WO2024033913A1 - Dual online gaming competition configuration - Google Patents

Dual online gaming competition configuration Download PDF

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Publication number
WO2024033913A1
WO2024033913A1 PCT/IL2023/050803 IL2023050803W WO2024033913A1 WO 2024033913 A1 WO2024033913 A1 WO 2024033913A1 IL 2023050803 W IL2023050803 W IL 2023050803W WO 2024033913 A1 WO2024033913 A1 WO 2024033913A1
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WO
WIPO (PCT)
Prior art keywords
game
user
line game
line
unique
Prior art date
Application number
PCT/IL2023/050803
Other languages
French (fr)
Inventor
Yoav Shalev
Lior Margalit
Original Assignee
Sitago Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Sitago Ltd filed Critical Sitago Ltd
Publication of WO2024033913A1 publication Critical patent/WO2024033913A1/en

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Classifications

    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3272Games involving multiple players
    • G07F17/3276Games involving multiple players wherein the players compete, e.g. tournament
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/46Computing the game score
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3225Data transfer within a gaming system, e.g. data sent between gaming machines and users

Definitions

  • the present invention in some embodiments thereof relates to a dual online gaming competition configuration and, more particularly, but not exclusively, to a dual online gaming competition configuration which can be implemented without modifications to computer code.
  • single player-on-line games are becoming increasingly popular. Many single player on-line games have been converted to multi-player betting on-line games. For example, such conversion may be performed by rewriting the computer code of the original single player on-line game to allow for multiple players. However, rewriting the code is time-consuming and expensive.
  • a method for an electronic multi-user gaming competition utilizing single-user on-line games including: issuing an electronic request by an initial user for a competition in a specific on-line game; agreeing by one or more additional users to the electronic request offered by the initial user; playing a unique instance of the on-line game by the initial user; playing one or more additional unique instances of the same on-line game by the one or more additional users; and determining a winner of the electronic multi-user gaming competition by comparison of a result of the unique instance of the on-line game played by the initial user and a result of the one or more additional unique instances of the on-line game played by the one or more additional users.
  • one or more on-line game settings of the one or more additional unique instances of the same on-line game mirror one or more on-line game settings of the initial user.
  • a status of the initial user's unique instance of the on-line game is displayed synchronized to the one or more additional unique instances of the on-line game of the one or more additional users.
  • the status is displayed on at least one of a video, an electronic scoreboard and a status bar.
  • the electronic scoreboard or status bar is a shared electronic scoreboard or status bar.
  • the video of the initial user's unique instance of the on-line game is displayed as a window in the one or more additional unique instances of the on-line game of the one or more additional users.
  • the window is a split screen, smaller window, or series of smaller windows.
  • the one or more additional unique instances of the on-line game of the one or more additional users is played simultaneously with the unique instance of the initial user's on-line game.
  • the one or more additional unique instances of the on-line game of the one or more additional users is played subsequently to the unique instance of the initial user's on-line game.
  • one or more randomized aspects of the one or more additional unique instances of the same on-line game by the one or more additional users is synchronized with the one or more randomized aspects the unique instance of the initial user's on-line game.
  • the issuing an electronic request includes proposing a wager on the outcome of the multi-user gaming competition.
  • a third-party places an electronic wager on the outcome of the multi-user gaming competition.
  • the method further includes: making allowance on at least one of the additional unique instances of the same on-line game of at least one of the one or more additional users to give more equal play on a first device of the initial user and a second device of the at least one of the one or more additional users.
  • a system for a multi-user gaming competition utilizing single-user on-line games including: an on-line game configured to be played by a single user, wherein an initial user plays a unique instance of the on-line game and one or more additional users play one or more additional unique instances of the same on-line game, wherein the unique instances of the on-line game are synchronized; and a winning module configured to determine a winner of the multi-user gaming competition is determined by comparison of a result of the unique instance of the on-line game played by the initial user and a result of the one or more additional unique instances of the on-line game played by the one or more additional users.
  • the system further includes: a synchronized aspect of the one or more additional unique instanced of the on-line game played by the one or more additional users, the synchronized aspect synchronized with one or more randomized aspects the unique instance of the initial user's on-line game.
  • the one or more unique instances of the one or more additional unique instances of the on-line game of the one or more additional users is played simultaneously with the unique instance of the initial user's on-line game.
  • the system further includes: a memory storing the result of the unique instance of the on-line game played by the initial user and wherein the winning module compares the result of the one or more unique instances of the one or more additional unique instances of the on-line game of the one or more additional users is played subsequently to the unique instance of the initial user's on-line game with the result stored in the memory.
  • a system for a multi-user gaming competition utilizing single-user on-line games including: a webserver hosting a multi-user gaming competition; a first computing device used by an initial user connected to the webserver to play a first unique instance of an on-line single user game; a second computing device used by a second user connected to the webserver to play a second unique instance of an on-line single user game; a winners module configured for determining a winner of the multi-user gaming competition by comparison of a result of the first unique instance of the on-line game played by the initial user and a result of the second unique instance of the on-line game played by the second user.
  • the webserver is configured to synchronize a randomized aspect of first unique instanced of the on-line game with a randomized aspect of the second unique instance of the on-line game.
  • the webserver is configured to synchronize the second unique instance of the on-line game simultaneously with the first unique instance of the on-line game.
  • the system further includes: a memory storing the result of the unique instance of the on-line game played by the initial user and wherein the winning module compares the result of the one or more additional unique instances of the same on-line game by the one or more additional users with the result stored in the memory.
  • the webserver is configured to facilitate a wager between the initial user and second user electronically on the outcome of the competition.
  • the webserver is configured to facilitate a wager placed a third party on the outcome of the competition.
  • a method for converting a single player game to a multiplayer game including: modifying code of the single player game to run under a multiplayer user interface the modifying including adding unity game objects to the code for sharing information and control of the game with the multiplayer UI; and; synchronizing random seeds of multiple unique instances of the game.
  • the multiplayer UI opens a widow on a local machine and gives control of the window to the modified single player game for a local instance of the game. According to some embodiments of the invention, the multiplayer UI opens a second window on the local machine displaying screen shots of a second instance of the game played by a second player.
  • the modifying a performed automatically.
  • a game site is modified automatically to facilitate players selecting and playing the multiplayer game.
  • the game site offers a player the option to practice the multiplayer game in a single player mode.
  • the multiplayer UI facilitates playing the multiplayer game for real money.
  • the multiplayer UI runs on a server.
  • the server is accessed by local machines of different players over a network.
  • the multiplayer UI facilitates communication between players.
  • FIG. l is a schematic view of a system in accordance with an embodiment of the current invention.
  • FIG. 2 is a schematic view of a system in accordance with an embodiment of the current invention.
  • FIGS. 3 A and 3B are schematic views of a system in accordance with an embodiment of the current invention.
  • FIG. 4 is a flow chart of a method of the gaming process in accordance with an embodiment of the current invention.
  • FIG. 5 is a flow chart of a method of the gaming process in accordance with an embodiment of the current invention.
  • Fig. 6 is a flow chart of a method of the gaming process in accordance with an embodiment of the current invention.
  • FIG. 7 is a block diagram of the gaming system in accordance with an embodiment of the current invention.
  • FIG. 8 is a block diagram of the gaming system in accordance with an embodiment of the current invention.
  • FIG. 9 is a flow chart illustration of a method of converting a one player game to a multiplayer game in accordance with an embodiment of the current invention.
  • the present invention in some embodiments thereof relates to multi-user gaming competition utilizing single-user on-line games and, more particularly, but not exclusively, to multi-user gaming competition utilizing single-user on-line games for wagering, e.g., video on-line games, puzzle on-line games, logic on-line games, skill on-line games, etc.
  • An aspect of some embodiments of the current invention relates to a technique which facilitates multi-user gaming competition utilizing single-user on-line games.
  • the system may create the multi-user on-line game without rewriting the on-line game code.
  • two or more instances of the single user on-line game may be played by two or more users.
  • a single player on-line game may be converted into a multiplayer without rewriting code.
  • an on-line game developer may develop a single payer on-line game which may be played by a single user and/or multiple users immediately, thereby reducing expenses and getting revenue faster.
  • this may allow a gaming platform to frequently offer more new online games and increase the popularity and/or revenue generated by the platform.
  • two or more instances of the same on-line game may run in a synchronized fashion. For example, they may start simultaneously and/or when one user reaches the end of a stage of the on-line game they may wait for the other user, and they may then start the next stage together.
  • each user may have an option to see the progress and/or comparative progress of the other user in the on-line game.
  • a screen image from the on-line game of one user may be presented to the second user (e.g., as an image and/or copy of pixels from the screen of the one user on his screen of the second user).
  • on-line game may also be synchronized.
  • random aspects of the on-line game may be synchronized (e.g., the same challenges and/or geometries may be presented at similar elapsed times and/or similar stages of the online game to both players).
  • a user may issue an electronic challenge to one or more additional users.
  • the one or more additional users may accept and/or reject the electronic challenge.
  • the one or more additional users may accept the electronic challenge in real time, e.g., such that the users compete in real time.
  • the one or more additional users may accept the electronic challenge, and the users may compete in the same on-line game simultaneously and/or sequentially (e.g., one after the other, in teams, as relays, etc.).
  • the one or more additional users may accept the electronic challenge at a later time.
  • the one or more additional users may play the same on-line game against a recording and/or final score of the user issuing the challenge.
  • a user may play the on-line game multiple times, each of which may be reordered (e.g., the entire on-line game, final score, scores for each level and/or parts thereof).
  • a user may select their best recorded performance in the on-line game with which to issue an electronic challenge.
  • an electronic challenge may be issued by a first user and/or by a second user.
  • the electronic challenge may be a general challenge to anyone wishing to compete.
  • the electronic challenge may be issued to a specific user.
  • a user may see an electronic scoreboard and challenge another user based on their score, ranking in the on-line game, user name, etc.).
  • the electronic challenge may be issued to a friend and/or group of friends.
  • multiple users may accept the same challenge.
  • multiple users may compete against each other e.g., individually and/or in teams, on the same on-line game.
  • all instances of the on-line games may run simultaneously and/or nearly simultaneously.
  • a user may record an instance of on-line game and offer it as a challenge opponent.
  • another user may “accept” the challenge at a in real time or at a later time, play the on-line game on their own computing device as if they are playing against the recorded on-line game in real time.
  • an electronic scoreboard may show how a second user is fairing against the original user at the same or similar elapsed time.
  • multiple players may play multiple instances of the same on-line game on multiple different computing devices.
  • the computing device may be a smartphone, smartwatch, tablet, laptop, desktop computer, VR, dedicated gambling machine, etc.
  • the instances of the same on-line game may have synchronized aspects and/or independent aspects.
  • the on-line game electronic requests and/or requires a randomized seed the same seed values may be used for both players.
  • the two, or more instances of the on-line games may run on different computing device.
  • the computing device may be connected via the internet to the gaming site web server.
  • each player may play an independent instance of the same on-line game.
  • each player may play the same instance of the same on-line game.
  • a winner of an electronic multi-user gaming competition may be determined by comparison of a result of the unique instance of the on-line game played by the initial user and a result of the one or more additional unique instances of the on-line game played by the one or more additional users.
  • a result may include various factors, for example, a game score, a time that a game continued, a level reached, a time that a game character survived and/or any combination thereof. Any and/or all of the factors used to compute the winner and/or a composite score based on the factors.
  • the initiating user and/or the other users may have complete and/or partial control over what factors are considered in deciding a winner and/or how factors are weighed.
  • the platform may provide an electronic score board and/or ranking of the users.
  • a user may challenge any other user on the platform.
  • a user may challenge any other user with a similar rank on the platform.
  • a user may challenge any other user of the platform within a predefined level of skill, e.g., to encourage competition, prevent new players from being taken advantage of, to challenge users to play more often to increase their skills and/or better their rankings.
  • a user may view one or more recordings of an on-line game by another user on the platform, optionally for a fee.
  • a user may pay a platform to record an instance of an on-line game in which they participate.
