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Sommaire du brevet 2325153 

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Disponibilité de l'Abrégé et des Revendications

L'apparition de différences dans le texte et l'image des Revendications et de l'Abrégé dépend du moment auquel le document est publié. Les textes des Revendications et de l'Abrégé sont affichés :

  • lorsque la demande peut être examinée par le public;
  • lorsque le brevet est émis (délivrance).
(12) Demande de brevet: (11) CA 2325153
(54) Titre français: PROCEDE ET SYSTEME DE COLLECTE D'INFORMATION SUR LA CONSOMMATION
(54) Titre anglais: A SYSTEM AND METHOD FOR COLLECTING CONSUMER INFORMATION
Statut: Réputée abandonnée et au-delà du délai pour le rétablissement - en attente de la réponse à l’avis de communication rejetée
Données bibliographiques
Abrégés

Abrégé anglais




and gift selected. The site automatically sends e-mails to the listed friends
and family,
inviting them to come to the site to view the list and to purchase the
products. Friends
and family who come to the site are also invited to set up their own wish
lists.
The component creates additional incentives for users, as well as their
friends and
families, to shop at partnering e-commerce sites. Furthermore, it provides
additional
information about users' consumer preferences. Finally, this component
provides viral
marketing for the network, since users request that e-mails describing the
network are
sent to friends and family.
The wish list site includes the following components: a graphical interface, a
log-
in/registration system (for both users who want to create a wish list and for
visitors who
want to access another's wish list), a CGI script to manage site
functionality, and a
database that keeps track of wish-list selections and which links to the game
site database
to improve each user's consumer profile.
3) A java applet that coordinates network functioning with third-party e-
commerce sites.
This is an applet that a user can load at either site in the network. It
appears as a small
window in the corner of the screen (though it can be moved around by the
user). After
users have loaded this applet, they will be able to visit partnering e-
commerce sites and
use the applet to redeem tokens or select products for a wish list.
A user redeems tokens by selecting products at an e-commerce site and putting
them in
the site's electronic shopping cart. The user then clicks on a button in the
applet, which
causes a form to appear requesting the user to indicate how many tokens he or
she would
like to redeem. The applet then adds a negative number, corresponding to the
number of
tokens selected, to the shopping cart total price, thus reducing the amount
that the user
has to pay for the selected product or products. The applet also signals the
network
database, such that it reduces the user's token account appropriately and
updates the
user's consumer profile.
A user selects a product for the wish-list by clicking on the appropriate
button in the Java
applet at the URL of a page displaying the desired product. Normally, only one
product
corresponds to each URL of an e-commerce site, but in case there is more than
one
product displayed, the user will be asked to write a short description of the
product. The
URL and the product description are then copied to the user's wish-list on
file in the
network's database. This function will be disabled if the user has not yet set
up a wish
list.
This component enables the coordination of network and partnership
functionality that is
enhances the business process.
This component includes: a graphical interface, and software that performs the
applet's
functionality and which links to the network database.
3

In this game, you want to try to form complete lines of bricks. Each time a
complete line
is formed, the line collapses. Collapsing lines is good, since you get points
for each line
collapsed, and it creates more space for you to continue laying bricks.
When you start the game, your first brick will start falling from the top of
the play area.
The brick will be one of several shapes. You can spin the brick around by
pressing the
up arrow on your keyboard. You can move the brick from side to side by using
the left
and right arrows on your keyboard. You can speed up the brick's descent by
pressing the
down arrow. The brick is automatically lain with a "soft drop" (ie, a slight
delay to
enable sliding) when it touches the bottom of the play area or a brick that
you've already
lain.
Periodically, after you've collapsed a certain number of brick lines, you will
advance a
level and the game will speed up.
Just for playing Brick Layer, we automatically give you one free token. In
fact, we'll
give you a free token for every 5 minutes you play (or part thereof), to a
maximum of
five per day. You can win a lot more tokens if you make high scores: 50 tokens
for the
top score in a ten minute period, 100 tokens for the top score in an hour, 500
tokens for
the top score in a day, 1,000 tokens for the top score in a week, and 5,000
tokens for the
top score in a month. In each case, the relevant period is the one you end
your game in.
The running high scores for the relevant periods are updated every two
minutes, as you
play, on the right hand side of the game console. This way you can keep tabs
on the
minimum score you will have to beat in order to win during a particular
period. Please
note that simply beating the last running high score posted for a particular
time period
does guarantee that you will win for that period. Someone else may also beat
the last
running high score posted, AND get a higher score than you!
We keep track of you current running high scores. You can check them by
clicking on
the "Check My High Scores" button.

The object of this classic variation of solitaire is to stack all 52 cards in
the four piles at
the of your play area-in as little time as possible.
When the game starts, you will see 7 cards, face up. All but the first card is
placed on top
of one or more cards that are face down. You will also see the remaining cards
in a face
down deck at the top-left corner of the play area, and four blank spaces, each
one
representing a different suit. Those are the spaces where you have to pile up
all the cards
to win the game.
The face up cards can be moved around, just by clicking and dragging. A card
can be
placed under another face up card if it is one rank smaller than the card
under which it is
placed, and of the opposite color. So you can put a 7 of clubs (a black card)
under a 8 of
hearts (a red card that is one rank higher), or a Jack of diamonds under a
queen of spades.
There is no limit to how many cards you can place under one another, so it is
possible to
form lengthy vertical lines.
By moving face cards around, you may uncover a face down card. This is great
news,
because it means you can flip it over by clicking on it, thus bringing another
card into the
game.
Aces are also good news. When you get an ace, you can start one of the four
piles that
are needed to win. Just drag it up to one of the four spaces. The suit of the
ace will
designate which suit you need to pile into the space. Cards have to be piled
in the order
of their rank. So once you have, say, the Ace of clubs in one of the spaces,
you can then
put the 2 of clubs in the pile, and then the 3 of clubs, and so on. The pile
is complete
once you've placed all thirteen cards of the suit on it.
Kings are the highest ranking cards in solitaire (Aces are low), so they can't
be placed
under any other cards. If by uncovering and moving cards, however, you create
a blank
space, you may move the king to it in order to start a new line of cards.
Another source of new cards is the deck in the top-left corner of the play
area. Click on
it, and a card will flip up as if you were dealing out three cards and turning
over the third.
If possible, you can move this card to a line of cards, or you can add it to
your suit piles
at the top. If you can't do anything with it, you can just click on the deck
again to reveal
another card. This new card covers up the last one showing, so that it's no
longer
available~unless you're able to move the new card elsewhere. When you've gone
through all the cards in the deck, just click on it, and the deck will turn
over and you can
go through the same cards again.
6

