WO2005102482A1 - Pattern type games and scoring methods and systems - Google Patents

Pattern type games and scoring methods and systems Download PDF

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Publication number
WO2005102482A1
WO2005102482A1 PCT/US2005/013547 US2005013547W WO2005102482A1 WO 2005102482 A1 WO2005102482 A1 WO 2005102482A1 US 2005013547 W US2005013547 W US 2005013547W WO 2005102482 A1 WO2005102482 A1 WO 2005102482A1
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WIPO (PCT)
Prior art keywords
card
players
bingo
player
value
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PCT/US2005/013547
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French (fr)
Inventor
Paul Foster
Original Assignee
Paul Foster
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Application filed by Paul Foster filed Critical Paul Foster
Publication of WO2005102482A1 publication Critical patent/WO2005102482A1/en

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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
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3223Architectural aspects of a gaming system, e.g. internal configuration, master/slave, wireless communication
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3286Type of games
    • G07F17/329Regular and instant lottery, e.g. electronic scratch cards

Definitions

  • Bingo and similar "pattern matching games” where players must match characters or values to create a pattern, such a line, are popular and well-known games.
  • players are provided with bingo cards that have a matrix of five rows and five columns. Normally, the numbers 1 through 75 are divided into five sets, with each set having fifteen numbers. Each set is associated with a vertical column in the matrix and each column from left to right is assigned one letter from the word "bingo.” Frequently, the center space in the matrix is a "free space.”
  • Bingo balls are individually numbered from 1 through 75 and are mixed together. Balls are then randomly selected one at a time. As each selected number is announced, each player covers any corresponding number on his or her bingo card. Play continues until a player achieves a predefined winning arrangement or pattern of spots on the bingo card.
  • numbers 1 through 90 are divided in five sets with each set having eighteen numbers. As above, each set is associated with a vertical column and each column is associated with the 5 letters of bingo (or sometimes another 5 lets word or arrangement of letters).
  • RILC Rhode Island Lottery Commission
  • Boso Power a state-wide bingo game, referred to as "Bingo Power” in 1996, where players purchased bingo cards from the remote point-of-sale lottery terminals and the game was to be broadcast on television.
  • the point-of-sale lottery terminals requested bingo cards from the central lottery computer. (In subsequent configurations, the POS can actually generate a bingo card and then provide the card to the central lottery computer).
  • the central lottery computer generated the bingo card information
  • the point-of-sale lottery terminal under the direction of the central lottery computer, printed the official bingo cards.
  • the central lottery computer maintained a database containing the bingo card information for each bingo card that was issued.
  • FIG. 1 illustrates a bingo system for processing bingo transactions in accordance with the present invention
  • FIG. 2 illustrates the logical indices that are assigned to each square of a bingo card to facilitate storage ofthe bingo cards in play by the game processor of FIG. 1;
  • FIG. 3 illustrates a representative layout of the bits corresponding to each square in memory
  • FIGS. 4A and FIG. 4B illustrates a linked list of maps that identify each card in play containing each possible value in accordance with the present invention
  • FIG. 5A illustrates the well known "X" winning pattern
  • FIG. 5B illustrates a bitmap representation of the "X" pattern of FIG. 5B in accordance with the present invention
  • FIG. 6 is a schematic block diagram of an illustrative point-of-sale (POS) terminal of FIG. 1, that physically prints bingo cards for players, in an embodiment where the player appears in person to purchase tickets;
  • POS point-of-sale
  • FIG. 7 is a schematic block diagram of an illustrative point-of-sale (POS) terminal of FIG. 1, for an on-line implementation;
  • POS point-of-sale
  • FIG. 9 is a flow chart describing an exemplary map development process of FIG. 8;
  • FIG. 10 is a flow chart describing an exemplary bingo game process of FIG. 8;
  • FIG. 12 illustrates an exemplary game card according to one embodiment of the present invention
  • FIG. 13 illustrates an exemplary game card according to yet another embodiment of the present invention.
  • FIG. 1 shows an exemplary computing system 100 for processing gaming transactions in accordance with the gaming implementations ofthe present invention.
  • Gaming transactions that may be performed using the computing system 100 include, but is not limited to, the issuance and validation of game cards, such as bingo cards.
  • the computing system 100 includes a network 150 for transferring information between a central game processor 800, discussed below in conjunction with FIG. 8, and one or more remote point-of-sale (POS) terminals 600-N and 700-N.
  • POS point-of-sale
  • An illustrative point-of-sale (POS) terminal 600 that physically prints game cards for players is discussed below in conjunction with FIG. 6.
  • An illustrative point-of-sale (POS) terminal 700 that permits players to play games in an on-line environment is discussed below in conjunction with FIG. 7.
  • computing system 100 and bingo system 100 refer to a computer apparatus for processing gaming
  • the bingo system 100 optionally includes a bingo boss 110 that operates and controls the play of a bingo game.
  • the bingo boss 110 may be a human being or a programmed processor. Generally, the bingo boss 110 is responsible for drawing bingo balls and validating a winner.
  • the bingo system 100 includes a number source 120, such as a set of 75 numbered balls that are randomly drawn, or a random number generator that generates numbers in the range of 1 through 75.
  • the game processor 800 maintains a linked list of each card in play containing each possible value.
  • the game processor 800 maintains 75 different linked lists.
  • each entry in a linked list includes a pointer to the next element in the linked list, in a well-known manner.
  • the game processor 800 represents each bingo card as a bitmap containing an entry corresponding to each square on the bingo card.
  • each entry in the linked list identifies the square on the bingo card containing the corresponding value, thereby allowing the appropriate entry in the corresponding bitmap to be identified.
  • the game processor 800 utilizes the linked list to identify all of the bingo cards in play having the drawn number.
  • the game processor 800 marks the corresponding entry in the bitmap.
  • each possible winning pattern in a bingo game is likewise represented as a bitmap. As discussed below in conjunction with FIGS. 5A and 5B, each square on the bingo card is allocated one bit in the bitmap corresponding to a particular winning pattern. If a bit in the winning bitmap is set to a value of 1, then the corresponding square must be set on a player's bingo card in order to match the pattern.
  • winning players may be identified by comparing the card bitmap to each of the possible winning bitmaps. Generally, the comparison determines whether all the l's that are set in any bitmap for a winning pattern are also set in the card bitmap. If so, the card is a winning card. In one preferred implementation, only those cards containing the number just drawn are compared to the possible winning bitmaps.
  • FIG. 2 illustrates the logical indices that are assigned to each square of a bingo card to facilitate storage of the bingo cards in play by the game processor 800.
  • the bingo card 200 is logically divided into 25 squares that are numbered 0 through 24.
  • the values within each square on a given card are stored in memory by the game processor 800.
  • two values are stored for each byte.
  • four bits are allocated to each square of the bingo card, allowing the values 0 through 15 to be represented.
  • FIG. 3 illustrates a representative layout 300 of the bits corresponding to each square in memory.
  • byte 5 in FIG. 3 contains four bits for encoding the value in the first square of the N column, and four bits for encoding the value in the second square of the N column. Since each row contains 15 possible values, the column index (zero based) is multiplied by 15 and added to the four bit value plus one, to yield the value of each square on the card. For example, if a card includes a value of N32, the value will be encoded as 0010, the binary value corresponding to the integer 2 (32-30). After the bingo cards have been encoded into the format shown in FIG. 3, the resulting data is referred, to as a "card deck" 300. As discussed further below, the card deck 300 is stored on disk by the game processor 800 and loaded into memory at run time. Generally, during the processing of the game, the card deck 300 is not used.
  • FIG. 4A illustrates a base map 400 and FIG. 4B illustrates a plurality of card maps 450.
  • a map development process 900 discussed below in conjunction with FIG. 9, converts the card deck 300 the map formats shown in FIGS. 4A and 4B.
  • the map base 400 contains a slot for each value that may appear on a bingo card.
  • the map base 400 contains 75 slots.
  • Each slot, corresponding to a value, n contains a pointer, pNEXT- n, to the first card map 450 corresponding to a card containing the associated value, n.
  • the slot corresponding to value N32 contains a pointer to the first card in the set of card maps 450 that has a square with N32.
  • each card map 450 contains a slot for each square on a bingo card.
  • the card map 450 contains 25 slots.
  • Each slot, corresponding to a square, i contains a pointer, pNEXT-CARD, to the next card map 450 corresponding to a card containing the desired value, n.
  • each slot of the map base 400 contains a pointer to the first card containing the corresponding value.
  • the pointer indexes a linked list in the card maps 450 of each ofthe additional cards containing the same value.
  • the pointer, pNEXT-n is a 4 byte value containing two parts, with 3 bits indicating a row offset and 29 bits providing a card offset to the first card containing the associated value.
  • the 3 -bit row offset allows rows 0 through 4 to be uniquely identified.
  • the pointer, pNEXT-CARD is a 2 byte value containing two parts, with 3 bits again indicating a row offset and 13 bits providing a card offset to the next card in the linked list containing the associated value.
  • the exact location of the next occurrence of any value can be determined by using the card offset to locate the desired card, and the row offset to identify the appropriate row.
  • the column is obtained implicitly by dividing the value itself minus one by the number of possible value in the column, such as 15 in the illustrative embodiment, with the whole number indicating the column number (zero based).
  • each pointer points to a cell containing a like value that leads to the next occurrence of a particular value, until a value of zero is encountered, indicating the end ofthe linked list.
  • a bingo winner is defined as a player having a bingo card with a matching a predefined winning arrangement or pattern of spots on the bingo card.
  • FIG. 5A illustrates the well known "X" winning pattern.
  • each winning pattern is implemented as a bitmap, such as the bitmap 550, shown in FIG 5B, for the "X" pattern. It is noted that some bingo games offer multiple winning patterns. As previously indicated, a traditional bingo game has twelve predefined winning patterns: any of the five vertical columns, any of the five horizontal rows or either of the two diagonals on the bingo card. Other winning combinations include the four corners of the bingo card, the eight spots immediately surrounding the free space, or a diamond pattern.
  • each square on the bingo card is allocated one bit in the bitmap 550 corresponding to a particular winning pattern. If a bit in the bitmap 550 is set to a value of 1, then the corresponding square must be set on a player's bingo card in order to match the pattern.
  • a standard bingo card having 25 squares, requires only 25 bits.
  • each bitmap 550 may be implemented as a 32-bit integer value, although the present invention permits larger patterns to be implemented using a list of 320-bit integers.
  • squares on the bingo card are ordered in the same manner as the logical indices that are assigned to each square of a bingo card for storage in a card deck 300. The least significant bit in the bitmap 550 corresponds to the top-left comer ofthe bingo card, and the most significant bit in the bitmap 550 corresponds to the bottom-right corner ofthe bingo card.
  • each bingo card in play is represented as a 25 -bit card bitmap that initially has a value representing the location of any and all free spaces.
  • the drawn value is used as an index into the base map 400 and the card maps 450 to identify all the cards in the card deck 300 having the drawn value.
  • the row and (implicit) column offsets are used to set the bit in the corresponding card bitmap to a value of 1.
  • the card bitmap is compared with each possible winning bitmap. Generally, the comparison determines whether all the l's that are set in any bitmap for a winning pattern are also set in the card bitmap. If so, the card is a winning card.
  • the number of balls that are required to be a winner can be obtained by determining how many l's are set in each bitmap corresponding to a possible winning pattern, that do not appear in the card bitmap. If any card comparison results in a value of 0, then the card is a winner.
  • FIG. 6 is a block diagram showing the architecture of an illustrative point-of-sale (POS) terminal 600 that physically prints bingo cards for players, in an embodiment where the player appears in person to purchase tickets.
  • the point-of-sale (POS) terminal 600 may be embodied, for example, as a conventional dedicated lottery terminal, as modified herein to execute the functions and operations of the present invention.
  • the point-of-sale (POS) terminal 600 preferably includes a processor 610 and related memory, such as a data storage device 620.
  • the processor 610 may be embodied as a single processor, or a number of processors operating in parallel.
  • the point-of-sale (POS) terminal 600 includes one or more ports (not shown) for communicating with the game processor 800, for example, over the network 150.
  • the data storage device 620 and/or a read only memory (ROM) are operable to store one or more instructions, which the processor 610 is operable to retrieve, interpret and execute.
  • the data storage device 620 preferably includes a bingo terminal process 640 that receives a player request for one or more bingo cards and communicates with the game processor 800 via the network 150 to obtain and validate the bingo cards and thereafter issue the requested number of bingo cards to the player.
  • FIG. 7 is a block diagram showing the architecture of an illustrative point-of-sale (POS) terminal 700 for an on-line implementation.
