WO2008019313A2 - système de jeu informatisé et procédé pour personnaliser une pratique de jeu - Google Patents
système de jeu informatisé et procédé pour personnaliser une pratique de jeu Download PDFInfo
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- WO2008019313A2 WO2008019313A2 PCT/US2007/075173 US2007075173W WO2008019313A2 WO 2008019313 A2 WO2008019313 A2 WO 2008019313A2 US 2007075173 W US2007075173 W US 2007075173W WO 2008019313 A2 WO2008019313 A2 WO 2008019313A2
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Classifications
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3202—Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
- G07F17/3223—Architectural aspects of a gaming system, e.g. internal configuration, master/slave, wireless communication
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3286—Type of games
- G07F17/3293—Card games, e.g. poker, canasta, black jack
Definitions
- the present application also claims priority under 35 U.S. C. 119(e) to U.S. Provisional application no. 60/913,992 entitled “Computer-Based Gaming System,” filed on April 25, 2007.
- the invention relates to systems and methods for operating an online gaming environment.
- aspects of the invention relate to creating a customized rule set in accordance with instructions received by one of a plurality of players, monitoring collusion between two or more players that are using the online gaming environment, employing automated players to advance operations of a game hosted by the online gaming environment, and archiving a portion of a game for subsequent viewing by a user of the online gaming environment.
- Online gaming offers a variety of game play options that enhance a user's gaming experience.
- the variety of game play options may include options for creating a game.
- Typical systems, methods and computer readable instructions for creating a game are rudimentary, allowing a user to select a type of game (e.g., poker, Mahjong, etc.) that operates with respect to predetermined rules.
- these previous systems, methods and computer readable instructions for creating a game are inadequate with respect to rule customization and creation.
- typical Mahjong game play options allow a user to select a particular set of established Mahjong rules (e.g., Chinese Traditional, Hong Kong, Japanese, or American) that will govern game play.
- Typical game play options do not adequately provide a user with an option to modify the particular set of rules, nor do they give the user an option to create a set of rules that are unique from established sets of rules.
- the invention generally relates to systems and methods for operating an online gaming environment.
- the online gaming environment may include any number of games, including variations of Mahjong.
- the systems and methods create one or more customized rule sets in response to receiving instructions from one of a plurality of players.
- the instructions may, for example, indicate an existing or newly-created rule for inclusion in the customized rule set.
- the systems and methods monitor collusion between two or more players that are using the online gaming environment.
- the systems and methods may review a first play from a first player to determine whether the first player made the first play in collusion with a second player.
- the systems and methods may alternatively check if a first identification of a first player relates to a second identification of a second player to determine that the first player is playing in collusion with the second player.
- the systems and methods advance operations of game using an automated "robot" player.
- the systems and methods may determine a winning combination of game pieces that the automated player will attempt to achieve during game play.
- the systems and methods may additionally determine whether the automated player should acquire and/or discard particular game pieces.
- the systems and methods make suggestions to real players based on plays the automated player would make under similar circumstances.
- the systems and methods archive a portion of a game and permit a user of the online gaming environment to view the archived portion of the game.
- the systems and methods may also provide commentary related to the portion of the game.
- the commentary may be derived by another user of the online gaming environment or by a computer algorithm of the online gaming environment.
- FIGURE 1 illustrates an example of a suitable gaming system environment in which the invention may be implemented
- FIGURE 2 illustrates a diagram depicting a program module hierarchy in accordance with an exemplary embodiment of the invention
- FIGURE 3 shows a flow chart of an illustrative method for becoming a spectator at a game in accordance with one aspect of the invention
- FIGURE 4 shows a flow chart of an illustrative method for requesting to view a player's hand during an in-progress game in accordance with one aspect of the invention
- FIGURE 5 shows a flow chart of an illustrative method for starting a game or creating a mini tournament in accordance with one aspect of the invention
- FIGURE 6 shows a flow chart of an illustrative method for inviting other users to join a game in accordance with one aspect of the invention
- FIGURE 7 each show a flow chart of an illustrative method for operating a
- FIGURES 8A-C each depict a web page that represents one graphical implementation of the invention
- FIGURE 9 shows a flow chart of an illustrative method for managing an email delivery scheme for new members in accordance with one aspect of the invention
- FIGURE 10 shows a flow chart of an illustrative method for logging in to an online gaming environment in accordance with one aspect of the invention.
- FIGURE 11 shows a flow chart of an illustrative method for monitoring unfair game play in accordance with one aspect of the invention.
- FIGURE 1 illustrates an example of a suitable gaming system environment
- the gaming system environment 100 is only one example of a suitable computing environment and is not intended to suggest any limitation as to the scope of use or functionality of the invention. Neither should the gaming system environment 100 be interpreted as having any dependency or requirement relating to any one or combination of components illustrated in the exemplary gaming system environment 100.
- the invention may be described in the general context of computer-executable instructions, such as program modules, being executed by a computer or server.
- program modules include routines, programs, objects, components, data structures, and the like that perform particular tasks or implement particular abstract data types.
- the invention may also be practiced in distributed computing environments where tasks are performed by remote processing devices that are linked through a communications network.
- program modules may be located in both local and remote computer storage media including memory storage devices.
- Components of host 110 may include, but not by way of limitation, an archive server 111, a chat server 112, a game server 113, a tournament server 114, a reporting server 115, a game analysis server 116 and a database server 117.