The game, in theory, could last forever, because you can just keep going
through the deck
and flipping it over at the end. But soon you'll notice that you're not making
any
progress, since you can't play any of the cards that are showing up. That's a
good time to
start playing a new game.
Scoring
You'll get five points for every card you manage to put into a suit pile.
Since there are 52
cards, that means you can score up to 260 points. But speed also counts. If
two or more
people win the game by piling all the cards up, than whoever wins it fastest
is considered
to have the high score.
Winning Tokens
Just for playing Solitaire, we automatically give you one free token. In fact,
we'll give
you a free token for every 5 minutes you play (or part thereof), to a maximum
of five per
day. You can win a lot more tokens if you make high scores: 50 tokens for the
top score
in a ten minute period, 100 tokens for the top score in an hour, 500 tokens
for the top
score in a day, 1,000 tokens for the top score in a week, and 5,000 tokens for
the top
score in a month. In each case, the relevant period is the one you end your
game in.
The running high scores for the relevant periods are updated every two
minutes, as you
play, on the right hand side of the game console. This way you can keep tabs
on the
minimum score you will have to beat in order to win during a particular
period. Please
note that simply beating the last running high score posted for a particular
time period
does guarantee that you will win for that period. Someone else may also beat
the last
running high score posted, AND get a higher score than you!
We keep track of you current running high scores. You can check them by
clicking on
the "Check My High Scores" button.
7

The goal of this game is to find all the bombs in the play area and defuse
them~as fast as
you can. But be careful, the game ends automatically if you accidentally set a
bomb off!
The play area is a grid. When you start playing, all the squares on the grid
are covered
up. Underneath this cover, some squares have bombs hiding. The other squares
are
empty, unless they're beside one or more bombs, in which case uncovering them
will
reveal a number equal to the number of bombs in adjacent squares just to help
you out a
little.
To uncover a square, just click on it with your left mouse button. Be careful!
If you
uncover a bomb, the area will blow up, and your game will end.
If you uncover a square with a number on it, you know that one or more bombs
are
nearby, and you should take extra care.
If you uncover a blank square, then there are no bombs in adjacent squares.
The
computer knows that you'll then want to uncover all the adjacent squares, so
it will do
that automatically for you. Since there might be a number of blank squares in
a row,
uncovering just one square can end up revealing a whole bunch.
With practice, you will learn to calculate which squares are safe ones to
uncover based on
the numbers and blank squares revealed nearby. You will also learn to
calculate which
uncovered squares must have bombs underneath. These squares you should defuse!
Just
click on them with your right mouse button. Note that you can defuse squares,
whether
or not a bomb lies underneath, but if you defuse a square that doesn't have a
bomb, you
will be penalized 5 points.
An important feature of Wintokens' Bomb Hunter is the clearing feature. When
you clear
a square by left clicking on it and a number appears, simply flag that number
of squares
adjacent to the original square that are still covered. When the number of
flagged
squares equals the number displayed on the original square, you can now use
the clearing
feature. Just left click on the original numbered square again, and all non-
flagged squares
around it will be cleared.
For example, if you see a square with the number "2", exactly two squares must
be
flagged around it for this feature to work, otherwise nothing happens. This is
so you
don't accidentally clear squares that contain bombs.
8

The game ends when you've defused all the squares with bombs underneath-or
when
you've blown yourself to smithereens.
Scoring
If the game ends in an explosion, your score is simply the number of squares
you've
correctly defused times 5, minus any penalties you've endured for defusing
squares
incorrectly.
If the game ends in victory, your time is your score.
When we calculate who has the highest score for any prize period, we look
first at the
times of completed games. Only if no one has successfully finished a game do
we look at
the scores of games that ended in explosion.
Winning Tokens
Just for playing Bomb Hunter, we automatically give you one free token. In
fact, we'll
give you a free token for every 5 minutes you play (or part thereof), to a
maximum of
five per day. You can win a lot more tokens if you make high scores: 50 tokens
for the
top score in a ten minute period, 100 tokens for the top score in an hour, 500
tokens for
the top score in a day, 1,000 tokens for the top score in a week, and 5,000
tokens for the
top score in a month. In each case, the relevant period is the one you end
your game in.
The running high scores for the relevant periods are updated every two
minutes, as you
play, on the right hand side of the game console. This way you can keep tabs
on the
minimum score you will have to beat in order to win during a particular
period. Please
note that simply beating the last running high score posted for a particular
time period
does guarantee that you will win for that period. Someone else may also beat
the last
running high score posted, AND get a higher score than you!
We keep track of you current running high scores. You can check them by
clicking on
the "Check My High Scores" button.
9