  • the point-of-sale (POS) terminal 700 may be embodied, for example, as a personal computer or other device that allows a bingo player to individually establish remote communication with the game processor 800, as modified herein to execute the functions and operations of the present invention.
  • the point-of-sale (POS) terminal 700 preferably includes a processor 710 and related memory, such as a data storage device 720, which operate in a similar manner to the hardware described above in conjunction with FIG. 6.
  • the data storage device 720 preferably includes a browser process 740 that allows a player to obtain a connection, for example, over the Internet, to a web site where the bingo game discussed herein is played.
  • the data storage device 720 may include dedicated software that allows a player to communicate with the game processor 800 for example, by means of a modem connection over the public switched telephone network (PSTN).
  • PSTN public switched telephone network
  • FIG. 8 is a block diagram showing the architecture of an illustrative game processor 800.
  • the game processor 800 may be embodied, for example, as an RS 6000 server, manufactured by IBM Corp., as modified herein to execute the functions and operations of the present invention.
  • the game processor 800 preferably includes a processor 810 and related memory, such as a data storage device 820, which operate in a similar manner to the hardware described above in conjunction with FIG. 6. It is noted that the game processor 800 may be embodied as a single processor, or a number of distributed or local processors operating in parallel.
  • the game processor 800 may include a dedicated processor for communicating with the point-of-sale (POS) terminals 600 that physically prints bingo cards for players and a dedicated processor for communicating with the point-of-sale (POS) terminals 700 in an on-line implementation.
  • POS point-of-sale
  • POS point-of-sale
  • the data storage device 820 includes the card decks 300, discussed above in conjunction with FIG. 3, and the base map 400 and corresponding card maps 450, discussed above in conjunction with FIGS. 4A and 4B, respectively.
  • the data storage device 820 includes a map development process 900, discussed below in conjunction with FIG. 9, that converts the card deck 300 into the base map 400 and corresponding card maps 450.
  • the data storage device 820 also includes a bingo game process 1000, discussed below in conjunction with FIG. 10, that processes each number that is drawn, and identifies a winner in accordance with the present invention. [51] FIG.
  • FIG. 9 illustrates the map development process 900 that converts the card deck 300 into the base map 400 and corresponding card maps 450, and otherwise initializes the game processor 800.
  • the map development process 900 initially determines the number of cards in play for a given bingo game during step 910, and then allocates the appropriate amount of memory during step 920 for the card decks 300.
  • the map development process 900 reads the card deck during step 930, and then allocates the appropriate amount of memory during step 940 for the base map 400 and the card maps 450.
  • the map development process 900 converts the card deck 300 into the base map 400 and corresponding card maps 450 during step 950.
  • the maps 400 and 450 are created by reading the value from each square on each card deck 300, and adding an entry in the appropriate chain linked list of the maps 400, 450 corresponding to each value on the card.
  • each entry added to the chain linked list contains a card offset that points to the next card in the linked list, and a row offset that is used to identify which square on the card contains the corresponding value.
  • the card bitmaps are initialized with any free spaces during step 960.
  • any space such as the center square, is defined as a free space in a given bingo game, then the corresponding entry in all the card bitmaps is set to 0.
  • Program control terminates during step 580, and the game processor 800 is ready to initiate play.
  • the bingo game process 1000 processes each number that is drawn, and identifies a winner in accordance with the present invention.
  • the bingo game process 1000 initially receives a drawn number from the bingo boss 110 during step 1010.
  • the drawn number is then used during step 1020 to index the base map 400 to identify the first card having the drawn value.
  • each bingo card in play is represented as a 25-bit card bitmap, that initially has a value of all zeros.
  • the drawn value is used as an index into the base map 400 and the card maps 450 to identify all the cards in the card deck 300 having the drawn value.
  • the row and (implicit) column offsets are used to set the appropriate bit in the corresponding card bitmap to a value of 1.
  • the row and column offsets into the corresponding card bitmap are obtained from the entry in the base map 400 (or the card maps 450 on subsequent passes through the bingo game process 1000) and are used to set (mark) the appropriate bit during step 1030.
  • the current card bitmap is then compared to each possible winning bitmap during step 1040.
  • the comparison determines how many l's are set in each bitmap corresponding to a possible winning pattern that does not appear in the card bitmap.
  • the comparison is performed using an exclusive or (XOR) operation. Specifically, the following operation yields a value, t, in which exactly those bits set in the winning pattern, m, which are not set in the card bitmap, v, are set:
  • the card matches the winning pattern and is thus a winning card. For example, if a card bitmap equals 0100100010011000101010011, and the bingo game requires an "X" pattern, such as the pattern shown in FIG. 5A, to win the game, the result of the "exclusive or” , and the "and” operation performed on the card bitmap relative to the bitmap shown in FIG. 5B for the "X" pattern yields a value, t, of 1000001000000000000000000. Thus, there are two squares (24 and 18) on the corresponding bingo card that are not yet marked that are required to match the winning "X" pattern.
  • step 1050 the number of balls away, NBA, from a winning pattern are recorded for the card.
  • the number of l's in the value, t are counted.
  • a count table having 64K entries is used to perform the count during step 1050.
  • the count table may be created, for example, by the map development process 900 during program initialization.
  • Each 16-bit entry in the count table indicates the number of l's in the corresponding binary value.
  • the 32 bit value, t is broken into two 16 bit components which are each used to index the count table.
  • the number of l's corresponding to each 16-bit value is then summed to yield the number of balls away, NBA, from a winning pattern.
  • the winning pattern with the lowest the number of balls away, NBA is selected for the card and recorded during step 1050.
  • the comparison performed during step 1040 and the determination of the number of balls away, NBA, performed during step 1050 may be performed by AND'ing the card bitmap with each possible winning bitmap, to obtain a result, u, and then using the count table to subtract the count (u) from the count (winning bitmap).
  • the assembly language for a microprocessor may provide a count instruction, to eliminate the need for the count table.
  • step 1060 a test is performed during step 1060 to determine if the pointer, pNEXT, from the entry in the current map 400, 450 is zero. If it is determined during step 1060 that the pointer, pNEXT, from the entry in the current map 400, 450 is not zero, then there is another card map 450 in the linked list corresponding to another card having the current drawn value. Thus, the pNEXT pointer is followed during step 1070 to the next card in the card maps 450 having the drawn value. Thereafter, program control proceeds to step 1030 and continues processing the next card map 450 ⁇ in the manner described above.
  • step 1060 If, however, it is determined during step 1060 that the pointer, pNEXT, from the entry in the current map 400, 450 is zero, then the end of the linked list has been reached. Thus, program control proceeds to step 1080, where a test is performed to determine if the number of balls away, NBA, from a winning pattern is zero (i.e., if there is a winner). It is noted that if a bingo game includes complimentary bingo cards, or bingo cards that are otherwise played purely for entertainment, and not for a winning payout, these complimentary bingo cards are excluded from the test performed during step 1080. If it is determined during step 1080 that the number of balls away, NBA, from a winning pattern is not zero, then program control returns to step 1010 to process the next ball drawn.
  • step 1080 If, however, it is determined during step 1080 that the number of balls away, NBA, from a winning pattern is zero, then there is a winner. Thus, game play is suspended during step 1090 and the winner is validated and identified, before program control terminates during step 1095.
  • step 1090 the number 1 through 90 are divided into five sets, with each set having eighteen possible numbers. Thus, five bits can be allocated to each square of the bingo card, allowing the values 0 through 17 to be represented. Likewise, the size of the pointers in the maps 400, 450 can be increased, if necessary, to support a larger number of cards.
  • PATTERN-TYPE MATCHING GAMES The above computing system 100 and related methods may be used to administer, score, or otherwise aid in the gaming transaction of the following embodiments of the pattern-type game ofthe present invention.
  • One embodiment of the present invention involves the use of a pyramid pattern.
  • the game may be conducted as an online lottery game intended to provide lotteries with both a new online game and a game show concept that will allow an audience to actually play along with the show and win prizes. This would allow the excitement of instant tickets while drawing the audience into a participatory role with the game show.
  • a lottery or central agency or business distributes the Pyramid game cards through an online POS network, wherein the tickets will each have their own validation markings issued by the lottery.
  • the game numbers may be drawn on a game show sponsored by the lottery or independently. Depending on the desires of the administering agency or business, the number of numbers drawn can be adjusted depending on the frequency of winning experiences desired. The inventors have discovered a number as few as 12 and as many as 28 provide an adequate frequency for winning while allowing the players or contestants to experience excitement.
  • the game card comprises a playing area generally in the shape of a pyramid or triangle with one box on the top and each row below having at least one more box that the row above. The descending rows are offset from the row above to allow for the pyramid shape.
  • the exemplary game card has 5 rows of values. Each row is divided into sections having a value. In the exemplary embodiment, the sections have numbers which are randomly assigned utilizing numbers within a universe of numbers selected by the lottery or organization conducting the game. Yet, in other embodiments, the player(s) may select the universe of numbers for possible inclusion within the sections. Depending upon the number of winning experiences the lottery may desire, the universe of numbers to be employed can be adjusted.
  • players may be permitted to select their numbers or the game card numbers may be randomly assigned by the POS terminal. While the exemplary embodiments shows numbers as the values to be matched to create a pattern, one skilled in the art will recognize any value that may be matched can be used. Furthermore, while the exemplary embodiments illustrate a game card having 5 rows, a card having two or more rows may be utilized as contemplated by the present invention.
  • the object of the game is to obtain the largest pyramid or as many pyramids as possible within the game card.
  • a pyramid may be any triangular collection of boxes which appear on the playing area and which have the values within the sections drawn in the game itself. In order to comprise a pyramid, there must be a minimum of three boxes arranged with one box in proximity to the two boxes directly adjacent. As illustrated in Figure 1 lb, sections having numbers 1, 2 and 3 comprise a three box pyramid. In a five row game card as illustrated, pyramids may be comprised of 3, 6, 9, 10, 12 or 15 numbered sections. Examples of each pyramid are shown in Figures llb-l lg, respectively.
  • each section having a number drawn in the game may only be used once for the purposes of constructing pyramids. In yet another embodiment, more than one number can be provided in a single section. [69] Prizes may be awarded for the size, number and/or location of the pyramid(s). For example, using the 5 row pyramid as shown in Figures lla-llg and a twelve number draw, prizes may be based on the size as follows
  • a variation of this could be to draw 15 numbers and have a coverall pyramid as a top prize.
  • a player would have to match every drawn value with a value on each section of the game card.
  • multiple tiers could be evaluated depending on their location. For example, tiers 1, 3 and 5 prizes could be further evaluated as to where they fell on the pyramid. In one embodiment, the, the higher they appeared on the pyramid, the higher the prize would be.
  • box pyramid 10 different 3 box pyramids possible 6 box pyramid 6 different 6 box pyramids possible 9 box pyramid 3 different 9 box pyramids possible 10 box pyramid 3 different 10 box pyramids possible 12 box pyramid 1 possible winning pyramid
  • the players each have their own pyramids to fill in, wherein each of their pyramids having values in sections, however, the players do not know what they are until the end ofthe game.
  • the players obtain points by answering questions, "winning" particular skill contests or the like.
  • the player with the most points gets three free spaces to place on his pyramid.
  • a value such as a game number, which the player then places in a box in the main pyramid. Those numbers are the game numbers for the audience at home. The audience then plays those numbers on their game card at home.
  • a pattern-type matching game resembles the widely known game of bingo, however, has certain unique qualities that both distinguish it and provide for multiple, tiered winning opportunities.
  • a game card may be provided that is arranged in a matrix of rows and columns.
  • One exemplary game card, having a matrix of seven rows and seven columns is illustrated in Figures 12a and 12b. As shown in the figures, above the top row, in line with each column appears a letter. The first letter is A and the remaining letters are B, C, D, E, F, and G. Different letters or visual representations can be used and words may evolve, such as for example, "FLORIDA" for the Florida Lottery.
  • Each of the respective columns may have an assigned range of numbers which are randomly generated on the card.
  • ranges of 14 numbers are assigned to each column resulting in the following dispositions, however, one skilled in the art will realize any numerical range, value set, or characters may be used.