  • each user may select which on-line games to record and/or which recordings may be viewable by a challenger, by friends and/or by third parties, e.g., to facilitate wagering and/or to evaluate the skills of the participants and/or to advertise the on-line game and/or challenger.
  • a server may facilitate betting and/or wagering and/or collecting money and/or distributing money wagered on the on-line games.
  • the on-line game may be hosted on a centralized platform on one or more severs.
  • the platform may facilitate hosting of the on-line game.
  • the platform may facilitate recording of the game play and/or final score.
  • the platform may facilitate issuing of and/or responding to an electronic challenge.
  • the platform may facilitate acceptance of an electronic challenge.
  • a user may challenge additional users to beat their score, and/or to play against them.
  • the user may incentivize the challenge by offering a wager.
  • the wager may be made in real time.
  • the wager may be a standing bet to "beat" a recorded performance.
  • the wager may be offered by the user and/or by the challenger and/or by the platform.
  • the amount of the wager may be standardized.
  • the amount of the wager may be negotiated between the users.
  • the platform may facilitate wagering on an on-line game by one or more users, and/or a challenger, and/or one or more third parties.
  • third parties may observe the on-line game as spectators and/or may place wagers on the outcome of the competition in real time and/or prior to the start of each challenge and/or while one or more users is engaged (playing) the on-line game.
  • third parties may be one or more team mates of one or more participating users.
  • the platform may facilitate judging of the competition and/or collection of wagers.
  • the platform may facilitate transparency and/or "honesty" of the on-line games and/or wagers.
  • the platform may facilitate collection of the wagers and/or payment of winnings.
  • the platform may take a commission of the wagers and/or winnings.
  • the synchronization of on-line games may be adjusted in accordance with availability of a resource, for example, memory in a device, bandwidth on a network, cost of network bandwidth, screen resolution etc. For example, when there is a problem with network bandwidth, the system may send less data (e.g., lower resolution images, fewer (less frequent) updates, adjusting a cache size, etc.).
  • a resource for example, memory in a device, bandwidth on a network, cost of network bandwidth, screen resolution etc.
  • the system may send less data (e.g., lower resolution images, fewer (less frequent) updates, adjusting a cache size, etc.).
  • FIG. 1 is a schematic view of a system in accordance with an embodiment of the current invention.
  • gaming devices of multiple users are connected to a webserver 102 of a gaming site, for example via the internet 104.
  • a first user may connect to the gaming site from a first computing device 106.
  • a second user may connect to the gaming site from a second computing device 108.
  • the computing device may be a smartphone, smartwatch, tablet, laptop, desktop computer, VR, dedicated gambling machine, etc.
  • each user plays an instance of an on-line game on their device.
  • the server may synchronize instances of the on-line game, for example by setting simultaneous starting times for on-line games and/or portions thereon, for example by matching random portions of the on-line game, for example by displaying progress of an on-line game of one user on a device of another user.
  • the server and/or another server may facilitate wagering between users and/or third parties.
  • FIG. 2 is a schematic view of a system in accordance with an embodiment of the current invention.
  • the user’s on-line game e.g., Player 1
  • his opponent’s on-line game e.g., Player 2
  • the window may be a split screen, smaller window and/or series of smaller windows.
  • the second window may include an image of the screen of Player 2 and/or of part of the screen.
  • the image may include the playing field from the screen of Player 2 and/or the on-line game clock and/or score board, and/or images of technical values from Player 2’s screen such as ping values and/or the name of Player 2 and/or an image of Player 2, etc.
  • the windows may or may not be the same size and/or the details may not be the same.
  • there may be a shared electronic scoreboard 204 and/or status bar to indicate and/or compare the progress of the competitors.
  • the electronic scoreboard may display points, and/or time remaining, and/or any other information relevant to the competition.
  • the randomized aspects of the on-line game may be synchronized. For example, when the on-line games electronic request a random seed value, they may be given the same value.
  • the system will make allowance and/or equalize play on different devices. For example, the system may slow a fast device (for example by slowing the motherboard clock) to make it perform like a slower device of another user. In some embodiments, the system may allow a user to offer and/or accept a handicap to give more equal play to differently skilled players and/or players with different equipment.
  • FIGS. 3A and 3B are schematic views of a system in accordance with an embodiment of the current invention.
  • the initial user can play the on-line game alone and/or record the on-line game and/or can issue a challenge and/or wager at a first time 313.
  • another user can accept the challenge and may play another instance of on-line game against the recorded online game.
  • the challenger may see the results of the first player’s on-line game.
  • the recorded on-line game of the first user may be displayed in a separate window and/or synchronized window (e.g., the two windows may be synchronized according to elapsed time in the on-line game and/or stages of the on-line game as the second player plays his challenge instance).
  • the window may be a split screen, smaller window and/or series of smaller windows.
  • the recorded on-line game of the first user may be displayed in a separate window and/or synchronized window as the second player plays his challenge instance.
  • a score board and/or comparative information bar may show the score of the current on-line game along with a synchronized score of the original on-line game.
  • the player who outperforms the other wins the wager may be displayed in a separate window and/or synchronized window (e.g., the two windows may be synchronized according to elapsed time in the on-line game and/or stages of the on-line game as the second player plays his challenge instance).
  • the window may be a split screen,
  • more than two players can play against each other and/or teams of players may compete .
  • one and/or multiple windows may be opened on a device.
  • the device may show the situation for multiple players in one or more windows.
  • the system may show individual and/or team statuses and/or scores and/or on-line game screens.
  • a Player 1 device 304 may record an on-line game and/or status and/or score for a Player l's on-line game for the challenge 306.
  • display may include a score board 302 and/or status bar for the challenge on-line game.
  • a second user may accept the challenge and play an on-line game challenging the first user issuing the challenge.
  • the Player 2 display 308 may display only their on-line game, both on-line games, and/or a score board 312 and/or status bar for both on-line games on the Player 2 device 310.
  • FIG. 4 is a flow chart of a method of the gaming process in accordance with an embodiment of the current invention.
  • the initial user (“Player 1”) connects 402 to the gaming site.
  • Player 1 issues 404 an electronic request for a competition for a certain on-line game on the gaming site, and optionally offers a wager.
  • another user (“Player 2”) connects 406 to the gaming site and agrees 408 to the competition and/or wager offered by Player 1.
  • each user simultaneously begins to play 410 a unique instance of the online game.
  • each user can see the on-line game being played by the competitor. For example, an image of all or part of the other player’s screen is displayed on his screen.
  • an electronic scoreboard or status bar indicating points, and/or time remaining, and/or any other information relevant to the competition may be displayed.
  • third parties may wager on the outcome of the competition.
  • a winner is determined 412.
  • a winner is determined by comparing the results of a first user's on-line game with the results of the competitor.
  • the winner’s account is credited with the amount of the wager, after the optional deduction of a percentage taken by the hosting site.
  • the winner may receive a portion of the wagers placed by third parties.
  • the amount taken by the hosting site will be a percentage of the wager/s, for example 1% of the wager.
  • FIG. 5 is a flow chart of a method of the gaming process in accordance with an embodiment of the current invention.
  • the initial user (“Player 1”) connects 502 to the gaming site.
  • Player 1 issues 504 a challenge and/or wager for a certain on-line game on the gaming site .
  • Player 1 begins to play 506 a unique instance of the on-line game, and/or completes the online game, and/or records the on-line game.
  • another user (“Player 2”) connects 508 to the gaming site and, some time after Player 1 has completed his on-line game, Player 2 agrees 510 to the challenge and/or wager offered by Player 1.
  • Player 2 begins to play 512 a unique instance of the on-line game.
  • Player 2 can see the on-line game that was already played by Player 1 competitor displayed simultaneously on his device.
  • screen images of the on-line game that was already played may be displayed.
  • the on-line games may be synchronized.
  • the levels of the recorded on-line game may be displayed simultaneous to the levels of the currently on-line game.
  • random seeds and/or or other shared and/or the optional and/or random components of the two on-line games may be the same.
  • the recording Player l’s on-line game is compared 414 to Player 2’s instance of the on-line game (i.e., by a winner module of the system), e.g., by synchronization and/or by score, etc.
  • the electronic scoreboard can display information as the on-line game of Player 1 progresses, and/or can display the final results of Player l’s on-line game.
  • a winner is determined 516 by comparing the results of Player l’s on-line game with the results of Player 2's on-line game.
  • the winner’s account is credited with the amount of the wager, after the optional deduction of a percentage taken by the hosting site.
  • the winner may receive a portion of the wagers placed by third parties.
  • the amount taken by the hosting site will be a percentage of the wager/s, for example 1% of the wager.
  • Fig. 6 is a flow chart of a method of the gaming process in accordance with an embodiment of the current invention.
  • the initial user (“Player 1”) issues 602 an electronic request for a competition in a specific on-line game.
  • another user (“Player 2”) agrees 604 to the electronic request offered by Player 1.
  • Player 1 plays 606 a unique instance of the on-line game.
  • Player 2 on-line game settings mirror 608 Player 1 on-line game settings.
  • data from a device of player 1 may be send to a server.
  • Player 2 plays 610 a unique instance of the on-line game.
  • Fig. 7 is a block diagram of a multi-user gaming competition utilizing single- user on-line games in accordance with an embodiment of the current invention.
  • the on-line game 702 of a second user (“Player 2”) is synchronized with the status of an on-line game 704 of an initial user (“Player 1”).
  • the randomized aspects of the on-line game may be synchronized.
  • the on-line games electronic request a random seed value they may be given the same value. For example, in an on-line game this may ensure that both players face the same challenges, are presented the same challenges in the same order, and/or at similar elapsed times and/or similar stages of the on-line game to both players), etc. Alternatively, and/or additionally, the two on-line games may not be exactly simultaneous due to latency and/or hardware differences and the like. A winner of the electronic multi-user gaming competition is determined by comparing the results of the individual synchronized Player 1 and Player 2 games.
  • FIG. 8 is a block diagram of the gaming system in accordance with an embodiment of the current invention.
  • gaming devices 808, 809 of multiple users are connected to a webserver 802 of a gaming site, for example via the network 804.
  • a first user e.g., an initiating user, Player 1
  • a second user e.g., Player 2
  • Player 2 may accept a challenge from Player 1.
  • Player 1 and/or Player 2 may offer and/or accept a wager and/or pay and/or receive money and/or other benefits.
  • the computing device 808, 809 may include smartphone, smartwatch, tablet, laptop, desktop computer, VR, dedicated gambling machine, etc.
  • Each device 808, 809 and/or server 802 may include a processor and/or an input/output device (e.g., a keyboard, a mouse, a joystick, a touch screen, a display screen, a speaker, a microphone, a scanner, a printer, biometric sensors etc.).
  • Each device optionally includes a communication module (e.g., hardware and software for transferring data over the network 804), and/or computer accessible memory. For example, there may be a module for identifying a user.
  • the system may include software and/or hardware (input output devices, biometric sensors etc.) for secure financial transactions (for example making wagers and paying the wagers with a credit card etc.)
  • Each device 808, 809 and/or the server 802 may include gaming software.
  • each user plays an instance of an on-line game on his device 809, 808.
  • the server 802 may synchronize instances of the online game, for example by setting simultaneous starting times for on-line games and/or portions thereon, for example by matching random portions of the on-line game, for example by displaying progress of an on-line game of one user on a device of another user.
  • the server and/or another server may facilitate wagering between users and/or third parties.
  • a server may include authorized connections to collect and payout payments (for example via bank and/or paying applications (e.g., PayPal, Google pay) and/or credit cards etc.)
  • an on-line game is displayed in one window of a first user’s device 808, and data on his opponent’s on-line game (e.g., Player 2) may be displayed in a second window on his device 808.
  • the window may be a split screen, smaller window and/or series of smaller windows.
  • the second window may include an image of the screen of device 809 of Player 2 and/or of part of the screen and/or a score.
  • the image may include the playing field from the screen of the device 808 of Player 2 and/or the on-line game clock and/or score board, and/or images of technical values from Player 2’s device 808 such as ping values and/or the name of Player 2 and/or an image of Player 2, etc .
  • the windows may or may not be the same size and/or the details may not be the same.
  • the electronic scoreboard may display points, and/or time remaining, and/or any other information relevant to the competition.
  • the randomized aspects of the on-line game may be synchronized.
  • server 802 may be configured to generate and/or receive (e.g., a value generated by device 808 may be received over the network 804) a seed value.
  • the server 802 may send to device 808 and/or 809.
  • devices 808 and/or 809 may be configured to generate seed values and/or receive seed values and/or integrate the seed values into the on-line game.
  • the seed is used by the used by a game when the on-line games electronic request a random seed value, they may be given the same value.
  • the two on-line games may not be exactly simultaneous due to latency and/or hardware differences between devices 808 and/or 809.
  • devices 808 and/or 809 may include software to collect parameters on performance and transfer those parameters to server 802.
  • server 802 includes software to figure a change in settings of devices 808 and/or 809 to equalize performance and/or achieve a desired performance.
  • Device 808 and/or 809 may be configured to receive and/or enact changes on performance in response to request from server 802.
  • the system will make allowance and/or equalize play on different devices 808, 809.