Triple Token Slots Rules
Object
The object of Triple Token Slots is to "cash out" with as many credits as
possible.
How to Play
The first thing we should mention is that all betting, payouts and high score
calculation is
done with credits, not tokens! So, you can never lose tokens playing Triple
Token Slots -
you can only win. When you begin play, you start with 100 credits, and with
the bet set
at 1 credit.
You can increase the bet by increments of 1 credit by clicking on "bet one."
You can bet
the maximum - 5 credits - by clicking on "bet max." Once you increase your
bet,
however, you cannot lower it until the next pull (you "pull" the handle simply
by clicking
on it).
Scoring
There are two kinds of scoring going on here. The first is the number of
credits you win
or lose each time you bet and pull the handle. As you increase your bet, you
stand to win
that many times the indicated payout for a particular outcome. For example, if
you bet 1
credit and get "7 7 7" you win 100 credits. But if you bet 5 credits, you win
500 credits.
Of course, if you miss all the payout sequences, you lose 5 credits rather
than 1.
The second kind of scoring involves cashing out. When you click on "cash out,"
you
register your current number of credits as your score. After you cash out, you
are given
100 credits and can continue to play. You cannot cash out if you have less
than 100
credits.
Winning Tokens
Just for playing Triple Token Slots, we automatically give you one free token.
In fact,
we'll give you a free token for every 5 minutes you play (or part thereof), to
a maximum
of five per day. You can win a lot more tokens if you make high scores: 50
tokens for
the top score in a ten minute period, 100 tokens for the top score in an hour,
500 tokens
for the top score in a day, 1,000 tokens for the top score in a week, and
5,000 tokens for
the top score in a month. In each case, the relevant period is the one you end
your game
in.
The running high scores for the relevant periods are updated every two
minutes, as you
play, on the right hand side of the game console. This way you can keep tabs
on the
minimum score you will have to beat in order to win during a particular
period. Please
note that simply beating the last running high score posted for a particular
time period
10

does guarantee that you will win for that period. Someone else may also beat
the last
running high score posted, AND get a higher score than you!
We keep track of you current running high scores. You can check them by
clicking on
the "Check My High Scores" button.
11

At Wintokens, we play the seven card Texas Hold 'Em variation of poker.
Players win
by making the best five card poker hand from the seven cards available to
them.
Play begins by "anteing up". Everyone puts 1 token, the "ante", into the pot.
Two cards are dealt face-down to each player. These are known as "hole cards"--
cards
that can only be used by the player holding them to make a poker hand. This is
followed
by the first round of betting. Betting always begins with the player
immediately to the
left of the dealer, and from there it moves clock-wise. The first player can
elect to pass or
bet. The size of bets are subject to table limitations. Once a bet has been
made,
subsequent players cannot pass. They can either "call" the bet by matching it,
"raise" the
bet by increasing it (subject again to table limitations), or "fold", by
refusing to match the
bet and conceding the hand. Betting moves from player to player, clock-wise,
until it
returns to the last player to have made a bet or to have raised. At Wintokens,
this person
cannot raise any further, and the round of betting is closed. If, on the first
round of
betting, everyone passes, the cards are redealt.
After this first round of betting, three cards are dealt face-up to the middle
of the table.
These are "community cards"--cards that any player can use to make the best
possible
poker hand. Then there is another round of betting.
A fourth and fifth community card is then dealt, each followed by a separate
round of
betting.
After all betting is complete, the "pot", consisting of the antes and all the
bets, calls, and
raises made, goes to whomever can make the best five-card poker hand out of
the seven
cards available (the two hole cards, which only the holder can use, and the
five
community cards, which everybody can use). There is no obligation to use both,
or
either, hole card when making the hand. If there is a tie, the pot is split--
the two cards
that are not used in the poker hand are not used to settle it.
Poker hands are ranked, from best to worst, as follows:
straight flush - five consecutive cards of the same suit
four of a kind - four cards of the same value
full house - three cards of one value, and two cards of another value
flush - five cards of the same suit
straight - five consecutive cards
three of a kind - three cards of the same value
two-pair - two cards of one value, and two cards of another value
pair - two cards of one value
12

If two hands are within the same category, they're ranked according to the
value of the
cards. For a four of a kind, three of a kind or pair, the relevant value is
that of the cards
in the set. For a full house, it's the value of the cards in the set of three
that counts. For a
two-pair, it's the value of the higher pair. For the other hands, it's just
the highest card in
the hand. If there is still a tie, then the hand with the highest remaining
card wins (though
for a full house, look first to the cards in the set of two, and for a two
pair, look first to
the cards in the lower pair). Keep looking to lower cards until the tie is
settled or until it
is determined that the hands are equal.
Note that if no player has made any of the hands listed above, the winner is
simply the
player with the highest card (again, with ties settled by looking at lower-
valued cards).
After the money has been distributed, the dealer moves to the left, the
players ante up,
and play begins again.
Players may drop off a table at any time. If a player has placed any money in
the pot,
including the ante, and the player drops off prior to the end of the final
round of betting,
that player forfeits the hand and the money remains in the pot for the victor.
New hands
will not be dealt if there are fewer than four players at a table. Players
will automatically
be kicked off a table if they fail to ante up at the appropriate time within
30 seconds.
13

3 points re the optional rules:
1. Don't worry about beavers.
2. Do include an option for one, and only one, automatic double on the
openning role.
3. Do use the Jacobi rule in match play. We should have an option that lets
people play
matches against each other of 3,7 or 11 games.
Backgammon will not use a time control, except that each move must be made
within 1.5
minutes. So instead of time being one of the variables, let's use single and
multi-game
matches: { 1-3-7-11 }. So, the player-matching chart will cross ref the number
of points
per match with the size of the bet in tokens: {0-1-2-5-20}. However, the {20}
will be
greyed out for single game matches. And, the {2) will be greyed out for multi-
game
matches.
In single game matches, the cube will start at l and each point will be the
equivalent of 1
token. We'll have to say that people cannot enter a single game match with a
bet of more
than 1/3 their token holdings. For example, if the player has 6 tokens, he can
enter a
game with the stakes set at 2 (a 1/2), but cannot enter a game where the
initial bet is 5.
If a person does not hold three times the value of a cube that is passed to
him, he must
drop the cube. Thus, we'll provide a warning that it is very unwise to enter a
game with
less than 6 times the initial stakes, since the player would have to drop the
first pass of
the cube.
Token holdings will be hidden, so token rich players cannot pick on those less
well off.
In multi-game matches, the cube will represent not tokens but points toward
winning the
match, which is a simple race to the assigned number of points {3, 7, or 11 }.
For
example, we start at 0 - 0, and play a match to 7 points for 5 tokens. I win
the first game
with the cube at 2, so the score after one game is 2 - 0. But you gammon me
the second
game with the cube at 4, and thus win 8 points. So you win the match, 8 points
to 2
points, and therefore win the 5 token bet. Note that the only limitation on
the amount of
tokens a player can bet going into a multi-game match is the amount of tokens
the player
actually has, since the bet is fixed.
Ratings: Use the chess rating system (or one similar), but weight for the
number of points
in a multi-game match, and for the value of the cube (including gammons and
backgammons) in a single player match. For example, winning an 11-point match
counts
for 11 times the value of winning a single game match with the cube at 1
(i.e., never
14

passed). The chess rating system would be OK, but given the quickness of
backgammon
and the doubling cube/multi-game match factor, we should crank down the rating
points
won and lost for each individual backgammon game (or individual match point,
if a
multi-game match is played).
Possible move indicators: After every roll of the dice, a little green
indicator shows where
a particular checker (one the mouse is over or clicked on) can move, thus
eliminating the
need to count out where the checker can go, and speeding up the game. This is
useful,
because a typical complaint about online backgammon is the delay between
moves.

