WO2019066675A2 - Method for playing a game - Google Patents
Method for playing a game Download PDFInfo
- Publication number
- WO2019066675A2 WO2019066675A2 PCT/RU2017/000716 RU2017000716W WO2019066675A2 WO 2019066675 A2 WO2019066675 A2 WO 2019066675A2 RU 2017000716 W RU2017000716 W RU 2017000716W WO 2019066675 A2 WO2019066675 A2 WO 2019066675A2
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- betting
- bets
- game
- objects
- value
- Prior art date
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
- A63F3/06—Lottos or bingo games; Systems, apparatus or devices for checking such games
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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
- G07F17/326—Game play aspects of gaming systems
- G07F17/3272—Games involving multiple players
- G07F17/3276—Games involving multiple players wherein the players compete, e.g. tournament
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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
- G07F17/3286—Type of games
- G07F17/3288—Betting, e.g. on live events, bookmaking
Definitions
- the claimed invention relates to a field of lottery games with a participation of a large number of players, and is designed to determine a winner in a way as to preclude any commercial rivalry between a game organizer and a player.
- the random number generator used to identify events is on the downside of the said game method. Indeterminacy of this generator may result in local but long-continued deviations of generated outputs from the uniform distribution. This implies either the necessity to pay the winning amount at own cost of the game organizer or reduction in payouts to players and their accumulation by the game organizer. Thus, a financial confrontation evolves between players and the game organizer. As consequence, players distrust in the game organizer will diminish the game popularity.
- the above lottery game avoids organizer-player financial confrontation, as a game organizer's income has a fixed percentage value known in advance, withheld from players' bets when tickets are purchased and is not included into a game pool.
- random determination of winning numbers is the game disadvantage. This results in inability to check the winning number correspondence with the random law of their distribution within one game or just some games. The above, in its turn, will cause players' distrust in the game organizer, thus diminishing the game popularity.
- this lottery game method is the closest analogous solution having the same purpose as the claimed invention. For that reason, it has been adopted as the prototype.
- a technical problem that is addressed by the claimed invention includes providing reliable verification of each game results for their compliance with declared draw rules.
- a technical result ensured by the claimed invention provides for ability to conduct reliable verification of game results upon each game end.
- An essence of the claimed invention is as follows. With respect to the method for playing a game, bets are accepted for a finite set of betting objects. Distribution of bets across betting objects is kept secret until end of betting. After stake acceptance closure (end of betting), the average value of total (summary) bets related to all the betting objects is determined. The following betting objects are declared as winners: one or several betting objects determined by a rule known before accepting bets in dependence with the mentioned average value and other statistical indicators of the game.
- the player's winning amount is determined as the product of the betting objects' quantity by the total amount of bets placed by the player on winning betting objects divided by the quantity of winning betting objects.
- the winner only one betting object, the total bet on which either has the closest value not exceeding the mentioned average value or the closest value exceeding the mentioned average value.
- the player's winning amount is determined as the product of the betting objects' quantity by the player's bet amount placed on the winning betting object.
- One winning betting object out of several ones mentioned in the previous sentence shall be identified either at random or by a pointer to be capable of indicating one of betting objects and cycling all betting objects in accordance with the sequence determined prior to the game .start.
- the bet amount placed on one betting object and the quantity of betting objects the player must bet on are assigned as the same for all players.
- the end of betting is declared:
- the winning betting object is determined ignoring bets placed within ranges where the minimum quantity of bets has not been reached, and these ignored bets are carried over unchanged to the next game. It is advisable a player to be identified either prior to the bet acceptance or in its process. In the course of the bet acceptance players are advised the quantity of players, the quantity of bets, as well as the current total bet.Authors of the claimed invention have prepared specimens of implementing this invention, whose tests have confirmed the accomplishment of the technical result.
- Fig.l shows bet distribution as per examples 1 and 4
- Fig. 2 selection winning cell in the first game based on example 1
- Fig. 3 selection winning cell in the second game based on example 1.
- betting objects include, predominantly, cells with identifiers. These identifiers may be:
- Betting objects including cells, may be distributed across the plane or in 3-D space. This distribution visually displays the game panel or space.
- the game panel for the prior art roulette play may be a particular unconventional case for the betting object distribution.
- players bet on one or several betting objects.
- players shall be registered prior to betting or directly during this process. The said identification is required for subsequent payouts.
- the bet is expressed in quantitative terms.
- the bet may be either monetary or commodity- based.
- a bet may be, for example, in securities or in crypto-currency.
- the bet may be placed using bankcards, currency notes, coins and medals.
- a bet amount and a quantity of betting objects available for bet on them by a player have no constraints.
- all players participating in the same game, can bet on the same quantity of betting objects and can bet on each betting object the same bet amount.
- the bet amount per one betting object may be $1, therewith a player shall bet on 11 betting objects out of 12.
- the mentioned preferred mode of carrying out means that all players places identical bets on the same quantity of betting objects. This mode ensures the fixed probability and winning amount per each player and the game quality improves.
- the other mode to carry out the invention may allow the bet amount per a betting object to be not fixed, but be within a certain range where bet amounts differ by a factor from 2 to 5.
