Methods and apparatus for distributed gaming over a mobile device
First Claim
1. A method of detecting unusual performance in a game, the game having a plurality of persons who participate in the game, each on a client device, the method comprising:
- selecting a sampling group of persons participating in the game, the sampling group comprising a subset of all persons participating in the game;
receiving at a server responses to game elements of the game from client devices of the sampling group;
sending from the server to each client device participating in the game, a threshold value determined from the responses received from the sampling group; and
based on a comparison of the threshold value to a performance of each person, participating in the game, determining if a connection to the server for uploading a set of data from the client device to the server should be formed in order to further detect unusual performance in the game.
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Abstract
Some embodiments of the invention provide a method and system for detecting unusual performance in a game. The game has a participant. The method calculates for the participant, a performance metric. The method compares the performance metric to a threshold value. Based on the comparison, the method optionally connects to a server. In some embodiments, the connection is for uploading a set of data from the participant to the server. The server, of some embodiments, broadcasts to the participant. The broadcast is a one-way transmission. In some embodiments, the broadcast includes a distribution based on a set of sample participants. In these embodiments, the set of sample participants comprises a representative sample of all the participants in the game. The threshold value, of some embodiments, is based on the broadcast and in some embodiments, the broadcast includes a histogram. The connecting occurs, in some embodiments, when the performance metric exceeds the threshold value. The connection, for some embodiments, includes a two-way connection. In some embodiments, the method also tracks for the participant, a participant improvement factor. The participant improvement factor is based on an average performance level for the participant. The method stores the participant improvement factor. The threshold value, in some of these embodiments, is based on the participant improvement factor. The method of some embodiments tracks for the game, a game improvement factor. The game improvement factor is based on an average performance level for several participants in the game. The method stores the game improvement factor. The threshold value, in some of these embodiments, is based on the game improvement factor. In some embodiments, the method examines the uploaded data for particular characteristics. In some embodiments, the particular characteristics indicate the likelihood of cheating activity.
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Citations
55 Claims
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1. A method of detecting unusual performance in a game, the game having a plurality of persons who participate in the game, each on a client device, the method comprising:
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selecting a sampling group of persons participating in the game, the sampling group comprising a subset of all persons participating in the game; receiving at a server responses to game elements of the game from client devices of the sampling group; sending from the server to each client device participating in the game, a threshold value determined from the responses received from the sampling group; and based on a comparison of the threshold value to a performance of each person, participating in the game, determining if a connection to the server for uploading a set of data from the client device to the server should be formed in order to further detect unusual performance in the game. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23)
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24. A method of detecting unusual performance in a game, the game having a plurality of persons who participate in the game, each on a client device, the method comprising:
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receiving via the client device a set of data comprising game elements and a threshold value for the game; selecting a sampling group of persons participating in the game, the sampling group comprising a subset of all persons participating in the game; receiving responses to the game elements from the client devices of the sampling group; utilizing the responses received from the sampling group at a server during the game to determine the threshold value for the game; and based on the threshold value for the game, determining if a two-way connection with the server and one or more of the client devices should be established in order to further investigate unusual performance in the game. - View Dependent Claims (25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41)
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42. A server configured to:
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conduct a game for a plurality of persons who participate in the game, each on a client device, and detect unusual performance in the game among the persons participating in the game by sending game elements and a threshold value, wherein the threshold value is determined based on responses received from a subset of client devices to each client device participating in the game, and based on the threshold value, determining if a set of data should be received from the client devices, a set of data to further detect unusual performance in the game. - View Dependent Claims (43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55)
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Specification