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Patent 3203539 Summary

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Claims and Abstract availability

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(12) Patent Application: (11) CA 3203539
(54) English Title: SKILL-BASED WAGERING METHODS, DEVICES AND SYSTEMS
(54) French Title: PROCEDES, DISPOSITIFS ET SYSTEMES DE PARI BASES SUR DES COMPETENCES
Status: Compliant
Bibliographic Data
(51) International Patent Classification (IPC):
  • A63F 9/24 (2006.01)
  • A63F 13/335 (2014.01)
  • A63F 13/795 (2014.01)
  • A63F 13/798 (2014.01)
  • G07F 17/32 (2006.01)
(72) Inventors :
  • GUPTA, SAMEER MOHAN (United States of America)
  • VENTURA, OFIR (United States of America)
  • SCHORR, SETH (United States of America)
  • COSTELLO, ANDREW M. (United States of America)
  • O'REILLY, BRYAN (United States of America)
(73) Owners :
  • SUPER MONEY GAMES, INC. (United States of America)
(71) Applicants :
  • SUPER MONEY GAMES, INC. (United States of America)
(74) Agent: GOWLING WLG (CANADA) LLP
(74) Associate agent:
(45) Issued:
(86) PCT Filing Date: 2021-12-23
(87) Open to Public Inspection: 2022-07-07
Availability of licence: N/A
(25) Language of filing: English

Patent Cooperation Treaty (PCT): Yes
(86) PCT Filing Number: PCT/US2021/065041
(87) International Publication Number: WO2022/146862
(85) National Entry: 2023-06-27

(30) Application Priority Data:
Application No. Country/Territory Date
17/136,396 United States of America 2020-12-29
17/354,118 United States of America 2021-06-22

Abstracts

English Abstract

Embodiments of the invention comprise skill-based wagering games, systems and devices. In one embodiment of the invention, the configuration of a skill-based game is dependent upon the skill level of the player or players. In one embodiment, the game is configured so that the odds of winning the game, and thus the payout for a winning outcome, depends upon the player's skill level. In other embodiments, the payouts or awards offered to players are fixed and the difficultly level for achieving a winning outcome is adjusted based upon the skill levels of the players.


French Abstract

Selon des modes de réalisation, l'invention concerne des jeux, des systèmes et des dispositifs de pari basés sur des compétences. Selon un mode de réalisation de l'invention, la configuration d'un jeu basé sur des compétences dépend du niveau de compétence du joueur ou des joueurs. Selon un mode de réalisation, le jeu est configuré de telle sorte que les chances de gagner le jeu, et donc le prix pour un résultat gagnant, dépendent du niveau de compétence du joueur. Selon d'autres modes de réalisation, les prix ou les récompenses offerts aux joueurs sont fixes et le niveau de difficulté permettant d'obtenir un résultat gagnant est réglé sur la base des niveaux de compétence des joueurs.

Claims

Note: Claims are shown in the official language in which they were submitted.


WHAT IS CLAIMED IS:
1. A method of presenting a wagering skill-based game to at least a first
player
and a second player, said game having an outcome which is determined primarily
by a skill-
input of each player relative to at least one event, comprising the steps of:
receiving at a game server, from at least one an input device, information
regarding an
identity of said first player and said second player;
determining, at said game server, a first player skill level assigned to said
first player
and a second player skill level assigned to said second player;
determining, at said game server, a difficultly level for said at least one
event;
determining, at said game server, first odds of said first player achieving a
successful
outcome of said at least one event based upon said difficultly of said at
least one event and said
first player skill level and second odds of said second player achieving a
successful outcome
of said at least one event based upon said difficulty of said at least one
event and said second
player skill level;
determining, at said game server, a first payout value for a winning outcorne
of said
game as to said first player based upon said first odds and a wager or entry
fee placed by said
first player and a second payout value for a winning outcome of said game as
to said second
player based upon said second odds and a wager or entry fee placed by said
second player;
receiving, at said game server from one or more sensors, information regarding
said
first player's performance in said at least one event and information
regarding said second
player's performance in said at least one event;
determining, via said game server a winner of said game based upon said
information
regarding said first player's perforniance and said inforniation regarding
said second player's
performance; and
awarding said first payout value when said first player is said winner of said
game and
awarding said second payout value when said second player is said winner of
said game.
2. The rnethod in accordance with claim 1 wherein said at least one event
comprises a golf event.
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3. The method in accordance with claim 1 wherein said at least one event
comprises a bowling event.
4. The method in accordance with claim 1 wherein said one or more sensors
are
selected from the group consisting of an RFID sensor, a GPS, a radar, a LIDAR,
and a camera.
5. The method in accordance with claim 1 wherein said at least one input
device
comprises a mobile communication device.
6. The method in accordance with claim 1 wherein said at least one input
device
comprises an input kiosk.
7. The method in accordance with claim 1 wherein said first player skill
level and
said second player skill level each comprise a default value, which default
value is modified
based upon the player's participation in said at least one event.
8. A method of presenting a wagering skill-based game to at least a first
player
and a second player, said game having an outcome which is determined primarily
by a skill-
input of each player relative to at least one event, comprising the steps of:
receiving at a game server, from at least one user input device, information
regarding
an identity of said first player and said second player;
determining, at said game server, a first player skill level assigned to said
first player
and a second player skill level assigned to said second player;
selecting, at said game server, odds for achieving a winning outcome of at
least one
event comprising said game;
determining, at said game server, a payout value for a winning outcome of said
game,
said payout value being based upon said odds and an amount of an entry fee or
wager for said
game;
determining, at said game server, a first difficultly level for said at least
one event, said
first difficulty level comprising a level which, based upon said first player
skill level, results in
a probability of said first player achieving a successful outcome of said
event matching said
odds and a second difficulty level for said at least one event, said second
difficulty level
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comprising a level which, based upon said second player skill level, results
in a probability of
said second player achieving a successful outcome of said event matching said
odds;
receiving, at said game server from one or more sensors, information regarding
said
first player's performance in said at least one event and information
regarding said second
player's performance in said at least one event;
determining, via said game server, a winner of said game; and
awarding said payout to said winner.
9. The method in accordance with claim 8 wherein said at least one event
comprises a golf event.
10. The method in accordance with claim 8 wherein said at least one event
comprises a bowling event.
11. The method in accordance with claim 8 wherein said one or more sensors
are
selected from the group consisting of an RFID sensor, a GPS, a radar, a LIDAR,
and a camera.
12. The method in accordance with claim 8 wherein said at least one input
device
comprises a mobile communication device.
13. The method in accordance with claim 8 wherein said at least one input
device
comprises an input kiosk.
14. The method in accordance with claim 8 wherein said first player skill
level and
said second player skill level each comprise a default value, which default
value is modified
based upon the player's participation in said at least one event.
15. The method in accordance with claim 8, comprising presenting at least
one first
event to said first player, said least one first event having said first
difficulty level, and
presenting at least one second event to said second player, said at least one
second event having
a second difficulty level.
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16. A system for presenting a wager-based bowling event, comprising:
a bowling system controller;
at least one bowling lane pinsetter; and
a game server, said game server comprising a processor, a memory and machine-
readable code stored in said memory and executable by said processor to cause
said processor
to:
receive, from a user input device, information regarding an identity of a
player;
determine a player skill level assigned to said player;
determine a difficultly level for said bowling event;
determine, odds of said player achieving a successful outcome of said event
based upon said difficultly of said event and said player skill level;
determine, a payout value for a winning outcome of said event;
transmit, to said bowling system controller, pinsetter instructions, said
pinsetter
instructions utilized by said bowling system controller to control one of said
bowling
lane pinsetters corresponding to a bowling lane;
accept a wager from said player to participate in said bowling event;
present said bowling event to said player, wherein said player utilizes their
skill
to attempt to obtain a winning outcome of said bowling event;
receiving, at said game server, information regarding said player's
performance
in said bowling event;
determine an outcome of said wagering event based upon said player's
performance; and
award an award to said player in the event of a winning outcome of said
bowling
event, a size of said award dependent upon said payout value.
17. The system in accordance with claim 16, wherein said user input device
comprises at least one of: a player's mobile communication device, a bowling
lane interface,
a kiosk and a secondary bowling lane interface.
18. The system in accordance with claim 16, wherein said step of receiving
information regarding said player's performance comprises receiving
information from one or
more sensors associated with said bowling lane regarding a condition of one or
more pins.
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19. The system in accordance with claim 16, wherein said bowling event
comprises
one or more frames of bowling.
20. The system in accordance with claim 16, wherein said pinsetter
instructions
cause said bowling lane pinsetter to set a number of pins other than 10.
21. A system for presenting a wager-based bowling event, comprising:
a bowling system controller;
at least one bowling lane pinsetter; and
a game server, said game server comprising a processor, a memory and machine-
readable code stored in said memory and executable by said processor to cause
said processor
to:
receive, from a user input device, information regarding an identity of a
player;
determine a player skill level assigned to said player;
select odds for achieving a winning outcome of said at least one bowling
event;
determine a payout value for a winning outcome of said bowling event, said
payout value being based upon said odds;
determine a difficultly level for said bowling event, said difficulty level
comprising a level which, based upon said player skill level, results in a
probability of
said player achieving a successful outcome of said event matching said odds;
transmit pinsetter instructions to said bowling system controller, said
pinsetter
instructions dependent upon said determined difficulty level and utilized to
control one
of said bowling lane pinsetters corresponding to a bowling lane;
accept a wager from said player to participate in said bowling event;
present said bowling event to said player, wherein said player utilizes their
skill
to attempt to obtain a winning outcome of said bowling event;
receive information regarding said player's performance in said bowling event;

determine an outcome of said wagering event based upon said player's
performance; and
award an award to said player in the event of a winning outcome of said
bowling
event, a size of said award dependent upon said payout value.
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22. The system in accordance with claim 21, wherein said user input device
comprises at least one of: a player's mobile communication device, a bowling
lane interface,
a kiosk and a secondary bowling lane interface.
23. The system in accordance with claim 21, wherein said step of receiving
information regarding said player's performance comprises receiving
information from one or
more sensors associated with said bowling lane regarding a condition of one or
more pins.
24. The system in accordance with claim 21, wherein said bowling event
comprises
one or more frames of bowling.
25. The system in accordance with claim 21, wherein said pinsetter
instructions
cause said pinsetter to set a number of pins other than 10.
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Description

Note: Descriptions are shown in the official language in which they were submitted.


