moment of the given range of time as 'The Moment of Fortune'.
■ The time of 'The Moment of Fortune' is indicated to the central by a device defining it and it will be registered by the central as well.
■ The first caller at the point in time of 'The Moment of Fortune' or in case 'The Moment of Fortune' corresponds with the point in time given and registered within the defined time range by the caller, then it is registered by the central as the winner and the player and the operator of the game are informed as well about the result, respectively about their payment obligation. The winner gives their account number where the game operator will send the win.
The relevant advantageous applications ofthe method are as follows: A point in time must be guessed precisely, a minute, an hour, a day, depending on the range of time the game is played in. The winning time must be guessed, e.g. hour- minute-second. In another version somebody could win, who guesses right the closest time. Various win-levels can be defined accordingly.
If there is no winner in the given game, then the win-base is accumulating, e.g. if there is a draw in every 24 hour, and there is no winner, then the win goes to the next game, and so on.
The determination of the winning time is made by a random number generator, which indicates the moment of luck in the past 24 hours (or any other period of time) and on basis ofthe tips received the system indicates the winners.
The use of a random clock (which is a device defining a point in time within a determined time range) is preferable this case. It has a memory storing data of points of time and a unit (preferably a random number generator) suitable for choosing one or more among the stored data at random.
It can be played not only from a mobile phone, but from a land-line phone, the
Internet, WAP etc. It can be played with any device where targeted data could be sent from.
Sub-case No.3.
The algorithm determining the winning time is shown by a technique, which can be visually perceived and can be transmitted by the media.
Example No.3. The ball-clock
■ A sand-glass-like structure working mechanically is placed in a public place, for example in a casino. It can be affected mechanically only, and it should be surveyed by a continuous video surveillance system.
■ The happenings could be followed on several screens placed in various public places with the medium of this video camera.
■ The clock works so, that balls are placed into an upper container, which is not transparent. One among the balls is different from the others, visually on the one hand, e.g. a different colour, and has magnetic features on the other hand. The 'ball-clock' lets drop one ball in each minute to the lower, transparent container. One of the walls of the lower container is transparent, and another can sense electrically the moment of the drop of the magnetic ball. This sign will be forwarded to the center of the game by an electric surveillance system, where it is registered as the 'lucky moment'.
Sub-case No.4.
Each call increases the value of the win according to a given algorithm, and it is registered in the center as well.
Example No.4. The Moment of Fortune with changing win The winner gets a win increased by the number of callers between two lucky moments. The technical elements, parameters influencing the course ofthe game carried out with the method according to the invention are as follows: time
number of messages, command data, - that is how many people called in a given time range, (for example in case of an accumulated win more players who guessed right get smaller amounts than when the number of players is lower) - the contents, decisions of the messages, command data - the command regarding the point in time
The preferable conditions, accessories of games that can be arranged according to the invention: a win-base should be created a telecommunication device (telephone, mobile phone), for joining the game and calls on these devices - registration system - it is necessary to correspond with legal regulations, technical aspects device of measuring time - counts the time counter - counting calls - unified code-system - to enable players and center carrying out the game to communicate decision unit, where the winner is chosen on basis of the algorithm (rules of the game) and on basis ofthe initial parameters and incoming calls
The advantages ofthe methods according to the invention:
The object ofthe invention is creating systems, making a method for models or games, which creates an open system in the sense, that it is based on an element of the central program, which is not programmed in advance, but an outside element, for example time, which influences the algorithm it results from, but is not determined by that. The method partly has such an element, which is a real event, existing apart from the algorithm of the central system, partly the method can process the decisions of a theoretically unlimited number of participants in the same procedure, evaluates according to a determined algorithm, and on basis of the evaluation the result is forwarded to the system administrators of the parallel systems and certain participants are granted a bonus, some kind of benefit on this basis.
In the central part the central algorithm and the algorithm determined by the decisions of the participants result in a defined outcome, the 'time-code' being a part of it. The outcome is received as an electric sign through the communication device of the participants, and this outcome leads to crediting of the benefits e.g. service or transfer supplied by the operator ofthe process for one, or certain participants.
The invention is able to reward differently the amount of consumption, scores obtained during the game by the consumers using the communication devices depending also on who used the service to a greater extent, so depending on the accounting system ofthe service, who established more connections with the center, or whose connection lasted longer, or who generated bigger turnover, or who paid a bigger bet. (Here the rate of subscription can be the rate ofthe bet as well.)