  • the system may slow a fast device 808 (for example by slowing the motherboard clock) to make it perform like a slower device
  • the server 802 may allow a user to offer and/or accept a handicap to give more equal play to differently skilled players and/or players with different equipment and/or device 809 and/or 808 may be configured to receive handicap parameters from server 802 and/or enact them.
  • a winner module (for example software) may reside in one or more of server 802 and/or device
  • the winner module may decide a winner of a game between player 1 and/or make appropriate financial transactions based on wagers etc.
  • the initial user can play the on-line game alone (e.g., on his device 808) and/or record the on-line game (for example, device 808 may be configured with a memory to store results and/or details of the game for example including scores, times, score over time, times of other actions, seed values, screen shots) and/or can issue a challenge and/or wager at a first time.
  • the server 802 is configured to store the data of the on-line game and/or a challenge and/or a wager.
  • another user can receive notification of the challenge from the server 802 and/or browse the server 802 (e.g., the server may be configured to send challenges to players who made be interested and/or players specified by the initial user).
  • Player 2 accepts the challenge.
  • the server 802 sends data and/or code for the game to device 809 of Player 2.
  • Player 2 may now play another instance of on-line game with the settings sent the server 802 (for example, according to the challenge of Player 1).
  • device 809 will show a synchronized recorded on-line game and/or score while Player 2 plays an independent incidence of the game on device 809 based on the settings of the challenge (e.g., device 809 is configured to run the game in accordance with the parameters, seeds etc. sent by the server 802).
  • the challenger may see the results of the first player’s on-line game.
  • the recorded on-line game of the first user may be displayed in a separate window and/or synchronized window (e.g., the two windows may be synchronized according to elapsed time in the on-line game and/or stages of the on-line game as the second player plays his challenge instance).
  • the window may be a split screen, smaller window and/or series of smaller windows.
  • the recorded on-line game of the first user may be displayed in a separate window and/or synchronized window as the second player plays his challenge instance.
  • a score board and/or comparative information bar may show the score of the current on-line game along with a synchronized score of the original on-line game .
  • the player who outperforms the other wins the wager may be displayed in a separate window and/or synchronized window (e.g., the two windows may be synchronized according to elapsed time in the on-line game and/or stages of the on-line game as the second player plays his challenge instance).
  • the window may be a split screen
  • more than two players can play against each other and/or teams of players may compete.
  • one and/or multiple windows may be opened on a device.
  • the device may show the situation for multiple players in one or more windows.
  • the system may show individual and/or team statuses and/or scores and/or on-line game screens.
  • Player 1 may record an on-line game on device 808 and/or status and/or score.
  • the data may be sent to device 809 of Player 1 as an on-line game for the challenge 306.
  • display may include a score board 302 and/or status bar for the challenge on-line game.
  • a second user may accept the challenge and play an on-line game challenging the first user issuing the challenge.
  • device 809 is configured to display only their on-line game, both on-line games, and/or a score board and/or status bar for both on-line games of the Player 1 and Player 2.
  • FIG. 9 is a flow chart illustration of a method 1000 of converting a one player game to a multiplayer game in accordance with an embodiment of the current invention.
  • a system automatically and/or semiautomatically receives as input a single player source code for a single player game and converts it to a multiplayer game.
  • the conversion may be made using scripts. For example, there may be for code injection and unity components injection.
  • a system that may be used to perform these functions includes Unity3D game engine (available from Unity Technologies 405 Comal Street, Suite 600, Austin, TX 78702, United States).
  • conversion of a game includes disabling 1002 unwanted user interface (UI) in the one-person game (e.g., score output, images, etc.).
  • UI unwanted user interface
  • the system adds 1004 UI elements of the multiplayer game.
  • the added elements may replace the removed elements (e.g., displaying a score) and/or new elements may be added (for example, a user identification and/or image may be added to a status window of each game).
  • Elements that may be added include, for example, a time countdown, a ping, a routine to measure and/or control a frames per second (FPS) of one or more displays, etc.).
  • FPS frames per second
  • Elements may be added to send notifications and/or information to a multiplayer player game server and/or shared UI elements that may be exported and/or displayed by the multiplayer player game server to one or more of the players local machines.
  • the UI includes commands to split the screen of a user into two parts.
  • the first part will be used for the local player game which will be run by the modified software of the one player game (e.g., the single player game will control the window according to the original software of the original one player game with optional minor changes such as messages and/or scoreboards and/or textual output going through a multiplayer UI.
  • the second part may host frames (pixels) of the opponent user (e.g., showing action in his game and/or showing his score etc.).
  • Other screen elements may include data from a multiplayer player UI (for example, scores, left over times, status information of one or more of the multiple players).
  • the multi-player UI may include an overarching program that receives data and sends control commands to the modified single player games.
  • the screen size and UI elements will be set separately for each player according to the platform (mobile, PC). For example, this may be done by the multiplayer interface.
  • converting a one-player game to a two-player game includes synchronizing 1006 game elements between players. For example, calls for seeds (e.g., random numbers for random game elements) may be synchronized between users. Optionally, synchronizing will create a fair game and to allow the similar challenges and/or chances for winning for multiple players.
  • seeds e.g., random numbers for random game elements
  • converting a game will include adding unity game objects 1010 to the single player game.
  • the unity game objects may include code that handles the communication between users and/or between the local user and the multiplayer UI.
  • the multiplayer UI may run on one or more of the local machines and/or on a separate server.
  • Fetch metadata from the server and/or the multiplayer UI e.g., user image, user name etc.
  • the system will compile the game code.
  • the compiled game is optionally and/or automatically added records to a data base with the game info (e.g., to update users on available games and/or facilitate selecting and/or playing each game).
  • the game may be made available automatically by updating a gaming site (e.g., a website) for example making the game available publicly on the web site.
  • a server and/or a multiplayer UI will upload data to a third party and/or secure web server (e.g., identification data, financial data, financial transactions, scores, etc.) (e.g., to Amazon Web Services (AWS)).
  • a third party and/or secure web server e.g., identification data, financial data, financial transactions, scores, etc.
  • AWS Amazon Web Services
  • a server and/or a multiplayer UI will control the build or version of a game (for example, versions of the modified one player software may be compiled for and/or deployed to different machines and/or with different compression ratios)
  • a server and/or a multiplayer UI will facilitate playing a game for real money and enjoy other features of the multiplayer UI that are not related to the particular single player game.
  • a server and/or a multiplayer UI will track and/or store history of games and/or players.
  • a server and/or a multiplayer UI may facilitate viewing playback and/or screen shots of past played games and/or simulated games.
  • a server and/or a multiplayer UI will facilitate playing a game for real money with real opponents (different buy-in with a quantity of bets and/or currency and different room size / number of opponents either locally and/or remotely).
  • a server and/or a multiplayer UI will facilitate a player play a demo game and/or a single user game e.g., for practice.
  • compositions, method or structure may include additional ingredients, steps and/or parts, but only if the additional ingredients, steps and/or parts do not materially alter the basic and novel characteristics of the claimed composition, method or structure.
  • a compound or “at least one compound” may include a plurality of compounds, including mixtures thereof.
  • range format is merely for convenience and brevity and should not be construed as an inflexible limitation on the scope of the invention. Accordingly, the description of a range should be considered to have specifically disclosed all the possible subranges as well as individual numerical values within that range. For example, description of a range such as from 1 to 6 should be considered to have specifically disclosed subranges such as from 1 to 3, from 1 to 4, from 1 to 5, from 2 to 4, from 2 to 6, from 3 to 6 etc., as well as individual numbers within that range, for example, 1, 2, 3, 4, 5, and 6. This applies regardless of the breadth of the range.
  • a numerical range is indicated herein, it is meant to include any cited numeral (fractional or integral) within the indicated range.
  • the phrases “ranging/ranges between” a first indicate number and a second indicate number and “ranging/ranges from” a first indicate number “to” a second indicate number are used herein interchangeably and are meant to include the first and second indicated numbers and all the fractional and integral numerals therebetween.
  • some embodiments of the present invention may be embodied as a system, method or computer program product. Accordingly, some embodiments of the present invention may take the form of an entirely hardware embodiment, an entirely software embodiment (including firmware, resident software, micro-code, etc.) or an embodiment combining software and hardware aspects that may all generally be referred to herein as a “circuit,” “module” or “system.” Furthermore, some embodiments of the present invention may take the form of a computer program product embodied in one or more computer readable medium(s) having computer readable program code embodied thereon. Implementation of the method and/or system of some embodiments of the invention can involve performing and/or completing selected tasks manually, automatically, or a combination thereof. Moreover, according to actual instrumentation and equipment of some embodiments of the method and/or system of the invention, several selected tasks could be implemented by hardware, by software or by firmware and/or by a combination thereof, e.g., using an operating system.
  • a data processor such as a computing platform for executing a plurality of instructions.
  • the data processor includes a volatile memory for storing instructions and/or data and/or a non-volatile storage, for example, a magnetic hard-disk and/or removable media, for storing instructions and/or data.
  • a network connection is provided as well.
  • a display and/or a user input device such as a keyboard or mouse are optionally provided as well.
  • the computer readable medium may be a computer readable signal medium or a computer readable storage medium.
  • a computer readable storage medium may be, for example, but not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any suitable combination of the foregoing.
  • a computer readable storage medium may be any tangible medium that can contain or store a program for use by or in connection with an instruction execution system, apparatus, or device.
  • a computer readable signal medium may include a propagated data signal with computer readable program code embodied therein, for example, in baseband or as part of a carrier wave. Such a propagated signal may take any of a variety of forms, including, but not limited to, electro-magnetic, optical, or any suitable combination thereof.
  • a computer readable signal medium may be any computer readable medium that is not a computer readable storage medium and that can communicate, propagate, or transport a program for use by or in connection with an instruction execution system, apparatus, or device.
  • Program code embodied on a computer readable medium and/or data used thereby may be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF, etc., or any suitable combination of the foregoing.
  • Computer program code for carrying out operations for some embodiments of the present invention may be written in any combination of one or more programming languages, including an object oriented programming language such as Java, Smalltalk, C++ or the like and conventional procedural programming languages, such as the "C" programming language or similar programming languages.
  • the program code may execute entirely on the user's computer, partly on the user's computer, as a stand-alone software package, partly on the user's computer and partly on a remote computer or entirely on the remote computer or server.
  • the remote computer may be connected to the user's computer through any type of network, including a local area network (LAN) and/or a mesh network (meshnet, emesh) and/or a wide area network (WAN), or the connection may be made to an external computer (for example, through the Internet using an Internet Service Provider).
  • LAN local area network
  • WAN wide area network
  • Internet Service Provider an Internet Service Provider
  • These computer program instructions may also be stored in a computer readable medium that can direct a computer, other programmable data processing apparatus, or other devices to function in a particular manner, such that the instructions stored in the computer readable medium produce an article of manufacture including instructions which implement the function/act specified in the flowchart and/or block diagram block or blocks.
  • the computer program instructions may also be loaded onto a computer, other programmable data processing apparatus, or other devices to cause a series of operational steps to be performed on the computer, other programmable apparatus or other devices to produce a computer implemented process such that the instructions which execute on the computer or other programmable apparatus provide processes for implementing the functions/acts specified in the flowchart and/or block diagram block or blocks.
  • Some of the methods described herein are generally designed only for use by a computer, and may not be feasible or practical for performing purely manually, by a human expert.
  • a human expert who wanted to manually perform similar tasks might be expected to use completely different methods, e.g., making use of expert knowledge and/or the pattern recognition capabilities of the human brain, which would be vastly more efficient than manually going through the steps of the methods described herein.
  • Data and/or program code may be accessed and/or shared over a network, for example the Internet.
  • data may be shared and/or accessed using a social network.
  • a processor may include remote processing capabilities for example available over a network (e.g., the Internet).
  • resources may be accessed via cloud computing.
  • cloud computing refers to the use of computational resources that are available remotely over a public network, such as the internet, and that may be provided for example at a low cost and/or on an hourly basis. Any virtual or physical computer that is in electronic communication with such a public network could potentially be available as a computational resource.
  • computers that access the cloud network may employ standard security encryption protocols such as SSL and PGP, which are well known in the industry.

