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:
- receiving a live telecast of an event, wherein the game is based on the live telecast of the event, and further wherein the game is implemented in real-time, including an acknowledgment by a server which is received by the client device in less than 500 milliseconds;
broadcasting game elements during the game from the server to each client device participating in 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;
forming a connection between each client device used by the persons within the sampling group and the server to send responses to the game elements from the client devices of the sampling group to the server;
broadcasting from the server to each client device participating in the game, a threshold value determined from the responses received from the sampling group;
calculating for each person participating in the game a performance metric;
comparing the performance metric to the threshold value thereby forming a comparison; and
based on the comparison, for each person participating in the game not in the sampling group, optionally forming a connection to a server for uploading a set of data from the person'"'"'s client device to the server.
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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
23 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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receiving a live telecast of an event, wherein the game is based on the live telecast of the event, and further wherein the game is implemented in real-time, including an acknowledgment by a server which is received by the client device in less than 500 milliseconds; broadcasting game elements during the game from the server to each client device participating in 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; forming a connection between each client device used by the persons within the sampling group and the server to send responses to the game elements from the client devices of the sampling group to the server; broadcasting from the server to each client device participating in the game, a threshold value determined from the responses received from the sampling group; calculating for each person participating in the game a performance metric; comparing the performance metric to the threshold value thereby forming a comparison; and based on the comparison, for each person participating in the game not in the sampling group, optionally forming a connection to a server for uploading a set of data from the person'"'"'s client device to the server. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11)
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12. 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 one-way transmission, wherein the one-way transmission comprises 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; forming a connection between each client device used by the persons within the sampling group and a server to send responses to the game elements from the client devices of the sampling group to the server; utilizing the responses received from the sampling group at the server during the game to determine the threshold value for the game; calculating for each person participating in the game a performance metric at the client device, the performance metric corresponding to the person'"'"'s performance in the game; comparing at the client device the performance metric to the received set of data; and based on the comparison, optionally establishing a two-way connection with the server for uploading a client set of data from the person'"'"'s client device to the server. - View Dependent Claims (13, 14, 15, 16, 17, 18, 19)
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- 20. A server for conducting a game for a plurality of persons who participate in the game, each on a client device, and for detecting unusual performance in the game among the persons participating in the game by broadcasting game elements and a threshold value, wherein the threshold value is determined based on responses received from a subset of client devices, during the game, to each client device participating in the game and forming and continuously maintaining a two-way connection between the server and the subset of the client devices to receive the responses to the game elements from the subset of client devices, determining from the received responses the threshold value, and based on the threshold value, optionally receiving from the client devices of persons not in the subset, a set of data, further wherein the server is configured for receiving a request for a list of events associated with the game, and the server is configured for looking up events associated with the game in a master list, the server returns the list of events to a requesting client device and waits for a selection from the requesting client device, further the server logs the requesting client device to one or more data storages maintained by the server, and the server receives identification information from the requesting client device wherein the identification information identifies the requesting client device, wherein the received identification information is used to look up performance history associated with the received identification information, and a determination of whether a participant associated with the identification information is likely to win is made based on the performance history, wherein the server determines discrete game periods, and upon determining an end of a discrete game period, the server receives the responses to the game elements from the subset of client devices, further wherein the server configures the game for the client device including determining whether the client device is a one-way connection or a two-way connection.
Specification