WO 2022/146862
PCT/US2021/065041
SKILL-BASED WAGERING METHODS, DEVICES AND SYSTEMS
FIELD OF THE INVENTION
110011 The present invention relates to skill based gaming, and particularly,
wager-based
gaming.
BACKGROUND OF THE INVENTION
[002] A wide variety of wager-based or "gambling" games are known_ These games
have
various rules and may be presented using a variety of equipment. For example,
table games
may be presented at a gaming table using equipment such as cards, dice, a
roulette wheel or
the like. Machine-based games may be presented via rotating reel slot
machines, video slot
machines, video poker machines and the like.
[003] Gambling games are generally classified into two different types: (1)
"chance" games
- where the outcome of the game is primary dependent upon chance (even if some
skill may be
involved), and (2) "skill" games - where the outcome of the game is primarily
dependent upon
the skill of the player. In the United States, historically only wagering
games of chance have
been permitted. However, skill-type wagering gaming is a new focus.
[004] There are significant problems confronted when trying to develop wager-
based skill
games. One problem is configuring the game so that the player has a reasonable
opportunity
to win their wager (and be awarded winnings), while at the same time offering
some
predictability of the game being profitable to the game operator.
[005] In the case of "chance" type games, the player does not control the
outcome of the
event. Thus, the odds of a winning or losing outcome of the event can be more
closely
controlled to achieve these criteria. For example, in a slot-type game, the
symbols on the slot
reels and particular winning combinations of symbols then displayed by the
slot reels can be
carefully selected so that a random spinning of the reels results, on average,
in a particular
percentage of winning and losing outcomes. Generally, the game is designed so
that the
percentage of winning outcomes is sufficiently high ¨ at least coupled with
the payout for the
winning outcomes, to make the game exciting to the player (a game may have a
high frequency
of winning outcome but then lower average payouts or might couple a lower
frequency of
winning outcomes with outcomes having higher payouts, in order to make the
game exciting
to the player).
[006] The payouts for winning outcomes are selected so that, based upon the
probabilities of
winning and losing outcomes, the average player payback, e.g. the amount of
wagers returned
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to players as winnings for winning outcomes, is less than 100%. In the case of
a slot machine,
the average payback may be selected to be in the range of 93%-97%. This means
that the
remaining 3%-7% of all wagers are lost and thus retained by the casino as
winnings (often
referred to as the house hold). In this scenario, each individual player is
enticed to play the slot
game because they perceive that they have a reasonable chance of receiving
winnings. Yet,
over the long term, there are a sufficient number of losing wagers that the
house receives
revenue associated with the offering of the game.
[007] Video poker games are classified as games of chance, and yet they
involve some skill
by the player (in selecting cards to hold/discard, for example, from their
initially dealt cards).
However, winning poker hands can be chosen, along with their associated
payout, so that even
if a player plays with a perfect game strategy, the player return on wagers
will average less
than 100%, thus ensuring a house hold for the game operator.
10081 Thus, one problem with skill-based wagering is how to design a skill-
based game which
offers wagering which is both attractive to the player and the house. In this
regard, unlike
games of chance, the probability of a player obtaining a winning outcome in a
game of skill
largely depends upon the player's skill (rather than chance). This has two
implications. First,
the house then faces different probabilities of winning based upon players
having different skill
levels. Second, the attractiveness of the game to the player varies depending
upon the player's
skill.
[009] Other problems with skill based wagering is how to offer multi-player
games, such as
where players play events with friends or players play events against one
another, particularly
when the players may all have different skill levels.
[0010] What is needed are skill-based wagering games, systems and devices
which offer
individual players and/or groups of players the opportunity for attractive
wager-activities
having outcomes, and thus associated awards, which are primarily (if not
solely) dependent
upon the player's skill.
SUMMARY OF THE INVENTION
[0011] Embodiments of the invention comprise skill-based wagering games,
systems and
devices. In one embodiment of the invention, the configuration of a skill-
based game is
dependent upon the skill level of the player or players. In one embodiment,
the game is
configured so that the odds of winning the game, and thus the amount of the
entry fee or wagers
required to play the game, or the payout for a winning outcome, depends upon
the player's skill
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level. For example, relative to a particular skilled-based event, a player
with a high skill level
is offered lower winnings for achieving a particular outcome as compared to a
player of a low
skill level who achieves that same outcome (or where the winnings paid to both
players is the
same but the entry fee or wager for the player with a high skill level is
higher than the entry fee
or wager which the player with the low skill level must pay). In other
embodiments, the
payouts or awards offered to players (and entry fees or wagers) are fixed and
the difficultly
level for achieving a winning outcome is adjusted based upon the skill levels
of the players.
[0012] Further objects, features, and advantages of the present invention over
the prior art will
become apparent from the detailed description of the drawings which follows,
when considered
with the attached figures.
DESCRIPTION OF THE DRAWINGS
[0013] FIGURE 1 is a flow diagram of a methodology of the present invention;
[00141 FIGURES 2A and 2B schematically illustrates devices and systems in
accordance with
the present invention;
[0015] FIGURE 3 illustrates a skill-based gaming device in accordance with one
embodiment
of the invention;
[0016] FIGURE 4 illustrates one embodiment of a gaming system in accordance
with the
invention;
[0017] FIGURE 5 illustrates an embodiment of a gaming system in accordance
with another
embodiment of the invention; and
[0018] FIGURE 6 illustrates a flow diagram relating to a game engine of the
invention.
DETAILED DESCRIPTION OF THE INVENTION
[0019] In the following description, numerous specific details are set forth
in order to provide
a more thorough description of the present invention. It will be apparent,
however, to one
skilled in the art, that the present invention may be practiced without these
specific details. In
other instances, well-known features have not been described in detail so as
not to obscure the
invention.
[0020] Embodiments of the invention comprise skill-based wagering games,
systems and
devices. In one embodiment of the invention, the configuration of a skill-
based game is
dependent upon the skill level of the player or players. In one embodiment,
the game is
configured so that the odds of winning the game, and thus the payout for a
winning outcome,
depends upon the player's skill level. For example, relative to a particular
skilled-based event,
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a player with a high skill level is offered lower winnings for achieving a
particular outcome as
compared to a player of a low skill level who achieves that same outcome. In
another
embodiment, the payouts or awards offered to players are fixed and the
difficultly level for
achieving a winning outcome is adjusted based upon the skill levels of the
players.
1100211 Basic Principles of Personalized Skill Based Games of the Invention
[0022] Figure 1 illustrates one principle of operation of the invention. In a
step Si, a player's
skill level is determined. In one embodiment, as described below, the player's
skill level is
determined by input to one or more devices or via the use of one or more
sensors. For example,
as described in more detail below, relative to baseball batting-type wagering
event, the player
might attempt to hit a real or virtual baseball. The player's success in
hitting the ball may be
measured or determined. In other embodiments, the player might simply swing a
bat and the
swing might be analyzed, such as to determine bat speed, etc.
[00231 The player's skill level may be measured or determined relative to a
presented
wagering activity, or it could be determined generally. For example, although
the skill-based
wagering event might comprise a golfing event, the player's skill level might
be estimated or
measured by measuring a player's reaction speed to pressing illuminated
buttons or the like.
[0024] The player's skill level may be represented in various manners. In one
embodiment,
the skill level might comprise a numerical value on a skill scale, such as on
a scale of 1-100
where 1 is the lowest skill and 100 is the highest skill. However, the
player's skill level might
be correlated to a particular skill activity. For example, it might be
determined in step Si that
a player drives a golf ball over 300 yards 9 out of 10 times on average. Thus,
relative to a golf
event where the goal is to drive a ball 300 yards, the player's skill level
might be represented
as a percentage, such as 90%.
[0025] In one preferred embodiment, an aspect of the invention comprises
combining player
data and/or statistics and then performing analytics on that information to
create and update
one or more player skill levels or ratings. Such a skill level or rating may
comprise one or
more general levels or ratings, and/or may comprise sub-task skill levels or
ratings.
[0026] In one embodiment, the data or information that is used to generate a
player skill level
or rating may comprise various information such as:
[0027_1 (1) Event or activity "outcome" data, such as the outcome of one or
more previous
games or events and a current game or event, on an overall or sub-task basis
(e.g., outcome as
winning/losing; result achieved or not achieved, etc.)
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100281 (2) Event or activity related data, such as data relating to one or
more previous games
or events and a current game or event, on an overall or sub-task basis (e.g.,
where such data
may depend upon the particular event, with non-limiting examples comprising
club flight, ball
flight, club speed, bat speed, ball speed, other sensory data like weight
shifting, club used, ball
used, day, time, etc., wherein the event or activity-related data preferably
comprises non-
outcome data).
100291 As indicated above, skill challenges or tests may, in addition to
actual skill-based
wagering events, be used to create additional outcome information (#1) and/or
event-related
data points (#2), even when those challenges are not used for skill-based
wagering
payouts (e.g., as noted above, a player's skill level might be evaluated by
testing a player's
reaction time, success in a test event, etc., where that test or event is not
a wagering event but
is simply used to gain information regarding the player's skill level, either
generally or in
relation to a particular event or activity). In this regard, in a preferred
embodiment of the
invention, information is preferably collected from/regarding the player at
all times in order to
obtain as much data as possible regarding the skill level of the player. In
one embodiment,
data regarding the player might be obtained from external systems of sources,
such as the
Internet or specific systems. As one example, the system of the invention
might search the
name of a player on the Internet and locate information regarding the player's
participation in
one or more golf events and the outcome of those events (placing, score,
etc.), which
information may be used as part of the determination of the player's skill
level. The system
might also sync with external systems such as Strava, Zwift, Pacer, Map My
Run, etc.
100301 As one example, a golfer's performance may be measured every time they
swing a club
(either in a test event or actual performance during a wagering event). One or
more of the
following data may be collected: (1) Ball Path; (2) Swing Path; (3) Ball Type;
(4) Club Type;
(5) Ball Final Position; (6) Weight-Shifting; (7) Kinetic Body Movement; (8)
Eye Tracking;
(9) food consumed (such as tracked recent to the event); (10) Wager and
Amount; (11)
Sequence of Event (how many times has this player swung a club); and/or (12)
Leverage of
Action (what is the stress associated with this action), (13)Club head speed;
(14) Attack Angle;
(15) Swing Plane; (16) Dynamic Loft; (17) Spin loft; (18) Face angle; (19)
Face to path; (20)
Ball Speed; (21) Launch angle; (22) Launch direction; (23) Spin rate; (25)
Smash factor; (26)
Hang time; among others. Of course, a wide variety of sensors may be used to
collect such
information (mass/force sensing devices, optical trackers, etc.) and the types
of information or
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data that are collected may vary depending upon the event.
[0031] In one embodiment, an algorithm is used to parse the collected data,
such as using
regression and predictive analytics to create and update over time an overall
player skill level
or rating, and in some embodiments, a player skill level or rating for a
particular sub-task. For
example, a player may have a general skill rating of 70. The player may also
have a golf sub-
rating of 90. Further, the player may have a bowling sub-rating of 55. As
indicated herein, the
player skill level(s) or rating(s) may be measured against past performance
and used to create
future games/events with varying difficulties and/or payouts.
[0032] The collected information may also be categorized by action type (as
non-limiting
examples: putt, approach shot with iron, chip, drive, etc.), such as for
creating sub-ratings for
the player for specific sub-tasks, or might also be used, such as via
weighting, to create a
general rating or skill level for the player (e.g. player has a skill rating
of 70 for golfing
generally, but 75 for putting and 60 for driving).
[0033] Similar methodologies may be used to determine skill levels for other
tasks and/or sub-
tasks, such as different sports including, but not limited to: bowling,
baseball, cricket, football,
hockey, soccer and any other game, as described herein.
[0034] As one example, in an embodiment of the invention, each measured value
is compared
to an average of all available data, the results or that data when compared to
the outcomes, and
the ideal variable to outcome, when available. For example, a user's golf
swing path could be
measured over time and compared to all golfers' swing paths to determine how
close the user's
golf swing path is to the swing path that results in the best outcomes. The
closer the swing path
is to the ideal, the higher the athlete metric or "skill level" is for that
variable. This metric is
adjusted after each action based on new data. The value of each action is
weighted so that the
more recent actions carry a higher weight than older data.
1100351 Regression analysis, multivariate analysis, other artificially
intelligent analysis and
other methods of calculation (including machine learning and deep learning)
may be used to
analyze the available data to optimize the player skill level.
[0036] In one embodiment,
X = Action Data * Data Sequence * Variance from All Available Data *
Variance from Ideal Metric, wherein:
[0037] Data Sequence = Order of Data Point, with the most recent data being
higher valued
(can be linear, geometric or other weight depending on the best fit regressive
formula to the
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data)
[0038] Variable from All Available Data = Relative value of Athlete Data
compared to all
similar actions in the system
[0039] Variable from Ideal Metric = Relative value of Athlete Data compared to
the idealized
or perfect action where available
[0040] In one embodiment, a player's skill level calculation may comprise a
weighted average
of the player's metrics, wherein for each specific action, each player metric
is compared to all
player metrics in determining the importance of the metric to the overall
player skill level
calculation. For example, the user's relative golf swing path may be 3X as
important as their
relative weight-shifting when determining the result of the action. A
summation of all the
weighted averages of the athlete metrics is used to create the player's skill
level calculation.
The player skill level calculation is relative to each action, so the weighted
average of player
metrics may be different for a user swinging an iron or a driver, putting a
ball or bowling a
ball.
[0041] In this configuration, a player's skill level calculation is determined
by the formula:
ViLi cot x =
100421 W =
[0043] W = weighted average
[0044] rt = number of terms to be averaged
[0045] coi = weights applied to x values
[0046] Xi = data values to be averaged
[0047] In one embodiment, a "Possible Future Outcome" comprises a list of
results from the
action with overall percentages of success for each action.
[0048] Regression analysis, multivariate analysis, other artificially
intelligent analysis and
other methods of calculation may be used to analyze the available data to
optimize the player
skill level determination/calculation.
[0049] For example, in golf for an event which is hitting a ball to a hole 100
yards away, the
results include but are not limited to:
[0050] Hole-in-One = 0.008%
[0051] Landing a Ball on the Green = 25%
[0052] Final Ball Position within 3 feet of the hole = 1%
[0053] Final Ball Position within 5 feet of the hole = 2%
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[0054] Final Ball Position within 10 feet of the hole = 5%
[0055] Final Ball Position within 20 feet of the hole = 15%
[0056] For bowling, the result of the first ball in a frame can be:
[0057] Strike = 5%
[0058] Gutter Ball = 5%
[0059] 1 pin down, with remaining pins in various configurations = 2%
100601 2 pins down, with remaining pins in various configurations = 2%
[0061] 3 pins down, with remaining pins in various configurations = 3%
[0062] 4 pins down, with remaining pins in various configurations = 3%
[0063] 5 pins down, with remaining pins in various configurations = 5%
[0064] 6 pins down, with remaining pins in various configurations = 5%
[0065] 7 pins down, with remaining pins in various configurations = 15%
1100661 8 pins down, with remaining pins in various configurations = 25%
[0067] 9 pins down, with remaining pins in various configurations = 30%
[0068] In one embodiment of the invention, an Outcome Likelihood Determination
combines
the player skill level determination/calculation to each Possible Future
Outcome to create a
"Percentage Change of each Future Outcome" for the player, wherein:
[0069] Outcome Likelihood = Athlete Skill Calculation for the Action *
Possible Future
Outcome
[0070] As one simplistic example for golf, to have a ball end up 20 feet from
the hole for a
user on a 100 yard shot to the hole, a player's skill level calculation may be
2.5 times the
Possible Future Outcome (Final Ball Position 3 feet on a 100 yard shot) = 2.5
x 15% = 37.5%
[0071] The calculation of the Outcome Likelihood may use other mathematical
models to
adjust the Possible Future Outcomes using the player skill level, including
but not limited to
linear, geometric, rating systems and other methods wherein the result is
optimized to the data
and the result is never greater than 100%.
[0072] In a step S2A, a difficulty level for obtaining a winning outcome of
the event is
determined. In one embodiment, as detailed below, the difficulty level may be
represented as
a numerical scale value or might be represented in other manners. As one
example, a skill-
based gaming event might comprise a player attempting to putt a golf ball
across a surface into
a hole. If the distance to the hole is 3 feet, for example, the level might be
5, whereas if the
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distance to the hole is 6 feet, the level might be 7. Of course, the level of
difficulty may
encompass various factors, such as the event in question, weather, surfaces,
equipment, etc.
[0073] In a step S3A, the odds for the player achieving a winning outcome of
the skill-based
event area determined based upon the player's skill level relative to the
difficulty of the event.
Most importantly, these odds are player-specific, in that they vary depending
upon the
particular skill level of the player at issue. In other words, if a Player A
has a skill level of 10
and Player B has a skill level of 5, then as to the same event, Player A may
be deemed to be
twice as likely to achieve a winning outcome as Player B.
[0074] Of course, the odds or probabilities of success/failure (based upon the
player's skill as
referenced to the difficulty of achieving a winning outcome) may be determined
in various
manners. In one embodiment, the odds or probabilities may be determined, for
example, via
an algorithm, as noted above.
[0075[ In a step S4A, a payout is determined for a winning outcome of the
skill-based event as
to the player. In one embodiment, the payout is determined based upon the
determined odds.
For example, if the determined odds are 100% that the player will achieve a
winning outcome,
then the player may be offered a payout of only their wager (or their wager
less a rake,
commission or vigorish to the house) ¨ since offering the player more than
their wager means
that the house will have to payout winnings to a player and have no
expectation of
revenue/winnings.
[0076] In one embodiment, higher winnings may be offered to players who are
determined to
have lower odds of success. As another simplistic example, relative to a
Player A who places
a $100 wager and has a 75% chance of success, that player might be offered a
payout of $125
(e.g. a return of their $100 wager and $25 in winnings) for a successful
outcome. Player B
who places a $100 wager and has a 50% chance of success might be offered a
payout of S150
for a successful outcome.
[0077] As illustrated in Figure 1, in a step S5, the player places their wager
(which may also
be referred to as an entry fee or by other terminology, such as a buy-in or
the like) if they are
amenable to the payout being offered to them (it is noted that the wager or
entry fee could be
placed before the above-reference steps or at other times; for example the
player could place
their wager or entry fee initially and then withdraw it if the offered payout
is too low), and in
a step S6, the player participates in the skill-based event (e.g. the event is
presented, the player's
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input(s) is/are received and the outcome of the event is determined ¨ which as
noted below,
may be implemented by one or more skill-based gaming devices or systems).
[0078] If the player is unsuccessful in the event, e.g. loses, the player
preferably loses their
wager or entry fee to the house. If the player is successful in the event,
e.g. achieves a winning
outcome, the player preferably wins their wager or entry fee and is paid the
defined winnings.
[0079] In one embodiment, as illustrated in Figure 1 and as described above,
the outcome of
the event is preferably used in a feedback loop as part of further determining
the player's skill
level (such as for future events). In other words, the player's skill level
may be assessed and
then updated or modified over time, such as based at least in part upon the
player's participation
in one or more skill-based wagering events.
[0080] In the above-described configuration, different odds and then different
payouts are
determined and offered to players of different skill levels as to the same
skill-based event. In
some embodiments, the different odds may be used to determine a different
payout in terms
winnings paid based upon the same wager or entry fee, or in the form of a
different wager or
entry fee in relation to the winnings paid. For example, in the examples
described above, Player
A and Player B placed the same entry fee or wager of $100, and then the
different odds of the
players achieving a winning outcome resulted in a determination of an award of
winnings of
$125 to Player A for a winning result and an award of winnings of $150 to
Player B for a
winning result. This may be expressed or implemented in the form of different
entry fees or
wagers. For example, in the same example, each player might be awarded $100
for a winning
result of the event. However, Player A would be required to place an entry fee
or wager of $75
and Player B would be required to place an entry fee or wager of only $50 for
the same chance
to win $100.
[0081] In another embodiment, the same odds and payouts are offered to players
of different
skill levels, but the difficultly level of the skill-based event is determined
based upon, and
varies based on, a player's skill level to achieve the desired odds and
payouts.
[0082] In this configuration, referring to Figure 1 again, in step Si each
player's skill level is
again determined. In a step S2B, desired odds are set or determined. This may
be accomplished
in various manners, such as by having the player select desired odds (or
payouts, as described
next) or by having the house select such.
[0083] In a step S3B, the payout for a winning outcome of the event is
determined or set
relative to the odds.
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[0084] In a step S4B, the difficulty of the skill-based event is then
determined or set. The
difficulty is selected in order to obtain a desired likelihood of the player
successively
completing the task/event, when considering the player's skill level. As one
example, the
selected odds (e.g. the probability that the player will successfully complete
the task) may be
50%. Relative to skill-based event in which players putt a golf ball into a
hole, Player A might
have a skill level of 10 and Player B might have a skill level of 5. Thus, the
skill-based event
presented to Player A might be one where Player A is required to putt a golf
ball into a hole
which his 20 feet away (where it is determined that based upon Player A's
skill, Player A has
a 50-50% chance or likelihood of putting the ball into the hole from 20 feet)
and Player B is
required to putt a golf ball into a hole which is only 10 feet away (where it
is determined that
based upon Player B's skill, Player B has the same 50-50% chance of success).
In this manner,
players of different skill levels can be offered the same odds and thus the
same payouts (rather
than, for example, different winnings for the same event as described above).
[0085] The remaining steps of this embodiment are otherwise the same as those
described
above.
[0086] As one example of correlating the player's likelihood of obtaining a
successful event
outcome and a payout for a winning outcome, a Player Rating might comprise a
value from 1
to 100 and be derived from (as described in more detail herein) player
demographic
information, a player social graph, a player's past gameplay and a player's
performance under
similar circumstances (e.g. analogous event performance). Then a Player
Multiple (which may
be used as a Player Payout Multiple or Player Difficulty Multiple) may be
generated, where
the Player Multiple may comprise a value of 100/Player Rating. Thus, the
Player Multiple
comprises a value between 1 and 100 and is inversely related to the Player
Rating.
[0087] In an embodiment where players participate in the same event, the
Player Multiple
defines different payouts for players of different skill levels. For example,
a player having a
Player Rating of 75 (of 100) could be paid a payout multiple of 1.3 times
their wager or entry
fee for a winning outcome of the event, whereas a less skilled player having a
Player Rating of
50 (of100) could be paid a payout multiple of 2 times their wager or entry fee
for the same
winning outcome. In other words, when it is calculated that a player has a
higher likelihood of
obtaining a winning outcome for the event, the payout will be lower than when
the player has
a lower likelihood of obtaining a winning outcome for the event.
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[0088] Likewise, the Player Multiple may define the difficulty of the event
when the payout
for a winning outcome is the same. For example, the payout on a $10 wager or
entry fee might
be set at $20 for an event having a base difficulty level of 10. Then the
player with a Player
Multiple of 2 would be presented with an event which is 2 times easier (or
some scaled value)
of the base level, while the player with the Player Multiple of 1.3 would be
presented with an
event which is only 1.3 times easier than the base difficulty (e.g. the player
with the higher
rating is presented with a harder event than the player with the lower
rating).
[0089] The player skill level, Player Rating and Player Multiple are
preferably determined by
one or more computing devices (such as a game server as detailed below), such
as based upon
information stored in one or more databases and/or obtained from one or more
remote devices