Abstract

The present invention relates to multi-user gaming competition utilizing single- user video on-line games and to multi-user gaming competition utilizing single-user video on-line games for wagering.

Description

DUAL ONLINE GAMING COMPETITION CONFIGURATION
FIELD AND BACKGROUND OF THE INVENTION
The present invention in some embodiments thereof relates to a dual online gaming competition configuration and, more particularly, but not exclusively, to a dual online gaming competition configuration which can be implemented without modifications to computer code.
In recent years online video gaming has become a global digital media market. Users may number in the hundreds of millions; revenues may exceed 10 billion dollars (2020). Included in this is the realm of e-sports betting, where users play a video online game of skill against each other for a wager.
Also, single player-on-line games are becoming increasingly popular. Many single player on-line games have been converted to multi-player betting on-line games. For example, such conversion may be performed by rewriting the computer code of the original single player on-line game to allow for multiple players. However, rewriting the code is time-consuming and expensive.
Therefore, there is a need for a multi-user gaming competition utilizing single- user video on-line games, without rewriting the code.
SUMMARY OF THE INVENTION
According to an aspect of some embodiments of the invention, there is provided a method for an electronic multi-user gaming competition utilizing single-user on-line games, the method including: issuing an electronic request by an initial user for a competition in a specific on-line game; agreeing by one or more additional users to the electronic request offered by the initial user; playing a unique instance of the on-line game by the initial user; playing one or more additional unique instances of the same on-line game by the one or more additional users; and determining a winner of the electronic multi-user gaming competition by comparison of a result of the unique instance of the on-line game played by the initial user and a result of the one or more additional unique instances of the on-line game played by the one or more additional users. According to some embodiments of the invention, one or more on-line game settings of the one or more additional unique instances of the same on-line game mirror one or more on-line game settings of the initial user.
According to some embodiments of the invention, a status of the initial user's unique instance of the on-line game is displayed synchronized to the one or more additional unique instances of the on-line game of the one or more additional users.
According to some embodiments of the invention, the status is displayed on at least one of a video, an electronic scoreboard and a status bar.
According to some embodiments of the invention, the electronic scoreboard or status bar is a shared electronic scoreboard or status bar.
According to some embodiments of the invention, the video of the initial user's unique instance of the on-line game is displayed as a window in the one or more additional unique instances of the on-line game of the one or more additional users.
According to some embodiments of the invention, the window is a split screen, smaller window, or series of smaller windows.
According to some embodiments of the invention, the one or more additional unique instances of the on-line game of the one or more additional users is played simultaneously with the unique instance of the initial user's on-line game.
According to some embodiments of the invention, the one or more additional unique instances of the on-line game of the one or more additional users is played subsequently to the unique instance of the initial user's on-line game.
According to some embodiments of the invention, one or more randomized aspects of the one or more additional unique instances of the same on-line game by the one or more additional users is synchronized with the one or more randomized aspects the unique instance of the initial user's on-line game.
According to some embodiments of the invention, the issuing an electronic request includes proposing a wager on the outcome of the multi-user gaming competition.
According to some embodiments of the invention, a third-party places an electronic wager on the outcome of the multi-user gaming competition.
According to some embodiments of the invention, the method further includes: making allowance on at least one of the additional unique instances of the same on-line game of at least one of the one or more additional users to give more equal play on a first device of the initial user and a second device of the at least one of the one or more additional users.
According to an aspect of some embodiments of the invention, there is provided a system for a multi-user gaming competition utilizing single-user on-line games, including: an on-line game configured to be played by a single user, wherein an initial user plays a unique instance of the on-line game and one or more additional users play one or more additional unique instances of the same on-line game, wherein the unique instances of the on-line game are synchronized; and a winning module configured to determine a winner of the multi-user gaming competition is determined by comparison of a result of the unique instance of the on-line game played by the initial user and a result of the one or more additional unique instances of the on-line game played by the one or more additional users.
According to some embodiments of the invention, the system further includes: a synchronized aspect of the one or more additional unique instanced of the on-line game played by the one or more additional users, the synchronized aspect synchronized with one or more randomized aspects the unique instance of the initial user's on-line game.
According to some embodiments of the invention, the one or more unique instances of the one or more additional unique instances of the on-line game of the one or more additional users is played simultaneously with the unique instance of the initial user's on-line game.
According to some embodiments of the invention, the system further includes: a memory storing the result of the unique instance of the on-line game played by the initial user and wherein the winning module compares the result of the one or more unique instances of the one or more additional unique instances of the on-line game of the one or more additional users is played subsequently to the unique instance of the initial user's on-line game with the result stored in the memory.
According to an aspect of some embodiments of the invention, there is provided a system for a multi-user gaming competition utilizing single-user on-line games, including: a webserver hosting a multi-user gaming competition; a first computing device used by an initial user connected to the webserver to play a first unique instance of an on-line single user game; a second computing device used by a second user connected to the webserver to play a second unique instance of an on-line single user game; a winners module configured for determining a winner of the multi-user gaming competition by comparison of a result of the first unique instance of the on-line game played by the initial user and a result of the second unique instance of the on-line game played by the second user.
According to some embodiments of the invention, the webserver is configured to synchronize a randomized aspect of first unique instanced of the on-line game with a randomized aspect of the second unique instance of the on-line game.
According to some embodiments of the invention, the webserver is configured to synchronize the second unique instance of the on-line game simultaneously with the first unique instance of the on-line game.
According to some embodiments of the invention, the system further includes: a memory storing the result of the unique instance of the on-line game played by the initial user and wherein the winning module compares the result of the one or more additional unique instances of the same on-line game by the one or more additional users with the result stored in the memory.
According to some embodiments of the invention, the webserver is configured to facilitate a wager between the initial user and second user electronically on the outcome of the competition.
According to some embodiments of the invention, the webserver is configured to facilitate a wager placed a third party on the outcome of the competition.
According to an aspect of some embodiments of the invention, there is provided a method for converting a single player game to a multiplayer game including: modifying code of the single player game to run under a multiplayer user interface the modifying including adding unity game objects to the code for sharing information and control of the game with the multiplayer UI; and; synchronizing random seeds of multiple unique instances of the game.
According to some embodiments of the invention, the multiplayer UI opens a widow on a local machine and gives control of the window to the modified single player game for a local instance of the game. According to some embodiments of the invention, the multiplayer UI opens a second window on the local machine displaying screen shots of a second instance of the game played by a second player.
According to some embodiments of the invention, the modifying a performed automatically.
According to some embodiments of the invention, a game site is modified automatically to facilitate players selecting and playing the multiplayer game.
According to some embodiments of the invention, the game site offers a player the option to practice the multiplayer game in a single player mode.
According to some embodiments of the invention, the multiplayer UI facilitates playing the multiplayer game for real money.
According to some embodiments of the invention, the multiplayer UI runs on a server.
According to some embodiments of the invention, the server is accessed by local machines of different players over a network.
According to some embodiments of the invention, the multiplayer UI facilitates communication between players.
DESCRIPTION OF THE DRAWINGS
Some embodiments of the invention are herein described, by way of example only, with reference to the accompanying drawings. With specific reference now to the drawings in detail, it is stressed that the particulars shown are by way of example and for purposes of illustrative discussion of embodiments of the invention. In this regard, the description taken with the drawings makes apparent to those skilled in the art how embodiments of the invention may be practiced.
FIG. l is a schematic view of a system in accordance with an embodiment of the current invention.
FIG. 2 is a schematic view of a system in accordance with an embodiment of the current invention.
FIGS. 3 A and 3B are schematic views of a system in accordance with an embodiment of the current invention. FIG. 4 is a flow chart of a method of the gaming process in accordance with an embodiment of the current invention.
FIG. 5 is a flow chart of a method of the gaming process in accordance with an embodiment of the current invention.
Fig. 6 is a flow chart of a method of the gaming process in accordance with an embodiment of the current invention.
FIG. 7 is a block diagram of the gaming system in accordance with an embodiment of the current invention.
FIG. 8 is a block diagram of the gaming system in accordance with an embodiment of the current invention.
FIG. 9 is a flow chart illustration of a method of converting a one player game to a multiplayer game in accordance with an embodiment of the current invention.
DESCRIPTION OF SPECIFIC EMBODIMENTS OF THE INVENTION
Unless otherwise defined, all technical and/or scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which the invention pertains. Although methods and materials similar or equivalent to those described herein can be used in the practice or testing of embodiments of the invention, exemplary methods and/or materials are described below. In case of conflict, the patent specification, including definitions, will control. In addition, the materials, methods, and examples are illustrative only and are not intended to be necessarily limiting. Overview
The present invention in some embodiments thereof relates to multi-user gaming competition utilizing single-user on-line games and, more particularly, but not exclusively, to multi-user gaming competition utilizing single-user on-line games for wagering, e.g., video on-line games, puzzle on-line games, logic on-line games, skill on-line games, etc.
An aspect of some embodiments of the current invention relates to a technique which facilitates multi-user gaming competition utilizing single-user on-line games. In some embodiments, the system may create the multi-user on-line game without rewriting the on-line game code. Optionally, two or more instances of the single user on-line game may be played by two or more users. Advantageously, a single player on-line game may be converted into a multiplayer without rewriting code. According to some embodiments, an on-line game developer may develop a single payer on-line game which may be played by a single user and/or multiple users immediately, thereby reducing expenses and getting revenue faster. Optionally, this may allow a gaming platform to frequently offer more new online games and increase the popularity and/or revenue generated by the platform.
According to some embodiments, two or more instances of the same on-line game may run in a synchronized fashion. For example, they may start simultaneously and/or when one user reaches the end of a stage of the on-line game they may wait for the other user, and they may then start the next stage together. Optionally, each user may have an option to see the progress and/or comparative progress of the other user in the on-line game. For example, there may be an electronic scoreboard displaying the other users scores and/or comparting scores between users. For example, a screen image from the on-line game of one user may be presented to the second user (e.g., as an image and/or copy of pixels from the screen of the one user on his screen of the second user). Other issues in the on-line game may also be synchronized. For example, random aspects of the on-line game may be synchronized (e.g., the same challenges and/or geometries may be presented at similar elapsed times and/or similar stages of the online game to both players).
