Method and system for computer-based game
First Claim
1. A game engine for supporting the implementation of a game with a plurality of players, wherein the game engine is connected to or forms part of a central computer-based game system (1), which in turn is connected to a data network (3), thus enabling it to exchange information with client systems (4) employed by the participating players, characterised in that the game engine is designed to receive and transmit information to the other parts of the central game system and/or client systems, where the game engine comprises a device for generating starting positions for a game, where these starting positions may be common to all the players, unique to all the players, or random, but not unique, to all the players;
- a device for registering starting positions for an ongoing game and, if these are not common to all the players, to associate each player'"'"'s starting positions with the respective player;
a device for receiving information indicating actions performed by the respective players and, on the basis of the total incoming information on the players'"'"' actions during a round, to generate an outcome that represents a result for the round concerned and transmit information on this;
together with a device for modifying the generated starting positions as a result of the generated outcome and transmit information on this.
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Accused Products
Abstract
A method and a game engine are described for supporting the implementation of a game with a plurality of players. The game engine is connected to or forms part of a central computer-based game system (1), which in turn is connected to a data network (3), thus enabling it to exchange information with client systems (4) employed by the participating players. The game engine is designed to be able to generate starting positions for a game, receive influences from the paticipating client systems (4), and to generate an outcome based on the total number of influences received for the various possible outcomes.
18 Citations
20 Claims
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1. A game engine for supporting the implementation of a game with a plurality of players, wherein the game engine is connected to or forms part of a central computer-based game system (1), which in turn is connected to a data network (3), thus enabling it to exchange information with client systems (4) employed by the participating players,
characterised in that the game engine is designed to receive and transmit information to the other parts of the central game system and/or client systems, where the game engine comprises a device for generating starting positions for a game, where these starting positions may be common to all the players, unique to all the players, or random, but not unique, to all the players; - a device for registering starting positions for an ongoing game and, if these are not common to all the players, to associate each player'"'"'s starting positions with the respective player;
a device for receiving information indicating actions performed by the respective players and, on the basis of the total incoming information on the players'"'"' actions during a round, to generate an outcome that represents a result for the round concerned and transmit information on this;
together with a device for modifying the generated starting positions as a result of the generated outcome and transmit information on this. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 13, 14, 15, 16, 17, 18, 19, 20)
- a device for registering starting positions for an ongoing game and, if these are not common to all the players, to associate each player'"'"'s starting positions with the respective player;
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11. A method for supporting in a computer-based system the implementation of a game with a plurality of participants, where the computer-based system is connected to a data network for exchanging information between the system and client systems employed by the participating players,
characterised in that it comprises the following steps; -
generating game information (201) representing the starting position for the game and transmitting this (202) via a communication interface to the respective client systems, receiving via the said communication network messages containing information (203) on the players'"'"' influence on the game in the form of a specific desired outcome and a specific bet linked to the outcome, in addition to identifying the player, where no, one or a plurality of such messages may be received from each player, continuously registering for each possible outcome accumulated values (204) representing the total bet associated with each said possible outcome, at a predetermined time representing the conclusion of a round of the game, generating an outcome (205) among the possible outcomes based on the said accumulated values, and registering the generated outcome as well as any changes in the generated starting positions as a result of the outcome, if more rounds of the ongoing game remain, repeating the above steps until no more such rounds remain, and generating a final result of the game by evaluating the total registered changes in the respective starting positions on the basis of the rules applying to the ongoing game and implementing the consequences of the results as a final result (211) for the game.
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Specification