Each game table has a specific time and stake, set by the host of the table.
In addition to
losing under the rules of the traditional game, a player loses by running out
of time, as
long as the opponent has sufficient material to win the game (otherwise, the
game is
drawn). A player also loses if he leaves the table, disconnects from the
network for any
reason, or is idle for any three minute period (idleness can be avoided simply
by sending
a chat message to the other player). The stake is added to the token account
of the
winner, and subtracted from the token account of the loser. Players are free
to leave
tables between games without penalty. Only players with sufficient tokens can
join
tables with higher stakes.

Revendications

Note : Les revendications sont présentées dans la langue officielle dans laquelle elles ont été soumises.


Claims
1) The creation of a web site that attracts users with free tokens, redeemable
only at
advertisers' sites.
2) The creation of a set of games that allow users to gamble their free
redeemable tokens
with one another.
3) A token redemption system that utilizes a java applet to coordinate
redemption with third
party e-commerce sites.
4) The use of a java applet that simultaneously permits token redemption and
wish list
selection at third party e-commerce sites.
5) The process of rewarding users with free tokens for providing Christmas (or
birthday)
wish lists.
6) The process of rewarding users with tokens for achieving the highest score
for every 10
minutes, every hour, every day, every week, and every month, in various arcade
and
solitaire games.
4

Description

Note : Les descriptions sont présentées dans la langue officielle dans laquelle elles ont été soumises.


CA 02325153 2000-11-06
A System and Method for Collecting Consumer Information
The general objective was to expand, facilitate and improve business to
consumer e-
commerce on the Intemet. More specifically, this was to be accomplished by
establishing a
system that simultaneously achieves three goals:
1) Attract substantial traffic to a web site. This helps to expand e-commerce
by
encouraging higher Internet use at a site devoted to facilitating e-commerce.
2) Create special linkages between the site and partnering e-commerce sites.
This
facilitates e-commerce by making it easier and more rewarding for Internet
users to shop at e-commerce sites.
3) Collect detailed information about the consumer preferences of each
specific site
user. This improves the quality of e-commerce, since it efficiently matches
consumers with e-commerce sites that meet their specific needs and
preferences.
Many internet sites attempt to achieve goal (1) by providing good web site
content,
including games, news, weather, internet searches, etc. Many of these sites
are able to
achieve, to some degree, goal (3). An Internet search site, for example, can
collect
consumer information about Intelnet users based on the searches that they
conduct. The
problem is that such information is vague and it does not necessarily
correlate to consumer
preferences.
Furthermore, none of these sites are able to adequately achieve goal (2),
since aside from
merely posting banner advertisements, they do not create any special linkages
with e-
commerce sites and they do not offer users special rewards for shopping at
them. The
invention cures this problem by giving tokens to users that are redeemable
only at partnering
e-commerce sites.
One internet site does come close to achieving all three goals simultaneously
can be found at
http://www.beenz.com. This site gives out tokens, which can be redeemed for
rewards
offered at other sites. However, the site has at least two major
disadvantages:
1) The tokens cannot be redeemed for any product offered by partnering e-
commerce sites, but only for specific rewards designated by the partner. This
both
limits the incentive that users have to use the site, and reduces the quality
of the
consumer information collected about the users (since the consumer choices
that are
tracked are made in the face of a very limited range of options).
2) The tokens are earned primarily by using other web sites. This means that
actual
traffic at the site is lower than it could be, failing to adequately achieve
goal (1).
In accordance with the present invention users are enticed by providing gaming
entertainment. Free tokens are provided as an incentive to participate in the
games. The
free tokens can only be redeemed at partnering e-commerce sites. Information
specific to
actual purchases made by users is collected by the system. Since users can
purchase any
1

CA 02325153 2000-11-06
products available at a partnering site, the tracking of consumer preferences
is more precise
than other methods currently implemented.
A system is provided that seeks to attract users to Internet sites by
rewarding them with
tokens. These tokens are then redeemable at any partnering e-commerce site.
There are three major components to this system:
1) A games web-site. At this site, users can play single-player and multi-
player java
games. Players earn a minimal amount of tokens for simply playing these games.
In
addition, players earn substantial amounts of tokens for achieving high
scores, in the case
of single player games, and betting tokens, in the case of multi player games.
This component is an attractive feature because games are extremely popular on
the
Internet and game sites tend to attract substantial traffic. In addition,
games provide an
ideal vehicle for distributing tokens, since tokens can be given out as a
reward for high
scores, and can be used by visitors to gamble with each other playing multi-
player games
such as poker and backgammon.
An example of a scoring system for a single player game is as follows. Minimal
tokens
are awarded simply for playing a game. Therefore, a user can accumulate tokens
even
without winning. A greater number of tokens are awarded to a user who has a
high score
at the end of a predetermined time period. The number of tokens awarded
increases
according to the length of the predetermined time period. For example, 50
token are
awarded for the high score after every 10 minutes, 100 tokens are awarded
after ever 30
minutes and so on.
The above scoring system may also be used for multi-player games. Furthermore,
for
multi-player games, the participants may be allowed to wager the tokens they
have
already accumulated against each other.
Sample rules for games such as Bricklayer, Solitaire, Bomb Hunter, Triple
Token Slots,
Poker, Backgammon, Chess and Checkers are provided in appendices A, B, C, D,
E, F,
and G respectively.
The games web-site includes the following components: a graphical interface, a
series of
single-player and multi-player java-based internet games, a log-
in/registration system, a
CGI script to manage functionality, and a data-base that keeps track of user
information
and coordinates this with site advertising.
2) A wish list site. At this site, users can create a list of gifts they would
like to receive
at Christmas, for a birthday, or on any other gift-giving occasion. This list
of gifts
remains on the site database. Products are selected for the list with
component 3,
described below. While making the list of gifts they would like to receive,
users also list
the names of friends and family and their e-mail addresses. Users are rewarded
a base
number of tokens for starting a list, plus a certain sum of tokens per e-mail
address listed
2

