Methods and apparatus for distributed gaming over a mobile device
First Claim
1. A method of updating participants of a game, comprising:
- selecting from a plurality of participants of the game, a subset of sampling participants;
establishing a two-way connection with a plurality of the sampling participants;
maintaining the two-way connection throughout the game;
periodically, receiving through the two-way connection, data from a sampling participant, the data representing performance of the sampling participant for a period of the game;
based on the sampling data, determining a performance metric for the game; and
broadcasting the performance metric to a participant of the game.
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Accused Products
Abstract
A system and method are provided for updating game participants. In some embodiments, the participants receive game control information via a one-way broadcast. The method selects a set of sampling participants from the set of all participants of a game. In some embodiments, the selection occurs prior to the start of the game. The method of some embodiments establishes a two-way connection between a server and each of the sampling participants. For some embodiments, the two-way connection is realtime. The method continuously maintains the two-way connection throughout the game. During each discrete game period, the method receives from a sampling participant, data for the sampling participant'"'"'s game period performance. Based on the received data, the method determines the performance for the game period and broadcasts this information to a non-sampling participant. A non-sampling participant is a participant who was not selected for the set of sampling participants. In some embodiments, the non-sampling participant determines a standing relative to the other participants in the game event. Some embodiments provide a method and system for detecting unusual performance in a game. The game has a participant. The method calculates for the participant an average performance level. Based on the average performance level, the method tracks for the participant a participant improvement factor and stores the participant improvement factor. The method compares the participant improvement factor to a threshold value.
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Citations
37 Claims
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1. A method of updating participants of a game, comprising:
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selecting from a plurality of participants of the game, a subset of sampling participants;
establishing a two-way connection with a plurality of the sampling participants;
maintaining the two-way connection throughout the game;
periodically, receiving through the two-way connection, data from a sampling participant, the data representing performance of the sampling participant for a period of the game;
based on the sampling data, determining a performance metric for the game; and
broadcasting the performance metric to a participant of the game. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11)
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12. A system for updating participants of a game, comprising:
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means for selecting from a plurality of participants of the game, a subset of sampling participants;
means for establishing a two-way connection with a plurality of the sampling participants;
means for maintaining the two-way connection throughout the game;
means for periodically, receiving through the two-way connection, data from a sampling participant, the data representing performance of the sampling participant for a period of the game;
means for based on the sampling data, determining a performance metric for the game; and
means for broadcasting to a participant of the game the game performance metric. - View Dependent Claims (13, 14, 15, 16, 17, 18, 19)
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20. A system for updating game participants, the system comprising:
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a server to host the game;
a first mobile device having a two-way connection with the server;
a second mobile device having a one-way connection with the server; and
a network, wherein the first mobile device communicates with the server through the network by using the two-way connection, wherein based on the two-way communication, the server broadcasts to the second mobile device by using the one-way connection. - View Dependent Claims (21, 22, 23, 24, 25)
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26. A server for updating game participants, the server comprising:
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a communication layer for providing connections through a network, the communication layer further comprising;
a plurality of one-way connections between a first plurality of mobile devices and the server; and
a plurality of two-way connections between a second plurality of mobile devices and the server;
wherein the one-way connections are updated based on the two-way connections. - View Dependent Claims (27, 28, 29, 30)
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31. A mobile device for receiving updates during a game, the mobile device comprising:
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a communication module for connecting to a network, the communication module having one-way and two-way connectivity, wherein the communication module receives a one way broadcast from a server through the network, including a received data set, and communicates game results to the server by using the two-way connectivity;
a processor coupled to the communication module, the processor for calculating a local data set and for comparing the local data set to the received data set;
a memory coupled to the processor, the memory for storing applications and data, including the local data set and the received data set; and
a display for presenting data. - View Dependent Claims (32, 33, 34, 35, 36, 37)
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Specification