- the bet range may be from $10 to $30. It is also allowed that a player can bet on the quantity of personally chosen betting objects. Therewith, the maximum quantity of betting objects available for placing bets by one player is limited.
- the more complicated mode for carrying out provides for possibility to place a bet at the amount chosen from several ranges in one game.
- the first range may be from $1 to $5, the second one— from $10 to $30 and the third one— from $100 to $200.
- the quantity of bets in each range shall be counted separately during betting process. If by the time, determined by the timer, the bet acceptance is closed, and the minimum quantity of bets in each range has not been reached, all bets within this range do not participate in the game, but are carried over to the next game.
- the end of betting is declared, preferably, if following conditions are met:
- the average value S of total bets amounts S, per all betting objects has been:
- a betting object or objects are declared as winning by a rule known before accepting bets (before the game start).
- This rule is a dependence of winning betting objects on average value S of total bets amount and other statistical indicators of the game which winning betting objects are determined.
- Statistical indicators of the game are, for example, a number of bets or players, a total bet in the game (game pool), a total bet on each betting object ⁇ Si), a distribution of number of bets or players across betting objects.
- a betting object or objects are declared as winning where S, value is:
- Specified the preferably mode is illustrated by the example 1 below.
- the betting object whose S, has the closest value to S that is is less than S (Si ⁇ S) is declared as winning.
- the difference between the game pool and all payouts as per game results goes to the accumulation pool (if any), and the game organizer income is deducted from it.
- the accumulation pool is missing, all the difference between the game pool and all payouts as per game results makes the game organizer income. If the accumulation pool is missing, the game organizer will allocate the most part of the income to promotional marketing events— jackpot raising and additional payments.
- the accumulation pool funds compensate for the shortage of the game pool in order to effect payouts as per game results and the game organizer's income is deducted.
- the winning amount per each player who has bet on the winning objects is determined as the product of the quantity of betting objects (N) by the total amount of the player bets on winning objects divided by the quantity of winning objects:
- the y ' -player winning amount is equal to:
- the winning amount of each player who has bet on the winning object will be determined as the product of the number of betting objects (N) by the player's bet amount placed on the winning object:
- V N-s where w— index of the winning object.
- Another mode of determining a winning betting object is to declare as winning a betting object by the following rule.
- betting objects in this enumeration can be ordered not only by identifiers value, but also, for example, in ascending order of values S,.
- the betting object selected on the second step is declared as winners.
- the game pool excluding the game organizer's income is distributed in this mode among players proportionally to their bets on the winning betting object:
- the disclosed information includes the data, grouped per each player: a bet's time, a betting object, a bet amount (sij), a total bet on each betting object (SI), an average value of total bets per all betting objects (S), a quantity of players bet on each betting object, a total bet in the game (game pool), a total quantity of players, an accumulation pool amount at the game start and end, a game organizer's tariff and income amount, winning object/objects ( ⁇ ), a quantity of winners and losers, a winning amount per each player (Vj), an enumeration sequence of betting objects given their collision, a current pointer position in this sequence.
- Players shall also have access to the above data increment total per game series for various periods (today, this week, this month, past month, per annum).
- the accumulation pool may evaluate the game quality by the ratio of funds allocated to the accumulation pool to the game fund amount.
- This factor shows the deviation of the ratio of the game winner quantity to the game loser quantity from the ratio of the chance to win the game to the risk of losing it.
- the gaming community may assess the quality of games conducted based on the value of the specified factor and its variance in the game series, comparing it with statistically average values derived from various game organizers.
- the game mode may be carried out via a hardware-software game system with following components:
- the unit with game parameters is a set of registers, which stores information on the quantity of betting objects, on betting objects identifiers (digital, symbolic, graphic, etc.) displayed to players, on the minimum and maximum player's bet amount placed on betting objects, on the minimum and maximum quantity of betting objects available for placing bets by one player per one game, on parameters used to identify the end of betting (the minimum and maximum quantity of players, timeout with reference to the game start), on the accumulation pool use mode, on parameters pertinent to resolving collisions between betting objects, on the income tariff of the game organizer per each game.
- betting objects identifiers digital, symbolic, graphic, etc.
- the game organizer data unit shall contain a set of registers storing a legal information on the game organizer, information on the game organizer income related to all the completed games.
- the players data unit is a set of registers, storing players' personal data, a balance of payments per each player, information on player's bets placed in the current game.
- the bets data unit is a set of registers storing information on bets per each betting object in the current game, including the bet value per each player and a link to the player's data in players data unit and on the size of the game pool.
- the collisions resolution unit is a register of a pointer to one of betting objects and a traversal sequence for betting objects when resolving collisions between betting objects.
- the accumulation pool data unit is a register of the current value of the accumulation pool.
- the archive storage unit is a read-only-memory (ROM) module, for example, a hard disk drive (HDD), a flash memory drive, an optical disk, a magnetic tape store, which all serve to record the information on the course of game and its results.
- ROM read-only-memory
- the players interface unit predominantly, contains a data transfer network interface to arrange communication with players in the course of the game and during the time between games.
- the game organizer interface unit predominantly, contains a data transfer network interface to arrange communication with game organizer in the course of the game and during the time between games.
