Methods and apparatus for distributed gaming over a mobile device
First Claim
1. A system for updating game participants, the system comprising:
- a server to host the game, wherein the server is configured to compile performance data using two-way connection participants;
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 thereby establishing a two-way communication,wherein sampling results are generated based on the performance data received from sampling participants,wherein the game is implemented in real-time, including an acknowledgment by the server which is received by the first mobile device in less than 1 second,wherein based on the two-way communication, the server broadcasts the sampling results to the second mobile device by using the one-way connection, andwherein the sampling results and the performance data of the second mobile device are compared to determine status as a game high performer.
5 Assignments
0 Petitions
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.
-
Citations
18 Claims
-
1. A system for updating game participants, the system comprising:
-
a server to host the game, wherein the server is configured to compile performance data using two-way connection participants; 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 thereby establishing a two-way communication, wherein sampling results are generated based on the performance data received from sampling participants, wherein the game is implemented in real-time, including an acknowledgment by the server which is received by the first mobile device in less than 1 second, wherein based on the two-way communication, the server broadcasts the sampling results to the second mobile device by using the one-way connection, and wherein the sampling results and the performance data of the second mobile device are compared to determine status as a game high performer. - View Dependent Claims (2, 3, 4, 5, 6)
-
-
7. A server for updating game participants, the server comprising:
-
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 second plurality of mobile devices communicate with the server through the network by using the two-way connections thereby establishing two-way communications; wherein performance data is compiled using only the two-way connections, wherein sampling results are generated based on the performance data received from sampling participants, wherein the game is implemented in real-time, including an acknowledgment by the server which is received by the second plurality of mobile devices in less than 1 second, wherein based on the two-way communications, the server broadcasts the sampling results to the first plurality of mobile devices by using the one-way connection, and wherein the sampling results and the performance data of the first plurality of mobile devices are compared to determine status as a game high performer. - View Dependent Claims (8, 9, 10, 11, 12)
-
-
13. A mobile device for receiving updates during a game, the mobile device comprising:
-
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 or multicast from a server through the network, including a received data set, and communicates game results to the server by using the two-way connectivity, wherein the two-way 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 data is compiled using two-way connection participants, wherein the communication module receives the performance data relevant to the participants, wherein sampling results are generated based on the performance data received from 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, wherein the game is implemented in real-time, including an acknowledgment by the server which is received by the mobile device in less than 1 second, wherein based on a two-way communication, the server broadcasts the sampling results to the mobile device by using the one-way connection, and wherein the sampling results and the performance data of the mobile device are compared to determine status as a game high performer. - View Dependent Claims (14, 15, 16, 17, 18)
-
Specification