such as sensors. The calculated Player Rating and Player Multiple may be used
to generate
one or more outputs, such as an output from a game server to a gaming device
which causes
the device to vary the difficulty level of the event or the vary the
odds/payouts to the player.
[0090] In this configuration, the difficulty level of the event for each
player is selected based
upon the odds of the player receiving a winning game outcome, where a winning
payout may
then be the same for each player. As with the example described above, the
winning payout is
in relation to a wager or entry fee. Thus, in one example, each player pays
the same entry fee
or wager to enter the game and the payouts are the same as a result of
variability of the difficulty
level of the event for each player. In other embodiments, the payouts could
vary corresponding
to different entry fees or wagers, without deviating from this principle. For
example, Player A
may have a skill level which his twice that of Player B. The difficulty of the
event may be set
to be twice as difficult for Player A than Player B. Player A might place a
wager or entry fee
of $50 and be awarded $100 for a winning outcome and Player B might place a
wager or entry
fee of $100 and be awarded $200 for a winning outcome. In this example it will
be seen that
the payouts are different, but they are both two times the player's entry fee
or wager, so that
they are effectively made at the same rate for both players and the only
variable factor is the
change in difficulty of the event between the two players.
[0091] Figure 6 illustrates one embodiment of a game engine (such as
implemented by a game
server of a system of the invention) and flow of information relative to the
game engine relative
to the invention. As illustrated, and as described in greater detail above,
the game engine may
calculate or determine an "Outcome Likelihood-, such as from a player skill
calculation and
from a possible future outcome determination, where the player skill
calculation is based, at
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least in part, upon information about the player's performance in an existing
event (or test
event), such as determined from event capture devices or sensors (a pinsetter
that determines
pins knocked down in bowing, cameras or other sensors that capture knocked
down pins in
bowling, the player's swing, ball path etc., in golf, etc., and wherein the
possible future outcome
is based upon event feed information and a current state determination. The
game engine
utilizes the "Outcome Likelihood Determination", such as via a betting engine
portion of the
game engine, to generate event information (payouts, event difficulty, etc.)
for use in presenting
the event, and determines the outcome of the wagering event based upon the
player's
performance (which is then used, as noted herein, to determine an updated
player skill level).
[0092] The above is just one method and system for determining or calculating
a player skill
level and it will be appreciated that other methods and systems might be
utilized.
[0093] Devices and Systems
[00941 The invention as described above may be implemented in various manners.
In one
preferred embodiment, the invention is machine-implemented or partially
machine-
implemented.
[0095] Figure 2A conceptually illustrates one embodiment of a specially made
or configured
skill-based gaming device in accordance with the present invention. In
general, the device 20
comprises at least one processor or CPU 22, one or more memory or data storage
devices 26,
and one or more communication interfaces 28. In one embodiment, the processor
22 executes
machine-readable code or software which is stored in the memory device 26.
[0096] As illustrated, the device 20 includes, or is configured to receive
input from, one or
more player input devices or sensors 28. In one embodiment, the input devices
or sensors 28
are preferably utilized in determining a skill level of the player. The input
devices 28 might
directly receive input. For example, to judge a player's reaction speed, the
input device 28
might comprise a button which lights up. The player may be required to depress
the button as
quickly as possible after it is illuminated, whereby the input to the button
(the button press)
receives direct input. In other embodiments, one or more sensors might be used
to obtain or
gather information about a player's actions. For example, a player might be
required to swing
a golf club to hit a golf ball. One or more sensors might be used to sense the
speed and/or path
of the swing of the club and/or the speed/path of the golf ball.
[0097] In one embodiment, output or signals from the input devices or sensors
28 are provided
to the CPU 22 for processing and/or might be provided to the one or more data
storage devices
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26 for storage. In another embodiment, the output or signals from the input
devices or sensors
28 might be provided to one or more external processors or devices for pre-
processing and then
be provided to the CPU 22 and/or one or more data storage devices 26.
[0098] In one embodiment, the various components of the device 20 might be
configured to
communicate over one or more communication buses 30. The input devices or
sensors 28
might be configured to communicate with the system bus 30 via one or more
communication
interfaces or ports. For example, the input devices or sensors 28 might be
configured as USB
devices, or might be configured as Internet devices and provide data in the
form of TCP/IP
packets.
[0099] In one embodiment, the device 20 may include one or more I/0 devices.
These might
comprise, for example, a keyboard, mouse, video display or the like. These I/0
devices may
allow a user, such as an operator or a player, to interface with the device
20.
[00100[
The one or more data storage devices 26 may store software which causes
the
CPU 22 to implement the functionality described above.
[00101]
Of course, the device of the invention might have any number of
configurations,
including where elements of the device are distributed, such as by being
associated with other
devices or systems (distributed, etc.) or linked with other devices or
systems.
[00102]
For example, Figure 3 illustrates one embodiment of a device 100 of the
invention configured as a special purpose or dedicated skill-based
wagering/gaming machine
or device 122. Because the device offers wagering, it may be located at a
casino (and as such
may be referred to as a "casino gaming device"), but it might be located in
many other
locations. Further, while the skill-based gaming device 122 might have a
similar appearance
to other wager-based gaming machines in a casino, as described herein, the
skill-based gaming
device 122 is substantially different from standard casino wagering machines
such as video
poker and slot machines, as described in detail herein.
[00103]
As illustrated, the skill-based game device 122 may include a housing or
cabinet 126 for supporting and/or enclosing various components required for
operation of the
device. In the embodiment illustrated, the housing 26 includes a door located
at a front thereof,
the door capable of being moved between an open position which allows access
to the interior,
and a closed position in which access to the interior is generally prevented.
The configuration
of the skill-based game device 122 may vary, such as by having different
shapes, etc.
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[00104] The skill-based game device 122 preferably includes at
least one display device
28 configured to display the skill-based game or event information. The
display device 128
may comprise an electronic video display such as a cathode ray tube (CRT),
high resolution
flat panel liquid crystal display (LCD), projection LCD, plasma display, field
emission display,
digital micro-mirror display (DMD), digital light processing display (DLP),
LCD touchscreen,
a light emitting display (LED) or other suitable displays now known or later
developed, in a
variety of resolutions, sizes and formats (e.g. 4:3, widescreen or the like).
The display 128
may be capable of projecting or displaying a wide variety of information,
including images,
symbols and other indicia or information associated with game play, game
promotion or other
events. The skill-based game device 122 might include more than one display
device 128,
such as two or more displays 128 which are associated with the housing 126.
[00105] As indicated herein, the skill-based game device 122
is preferably configured
to present one or more games upon a player making a monetary payment or wager.
In this
regard, as described in more detail below, the skill-based game device 122
includes a
mechanism or means for accepting monetary value.
[00106] As described above, certain game outcomes (but
preferably not all game
outcomes) may be designated as winning outcomes (the non-winning outcomes may
be
referred to as losing outcomes). Prizes or awards may be provided for winning
outcomes, such
as monetary payments (or representations thereof, such as prize of credits),
or promotional
awards as detailed herein. As detailed below, the skill-based game device 122
preferably
includes a mechanism or means for returning unused monetary funds and/or
dispensing
winnings to a player.
[00107] The skill-based game device 122 preferably includes
one or more player input
devices 130 (such as input buttons, plunger mechanisms, a touch-screen
display, joystick,
touch-pad or the like). These one or more devices 130 may be utilized by the
player to facilitate
game play, such as by providing input or instruction to the skill-based game
device 122. For
example, such input devices 130 may be utilized by a player to place a wager,
cause the skill-
based game device 122 to initiate a game, to provide skill-based game input,
to "cash out" of
the device, or to provide various other inputs.
11001081 In one preferred embodiment, the skill-based game
device 122 includes at least
one microprocessor or controller for controlling the device, including
receiving player input
and sending output signals for controlling the various components or
peripheral devices of the
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machine 122 (such as generating game information for display by the display
128). The
controller may be arranged to receive information regarding funds provided by
a player to the
device, receive input such as a purchase/bet signal when a purchase/bet button
is depressed,
and receive other inputs from a player. The controller may be arranged to
generate information
regarding a game, such as generating game information for display by the at
least one display
128, for determining winning or losing game outcomes and for displaying
information
regarding awards for winning game outcomes, among other things.
[00109] The controller may be configured to execute machine
readable code or
"software" or otherwise process information, such as obtained from a remote
server. Software
or other instructions may be stored at a memory or data storage device, e.g.
in a fixed or non-
transitory configuration. The memory may also store other information or data,
such as data
stored in table or other forms (including, but not limited to look-up tables,
pay tables and other
information, including tracked game play information).
[00110] Preferably, as described in more detail below, the
controller is configured to
execute machine readable code or instructions (e.g. software) which are
configured to
implement the game. In this regard, the device is specially configured to
present the game of
the invention via specific software and/or hardware which causes the device to
operate
uniquely. For example, the controller of the skill-based game device 122 may
be configured
to detect a wager, such as a signal from a player's depressing of a bet or
game play button.
[00111] As indicated, the skill-based game device 122 is
configured to present one or
more wagering games. The skill-based game device 122 is preferably configured
to accept
value, such as in the form of coins, tokens, paper currency or other elements
or devices
representing value such as monetary funds (such as by accepting coins via a
coin acceptor 32,
bills or monetary-value tickets by a media reader/acceptor 134, etc.). Of
course, in such event
the skill-based game device 122 may further be configured with one or more
paper currency or
ticket storage devices, such as cash boxes, and other paper currency or media
handling devices
(including transport devices). The skill-based game device 122 might also be
configured to
read FOBs, magnetic stripe cards or other media having data associated
therewith and via
which value or funds may be associated with the skill-based game device 122.
The mechanism
for accepting monetary value might also comprise hardware and/or software
which allows a
player to transfer (such as electronically) funds from an account, such as a
casino wagering
account, or a bank or other financial institution account. Such a mechanism
might include a
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communication interface which permits the device to communicate with a mobile
phone, PDA,
tablet or other electronic device of the player (such as via a physical
interface or wired or
wireless communications links, such as to enable the transfer of funds from
the player to the
device or system).
[00112] When the player associates funds with the device or an
associated system, a
credit balance is generated. The credit balance may comprise a plurality of
monetary value
credits. The player may wager some or all of the associated monetary value,
such as by
wagering one or more of the credits associated with the credit balance. In one
embodiment,
when the player's wager is received, the player's credit balance is reduced by
the number of
wagered credits. The player might then provide a separate input to begin the
game. Of course,
other configurations may be implemented for accepting monetary value from the
player and
for allowing the player to place a wager from the associated monetary value.
[001131 In one embodiment, the skill-based game device 122 is
configured to award
winnings for one or more winning wagering game outcomes. Such winnings may be
represented as credits, points or the like. In one embodiment, the player may
"cash out- and
thus remove previously associated funds and any awarded winnings or such may
otherwise be
paid to the player. These winnings may be associated with the player's credit
balance, thus
increasing the player's credit balance.
[00114] In one embodiment, the player may provide an input to
the skill-based game
device 122 to indicate their desire to cash out, such as by selecting a "cash
out" button or touch
screen feature or providing other input. In response, a monetary value
represented by the
player's credit balance or the like is preferably paid, transferred or
otherwise provided to the
player. For example, upon an award or at cash-out, associated funds may be
paid to the player
by the skill-based game device 122 dispensing coins to a coin tray. In another
embodiment,
funds may be issued by dispensing paper currency or other media. In yet
another embodiment,
a player may be issued a media, such as a printed ticket, which ticket
represents the value which
was paid or cashed out of the machine. In yet another embodiment, the cash-out
might result
in the dispensing of a card or other media which stores or represents the
cashed-out funds, such
as by writing funds information to a magnetic stripe of a card which is
inserted into a media
writer of the device or dispensed from the machine. In other embodiments, the
cash-out
mechanism may result in the funds value being transferred to an external
device or account,
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such as a player's casino account (such as associated with a casino server), a
remote bank or
other financial account, or an electronic device such as a player's phone, PDA
or tablet.
11001151 In some embodiment, the skill-based game device 122
may also include a player
tracking device, such as a card reader 166 and associated keypad 170. Such
player tracking
devices are well known and may permit the game operator to track play of
players of the device.
The tracked play may be utilized to offer player bonuses or awards.
1001161 Preferably, the skill-based game device 122 is
configured to generate and
present one or more skill-based games as described above. Thus, the one or
more input devices
130 are preferably configured to receive a player's skill-based game input to
the skill-based
game device 122. As described herein, various types of input devices or
sensors may be used
to receive that input (for example, Figure 3 illustrates a skill-based game
device 122 which
includes buttons and motion detection sensors, such as for detecting a
player's swing of a
baseball bat).
11001171 As indicated, the skill-based game device 122
preferably also includes
unique/specific software for implementing the features of the invention as
described herein.
For example, the software may include one or more modules that are configured
to assess a
player's skill, calculate odds and payouts for one or more events, present the
event to the player
(such as when executed, causing the CPU to cause the display information
regarding the skill-
based gaming event), receive the player's input (in this example, the game may
comprise the
display of a virtually pitched baseball which the player attempts to hit by
swinging a bat and
where sensors 180 are used to register the player's swing, where the CPU then
determines the
outcome of the event and then, if winning awards winnings). As described
below, in other
embodiments, various features or aspects of the invention may be implemented
by a remote
server (such as the step of determining a player's skill level, payouts, event
difficultly), etc.,
wherein the skill-based game device 122 then serves as a game interface for
the player.
[00118] As described above, in one embodiment, the player's
skill level is utilized
relative to presentation of the skill-based game. Thus, the skill-based game
device 122 may be
configured to determine, track and/or store information regarding players and
their skill levels.
For example, a data file may be maintained in the memory of the skill-based
game device 122,
such as which includes a list of players and their skill levels. The skill-
based game device 122
might identify the player in various fashions, such as by a player tracking
card, biometric
identification or other information or devices which are now known or later
developed (a new
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player might be required to provide information to generate an account, etc.).
A biometric or
other method of confirming the player's identity is preferably used, such as
to prevent a player
of one skill level (such as a high skill level) from signing in as another
player (such as a player
of a low skill level).
[00119] Of course, the skill-based game device 122 may be
configured to generate and
present games in a stand-alone manner or it may be in communication with one
or more
external devices at one or more times. For example, as illustrated in Figure
4, the skill-based
game device 122 may be configured as a server based device and obtain
information from a
remote game server 200 (in which event the device controller may receive game
information
from the server and use that server-generated information to present the game
at the device).
[00120] For example, instead of comprising a dedicated purpose
device, it is possible
for the game of the invention to be presented on a computing device, including
at a home or
office computer or a player's mobile electronic device such as a PDA, phone or
the like. In
one embodiment, a player might log in to a game server and the controller of
the game server
may cause game information to be delivered to the player' s computer via a
communication link
and then be displayed on a display of the player's computer. The communication
link might
comprise or include the Internet, a casino network such as a wired or wireless
LAN, or
combinations of public and/or private networks including wired and/or wireless
links. In such
a configuration, it will be noted that the term "controller- may comprise more
than one device.
For example, in a server-based environment, a controller at a server may
generate game
information and transmit that information to a local controller at a device or
a player's computer
or other electronic device. The local controller at the device or the player's
computer or other
electronic device may then cause game information to be displayed on one or
more associated
displays.
[00121] The skill-based game device 122 may, as noted above,
be part of a system which
includes other devices. For example, as illustrated in Figure 4, in a casino
environment, the
skill-based game device 122 may communicate with one or more casino systems
(such as over
one or more networks such as the Internet, LANs, WANs, etc.), such as a player
tracking server
or system 202, an accounting system or server 204, a ticketing system, a
bonusing system, a
tournament system, other gaming machines, and external devices.
[00122] As one example, a player might sign up for a player
rewards account and a
casino funding account at the casino. The player might go to a device 100A to
play a skill-
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based game and might select a particular event at the machine (such as "hit a
100 mph
fastball"). The player might insert their player tracking card and PIN into
the machine 122,
which transmits that information to a player tracking system of the casino.
This system
identifies the player and notifies the skill-based game device 122, which in
turn, notifies the
server 200. The server 200 looks up the player and determines that they have
skill level X.
Either the server 200 or skill-based game device 122 might then determine the
odds and payout
for the "hit a 100 mph fastball" game based upon the player's skill level. The
player might
then place a wager on the event, either via credits or via accessing funds
associated with their
casino account or a remote bank account, etc. The skill-based game device 122
would then
present the event, registering the input from the player as noted above.
Information regarding
the player's input and/or the outcome of the event might be transmitted back
to the host server
200 for updating the player's skill level.
[001231 In one configuration, as illustrated in Figure 4, a
central database 206 of players
and their skill levels may be maintained an updated (such as in a database
associated with a
central server), which database is utilized relative to a plurality of
different gaming machines
or devices.
[00124] In the embodiment just described, multiple skill-based
gaming or presentation
devices might be linked to one more servers or back end systems, such as which
track players,
player skill levels and the like, for the entire system of linked machines.
[00125] Of course, a gaming device or system may be configured
in various fashions
and be configured to present various skill-based gaming events (as described
in more detail
below). As one example, the skill-based gaming event might comprise a
simulated golf event
or activity and the device might comprise, at least in part, a sport or game
simulation system
such as described in PCT/US2015/055018, entitled SPORT AND GAME SIMULATION
SYSTEMS WITH USER-SPECIFIC GUIDANCE AND TRAINING USING A DYNAMIC
PLAYING SURFACE, the contents of which is incorporated herein by reference in
its entirety
as though set forth herein. Such a device might comprise the event
presentation device of the
invention, wherein the device is modified to include the features herein (e.g.
determine and
track player skill level, determine odds/payouts, receive wagers, etc.),
and/or is linked to other
devices or systems for implementing such features. For example, such a system
may be used
to present golf putting events where player putt a golf ball with a putter
across the surface into
a hole or at targets, where aspects of the playing surface may vary (such as
by tilting it, where
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the hole location and/or distance can be varied, etc.) and where ending ball
position, such as in
the hole or hitting a target, or close to the hole/target, may result in a
score.
[00126] It is noted that other configurations of devices and
systems may be utilized to
present skill-based games as used herein. For example, in one embodiment, a
player might
attempt to hit a ball which is pitched with a pitching machine. The pitching
machine may be
controlled by a processor or the like so as to set, for example, the speed or
type of pitch, etc.
The player might utilize a bat to try and hit the ball. Sensors associated
with the bat, image
sensors or the like might monitor the player's input to determine whether the
player hit the ball,
the output of which is provided back to the processor for determining the
outcome of the event.
[00127] Additional Aspects of the Invention
[00128] Additional features and aspects of the invention will
now be described.
[00129] First, the types of skill-based gaming events to which
the present invention are
applicable are limitless. As examples, and not by way of limitation, such
might comprise
baseball, basketball, football, soccer, golfing, driving/racing, bowling, Skee-
ball, video/virtual
games (Candy Crush Saga , Asteroids , etc.), billiards/pool, card games or
other events now
known or later developed, or aspects thereof (for example, relative to
baseball, the event might
comprise pitching to a target or hitting; relative to golf such might comprise
putting or driving).
[00130] For example, principles of the invention may be
applied to the game of bowling,
such as to make bowling more interesting and/or to create entirely new games.
[00131] In one embodiment, the principles of the invention may
be applied to a standard
game of bowling ¨ e.g. a standard 10 frame game played with a standard 10 pin
configuration.
As one example, a player's skill level might be utilized to set odds for a
wager or entry fee,
where the odds will vary based upon the player's skill level. As one example,
a first player
who has a high skill level (or high bowling sub-skill level) may be given odds
of 2:1 that they
will bowl a game of 250 or more, but a second player with a much lower skill
level might be
given odds of 10:1.
[00132] In one embodiment, the principles of the invention may
be applied to non-
standard bowling games, including to uniquely configured bowling events. For
example, as
indicated herein, the difficulty of an event may be modified, such as based
upon a player's skill
level, in relation to desired odds/payouts. As one example, a first player may
have a high skill
level or rating and second player may have a low skill level or rating. In
relation to a desired
set payout of 5:1, the difficultly level of the bowling event which is
assigned to the first player
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may be much higher than that of a bowling event which is assigned to the
second player. For
example, the first player might be challenged with the task of picking up a 7 -
10 split, while
the second player might be challenged with the task of picking up a 8-9-10 pin
combination.
[00133] In this regard, one aspect of the invention comprises
controlling a pinsetter of a
bowling lane in order to create non-standard pin configurations, such as in
relation to singular
events or in a sequence of events.
1001341 Examples include:
[00135] A "Split Challenge" where a player simply attempt to
knock down a particular
pin split or a series of split formations to knock down, with one attempt per
split formation;
[00136] A game that is less than 10 frames long or more than
10 frame long, such as a
"3-Frame Challenge" where players play 3 frames instead of having to play all
10 frames (and
where the third frame might follow the same traditional rules as the 10th
frame), or a 20 frame
challenge;
[00137] A challenge where a single pin is dropped over
consecutive frames creating a 1
pin game, or where the game comprises successive events, starting with one
pin, and then
incrementing an additional pin each time player successfully knocks down all
pins dropped;
[00138] A game without spare opportunities;
[00139] A game that provides the player with additional
attempts to hit all of the pins
down, such as three rolls per frame;
[00140] Other variations where less than the standard 10 pins
are utilized, such as frames
where only the front 6 pins are set (with or without a spare opportunity per
frame) or various
other pin configurations such as only the 7-10 pins, etc. (including, in
systems which allow for
more than 10 pins, events that require the player to knock down 10 pins or
less, or more than
pins, such as a higher number of pins or successively increasing numbers of
pins).
[00141] Of course, the various events (singular or in
combination) that may be created
are nearly limitless.
[00142] As noted above, aspects of the invention may be
implemented by various
configurations of systems of the invention. In one embodiment, such a system
comprises at
least one controller, one or more event monitoring devices, one or more player
interfaces, and
preferably, one or more game or event presentation devices.
[00143] For example, aspects of one or more systems for