- the components of host 110 are coupled to each other via a bus, a wired or wireless network, or various other methods known in the art.
- the host 110 may operate in a networked environment using one or more of various communication network(s) 120 known in the art.
- the communication network(s) 120 may include the Internet or a private network that allow for communication between host 110 and one or more remote and local client terminal(s) 130.
- Client terminal(s) 130 may include, but not by way of limitation, a computer 131, a personal digital assistant (PDA) 132, a cell phone 133, a television (TV) 134, a game console 135, or any other device configured to send or receive data to or from the host 110.
- PDA personal digital assistant
- client terminal(s) 130 interface to host 110 without installing or downloading software (e.g., via standard web browsers).
- client terminal(s) 130 may interface to host 110 after installing or downloading software, resulting in faster processing speeds.
- Embodiments of the invention are directed to online gaming environments in general.
- An exemplary embodiment of the invention is directed to an online gaming environment that supports Hong Kong Mahjong and associated games according to various standards which have been promulgated in, for example, China, the United States, Japan, Taiwan, the Philippines, and Korea.
- One of skill in the art will appreciate various embodiments of the invention, wherein game play is available to internationally and in multiple languages.
- embodiments of the invention may be applied to online gaming environments that support games other than Mahjong, including card games (e.g., poker) and versions of board games (e.g., Monopoly), among others.
- FIGURE 2 illustrates a diagram depicting a program module hierarchy instantiated within some or all servers 111-117 of host 110 in accordance with an exemplary embodiment of the invention.
- FIGURE 2 depicts a Lobby module 210 comprising three sub-modules: a Chat sub-module 220; a Statistics sub-module 230; and a Game sub-module 240.
- the Game sub-module 240 comprises four sections: a User section 241; a Table section 242; a Tournament section 243; and a League/Club section 244.
- FIGURE 2 also depicts an Administrator module 260 that comprises four sub- modules: a Payment Manager sub-module 261; a User Manager sub-module 262; a Reporting Console sub-module 263; and a Tournament Manager sub-module 264.
- Administrator module 260 comprises four sub- modules: a Payment Manager sub-module 261; a User Manager sub-module 262; a Reporting Console sub-module 263; and a Tournament Manager sub-module 264.
- one or more of servers 111-117 cooperatively operate functions of the Lobby module 210 and the Administrator module 260.
- servers 111-113 cooperatively operate functions of the Lobby module 210.
- the Chat server 112 operates functions of the Chat sub- module 220
- the Archive server 111 operates functions of the Statistics sub-module 230
- the Game server 113 operates functions of the Game sub-module 240.
- servers 113-115 cooperatively operate the Administrator module 260.
- Game server 113 operates functions of both the Payment Manager sub-module 261 and the User Manager sub-module 262
- the Reporting server 115 operates functions of the Reporting Console sub-module 263
- the tournament server 114 operates functions of the Tournament Manager sub-module 264.
- One of skill in the art will appreciate alternative configurations that result in one or more different servers operating functions of any one of the sub-modules 220-250 and 261-264.
- the Lobby module 210 generates information that is sent to a client terminal
- a user interface screen (not shown) immediately after the user successfully connects with host 110 (e.g., upon the user logging in to host 110).
- the Chat sub-module 220 is configured to display public and private messages on the screens of client terminal(s) 130. These messages may be typed by users of client terminal(s) 130 or generated by host 110. One of skill in the art will recognize that the messages can be displayed by any number of methods known in the art including, for example, one or more chat windows and ICQ messaging.
- the Chat sub-module 220 is further configured to provide one or more means for a user to receive messages and type a public or private message for display on the screens of one or more other users.
- a user is able to select one or more other users and subsequently send them a message.
- a user receives a message generated by host 110 that alerts the user to the availability of a game managed by host 110.
- One of skill in the art will appreciate various alternatives to the sending and receiving of messages outlined above with respect to the Chat sub-module 220.
- the Chat sub-module 220 is configured with scrolling capability, allowing the user to scroll up or down in a chat window to view the messages that previously were not displayed in the chat window. Additionally, the Chat sub-module may be configured to display certain messages using one of a plurality of display formats. For example, an announcement message generated by host 110 may be displayed in a different color, font, and size than a message sent from another user at another one of the client terminal(s) 130.
- the Chat sub-module 220 may be further configured to provide several functionalities to a user after the user "clicks" on the username of another user who sent a message, or on the message itself.
- the Chat sub-module 220 may provide the user with the option to view the other user's information, join a game served by the other player, or watch a game played by the other player.
- a user may invite the other user to join a game the user is serving, or to a private chat session.
- a user can add the other user to a list of friends.
- the Statistics sub-module 230 is configured to track and display various announcements, statistics, and news related to activities associated with host 110.
- the Statistics sub-module 230 may be configured to display the schedule(s) of one or more current or future tournaments, the results of previous tournaments, the payout of one or more tournaments and the rankings of a subset or all of the total users supported by host 110.
- the Game sub-module 240 is configured to manage game play for user(s) at the client terminal(s) 130 connected to host 110.
- the Game sub-module 240 comprises four sections: a User section 241, a Table section 242, a Tournament section 243, and a League/Club section 244.