  • one of the ranges of numbers is assigned to each row. The range of numbers within the columns can be adjusted in order to increase or decrease the frequency ofthe winning experiences.
  • the game is conceptually a bingo-style game within a bingo game. For example, numbers may be randomly chosen until a bingo is achieved within the 7 x 7 matrix. Once the bingo is achieved in the 7 x 7 matrix, scoring may be done according to a multitude of rules. For example, one scoring is performed as follows:
  • the pattem-type matching game provides a game card to a player win which the object is to get the biggest X by matching values on the game card. Prizes may be based on the size of the X achieved.
  • Figure 12 illustrates one embodiment ofthe present invention. Using a 9 x 9 matrix of sections, all but the sections that form the letter "X" by using the diagonal boxes connecting each comer are eliminating. As shown in the illustrative figure, a free space may be used in the center section or any other section on the game card.
  • the values or numbers assigned to each section of the game card may be selected from a pool based upon the odds desired to win. For example, in one embodiment, the amount of values required to match an "X" across the entire playing area may be drawn and those players with whose card numbers form the letter X will win (see, e.g. Figure 13). Only complete X's win and the bigger the X formed, the more they win.
  • matrices having different dimensions may be used in alternative embodiments of the invention.
  • a different number of numbers or other symbols may be drawn.
  • a game ends when at least one contestant obtains an X pattern of a predetermined size. For example, a game may take place
  • the pattem-type game of the invention may utilize software, such as for example, Matrix Master to be configured for lottery use as an online game.
  • the game may be employed as a game screen in conjunction with a broadcast show.
  • the game may utilize a matrix, such as a 9 x 9 matrix.
  • the game itself is set up as a series of concentric rings around a center circle.
  • Each of the rings can be intact or can be divided into multiple parts.
  • a ring could have one part (comprising the entire ring), 2 parts (each comprising half the ring), three parts (each comprising one third of the ring), 4 parts (each comprising one quarter of the ring), and so forth.
  • Each ring or part thereof is given a number, either randomly or by choice.
  • Any Ring may be divided into different number of segments from adjoining rings. As one skilled in the art will appreciate, the number of rings does not matter nor does the range of numbers used. To increase the winning experiences, the range of numbers for certain rings can be increased and decreased in others.
  • the object of the game is to complete as many rings as possible.
  • the size or value ofthe prize awarded is a function ofthe number of rings completed.
  • values such as numbers wherein the portions of any circle bearing those drawn numbers are considered "completed”.
  • the center circle can be treated several ways. For example, it can be a bonus number to be drawn or it can be a multiplier of the prize structure for those people achieving some degree of "rings".
  • the prize stracture can be based upon completing all the rings or some level of rings.
  • the rings were unequally divided, the number of balls to win the big prize would vary. For example if the first inside ring (next to the center circle) were to be divided in half, it would take two balls to complete that ring. If the next circle were divided in thirds, it would take three correct numbers to complete that circle. As one skilled in the art will appreciate, the variations are almost endless in this game. Because the game is managed by the underlying (invisible matrix), the game cards may readily be changed from time to time. For example, in one embodiment, using the same 9 x 9 matrix, the letter X game can also be played.
  • the pattem-type matching game resembles ofthe widely known game of bingo, however, has certain unique qualities that both distinguish it and provide for multiple, tiered winning opportunities.
  • This game is similar to regular bingo, however after the first bingo is reached, one or more additional values or numbers may be called and for each person who achieves bingo with the additional numbers, additional, lower tier prizes are awarded. For example, after at least one player matches the first bingo, the game is not over, but rather the individual(s) getting the first bingo are considered to be on the highest scale of winning in the hierarchy of prizes. Additional values or numbers are then called until an additional individual(s) matches a bingo. The individuals who get the second bingo are considered to be lower on the winning hierarchy than those who previously receiving a bingo.
  • the prize for attaining bingo could be reduced as each successive value or number is drawn.
  • the prize level for each successive bingo may be pooled, so it would simply be the number of winners dividing the pool.
  • all those people who are one ball away from winning may receive a secondary prize.
  • the bingo game is performed as a call in game wherein if an individual gets a bingo during the call in game and call in within a specified time period (like the two minutes in the video), they get a bonus prize. If no one calls in, the prize may roll over to the next week and continues to do so until someone calls in. For example, in the video, we award $50,000.00 to the person who calls in within two minutes. If no one calls in, the $50,000.00 rolls over to the next week and may become $100,000.00
  • a gaming concept for TV and interactive internet use may primarily utilize a Bingo game as the playing matrix however other variations such as a baseball theme (called Homer the game would fill either the 9 spaces where baseball players stand i.e. 1 st , 2 nd , short stop, 3 rd etc. or would cover a baseball diamond in either four spaces or filling in all the spaces between bases.
  • the playing matrix may have other sports theme. For example, a football field, basketball court, soccer field, etc. may be used.
  • winning patterns may be determined by game formations. For example, with a basketball theme, a pattern that corresponds to a first zone defense may correspond to one prize and a pattern that corresponds to a second zone defense may correspond to a second prize.
  • a pattem-type game combines the traditional principles of BINGO and a competitive card game, such as poker and variations thereof.
  • the game may be conducted in a tournament fashion.
  • a game is provides that utilizes a Texas Holdem concept, thus featuring draws, betting and raises.
  • the game may be computer-implemented and may take place simultaneously in multiple locations, such as through a network or television broadcast.
  • a value domain will first be calculated (step 1405).
  • a value domain consists of the universe of values that may be selected for the computer- implemented game. For example, most bingo-type games have a value domain consisting of numbers, wherein each successive column has a set range of numbers that may be present.
  • any discrete identifier that distinguishes one card from another, or one set of cards from another set may serve as a value.
  • graphical representations of poker-style values may be used.
  • the value domain may comprise numerical values of 1 to 10 and further comprise representations of "face cards" such as an ace, king, queen, and king.
  • FIG. 15 illustrates an exemplary card array.
  • the exemplary card array 1505 has a plurality of sections (see, e.g. 1510) for holding at least one value, wherein the value in each section is selected from the value domain computed in step 1405.
  • the exemplary bingo card 1505 comprises a 5 x 5 matrix and may be used, for example, with a numerical value range of 1 to 75 comprising: B values (comprising numerical values between 1-15), I values (comprising numerical values between 16-30), N values (comprising numerical values between 31-45) G values (comprising numerical values between 46-60) and O values (comprising numerical values between 61-75).
  • the card array may utilize a matrix of different dimensions, further it may be of a different shape, such as a circle or pyramid. Indeed, any shape is compatible with the present invention, so long as the shape may accommodate a plurality of sections having values. Indeed Figure 16 illustrates a card array in the shape of a pyramid and further having values representative of traditional playing cards. Further embodiments having values representative of playing cards may further be distinguished based upon the "suit" of the card, such as a club, heart, diamond, or spade.
  • the card array is displayed to a plurality of players through a display device.
  • a single card array may be on a single display device for viewing by a plurality of players, whereas in other embodiments, the array is broadcasted over a network, such as the internet or television, thereby displayed on a plurality of display devices.
  • a virtual deck of cards is produced.
  • each card within the virtual deck comprises a value selected from the value domain.
  • the virtual deck further includes values not within the value domain.
  • values outside the value domain may be utilized to decrease the chances of winning the game, yet in other embodiments, the values comprise "bonus" or "wild" values that increase a winner's odds of winning the game.
  • the virtual deck can include a card having a value of "ACE", wherein the "ACE" card may be used as any value within the value domain.
  • the term "virtual deck" is used to aid the reader in understanding the dealing aspect of the present invention, however, the invention contemplates the use of a random number generator and similar means known in the art to produce a collection of values for distribution to a plurality of players.
  • Step 1425 deals at least one player card from the virtual deck to each of the plurality of players.
  • the game may be conducted by allowing the players to keep the identity of their cards private for a period of time, while other embodiments require the players to reveal the identity of their cards. Yet in other embodiments, a player card may be dealt for all players to play off of, while each player has a different card array.
  • at least one community card is dealt from the virtual deck. To resemble more traditional card games, generally 1 to 3 cards may be dealt, however, the number of dealt cards depends on the particular embodiment.
  • the community card is displayed to all the players within the game. The players use their individual player cards in conjunction with the community cards to match the values within the sections (i.e., 1510) of the game card (i.e, 1505) create at least one pattern.
  • the community cards may be dealt as a single round or extended to numerous rounds to increase the suspense of the game. For example, in one embodiment, 3 to 5 cards are dealt face up or otherwise displayed to the other players. All players would then use these cards in conjunction with their own cards to see if they could achieve bingo. In yet another embodiment, the cards are dealt face down and individually turned face up after a successive round. In one embodiment, bets may be placed in between each round.
  • the computer will determine at least one winning player by comparing patterns obtained by each of the plurality of players using the at least one player card of each player and each community cards to the predefined winning pattern.
  • additional cards may be drawn and dealt until a bingo was achieved on at least one game card displayed.
  • the inventor has discovered that drawing a minimum of 10 cards would provide for optimal results, however, in other embodiments, fewer cards may be drawn.
  • winning may be determined by the number of patterns achieved by each individual player. For instance, achieving an "X" pattern could be the best "hand” followed by having two straight lines. In one such embodiment, a winner of a tie may be chosen by a myriad of factors, such as the location of the patterns, or whether a free space was used or not.
  • a single card array is used, wherein each player may be allowed to select one or more free spaces on the bingo card.
  • the players may first view the card array before selecting the one or more free spaces, yet in other embodiments, the players will not have access to the card array before selecting the one or more free spaces.
  • the free spaces selected by the individual players are displayed or otherwise available to the other players, yet in another embodiment, the free spaces are not available to the other players of the game. As discussed above, an actual deck of cards or a virtual deck may be used in place of balls.
  • One or more player cards may then be placed face up on the playing surface or otherwise displayed. Each player may play the player card(s) without revealing his/her free spaces. In one embodiment, if a player card is drawn or otherwise selected which represents a free space selected by any player, the player may, in effect, loose that free space. Yet in other embodiments the user may be allowed to remark a free space.
  • the game then continues to draw player cards.
  • Each of these cards has a different value and/or graphical representation.
  • the cards may represent the numbers 1-75 and may have a conventional card designation.
  • Each player plays these numbers one the card array.
  • players may be allowed to wager on each draw, similar to for example, cards games like Texas Hold' em.
  • the number of player cards to be dealt is predetermined before the game, yet in other embodiments, a player may determine when to end the dealing by calling "BINGO", when he/she believes they have the best pattern or group of patterns.
  • BINGO such as oral, visual, and/or by providing a user input into a computing device.
  • the players may then place additional wagers or call, etc.
  • Each player then turns over one or more of their free space markings and they are recorded on the bingo card. All of the free spaces may be turned over at once or they may go one at a time. Wagering may occur at each turn if desired.
  • a variation of this may be that the person who has the best poker hand showing on the universal bingo cards and the individual cards they have been dealt may be awarded one additional free space.
  • the players mark free spaces on their own cards. They are each then dealt a plurality of player cards face up or otherwise displaying the value to the other players and/or dealer. Each of the cards has a value on them, such as, an additional marking on them, for example, "B" cards being Aces, "I” cards being Kings, “N” cards being Queens, "G” cards being Jacks and "O" cards being 10's. In one embodiment, the players may then place a wager.
  • players are allowed to play the game over a period of time.
  • the period of time may be an hour, a day, a week or more.
  • the players may receive cards or other necessary items either by a internet website, mail or some other distribution channel.
  • each card may bear an individual registration number or unique identifier.
  • a player may be required to provide a user input an a predetermined interval to ensure all player are still engaged in the game.