- the processing unit is an arithmetic and logic unit connected with other game system components and is designed to operate data they contain.
- the processing unit in particular, is configured to:
- the average value of total bets placed on betting objects is:
- the pointer value is 1.
- two or more cells may meet conditions that allow them to be declared winners. Then the following actions shall be taken to determine the winning cell:
- Stage 3 if the pointer-register value does not coincide with any number of candidate cells, the pointer-register is cyclically moved to the next cell and the check is continued from Stage 1.
- the following is a specific example for carrying out the united game that includes six Dozen games (12 betting objects— cells numbered from 1 to 12).
- Game 1 $1 bet, a player can bet on one cell. By the unification time, 653 players have placed bets.
- Game 2 $1.2 bet, a player can bet on one cell. By the unification time, 211 players have placed bets.
- Game 3 $1.44 bet, a player can bet on one cell. By the unification time, 87 players have placed bets.
- Game 4 $1 bet per a cell, a player can bet on eleven (and only) cells. The total bet amount per each player is $11. By the unification time, 566 players have placed bets.
- Game 5 $13 bet per a cell, a player can bet on eleven cells. The total bet amount per each player is $143. By the unification time, 433 players have placed bets.
- Game 6 $169 bet per a cell, a player can bet on eleven cells. The total bet amount per each player is $1859. By the unification time, 381 players have placed bets.
- the quantity of bets of each amount are counted separately during betting process. If the quantity of bets of any amount does not reach the minimum allowable value, bets of this particular amount are ignored in the winner determination process and carried over to the next game. For example, if in the course of the next game the minimum allowable quantity of bets placed within the assigned timeout are $1, $1.2 and $13 ones, then $1.44 and $169 bets are ignored in the winner determination process. These ignored bets are deducted from the current game pool, but carried over to the next game.
- Cells 2, 3, 7, 8, 9, 12 are have total bets (Si) exceeding S.
- Ng of values of numeric identifiers of this cells is equal to:
- Cell 6 is declared as a winning one.
- Index of the winning cell is equal to remainder of dividing the number of steps 41 by the number of cells in rank 6, which is 5.
- Cell 6 corresponds to index 5 in the rank of enumeration sequence.
- this rule shall include the use of average value of total bets per all betting objects and other statistical indicators of the game, that is use only those indicators unknown to players that uniquely defined at the end of betting.
- the claimed invention is implemented applying commercially available devices and will become widely used in lottery games with participation of multiple players.
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Description
Title of Invention
Method for playing a game
Technical Field
The claimed invention relates to a field of lottery games with a participation of a large number of players, and is designed to determine a winner in a way as to preclude any commercial rivalry between a game organizer and a player.
Background Art
It is known a method for playing a game by one player (Patent Application US20090325676, IPC A63F9/24, 2009), that includes a series of games with bets. In each game, a player places a stake, then three events are selected using a random number generator. A combination of these events will define between the player's winning and losing. A winning amount shall be identified based on a correspondence table known beforehand. The series of predetermined numbers of sequential games serves to compute an average bet placed by the player and a total winning amount. If the total winning amount in the game series does not exceed a minimum, the player will get an insurance payout at the amount depending on their average bet. For example, if the player's prize does not exceed 60 medals per 400 games, the insurance payout will be equal to the player's average bet during these 400 games.
The random number generator used to identify events is on the downside of the said game method. Indeterminacy of this generator may result in local but long-continued deviations of generated outputs from the uniform distribution. This implies either the necessity to pay the winning amount at own cost of the game organizer or reduction in payouts to players and their accumulation by the game organizer. Thus, a financial confrontation evolves between players and the game organizer. As consequence, players distrust in the game organizer will diminish the game popularity.
Widely known method of draw game lottery (e.g., Megamillions game, http://en.wikipedia.org/wiki/Mega_Millions), when a game fund (pool) is formed by bets placed by players when buying a lottery ticket. Each player shall select six numbers (betting objects) out of two number sets. In order to determine winning tickets five numbers out of one set and one number out of another set are drawn by random. Depending on the quantity of coincident numbers, nine winning levels are identified.
The above lottery game avoids organizer-player financial confrontation, as a game organizer's income has a fixed percentage value known in advance, withheld from players' bets when tickets are purchased and is not included into a game pool.
However, random determination of winning numbers is the game disadvantage. This results in inability to check the winning number correspondence with the random law of their distribution within one game or just some games. The above, in its turn, will cause players' distrust in the game organizer, thus diminishing the game popularity.
Based on the combination of essential features this lottery game method is the closest analogous solution having the same purpose as the claimed invention. For that reason, it has been adopted as the prototype.
Summary of Invention
A technical problem that is addressed by the claimed invention includes providing reliable verification of each game results for their compliance with declared draw rules.
A technical result ensured by the claimed invention provides for ability to conduct reliable verification of game results upon each game end.
An essence of the claimed invention is as follows. With respect to the method for playing a game, bets are accepted for a finite set of betting objects. Distribution of bets across betting objects is kept secret until end of betting. After stake acceptance closure (end of betting), the average value of total (summary) bets related to all the betting objects is determined. The following betting objects are declared as winners: one or several betting objects determined by a rule known before accepting bets in dependence with the mentioned average value and other statistical indicators of the game.