- the User section 241 is configured to store, track and display representations of user information (e.g., user activity, among others). Storage of such user information may occur at any database connected to or contained within the host 110. Representations of such user information may include an indication of users who are online at any given time, as well as accompanying information unique to each user. [1039]
- the display of user information may take form in an icon format, a list format or any other suitable format for displaying the representations. Displayed user information may include a username, a picture selected by a specific user, a user's rank, a user's rating, a user's credit level, a user's money level, a user's address, and a user's full name. Additional user information may include one or more indications of the "friends" of a user who are online at any given time. Display of the friend indications may take form in an icon format, a list format or any other suitable format for displaying the indications.
- a rating system similar to the Chess FIDE rating system may be used to determine a user's rating.
- a user may start with a predetermined point level (e.g., 1000). Additional points are earned by beating another user, the amount of which may depend on the rating of that other user. Points are lost by losing to another user, the amount of which may depend on the rating of that other user.
- users can lose points for beating lower rated users by less than a defined amount. Alternatively, users can gain points for losing to higher rated users by a qualified slim margin.
- each user's rating is graphically represented on display screens of client terminal(s) 130 via a belt system like that used in the martial arts. For example, the graphic representation of low- rated and high-rated users would be a yellow belt and a black belt, respectively.
- the User section 241 may be further configured with filtering functionality that enables a user to filter the display of user information.
- the filtering functionality may allow a user to filter a list of online users by rank, rating, and a "friends only" setting that will only display other users that have a friend status indication previously set by the user.
- the User section 241 may be further configured to allow users to update their personal account by removing friends, upload pictures or files, change contact information, deposit money for subsequent game play or to pay a negative balance, cash out a positive balance and adjust sound and display settings.
- the User section 241 may be further configured to provide users with access to facts and questions (FAQ), tutorials, listings of rules, agreement terms, and customer service contact information.
- FAQ facts and questions
- the User section 241 may also list saved/archived games and allow users to select any of the saved games for subsequent review.
- review of the saved games may include a replay of at least a portion of the saved game with or without pause, stop, play, fast forward, and rewind capability.
- review of the saved games may include replay of the saved game with additional analysis provided to the user(s) via a text, audio and/or video format.
- the additional analysis may be formed by algorithms operating in host 110 or in client terminal(s) 130 that determine potential strategies employed by one or more players during the saved games. Such a determination would attempt to explain why a specific move was made during the saved games.
- the additional analysis may alternatively be provided by a commentator (i.e., not an algorithm) who previously reviewed the saved games, watched the original games, or participated in the original games.
- a commentator i.e., not an algorithm
- the commentary may be recorded and provided to users after the recording, or that the commentary may be provided to the users while the commentary is in the process of being created (i.e., in "real time”).
- analysis of game play may occur during game play in real time.
- the analysis of game play may include display of possible winning hands with respect to one or more hands of one or more players at any time during the game play. Additionally or alternatively, the analysis may include display of a recommendation for acquiring or not acquiring a game piece available to a player, display of the stages of the game, and/or display of a recommendation for discarding a game piece. Display of the recommendation for discarding a game piece may include display of a recommendation that the game piece is needed to achieve a particular winning combination.
- the Table section 242 comprises an All Tables sub-section 242a, an Open
- Tables sub-section 242b and a Create-A-Table sub-section 242c.
- Table section 242 may be implemented in similar form with respect to the Tournament section 243 and the League/Club section 244, both of which are described in more detail below.
- the All Tables sub-section 242a is configured to store, track and display an indication of all the games at any given time that are available to or being used by any number of users.
- the Open Tables sub-section 242b is configured to store, track and display an indication of all the games at any given time that may be joined by one or more users.
- the display of game indications may take form in an icon format, a list format or any other suitable format for displaying the indications.
- An icon format may display a graphic representation of a table, including table positions that are occupied by users or available for occupation by users, a name of the game, and an indication of whether the game play is rated or non-rated (i.e., whether the game will effect a participating user's rating). For each user occupying a position at the table, the icon format may display unique user information (e.g., a color that identifies a user's rank or rating).
- a list format may display information similar to that displayed with respect to the icon format.
- the display of game indications may be filtered to display information based on the type of game play, the length of time a game has been open, whether the game can be watched, and the name of the game, among others.
- a user may select a particular game indication and then proceed to join the game as a player (i.e., occupy a table position), watch the game as a spectator, or perform some other action within both the scope and the spirit of the invention.
- FIGURE 3 shows a flow chart of an illustrative method for becoming a spectator at a game in accordance with one aspect of the invention.
- a user makes a request to become a spectator at a specific game or tournament.
- the host 110 determines, at step 304, whether the requesting user has permission to be a spectator. For example, host 110 might check whether the game settings prevent spectators. If the game settings prevent spectators, host 110 displays a message to the requesting user that his or her request to watch the game has been declined (step 306).
- host 110 allows the user to view the game, lists the user as a spectator, and sends a message pertaining to the spectator to at least one participant in the game.
- host 110 allows the at least one participant to protest or decline spectator privileges previously given to the requesting user. After receiving spectator privileges, the requesting user can leave the table and, at step 318, save the game for subsequent review.
- FIGURE 4 shows a flow chart of an illustrative method for requesting to view a player's hand during an in-progress game in accordance with one aspect of the invention.
- a spectator of a game requests to view a hand of a player in the game.