According to some embodiments, a user may issue an electronic challenge to one or more additional users. Optionally, the one or more additional users may accept and/or reject the electronic challenge. Optionally, the one or more additional users may accept the electronic challenge in real time, e.g., such that the users compete in real time. Optionally, the one or more additional users may accept the electronic challenge, and the users may compete in the same on-line game simultaneously and/or sequentially (e.g., one after the other, in teams, as relays, etc.). Optionally, the one or more additional users may accept the electronic challenge at a later time. Optionally, the one or more additional users may play the same on-line game against a recording and/or final score of the user issuing the challenge. Optionally, a user may play the on-line game multiple times, each of which may be reordered (e.g., the entire on-line game, final score, scores for each level and/or parts thereof). Optionally, a user may select their best recorded performance in the on-line game with which to issue an electronic challenge. According to some embodiments, an electronic challenge may be issued by a first user and/or by a second user. Optionally, the electronic challenge may be a general challenge to anyone wishing to compete. Optionally, the electronic challenge may be issued to a specific user. Optionally, a user may see an electronic scoreboard and challenge another user based on their score, ranking in the on-line game, user name, etc.). Optionally, the electronic challenge may be issued to a friend and/or group of friends. Optionally, multiple users may accept the same challenge. Optionally, multiple users may compete against each other e.g., individually and/or in teams, on the same on-line game.
According to some embodiments, all instances of the on-line games may run simultaneously and/or nearly simultaneously. Alternatively, and/or additionally, a user may record an instance of on-line game and offer it as a challenge opponent. For example, another user may “accept” the challenge at a in real time or at a later time, play the on-line game on their own computing device as if they are playing against the recorded on-line game in real time. For example, an electronic scoreboard may show how a second user is fairing against the original user at the same or similar elapsed time.
According to some embodiments, multiple players may play multiple instances of the same on-line game on multiple different computing devices. Optionally, the computing device may be a smartphone, smartwatch, tablet, laptop, desktop computer, VR, dedicated gambling machine, etc.
According to some embodiments, the instances of the same on-line game (when the on-line games are played simultaneously and/or in the challenge) may have synchronized aspects and/or independent aspects. For example, when the on-line game electronic requests and/or requires a randomized seed, the same seed values may be used for both players. According to some embodiments, the two, or more instances of the on-line games may run on different computing device. Optionally, the computing device may be connected via the internet to the gaming site web server. Optionally, each player may play an independent instance of the same on-line game. Optionally, each player may play the same instance of the same on-line game.
According to some embodiments, a winner of an electronic multi-user gaming competition may be determined by comparison of a result of the unique instance of the on-line game played by the initial user and a result of the one or more additional unique instances of the on-line game played by the one or more additional users. In some embodiments, a result may include various factors, for example, a game score, a time that a game continued, a level reached, a time that a game character survived and/or any combination thereof. Any and/or all of the factors used to compute the winner and/or a composite score based on the factors. Optionally the initiating user and/or the other users may have complete and/or partial control over what factors are considered in deciding a winner and/or how factors are weighed.
According to some embodiments, the platform may provide an electronic score board and/or ranking of the users. Optionally, a user may challenge any other user on the platform. Optionally, a user may challenge any other user with a similar rank on the platform. Optionally, a user may challenge any other user of the platform within a predefined level of skill, e.g., to encourage competition, prevent new players from being taken advantage of, to challenge users to play more often to increase their skills and/or better their rankings. Optionally, a user may view one or more recordings of an on-line game by another user on the platform, optionally for a fee. Optionally, a user may pay a platform to record an instance of an on-line game in which they participate. Optionally, each user may select which on-line games to record and/or which recordings may be viewable by a challenger, by friends and/or by third parties, e.g., to facilitate wagering and/or to evaluate the skills of the participants and/or to advertise the on-line game and/or challenger.
According to some embodiments, a server may facilitate betting and/or wagering and/or collecting money and/or distributing money wagered on the on-line games. Optionally, the on-line game may be hosted on a centralized platform on one or more severs. Optionally, the platform may facilitate hosting of the on-line game. Optionally, the platform may facilitate recording of the game play and/or final score. Optionally, the platform may facilitate issuing of and/or responding to an electronic challenge. Optionally, the platform may facilitate acceptance of an electronic challenge.
According to some embodiments, a user may challenge additional users to beat their score, and/or to play against them. Optionally, the user may incentivize the challenge by offering a wager. Optionally, the wager may be made in real time. Optionally, the wager may be a standing bet to "beat" a recorded performance. Optionally, the wager may be offered by the user and/or by the challenger and/or by the platform. Optionally, the amount of the wager may be standardized. Optionally, the amount of the wager may be negotiated between the users.
According to some embodiments, the platform may facilitate wagering on an on-line game by one or more users, and/or a challenger, and/or one or more third parties. Optionally, third parties may observe the on-line game as spectators and/or may place wagers on the outcome of the competition in real time and/or prior to the start of each challenge and/or while one or more users is engaged (playing) the on-line game. Optionally, third parties may be one or more team mates of one or more participating users. Optionally, the platform may facilitate judging of the competition and/or collection of wagers. Optionally, the platform may facilitate transparency and/or "honesty" of the on-line games and/or wagers. Optionally, the platform may facilitate collection of the wagers and/or payment of winnings. Optionally, the platform may take a commission of the wagers and/or winnings.
In some embodiments, the synchronization of on-line games may be adjusted in accordance with availability of a resource, for example, memory in a device, bandwidth on a network, cost of network bandwidth, screen resolution etc. For example, when there is a problem with network bandwidth, the system may send less data (e.g., lower resolution images, fewer (less frequent) updates, adjusting a cache size, etc.).
Specific Embodiments
Some embodiments of the invention are herein described, by way of example only, with reference to the accompanying drawings. With specific reference now to the drawings in detail, it is stressed that the particulars shown are by way of example and for purposes of illustrative discussion of embodiments of the invention. In this regard, the description taken with the drawings makes apparent to those skilled in the art how embodiments of the invention may be practiced.
Before explaining at least one embodiment of the invention in detail, it is to be understood that the invention is not necessarily limited in its application to the details of construction and the arrangement of the components and/or methods set forth in the following description and/or illustrated in the drawings and/or the Examples. The invention is capable of other embodiments or of being practiced or carried out in various ways.
FIG. 1 is a schematic view of a system in accordance with an embodiment of the current invention. In some embodiments, in system 100 gaming devices of multiple users are connected to a webserver 102 of a gaming site, for example via the internet 104. A first user may connect to the gaming site from a first computing device 106. A second user may connect to the gaming site from a second computing device 108. Optionally, the computing device may be a smartphone, smartwatch, tablet, laptop, desktop computer, VR, dedicated gambling machine, etc.
According to some embodiments, each user plays an instance of an on-line game on their device. Optionally the server may synchronize instances of the on-line game, for example by setting simultaneous starting times for on-line games and/or portions thereon, for example by matching random portions of the on-line game, for example by displaying progress of an on-line game of one user on a device of another user. Additionally, and/or alternatively, the server and/or another server may facilitate wagering between users and/or third parties.
FIG. 2 is a schematic view of a system in accordance with an embodiment of the current invention. In some embodiments the user’s on-line game (e.g., Player 1) is displayed in one window 208 of their device 202, and his opponent’s on-line game (e.g., Player 2) may be displayed in a second window 206 to the same user. Optionally, the window may be a split screen, smaller window and/or series of smaller windows. For example, the second window may include an image of the screen of Player 2 and/or of part of the screen. For example, the image may include the playing field from the screen of Player 2 and/or the on-line game clock and/or score board, and/or images of technical values from Player 2’s screen such as ping values and/or the name of Player 2 and/or an image of Player 2, etc. The windows may or may not be the same size and/or the details may not be the same. Optionally, there may be a shared electronic scoreboard 204 and/or status bar to indicate and/or compare the progress of the competitors. Optionally, the electronic scoreboard may display points, and/or time remaining, and/or any other information relevant to the competition. Optionally, the randomized aspects of the on-line game may be synchronized. For example, when the on-line games electronic request a random seed value, they may be given the same value. For example, in a Tetris on-line game this may ensure that both players face the same challenges, are presented the same cubes in the same order, etc. Alternatively, and/or additionally, the two on-line games may not be exactly simultaneous due to latency and/or hardware differences and the like. In some cases, the system will make allowance and/or equalize play on different devices. For example, the system may slow a fast device (for example by slowing the motherboard clock) to make it perform like a slower device of another user. In some embodiments, the system may allow a user to offer and/or accept a handicap to give more equal play to differently skilled players and/or players with different equipment.
FIGS. 3A and 3B are schematic views of a system in accordance with an embodiment of the current invention. In some embodiments, the initial user can play the on-line game alone and/or record the on-line game and/or can issue a challenge and/or wager at a first time 313. Optionally, at a later time 315 another user can accept the challenge and may play another instance of on-line game against the recorded online game. Optionally, the challenger may see the results of the first player’s on-line game. For example, the recorded on-line game of the first user may be displayed in a separate window and/or synchronized window (e.g., the two windows may be synchronized according to elapsed time in the on-line game and/or stages of the on-line game as the second player plays his challenge instance). Optionally, the window may be a split screen, smaller window and/or series of smaller windows. For example, the recorded on-line game of the first user may be displayed in a separate window and/or synchronized window as the second player plays his challenge instance. For example, a score board and/or comparative information bar may show the score of the current on-line game along with a synchronized score of the original on-line game. Optionally, the player who outperforms the other wins the wager. In some cases, more than two players can play against each other and/or teams of players may compete . In such cases, one and/or multiple windows may be opened on a device. The device may show the situation for multiple players in one or more windows. For example, the system may show individual and/or team statuses and/or scores and/or on-line game screens.
For example, at a first time (e.g., Fig 3A) a Player 1 device 304 may record an on-line game and/or status and/or score for a Player l's on-line game for the challenge 306. Optionally, display may include a score board 302 and/or status bar for the challenge on-line game. At a second time (e.g., 3B), a second user may accept the challenge and play an on-line game challenging the first user issuing the challenge. Optionally, the Player 2 display 308 may display only their on-line game, both on-line games, and/or a score board 312 and/or status bar for both on-line games on the Player 2 device 310.
FIG. 4 is a flow chart of a method of the gaming process in accordance with an embodiment of the current invention. For example, in method 400, the initial user (“Player 1”) connects 402 to the gaming site. Optionally, Player 1 issues 404 an electronic request for a competition for a certain on-line game on the gaming site, and optionally offers a wager. Optionally, another user (“Player 2”) connects 406 to the gaming site and agrees 408 to the competition and/or wager offered by Player 1. Optionally, each user simultaneously begins to play 410 a unique instance of the online game. Optionally, each user can see the on-line game being played by the competitor. For example, an image of all or part of the other player’s screen is displayed on his screen. Optionally, there is an electronic scoreboard or status bar indicating points, and/or time remaining, and/or any other information relevant to the competition may be displayed. Optionally, third parties may wager on the outcome of the competition. Optionally, a winner is determined 412. Optionally, a winner is determined by comparing the results of a first user's on-line game with the results of the competitor. Optionally, the winner’s account is credited with the amount of the wager, after the optional deduction of a percentage taken by the hosting site. Optionally, the winner may receive a portion of the wagers placed by third parties. Optionally, the amount taken by the hosting site will be a percentage of the wager/s, for example 1% of the wager.