presenting a bowling wagering
game are illustrated in Figure 5. Such a system might comprise a completely
new or custom-
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configured bowling system, or an existing bowling system which is modified to
present the
present invention, such as via integration with other devices.
[00144] In one embodiment, the at least one controller may
comprise a game server 200
of the invention, a bowling system controller 300, or a combination thereof.
The one or more
player interfaces may comprise one or more of: (1) an existing bowling system
interface 306,
such as an existing lane display 308 and a lane user interface 310 (comprising
one or more user
input devices, such as a touchscreen, buttons, etc.) of an existing bowling
system; (2) a separate
or secondary user interface 312, such as video display with a touchscreen
and/or other user
input device(s), a kiosk, etc., and/or a player's device 314, such as a user's
mobile
communication device (phone, tablet, etc.). The one or more event monitoring
devices may
comprise, for example, an existing bowling lane pinsetter 304 or other pin
monitoring
technology (cameras, etc.) used by the bowling system, or separate or
secondary event
monitoring devices 316, such as pin RF1D readers, cameras or other sensors or
devices. The
one or more game presentation devices may comprise, for example, the lane
pinsetters 304
and/or other equipment for presenting the bowling game.
[00145] As one example, in one embodiment, an existing bowling
system 300 may
essentially be integrated with a game server 200 in order to implement the
present invention.
For example, the existing bowling system 300 might be modified (such as with
updated
software executed by the bowling system controller 302, including one or more
API's) to send
information to and receive information from the game server 200. In one
example of the use
of such a system, the bowling system controller 302 might be configured
receive player
identification or login information at the existing lane interface 306 and,
when received,
transmit that information to the game server 200, thus allowing the game serer
200 to identify
the player (and thus, for example, look up the player's skill level, update
the player's skill level,
present player-specific game options, etc.). In response to a player's request
to play a wagering
game of the invention (such as input to the lane interface 306, including a
wager or entry fee
of an amount), the game server 200 may deduct the wager or entry fee from a
player's account
or balance of funds (or from other provided funds) and then present one or
more game options
to the player. These options may be routed from the game server 200 to the
bowling system
controller 302 for presentation at the lane presentation device 306. When
multiple game
options are presented, the player might select one of the game options, or
when a single option
is provided, might select "start game." The game server 200 may then cooperate
with the
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bowling system controller 302 to present the game, such as by the game server
200 sending
instructions to the bowling system controller 302 with game data, such as the
number and/or
arrangement of pins that the bowling system controller 302 should instruct the
lane pinsetter
304 to set. The bowling system controller 302 may send instructions to the
pinsetter 304 and
then receive information back from the pinsetter 304 regarding the results of
the player's roll,
such as the number of pins knocked down. This information may be transmitted
to the game
serer 200 for determining the outcome of the game (based upon one or more
rolls, etc.), and
the result of the game may be presented to the player via the lane interface
306 (such as
"Congratulations, you WON $100"), and wherein a player might be awarded
winnings to a
player account or the like.
[00146] In another embodiment, the existing bowling system 300
might be modified to
present wagering games of the invention and/or be custom configured to present
wagering
games of the invention, wherein the bowling system controller 302 may be
modified to perform
the functions of the game server, such as via updated software. In such a
configuration, the
existing bowling system 300 may essentially be modified to comprise a game
system of the
present invention.
[00147] In yet another embodiment, a system of the invention
might comprise other
combinations of existing bowling system features and additional devices. For
example, in one
embodiment, instead of using the existing lane interface 306 to receive player
input and present
game information, secondary device(s) might be used. For example, a player
might download
a game application onto their user device 314 and provide inputs to the
application, such as
player identification information, wager inputs, etc., and wherein game
information may then
be presented to the user via their device (via the application). In another
embodiment, as
illustrated in Figure 5, one or more secondary displays or interfaces 312 may
be located at an
existing bowling lane (such as in addition to the existing lane interfaces
306) for receiving
player inputs, displaying game information and the like. In this manner, the
existing lane
interface 306 may display information and receive inputs relative to the
existing bowling
system controller 302, and the game server 200 may receive game play inputs
and display game
information via the secondary displays or interfaces 312.
[00148[ Also, the game server 200 may communicate directly
with the pinsetter 304,
such as for setting pins in a unique configuration (by-passing the bowling
system controller
302).
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[00149] In one embodiment, the game server 200 may also
receive game play
information from one or more secondary or separate monitoring devices or
sensors 316. For
example, instead of modifying the bowling system controller 302 to permit
communications
between the game server 200 and the bowling system controller 302, such as to
receive
information from the pinsetter 304 about how many pins a player knocked down,
one or more
additional monitoring devices 316 might be associated with a bowling lane
(such as cameras,
etc., as noted above), whereby game result information may be independently
obtained/determined and provided to the game server 200.
[001501 Of course, other variations of systems may be utilized
to implement the
invention. For example, a system might include a player kiosk. In the case of
a bowling alley,
a kiosk might be centrally located or kiosks might be located at each lane.
The player might
utilize the kiosk as input device to either the gaming server 200 and/or
bowling system
controller 302, such as to reserve and/or pay for a lane, place one or more
wagers, select games
to play, etc.
[00151] As indicated herein, in one embodiment of the
invention, a player may elect to
play a wagering game, such as a bowling game, and a user interface may be
configured to
display various wagering opportunities which can be selected by the player. In
similar fashion
to play of a gaming device or machine 100A,B described herein, relative to a
bowling event, a
player might select a desired "Event with 10:1 Payout- option. Upon receiving
such an input
from the player, the server 200 may utilize the player's skill level to
determine or more events
having odds which, based upon the player's skill level, have an associated
10:1 payout ability.
The events might comprise a single event or multiple events, where the player
can select one
of the events from the different options.
[00152] The system may then be configured to control the
pinsetter of the lane to present
one or more events (such as one or more frames) that have the required
difficulty level. As an
example, the system might cause the user display (of the user device, lane
display, secondary
display, etc.) to indicate -10:1 Payout challenge: Pick up a 1, 9, 10 spare",
at which point the
pinsetter is controlled to set a 1, 9, 10 pin configuration for the player.
[00153] Thus, as one aspect of the invention, existing games,
such as the game of
bowling, may be modified or enhanced in other manners, such as to create new
challenges,
including to vary the difficulty level of the event. These changes might
comprise changes in
rules or other changes.
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[00154] Of course, other types of modifications might be made
to such games or events.
As one example, relative to a bowling lane, one or more projection elements
might be used to
display secondary objects. For example, one or more projection elements might
be used to
display bonus symbols or other features at one or more locations of a bowling
lane. Light
beams or other detectors may then be used to detect a player's bowling ball,
such as to
determine if the player's ball hit a bonus symbol.
1001551 As one example, a modified bowling game might comprise
a "Angry Birds
Challenge" where projections of objects to be "knocked down" on the ball path
from the player
to the pins would be displayed. If the path of the player's ball crosses those
projections, the
displayed objects might be displayed. These features might be used to increase
the difficulty
level of the challenge - either for the purpose of "normalizing" the odds and
payout relative to
players of different skill levels, or to allow the payout for a success to be
changed as described
herein.
[00156] In another embodiment, the ball path of the player
might be tracked relative to
a virtual environment, such as in an "Angry Birds- video game where the
player's ball path is
used as the trajectory of a virtual bird in the virtual environment and where
the virtual bird may
impact one or more virtual objects or the like, as part of a virtual game
outcome (and where
the player controls their ball, such as its path, in order to try and obtain
desired outcomes of
the virtual game). In such a configuration, relative to the system illustrated
in Figure 6, the
game server 200 may generate virtual game information which is displayed to
the player, such
as via the lane display 308 and/or the additional displays 312. The game
server 200 may receive
information regarding the path of the player's ball, such as from the one or
more sensors 316
or other monitoring/detecting devices, and then map that ball path to events
in the virtual game
environment. Once again, the difficulty of the event and/or the payout of the
virtual event may
be controlled based upon the principles described herein.
11001571 In other embodiments, challenges such as the above
might be used for other
purposes, such as to award other types of awards (e.g. other than winnings for
a wagering
game). Such might comprise: (1) A player rating which shows improvement over
time; (2)
Points for playing and/or beating new challenges, which can be redeemed for
prizes like free
food, beverages, hotel rooms, merchandise, or entry into sweepstakes and
contents, etc.
[00158] As one example, a player might be presented with a
bowling wagering
challenge. In one embodiment, aside from the challenge of knocking down the
pins, target
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symbols might be displayed on the lane. The player might be required to roll
their ball over
the target symbols and knock down the pins in order to achieve a winning
outcome (e.g. the
secondary displayed targets, etc., are used to vary the difficulty of the
bowling event). In other
embodiments, the player might win the wagering event by knocking down the
pins, but if the
player also hits the displayed targets, the player might be awarded a bonus,
such as a secondary
prize, points, etc.
1001591 As described herein, principles of the invention may
be applied to a wide variety
of other events. In such configurations, existing presentation technology
might be modified
based upon the principles of the invention and/or secondary devices or the
like may be added
to such systems in order to present skill-based wagering games of the present
invention. For
example, as noted above, relative to a "hitting competition" type event which
includes a
pitching machine, a game server may be configured to control the pitching
machine and one or
more sensors may be used to detect whether the player hit a particular pitch
and/or the outcome
of the hit (such as how far the ball was hit, etc.).
[00160] Further, the skill-based gaming event might comprise
or require two or more
activities. For example, the player might place a wager or entry fee than they
can successfully
drive a golf ball 300 yards and putt a golf ball 20 feet into the hole, hit
live of ten baseball
pitches or the like.
[00161] In one embodiment, as noted above, players might be
assigned a single skill
level or might have different skill levels, such as relative to different
events. For example, a
Player A might be assigned a high skill level for golf events, but a low or
different skill level
for bowling events.
[00162] As indicated herein, one aspect of the invention is
the determination of the skill
level of a player and application of that skill level to a wager-based skill
game. As noted herein,
the skill level of a player may be determined or accessed in various manners.
Preferably, the
skill level is determined by one or more physical inputs or actions of the
player, either via input
to one or more devices or by sensing the player's actions. A wide variety of
input devices or
sensors may be used to gather the information and the types of physical
actions which the
player is required to perform may vary, including depending upon the wagering
event. For
example, in order to access the skill of a player in throwing a baseball, the
player may be
required to throw a baseball. Whereas, to assess the skill level of the player
in putting a golf
ball, the player may be required to putt. On the other hand, a player's skill
might be determined
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from other actions or groups of actions. For example, a player might be
required to throw a
ball at a target, try and hit a pitched baseball and bowl a bowling ball as an
assessment of the
player's skill level (even as to other events, such as golfing).
[00163] As indicated herein, the invention may be applied to a
wide variety of events.
The configuration of the device or system for implementing the invention may
vary depending
upon the event or the environment. For example, as described above, in a
casino setting, one
or more dedicated gaming devices, such as the gaming device 122 illustrated in
Figure 3, might
be utilized to present the events described herein. However, the configuration
of the device
or system for presenting the invention may vary, such as when the present
invention is
implemented in other settings, which includes environments other than casinos.
For example,
the invention might be implemented relative to a golf course or a driving
range where the player
putts or hits a golf ball relative to a large physical range or outdoor
putting green or golf
hole/fairway. In such a configuration, the system of the invention might be
similar to that
illustrated in Figure 2B, where the input devices 250 comprise one or more
user input devices,
such as a mobile device 252, a kiosk 254, smart watch or fitness watch 256,
etc.), the sensors
260 comprise one or more sensor or devices used to determine player actions
(or the result
thereof) and a computing device, such as a remote server 270. As one example,
at a driving
range, a tee box might include a user interface 250 which includes one or more
user input
devices such as buttons, a touch screen or the like, such as for the user to
make selections of
events, wagers, etc. as described herein. The interface 250 might also
facilitate placement of a
wager or entry fee, such as via a wager accepting device (such as a coin or
bill validator) or by
electronic payment (such as from a digital wallet or other electronic payment
vehicle). In some
embodiments, the interface 250 might, as indicated herein, include or comprise
a user's device,
such as a user's mobile communication or computing device 252, 256 that
includes a browser
interface to an event server or an application running on a processor of the
user device. For
example, the user device might comprise a tablet, phone, PDA or other device.
Selections of
events, placement of wagers, etc. may be received by the user interface and be
provided to the
remote server. Other types of interfaces or input devise may comprise kiosks
and audio and/or
video recognition devices (Amazon Echo, etc.). Such input devices or
interfaces might be worn
or be associated with other equipment (golf bag, golf clubs, hat, glasses,
clothing, golf cart,
etc.)
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[001641 In such a configuration, various types of sensors or
other devices might be used
to determine, either directly or indirectly, the result of the player's
inputs. These may include,
but are not limited to, accelerometers, motion detecting devices, velocity
measuring devices
(radar, dual radar, Doppler radar, Lidar, etc.), distance measuring devices,
force measuring
devices (strain gauges, etc.), cameras or other image devices or sensors,
identification tags
(including but not limited to RFID tags, printed bar codes, etc.), location
determining devices
(UPS devices, etc.) pressure and/or mass sensors, light (visible or invisible)
sensors, sound
sensors, and others. For example, at a golf driving range, RFID tags may be
associated with
golf balls and those tags may be read, such as to determine a location where a
ball is hit and
thus the distance that the ball traveled, how close the ball is to the hole,
etc. As another
example, one or more cameras may track the path of a golf ball to determine
the same or similar
information. These or other sensors might be used to track the path or
movement of a ball, the
location of a ball, a hole sensor (such as for detecting a golf ball in the
hole) etc., for
determining an outcome of the event as to a particular player. Of course, the
particular type of
sensors or detector may vary, such as by the type of event, and might comprise
more than one
type of detector or sensor, including combinations of sensors or detectors,
including in a mesh.
11001651 Such detectors or sensors might be positioned in
various locations. For
example, relative to a golf event, the detectors or sensors might be
positioned at the tee box, in
tee markers, in trees or bushes, in electrical or sprinkler boxes, at the pin
or hole, around the
green and/or fairway, on poles, on golf carts or other equipment. In some
cases, detectors or
sensors might be associated with anal craft such as blimps or drones.
[001661 In some embodiments, the various input devices and
detectors or sensors might
be configured for wired communications, but most preferably wireless
communications. For
example, as illustrated in Figure 2B, the input devices and detectors or
sensors might comprise
Wi-Fi enabled devices which sync with one or more Wi-Fi communication hubs 290
for
communicating with the remote server 270, such as via one or more networks N
(WANs,
LANs, the Internet, cellular network, etc.).
[00167] In some embodiments, the system may automatically
track the activity of a
player. For example, a player might elect to enter a game via an input to an
application running
on their mobile device. Using information from the mobile device or an
associated network
which provides the location of the user, the system may determine the location
and then present
the event to the user. This may involve collecting information from the
detectors or sensors at
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the user's location (such as Hole #1 of ABC golf course) to determine the
actions of the player
and the results of the event (wherein information collected by the one or more
detectors or
sensors at the location is provided to the server for processing and
determining the outcome of
the event). Winnings might then be paid, for example, to an account of the
user. In some
embodiments, facial recognition may be used to verify the identify of the
user, such as by one
or more cameras at the location of the user capturing their facial image for
comparison to a
stored image (associated with the user who requested entry into the event via
their mobile
device, etc.).
[00168] As noted above, in some embodiments, the skill level
may be determined or set
at least partially based upon other factors, such as player age, sex, height,
weight, or various
other information such as answers to questionnaires, social media information
or the like (e.g.
answers to questions like "how often do you golf?", etc.). In one embodiment,
an operator
might view or assess a player or a player's actions and enter information into
the gaming device
or system for use in setting or determining a player's skill level.
[00169] In one embodiment, a player's skill level is at least
partially determined by one
or more initial attempts at the game (though as indicated above, the skill
level is preferably
determined wholly or in part based upon other events or information). As noted
below, a player
might be assigned an initial base rating and the player's rating might then be
adjusted based
upon additional information. For example, the player's base rating might be
set at the highest
level (such as 100 on a scale of 100) to minimize the risk to game operator.
Based upon
additional information which suggests that the player doesn't truly have a
skill level of 100,
the player's skill level may be adjusted downwardly. As one example, relative
to a putting
event in which a player attempts 3 flat putts, 2 putts with a 3 degree right-
to-left break and then
1 putt with a 6 degree right-to-left break, the player's skill level might be
adjusted after the
entire event, or after each individual putt ¨ and then the odds/payout for the
event may be
similarly adjusted. In one embodiment, a player might place a wager or entry
fee on the entire
event and then the odds may be applied to the entire event, or in another
embodiment the player
might be required to place a wager or entry fee on each putt/event and where
the odds and
associated payouts may thus vary based upon the adjusted player skill level
after each putt (for
example, the odds/payouts on the first 3 putts might be better than average
while the
odds/payouts on the last three putts might be less than average).
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11001701 The skill based gaming event requires one or more
physical player actions or
inputs. However, the type of skill based gaming event may vary. In one
embodiment, the skill-
based event may be live, virtual or a combination thereof. For example, the
skill based gaming
event might comprise hitting a baseball. The player might swing a physical bat
and a physical
ball in this event. Alternatively, the player might swing a physical bat at a
virtually pitched
ball, such as one which is shown on a video screen (combination of live/real
and virtual). As
another example, a player might throw a virtual baseball by simply moving
their arm in a
pitching motion relative to a plurality of sensors. Thus, the invention can be
implemented
relative to a wide variety of different skill-based activities or events.
[00171] Variances in event difficulty can be introduced in
various manners. For
example, relative to a golf ball putting event, the distance of the putt to
the hole might change.
However, in other embodiments, the slope or shape of the putting surface might
be changed.
Likewise, in a baseball batting contest, the speed or type of pitches might be
varied to change
the event difficulty. Relative to golf, factors such as tee box location, hole
selection, hole
location, fairway/rough conditions, hazards (trees, water, sand traps),
weather conditions
(wind, rain) and a whole host of other factors may determine the difficulty
level of the event.
[00172] As indicated above, in one embodiment of the
invention, a payout for a winning
game outcome may be determined based upon the player' s wager or entry fee and
the calculated
or determined likelihood that the player will successfully complete the event
(e.g. obtain a
winning outcome), which likelihood is based upon the determined player skill
level in relation
to the difficulty of the event.
[00173] It will be appreciated that certain events may have a
difficulty which, in relation
to the player's skill level, result in a very high probability of the player
obtaining a winning
outcome ¨ such as a 99-100% probability of a winning outcome. In such
instances, the system
and method of the invention may be configured to eliminate or not present
those events to the
player (such as by not including them on a list of player selectable events,
etc.), since there is
effectively no "risk" or chance that the player will lose the event. Instead,
only those events
having a higher difficulty and which, in relation to the player's skill level,
are determined to
have a lower probability of success, may be presented to the player and/or
made available for
selection by the player.
[00174] In other variations, when it is determined that the
probability of success is very
high, the amount that the player is permitted to wager or entry fee and/or the
amount that is
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paid in winnings, may be reduced greatly, thus reducing the risk of the game
to the house. For
example, if the probability of success as to the player for a particular event
is 95% and the
payout is set to 10% of the wager or entry fee, instead of permitting the
player to wager up to
$100, the player might only be permitted to wager up to $1 (thus causing the
maximum
winnings payable to the player to go down from $10 to $0.10) or by simply
reducing the payout
to a minimal value (e.g. even a $100 wager or entry fee only pays $0.10 if won
by the player),
whereby the player is disincentivized from the playing the game and/or the
amounts paid by
the house to such a player is so small that it can be absorbed into the total
return to the house
against all players.
[00175] As described, the invention may be implemented in a
"player vs. machine" type
format, such as where a single player places a wager or entry fee on the
outcome of a skill
based event presented via the device and the player's outcome is then
evaluated. In casino
terminology, such event is essentially a "player v. house" event.
[00176] Of course, the invention might be applied to other
types of wagering
configurations. As one example, the present invention may apply to as few as
one player or
multiple players. For example, as detailed above, a single player might place
a wager or entry
fee that they will achieve a successful skill-based gaming event outcome and
that single player
may then participate in the event and the outcome is determined based upon
that single player's
performance. However, in other embodiments of the invention, players may play
against one
another, and/or two or more players (a "Group") may participate in one or more
events as part
of a game.
[00177] Player v. Player
[00178] In one embodiment, instead of a player vs. house
event, players may play
against one another. For example, a first player may place a wager or entry
fee upon the
outcome of the play of an event by a second player. As another example, a
first player may
participate in an event against a second player, where a system of the
invention sets the odds
or difficulty for the event for the players.
[00179] Set forth below are examples of this configuration of
the invention. In these
examples, the principles of the invention are utilized, namely: 1) as to an
event having the
same odds for Player 1 and Player 2, setting the difficulty of the event for
Player 1 and Player
2 based upon their skill levels; or 2) as to an event having the same
difficulty level for Player
1 and Player 2, setting the odds (and/or payout) for a successful game outcome
dependent upon
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the player's skill level. For example relative to the example below (Golf,
Closest to Pin,
example Al), for the same payout for a winning outcome, the difficulty of the
event is set
higher for Player 1 than Player 2 because Player 1 has a higher skill level
than Player 2. In the
example below (Golf, Closest to Pin, example, B), for the event having the
same difficulty
level for Player 1 and Player 2, the payout (as based upon an amount wagered
or an entry fee)
is lower for Player 1 who has a higher skill level than Player 2.
1001801 Event: Golf, Closest to the Pin
[00181] A) Varying Difficulty, Same Payout
[00182] Example 1:
Distance variation, End ball location within 20 feet of the pin / 5
shots / ties broken by ball number: Player 1 (above average): 150 yard target
and Player 2 (below average): 100 yard target
[00183] Example 2: Target Size variation / 5 shots / ties
broken by ball number 100 yard
target: Player 1 (above average): 10 feet and Player 2 (below average): 30
feet
[00184] B) Varying Payout, Same Difficulty
[00185] Example: 100 yards, 20 feet target / 5 shots / ties
broken by ball number: Player
1 (above average): $10 entry fee and Player 2 (below average): $2 entry fee
[00186] Event: Golf, Chip Shot
[00187] A) Example 1: Varying Difficulty, Same Payout
[00188] "End ball location within 10 feet of the pin- / 5
shots / ties broken by ball
number: Player 1 (above average): 75 yard target and Player 2 (below average):