- the host 110 determines, at step 404, whether the player retains the right to approve or decline a request before the requesting spectator can view the player's hand.
- host 110 grants viewing access to the spectator at step 408. If the player has previously chosen not to allow any spectators to view his or her hand, host 110 restricts viewing access from the spectator and displays a message to the spectator that his or her request to view the player's hand was declined (step 410). If the player retains an approval right, host 110 displays a request for approval at the player's client terminal (step 406). The player then chooses to either approve or decline the spectator's request. If the player approves the request, host 110 grants viewing access to the spectator at step 408.
- host 110 restricts viewing access from the spectator and displays a message to the spectator that his or her request to view the player's hand was declined (step 410).
- a player may want to decline a viewing request if the player suspects that the requesting spectator is affiliated with another player at the table and is therefore attempting to reveal the player's hand to the other player.
- FIGURE 5 depicts a flow chart of an illustrative method for creating a table in accordance with one aspect of the invention.
- a user initializes a game by creating a virtual table. After creating a virtual table, the user sets an entrance fee amount and various other settings if applicable (step 504).
- Other settings may include whether the game is rated versus non-rated, whether a time limit will govern player moves, whether spectators (i.e., users who watch the game) are allowed, whether the user must approve other users before they can become a player, whether certain game pieces are used (e.g., flower tiles), whether the game restricts certain user ratings or rankings, and whether to name the game, among others. Additionally, the user may set the seating order and rotation of players at the table, a number of rounds, a number of players, a dealing sequence, and a number of game pieces, among others.
- host 110 determines, at step 506, whether the user has sufficient funds to pay the entrance fee. If the user does not have sufficient funds, host 110 allows the user to deposit a sufficient amount of funds (step 508). After host 110 determines that the user has sufficient funds, or after the user sets an entrance fee of zero, the user waits for other users to join the game at step 910. The user continues to wait until a sufficient amount of other users join the game. After a sufficient amount of other users join the game, at step 912, the game starts.
- the sufficient amount of other users may vary depending on the embodiments of the invention. In one embodiment, the table must be comprised of actual users. In another embodiment, one or more "robot" players (e.g., automated players controlled by an algorithm run by the host 110) can fill one or more open seats at a game table.
- a user may also invite other users to join a game.
- a user may also invite other users to join a game.
- FIGURE 6 shows a flow chart of an illustrative method for inviting other users to join a game in accordance with one aspect of the invention.
- a user invites other users to join a game.
- Such an invite may be possible when the user selects prospective players (i.e., the other users) via a listing of users currently online, and then host 110 sends an invitation, at step 604, to each of those prospective players.
- host 110 sends an invitation, at step 604 to each of those prospective players.
- a prospective player accepts the invitation he or she takes a seat at the game table (step 606).
- host 110 displays a message to the user who originated the invitation that his or her invitation to join the game was declined (step 608).
- a "robot” can fill one or more open seats at a game table in accordance with certain embodiments of the invention.
- a "robot” may join a game while the game is in progress. For example, one or more players who occupy a position at a table/game may potentially leave the game before it is completed. In such a case, the "robot” will occupy the position of the exiting player(s) until the game reaches completion.
- the player(s) may be allowed to return before the end of the game and reoccupy their previous position. In other embodiments, the player(s) may not be allowed to return once control of their hand(s) is relinquished to the "robot.”
- a player may exceed a time limit allotted to the player for making a play, and the host 110 will momentarily take control of the player's hand to make a play for the player.
- a "robot" Upon joining a game in accordance with any of the above- mentioned scenarios, a "robot" will rely on one or more computer algorithms to determine appropriate plays.
- FIGURE 7 shows a flow chart of an illustrative method for operating a "robot" player in accordance with one or more aspects of the invention.
- the host 110 determines a winning combination of game pieces (e.g., tiles, cards) of which the robot will attempt to achieve during game play.
- the host 110 compares the robot's current set of game pieces against stored representations of winning combinations of game pieces to determine a list of n winning combinations of which the robot player can achieve.
- the host 110 may also consider, when determining the list of n winning combinations, any game pieces that are both available and unavailable to the robot. For example, the host 110 may consider that a particular game piece needed for a winning combination has not been previously discarded, played or acquired by another player, and is therefore available to the robot for forming a winning combination. Alternatively, the host 110 may consider that a particular game piece was previously discarded, played or acquired by another player, and is therefore no longer available to the robot for forming a winning combination. The host 110 may also consider that a particular game piece has been previously discarded or played by the robot when determining availability or unavailability of that game piece. When forming the list of n winning combinations the host 110 may eliminate from consideration any winning combination that the robot cannot achieve due to unavailability of one or more game pieces.
- the host 110 may also sort the list of n winning combinations based on various criteria. For example, the list may be sorted based on number of game pieces needed by the robot to achieve the winning combination. Under such a scenario, if the robot needs only one game piece to achieve a first winning combination and needs two game pieces to achieve a second winning combination, then the host 110 may list, in the list of /? winning combinations, the first winning combination higher than the second winning combination.
- the list may be sorted based on score value of each winning combination.
- a first winning combination worth x points may be listed higher than a second winning combination worth y points if x is greater than y.
- the list may be sorted based on historical data showing win rates per winning combinations.