CA 02325153 2000-11-06
and gift selected. The site automatically sends e-mails to the listed friends
and family,
inviting them to come to the site to view the list and to purchase the
products. Friends
and family who come to the site are also invited to set up their own wish
lists.
The component creates additional incentives for users, as well as their
friends and
families, to shop at partnering e-commerce sites. Furthermore, it provides
additional
information about users' consumer preferences. Finally, this component
provides viral
marketing for the network, since users request that e-mails describing the
network are
sent to friends and family.
The wish list site includes the following components: a graphical interface, a
log-
in/registration system (for both users who want to create a wish list and for
visitors who
want to access another's wish list), a CGI script to manage site
functionality, and a
database that keeps track of wish-list selections and which links to the game
site database
to improve each user's consumer profile.
3) A java applet that coordinates network functioning with third-party e-
commerce sites.
This is an applet that a user can load at either site in the network. It
appears as a small
window in the corner of the screen (though it can be moved around by the
user). After
users have loaded this applet, they will be able to visit partnering e-
commerce sites and
use the applet to redeem tokens or select products for a wish list.
A user redeems tokens by selecting products at an e-commerce site and putting
them in
the site's electronic shopping cart. The user then clicks on a button in the
applet, which
causes a form to appear requesting the user to indicate how many tokens he or
she would
like to redeem. The applet then adds a negative number, corresponding to the
number of
tokens selected, to the shopping cart total price, thus reducing the amount
that the user
has to pay for the selected product or products. The applet also signals the
network
database, such that it reduces the user's token account appropriately and
updates the
user's consumer profile.
A user selects a product for the wish-list by clicking on the appropriate
button in the java
applet at the URL of a page displaying the desired product. Normally, only one
product
corresponds to each URL of an e-commerce site, but in case there is more than
one
product displayed, the user will be asked to write a short description of the
product. The
URL and the product description are then copied to the user's wish-list on
file in the
network's database. This function will be disabled if the user has not yet set
up a wish
list.
This component enables the coordination of network and partnership
functionality that is
enhances the business process.
This component includes: a graphical interface, and software that performs the
applet's
functionality and which links to the network database.
3

CA 02325153 2000-11-06
Appendix A
Brick Layer Rules
Object
In this game, you want to try to form complete lines of bricks. Each time a
complete line
is formed, the line collapses. Collapsing lines is good, since you get points
for each line
collapsed, and it creates more space for you to continue laying bricks.
How to Play
When you start the game, your first brick will start falling from the top of
the play area.
The brick will be one of several shapes. You can spin the brick around by
pressing the
up arrow on your keyboard. You can move the brick from side to side by using
the left
and right arrows on your keyboard. You can speed up the brick's descent by
pressing the
down arrow. The brick is automatically lain with a "soft drop" (ie, a slight
delay to
enable sliding) when it touches the bottom of the play area or a brick that
you've already
lain.
Levels
Periodically, after you've collapsed a certain number of brick lines, you will
advance a
level and the game will speed up.
Winning Tokens
Just for playing Brick Layer, we automatically give you one free token. In
fact, we'll
give you a free token for every 5 minutes you play (or part thereof), to a
maximum of
five per day. You can win a lot more tokens if you make high scores: 50 tokens
for the
top score in a ten minute period, 100 tokens for the top score in an hour, 500
tokens for
the top score in a day, 1,000 tokens for the top score in a week, and 5,000
tokens for the
top score in a month. In each case, the relevant period is the one you end
your game in.
The running high scores for the relevant periods are updated every two
minutes, as you
play, on the right hand side of the game console. This way you can keep tabs
on the
minimum score you will have to beat in order to win during a particular
period. Please
note that simply beating the last running high score posted for a particular
time period
does guarantee that you will win for that period. Someone else may also beat
the last
running high score posted, AND get a higher score than you!
We keep track of you current running high scores. You can check them by
clicking on
the "Check My High Scores" button.
- ------ ------

CA 02325153 2000-11-06
Appendix B
Solitaire Rules
Object
The object of this classic variation of solitaire is to stack all 52 cards in
the four piles at
the of your play area-in as little time as possible.
Rules
When the game starts, you will see 7 cards, face up. All but the first card is
placed on top
of one or more cards that are face down. You will also see the remaining cards
in a face
down deck at the top-left corner of the play area, and four blank spaces, each
one
representing a different suit. Those are the spaces where you have to pile up
all the cards
to win the game.
The face up cards can be moved around, just by clicking and dragging. A card
can be
placed under another face up card if it is one rank smaller than the card
under which it is
placed, and of the opposite color. So you can put a 7 of clubs (a black card)
under a 8 of
hearts (a red card that is one rank higher), or a Jack of diamonds under a
queen of spades.
There is no limit to how many cards you can place under one another, so it is
possible to
form lengthy vertical lines.
By moving face cards around, you may uncover a face down card. This is great
news,
because it means you can flip it over by clicking on it, thus bringing another
card into the
game.
Aces are also good news. When you get an ace, you can start one of the four
piles that
are needed to win. Just drag it up to one of the four spaces. The suit of the
ace will
designate which suit you need to pile into the space. Cards have to be piled
in the order
of their rank. So once you have, say, the Ace of clubs in one of the spaces,
you can then
put the 2 of clubs in the pile, and then the 3 of clubs, and so on. The pile
is complete
once you've placed all thirteen cards of the suit on it.
Kings are the highest ranking cards in solitaire (Aces are low), so they can't
be placed
under any other cards. If by uncovering and moving cards, however, you create
a blank
space, you may move the king to it in order to start a new line of cards.
Another source of new cards is the deck in the top-left corner of the play
area. Click on
it, and a card will flip up as if you were dealing out three cards and turning
over the third.
If possible, you can move this card to a line of cards, or you can add it to
your suit piles
at the top. If you can't do anything with it, you can just click on the deck
again to reveal
another card. This new card covers up the last one showing, so that it's no
longer
available-unless you're able to move the new card elsewhere. When you've gone
through all the cards in the deck, just click on it, and the deck will turn
over and you can
go through the same cards again.
6