25 yard target
[00189] B)
Example 2: 50 yards / Varying Payout, Same Difficulty / 5 shots / ties
broken by ball number: Player 1 (above average): $10 entry fee and Player 2
(below average): $2 entry fee
[00190] Event: Golf, Longest Drive
[00191] A)
Example 1: Varying Difficulty, Same Payout / 5 shots / ties broken by
ball number: Player 1 (above average): Over 280 yards, fairway 25 yards wide
and Player 2 (below average): Over 200 yards, fairway 50 yards wide
[00192] B)
Example 2: 250 yards / Varying Payout, Same Difficulty / 5 shots /
ties broken by ball number: Player 1 (above average): $10 entry fee and Player
2 (below average): $2 entry fee
[00193] Event: Bowling, Strike Challenge
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[00194] A)
Example 1: Varying Difficulty, Same Payout: Player 1 (above
average): 3 strikes over 5 frames and Player 2 (below average): 1 strike over
5
frames
[00195] B)
Example 2: 2 strikes over 5 frames / Varying Payout, Same Difficulty:
Player 1 (above average): $10 entry fee and Player 2 (below average): $2 entry

fee
1001961 Event: Bowling, Pin Challenge
[00197] A)
Example 1: "Knock all the pins down" / Varying Difficulty, Same
Payout: Player 1 (above average): All 10 pins and Player 2 (below average):
Pins 1-6 only
[00198] B)
Example 2: "Get a spare" / Varying Payout, Same Difficulty: Player 1
(above average): $10 entry fee and Player 2 (below average): $2 entry fee
[00199] Of course, any number of events may be presented as
described herein. In this
embodiment, two or more players may play against one another, wherein the
wager/entry fee
or payout for each player may be the same and then the difficultly level of
the event may be
customized for each player based upon their relative skills, or the
wager/entry fee or payout for
each player may be different, with all players playing the same event. The
players place the
appropriate wager or entry fee and then each participate in the event, the
outcomes are
determined and payouts are awarded for winning outcomes.
[00200] Contests
[00201] In one embodiment, one or more players (preferably two
or more) may enter a
contest. A contest is an event which is defined by one or more challenges when
certain target
criteria are met, wherein if a player of the content meets the one or more
criteria the player is
a winner of the challenge and if not, the player loses the challenge. In
accordance with the
invention, either: (1) the difficulty level of the one or more challenges are
varied based upon
player skill level so that winners of the contents are paid the same payout;
or (2) the difficulty
level of the one or more challenges is the same for all players, but the
payout (winnings or the
event entry fee or wager) varies based upon player skill level. Set forth
below are various
example of these principles:
[00202] Event: Golf, 3 Foot Challenge ¨ Hit Balls Until You
Get within 3 feet from the
hole (10 balls max) / Ball Number at which you achieve the target is your
final score / If no
ball achieves target, then closest ball is measured along with ball number
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[00203] A) Example 1: Varying Difficulty, Same Payout:
Player 1 (above average):
150 yards and Player 2 (average): 100 yards and Player 3 (below average
golfer): 50 yards
[00204] B) Example 2: Varying Payout, Same Difficulty / 100
yards: Player 1
(above average): $20 entry fee and Player 2 (average): $10 entry fee and
Player
3 (below average): $2 entry fee
1002051 Event: Golf, Sink a Chip ¨ Hit Balls Until You Sink a
Ball (10 balls max) /
Ball Number at which you achieve the target is your final score / If no ball
achieves target, then
closest ball is measured along with ball number
[00206] A) Example 1: Varying Difficulty, Same Payout:
Player 1 (above average):
50 yards and Player 2 (average): 25 yards and Player 3 (below average golfer):