- a win rate may be, for example, a percentage of winning hands that were achieved using a specific winning combination during n games or over m time units (e.g., minutes, days, months, years).
- a first winning combination that has a win rate of seventy percent may be listed higher than a second winning combination that has a win rate of two percent.
- the host 110 lists common winning combinations higher than less common winning combinations.
- One of skill in the art will appreciate the various sorting techniques known in the art at the time of the invention. After the list of n winning combinations is formed and sorted, the host 110 may elect, on behalf of the robot, the winning combination listed at the top of the list.
- the host 110 determines whether the robot should acquire a discarded game piece. During step 704, the host 110 compares the discarded game piece against the elected winning combination from step 702 and against the game pieces already in the robot's possession. If the game piece matches a game piece needed to achieve the winning combination and if the acquisition of the game piece would not unnecessarily duplicate a game piece in the robot's hand, then the host 110 may elect to acquire the game piece.
- the host 110 may temporarily add the game piece to the robot's hand and perform the method described above with respect to step 702 in order to determine a temporary winning combination for potential election by the host 110. If the temporary winning combination is the same as the elected winning combination, the host 110 may elect to not acquire the discarded game piece. If the temporary winning combination is different than the elected winning combination, the host 110 may elect to acquire the discarded game piece.
- the host 110 determines which game piece from the robot's hand to discard. During step 706, the host 110 determines which game pieces are unnecessary for forming the elected winning combination, and adds all of them to a "safe to discard” list. The host 110 then compares those "safe to discard” game pieces that were added to the "safe to discard” list against game pieces that are held by, available to and/or unavailable to other players. During the comparison step, the host 110 may determine that a particular "safe to discard” game piece, if discarded, may benefit other player(s). If such a determination is made, that "safe to discard” game piece may be removed from the "safe to discard” list.
- the host 110 may determine when the discarding of a particular game piece may benefit other player(s). For example, if there are n or more game pieces similar or identical to a "safe to discard” game piece that are unavailable to the other player(s), then the host 110 may determine that the game piece should remain on the "safe to discard” list. [1066] If at least one game piece is listed in the "safe to discard” list, the host 110 may elect to discard a game piece from the list at random. If no game piece is listed in the "safe to discard” list, the host 110 may elect to discard a game piece based on a probability that the game piece will benefit other player(s) and/or the robot.
- the host 110 may elect to discard, among two or more game pieces, a game piece that has the lowest probability of benefiting other player(s). Alternatively, the host 110 may elect to discard a game piece that has the lowest probability of benefiting the robot.
- the probabilities discussed above may be determined based on any number of factors, including the stage of the game, game pieces held by other player(s), game pieces available to and/or unavailable to other player(s), game pieces held by the robot and game pieces available to and/or unavailable to robot.
- One of skill in the art will appreciate methods known in the art for determining the probabilities discussed above.
- the host 110 may determine the stage of the game and then use that determination to elect a tile to discard. If, for example, the stage is at less than eight player turns, the host 110 may elect to discard a tile that has most exposure, followed by wind, and dragon tiles. If the stage is at more than eight player turns, the host 110 may elect not to discard wind and dragon tiles, as well as any tiles that are not visible among the discards & exposures.
- step 706 unnecessary game pieces may be analyzed/compared to other game pieces before being placed in the "safe to discard” list. Those unnecessary game pieces that may benefit other player(s) would not be placed in the list and then removed.
- the method described above with respect to any of the steps 702-706 may be used to instruct a non-robot player to make a particular move based on, for example, a winning combination at the top of a list of n winning combinations that are achievable by that non-robot player and based on a "safe to discard" list.
- the method described above with respect to any of the steps 702-706 may be performed throughout the game and in any order.
- the winning combination elected by the host 110 may change depending on game play by the robot and/or game play by players (e.g., discarding, playing or acquiring particular game pieces by the robot or players), and the game pieces listed in the "safe to discard” list may change depending on the winning combination elected by the host 110 and/or depending on game play by the robot and/or game play by players (e.g., discarding, playing or acquiring particular game pieces by the robot or players).
- An additional aspect of the invention allows a user to play multiple games at once.
- host 110 will form a graphical interface on the user's screen that alerts a user when it is their turn to make a play in a specific one of the games that the user is currently playing.
- the interface may comprise multiple tabs that the user can "click" on to access a specific game.
- a tab may blink to alert a user that his or her turn is active in the game associated with the tab. The user can then "click" on the tab to quickly access the game.
- the games may be presented in various windows, and alerts may appear as pop-up messages or voice messages.
- the Tournament section 243 comprises an All Tournaments sub-section 243 a, an Open Tournaments sub-section 243b, and a Create-A-Tournament sub-section 243c.
- the operation of each sub-section of the Tournament section 243 is similar to the operation of each sub-section of the Table section 242.
- users may join, watch, create or manage a tournament via a similar method in which users may join, watch, create or manage a game/table.
- the Tournament section 243 operates various types of tournament formats, including "Winner Takes All,” “Two Players Advanced Per Table,” and “Double Elimination” formats, among others.
- users may collect a prize (e.g., money, game credits, etc.) after placing in a tournament (e.g., winning the tournament, placing in the top three, etc.).
- users may earn commission (e.g., money, game credits, etc.) by hosting tournaments.
- Users who wish to create a tournament may do so after selecting tournament settings.