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Abstract

The present invention relates to pattern games in the form of pyramids and other shapes. The pattern games are conducted in a central location or in a plurality of locations. A variety of different gaming entities such as state run lotteries, Internet based gambling websites, and multiple location gaming operations may implement the pattern-type game. In various embodiments of the invention, contestant are issued game cards. The game cards may be dispensed at point of sale terminals, via the Internet, by mail or via other methodology. In other embodiments, numbers or values of the games are drawn and presented to contestant via radio, television, the Internet, closed circuit television or other conventional mechanisms for presenting lottery of gaming information to contestants.

Description

PATTERN TYPE GAMES AND SCORING METHODS AND SYSTEMS
CROSS-REFERENCE TO RELATED APPLICATIONS
[01] This application claims the benefit of U.S. Provisional Application No. 60/563,698, filed April 20, 2004; U.S. Provisional Application No. 60/612,231, filed September 22, 2004; U.S. Provisional Application No. 60/634,017, filed December 6, 2004; and U.S. Provisional Application No. 60/653,025, filed February 15, 2005, which are hereby incorporated by reference in their entirety.
FIELD OF THE INVENTION
[02] The present invention relates to pattern creation type games and various methods and systems for scoring those games type games.
BACKGROUND OF THE INVENTION
[03] Bingo and similar "pattern matching games" where players must match characters or values to create a pattern, such a line, are popular and well-known games. For example, in a conventional bingo game, players are provided with bingo cards that have a matrix of five rows and five columns. Normally, the numbers 1 through 75 are divided into five sets, with each set having fifteen numbers. Each set is associated with a vertical column in the matrix and each column from left to right is assigned one letter from the word "bingo." Frequently, the center space in the matrix is a "free space." Bingo balls are individually numbered from 1 through 75 and are mixed together. Balls are then randomly selected one at a time. As each selected number is announced, each player covers any corresponding number on his or her bingo card. Play continues until a player achieves a predefined winning arrangement or pattern of spots on the bingo card.
[04] In another common version of bingo, numbers 1 through 90 are divided in five sets with each set having eighteen numbers. As above, each set is associated with a vertical column and each column is associated with the 5 letters of bingo (or sometimes another 5 lets word or arrangement of letters). [05] Traditionally, there are twelve winning arrangements or pattern of spots. Specifically, in a traditional bingo game, a player wins if the player covers any ofthe five vertical columns, any of the five horizontal rows or either of the two diagonals on the bingo card. Other winning combinations include the four corners of the bingo card, the eight spots immediately surrounding the free space, or a diamond pattern. The "bingo boss" who operates the bingo game will announce the winning arrangement or pattern of spots at the beginning of each game. A pattern may comprise one or more ofthe 25 spaces on the bingo card.
[06] Bingo and other pattern games can be played for free, purely for amusement, or for a fee, as a form of gambling. Many government and private entities conduct bingo games for a fee. Government-conducted bingo games generally involve a larger pool of players and offer players the chance to win a larger prize, while also providing revenues to the government entity. When players must pay to participate in a bingo game, players purchase bingo cards for use during a particular bingo game or session and winning players receive a payout from the operator or gaming establishment. For each bingo game, the player(s) who obtain a winning pattern win the game.
[07] Typically, government-conducted lottery systems utilize a central lottery computer to communicate with remote point-of-sale lottery terminals. The Rhode Island Lottery Commission (the "RILC") proposed a state-wide bingo game, referred to as "Bingo Power" in 1996, where players purchased bingo cards from the remote point-of-sale lottery terminals and the game was to be broadcast on television. Although the Bingo Power game was suspended before ever being played, bingo cards were sold by the RILC for an initial game. The point-of-sale lottery terminals requested bingo cards from the central lottery computer. (In subsequent configurations, the POS can actually generate a bingo card and then provide the card to the central lottery computer). After the central lottery computer generated the bingo card information, the point-of-sale lottery terminal, under the direction of the central lottery computer, printed the official bingo cards. The central lottery computer maintained a database containing the bingo card information for each bingo card that was issued.
[08] Since the players were remote from the venue where the numbers were drawn, the RILC needed to determine whether any players had won before drawing a. new ball. In addition, after each ball was drawn, the RILC proposed to broadcast statistics indicating in real-time the number of players that were three balls, two balls, one ball and zero balls (a winner) away from a winning pattern. Thus, after each ball was drawn, the RILC was required to perform a brute force search of all issued bingo cards to compare the current status of each player's bingo cards to templates corresponding to winning patterns. Such brute force searching is very time consuming, and possibly unmanageable, when the number of issued bingo cards is large. For a bingo game to run smoothly, and to maintain the players' interest, it is estimated that a ball should be drawn approximately every five seconds.
[09] Similarly, a number of private entities, such as Gamesville.com, allow a potentially large pool of players to play bingo over the Internet for prizes. In such an on-line implementation, players typically access a web site and request one or more bingo cards. A central server maintains a database containing the bingo card information for each bingo card that is issued. Again, since the players are remote from the venue where the numbers were drawn, a mechanism is needed to determine whether a player has won before drawing the next ball. At least one such on-line bingo game requires players to mark their own bingo cards as numbers are drawn and to submit a request to confirm that the player has won, when the player believes they have a winning pattern.
[10] In addition to the traditional bingo games, players increasingly desire more variety in their gaming experience. Indeed, past attempts have focused on altering the character or values the user must match to successfully win the game. For example, a user may match a line of candy canes for a Christmas themed game, while a Saint Patrick's Day themed-game may requires players to match shamrocks. These attempts, while successful, lack any novelty and thus only temporarily increase a player's desire to engage in the game.
[11] As apparent from the above-described deficiencies with conventional bingo games, a need exists for an improved method for promptly identifying a winner in a bingo game. A further need exists for an improved method for determining the number of balls that each player is away from a winning pattern. Yet a further need exists for novel pattern matching games. SUMMARY OF THE INVENTION
[12] Aspects of the invention relate to novel pattern games similar to bingo. Yet further aspects of the present invention relate to pattern games in the form of pyramids and other shapes. In one embodiment, pattern games according to the present invention are conducted in a central location, yet in other embodiments, the disclosed games may be operated simultaneously in a plurality of locations. In such embodiments, a variety of different gamming entities, such as state run lotteries, Internet based gambling websites, and multiple location gamming operations may implement the pattern-type games. In various embodiments of the invention contestants are issued game cards. The game cards may be dispensed at point of sale terminals, via the internet, by mail or via other methodology. In other embodiments, numbers or values of the games are drawn and may be presented to contestants via radio, television, the Internet, closed circuit television or other conventional mechanisms i for presenting lottery or gaming information to contestants. Certain embodiments of the invention may use the computer implemented scoring methods described below to determine when to stop drawing numbers. In some embodiments of the invention it is not necessary for contestants to be present during the game to win. A more complete understanding of the present invention, as well as further features and advantages of the present invention, will be obtained by reference to the following detailed description and drawings.
BRIEF DESCIPTION OF THE DRAWINGS
[13] FIG. 1 illustrates a bingo system for processing bingo transactions in accordance with the present invention;
[14] FIG. 2 illustrates the logical indices that are assigned to each square of a bingo card to facilitate storage ofthe bingo cards in play by the game processor of FIG. 1;
[15] FIG. 3 illustrates a representative layout of the bits corresponding to each square in memory;
[16] FIGS. 4A and FIG. 4B illustrates a linked list of maps that identify each card in play containing each possible value in accordance with the present invention; [17] FIG. 5A illustrates the well known "X" winning pattern;
[18] FIG. 5B illustrates a bitmap representation of the "X" pattern of FIG. 5B in accordance with the present invention;
[19] FIG. 6 is a schematic block diagram of an illustrative point-of-sale (POS) terminal of FIG. 1, that physically prints bingo cards for players, in an embodiment where the player appears in person to purchase tickets;
[20] FIG. 7 is a schematic block diagram of an illustrative point-of-sale (POS) terminal of FIG. 1, for an on-line implementation;
[21] FIG. 8 is a schematic block diagram ofthe game processor of FIG. 1;
[22] FIG. 9 is a flow chart describing an exemplary map development process of FIG. 8;
[23] FIG. 10 is a flow chart describing an exemplary bingo game process of FIG. 8;
[24] FIG. 1 la - 1 lg illustrate exemplary game cards comprising a playing area generally in the shape of a pyramid or triangle;
[25] FIG. 12 illustrates an exemplary game card according to one embodiment of the present invention;
[26] FIG. 13 illustrates an exemplary game card according to yet another embodiment of the present invention; and
[27] FIG. 14 is a flow chart describing an exemplary computer-implemented method of conducting a game according to one embodiment ofthe present invention.
DETAILED DESCRIPTION OF THE INVENTION SCORING METHODS AND SYSTEMS
[28] FIG. 1 shows an exemplary computing system 100 for processing gaming transactions in accordance with the gaming implementations ofthe present invention. Gaming transactions that may be performed using the computing system 100 include, but is not limited to, the issuance and validation of game cards, such as bingo cards. The computing system 100 includes a network 150 for transferring information between a central game processor 800, discussed below in conjunction with FIG. 8, and one or more remote point-of-sale (POS) terminals 600-N and 700-N. An illustrative point-of-sale (POS) terminal 600 that physically prints game cards for players is discussed below in conjunction with FIG. 6. An illustrative point-of-sale (POS) terminal 700 that permits players to play games in an on-line environment is discussed below in conjunction with FIG. 7. The exemplary figures and embodiments are illustrated by way of a bingo-style game, however, one skilled in the art will recognize the exemplary systems can be modified to accommodate any of the disclosed embodiments of games. Therefore, as used below, computing system 100 and bingo system 100 refer to a computer apparatus for processing gaming
/ transactions.
[29] As shown in FIG. 1, the bingo system 100 optionally includes a bingo boss 110 that operates and controls the play of a bingo game. The bingo boss 110 may be a human being or a programmed processor. Generally, the bingo boss 110 is responsible for drawing bingo balls and validating a winner. In addition, the bingo system 100 includes a number source 120, such as a set of 75 numbered balls that are randomly drawn, or a random number generator that generates numbers in the range of 1 through 75.
[30] According to one feature ofthe present invention, the game processor 800 maintains a linked list of each card in play containing each possible value. Thus, in a conventional bingo game, where there are 75 possible values, the game processor 800 maintains 75 different linked lists. As discussed below, each entry in a linked list includes a pointer to the next element in the linked list, in a well-known manner.
[31] According to another feature of the present invention, the game processor 800 represents each bingo card as a bitmap containing an entry corresponding to each square on the bingo card. In addition to a pointer to the next element in the linked list, each entry in the linked list identifies the square on the bingo card containing the corresponding value, thereby allowing the appropriate entry in the corresponding bitmap to be identified. Thus, as each number is drawn, the game processor 800 utilizes the linked list to identify all of the bingo cards in play having the drawn number. As each card containing the drawn number in the linked list is identified, the game processor 800 marks the corresponding entry in the bitmap.
[32] In addition, each possible winning pattern in a bingo game is likewise represented as a bitmap. As discussed below in conjunction with FIGS. 5A and 5B, each square on the bingo card is allocated one bit in the bitmap corresponding to a particular winning pattern. If a bit in the winning bitmap is set to a value of 1, then the corresponding square must be set on a player's bingo card in order to match the pattern.
[33] Thus, in accordance with the present invention, winning players may be identified by comparing the card bitmap to each of the possible winning bitmaps. Generally, the comparison determines whether all the l's that are set in any bitmap for a winning pattern are also set in the card bitmap. If so, the card is a winning card. In one preferred implementation, only those cards containing the number just drawn are compared to the possible winning bitmaps.
[34] FIG. 2 illustrates the logical indices that are assigned to each square of a bingo card to facilitate storage of the bingo cards in play by the game processor 800. As shown in FIG. 2, the bingo card 200 is logically divided into 25 squares that are numbered 0 through 24. The values within each square on a given card are stored in memory by the game processor 800. In an illustrative embodiment, two values are stored for each byte. Thus, four bits are allocated to each square of the bingo card, allowing the values 0 through 15 to be represented.
