Universal game engine for a game network and method therefor
First Claim
1. A self-contained system for implementing games of diverse multiple types, each for a plurality of players, each of the games having a deterministic component, a rule-based component for interacting with player actions, and a random component;
- said system comprising;
a plurality of player interface units, each of said plurality of player interface units generating at least one player record of information indicating player-initiated events;
a gaming engine for implementing game rules in response to the at least one player record of information, said gaming engine generating random numbers required by the game rules;
a player network interface circuit coupled to communicate with each player interface unit;
a server network interface circuit coupled to communicate with the gaming engine; and
a network coupled to the player network interface circuit and the server network interface circuit.
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Accused Products
Abstract
An apparatus for implementing a game having a deterministic component and a non-deterministic component wherein a player uses the game through at least one player interface unit. Each player interface unit generates a player record indicating player-initiated events. A random number generator provides a series of pseudo-random numbers and a rules library stores indexed rules for one or more games. An interface registry stores mapping records where the mapping records are used to associate the player-initiated events to pre-selected rules in the rules library. A control means is coupled to the player interface to receive the output of the player interface unit, coupled to the interface registry, the rules library, and the random number generator. The control means processes the player record and returns an output record to the player interface unit where the output record is determined by executing the game'"'"'s rules with reference to the pseudo-random numbers and predefined combinatorial algorithms for selecting sets of the pseudo-random numbers.
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Citations
22 Claims
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1. A self-contained system for implementing games of diverse multiple types, each for a plurality of players, each of the games having a deterministic component, a rule-based component for interacting with player actions, and a random component;
- said system comprising;
a plurality of player interface units, each of said plurality of player interface units generating at least one player record of information indicating player-initiated events;
a gaming engine for implementing game rules in response to the at least one player record of information, said gaming engine generating random numbers required by the game rules;
a player network interface circuit coupled to communicate with each player interface unit;
a server network interface circuit coupled to communicate with the gaming engine; and
a network coupled to the player network interface circuit and the server network interface circuit. - View Dependent Claims (2, 3, 4, 5, 6)
a clock input for the random number of generation circuit.
- said system comprising;
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3. The system of claim 1, the gaming engine further comprising:
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means responsive to the at least one player record for generating requests for sets of pseudo-random numbers;
a request queue storing a number of the requests for sets of pseudo-random numbers.
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4. The system of claim 1 further comprising multitasking means within the gaming engine for independently and simultaneously processing each of the player records, generating output records for each of the player records, and directing the output records to the player interface units.
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5. The system of claim 1 further comprising:
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first encryption means coupled to the server network interface circuit for encrypting information passed from the gaming engine to the network; and
second encryption means coupled to each of the player network interface circuits for encrypting information passed from the player interface unit to the network.
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6. The system of claim 5, further comprising:
a clock input for the random number generation circuit.
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7. A method for playing a plurality of different games at a plurality of player interface units, each of the plurality of player interface units in communication with a gaming engine, said method comprising the steps of:
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receiving in the gaming engine a player record of information from one of the plurality of player interface units when a player playing a selected one of the plurality of different games initiates a game event, determining, in the gaming engine, game rules for the selected one game corresponding to the received player record of information, generating random numbers in the gaming engine, obtaining random numbers from the generated random numbers when required by the determined game rules, delivering to the one player interface unit game play results from the gaming engine in response to the determined game rules and obtained random numbers, implementing the game play results in the one player interface unit so as to respond to the player initiated game event for the selected one game. - View Dependent Claims (8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19)
storing rules for each one of the plurality of different games in a rules library, retrieving the game rules for the selected one game corresponding to the delivered player record of information of the initiated game event.
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12. The method of claim 11 wherein the step of retrieving comprises the steps of:
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storing a plurality of mapping records in a registry memory, addressing the registry memory based upon the received player record information to select a mapping record corresponding to the player record of information of the initiated game event, obtaining the game rules corresponding to the player record of information of the initiated game event when the rules library is addressed by the selected mapping record.
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13. The method of claim 7 wherein the step of generating random numbers further comprises the step of:
providing a series of pseudo-random numbers independent of the rules for the plurality of different games and the receipt of player records of information.
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14. The method of claim 7 wherein the step of generating random numbers further comprises the step of:
providing a series of pseudo-random numbers at a rate independent of the rate that the gaming engine receives player records of information.
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15. The method of claim 7 wherein the step of obtaining random numbers further comprises the steps of:
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generating a series of raw random numbers, verifying that the generated series of raw random numbers is statistically random at a predetermined level of certainty, eliminating any raw random numbers that fail the verifying step for statistical randomness at the predetermined level of certainty, storing the raw random numbers that pass the verifying step for statistical randomness at the predetermined level of certainty.
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16. The method of claim 7 further comprising the step of rebooting the step of generating the random numbers with the same seed values, key values, and clock value that existed before a power failure in response to the power failure.
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17. The method of claim 7 further comprising the steps of:
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providing a series of uniformly distributed pseudo-random numbers, transforming a set from the series of the uniformly distributed pseudo-random number into at least one non-uniform distribution for implementation according to the determined game rules by the gaming engine.
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18. The method of claim 7 further comprising the steps of:
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providing a series of uniformly distributed pseudo-random numbers, transforming a set from the series of the uniformly distributed pseudo-random number into at least one combinational subset for implementation according to the determined game rules by the gaming engine.
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19. The method of claim 7 wherein the player record of information at least includes the game played, the state of the game played, and the player initiated event.
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20. A method for playing a plurality of different games at a plurality of player interface units, each of the plurality of player interface units connected over a network to a gaming engine, said method comprising the steps of:
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receiving, over the network and in the gaming engine, a player record of information from one of the plurality of player interface units when a player playing a selected one of the plurality of different games initiates a game event, storing rules for each one of the plurality of different games in a rules library, retrieving the game rules for the selected one game corresponding to the delivered player record of information of the initiated game event, providing a series of uniformly distributed pseudo-random numbers, transforming a set from the series of the uniformly distributed pseudo-random number into at least one non-uniform distribution when required in the determined game rules by the gaming engine, transforming a set from the series of the uniformly distributed pseudo-random number into at least one combinational subset when required in the determined game rules by the gaming engine, obtaining random numbers from the provided uniformly distributed pseudo-random numbers, delivering, over the network and to the one player interface unit, game play results from the gaming engine in response to the retrieved game rules, obtained random numbers, at least one combinational subset, and at least one non-uniform distribution, implementing the game play results in the one player interface unit so as to respond to the player initiated game event for the selected one game. - View Dependent Claims (21, 22)
storing a plurality of mapping records in a registry memory, addressing the registry memory based upon the received player record information to select a mapping record corresponding to the player record of information of the initiated game event, obtaining the game rules corresponding to the player record of information of the initiated game event when the rules library is addressed by the selected mapping record.
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22. The method of claim 20 wherein the player record of information at least includes the game played, the state of the game played, and the player initiated event.
Specification