The above essence is the combination of essential features of the claimed invention that ensure accomplishment of the technical result.
In particular cases, it is allowed to implement the invention as follows.
It is possible to declare as winners all betting objects, the total bet on which either has the closest value not exceeding the mentioned average value (less than or equal to this average value) or the closest value exceeding the mentioned average value. The player's winning amount is determined as the product of the betting objects' quantity by the total amount of bets placed by the player on winning betting objects divided by the quantity of winning betting objects.
It is preferably to declare as the winner only one betting object, the total bet on which either has the closest value not exceeding the mentioned average value or the closest value exceeding the mentioned average value. The player's winning amount is
determined as the product of the betting objects' quantity by the player's bet amount placed on the winning betting object. When several betting objects have the identical total bet, which value is equal to a closest value not exceeding the mentioned average value or exceeding the mentioned average value, one of these betting objects is declared as the winner. One winning betting object out of several ones mentioned in the previous sentence shall be identified either at random or by a pointer to be capable of indicating one of betting objects and cycling all betting objects in accordance with the sequence determined prior to the game .start.
It is possible to declare as the winner one betting object of several betting objects with total bets whose values not exceeding the mentioned average value by a sequential circular enumeration among these betting objects with number of steps equal a sum of values of numeric identifiers of betting objects with total bets whose values exceeding the mentioned average value.
In the simplest mode, the bet amount placed on one betting object and the quantity of betting objects the player must bet on are assigned as the same for all players. In this case the end of betting is declared:
- at a time the minimum number of bets is reached;
- according to a timetable synchronized with the universe time after the minimum quantity of bets is reached;
- after a period elapsed from the time the minimum quantity of bets is reached, while the duration of the mentioned period is assigned prior to the game start.
It is advisable to choose the bet amount per one betting object from one or several value ranges assigned prior to the game start and to limit the maximum value of the quantity of betting objects available for placing bets by the player . In this case the end of betting is declared:
- as per timetable synchronized with the universe time after the minimum quantity of bets is reached, at least, in one of mentioned ranges of bets values;
- within a period elapsed from the time the minimum quantity of bets is reached, at least, in one of mentioned bets value ranges; therewith the duration of the mentioned period shall be assigned prior to the game start.
In both of this method of determine the end of betting the winning betting object is determined ignoring bets placed within ranges where the minimum quantity of bets has not been reached, and these ignored bets are carried over unchanged to the next game.
It is advisable a player to be identified either prior to the bet acceptance or in its process. In the course of the bet acceptance players are advised the quantity of players, the quantity of bets, as well as the current total bet.Authors of the claimed invention have prepared specimens of implementing this invention, whose tests have confirmed the accomplishment of the technical result.
Brief Description of Drawings
Fig.l shows bet distribution as per examples 1 and 4, Fig. 2— selection winning cell in the first game based on example 1, Fig. 3— selection winning cell in the second game based on example 1.
Modes for Carrying out the Invention
A finite set of betting objects is used in the game. One or several betting objects are deemed as winners based on game results. Betting objects include, predominantly, cells with identifiers. These identifiers may be:
- Numeric (cell sequential or arbitrary numbering),
- Alphabetical,
- Symbolic,
- Graphic (each cell is assigned an image),
- Sound (each cell is assigned a note, melody or another sound),
- Multimedia.
Betting objects, including cells, may be distributed across the plane or in 3-D space. This distribution visually displays the game panel or space. The game panel for the prior art roulette play may be a particular unconventional case for the betting object distribution.
After the game organizer has declared the game start, players bet on one or several betting objects. For identification purposes, players shall be registered prior to betting or directly during this process. The said identification is required for subsequent payouts.
Before the stake acceptance closure (the end of betting), distribution of players' bets across betting objects is kept secret from all persons, including players, potential players and the game organizer. In the process of betting, players see information on the quantity of players, the bets quantity and the total stake payout amount (the game fund/pool).
The bet is expressed in quantitative terms. The bet may be either monetary or commodity- based. A bet may be, for example, in securities or in crypto-currency. The bet may be placed using bankcards, currency notes, coins and medals.
Generally, a bet amount and a quantity of betting objects available for bet on them by a player have no constraints.
In the simplest mode, all players, participating in the same game, can bet on the same quantity of betting objects and can bet on each betting object the same bet amount. For example, the bet amount per one betting object may be $1, therewith a player shall bet on 11 betting objects out of 12. Thus, the mentioned preferred mode of carrying out means that all players places identical bets on the same quantity of betting objects. This mode ensures the fixed probability and winning amount per each player and the game quality improves.
The other mode to carry out the invention may allow the bet amount per a betting object to be not fixed, but be within a certain range where bet amounts differ by a factor from 2 to 5. For example, the bet range may be from $10 to $30. It is also allowed that a player can bet on the quantity of personally chosen betting objects. Therewith, the maximum quantity of betting objects available for placing bets by one player is limited.