- Such settings may include a tournament name, a type of tournament format, a style of play (e.g., Chinese Official, Hong Kong, American Style, Japanese Modern, Taiwanese Style, Zung Jung Rules, or modifications thereof), an entry fee amount, a number of tables, a number of rounds, a start date and time, a minimum player rating, a minimum points level to declare Mahjong, a time limit per move, a prize distribution, a commission amount, a number of winners, whether to allow spectators and whether to show the winning hand, among others.
- a tournament name e.g., Chinese Official, Hong Kong, American Style, Japanese Modern, Taiwanese Style, Zung Jung Rules, or modifications thereof
- an entry fee amount e.g., Chinese Official, Hong Kong, American Style, Japanese Modern, Taiwanese Style, Zung Jung Rules, or modifications thereof
- an entry fee amount e.g., Chinese Official, Hong Kong, American Style, Japanese Modern, Taiwanese Style, Zung Jung Rules, or modifications thereof
- an entry fee amount
- the Tournament section 243 stores, tracks and displays various types of information, including information related to tournament schedules for any given time period, a status of any displayed tournaments (e.g., completed, in-progress, start in 'x' months/days/hours/minutes/seconds, etc.), and a representation of each table associated with a tournament, among others.
- information related to tournament schedules for any given time period e.g., completed, in-progress, start in 'x' months/days/hours/minutes/seconds, etc.
- a status of any displayed tournaments e.g., completed, in-progress, start in 'x' months/days/hours/minutes/seconds, etc.
- a representation of each table associated with a tournament among others.
- the League/Club section 244 comprises an All Leagues sub-section 244a, an
- each sub-section 244a-c of the League section 244 is similar to the operation of each sub-section 243 a-c of the Tournament section 243 and each sub-section 242a-c of the Table section 242.
- users may join, create or manage a league via a similar method in which users may join, create or manage a tournament or a table.
- Embodiments of the invention may offer one or more top-level leagues in addition to user-run leagues.
- the top-level leagues may include American, Canadian, European, Asian and Australian leagues, or any other league developed with respect to regions of players among others.
- Individual users, or groups of users may also take part in management of these top-level leagues.
- Each user-run or top-level league may operate in association with an existing style of play, including Chinese Official, Hong Kong, American Style, Japanese Modern, Taiwanese Style and Zung Jung Rules.
- the League section 244 allows users to create and manage their own league by creating/managing tournaments, individual tables, league membership (e.g., inviting, adding or removing members) or correspondence to league members (e.g., chat rooms, emails, electronic postings). Users may earn commission (e.g., money, game credits) by hosting tournaments and securing membership from other users. For example, a league creator may earn commission on a total entry fee collected from a tournament hosted via the league. Alternatively, the league creator may earn commission on periodic or total fees collected from member subscription by other users.
- commission e.g., money, game credits
- Users may create a league by way of various techniques. For example, an interactive, graphical user interface (not shown) may be used by a user to enter a league name, select a league type (e.g., public or private), select a style of play (i.e., a set of rules) and enter a league description. A user may also enter personal information including a name and contact information. Any league may designate a particular style of play. Styles of play may include existing styles, created styles, or modifications of existing styles. Style modifications may include scoring modifications, removal of existing combinations, modification of existing combinations, and addition/creation of a new combinations.
- a league name e.g., public or private
- style of play i.e., a set of rules
- Any league may designate a particular style of play. Styles of play may include existing styles, created styles, or modifications of existing styles. Style modifications may include scoring modifications, removal of existing combinations, modification of existing combinations, and addition/creation of a new combinations.
- FIGURES 8A-C depict graphical user interfaces 800A-C that are available to users during a style of play modification method in accordance with at least one embodiment of the invention.
- the user selects an existing style to modify and provides a name for the modified style.
- Existing styles include Chinese Official, Hong Kong, American Style, Japanese Modern, Taiwanese Style and Zung Jung styles/rules.
- the user modifies and/or sets general scoring rules and hand combinations. For example, the user may select whether a "Wind of Rounds Bonus" rule will apply to the modified style by clicking on the box 802B to the left of the rule label 804B. The user may input a score that will be assessed in accordance with the rule in the text box 806B to the right of the rule label 804B. As shown, the user may also assign scores to particular hand combinations. Alternatively, the user may remove a particular hand combination from the style.
- the user may create new hand combinations.
- the user names the hand combination, sets the pattern of the hand combination (e.g., sets the game pieces that will be included in the combination), and assigns a score for the hand combination.
- the user can set the hand pattern via a text box 802C with coding syntax provided in a legend 804C.
- the hand pattern selection may include game pieces and particular combinations of those game pieces (i.e., arrangements of the game pieces with respect to each other).
- the user may form a new combination by selecting particular game pieces that are graphically displayed. The selection may occur by clicking on the displayed game piece, at which point that game piece is added to the combination.
- the user can also arrange the game pieces into any combination.
- Table 1 Listing of example rule customizations available to users.
