System for playing multiplayer games
First Claim
1. A system for playing a multiplayer zero-sum game, comprising:
- a plurality of gaming servers, wherein each gaming server is able to host separate instances of the multiplayer zero-sum game that are independent of each other, and for each such instance of the multiplayer zero-sum game the host gaming server is configured to (i) generate random events that are displayable as outcomes on client computers used by players participating in the instance of the game, (ii) enable each participating player to place a wager for each turn of the game, and (iii) determine a winner for each turn of the game, and wherein the plurality of gaming servers comprises a first gaming server and a second gaming server; and
a plurality of databases, wherein each database is configured to store game information data regarding active instances of the multiplayer zero-sum game hosted by a respective gaming server, and at least one of the databases is configured to store game information data regarding active instances of the multiplayer zero-sum game hosted by multiple gaming servers, wherein the plurality of databases comprise a first database configured to store at least game information data for active instances of the multiplayer zero-sum game that are hosted on the first gaming server and a second database configured to store game information data for active instances of the multiplayer zero-sum game that are hosted on the second gaming server, and wherein the first database differs from the second database,wherein each gaming server is configured to provide the game information data stored in its respective database to client computers of prospective players,wherein the client computers communicate with the plurality of gaming servers by messages that conform to an application programming interface (API),wherein the second gaming server is configured to transmit game information data regarding active instances of the multiplayer zero-sum game in the second database to the first gaming server at regular intervals, andwherein the first gaming server is configured to consolidate the game information data regarding active instances of the multiplayer zero-sum game received from the second gaming server into the first database.
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Accused Products
Abstract
A computer system for playing multiplayer games comprises a first gaming server which runs multiple instances of a first game and to which is connected a first plurality of players, there being a minimum number of players and a maximum number of players for any instance of the first game; and a second gaming server which runs multiple instances of a second game and to which is connected a second plurality of players, there being a minimum number of players and a maximum number of players for any instance of the second game. The first gaming server is in communication with the second gaming server and through the second gaming server makes available instances of the first game for players from said second plurality of players to join. Thus, separate gaming servers can pool instances of games and players.
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Citations
39 Claims
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1. A system for playing a multiplayer zero-sum game, comprising:
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a plurality of gaming servers, wherein each gaming server is able to host separate instances of the multiplayer zero-sum game that are independent of each other, and for each such instance of the multiplayer zero-sum game the host gaming server is configured to (i) generate random events that are displayable as outcomes on client computers used by players participating in the instance of the game, (ii) enable each participating player to place a wager for each turn of the game, and (iii) determine a winner for each turn of the game, and wherein the plurality of gaming servers comprises a first gaming server and a second gaming server; and a plurality of databases, wherein each database is configured to store game information data regarding active instances of the multiplayer zero-sum game hosted by a respective gaming server, and at least one of the databases is configured to store game information data regarding active instances of the multiplayer zero-sum game hosted by multiple gaming servers, wherein the plurality of databases comprise a first database configured to store at least game information data for active instances of the multiplayer zero-sum game that are hosted on the first gaming server and a second database configured to store game information data for active instances of the multiplayer zero-sum game that are hosted on the second gaming server, and wherein the first database differs from the second database, wherein each gaming server is configured to provide the game information data stored in its respective database to client computers of prospective players, wherein the client computers communicate with the plurality of gaming servers by messages that conform to an application programming interface (API), wherein the second gaming server is configured to transmit game information data regarding active instances of the multiplayer zero-sum game in the second database to the first gaming server at regular intervals, and wherein the first gaming server is configured to consolidate the game information data regarding active instances of the multiplayer zero-sum game received from the second gaming server into the first database. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29)
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30. A method comprising:
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a client computer receiving from a local gaming server a list of active instances of a multiplayer zero-sum game, wherein the list includes active game instances hosted by the local gaming server and active game instances hosted by a remote gaming server, wherein the client computer communicate at least with the remote gaming server by messages that conform to an application programming interface (API), wherein the active game instances hosted by the local gaming server are independent of each other, wherein the active game instances hosted by the remote gaming server are independent of each other, wherein the active game instances hosted by the local gaming server differ from and are independent of the active game instances hosted by the remote gaming server, wherein the remote gaming server is configured to transmit game information data for the active game instances hosted by the remote gaming server to the local gaming server at regular intervals, and wherein the local gaming server is configured to consolidate the game information data for the active game instances received from the remote gaming server into a database configured to store game information data for the active game instances hosted by the local gaming server; the client computer displaying the list to a player; and the client computer receiving from the player a selection of an active game instance on the list. - View Dependent Claims (31, 32, 33, 34)
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35. A method for settlement of player wagers, comprising:
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a host gaming server hosting a multiplayer zero-sum game involving a plurality of players associated with a plurality of gaming entities, the plurality of players including one or more players using client computers that communicate natively with the host gaming server and one or more players using client computers that communicate with the host gaming server by means of an application programming interface (API), wherein each player is associated with a respective gaming entity with which the player has a credit account, and wherein each gaming entity has a respective clearing account, the host gaming server comprising a database configured to store game information data for active instances of the multiplayer zero-sum game hosted on the host gaming server and for active instances of the multiplayer zero-sum game hosted on a remote gaming server, wherein the active game instances hosted by the local gaming server are independent of each other, wherein the active game instances hosted by the remote gaming server are independent of each other, wherein the active game instances hosted by the local gaming server are independent of the active game instances hosted by the remote gaming server, and wherein the game information data for the active instances of the multiplayer zero-sum game hosted on the host gaming server differs from the game information data for active instances of the multiplayer zero-sum game hosted on the remote gaming server, the host gaming server receiving, from the remote gaming server, the game information data for the active instances of the multiplayer zero-sum game hosted by the remote gaming server at regular intervals; the host gaming server consolidating the game information data received from the remote gaming server into the database configured to store the game information data for the active game instances hosted by the host gaming server; the host gaming server notifying an application server of an outcome of a turn of the game, including losses and winnings of the players participating in the turn, together with data representative of each gaming entity associated with each participating player; the application server debiting the clearing account of each gaming entity associated with each player that has wagered on the turn of the game by the total amount wagered by that player; the application server crediting the clearing account of each gaming entity associated with each winning player by the amount of the pot less a rake amount; and the application server crediting a portion of the rake amount to the clearing account of each gaming entity in proportion to the number of participating players associated with that gaming entity. - View Dependent Claims (36, 37, 38, 39)
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Specification