The more complicated mode for carrying out provides for possibility to place a bet at the amount chosen from several ranges in one game. For example, the first range may be from $1 to $5, the second one— from $10 to $30 and the third one— from $100 to $200. For this purpose, the quantity of bets in each range shall be counted separately during betting process. If by the time, determined by the timer, the bet acceptance is closed, and the minimum quantity of bets in each range has not been reached, all bets within this range do not participate in the game, but are carried over to the next game. Therefore, if the above case contains too few bets from $100 to $200 range, after the end of betting the result counted include from $1 to $5 and from $10 to $30 ranges (if the minimum required quantity of bets has been reached). Bets from $100 to $200 range are ignored and carried over to the next game.
The end of betting is declared, preferably, if following conditions are met:
- The minimum quantity of bets is in place (or minimum quantity of players who have made bets); or
- The assigned period from the game start has elapsed; or
- Based on the predefined timetable synchronized with the universe time when the minimum quantity of bets (or minimum quantity of players who have made bets) is reached or;
- The assigned period from the time of reaching the minimum quantity of bets (or minimum quantity of players who have made bets) has elapsed.
Upon the end of betting winners are identified. Therewith total bets S, per each betting object are determined, i.e. the sum of all bets per each betting Object¬
where /' takes values ranging from 1 to N, N— quantity of betting objects in the game,
G— quantity of players,
Sij— y-player's bet on the /'-betting object. s, value is equal to zero, if the y'-player has not placed a bet on the /'-betting object.
The average value S of total bets amounts S, per all betting objects has been:
A betting object or objects are declared as winning by a rule known before accepting bets (before the game start). This rule is a dependence of winning betting objects on average value S of total bets amount and other statistical indicators of the game which winning betting objects are determined. Statistical indicators of the game are, for example, a number of bets or players, a total bet in the game (game pool), a total bet on each betting object {Si), a distribution of number of bets or players across betting objects.
For a preferably mode for carrying out the invention a betting object or objects are declared as winning where S, value is:
- The closest value not exceeding S (S,≤ S), or
- The closest value exceeding S (S, > S).
Specified the preferably mode is illustrated by the example 1 below.
Should the average value S be equal to the total bet S, (S, = S) per any betting object, this betting object is declared as winning. If the accumulation pool related to the game series is in place, the game organizer's income, that has the fixed percentage of the game pool, is deducted from it. The game organizer shall determine their own income.
In case the equality mentioned in the above paragraph is missing, the winning object shall be determined as follows.
In case the accumulation pool is not in place or the funds in this pool are not sufficient, the betting object whose S, has the closest value to S that is is less than S (Si < S) is declared as winning. In this instance, the difference between the game pool
and all payouts as per game results goes to the accumulation pool (if any), and the game organizer income is deducted from it. If the accumulation pool is missing, all the difference between the game pool and all payouts as per game results makes the game organizer income. If the accumulation pool is missing, the game organizer will allocate the most part of the income to promotional marketing events— jackpot raising and additional payments.
At the game organizer's discretion and if the accumulation pool funds are sufficient, the betting object whose S, has the closest value to S that is more than S (S, > S) is declared as winning. In this instance, the accumulation pool funds compensate for the shortage of the game pool in order to effect payouts as per game results and the game organizer's income is deducted.
There is a possibility to have situations when two or more betting objects meet conditions that make them winners (betting object collision). In this case, either all such betting objects, or one of these objects, selected at random or by means of the pointer cyclically moving across betting objects in the sequence known in advance, are declared winning.
Consequently, players who have bets on the winning object (or objects) are winners. The winning amount per each player who has bet on the winning objects is determined as the product of the quantity of betting objects (N) by the total amount of the player bets on winning objects divided by the quantity of winning objects:
Ω— set of winning objects,
W— quantity of winning objects.
For example, if two betting objects with indexes 2 and 7 are declared as winners, the y'-player winning amount is equal to:
y— _ 1 ii_
Predominantly, one betting object will be a winning one. For this reason, the winning amount of each player who has bet on the winning object will be determined as the product of the number of betting objects (N) by the player's bet amount placed on the winning object:
V = N-s
where w— index of the winning object.
Another mode of determining a winning betting object is to declare as winning a betting object by the following rule.
In the first step of rule determine a sum (Ng) of numeric identifiers of betting objects with total bets S, whose values exceeding the average value S.
In the second step of rule select one betting object from betting objects with total bets S, whose values not exceeding the average value S by a sequential circular enumeration among these betting objects with number of steps equal Ng. Betting objects in this enumeration can be ordered not only by identifiers value, but also, for example, in ascending order of values S,.
The betting object selected on the second step is declared as winners.
This mode for carrying out the invention is illustrated by the example 4 below.
The game pool excluding the game organizer's income is distributed in this mode among players proportionally to their bets on the winning betting object:
where w— index of the winning object;
T - the game organizer's income.
After the prize distribution, the game is finished.