FIG. 5 is a flow chart of a method of the gaming process in accordance with an embodiment of the current invention. For example, in method 500, the initial user (“Player 1”) connects 502 to the gaming site. Optionally, Player 1 issues 504 a challenge and/or wager for a certain on-line game on the gaming site . Optionally, Player 1 begins to play 506 a unique instance of the on-line game, and/or completes the online game, and/or records the on-line game. Optionally, another user (“Player 2”) connects 508 to the gaming site and, some time after Player 1 has completed his on-line game, Player 2 agrees 510 to the challenge and/or wager offered by Player 1. Optionally, Player 2 begins to play 512 a unique instance of the on-line game. Optionally, Player 2 can see the on-line game that was already played by Player 1 competitor displayed simultaneously on his device. For example, screen images of the on-line game that was already played may be displayed. For example, the on-line games may be synchronized. For example, the levels of the recorded on-line game may be displayed simultaneous to the levels of the currently on-line game. Optionally, random seeds and/or or other shared and/or the optional and/or random components of the two on-line games may be the same. Optionally, the recording Player l’s on-line game is compared 414 to Player 2’s instance of the on-line game (i.e., by a winner module of the system), e.g., by synchronization and/or by score, etc. Optionally, there is an electronic scoreboard or status bar indicating points, and/or time remaining, and/or any other information relevant to the competition. Optionally, the electronic scoreboard can display information as the on-line game of Player 1 progresses, and/or can display the final results of Player l’s on-line game. Optionally, a winner is determined 516 by comparing the results of Player l’s on-line game with the results of Player 2's on-line game. Optionally, the winner’s account is credited with the amount of the wager, after the optional deduction of a percentage taken by the hosting site. Optionally, the winner may receive a portion of the wagers placed by third parties. Optionally, the amount taken by the hosting site will be a percentage of the wager/s, for example 1% of the wager.
Fig. 6 is a flow chart of a method of the gaming process in accordance with an embodiment of the current invention. For example, method 600 for an electronic multiuser gaming competition utilizing single-user on-line games, the initial user (“Player 1”) issues 602 an electronic request for a competition in a specific on-line game. Optionally, another user (“Player 2”) agrees 604 to the electronic request offered by Player 1. Optionally, Player 1 plays 606 a unique instance of the on-line game. Optionally, Player 2 on-line game settings mirror 608 Player 1 on-line game settings. For example, data from a device of player 1 may be send to a server. Optionally, Player 2 plays 610 a unique instance of the on-line game. Optionally, the status of on-line game of Player 1 displayed 612 synchronized to the on-line game of Player 2. Determining 614 a winner of the electronic multi-user gaming competition by comparison of a results of Player l’s on-line game and Player 2's on-line game. Fig. 7 is a block diagram of a multi-user gaming competition utilizing single- user on-line games in accordance with an embodiment of the current invention. For example, in system 700, the on-line game 702 of a second user (“Player 2”) is synchronized with the status of an on-line game 704 of an initial user (“Player 1”). Optionally, the randomized aspects of the on-line game may be synchronized. For example, when the on-line games electronic request a random seed value, they may be given the same value. For example, in an on-line game this may ensure that both players face the same challenges, are presented the same challenges in the same order, and/or at similar elapsed times and/or similar stages of the on-line game to both players), etc. Alternatively, and/or additionally, the two on-line games may not be exactly simultaneous due to latency and/or hardware differences and the like. A winner of the electronic multi-user gaming competition is determined by comparing the results of the individual synchronized Player 1 and Player 2 games.
FIG. 8 is a block diagram of the gaming system in accordance with an embodiment of the current invention. In some embodiments, in system 800 gaming devices 808, 809 of multiple users are connected to a webserver 802 of a gaming site, for example via the network 804. A first user (e.g., an initiating user, Player 1) may connect to the gaming site from a first computing device 808. A second user (e.g., Player 2) may connect to the gaming site from a second computing device 809. For example, Player 2 may accept a challenge from Player 1. Optionally, Player 1 and/or Player 2 may offer and/or accept a wager and/or pay and/or receive money and/or other benefits. Optionally, the computing device 808, 809 may include smartphone, smartwatch, tablet, laptop, desktop computer, VR, dedicated gambling machine, etc.
Each device 808, 809 and/or server 802 may include a processor and/or an input/output device (e.g., a keyboard, a mouse, a joystick, a touch screen, a display screen, a speaker, a microphone, a scanner, a printer, biometric sensors etc.). Each device optionally includes a communication module (e.g., hardware and software for transferring data over the network 804), and/or computer accessible memory. For example, there may be a module for identifying a user. The system may include software and/or hardware (input output devices, biometric sensors etc.) for secure financial transactions (for example making wagers and paying the wagers with a credit card etc.) Each device 808, 809 and/or the server 802 may include gaming software. According to some embodiments, each user plays an instance of an on-line game on his device 809, 808. Optionally the server 802 may synchronize instances of the online game, for example by setting simultaneous starting times for on-line games and/or portions thereon, for example by matching random portions of the on-line game, for example by displaying progress of an on-line game of one user on a device of another user. Additionally, and/or alternatively, the server and/or another server may facilitate wagering between users and/or third parties. For example, a server may include authorized connections to collect and payout payments (for example via bank and/or paying applications (e.g., PayPal, Google pay) and/or credit cards etc.)
In some embodiments an on-line game is displayed in one window of a first user’s device 808, and data on his opponent’s on-line game (e.g., Player 2) may be displayed in a second window on his device 808. Optionally, the window may be a split screen, smaller window and/or series of smaller windows. For example, the second window may include an image of the screen of device 809 of Player 2 and/or of part of the screen and/or a score. For example, the image may include the playing field from the screen of the device 808 of Player 2 and/or the on-line game clock and/or score board, and/or images of technical values from Player 2’s device 808 such as ping values and/or the name of Player 2 and/or an image of Player 2, etc . The windows may or may not be the same size and/or the details may not be the same. Optionally, there may be a shared electronic scoreboard and/or status bar to indicate and/or compare the progress of the competitors that appear on both devices 808, 809. Optionally, the electronic scoreboard may display points, and/or time remaining, and/or any other information relevant to the competition. Optionally, the randomized aspects of the on-line game may be synchronized. For example, server 802 may be configured to generate and/or receive (e.g., a value generated by device 808 may be received over the network 804) a seed value. Optionally the server 802 may send to device 808 and/or 809. Optionally, devices 808 and/or 809 may be configured to generate seed values and/or receive seed values and/or integrate the seed values into the on-line game. For example, the seed is used by the used by a game when the on-line games electronic request a random seed value, they may be given the same value. For example, in a Tetris on-line game this may ensure that both players face the same challenges, are presented the same cubes in the same order, etc. Alternatively, and/or additionally, the two on-line games may not be exactly simultaneous due to latency and/or hardware differences between devices 808 and/or 809. For example, devices 808 and/or 809 may include software to collect parameters on performance and transfer those parameters to server 802. Optionally, server 802 includes software to figure a change in settings of devices 808 and/or 809 to equalize performance and/or achieve a desired performance. Device 808 and/or 809 may be configured to receive and/or enact changes on performance in response to request from server 802. In some cases, the system will make allowance and/or equalize play on different devices 808, 809. For example, the system may slow a fast device 808 (for example by slowing the motherboard clock) to make it perform like a slower device
808 of another user. In some embodiments, the server 802 may allow a user to offer and/or accept a handicap to give more equal play to differently skilled players and/or players with different equipment and/or device 809 and/or 808 may be configured to receive handicap parameters from server 802 and/or enact them. Optionally, a winner module (for example software) may reside in one or more of server 802 and/or device
809 and/or device 808. For example, the winner module may decide a winner of a game between player 1 and/or make appropriate financial transactions based on wagers etc.
In some embodiments, the initial user can play the on-line game alone (e.g., on his device 808) and/or record the on-line game (for example, device 808 may be configured with a memory to store results and/or details of the game for example including scores, times, score over time, times of other actions, seed values, screen shots) and/or can issue a challenge and/or wager at a first time. Optionally, the server 802 is configured to store the data of the on-line game and/or a challenge and/or a wager. Optionally, at a later time another user can receive notification of the challenge from the server 802 and/or browse the server 802 (e.g., the server may be configured to send challenges to players who made be interested and/or players specified by the initial user). Optionally, Player 2 accepts the challenge. In some embodiments, in response to Player 2 accepting the challenge, the server 802 sends data and/or code for the game to device 809 of Player 2. Player 2 may now play another instance of on-line game with the settings sent the server 802 (for example, according to the challenge of Player 1). For example, device 809 will show a synchronized recorded on-line game and/or score while Player 2 plays an independent incidence of the game on device 809 based on the settings of the challenge (e.g., device 809 is configured to run the game in accordance with the parameters, seeds etc. sent by the server 802). Optionally, the challenger may see the results of the first player’s on-line game. For example, the recorded on-line game of the first user may be displayed in a separate window and/or synchronized window (e.g., the two windows may be synchronized according to elapsed time in the on-line game and/or stages of the on-line game as the second player plays his challenge instance). Optionally, the window may be a split screen, smaller window and/or series of smaller windows. For example, the recorded on-line game of the first user may be displayed in a separate window and/or synchronized window as the second player plays his challenge instance. For example, a score board and/or comparative information bar may show the score of the current on-line game along with a synchronized score of the original on-line game . Optionally, the player who outperforms the other wins the wager. In some cases, more than two players can play against each other and/or teams of players may compete. In such cases, one and/or multiple windows may be opened on a device. The device may show the situation for multiple players in one or more windows. For example, the system may show individual and/or team statuses and/or scores and/or on-line game screens.
For example, at a first time Player 1 may record an on-line game on device 808 and/or status and/or score. The data may be sent to device 809 of Player 1 as an on-line game for the challenge 306. Optionally, display may include a score board 302 and/or status bar for the challenge on-line game. At a second time (e.g., 3B), a second user may accept the challenge and play an on-line game challenging the first user issuing the challenge. Optionally, device 809 is configured to display only their on-line game, both on-line games, and/or a score board and/or status bar for both on-line games of the Player 1 and Player 2.
FIG. 9 is a flow chart illustration of a method 1000 of converting a one player game to a multiplayer game in accordance with an embodiment of the current invention. In some embodiments, a system automatically and/or semiautomatically receives as input a single player source code for a single player game and converts it to a multiplayer game. The conversion may be made using scripts. For example, there may be for code injection and unity components injection. For example, a system that may be used to perform these functions includes Unity3D game engine (available from Unity Technologies 405 Comal Street, Suite 600, Austin, TX 78702, United States). In some embodiments, conversion of a game includes disabling 1002 unwanted user interface (UI) in the one-person game (e.g., score output, images, etc.). Optionally, the system adds 1004 UI elements of the multiplayer game. For example, the added elements may replace the removed elements (e.g., displaying a score) and/or new elements may be added (for example, a user identification and/or image may be added to a status window of each game). Elements that may be added include, for example, a time countdown, a ping, a routine to measure and/or control a frames per second (FPS) of one or more displays, etc.). Elements may be added to send notifications and/or information to a multiplayer player game server and/or shared UI elements that may be exported and/or displayed by the multiplayer player game server to one or more of the players local machines.
In some parts the UI includes commands to split the screen of a user into two parts. For example, the first part will be used for the local player game which will be run by the modified software of the one player game (e.g., the single player game will control the window according to the original software of the original one player game with optional minor changes such as messages and/or scoreboards and/or textual output going through a multiplayer UI. For example, the second part may host frames (pixels) of the opponent user (e.g., showing action in his game and/or showing his score etc.). Other screen elements may include data from a multiplayer player UI (for example, scores, left over times, status information of one or more of the multiple players). The multi-player UI may include an overarching program that receives data and sends control commands to the modified single player games. Optionally, the screen size and UI elements will be set separately for each player according to the platform (mobile, PC). For example, this may be done by the multiplayer interface.