yards
11002071 B) Example 2: Varying Payout, Same Difficulty / 25
yards: Player 1 (above
average ): $20 entry fee and Player 2 (average): $10 entry fee and Player 2
(below average): $2 entry fee
[00208] Event: Bowling, Back-to-Back Marks ¨ Bowl frames until
you get back-to-
back marks (strike or space) / Frame Number at which you achieve the target is
your final score
/ If no back-to-back marks, then no one wins the contest
[00209] A) Example 1: Varying Difficulty, Same Payout:
Player 1 (above
average): 3 frames and Player 2 (average): 6 frames and Player 3 (below
average
golfer): 9 frames
[00210] B) Example 2: Varying Payout, Same Difficulty / 5
frames: Player 1 (above
average ): $20 entry fee and Player 2 (average): $10 entry fee and Player 3
(below average): $2 entry fee
[00211] Event: Bowling, Split Challenge ¨ Bowl frames with a
pre-determined split
configured as the target (5 attempts) / Frame Number at which you achieve the
target is your
final score / If no split is "picked up" or knocked down, then no one wins the
contest
[00212] A) Example 1: Varying Difficulty, Same Payout:
Player 1 (above average):
7-10 split and Player 2 (average): 4-5 split frames and Player 3 (below
average
golfer): 3-10 split
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11002131 B) Example 2: Varying Payout, Same Difficulty / 4-5
split: Player 1 (above
average ): $20 entry fee and Player 2 (average): $10 entry fee and Player 3
(below average): $2 entry fee
[00214] Tournaments
11002151 In one embodiment, two or more players may enter a
tournament. A
tournament is an event which is defined by one or more challenges and where
the performance
of players of the tournament are ranked, such as based upon their performance
relative to
criteria of the tournament. In accordance with the invention, either: (1) the
difficulty level of
the one or more challenges are varied based upon player skill level so that
winners of the
contents are paid the same payout; or (2) the difficulty level of the one or
more challenges is
the same for all players, but the payout (winnings or the event entry fee or
wager) varies based
upon player skill level. Set forth below are various example of these
principles:
11002161 Event: Golf, Closest to the Pin
[00217] A) Example 1: Varying Difficulty, Same Payout
[00218] "End ball location closest to the pin- / 5 shots /
ties broken by ball number:
Player 1 (above average): 150 yard target and Player 2 (average): 100 yard
target
and Player 3 (below average): 50 yard target
[00219] B) Example 2: Varying , Same Difficulty
[00220] Example: 100 yards / 5 shots / ties broken by ball
number: Player 1 (above
average): $20 entry fee and Player 2 (average): $10 entry fee and Player 3
(below average): $2 entry fee
[00221] Event: Golf, Longest Drive
[00222] A) Example 1: Varying Difficulty, Same Payout
[00223] "Distance past target" / 5 shots / ties broken by ball
number: Player 1 (above
average): 200 yard target and Player 2 (average): 250 yard target and Player 3

