METHODS AND APPARATUS FOR DISTRIBUTED GAMING OVER A MOBILE DEVICE
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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.
35 Citations
38 Claims
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1-19. -19. (canceled)
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20. A system for updating game participants, the system comprising:
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a server to host a game, wherein the server is configured to generate sampling data using participants; and a mobile device having a connection with the server, wherein the mobile device communicates with the server through a network by using the connection, wherein based on the communication, the server broadcasts to the mobile device by using the connection, wherein the sampling data is based on performance information received from one or more sampling participants, and further wherein the game is implemented in real-time, including an acknowledgment by the server which is received by the mobile device in less than one (1) second. - View Dependent Claims (21, 22, 23, 24, 25, 38)
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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 connections between a plurality of mobile devices and the server; wherein the connections are updated based on sampling data, wherein the sampling data is gathered using only the connections from participants and further wherein the sampling data is based on performance information received from one or more sampling participants. - 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 connectivity, wherein the communication module receives a broadcast from a server through the network, including a received data set, and communicates game results to the server by using the connectivity, wherein the connectivity enables the mobile device to be part of a representative sample of all participants, wherein the game includes discrete game periods and after each discrete game period, performance information is received from one or more sampling participants; 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