- CU Auto-assign unspecified jokers in loser's hand c. Number of players: 3 or 4 note Malaysian and Korean (possibly) variants are played with 3 players d. Dead Wall: None, Replenishing, or Exhaustible. Choice of 2 to 40 tiles (increment of 2) e. Discards: Hide, Ordered per player, Ordered per discard, or random
- Game Play Customizations a. Turns: Counter clockwise or clockwise b. Basic Claims: l. ElChow: No restrictions, only from previous player (from any on going out), only from previous player
- Scoring & Payments Customizations a. Scoring: l. Position Based: (can be set for winners and losers)
- CU 2 runs of 6 tiles of 1 suit pts/dbl/%hmit
- the Administrator module comprises a four sub-modules.
- Manager sub-module 261 is configured to charge users/client terminal(s) 130 for use and refund money or credit to users/client terminal(s) 130.
- a User Manager sub-module 262 is configured to view user information, upgrade the status of a user (e.g., to VIP status), and deactivate a user when applicable.
- a Reporting Console sub-module 263 is configured to view statistical information pertaining to the number of total users, the number of users online, financial reports organized by date or user, the number of membership cancellations, new membership data, etc.
- a tournament Manager sub-module 264 is configured to create tournaments, manage tournaments, and manage tournament schedules.
- the Tournament Manager sub-module 264 is configured to set a number of tables, a tournament format, a tournament level restriction, an entry fee amount, a start date and time, a tournament type (e.g., a win is based on a number of points, a time limit, or a number of rounds), and whether spectators are allowed.
- host 110 may comprise multiple servers 111-117, each of which are responsible for different operating tasks of host 110.
- servers 111-117 depicted in FIGURE 1 are presented only for illustrative purposes.
- the operation of the servers 111-117 in combination, sub-combination or alone may depend on certain interactions with client terminal(s) 130.
- Such interactions between client terminal(s) 130 and the servers 111-117 of host 110 result in one of several potential graphical displays which are described in greater detail below in conjunction with process flow diagrams.
- FIGURE 9 shows a flow chart of an illustrative method for managing an email delivery scheme for new members in accordance with one aspect of the invention.
- the exemplary method begins at step 902 when host 110 sends a first email to a new user after that user has registered.
- the first email includes any amount of information pertinent to the registration process and subsequent membership of the user.
- host 110 will determine if the new user is verified.
- the verification process performed by host 110 is configured to verify certain aspects about the new user such as the user's personal information, information pertaining to the membership registration, among other information. For example, the verification process may involve the user clicking on a web link in an email.
- host 110 sends a second email to the new user that thanks the new user for verifying (step 904). If the host 110 determines that the new user has accessed the gaming environment only once, host 110 sends a third email (step 906) to remind the new user that they have credit and to invite the new user to play a game offered by host 110. If host 110 determines that the new user has accessed the gaming environment multiple times, host 110 sends, at step 908, a fourth email that offers additional credit if the new user refers a friend, and then host 110 determines whether the new user has deposited funds into an account associated with game play in the online gaming environment. If host 110 determines that the new user has not deposited funds, host 110 sends a fifth email (step 910) that encourages the new user to play and offers a limited-time offer.
- sixth and seventh emails at different configurable time periods (e.g., seven and fourteen days, respectively).
- the sixth and seventh emails each encourage the new user to verify, and alert the new user that he or she will subsequently receive credit for verifying.
- the host 110 may also send various other emails including emails pertaining to account statements, processing of deposits and withdrawals, confirmation of profile settings, a forget password, tournament announcements, game play announcements, tournament reminders, inactivity reminders, advertisements, limited-time offers, refund notification, jackpot winner announcements, schedules, new features, events, etc.
- FIGURE 10 shows a flow chart of an illustrative method for logging in to an online gaming environment.
- the exemplary method begins when a user at a client terminal 130 logs in to host 110 for an online gaming experience at step 1002.
- the log in process may require the user to enter a valid name or identification and associated password.
- host 110 a determines the member type of the user (e.g., guest or subscribed). In one embodiment of the invention, this determination is made via the database server 117, which stores information pertaining to member type. If the user is a guest member (i.e., not a subscribed member), host 110 will display subscription offers such as those shown in FIGURE 6 (e.g., see "GET PREMIUM! and "GET VIP!), and the user will continue to view the lobby web page at step 1116. If the user is a subscribed member, host 110 will identify the user's membership status as one of two membership statuses in step 1110. One of skill in the art can appreciate fewer or more membership statuses than those described herein that offer different functionality to a given user.
- host 110 identifies a user's membership status as either a premium member or a VIP member.
- a VIP member the user is be afforded additional gaming functionality beyond what the user would be afforded as a premium member.
- additional functionality may include, for example, unlimited game credits, personalized profile settings, a personal webpage, and other functionalities.
- host 110 will display upgrade offers at step 1112 and the user will continue to view the lobby web page at step 1116.
- host 110 will display VIP- based information at step 1114 and the user will continue to view the lobby web page at step 1116.
- FIGURE 11 shows a flow chart of an illustrative method for monitoring unfair game play.
- a primary challenge for any online gaming network is to prevent or at least reduce the impact of collusion, which occurs with two or more players are unfairly assisting one another. For example, it is possible for one player at a table to unfairly assist or "feed" another player at the same table. Therefore, in one aspect of the invention, host 110 monitors certain games for unfair game play where one player purposes sets up another player for victory.
- the host 110 may monitor numerous aspects of game play.