In some embodiments, converting a one-player game to a two-player game includes synchronizing 1006 game elements between players. For example, calls for seeds (e.g., random numbers for random game elements) may be synchronized between users. Optionally, synchronizing will create a fair game and to allow the similar challenges and/or chances for winning for multiple players.
In some embodiments, converting a game will include adding unity game objects 1010 to the single player game. For example, the unity game objects may include code that handles the communication between users and/or between the local user and the multiplayer UI. For example, the multiplayer UI may run on one or more of the local machines and/or on a separate server. Some of the possible actions of the unity game objects may include:
Send game frames (pixels) from a local game to a server and/or multiplayer UI e.g., allowing a second player to monitor action of a first user;
Send score to a server and/or the multiplayer UI e.g., to update a second player about a score of a first player;
Authenticate game information to the server and/or the multiplayer UI;
Fetch metadata from the server and/or the multiplayer UI (e.g., user image, user name etc.);
Support abort operation for a user wishing to withdraw from the multiplayer game;
Add bookmarks and send notifications to a multiplayer IU about states, statuses; reaching breaks, changing levels, score updates and/or progress of a game for example to facilitate synchronization between games of multiple players;
Code to send pixels and/or screen shots to a multiplayer UI;
Support communication between players e.g., Video / voice chat between opponents; and
Document and/or enforce Compliance by players with the game
In some embodiments, once a single player game has been modified (e.g., resulting in modified code) the system will compile the game code. The compiled game is optionally and/or automatically added records to a data base with the game info (e.g., to update users on available games and/or facilitate selecting and/or playing each game). For example, the game may be made available automatically by updating a gaming site (e.g., a website) for example making the game available publicly on the web site.
In some embodiments, a server and/or a multiplayer UI will upload data to a third party and/or secure web server (e.g., identification data, financial data, financial transactions, scores, etc.) (e.g., to Amazon Web Services (AWS)).
In some embodiments, a server and/or a multiplayer UI will control the build or version of a game (for example, versions of the modified one player software may be compiled for and/or deployed to different machines and/or with different compression ratios)
In some embodiments, a server and/or a multiplayer UI will facilitate playing a game for real money and enjoy other features of the multiplayer UI that are not related to the particular single player game. In some embodiments, a server and/or a multiplayer UI will track and/or store history of games and/or players. For example, a server and/or a multiplayer UI may facilitate viewing playback and/or screen shots of past played games and/or simulated games.
In some embodiments, a server and/or a multiplayer UI will facilitate playing a game for real money with real opponents (different buy-in with a quantity of bets and/or currency and different room size / number of opponents either locally and/or remotely).
In some embodiments, a server and/or a multiplayer UI will facilitate a player play a demo game and/or a single user game e.g., for practice.
It is expected that during the life of a patent maturing from this application many relevant technologies will be developed and the scope of the terms are intended to include all such new technologies a priori.
As used herein the term “about” refers to ±10 %
The terms "comprises", "comprising", "includes", "including", “having” and their conjugates mean "including but not limited to".
The term “consisting of’ means “including and limited to”.
The term "consisting essentially of' means that the composition, method or structure may include additional ingredients, steps and/or parts, but only if the additional ingredients, steps and/or parts do not materially alter the basic and novel characteristics of the claimed composition, method or structure.
As used herein, the singular form "a", "an" and "the" include plural references unless the context clearly dictates otherwise. For example, the term "a compound" or "at least one compound" may include a plurality of compounds, including mixtures thereof.
Throughout this application, various embodiments of this invention may be presented in a range format. It should be understood that the description in range format is merely for convenience and brevity and should not be construed as an inflexible limitation on the scope of the invention. Accordingly, the description of a range should be considered to have specifically disclosed all the possible subranges as well as individual numerical values within that range. For example, description of a range such as from 1 to 6 should be considered to have specifically disclosed subranges such as from 1 to 3, from 1 to 4, from 1 to 5, from 2 to 4, from 2 to 6, from 3 to 6 etc., as well as individual numbers within that range, for example, 1, 2, 3, 4, 5, and 6. This applies regardless of the breadth of the range.
Whenever a numerical range is indicated herein, it is meant to include any cited numeral (fractional or integral) within the indicated range. The phrases “ranging/ranges between” a first indicate number and a second indicate number and “ranging/ranges from” a first indicate number “to” a second indicate number are used herein interchangeably and are meant to include the first and second indicated numbers and all the fractional and integral numerals therebetween.
It is appreciated that certain features of the invention, which are, for clarity, described in the context of separate embodiments, may also be provided in combination in a single embodiment. Conversely, various features of the invention, which are, for brevity, described in the context of a single embodiment, may also be provided separately or in any suitable sub-combination or as suitable in any other described embodiment of the invention. Certain features described in the context of various embodiments are not to be considered essential features of those embodiments, unless the embodiment is inoperative without those elements.
As will be appreciated by one skilled in the art, some embodiments of the present invention may be embodied as a system, method or computer program product. Accordingly, some embodiments of the present invention may take the form of an entirely hardware embodiment, an entirely software embodiment (including firmware, resident software, micro-code, etc.) or an embodiment combining software and hardware aspects that may all generally be referred to herein as a “circuit,” “module” or “system.” Furthermore, some embodiments of the present invention may take the form of a computer program product embodied in one or more computer readable medium(s) having computer readable program code embodied thereon. Implementation of the method and/or system of some embodiments of the invention can involve performing and/or completing selected tasks manually, automatically, or a combination thereof. Moreover, according to actual instrumentation and equipment of some embodiments of the method and/or system of the invention, several selected tasks could be implemented by hardware, by software or by firmware and/or by a combination thereof, e.g., using an operating system.
For example, hardware for performing selected tasks according to some embodiments of the invention could be implemented as a chip or a circuit. As software, selected tasks according to some embodiments of the invention could be implemented as a plurality of software instructions being executed by a computer using any suitable operating system. In an exemplary embodiment of the invention, one or more tasks according to some exemplary embodiments of method and/or system as described herein are performed by a data processor, such as a computing platform for executing a plurality of instructions. Optionally, the data processor includes a volatile memory for storing instructions and/or data and/or a non-volatile storage, for example, a magnetic hard-disk and/or removable media, for storing instructions and/or data. Optionally, a network connection is provided as well. A display and/or a user input device such as a keyboard or mouse are optionally provided as well.
Any combination of one or more computer readable medium(s) may be utilized for some embodiments of the invention. The computer readable medium may be a computer readable signal medium or a computer readable storage medium. A computer readable storage medium may be, for example, but not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any suitable combination of the foregoing. More specific examples (a non- exhaustive list) of the computer readable storage medium would include the following: an electrical connection having one or more wires, a portable computer diskette, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or Flash memory), an optical fiber, a portable compact disc read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing. In the context of this document, a computer readable storage medium may be any tangible medium that can contain or store a program for use by or in connection with an instruction execution system, apparatus, or device. A computer readable signal medium may include a propagated data signal with computer readable program code embodied therein, for example, in baseband or as part of a carrier wave. Such a propagated signal may take any of a variety of forms, including, but not limited to, electro-magnetic, optical, or any suitable combination thereof. A computer readable signal medium may be any computer readable medium that is not a computer readable storage medium and that can communicate, propagate, or transport a program for use by or in connection with an instruction execution system, apparatus, or device.
Program code embodied on a computer readable medium and/or data used thereby may be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF, etc., or any suitable combination of the foregoing.
Computer program code for carrying out operations for some embodiments of the present invention may be written in any combination of one or more programming languages, including an object oriented programming language such as Java, Smalltalk, C++ or the like and conventional procedural programming languages, such as the "C" programming language or similar programming languages. The program code may execute entirely on the user's computer, partly on the user's computer, as a stand-alone software package, partly on the user's computer and partly on a remote computer or entirely on the remote computer or server. In the latter scenario, the remote computer may be connected to the user's computer through any type of network, including a local area network (LAN) and/or a mesh network (meshnet, emesh) and/or a wide area network (WAN), or the connection may be made to an external computer (for example, through the Internet using an Internet Service Provider).
Some embodiments of the present invention may be described below with reference to flowchart illustrations and/or block diagrams of methods, apparatus (systems) and computer program products according to embodiments of the invention. It will be understood that each block of the flowchart illustrations and/or block diagrams, and combinations of blocks in the flowchart illustrations and/or block diagrams, can be implemented by computer program instructions. These computer program instructions may be provided to a processor of a general purpose computer, special purpose computer, or other programmable data processing apparatus to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing apparatus, create means for implementing the functions/acts specified in the flowchart and/or block diagram block or blocks.
These computer program instructions may also be stored in a computer readable medium that can direct a computer, other programmable data processing apparatus, or other devices to function in a particular manner, such that the instructions stored in the computer readable medium produce an article of manufacture including instructions which implement the function/act specified in the flowchart and/or block diagram block or blocks.
The computer program instructions may also be loaded onto a computer, other programmable data processing apparatus, or other devices to cause a series of operational steps to be performed on the computer, other programmable apparatus or other devices to produce a computer implemented process such that the instructions which execute on the computer or other programmable apparatus provide processes for implementing the functions/acts specified in the flowchart and/or block diagram block or blocks.
Some of the methods described herein are generally designed only for use by a computer, and may not be feasible or practical for performing purely manually, by a human expert. A human expert who wanted to manually perform similar tasks might be expected to use completely different methods, e.g., making use of expert knowledge and/or the pattern recognition capabilities of the human brain, which would be vastly more efficient than manually going through the steps of the methods described herein.
Data and/or program code may be accessed and/or shared over a network, for example the Internet. For example, data may be shared and/or accessed using a social network. A processor may include remote processing capabilities for example available over a network (e.g., the Internet). For example, resources may be accessed via cloud computing. The term “cloud computing” refers to the use of computational resources that are available remotely over a public network, such as the internet, and that may be provided for example at a low cost and/or on an hourly basis. Any virtual or physical computer that is in electronic communication with such a public network could potentially be available as a computational resource. To provide computational resources via the cloud network on a secure basis, computers that access the cloud network may employ standard security encryption protocols such as SSL and PGP, which are well known in the industry.
All publications, patents and patent applications mentioned in this specification are herein incorporated in their entirety by reference into the specification, to the same extent as if each individual publication, patent or patent application was specifically and individually indicated to be incorporated herein by reference. In addition, citation or identification of any reference in this application shall not be construed as an admission that such reference is available as prior art to the present invention. To the extent that section headings are used, they should not be construed as necessarily limiting.