CA 02325153 2000-11-06
The game, in theory, could last forever, because you can just keep going
through the deck
and flipping it over at the end. But soon you'll notice that you're not making
any
progress, since you can't play any of the cards that are showing up. That's a
good time to
start playing a new game.
Scoring
You'll get five points for every card you manage to put into a suit pile.
Since there are 52
cards, that means you can score up to 260 points. But speed also counts. If
two or more
people win the game by piling all the cards up, than whoever wins it fastest
is considered
to have the high score.
Winning Tokens
Just for playing Solitaire, we automatically give you one free token. In fact,
we'll give
you a free token for every 5 minutes you play (or part thereof), to a maximum
of five per
day. You can win a lot more tokens if you make high scores: 50 tokens for the
top score
in a ten minute period, 100 tokens for the top score in an hour, 500 tokens
for the top
score in a day, 1,000 tokens for the top score in a week, and 5,000 tokens for
the top
score in a month. In each case, the relevant period is the one you end your
game in.
The running high scores for the relevant periods are updated every two
minutes, as you
play, on the right hand side of the game console. This way you can keep tabs
on the
minimum score you will have to beat in order to win during a particular
period. Please
note that simply beating the last running high score posted for a particular
time period
does guarantee that you will win for that period. Someone else may also beat
the last
running high score posted, AND get a higher score than you!
We keep track of you current running high scores. You can check them by
clicking on
the "Check My High Scores" button.
7

CA 02325153 2000-11-06
Appendix C
Bomb Hunter Rules
Object
The goal of this game is to find all the bombs in the play area and defuse
them-as fast as
you can. But be careful, the game ends automatically if you accidentally set a
bomb off!
How to Play
The play area is a grid. When you start playing, all the squares on the grid
are covered
up. Underneath this cover, some squares have bombs hiding. The other squares
are
empty, unless they're beside one or more bombs, in which case uncovering them
will
reveal a number equal to the number of bombs in adjacent squares-just to help
you out a
little.
To uncover a square, just click on it with your left mouse button. Be careful!
If you
uncover a bomb, the area will blow up, and your game will end.
If you uncover a square with a number on it, you know that one or more bombs
are
nearby, and you should take extra care.
If you uncover a blank square, then there are no bombs in adjacent squares.
The
computer knows that you'll then want to uncover all the adjacent squares, so
it will do
that automatically for you. Since there might be a number of blank squares in
a row,
uncovering just one square can end up revealing a whole bunch.
With practice, you will learn to calculate which squares are safe ones to
uncover based on
the numbers and blank squares revealed nearby. You will also learn to
calculate which
uncovered squares must have bombs underneath. These squares you should defuse!
Just
click on them with your right mouse button. Note that you can defuse squares,
whether
or not a bomb lies underneath, but if you defuse a square that doesn't have a
bomb, you
will be penalized 5 points.
An important feature of Wintokens' Bomb Hunter is the clearing feature. When
you clear
a square by left clicking on it and a number appears, simply flag that number
of squares
adjacent to the original square that are still covered. When the number of
flagged
squares equals the number displayed on the original square, you can now use
the clearing
feature. Just left click on the original numbered square again, and all non-
flagged squares
around it will be cleared.
For example, if you see a square with the number "2", exactly two squares must
be
flagged around it for this feature to work, otherwise nothing happens. This is
so you
don't accidentally clear squares that contain bombs.
8

CA 02325153 2000-11-06
The game ends when you've defused all the squares with bombs underneath-or
when
you've blown yourself to smithereens.
Scoring
If the game ends in an explosion, your score is simply the number of squares
you've
correctly defused times 5, minus any penalties you've endured for defusing
squares
incorrectly.
If the game ends in victory, your time is your score.
When we calculate who has the highest score for any prize period, we look
first at the
times of completed games. Only if no one has successfully finished a game do
we look at
the scores of games that ended in explosion.
Winning Tokens
Just for playing Bomb Hunter, we automatically give you one free token. In
fact, we'll
give you a free token for every 5 minutes you play (or part thereof), to a
maximum of
five per day. You can win a lot more tokens if you make high scores: 50 tokens
for the
top score in a ten minute period, 100 tokens for the top score in an hour, 500
tokens for
the top score in a day, 1,000 tokens for the top score in a week, and 5,000
tokens for the
top score in a month. In each case, the relevant period is the one you end
your game in.
The running high scores for the relevant periods are updated every two
minutes, as you
play, on the right hand side of the game console. This way you can keep tabs
on the
minimum score you will have to beat in order to win during a particular
period. Please
note that simply beating the last running high score posted for a particular
time period
does guarantee that you will win for that period. Someone else may also beat
the last
running high score posted, AND get a higher score than you!
We keep track of you current running high scores. You can check them by
clicking on
the "Check My High Scores" button.
9