(below average): 200 yard target
[00224] B) Example 2: Varying Payout, Same Difficulty
[00225] 250 yards / 5 shots / ties broken by ball number:
Player 1 (above average): $20
entry fee and Player 2 (average): $10 entry fee and Player 3 (below average):
$2 entry fee
[00226] Event: Bowling, 5 Frame Challenge / "Get the highest
score"
[00227] A) Example 1: Varying Difficulty, Same Payout
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[00228] "Get the highest score": Player 1 (above average): 6
pins per frame (random)
and Player 2 (average): 6 pins per frame (pyramid) and Player 3 (below
average): 10 pins per frame
[00229] B) Example 2: Varying Payout, Same Difficulty
[00230] 10 pins per frame: Player 1 (above average): $20 entry
fee and Player 2
(average): $10 entry fee and Player 2 (below average): $2 entry fee
1002311 Event: Bowling, Split Challenge - Bowl frames with a
pre-determined split
configured as the target (5 frames) / Number of Splits "picked up" or knocked
down is the
primary score / If no split is "picked up" or knocked down, then highest
number of pins knocked
down wins
[00232] A) Example 1: Varying Difficulty, Same Payout:
Player 1 (above average):
7-10 split and Player 2 (average): 4-5 split frames and Player 3 (below
average
golfer): 3-10 split
[00233] B) Example 2: Varying Payout, Same Difficulty / 4-5
split: Player 1 (above
average ): $20 entry fee and Player 2 (average): $10 entry fee and Player 3
(below average): $2 entry fee
[00234] Group Play
[00235] In one embodiment, Group play may involve different
players of the Group
having different target outcomes, the same target outcome (such as based upon
an average skill
level as described below), or a combined target outcome.
[00236] As one example, Players A and B may collectively place
a $100 wager or entry
fee that Player A can drive a golf ball 300 yards and Player B can putt a golf
ball into a hole
20 feet away ¨ e.g. each player in the Group has a different target outcome
which is based upon
their individual skill level. In this instance, the skill levels of the
players are determined and
odds and a payout may be set based upon the skill levels of the players
relative to those
activities, collectively.
[00237] In one embodiment, the Group may play "against the
house", wherein a Group
target outcome can be a set result which is determined by a group skill level.
For example, in
the case of virtual golf, the Group can be comprised of players of varying
skill levels. A Group
Skill Level may be determined based on the individual skill levels, wherein
the target is based
on the Group Skill Level.
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[00238] For example, in a "Closest to the Pin" golf game, the
Individual Skill Levels for
three players in a participating Group may suggest a target of 10 feet for
Player 1, 15 feet for
Player 2 and 20 feet for Player 3. A Group target (e.g. the same target
outcome for each player)
may then be calculated and set at 8 feet for the Group.
[00239] For example, in the case of bowling, the Group can be
comprised of players of
varying skill levels. The Group Skill Level is determined based on the
individual skill levels,
and the target may be based on the Group Skill Level. In a "Three Frame"
bowling challenge,
the individual skill levels for the three players may suggest a target of 45
for Player 1, 30 for
Player 2 and 15 for Player 3. The Group Target (e.g., a combined target
outcome) may then be
calculated as a total of 90 for the Group.
[00240] In another bowling example, the Group can be comprised
of players of varying
skill levels. The Group Skill Level is determined based on the individual
skill levels, and the
target is based on the Group Skill Level. In a "3 Pin" bowling Challenge, the
individual skill
levels for the three players may suggest that Player 1 has a very difficult 3-
pin Split, Player 2
has an easier 3-pin Split, and Player 3 has the first three pins (Pins 1, 2,
and 3) as their targets.
If any of the players of the Group achieve their target, all of the players in
the Group may be
declared to be winners (and may be paid winnings, where the winnings may be
the same or
might vary, including based upon skill level, based upon whether they were the
won achieved
the target or were just a participant in the Group, etc.).
[00241] Group games can be played simultaneously with
individual games, so that
rewards for individual wagering game play can be earned in parallel to the
Group
performances.
[00242] For example, a Group can choose to enter a Group game
before playing 18 holes
of golf or bowling a 10 frame game. During gameplay, individual A may elect to
wager upon
and play one or more skill-based games of the invention on their own. As the
Group (which
includes individual A) achieves Group targets during gameplay, the members of
the Group are
rewarded independently of their individual game performance. For example, when
golfing, a
player may enter a series of contents and tournaments which they do not win.
But, since they
entered a Group game, they can be rewarded if their other group members hit
the targets, their
Group aggregate performance hits the targets, and/or they hit Group targets
for which they did
not choose an individual game or whose individual game outcomes were not met.
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[00243] A Group of 3 players can choose to enter an 18 Hole
Group Golf Challenge,
with each player choosing to enter other individual games before and during
the 18 hole
gameplay. The 18 Hole Group Golf Challenge prizing is based on the Group Skill
Level. As
the players play, their Group earns rewards for meeting certain outcomes or
targets. Examples
of outcomes include, but are not limited to, 2 pars on a hole, 2 drives over
275 yards, a Birdie
and an aggregate score of Even on a particular hole. The same methodology
which is used to
create payouts and games of based on individual skill levels are applied to
the group, so that
the difficulty of the game or the amount of the payout varies based on the
Group Skill Level.
[00244] In another example, a group of 3 players can choose to
enter a 10 Frame
Bowling Challenge, with each player choosing to enter other individual games
before and
during the 10 frame gameplay. The 10 Frame Bowling Challenge prizing is based
on the Group
Skill Level. As the players play, their group earns rewards for meeting
certain outcomes or
targets. Examples of outcomes include but are not limited to 2 "Marks" (spare
or strike) in a
frame, one "Turkey" (three straight strikes), a Spare successfully picked up
and an aggregate
score of 50 in a frame. The same methodology which is used to create payouts
and games of
based on individual skill levels are applied to the group, so that the
difficulty of the game or
the amount of the payout varies based on the Group Skill Level.
11002451 Prizes may include, but are not limited to, rankings,
badges, cash prizes, and/or
rewards like free food & beverage, tickets to an event, and extra gameplay
time.
11002461 Group can play "against the house" versus set targets
or in tournaments and
contests against other groups.
[00247] As another example, the invention may be applied in a
tournament format. For
example, 20 players may each place a wager or entry fee that they won't miss a
putt. Each
player might putt a golf ball at a hole 5 feet away. Those that miss might be
eliminated and
the remaining players might then try and putt a golf ball into a hole 10 feet
away, and so on,
until only one player remains (and may be declared the winner). In
configuration, the payout
to the winner(s) may be dependent upon the skill levels of the players
relative to the defined
event and/or the "buy-in" or initial wager or entry fee which each player must
place to
participate may vary based upon the players' skill levels (or course, in other
embodiments, each
player might be required to make a putt of a different distance or difficulty
which varies based
upon the player's skill level, as described herein).
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[002481 Currently, players of varying skill levels are unable
to effectively and efficiently
play for prizes with the rewards based on their performance. In some cases,
like daily fantasy
sports, players are qualified by skill based on the amount of games they have
played. This is
lacking insomuch as the quantity of their gameplay does not often relate to
their performance
in the game. In other cases, like tennis or chess, finding players with
equivalent skill levels is
difficult, providing a lack of liquidity in the market of games. For games
that match players,
like those provided by Skillz, the players are limited to player versus player
results, in a winner-
take-all format or ranked tournament format that limits the playout options.
For players of
varying skill levels, like golfers, there are tournament formats that
integrate relative skill, like
the golf handicap system. But such handicap systems are limited insomuch as
they don't
provide the level of fidelity on individual player actions that allow for
effective comparison on
individual actions and specific skills. Moreover, the methodology of
collecting and comparing
results are limited by the gameplay, with manual collection and comparison of
results being
the norm. Additionally, prizing for gameplay is limited to payouts based on
prescribed results
without adapting to the relative skill and performance of the players.
[00249] In accordance with the invention, players of similar
or different skill levels can
compete in tournaments and contests, rewarding players based on their relative
performance
based on their individual skill level compared to the group's performance.
Players can be
matched with other players which have similar skill levels for the specific
game being played,
based on algorithmic determination of skill based on the specific actions in
the game. Players
of varying skill levels are able to quickly-and-easily enter tournaments and
contests, without
having to worry about whether there are enough players, since players of
varying skill levels
can join the tournament or contest. Players can be rewarded based on their
relative
performance, so that if they have an extraordinarily strong outcome, they
receive greater prizes.
11002501 In this regard, in accordance with the invention,
players are able to play games
and be rewarded based on their performance by entering skill-based tournaments
and contests
with other players. Winnings or payouts may be based on the player's relative
performance to
their skill level and the performance of all other players in the tournament
or contest. The
greater availability of tournaments and contests allow players to enter at any
time, with digital
results and payouts sent to them on a timely basis. Further, extraordinary
performances may
be rewarded with extraordinary payouts.
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[002511 For example, a player may enter a "Closest to the Pin-
tournament in a virtual
golf environment with a $10 entry fee and total prize pool of $100,000. The
result of each
player's gameplay is compared to the results of all other players in the
tournament, adjusted
based on the skill level for each player. The top players may be awarded
prizes, such as with
increasing payouts based on rankings and exceptional payouts for performances
that deviate
significantly from the expected result. For example, the top 10% of players
may receive a
reward equal to 5x their entry fee, the top 2% of players may receive 10x
their entry fee, and
there can be 30% of the entry fees allocated to extraordinary performances,
with a 10%
tournament entry fee to the operator. An extraordinary performance can be a
Hole-in-One for
players with advanced skill level or within 3 feet of the pin for players with
beginner skill level.
[00252] As another example, a player may enter a "3 Frame"
bowling challenge at a
bowling alley lane with a $10 entry fee and total prize pool of $100,000. The
result of each
player's gameplay is compared to the results of all other players in the
tournament, adjusted
based on the skill level for each player. The top players may be rewarded by
prizes, such as
with increasing payouts based on rankings and exceptional payouts for
performances that
deviate significantly from the expected result. For example, the top 10% of
players may receive
a reward equal to 5x their entry fee, the top 2% of players may receive 10x
their entry fee, and
there can be 30% of the entry fees allocated to extraordinary performances,
with a 10%
tournament entry fee to the operator. An extraordinary performance can be a
Turkey, or 3
straight strikes, for players with Advanced Skill Level, or getting two
"marked" frames (spare
or strike) for players with Beginner Skill Level.
[00253] The invention might also be applied to contests or
promotional style events or
wagering.
[00254] Back-betting may also be facilitated by the methods
and systems of the
invention. For example, Player A might place a $100 wager or entry fee that
they can sink a
25 foot putt, where the payout for a winning outcome is $150. Bettor B might
be permitted to
place the same wager on Player A's outcome - e.g. a $100 bet that Player A
will be successful
(in a preferred embodiment, a back-bettor can only place a bet on another
player's successful
outcome and not an unsuccessful outcome, such as to prevent collusion between
the player and
the back-bettor where the player "throws- the outcome to allow the back-bettor
to win). Of
course, back-betting might be allowed in multi-player events as well. For
example, Players A,
B and C might each place bets that they can sink a 10 foot, a 25 foot and a 15
foot putt,
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respectively, Bettor B might place a bet specifically on Player C, betting
that Player C will
sink their 15 foot putt.
[00255] In one embodiment, the player's skill level is used in
determining the "pure"
odds and payouts for the event. In other embodiments, the player's skill level
is partially used
to determine the odds and payouts for the event.
[00256] Generalized Games
1002571 As described above, a player's skill level is utilized
in the determination of the
odds, payouts or difficulty of the skill-based wagering event. Of course, in
some instances, the
skill level of the player may not be known or the identity of the player might
not be known.
[00258] As one example, the first time a player plays a game
on a device or system of
the invention, the skill level of the player is not known. As indicated, in
one embodiment, the
skill level of the player might be preliminarily assessed, such as by having
the player provide
one or more inputs which are used to provide or set an initial skill level of
the player (which
skill level may then be re-evaluated, such as based upon later game outcomes).
[00259] In another one embodiment, the player's skill level
may initially be set at a base
level, such as at an "expert" level or the highest level, and may then be
adjusted (such as moved
downwardly) based upon assessment of a player's actions or inputs. In this
configuration, if
"expert" level is correlated to the highest level of odds and the lowest
payout, the house starts
by offering the event in a configuration of lowest risk (e.g. the player is
unlikely to be an expert
and so they are likely to lose the event; if the player turns out to be an
expert, the house only
awards the lowest award).
[00260] Advantages and Other Aspects of the Invention
[00261] One aspect of the invention is a system and method
where players are rewarded
for an outcome of a skill-based event, based upon criteria dictated before the
player's action(s)
in the event. If a player successfully completes their task, they win their
wager or entry fee
and the associated payout.
[00262] In a preferred embodiment, the invention does not
include a random number
generator nor attempt to create or re-create an event where the outcome is
randomly
determined, such as in a game of slots. In one embodiment, the challenge
associated with a
game or event of the invention is clearly stated or defined to the player
before the game or
event starts (including relative to the defined payouts), with the players'
skill being the
determinant of the outcome (win/loss) of the event and the associated payout.
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[00263] As one aspect of the invention, games and/or payouts
are created based on the
skill-level of the player. This novel method of game creation is different
than other gaming
systems which present a constant game and payout for all players. Moreover,
the payouts are
entirely known without any randomness. For example, in contrast to a slot game
where the
outcome is random and/or the award may vary, in accordance with the present
invention, the
player knows that their successful skill (without being modified, such as by
the system) in
achieving the required outcome will result in a particular payout. Thus, a
player can, through
their own action and skill, win an award by successfully completing the known
event.
[00264] Aspects of the invention may thus comprise, but are
not limited to one or more
of:
[00265] A wagering skill game which has winning and losing
outcomes, where prizes
for winning outcomes are fixed and depend only on the outcome of the skill
game;
11002661 A method of awarding payouts for a skill game where
the award is solely
determined by whether the player wins or loses the skill game;
[00267] A wager-based skill game where awards are based upon
the skill of the player(s)
and not randomly determined; and
[00268] A method/system for non-randomized awards for a
wagering skill game.
[00269] In one embodiment, the invention provide games or
events of varying skill
levels and/or payouts of known amounts for players with varying skill levels,
and thus also
provides methods of determining and updating the player's skill level. In
accordance with the
invention, players of skill-based games are assigned a skill level. In various
embodiments, the
invention permits the player's skill level or rating to: (1) update over time
to reflect the overall
progress of the player; (2) adjust for any shorter-term trends in player
performance; and/or (3)
reflect the player's skill in various elements (such as overall, by sport, by
sub-activity within a
sport, etc.)
[00270] In this regard, the invention overcomes issues
associated with the prior art. For
example, existing player rating systems are limited. Golf handicap systems
only reflect the
overall player performance, not their skill at a specific element of golf
(like putting or driving).
Moreover, the method of golf handicap calculation is arbitrary and
fluctuating, as represented
by the change in handicap calculation in 2020. Similarly, players are
evaluated in video games
based on their performance, but those systems are generally based on aggregate
time played,
tasks completed and performance. They do not accurately reflect a player's
skill level, and/or
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are not applicable to real-world games wherein the player is interacting with
a real world game
input (like golf, bowling, baseball, etc.). When representing real world
players in video games,
the video game companies use people to arbitrarily rank players based on some
statistics but
often a fair amount of subjective input. Likewise, Elo systems are used for
chess rankings but
have not been adopted for other sports. The Elo system is also an overall win-
loss system,
without input from individual actions.
1002711 In accordance with the present invention, because a
detailed and reliable player
skill level can be determined, games can be created to maximize engagement
while optimizing
monetary sustainability for wagering. For example, wagering events can be
specifically
structured to provide specific long-term return-to-player (such as a
particular RTP of 85% over
time), so that in aggregate, the game is profitable, but any specific player
may win in the short-
term or even the long-term based on their individual performance.
[00272[ For example, as a player plays a "Closest to the Pin"
golf competition where the
player hits a ball from a certain distance away in a virtual golf simulator to
a pin, the player's
action data is collected. This data is combined with all previous data to,
relative to future events,
change or control either: 1) the payout and/or 2) the distance to the pin. A
predictive algorithm
generates or selects payouts and/or distances which create an expected value
(EV) of 85% of
the wagered amount. So, for a player with a high skill level (90 out of 100
for iron approach
shots of about 100 yards), the target may be 10 feet for a 1:1 payout. The
player will have
confidence they can meet this target. The game has confidence that the player
will likely only
meet this target 42.5% of the time. Both player and game are satisfied by
their game setup.
When the player plays, additional data is collected which informs future game
setups. If the
player consistently performs well, their skill level will increase, resulting
in either a decreasing
in the size of the target (from 10 feet to 8 feet to 6 feet) or a decrease in
the payout (from 1:1
to 2:3 to 1:2).
[00273] The same inventive concept can be applied to other
games withing golf and
other games of different types. For example, for bowling, the player can have
an overall
medium skill level (60 out of 100), but show a lower skill level in picking up
particular spares
late in games (a/k/a they do not perform well under high leverage situations).
In that case the
player's sub-skill of spares and sub-skill of high leverage event may be lower
(20 out of 100
for each). In such event, the payouts for these wagers may be assigned to be
higher than in
starting frames or low leverage situations.
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[00274] In one embodiment, various external information may be
used in determining
or assigning the player's skill level. In a preferred embodiment, all skill
levels and sub-skill
levels are informed by all data points, updating to reflect the most recent
data alongside
historical data and overall system data from all players. In the prior art,
some games involve
use of subjective skill level, such as where the player picks a level of
difficulty they believe
matches their skill level. As noted above, in other variations, the prior art
includes assigning a
skill level, such as a handi-cap, based upon event outcomes. Outcome based
skill determination
has a number of drawbacks, including that outcomes are not always predictive
of the player's
skill level (since, for example, positive outcomes will statistically occur
even when a player's
skill level is low) and because outcomes of one event are not necessarily
correlative to the
potential for positive outcomes in other events, among other drawbacks..
Unlike the prior art,
in the preferred embodiment of the invention, the skill level of a player is
objectively
determined, and is also determined based upon actions and not just outcomes.
Thus, a skill
level can be determined for a player which accurately reflects their true
skill level, including a
skill level for events where the player has not even yet registered an outcome
or where the
number of outcomes is too low to be predictive of the player's skill.
[00275] Another aspect of the invention comprises games or
events, and particularly
wagering events, which vary based upon player skill level. Currently, there is
no consistent
way for a player to wager on their own skill at a particular task. Games that
allow a player to
provide input of difficulty simply allow the player to choose their own skill
level or game
difficulty, and therefore compete based on their self-assessed ability. The
player interacts with
a display screen (including but not limited to onsite tablet, keyboard and
screen entry, video
game controller or smartphone) to choose a game. For example, when playing in
a virtual golf
simulator, the player selects the challenge or course. There is no suggested
game based on their
past performance. As another example, in video games, players often "unlock"
tasks based on
the completion of previous tasks. This is an arbitrary process, with the skill
level of the player
being secondary the completion of the task, no matter how long it took or with
what relative
skill it took to accomplish.
[00276] In accordance with the invention player skill level
forms the foundation of the
presented event, either in the difficulty level of the event or the payout
therefor. 'The player is
presented with tasks or event which the player can wager on based on their
skill. The invention
may thus involve the display of engaging games that players can select from,
wager upon, and
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win money. No longer to players need to choose their own skill, not knowing if
the game will
be too easy or hard. No longer will they have to play without the ability to
wager. With the
invention, the player may be presented with a display screen (including but
not limited to onsite
tablet or smartphone or other interface) with games or other events that are
challenging and can
provide monetary rewards. Therefore, the player does not need to wonder
whether the game
will be challenging enough, or too challenging. The invention allows players
to choose games
with the appropriate difficulty to create a challenging game, and allow them
to wager and win
money while playing.
[00277] At the same time, game developers have a sustainable
method of presenting
various games which will be engaging to players. In one embodiment, a system
of the invention
may be used to generate a plurality of different events (based upon player
skill level) and
present as options to the player those different events, or present a sub-set
of such games or
events which are most likely to be of interest to the player.
[00278] Yet another advantage of embodiment of the invention
is that wagering events
are presented or played against the house. In the prior art, competitions
between players are
known. As indicated above, however, this requires two or more players to play
against one
another to engage in the game. In accordance with the invention, wagering
games can be
presented to a single player by making the wager against the house. A
particular aspect of the
invention is a method and system which configures the games so that the wagers
are made
against the house (e.g. by the house determining event difficulty based and/or
payouts for an
event having a particular difficulty, whereby the odds of the event are
tailored to allowing
wagers to be made in a manner which permits payment of winnings for winning
outcomes but
also rete
[00279] The invention thus has a wide range of applicability
to individuals and
businesses, such as players of games like virtual golf, bowling, and other
games, including but
not limited to video games, and businesses looking to create increased
engagement and a new
revenue stream through wagering will use this invention to make their games
more interesting
and profitable.
[00280] It will be understood that the above described
arrangements of apparatus and
the method there from are merely illustrative of applications of the
principles of this invention
and many other embodiments and modifications may be made without departing
from the spirit
and scope of the invention as defined in the claims.
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Representative Drawing
A single figure which represents the drawing illustrating the invention.
Administrative Status