Detailed the betting process and the draw game process, except for the information on the players' personal data, are disclosed to players for inspection upon the game end. The disclosed information includes the data, grouped per each player: a bet's time, a betting object, a bet amount (sij), a total bet on each betting object (SI), an average value of total bets per all betting objects (S), a quantity of players bet on each betting object, a total bet in the game (game pool), a total quantity of players, an accumulation pool amount at the game start and end, a game organizer's tariff and income amount, winning object/objects (Ω), a quantity of winners and losers, a winning amount per each player (Vj), an enumeration sequence of betting objects given their collision, a current pointer position in this sequence. Players shall also have access to the above data increment total per game series for various periods (today, this week, this month, past month, per annum).
It is reasonable to carry out the game using data communication network means. As for the game series, more players participate in each game the larger percentage of the game pool is returned to them as a winning amount.
This method enables the maximum possible distribution of the game pool among players considering payout factors corresponding to players risks.
It is possible in case of presence the accumulation pool to evaluate the game quality by the ratio of funds allocated to the accumulation pool to the game fund amount. This factor shows the deviation of the ratio of the game winner quantity to the game loser quantity from the ratio of the chance to win the game to the risk of losing it. The gaming community may assess the quality of games conducted based on the value of the specified factor and its variance in the game series, comparing it with statistically average values derived from various game organizers.
The game mode may be carried out via a hardware-software game system with following components:
- Unit with game parameters;
- Game organizer data unit;
- Players data unit;
- Bets data unit;
- Collisions resolution unit;
- Accumulation pool data unit;
- Archive storage unit;
- Processing unit;
- Players interface unit;
- Game organizer interface unit.
The unit with game parameters is a set of registers, which stores information on the quantity of betting objects, on betting objects identifiers (digital, symbolic, graphic, etc.) displayed to players, on the minimum and maximum player's bet amount placed on betting objects, on the minimum and maximum quantity of betting objects available for placing bets by one player per one game, on parameters used to identify the end of betting (the minimum and maximum quantity of players, timeout with reference to the game start), on the accumulation pool use mode, on parameters pertinent to resolving collisions between betting objects, on the income tariff of the game organizer per each game.
The game organizer data unit shall contain a set of registers storing a legal information on the game organizer, information on the game organizer income related to all the completed games.
The players data unit is a set of registers, storing players' personal data, a balance
of payments per each player, information on player's bets placed in the current game.
The bets data unit is a set of registers storing information on bets per each betting object in the current game, including the bet value per each player and a link to the player's data in players data unit and on the size of the game pool.
The collisions resolution unit is a register of a pointer to one of betting objects and a traversal sequence for betting objects when resolving collisions between betting objects.
The accumulation pool data unit is a register of the current value of the accumulation pool.
The archive storage unit is a read-only-memory (ROM) module, for example, a hard disk drive (HDD), a flash memory drive, an optical disk, a magnetic tape store, which all serve to record the information on the course of game and its results.
The players interface unit, predominantly, contains a data transfer network interface to arrange communication with players in the course of the game and during the time between games.
The game organizer interface unit, predominantly, contains a data transfer network interface to arrange communication with game organizer in the course of the game and during the time between games.
The processing unit is an arithmetic and logic unit connected with other game system components and is designed to operate data they contain. The processing unit, in particular, is configured to:
- Receive instructions from the game organizer interface unit, unpack these instructions, record values corresponding to instructions in the unit with game parameters, the game organizer data unit, the players data unit, and/or transfer responses to instructions to the game organizer interface;
- Receive instructions from the players interface unit, unpack these instructions, record values corresponding to instructions in the players data unit, the bets data unit and/or transfer responses to instructions to the players interface;
- Transfer the flow of data corresponding to the current status of other units, in accordance with settings of the unit with game parameters to game organizer and players interfaces;
- Determine the average value (S) of total bets amount (SI) per all betting objects;
- Determine availability and identifiers of betting objects that have the total bet amount equal to S, the closest value less than S and the closest value exceeding S; select candidates for winning betting objects depending on game parameters stored in
the unit with game parameters and accumulation pool data unit;
- Resolve collisions between candidates for winning betting objects according to parameters of the unit with game parameters and current status of the collisions resolution unit; determine winning betting object/objects;
- Change the players balance of payments in the players data unit depending on game results.
Specific implementation examples.
Example 1. Dozen game
Betting objects include 12 cells, numbered from 1 to 12. N = 12. In the course of one game each player can bet on one cell in the amount of $1. The player's winning amount is proportional to the risk and is $12.
During the first game, the accumulation pool is zero, 1360 players participated, the game pool totaled $1360. The bets distribution (Fig.l) is as follows:
- Cell 1— 110 bets ($110), Si = $110;
- Cell 2— 120 bets , S2= $120;
- Cell 3— 130 bets, S3= $130;
- Cell 4— 111 bets, S4= $lll;
- Cell 5— 90 bets, Ss = $90;
- Cell 6— 89 bets, S6 = $89;
- Cell 7— 120 bets, S7= $120;
- Cell 8— 133 bets, S8= $133;
- Cell 9— 140 bets, S9= $140;
- Cell 10 - - 102 bets, S10 = $102;
- Cell 11 - - 100 bets, Su - $100;
- Cell 12 - - 115 bets, Si* = $115.
The average value of total bets placed on betting objects is:
S = (110+120+130+111+90+89+120+133+140+102+100+115) / 12 = $113.33.
No cells with the total bet (S,) equal to S are available.