CA 02325153 2000-11-06
Appendix D
Triple Token Slots Rules
Object
The object of Triple Token Slots is to "cash out" with as many credits as
possible.
How to Play
The first thing we should mention is that all betting, payouts and high score
calculation is
done with credits, not tokens! So, you can never lose tokens playing Triple
Token Slots -
you can only win. When you begin play, you start with 100 credits, and with
the bet set
at 1 credit.
You can increase the bet by increments of I credit by clicking on "bet one."
You can bet
the maximum - 5 credits - by clicking on "bet max." Once you increase your
bet,
however, you cannot lower it until the next pull (you "pull" the handle simply
by clicking
on it).
Scoring
There are two kinds of scoring going on here. The first is the number of
credits you win
or lose each time you bet and pull the handle. As you increase your bet, you
stand to win
that many times the indicated payout for a particular outcome. For example, if
you bet 1
credit and get "7 7 7" you win 100 credits. But if you bet 5 credits, you win
500 credits.
Of course, if you miss all the payout sequences, you lose 5 credits rather
than 1.
The second kind of scoring involves cashing out. When you click on "cash out,"
you
register your current number of credits as your score. After you cash out, you
are given
100 credits and can continue to play. You cannot cash out if you have less
than 100
credits.
Winning Tokens
Just for playing Triple Token Slots, we automatically give you one free token.
In fact,
we'll give you a free token for every 5 minutes you play (or part thereof), to
a maximum
of five per day. You can win a lot more tokens if you make high scores: 50
tokens for
the top score in a ten minute period, 100 tokens for the top score in an hour,
500 tokens
for the top score in a day, 1,000 tokens for the top score in a week, and
5,000 tokens for
the top score in a month. In each case, the relevant period is the one you end
your game
in.
The running high scores for the relevant periods are updated every two
minutes, as you
play, on the right hand side of the game console. This way you can keep tabs
on the
minimum score you will have to beat in order to win during a particular
period. Please
note that simply beating the last running high score posted for a particular
time period

CA 02325153 2000-11-06
does guarantee that you will win for that period. Someone else may also beat
the last
running high score posted, AND get a higher score than you!
We keep track of you current running high scores. You can check them by
clicking on
the "Check My High Scores" button.
11

CA 02325153 2000-11-06
Appendix E
Poker - House Rules
At Wintokens, we play the seven card Texas Hold 'Em variation of poker.
Players win
by making the best five card poker hand from the seven cards available to
them.
Play begins by "anteing up". Everyone puts 1 token, the "ante", into the pot.
Two cards are dealt face-down to each player. These are known as "hole cards"--
cards
that can only be used by the player holding them to make a poker hand. This is
followed
by the first round of betting. Betting always begins with the player
immediately to the
left of the dealer, and from there it moves clock-wise. The first player can
elect to pass or
bet. The size of bets are subject to table limitations. Once a bet has been
made,
subsequent players cannot pass. They can either "call" the bet by matching it,
"raise" the
bet by increasing it (subject again to table limitations), or "fold", by
refusing to match the
bet and conceding the hand. Betting moves from player to player, clock-wise,
until it
returns to the last player to have made a bet or to have raised. At Wintokens,
this person
cannot raise any further, and the round of betting is closed. If, on the first
round of
betting, everyone passes, the cards are redealt.
After this first round of betting, three cards are dealt face-up to the middle
of the table.
These are "community cards"--cards that any player can use to make the best
possible
poker hand. Then there is another round of betting.
A fourth and fifth community card is then dealt, each followed by a separate
round of
betting.
After all betting is complete, the "pot", consisting of the antes and all the
bets, calls, and
raises made, goes to whomever can make the best five-card poker hand out of
the seven
cards available (the two hole cards, which only the holder can use, and the
five
community cards, which everybody can use). There is no obligation to use both,
or
either, hole card when making the hand. If there is a tie, the pot is split--
the two cards
that are not used in the poker hand are not used to settle it.
Poker hands are ranked, from best to worst, as follows:
straight flush - five consecutive cards of the same suit
four of a kind - four cards of the same value
full house - three cards of one value, and two cards of another value
flush - five cards of the same suit
straight - five consecutive cards
three of a kind - three cards of the same value
two-pair - two cards of one value, and two cards of another value
pair - two cards of one value
12

CA 02325153 2000-11-06
If two hands are within the same category, they're ranked according to the
value of the
cards. For a four of a kind, three of a kind or pair, the relevant value is
that of the cards
in the set. For a full house, it's the value of the cards in the set of three
that counts. For a
two-pair, it's the value of the higher pair. For the other hands, it's just
the highest card in
the hand. If there is still a tie, then the hand with the highest remaining
card wins (though
for a full house, look first to the cards in the set of two, and for a two
pair, look first to
the cards in the lower pair). Keep looking to lower cards until the tie is
settled or until it
is determined that the hands are equal.
Note that if no player has made any of the hands listed above, the winner is
simply the
player with the highest card (again, with ties settled by looking at lower-
valued cards).
After the money has been distributed, the dealer moves to the left, the
players ante up,
and play begins again.
Players may drop off a table at any time. If a player has placed any money in
the pot,
including the ante, and the player drops off prior to the end of the final
round of betting,
that player forfeits the hand and the money remains in the pot for the victor.
New hands
will not be dealt if there are fewer than four players at a table. Players
will automatically
be kicked off a table if they fail to ante up at the appropriate time within
30 seconds.
13

CA 02325153 2000-11-06
Appendix F
Backgammon:
http://www.bkgm.com/rules.html
3 points re the optional rules:
1. Don't worry about beavers.
2. Do include an option for one, and only one, automatic double on the
openning role.
3. Do use the Jacobi rule in match play. We should have an option that lets
people play
matches against each other of 3,7 or 11 games.
Backgammon will not use a time control, except that each move must be made
within 1.5
minutes. So instead of time being one of the variables, let's use single and
multi-game
matches: { 1-3-7-11 }. So, the player-matching chart will cross ref the number
of points
per match with the size of the bet in tokens: {0-1-2-5-20}. However, the {20}
will be
greyed out for single game matches. And, the {2) will be greyed out for multi-
game
matches.
In single game matches, the cube will start at 1 and each point will be the
equivalent of 1
token. We'll have to say that people cannot enter a single game match with a
bet of more
than 1/3 their token holdings. For example, if the player has 6 tokens, he can
enter a
game with the stakes set at 2 (a 1/2), but cannot enter a game where the
initial bet is 5.
If a person does not hold three times the value of a cube that is passed to
him, he must
drop the cube. Thus, we'll provide a warning that it is very unwise to enter a
game with
less than 6 times the initial stakes, since the player would have to drop the
first pass of
the cube.
Token holdings will be hidden, so token rich players cannot pick on those less
well off.
In multi-game matches, the cube will represent not tokens but points toward
winning the
match, which is a simple race to the assigned number of points {3, 7, or 11 }.
For
example, we start at 0 - 0, and play a match to 7 points for 5 tokens. I win
the first game
with the cube at 2, so the score after one game is 2 - 0. But you gammon me
the second
game with the cube at 4, and thus win 8 points. So you win the match, 8 points
to 2
points, and therefore win the 5 token bet. Note that the only limitation on
the amount of
tokens a player can bet going into a multi-game match is the amount of tokens
the player
actually has, since the bet is fixed.
Ratings: Use the chess rating system (or one similar), but weight for the
number of points
in a multi-game match, and for the value of the cube (including gammons and
backgammons) in a single player match. For example, winning an 11-point match
counts
for 11 times the value of winning a single game match with the cube at 1
(i.e., never
14