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Administrative Status

Title Date
Forecasted Issue Date Unavailable
(86) PCT Filing Date 2021-12-23
(87) PCT Publication Date 2022-07-07
(85) National Entry 2023-06-27

Abandonment History

There is no abandonment history.

Maintenance Fee

Last Payment of $100.00 was received on 2023-12-05


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Next Payment if standard fee 2024-12-23 $125.00
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Payment History

Fee Type Anniversary Year Due Date Amount Paid Paid Date
Application Fee $421.02 2023-06-27
Maintenance Fee - Application - New Act 2 2023-12-27 $100.00 2023-12-05
Owners on Record

Note: Records showing the ownership history in alphabetical order.

Current Owners on Record
SUPER MONEY GAMES, INC.
Past Owners on Record
None
Past Owners that do not appear in the "Owners on Record" listing will appear in other documentation within the application.
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Description 
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(yyyy-mm-dd) 
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National Entry Request 2023-06-27 2 38
Declaration of Entitlement 2023-06-27 1 18
Patent Cooperation Treaty (PCT) 2023-06-27 2 64
Claims 2023-06-27 6 212
Description 2023-06-27 46 2,429
International Search Report 2023-06-27 1 61
Drawings 2023-06-27 7 84
Patent Cooperation Treaty (PCT) 2023-06-27 1 63
Correspondence 2023-06-27 2 50
National Entry Request 2023-06-27 9 257
Abstract 2023-06-27 1 13
Representative Drawing 2023-09-20 1 6
Cover Page 2023-09-20 1 40