The value of the total bet (S,) closest to S and not exceeding S belongs to Cell 4S4 = $111). Thus, Cell 4 is declared as a winning one.
Ill players out of 1360 have won, 1249 players have lost.
Each winner has won (12 * $1) = $12.
The payout is (111 * $12) = $1332.
The difference ($1360— $1332) = $28 are allocated to the accumulation pool, from
which the game organizer's income equal to 0.1% of the game pool is withheld: ($1360 * 0.1%) = $1.36.
By the first game end the balance in the accumulation pool is ($28 — $1.36) = $26.64.
For simplicity, assume that bets in the second game have had the same distribution as in the first game.
The value of total bet (Si) closest to S and exceeding S belongs to Cell 12 [S12 = $115). To pay the prize to 115 players 115 * $12 = $1380 are required, the organizer's income will be $1360 * 0.1% = $1.36. Thus, the accumulation pool amount ($26.64) is sufficient to cover the game pool deficit ($20) and the game organizer's income ($1.36).
Hence, the game organizer makes decision to declare Cell 12 as a winning one. By the second game end the balance in the accumulation pool is ($26.64— $20— $1.36) = $5.28.
Example 2. To resolve collisions of betting objects in Dozen game, described in Example 1, a pointer-register containing one cell number at any time is used. The value in the pointer-register may be increased by 1 in sequence. As the maximum cell number is reached (N = 12) the pointer value is reset to 1 thus providing for the pointer sequential cyclic movement across all available cells.
At the start of the first game, the pointer value is 1. In any game, in determining the winning cell two or more cells (candidate cells) may meet conditions that allow them to be declared winners. Then the following actions shall be taken to determine the winning cell:
- Stage 1 - numbers of candidate cells are compared with the pointer-register value; - Stage 2 - if the pointer-register value coincides with the number of one candidate cell this cell is declared a winning one and the pointer-register is cyclically moved to the next cell;
- Stage 3 - if the pointer-register value does not coincide with any number of candidate cells, the pointer-register is cyclically moved to the next cell and the check is continued from Stage 1.
Example 3. United game.
When several games are carried out simultaneously with simultaneous achievement of conditions on end of betting, placed bets and game accumulation pools are united in a single game and the end of betting is declared. A winner is determined as described
above in example 1.
All players must know about the game unification and agree to it.
The following is a specific example for carrying out the united game that includes six Dozen games (12 betting objects— cells numbered from 1 to 12).
Game 1. $1 bet, a player can bet on one cell. By the unification time, 653 players have placed bets.
Game 2. $1.2 bet, a player can bet on one cell. By the unification time, 211 players have placed bets.
Game 3. $1.44 bet, a player can bet on one cell. By the unification time, 87 players have placed bets.
Game 4. $1 bet per a cell, a player can bet on eleven (and only) cells. The total bet amount per each player is $11. By the unification time, 566 players have placed bets.
Game 5. $13 bet per a cell, a player can bet on eleven cells. The total bet amount per each player is $143. By the unification time, 433 players have placed bets.
Game 6. $169 bet per a cell, a player can bet on eleven cells. The total bet amount per each player is $1859. By the unification time, 381 players have placed bets.
At the game unification, bets per each cell are accumulated separately from other cells. The total game pool is $777 455.48.
Due to unification, bets of the maximum value (Initial Game 6) that make the most part of the game pool (91.1%) have the greatest impact on the game finite result.
Upon unification, following games are continued in a joint manner. Therefore, the quantity of bets of each amount are counted separately during betting process. If the quantity of bets of any amount does not reach the minimum allowable value, bets of this particular amount are ignored in the winner determination process and carried over to the next game. For example, if in the course of the next game the minimum allowable quantity of bets placed within the assigned timeout are $1, $1.2 and $13 ones, then $1.44 and $169 bets are ignored in the winner determination process. These ignored bets are deducted from the current game pool, but carried over to the next game.
Example 4. Dozen game
Betting objects include 12 cells, numbered from 1 to 12. N = 12. In the course of one game each player can bet on one cell in the amount of $1. The player's winning amount is no less then $12.
During the game 1360 players participated, the game pool totaled $1360. The bets distribution is shown on Fig.l (as in example 1).
The average value of total bets placed on betting objects is:
5 = (110+120+130+111+90+89+120+133+140+102+100+115) / 12 = $113.33.
Cells 2, 3, 7, 8, 9, 12 are have total bets (Si) exceeding S.
The sum Ng of values of numeric identifiers of this cells is equal to:
Ng = 2+3+7+8+9+12 = 41.
Betting objects with total bets whose values not exceeding S are ranked in ascending order of values of S, (Fig. 2):
6— 5— 11— 10— 1— 4
The enumeration doing in reverse order starting with the cell 4 whose total bets value (Si) is closest to S:
1-st step - moving to cell 1; 2-nd step - cell 10; 5-th step - cell 6; 6-th - cell 4; 41-st - cell 6.
Cell 6 is declared as a winning one.
Of course, the actual implementation of the method not implemented enumerating as demonstrable shown above. This enumeration is implemented as computing the final value.