[35] FIG. 3 illustrates a representative layout 300 of the bits corresponding to each square in memory. Thus, byte 5 in FIG. 3 contains four bits for encoding the value in the first square of the N column, and four bits for encoding the value in the second square of the N column. Since each row contains 15 possible values, the column index (zero based) is multiplied by 15 and added to the four bit value plus one, to yield the value of each square on the card. For example, if a card includes a value of N32, the value will be encoded as 0010, the binary value corresponding to the integer 2 (32-30). After the bingo cards have been encoded into the format shown in FIG. 3, the resulting data is referred, to as a "card deck" 300. As discussed further below, the card deck 300 is stored on disk by the game processor 800 and loaded into memory at run time. Generally, during the processing of the game, the card deck 300 is not used.
[36] FIG. 4A illustrates a base map 400 and FIG. 4B illustrates a plurality of card maps 450. During program initialization, a map development process 900, discussed below in conjunction with FIG. 9, converts the card deck 300 the map formats shown in FIGS. 4A and 4B.
[37] The map base 400 contains a slot for each value that may appear on a bingo card. Thus, for a conventional bingo game, having 75 possible values, the map base 400 contains 75 slots. Each slot, corresponding to a value, n, contains a pointer, pNEXT- n, to the first card map 450 corresponding to a card containing the associated value, n. For example, the slot corresponding to value N32, contains a pointer to the first card in the set of card maps 450 that has a square with N32.
[38] In addition, as shown in FIG. 4B, each card map 450 contains a slot for each square on a bingo card. Thus, for a conventional bingo game, having 25 squares, the card map 450 contains 25 slots. Each slot, corresponding to a square, i, contains a pointer, pNEXT-CARD, to the next card map 450 corresponding to a card containing the desired value, n. Thus, each slot of the map base 400 contains a pointer to the first card containing the corresponding value. The pointer indexes a linked list in the card maps 450 of each ofthe additional cards containing the same value.
[39] In one illustrative implementation, the pointer, pNEXT-n, is a 4 byte value containing two parts, with 3 bits indicating a row offset and 29 bits providing a card offset to the first card containing the associated value. The 3 -bit row offset allows rows 0 through 4 to be uniquely identified. Likewise, the pointer, pNEXT-CARD, is a 2 byte value containing two parts, with 3 bits again indicating a row offset and 13 bits providing a card offset to the next card in the linked list containing the associated value.
[40] Thus, the exact location of the next occurrence of any value can be determined by using the card offset to locate the desired card, and the row offset to identify the appropriate row. The column is obtained implicitly by dividing the value itself minus one by the number of possible value in the column, such as 15 in the illustrative embodiment, with the whole number indicating the column number (zero based). Thus, each pointer points to a cell containing a like value that leads to the next occurrence of a particular value, until a value of zero is encountered, indicating the end ofthe linked list.
[41] A bingo winner is defined as a player having a bingo card with a matching a predefined winning arrangement or pattern of spots on the bingo card. FIG. 5A illustrates the well known "X" winning pattern. According to a further feature of the invention, each winning pattern is implemented as a bitmap, such as the bitmap 550, shown in FIG 5B, for the "X" pattern. It is noted that some bingo games offer multiple winning patterns. As previously indicated, a traditional bingo game has twelve predefined winning patterns: any of the five vertical columns, any of the five horizontal rows or either of the two diagonals on the bingo card. Other winning combinations include the four corners of the bingo card, the eight spots immediately surrounding the free space, or a diamond pattern.
[42] As shown in FIG. 5B, each square on the bingo card is allocated one bit in the bitmap 550 corresponding to a particular winning pattern. If a bit in the bitmap 550 is set to a value of 1, then the corresponding square must be set on a player's bingo card in order to match the pattern. A standard bingo card, having 25 squares, requires only 25 bits. Thus, each bitmap 550 may be implemented as a 32-bit integer value, although the present invention permits larger patterns to be implemented using a list of 320-bit integers. As shown in FIG. 5B, squares on the bingo card are ordered in the same manner as the logical indices that are assigned to each square of a bingo card for storage in a card deck 300. The least significant bit in the bitmap 550 corresponds to the top-left comer ofthe bingo card, and the most significant bit in the bitmap 550 corresponds to the bottom-right corner ofthe bingo card.
[43] As discussed further below in conjunction with FIG. 11, each bingo card in play is represented as a 25 -bit card bitmap that initially has a value representing the location of any and all free spaces. As each number is drawn in the bingo game, the drawn value is used as an index into the base map 400 and the card maps 450 to identify all the cards in the card deck 300 having the drawn value. For each identified card, the row and (implicit) column offsets are used to set the bit in the corresponding card bitmap to a value of 1. As the bitmap of each identified card is marked in this manner, the card bitmap is compared with each possible winning bitmap. Generally, the comparison determines whether all the l's that are set in any bitmap for a winning pattern are also set in the card bitmap. If so, the card is a winning card.
[44] In addition, players are often interested in the number of balls they (or other players) are away from winning. The number of balls that are required to be a winner can be obtained by determining how many l's are set in each bitmap corresponding to a possible winning pattern, that do not appear in the card bitmap. If any card comparison results in a value of 0, then the card is a winner.
[45] FIG. 6 is a block diagram showing the architecture of an illustrative point-of-sale (POS) terminal 600 that physically prints bingo cards for players, in an embodiment where the player appears in person to purchase tickets. The point-of-sale (POS) terminal 600 may be embodied, for example, as a conventional dedicated lottery terminal, as modified herein to execute the functions and operations of the present invention. The point-of-sale (POS) terminal 600 preferably includes a processor 610 and related memory, such as a data storage device 620. The processor 610 may be embodied as a single processor, or a number of processors operating in parallel. In addition, the point-of-sale (POS) terminal 600 includes one or more ports (not shown) for communicating with the game processor 800, for example, over the network 150.
[46] The data storage device 620 and/or a read only memory (ROM) are operable to store one or more instructions, which the processor 610 is operable to retrieve, interpret and execute. As shown in FIG. 6, the data storage device 620 preferably includes a bingo terminal process 640 that receives a player request for one or more bingo cards and communicates with the game processor 800 via the network 150 to obtain and validate the bingo cards and thereafter issue the requested number of bingo cards to the player.
[47] FIG. 7 is a block diagram showing the architecture of an illustrative point-of-sale (POS) terminal 700 for an on-line implementation. The point-of-sale (POS) terminal 700 may be embodied, for example, as a personal computer or other device that allows a bingo player to individually establish remote communication with the game processor 800, as modified herein to execute the functions and operations of the present invention. The point-of-sale (POS) terminal 700 preferably includes a processor 710 and related memory, such as a data storage device 720, which operate in a similar manner to the hardware described above in conjunction with FIG. 6.
[48] The data storage device 720 preferably includes a browser process 740 that allows a player to obtain a connection, for example, over the Internet, to a web site where the bingo game discussed herein is played. Alternatively, the data storage device 720 may include dedicated software that allows a player to communicate with the game processor 800 for example, by means of a modem connection over the public switched telephone network (PSTN).
[49] FIG. 8 is a block diagram showing the architecture of an illustrative game processor 800. The game processor 800 may be embodied, for example, as an RS 6000 server, manufactured by IBM Corp., as modified herein to execute the functions and operations of the present invention. The game processor 800 preferably includes a processor 810 and related memory, such as a data storage device 820, which operate in a similar manner to the hardware described above in conjunction with FIG. 6. It is noted that the game processor 800 may be embodied as a single processor, or a number of distributed or local processors operating in parallel. For example, the game processor 800 may include a dedicated processor for communicating with the point-of-sale (POS) terminals 600 that physically prints bingo cards for players and a dedicated processor for communicating with the point-of-sale (POS) terminals 700 in an on-line implementation.
[50] As shown in FIG. 8, the data storage device 820 includes the card decks 300, discussed above in conjunction with FIG. 3, and the base map 400 and corresponding card maps 450, discussed above in conjunction with FIGS. 4A and 4B, respectively. In addition, the data storage device 820 includes a map development process 900, discussed below in conjunction with FIG. 9, that converts the card deck 300 into the base map 400 and corresponding card maps 450. The data storage device 820 also includes a bingo game process 1000, discussed below in conjunction with FIG. 10, that processes each number that is drawn, and identifies a winner in accordance with the present invention. [51] FIG. 9 illustrates the map development process 900 that converts the card deck 300 into the base map 400 and corresponding card maps 450, and otherwise initializes the game processor 800. As shown in FIG. 9, the map development process 900 initially determines the number of cards in play for a given bingo game during step 910, and then allocates the appropriate amount of memory during step 920 for the card decks 300. The map development process 900 reads the card deck during step 930, and then allocates the appropriate amount of memory during step 940 for the base map 400 and the card maps 450.
[52] The map development process 900 converts the card deck 300 into the base map 400 and corresponding card maps 450 during step 950. Generally, the maps 400 and 450 are created by reading the value from each square on each card deck 300, and adding an entry in the appropriate chain linked list of the maps 400, 450 corresponding to each value on the card. As previously indicated, each entry added to the chain linked list contains a card offset that points to the next card in the linked list, and a row offset that is used to identify which square on the card contains the corresponding value.
[53] Finally, the card bitmaps are initialized with any free spaces during step 960. In other word, if any space, such as the center square, is defined as a free space in a given bingo game, then the corresponding entry in all the card bitmaps is set to 0. Program control terminates during step 580, and the game processor 800 is ready to initiate play.
[54] As previously indicated, the bingo game process 1000, shown in FIG. 10, processes each number that is drawn, and identifies a winner in accordance with the present invention. The bingo game process 1000 initially receives a drawn number from the bingo boss 110 during step 1010. The drawn number is then used during step 1020 to index the base map 400 to identify the first card having the drawn value. As previously indicated, each bingo card in play is represented as a 25-bit card bitmap, that initially has a value of all zeros. As each number is drawn in the bingo game, the drawn value is used as an index into the base map 400 and the card maps 450 to identify all the cards in the card deck 300 having the drawn value. For each identified card, the row and (implicit) column offsets are used to set the appropriate bit in the corresponding card bitmap to a value of 1. Thus, the row and column offsets into the corresponding card bitmap are obtained from the entry in the base map 400 (or the card maps 450 on subsequent passes through the bingo game process 1000) and are used to set (mark) the appropriate bit during step 1030.
[55] The current card bitmap is then compared to each possible winning bitmap during step 1040. Generally, the comparison determines how many l's are set in each bitmap corresponding to a possible winning pattern that does not appear in the card bitmap. In one implementation, the comparison is performed using an exclusive or (XOR) operation. Specifically, the following operation yields a value, t, in which exactly those bits set in the winning pattern, m, which are not set in the card bitmap, v, are set:
[56] t=(m V)&m.
[57] As discussed below, if t equals zero, then the card matches the winning pattern and is thus a winning card. For example, if a card bitmap equals 0100100010011000101010011, and the bingo game requires an "X" pattern, such as the pattern shown in FIG. 5A, to win the game, the result of the "exclusive or" , and the "and" operation performed on the card bitmap relative to the bitmap shown in FIG. 5B for the "X" pattern yields a value, t, of 1000001000000000000000000. Thus, there are two squares (24 and 18) on the corresponding bingo card that are not yet marked that are required to match the winning "X" pattern.
[58] During step 1050, the number of balls away, NBA, from a winning pattern are recorded for the card. In other words, the number of l's in the value, t, are counted. In one implementation, a count table having 64K entries is used to perform the count during step 1050. The count table may be created, for example, by the map development process 900 during program initialization. Each 16-bit entry in the count table indicates the number of l's in the corresponding binary value. Thus, the 32 bit value, t, is broken into two 16 bit components which are each used to index the count table. The number of l's corresponding to each 16-bit value is then summed to yield the number of balls away, NBA, from a winning pattern. For a bingo game having multiple winning patterns, the winning pattern with the lowest the number of balls away, NBA, is selected for the card and recorded during step 1050. [59] In an alternate implementation, the comparison performed during step 1040 and the determination of the number of balls away, NBA, performed during step 1050 may be performed by AND'ing the card bitmap with each possible winning bitmap, to obtain a result, u, and then using the count table to subtract the count (u) from the count (winning bitmap). In addition, it is noted that the assembly language for a microprocessor may provide a count instruction, to eliminate the need for the count table.