CA 02325153 2000-11-06
passed). The chess rating system would be OK, but given the quickness of
backgammon
and the doubling cube/multi-game match factor, we should crank down the rating
points
won and lost for each individual backgammon game (or individual match point,
if a
multi-game match is played).
Possible move indicators: After every roll of the dice, a little green
indicator shows where
a particular checker (one the mouse is over or clicked on) can move, thus
eliminating the
need to count out where the checker can go, and speeding up the game. This is
useful,
because a typical complaint about online backgammon is the delay between
moves.

CA 02325153 2000-11-06
Appendix G
Chess and Checkers - House Rules
Each game table has a specific time and stake, set by the host of the table.
In addition to
losing under the rules of the traditional game, a player loses by running out
of time, as
long as the opponent has sufficient material to win the game (otherwise, the
game is
drawn). A player also loses if he leaves the table, disconnects from the
network for any
reason, or is idle for any three minute period (idleness can be avoided simply
by sending
a chat message to the other player). The stake is added to the token account
of the
winner, and subtracted from the token account of the loser. Players are free
to leave
tables between games without penalty. Only players with sufficient tokens can
join
tables with higher stakes.
16

Dessin représentatif
Une figure unique qui représente un dessin illustrant l'invention.
États administratifs

2024-08-01 : Dans le cadre de la transition vers les Brevets de nouvelle génération (BNG), la base de données sur les brevets canadiens (BDBC) contient désormais un Historique d'événement plus détaillé, qui reproduit le Journal des événements de notre nouvelle solution interne.

Veuillez noter que les événements débutant par « Inactive : » se réfèrent à des événements qui ne sont plus utilisés dans notre nouvelle solution interne.

Pour une meilleure compréhension de l'état de la demande ou brevet qui figure sur cette page, la rubrique Mise en garde , et les descriptions de Brevet , Historique d'événement , Taxes périodiques et Historique des paiements devraient être consultées.

Historique d'événement

Description Date
Inactive : CIB expirée 2023-01-01
Inactive : CIB désactivée 2012-01-07
Inactive : Symbole CIB 1re pos de SCB 2012-01-01
Inactive : CIB du SCB 2012-01-01
Inactive : CIB expirée 2012-01-01
Inactive : CIB en 1re position 2011-08-30
Inactive : CIB désactivée 2011-07-29
Inactive : Page couverture publiée 2009-07-24
Inactive : CIB dérivée en 1re pos. est < 2006-03-12
Inactive : CIB de MCD 2006-03-12
Inactive : Morte - Aucune rép. à lettre officielle 2003-02-07
Demande non rétablie avant l'échéance 2003-02-07
Réputée abandonnée - omission de répondre à un avis exigeant une traduction 2002-11-13
Réputée abandonnée - omission de répondre à un avis sur les taxes pour le maintien en état 2002-11-06
Inactive : Incomplète 2002-08-13
Demande publiée (accessible au public) 2002-05-06
Inactive : Page couverture publiée 2002-05-05
Inactive : Renseign. sur l'état - Complets dès date d'ent. journ. 2002-03-19
Inactive : Abandon. - Aucune rép. à lettre officielle 2002-02-07
Inactive : CIB attribuée 2001-01-05
Inactive : CIB en 1re position 2001-01-05
Exigences de dépôt - jugé conforme 2000-12-15
Inactive : Certificat de dépôt - Sans RE (Anglais) 2000-12-15
Demande reçue - nationale ordinaire 2000-12-12

Historique d'abandonnement

Date d'abandonnement Raison Date de rétablissement
2002-11-13
2002-11-06

Historique des taxes

Type de taxes Anniversaire Échéance Date payée
Taxe pour le dépôt - petite 2000-11-06
Titulaires au dossier

Les titulaires actuels et antérieures au dossier sont affichés en ordre alphabétique.

Titulaires actuels au dossier
WINTOKENS.COM INC.
Titulaires antérieures au dossier
EVAN FOX-DECENT
JEFFREY PATTEN
MAGDI AHMED
Les propriétaires antérieurs qui ne figurent pas dans la liste des « Propriétaires au dossier » apparaîtront dans d'autres documents au dossier.
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Description du
Document 
Date
(aaaa-mm-jj) 
Nombre de pages   Taille de l'image (Ko) 
Description 2002-05-06 15 724
Dessin représentatif 2002-04-12 1 8
Abrégé 2000-11-06 15 724
Revendications 2000-11-06 1 21
Dessins 2000-11-06 1 9
Page couverture 2009-07-24 1 27
Certificat de dépôt (anglais) 2000-12-15 1 164
Demande de preuve ou de transfert manquant 2001-11-07 1 109
Courtoisie - Lettre d'abandon (lettre du bureau) 2002-03-14 1 172
Rappel de taxe de maintien due 2002-07-09 1 114
Courtoisie - Lettre d'abandon (taxe de maintien en état) 2002-12-04 1 176
Courtoisie - Lettre d'abandon (incompléte) 2002-12-04 1 167
Correspondance 2000-12-15 1 15
Correspondance 2002-08-08 1 23