Index of the winning cell is equal to remainder of dividing the number of steps 41 by the number of cells in rank 6, which is 5. Cell 6 corresponds to index 5 in the rank of enumeration sequence.
89 players out of 1360 have won, 1271 players have lost.
The game organizer's income (T) equal to 0.1% of the game pool is withheld: ($1360 * 0.1%) = $1.36.
Each winner has won ((1360 - 1.36) * 1 / 89) = $15.26.
The above examples do not limit carrying out the claimed invention. In particular, to determine the winning betting object can be used another rule. However, this rule shall include the use of average value of total bets per all betting objects and other statistical indicators of the game, that is use only those indicators unknown to players that uniquely defined at the end of betting.
Industrial Applicability
The claimed invention is implemented applying commercially available devices and will become widely used in lottery games with participation of multiple players.
Claims
Claim 1. A method for playing a game in that accepting bets on a finite set of betting objects, wherein keeping in secret the bets distribution across betting objects until the end of betting, upon the end of betting determining an average value of total bets on all betting objects, and then declaring as a winner the betting object or objects determined by a rule known before accepting bets in dependence with the mentioned average value and other statistical indicators of the game.
Claim 2. The method of claim 1, wherein as winners declaring all betting objects with the total bet having either the closest value not exceeding the mentioned average value or having the closest value exceeding the mentioned average value, therewith a player's prize determining as a product of a quantity of betting objects by the total amount of bets placed by the player on winning betting objects divided by a quantity of winning betting objects.
Claim 3. The method of claim 1, wherein as the winner declaring one betting object whose total bet placed on it having either the closest value not exceeding the mentioned average value or having the closest value exceeding the mentioned average value; therewith in case several betting objects have the similar total bet whose value is equal to the closest value not exceeding the mentioned average value or exceeding the mentioned average value, declaring as the winner one of these betting objects; therewith determining a player's prize as a product of a quantity of betting objects by the bet amount placed by the player on the winning betting object.
Claim 4. The method of claim 3, wherein the winning betting object is determined at random out of several betting objects with the identical total bet whose value is equal to the closest value not exceeding the mentioned average value or out of several betting objects with the identical total bet whose value is equal to the closest value exceeding the mentioned average value.
Claim 5. The method of claim 3, wherein the winning betting object is determined out of several betting objects with the identical total bet whose value is equal to closest value not exceeding the mentioned average value or out of several betting objects with the identical total bet whose value is equal to the closest value exceeding the mentioned average value by using a pointer designed to enable indicating one of betting objects and cycling all betting objects in a sequence assigned prior to the game start
Claim 6. The method of claim 1, wherein the winning betting object is determined out of several betting objects with total bets whose values not exceeding the mentioned average value by a sequential circular enumeration among these betting objects with number of steps equal a sum of values of numeric identifiers of betting objects with total bets whose values exceeding the mentioned average value.
Claim 7. The method as per any of claims 1-6, wherein assigning as a same for all players the bet amount placed on one betting object and the quantity of betting objects the player must bet on.
Claim 8. The method of claim 7, wherein declaring the end of betting at a time the minimum number of bets is reached.
Claim 9. The method of claim 7, wherein declaring the end of betting according to a timetable synchronized with the universe time after the minimum quantity of bets is reached.
Claim 10. The method of claim 7, wherein declaring the end of betting after a period elapsed from a time the minimum quantity of bets is reached, while the duration of the mentioned period is assigned prior to the game start.
Claim 11. The method as per any of claims 1-6 wherein a bet amount per one betting object selecting out of one or several value ranges assigned prior to the game start and the quantity of betting objects available for placing bets by the player is limited by a maximum value.
Claim 12. The method of claim 11, wherein declaring the end of betting as per timetable synchronized with the universe time after the minimum quantity of bets is reached, at least, in one of mentioned ranges of bets values; therewith the winning betting object is determined ignoring bets placed within the ranges where the minimum quantity of bets has not been reached, and these ignored bets being carried over unchanged to a next game.
Claim 13. The method of Claim 11, wherein declaring the end of betting within a period elapsed from a time the minimum quantity of bets is reached, at least, in one of the mentioned bets value ranges; therewith the duration of the mentioned period is assigned prior to the game start; therewith the winning betting object is determined ignoring bets placed within the ranges where the minimum quantity of bets has not been reached, and these ignored bets being carried over unchanged to the next game.
Claim 14. The method as per any of claims 1-6, wherein the player being identified either prior to the bet acceptance or in its process; in the course of the bet acceptance players being advised the quantity of players and bets, as well as the current total bet.
Priority Applications (1)
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PCT/RU2017/000716 WO2019066675A2 (en) | 2017-09-28 | 2017-09-28 | Method for playing a game |
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
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PCT/RU2017/000716 WO2019066675A2 (en) | 2017-09-28 | 2017-09-28 | Method for playing a game |
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WO2019066675A2 true WO2019066675A2 (en) | 2019-04-04 |
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PCT/RU2017/000716 WO2019066675A2 (en) | 2017-09-28 | 2017-09-28 | Method for playing a game |
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2017
- 2017-09-28 WO PCT/RU2017/000716 patent/WO2019066675A2/en active Application Filing
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