[60] Once the number of balls away, NBA, from a winning pattern is determined during step 1050, a test is performed during step 1060 to determine if the pointer, pNEXT, from the entry in the current map 400, 450 is zero. If it is determined during step 1060 that the pointer, pNEXT, from the entry in the current map 400, 450 is not zero, then there is another card map 450 in the linked list corresponding to another card having the current drawn value. Thus, the pNEXT pointer is followed during step 1070 to the next card in the card maps 450 having the drawn value. Thereafter, program control proceeds to step 1030 and continues processing the next card map 450~in the manner described above.
[61] If, however, it is determined during step 1060 that the pointer, pNEXT, from the entry in the current map 400, 450 is zero, then the end of the linked list has been reached. Thus, program control proceeds to step 1080, where a test is performed to determine if the number of balls away, NBA, from a winning pattern is zero (i.e., if there is a winner). It is noted that if a bingo game includes complimentary bingo cards, or bingo cards that are otherwise played purely for entertainment, and not for a winning payout, these complimentary bingo cards are excluded from the test performed during step 1080. If it is determined during step 1080 that the number of balls away, NBA, from a winning pattern is not zero, then program control returns to step 1010 to process the next ball drawn.
[62] If, however, it is determined during step 1080 that the number of balls away, NBA, from a winning pattern is zero, then there is a winner. Thus, game play is suspended during step 1090 and the winner is validated and identified, before program control terminates during step 1095. [63] It is to be understood that the embodiments and variations shown and described herein are merely illustrative of the principles of this invention and that various modifications may be implemented by those skilled in the art without departing from the scope and spirit ofthe invention. For example, in European bingo, the numbers 1 through 90 are divided into five sets, with each set having eighteen possible numbers. Thus, five bits can be allocated to each square of the bingo card, allowing the values 0 through 17 to be represented. Likewise, the size of the pointers in the maps 400, 450 can be increased, if necessary, to support a larger number of cards.
PATTERN-TYPE MATCHING GAMES [64] The above computing system 100 and related methods may be used to administer, score, or otherwise aid in the gaming transaction of the following embodiments of the pattern-type game ofthe present invention.
Pyramid Matching Game
[65] One embodiment of the present invention involves the use of a pyramid pattern. In one embodiment, the game may be conducted as an online lottery game intended to provide lotteries with both a new online game and a game show concept that will allow an audience to actually play along with the show and win prizes. This would allow the excitement of instant tickets while drawing the audience into a participatory role with the game show. In one embodiment, a lottery or central agency or business distributes the Pyramid game cards through an online POS network, wherein the tickets will each have their own validation markings issued by the lottery.
[66] The game numbers may be drawn on a game show sponsored by the lottery or independently. Depending on the desires of the administering agency or business, the number of numbers drawn can be adjusted depending on the frequency of winning experiences desired. The inventors have discovered a number as few as 12 and as many as 28 provide an adequate frequency for winning while allowing the players or contestants to experience excitement.
[67] As shown through Figures lla-llg, the game card comprises a playing area generally in the shape of a pyramid or triangle with one box on the top and each row below having at least one more box that the row above. The descending rows are offset from the row above to allow for the pyramid shape. As seen in the figures lla-l lg, the exemplary game card has 5 rows of values. Each row is divided into sections having a value. In the exemplary embodiment, the sections have numbers which are randomly assigned utilizing numbers within a universe of numbers selected by the lottery or organization conducting the game. Yet, in other embodiments, the player(s) may select the universe of numbers for possible inclusion within the sections. Depending upon the number of winning experiences the lottery may desire, the universe of numbers to be employed can be adjusted. The smaller the universe of numbers, the more frequent the winning experiences. Conversely, the larger the universe of numbers, the more infrequent the winning experiences. Yet in other embodiments, players may be permitted to select their numbers or the game card numbers may be randomly assigned by the POS terminal. While the exemplary embodiments shows numbers as the values to be matched to create a pattern, one skilled in the art will recognize any value that may be matched can be used. Furthermore, while the exemplary embodiments illustrate a game card having 5 rows, a card having two or more rows may be utilized as contemplated by the present invention.
[68] According to one embodiment of the invention, the object of the game is to obtain the largest pyramid or as many pyramids as possible within the game card. A pyramid may be any triangular collection of boxes which appear on the playing area and which have the values within the sections drawn in the game itself. In order to comprise a pyramid, there must be a minimum of three boxes arranged with one box in proximity to the two boxes directly adjacent. As illustrated in Figure 1 lb, sections having numbers 1, 2 and 3 comprise a three box pyramid. In a five row game card as illustrated, pyramids may be comprised of 3, 6, 9, 10, 12 or 15 numbered sections. Examples of each pyramid are shown in Figures llb-l lg, respectively. In one embodiment, each section having a number drawn in the game may only be used once for the purposes of constructing pyramids. In yet another embodiment, more than one number can be provided in a single section. [69] Prizes may be awarded for the size, number and/or location of the pyramid(s). For example, using the 5 row pyramid as shown in Figures lla-llg and a twelve number draw, prizes may be based on the size as follows
[70] Prize tier 1 One 3 box pyramid 2 two 3 box pyramids 3. One 6 box pyramid 4. three 3 box pyramids 5. one nine box pyramid 6. one 10 box pyramid 7. one 12 box pyramid 8. one 15 box pyramid
[71] A variation of this could be to draw 15 numbers and have a coverall pyramid as a top prize. In such an embodiment, a player would have to match every drawn value with a value on each section of the game card. In yet another embodiment, multiple tiers could be evaluated depending on their location. For example, tiers 1, 3 and 5 prizes could be further evaluated as to where they fell on the pyramid. In one embodiment, the, the higher they appeared on the pyramid, the higher the prize would be.
[72] In the illustrative embodiments having a 15 box pyramid with, for example, a 12 number draw, the following are the number of possible winning patterns for each of the pyramids:
3 box pyramid 10 different 3 box pyramids possible 6 box pyramid 6 different 6 box pyramids possible 9 box pyramid 3 different 9 box pyramids possible 10 box pyramid 3 different 10 box pyramids possible 12 box pyramid 1 possible winning pyramid
[73] In one embodiment, the players each have their own pyramids to fill in, wherein each of their pyramids having values in sections, however, the players do not know what they are until the end ofthe game. The players obtain points by answering questions, "winning" particular skill contests or the like. The player with the most points gets three free spaces to place on his pyramid. The second place player wins two free spaces and the third place player wins one free space to place on his pyramid.
[74] As the contestant wins points, he/she may also draw a value, such as a game number, which the player then places in a box in the main pyramid. Those numbers are the game numbers for the audience at home. The audience then plays those numbers on their game card at home.
[75] Once the numbers are all drawn, the contestants place their free spaces on their respective pyramids and the numbers on their cards are revealed. The contestant with the "best" pyramid(s) wins. Scoring can be established as per the size, location and the like.
BinGO binGO
[76] In yet another , embodiment, a pattern-type matching game resembles the widely known game of bingo, however, has certain unique qualities that both distinguish it and provide for multiple, tiered winning opportunities. For example, a game card may be provided that is arranged in a matrix of rows and columns. One exemplary game card, having a matrix of seven rows and seven columns is illustrated in Figures 12a and 12b. As shown in the figures, above the top row, in line with each column appears a letter. The first letter is A and the remaining letters are B, C, D, E, F, and G. Different letters or visual representations can be used and words may evolve, such as for example, "FLORIDA" for the Florida Lottery. Each of the respective columns may have an assigned range of numbers which are randomly generated on the card. For the purposes of this example, ranges of 14 numbers are assigned to each column resulting in the following dispositions, however, one skilled in the art will realize any numerical range, value set, or characters may be used. In one embodiment, within each column, one of the ranges of numbers is assigned to each row. The range of numbers within the columns can be adjusted in order to increase or decrease the frequency ofthe winning experiences.
[77] In one embodiment, the game is conceptually a bingo-style game within a bingo game. For example, numbers may be randomly chosen until a bingo is achieved within the 7 x 7 matrix. Once the bingo is achieved in the 7 x 7 matrix, scoring may be done according to a multitude of rules. For example, one scoring is performed as follows:
7 x 7 bingo Largest prize tier
5 x 5 bingo Secondary tier prizes (these prizes can be for bingos such as straight bingo, letter X bingo, 4 comer bingo, etc.)
3 x 3 tic tac toe Third level prize tier
[78] As one skilled in the art will appreciate, the variations of this game are endless. Within the 7 x 7 matrix, other games of bingo can be played thereby resulting in more numbers being drawn. The more numbers that are drawn, the more possible winning combinations that are possible within the 5 x 5 matrix. Various embodiments of the invention use matrices smaller than 5 5 and larger than 7 x 7. There can also be a prescribed number of numbers drawn thereby making multiple patterns for winning possible in both the 7 x 7 matrix and the 5 x 5 matrix. The pool of numbers to be assigned can also be adjusted to increase or decrease the odds. The 5 x 5 bingo matrix can be moved about the game card as can the free space. In addition, a 3 x 3 matrix can be highlighted and a prize awarded for tic-tac-toe or coverall.
The X Game
[79] In yet another embodiment, the pattem-type matching game provides a game card to a player win which the object is to get the biggest X by matching values on the game card. Prizes may be based on the size of the X achieved. For example, Figure 12 illustrates one embodiment ofthe present invention. Using a 9 x 9 matrix of sections, all but the sections that form the letter "X" by using the diagonal boxes connecting each comer are eliminating. As shown in the illustrative figure, a free space may be used in the center section or any other section on the game card.
[80] As described in relation to the other embodiments of the pattern matching game, the values or numbers assigned to each section of the game card may be selected from a pool based upon the odds desired to win. For example, in one embodiment, the amount of values required to match an "X" across the entire playing area may be drawn and those players with whose card numbers form the letter X will win (see, e.g. Figure 13). Only complete X's win and the bigger the X formed, the more they win. Of course, a variety of other matrices having different dimensions may be used in alternative embodiments of the invention. Furthermore, a different number of numbers or other symbols may be drawn.
[81] In one embodiment of the invention, a game ends when at least one contestant obtains an X pattern of a predetermined size. For example, a game may take place
, over a wide area network and end when at least one contestant obtains an x pattern having a 16 elements and the free space.
Lotto Rings
[82] In yet another embodiment, the pattem-type game of the invention may utilize software, such as for example, Matrix Master to be configured for lottery use as an online game. In yet other embodiments, the game may be employed as a game screen in conjunction with a broadcast show.
[83] Like the previous embodiment, the game may utilize a matrix, such as a 9 x 9 matrix. The game, however, itself is set up as a series of concentric rings around a center circle. Each of the rings can be intact or can be divided into multiple parts. For example, a ring could have one part (comprising the entire ring), 2 parts (each comprising half the ring), three parts (each comprising one third of the ring), 4 parts (each comprising one quarter of the ring), and so forth. Each ring or part thereof is given a number, either randomly or by choice. Any Ring may be divided into different number of segments from adjoining rings. As one skilled in the art will appreciate, the number of rings does not matter nor does the range of numbers used. To increase the winning experiences, the range of numbers for certain rings can be increased and decreased in others.
[84] In one embodiment, the object of the game is to complete as many rings as possible. In yet another embodiment the size or value ofthe prize awarded is a function ofthe number of rings completed. According to one method of conducting the game, values, such as numbers wherein the portions of any circle bearing those drawn numbers are considered "completed". Upon filling in the entire ring and a prize is won. In one embodiment, the center circle can be treated several ways. For example, it can be a bonus number to be drawn or it can be a multiplier of the prize structure for those people achieving some degree of "rings".
[85] According to one method of the present invention, the prize stracture can be based upon completing all the rings or some level of rings. In the example used, there are four rings and the center circle. Using this matrix and having each circle divided into quarters, it would take getting 17 numbers correct to win. Using rings divided in thirds, it would take 13 correct numbers to win.