Claims

WHAT IS CLAIMED IS:
1. A method for an electronic multi-user gaming competition utilizing single-user online games, the method comprising: issuing an electronic request by an initial user for a competition in a specific on-line game; agreeing by one or more additional users to the electronic request offered by the initial user; playing a unique instance of the on-line game by the initial user; playing one or more additional unique instances of the same on-line game by the one or more additional users; and determining a winner of said electronic multi-user gaming competition by comparison of a result of the unique instance of the on-line game played by the initial user and a result of the one or more additional unique instances of the on-line game played by the one or more additional users.
2. The method of claim 1, wherein one or more on-line game settings of the one or more additional unique instances of the same on-line game mirror one or more on-line game settings of the initial user.
3. The method of claim 1 or claim 2, wherein a status of the initial user's unique instance of the on-line game is displayed synchronized to the one or more additional unique instances of the on-line game of the one or more additional users.
4. The method of claim 3, wherein the status is displayed on at least one of a video, an electronic scoreboard and a status bar.
5. The method of claim 4, wherein the electronic scoreboard or status bar is a shared electronic scoreboard or status bar.
6. The method of claim 4, wherein the video of the initial user's unique instance of the on-line game is displayed as a window in the one or more additional unique instances of the on-line game of the one or more additional users.
7. The method of claim 6, wherein the window is a split screen, smaller window, or series of smaller windows.
8. The method of any one of claims 1-7, wherein the one or more additional unique instances of the on-line game of the one or more additional users is played simultaneously with the unique instance of the initial user's on-line game.
9. The method of any one of claims 1-7, wherein the one or more additional unique instances of the on-line game of the one or more additional users is played subsequently to the unique instance of the initial user's on-line game.
10. The method of any one of claims 1-9, wherein one or more randomized aspects of the one or more additional unique instances of the same on-line game by the one or more additional users is synchronized with the one or more randomized aspects the unique instance of the initial user's on-line game.
11. The method of any one of claims 1-10, wherein the issuing an electronic request comprises proposing a wager on the outcome of the multi-user gaming competition.
12. The method of any one of claims 1-11, wherein a third-party place an electronic wager on the outcome of the multi-user gaming competition.
13. The method of any one of claims 1-12 further comprising: making allowance on at least one of the additional unique instances of the same on-line game of at least one of the one or more additional users to give more equal play on a first device of the initial user and a second device of the at least one of the one or more additional users.
14. A system for a multi-user gaming competition utilizing single-user on-line games, comprising: an on-line game configured to be played by a single user, wherein an initial user plays a unique instance of the on-line game and one or more additional users play one or more additional unique instances of the same on-line game, wherein the unique instances of the on-line game are synchronized; and a winning module configured to determine a winner of the multi-user gaming competition is determined by comparison of a result of the unique instance of the on-line game played by the initial user and a result of the one or more additional unique instances of the on-line game played by the one or more additional users.
15. The system of claim 14, further comprising: a synchronized aspect of the one or more additional unique instanced of the on-line game played by the one or more additional users, said synchronized aspect synchronized with one or more randomized aspects the unique instance of the initial user's on-line game.
16. The system of claim 14, wherein the one or more unique instances of the one or more additional unique instances of the on-line game of the one or more additional users is played simultaneously with the unique instance of the initial user's on-line game.
17. The system of claim 14, further comprising: a memory storing said result of the unique instance of the on-line game played by the initial user and wherein said winning module compares the result of the one or more unique instances of the one or more additional unique instances of the on-line game of the one or more additional users is played subsequently to the unique instance of the initial user's on-line game with the result stored in said memory.
18. A system for a multi-user gaming competition utilizing single-user on-line games, comprising: a webserver hosting a multi-user gaming competition; a first computing device used by an initial user connected to the webserver to play a first unique instance of an on-line single user game; a second computing device used by a second user connected to the webserver to play a second unique instance of an on-line single user game; a winners module configured for determining a winner of the multi-user gaming competition by comparison of a result of the first unique instance of the on-line game played by the initial user and a result of the second unique instance of the on-line game played by the second user.
19. The system of claim 18, wherein said webserver is configured to synchronize a randomized aspect of first unique instanced of the on-line game with a randomized aspect of the second unique instance of the on-line game.
20. The system of claim 18, wherein the webserver is configured to synchronize the second unique instance of the on-line game simultaneously with the first unique instance of the on-line game.
21. The system of claim 18, further comprising: a memory storing said result of the unique instance of the on-line game played by the initial user and wherein said winning module compares the result of the one or more additional unique instances of the same on-line game by the one or more additional users with the result stored in said memory.
22. The system of any one of claims 18-21, wherein the webserver is configured to facilitate a wager between the initial user and second user electronically on the outcome of the competition.
23. The system of any one of claims 18-22, wherein the webserver is configured to facilitate a wager placed a third party on the outcome of the competition.
24. A method for converting a single player game to a multiplayer game comprising: modifying code of the single player game to run under a multiplayer user interface said modifying including adding unity game objects to the code for sharing information and control of the game with the multiplayer UI; and; synchronizing random seeds of multiple unique instances of the game.
25. The method of claim 24, wherein the multiplayer UI opens a widow on a local machine and gives control of the window to the modified single player game for a local instance of the game.
. The method of claim 25, wherein the multiplayer UI opens a second window on the local machine displaying screen shots of a second instance of the game played by a second player. . The method of claim 24, wherein said modifying a performed automatically. . The method of claim 24, wherein a game site is modified automatically to facilitate players selecting and playing the multiplayer game. . The method of claim 28, wherein the game site offers a player the option to practice the multiplayer game in a single player mode. . The method of claim 24, wherein the multiplayer UI facilitates playing the multiplayer game for real money. . The method of claim 24, wherein the multiplayer UI runs on a server. . The method of claim 24, wherein the server is accessed by local machines of different players over a network. . The method of claim 24, wherein the multiplayer UI facilitates communication between players.
PCT/IL2023/050803 2022-08-10 2023-08-02 Dual online gaming competition configuration WO2024033913A1 (en)

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US202263396621P 2022-08-10 2022-08-10
US63/396,621 2022-08-10

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Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20030190960A1 (en) * 2002-04-04 2003-10-09 Eron Jokipii Method and system for providing access to and administering online gaming leagues and tournaments
US20070298858A1 (en) * 2006-06-26 2007-12-27 Steve Toneguzzo Multi-Player Competition
US7819749B1 (en) * 2004-12-21 2010-10-26 Aol Inc. Using a participant list to invite players to an on-line game

Patent Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20030190960A1 (en) * 2002-04-04 2003-10-09 Eron Jokipii Method and system for providing access to and administering online gaming leagues and tournaments
US7819749B1 (en) * 2004-12-21 2010-10-26 Aol Inc. Using a participant list to invite players to an on-line game
US20070298858A1 (en) * 2006-06-26 2007-12-27 Steve Toneguzzo Multi-Player Competition

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