- the host 110 may monitor account and game creation. Upon account creation, the host 110 captures the IP address of the user. The host 110 may then use the IP address to determine whether a particular network creates more than one account or whether one or more users from a particular network are attempting to play in the same game. The host 110 may also place a cookie on a user's computer every time any number of accounts are created or accessed from that computer. The host 110 may then count the number of accounts a particular computer is accessing at any giving time.
- the host 110 may display an error message and/or prevent at least one player operated by the computer from joining the table.
- the host 110 may display an error message to both players and/or prevent at least one of the player from joining the table. In both cases where a computer or an IP address can be associated with two or more players at a table, the other players are warned accordingly.
- FIGURE 11 shows a flow chart of an illustrative method for monitoring unfair game play in accordance with one aspect of the invention.
- a game starts and ends, respectively.
- the host 110 monitors game play at step 1106. For example, host 110 will review whether one user fed a game piece to another user from the same IP/HTTP header and any other suitable form of identification. If, at step 1108, host 110 detects an act of collusion (i.e., an indication that the two users were unfairly participating in the game), then host 110 subsequently notifies the participants of that game at step 1110, and, at step 1112, flags the game (e.g., for future review).
- an act of collusion i.e., an indication that the two users were unfairly participating in the game
- host 110 subsequently notifies the participants of that game at step 1110, and, at step 1112, flags the game (e.g., for future review).
- step 1114 host 110 does not detect a collusion, then the process continues for other game plays or games.
- step 1104 can occur after steps 1106-1114. In other words, steps 1106-1114 may occur during game play.
- the host 110 may randomize table positions of players at a table, use a "robot" to play at a table and thus regulate at least a portion of game play, review the game history for unusual move(s) by one player that benefit another player, monitor the plays of certain money earners meeting a specified threshold level of earnings, authorize player attempts to create or join a game/table, monitor unusual increases in player ratings or rankings, and/or allow players to rate each other or report suspicious activity by other players.
- the host 110 may reveal all hands for viewing by every player at the table while the game is occurring.
- players may view an archived version of a previously played game that reveals all hands to the viewing players.
- the host 110 may monitor for atypical discarding of particular game pieces by one player and the subsequent acquiring of those discarded game pieces by another player.
- the host 110 may store discarded game piece identifiers for each player, acquired game piece identifiers for each player, indications that a particular discarded game piece was discarded from a combination existing in a discarding player's hand, indications that a particular acquired game piece or a set of particular acquired game pieces filled a combination in an acquiring player's hand, and indications that the acquired game piece was integral to securing a win for an acquiring player's hand (e.g., the acquired game piece allowed the acquiring player to win the game immediately upon acquiring the game piece).
- the host 110 may use any of the stored data to determine whether collusion exists.
- the host 110 may generate periodic or triggered reports based on the stored data.
- One of skill in the art will appreciate and recognize various kinds of atypical discarding of game pieces. Any number of these kinds of atypical discarding of game pieces may be stored and referred to from the database server 117 or other suitable device.
- the host 110 may report that the total number of discards for a particular player is within a specified threshold of the total number of game piece acquisitions for another player (e.g., the first player discarded game pieces n times and the second player acquired games pieces from the discarded game pieces of the first player m times, where n and m are within a threshold x from each other).
- the host 110 may report that the number of discarded game pieces from combinations existing in a player's hand meets or exceeds a threshold.
- the host 110 may instead correlate a number of discarded game pieces by a first player with a number of acquired game pieces that filled a combination in the hand of a second player.
- One of skill in the art will appreciate alternative reports by the host 110 that are within both the scope and spirit of the invention.
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Abstract
L'invention concerne des systèmes et des procédés pour faire fonctionner un environnement de jeu en ligne. Certains modes de réalisation comprennent des systèmes et des procédés pour créer un ensemble de règles personnalisées en accord avec des instructions reçues d'un joueur parmi une pluralité de joueurs. D'autres modes de réalisation comprennent des systèmes et des procédés pour surveiller une collusion entre deux joueurs ou plus qui utilisent l'environnement de jeu en ligne. Des modes de réalisation additionnels comprennent des systèmes et des procédés pour employer des joueurs automatisés pour faire avancer les opérations d'un jeu hébergé par l'environnement de jeu en ligne. Des modes de réalisation alternatifs comprennent des systèmes et des procédés pour archiver une partie d'un jeu et permettre à un utilisateur de l'environnement de jeu en ligne de voir la partie archivée du jeu.
Applications Claiming Priority (4)
Application Number | Priority Date | Filing Date | Title |
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US82150106P | 2006-08-04 | 2006-08-04 | |
US60/821,501 | 2006-08-04 | ||
US91399207P | 2007-04-25 | 2007-04-25 | |
US60/913,992 | 2007-04-25 |
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WO2008019313A2 true WO2008019313A2 (fr) | 2008-02-14 |
WO2008019313A3 WO2008019313A3 (fr) | 2008-11-20 |
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Application Number | Title | Priority Date | Filing Date |
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PCT/US2007/075173 WO2008019313A2 (fr) | 2006-08-04 | 2007-08-03 | système de jeu informatisé et procédé pour personnaliser une pratique de jeu |
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CN110548283A (zh) * | 2018-05-31 | 2019-12-10 | 索尼互动娱乐有限责任公司 | 挑战游戏系统 |
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US20220414699A1 (en) * | 2021-06-10 | 2022-12-29 | Brett A. Kelly | Variable level compensation system and methods for goodsand services |
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