[86] If the rings were unequally divided, the number of balls to win the big prize would vary. For example if the first inside ring (next to the center circle) were to be divided in half, it would take two balls to complete that ring. If the next circle were divided in thirds, it would take three correct numbers to complete that circle. As one skilled in the art will appreciate, the variations are almost endless in this game. Because the game is managed by the underlying (invisible matrix), the game cards may readily be changed from time to time. For example, in one embodiment, using the same 9 x 9 matrix, the letter X game can also be played.
Bingo 1,2,3
[87] In yet another embodiment, the pattem-type matching game resembles ofthe widely known game of bingo, however, has certain unique qualities that both distinguish it and provide for multiple, tiered winning opportunities. This game is similar to regular bingo, however after the first bingo is reached, one or more additional values or numbers may be called and for each person who achieves bingo with the additional numbers, additional, lower tier prizes are awarded. For example, after at least one player matches the first bingo, the game is not over, but rather the individual(s) getting the first bingo are considered to be on the highest scale of winning in the hierarchy of prizes. Additional values or numbers are then called until an additional individual(s) matches a bingo. The individuals who get the second bingo are considered to be lower on the winning hierarchy than those who previously receiving a bingo. Indeed, in one embodiment, the prize for attaining bingo could be reduced as each successive value or number is drawn. In yet another embodiment, the prize level for each successive bingo may be pooled, so it would simply be the number of winners dividing the pool. In yet another embodiment, when conventional bingo is achieved, all those people who are one ball away from winning may receive a secondary prize.
Call in Bingo
[88] In yet another embodiment, the bingo game is performed as a call in game wherein if an individual gets a bingo during the call in game and call in within a specified time period (like the two minutes in the video), they get a bonus prize. If no one calls in, the prize may roll over to the next week and continues to do so until someone calls in. For example, in the video, we award $50,000.00 to the person who calls in within two minutes. If no one calls in, the $50,000.00 rolls over to the next week and may become $100,000.00
Interactive Gaming
[89] A gaming concept for TV and interactive internet use. The gaming concept may primarily utilize a Bingo game as the playing matrix however other variations such as a baseball theme (called Homer the game would fill either the 9 spaces where baseball players stand i.e. 1st, 2nd, short stop, 3rd etc. or would cover a baseball diamond in either four spaces or filling in all the spaces between bases. The playing matrix may have other sports theme. For example, a football field, basketball court, soccer field, etc. may be used. In one embodiment ofthe invention, winning patterns may be determined by game formations. For example, with a basketball theme, a pattern that corresponds to a first zone defense may correspond to one prize and a pattern that corresponds to a second zone defense may correspond to a second prize. Competitive Bingo Game
[90] In yet another embodiment of the invention, a pattem-type game combines the traditional principles of BINGO and a competitive card game, such as poker and variations thereof. For example, the game may be conducted in a tournament fashion. In one embodiment, a game is provides that utilizes a Texas Holdem concept, thus featuring draws, betting and raises.
[91] As illustrated in figure 14, the game may be computer-implemented and may take place simultaneously in multiple locations, such as through a network or television broadcast. Generally, a value domain will first be calculated (step 1405). A value domain consists of the universe of values that may be selected for the computer- implemented game. For example, most bingo-type games have a value domain consisting of numbers, wherein each successive column has a set range of numbers that may be present. One skilled in the art, however, will realize that any discrete identifier that distinguishes one card from another, or one set of cards from another set, may serve as a value. For example, in one embodiment, graphical representations of poker-style values may be used. In such an embodiment, the value domain may comprise numerical values of 1 to 10 and further comprise representations of "face cards" such as an ace, king, queen, and king.
[92] In step 1410, a bmgo-type card array is produced. Figure 15 illustrates an exemplary card array. The exemplary card array 1505 has a plurality of sections (see, e.g. 1510) for holding at least one value, wherein the value in each section is selected from the value domain computed in step 1405. The exemplary bingo card 1505 comprises a 5 x 5 matrix and may be used, for example, with a numerical value range of 1 to 75 comprising: B values (comprising numerical values between 1-15), I values (comprising numerical values between 16-30), N values (comprising numerical values between 31-45) G values (comprising numerical values between 46-60) and O values (comprising numerical values between 61-75). As one skilled in the art will appreciate, the card array may utilize a matrix of different dimensions, further it may be of a different shape, such as a circle or pyramid. Indeed, any shape is compatible with the present invention, so long as the shape may accommodate a plurality of sections having values. Indeed Figure 16 illustrates a card array in the shape of a pyramid and further having values representative of traditional playing cards. Further embodiments having values representative of playing cards may further be distinguished based upon the "suit" of the card, such as a club, heart, diamond, or spade.
[93] In step 1415, the card array is displayed to a plurality of players through a display device. In one embodiment, a single card array may be on a single display device for viewing by a plurality of players, whereas in other embodiments, the array is broadcasted over a network, such as the internet or television, thereby displayed on a plurality of display devices.
[94] In step 1420, a virtual deck of cards is produced. In one embodiment, each card within the virtual deck comprises a value selected from the value domain. Yet in another embodiment, the virtual deck further includes values not within the value domain. In such embodiments, values outside the value domain may be utilized to decrease the chances of winning the game, yet in other embodiments, the values comprise "bonus" or "wild" values that increase a winner's odds of winning the game. For example, the virtual deck can include a card having a value of "ACE", wherein the "ACE" card may be used as any value within the value domain. As used herein, the term "virtual deck" is used to aid the reader in understanding the dealing aspect of the present invention, however, the invention contemplates the use of a random number generator and similar means known in the art to produce a collection of values for distribution to a plurality of players.
[95] Step 1425 deals at least one player card from the virtual deck to each of the plurality of players. In one embodiment, the game may be conducted by allowing the players to keep the identity of their cards private for a period of time, while other embodiments require the players to reveal the identity of their cards. Yet in other embodiments, a player card may be dealt for all players to play off of, while each player has a different card array. At step 1430, at least one community card is dealt from the virtual deck. To resemble more traditional card games, generally 1 to 3 cards may be dealt, however, the number of dealt cards depends on the particular embodiment. The community card is displayed to all the players within the game. The players use their individual player cards in conjunction with the community cards to match the values within the sections (i.e., 1510) of the game card (i.e, 1505) create at least one pattern.
[96] Depending on the embodiment, the community cards may be dealt as a single round or extended to numerous rounds to increase the suspense of the game. For example, in one embodiment, 3 to 5 cards are dealt face up or otherwise displayed to the other players. All players would then use these cards in conjunction with their own cards to see if they could achieve bingo. In yet another embodiment, the cards are dealt face down and individually turned face up after a successive round. In one embodiment, bets may be placed in between each round.
[97] Finally, at step 1435, the computer will determine at least one winning player by comparing patterns obtained by each of the plurality of players using the at least one player card of each player and each community cards to the predefined winning pattern.
[98] In yet another embodiment, there may be one or more "hole" cards displayed. In yet another embodiment, additional cards may be drawn and dealt until a bingo was achieved on at least one game card displayed. In such an embodiment, the inventor has discovered that drawing a minimum of 10 cards would provide for optimal results, however, in other embodiments, fewer cards may be drawn.
[99] In yet another embodiment, winning may be determined by the number of patterns achieved by each individual player. For instance, achieving an "X" pattern could be the best "hand" followed by having two straight lines. In one such embodiment, a winner of a tie may be chosen by a myriad of factors, such as the location of the patterns, or whether a free space was used or not.
[100] In still yet another embodiment, a single card array is used, wherein each player may be allowed to select one or more free spaces on the bingo card. In one embodiment, the players may first view the card array before selecting the one or more free spaces, yet in other embodiments, the players will not have access to the card array before selecting the one or more free spaces. In one embodiment, the free spaces selected by the individual players are displayed or otherwise available to the other players, yet in another embodiment, the free spaces are not available to the other players of the game. As discussed above, an actual deck of cards or a virtual deck may be used in place of balls.
[101] One or more player cards may then be placed face up on the playing surface or otherwise displayed. Each player may play the player card(s) without revealing his/her free spaces. In one embodiment, if a player card is drawn or otherwise selected which represents a free space selected by any player, the player may, in effect, loose that free space. Yet in other embodiments the user may be allowed to remark a free space.
[102] The game then continues to draw player cards. Each of these cards has a different value and/or graphical representation. For example, in a card game closely resembling traditional bingo, the cards may represent the numbers 1-75 and may have a conventional card designation. Each player plays these numbers one the card array. In select embodiments, players may be allowed to wager on each draw, similar to for example, cards games like Texas Hold' em.
[103] In one embodiment, the number of player cards to be dealt is predetermined before the game, yet in other embodiments, a player may determine when to end the dealing by calling "BINGO", when he/she believes they have the best pattern or group of patterns. Of course, one skilled in the art will recognize that there are an infinite number of ways a player may call "BINGO", such as oral, visual, and/or by providing a user input into a computing device. In one embodiment, the players may then place additional wagers or call, etc. Each player then turns over one or more of their free space markings and they are recorded on the bingo card. All of the free spaces may be turned over at once or they may go one at a time. Wagering may occur at each turn if desired. A variation of this may be that the person who has the best poker hand showing on the universal bingo cards and the individual cards they have been dealt may be awarded one additional free space.
[104] The person who achieves the best pattern then wins. The best patterns will be determined ahead of time and the players will be aware ofthe order of merit of each pattern. One exemplary hierarchy of patterns may be:
[105] Best Pattern Letter X [106] 2nd Pattern One diagonal and 4 comers
[107] 3rd pattern 2 straight or 1 straight and one diagonal line
[108] 4th Pattern 4 comers
[109] 5th Pattern one straight line
[110] To further distinguish these patterns, the one with the fewer free spaces used in the pattern is superior to another having the same pattern but utilizing more free spaces.
[Ill] In another embodiment, the players mark free spaces on their own cards. They are each then dealt a plurality of player cards face up or otherwise displaying the value to the other players and/or dealer. Each of the cards has a value on them, such as, an additional marking on them, for example, "B" cards being Aces, "I" cards being Kings, "N" cards being Queens, "G" cards being Jacks and "O" cards being 10's. In one embodiment, the players may then place a wager.
[112] In one embodiment, additional player cards may be dealt face up on the table after the wager. Whereas in other embodiment, additional player cards are dealt face down or otherwise have their values concealed from other players/and or the dealer. In select embodiments, the players may again place a wager.
[113] After a select number of dealings, the players may then reveal the value of the cards originally dealt face down. In one embodiment, the best poker hand wins an additional free space. Yet in another embodiment, the players may then wager again before revealing their individual free spaces, wherein the player having the best "bingo" pattern wins the game. Of course, one skilled in the art may realize that other scoring methods may be used, such as for example, having payouts, points, or rewards for those players who finish in second or third.
[114] In various embodiments of the invention players are allowed to play the game over a period of time. The period of time may be an hour, a day, a week or more. In embodiments having physical cards, the players may receive cards or other necessary items either by a internet website, mail or some other distribution channel. In one embodiment, each card may bear an individual registration number or unique identifier. For those embodiments designed for online game play, a player may be required to provide a user input an a predetermined interval to ensure all player are still engaged in the game.
It is to be understood that the embodiments and variations shown and described herein are merely illustrative of the principles of this invention and that various modifications may be implemented by those skilled in the art without departing from the scope and spirit ofthe invention.

Claims

We Claim:
1. A computer device having a computer-readable medium, wherein the computer readable medium has computer-executable instructions for performing steps comprising:
(a) calculating a value domain;
(b) producing at least one bingo-type card array, wherein the array has a plurality of sections, each section having at least one value from the value domain;
(c) causing at least one display device to display the bingo card array to a plurality of players;
(d) producing a virtual deck of cards, wherein each card represents a value from the value domain;
(e) dealing at least one player card from the virtual deck to each of the plurality of players;
(f) dealing at least one community card to the plurality of players; and
(g) determining a winning player by comparing patterns obtained by each of the plurality of players using the at least one player card and the community cards to predefined winning patterns.
2. The instructions of Claim 1, further comprising the step of:
(h) receiving from each of the plurality of players an input selecting at least one free space on the bingo card array.
3. The instructions of Claim 1, wherein the value domain comprises numerical values.
4. The instructions of Claim 3, wherein the value domain comprises alphabetic values.
5. The instructions of Claim 4, wherein the value domain comprises representations of poker-style playing cards.
6. The instructions of Claim 1, further comprising instructions to track the status of the game comprising the steps of: (h) maintaining a map base list containing entries for all possible bingo card array values; \
(i) creating a card map for each of the plurality of bingo card arrays, each card map containing an entry for each of the values included on the corresponding card array; and (j) linking the entries in the map base list to corresponding entries in the card maps, wherein entries are corresponding when they have the same value.
7. A method of conducting a card game that includes a bingo card array including sections having values and a deck of cards that each represent potential values on the bingo card array, the method comprising:
(a) providing the bingo card array to a plurality of players;
(b) issuing at least one player card to each of the plurality of players;
(c) displaying community cards to the plurality of players; and
(d) determining a winning player by comparing patterns obtained by each of the plurality of players using the at least one player card and the community cards to predefined winning patterns.
8. The instructions of Claim 7, further comprising the step of:
(e) receiving from each of the plurality of players an input selecting at least one free space on the bingo card array.
9. The instructions of Claim 7, wherein the value domain comprises numerical values.
10. The instructions of Claim 8, wherein the value domain comprises alphabetic values
11. The instructions of Claim 8, wherein the value domain comprises representations of poker-style playing cards.
12. A computer device having a computer-readable medium, wherein the computer readable medium has computer-executable instructions for performing steps comprising:
(a) calculating a value domain; (b) producing at least one bingo-type card array, wherein the array has a plurality of sections, each section having at least one value from the value domain;
(c) causing at least one display device to display the bingo card array to a plurality of players;
(d) producing a virtual deck of cards, wherein each card represents a value from the value domain; >
(e) receiving from each ofthe plurality of players an input selecting at least one free space on the bingo card array.
(f) dealing at least one player card from the virtual deck to each of the plurality of players, wherein the value ofthe at least one player card is displayed to a plurality of players;
(g) determining at least one winning player by comparing patterns obtained by each ofthe plurality of players using the at least one player card to predefined winning patterns.
13. The instructions of Claim 12, further comprising the step of:
(h) repeating step (f) until an input is received from a player wherein the input will begin step (g) to determine at least one winner ofthe game.
14. The instructions of Claim 12, wherein the at least one free space selected by the plurality of players is displayed to each ofthe players.
15. The instructions of Claim 12, wherein upon dealing at least one player card to the plurality of players, if the at least player card comprises a value that matches a value of a free space selected by one of the plurality of players, then the value no longer can be used as a free space.
16. The instructions of Claim 15, further comprising to step of:
(i) upon determining at least one player loses a free space, allowing the at least one player to select another free space.
17. The instructions of Claim 12, further comprising to step of:
(h) dealing at least one player card from the virtual deck to each of the plurality of players, wherein the value of the at least one player card is not displayed to the plurality of players when dealt, wherein the value of the at least one player card is only displayed to the player the card is dealt to.
18. The instructions of Claim 17, wherein the value domain comprises representations of poker-style playing cards and wherein step (g) further comprises the step of comparing the values of the player cards obtained by each of the plurality of players to determine what player has the combination of values that results in the best poker hand.
19. The instructions of Claim 12, further comprising instructions to track the status of the game comprising the steps of: '
(i) maintaining a map base list containing entries for all possible bingo card array values;
(j) creating a card map for each of the plurality of bingo card arrays, each card map containing an entry for each ofthe values included on the corresponding card array; and
(k) linking the entries in the map base list to corresponding entries in the card maps, wherein entries are corresponding when they have the same value.
PCT/US2005/013547 2004-04-20 2005-04-20 Pattern type games and scoring methods and systems WO2005102482A1 (en)

Applications Claiming Priority (8)

Application Number Priority Date Filing Date Title
US56369804P 2004-04-20 2004-04-20
US60/563,698 2004-04-20
US61223104P 2004-09-22 2004-09-22
US60/612,231 2004-09-22
US63401704P 2004-12-06 2004-12-06
US60/634,017 2004-12-06
US65302505P 2005-02-15 2005-02-15
US60/653,025 2005-02-15

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Citations (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20020113369A1 (en) * 2000-12-26 2002-08-22 Gary Weingardt Video bingo game and method

Patent Citations (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20020113369A1 (en) * 2000-12-26 2002-08-22 Gary Weingardt Video bingo game and method

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