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:
- broadcasting game elements during the game from a 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;
utilizing the responses received from the sampling group at the server during the game to determine a distribution of results and a threshold value for the game;
broadcasting from the server to each client device participating in the game the distribution of results and the threshold value;
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 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.
237 Citations
35 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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broadcasting game elements during the game from a 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; utilizing the responses received from the sampling group at the server during the game to determine a distribution of results and a threshold value for the game; broadcasting from the server to each client device participating in the game the distribution of results and the threshold value; 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 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 system for detecting unusual performance in a game, the game having a plurality of persons who participate in the game, each on a client device, the system comprising:
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means for selecting a sampling group of persons participating in the game, the sampling group comprising a subset of all persons participating in the game; means for 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; means for utilizing the responses received from the sampling group at the server during the game to determine a distribution of results and a threshold value for the game, wherein the threshold value is adjusted based on participant data and game factors; means for broadcasting from the server to each client device participating in the game, wherein the means for broadcasting broadcasts game elements during the game, the distribution of results and the threshold value; means for 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; means for comparing the performance metric to the threshold value thereby forming a comparison; and means for 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 (13, 14, 15, 16, 17, 18, 19)
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20. 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, a distribution of results and a plurality of threshold values 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 distribution of results and the plurality of threshold values 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 (21, 22, 23, 24, 25, 26)
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27. A system for detecting unusual performance in a game, the game having a person who participates in the game, the system comprising:
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a mobile device having; a processor for; calculating a performance metric for the person; and comparing the performance metric to a set of data; and a memory for storing the performance metric and the set of data; a server for hosting the game; and a network, wherein the mobile device receives through the network a one-way transmission from the server, the one-way transmission comprising game elements and the set of data, wherein based on the comparison, optionally establishing a two-way connection between the mobile device and the server for uploading a client set of data from the mobile device to the server. - View Dependent Claims (28, 29, 30, 31, 32, 33)
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34. A system for detecting unusual performance in a real-time game with a prize awarded based on real-time results, wherein the results comprise correct answers to questions and the game comprises a person who participates in the game, the system comprising:
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a mobile device having; a processor for; calculating a performance metric for the person based solely on performance of the person in the game; and comparing the performance metric to a set of data, wherein the set of data is from a random sample of competitors; and a memory for storing the performance metric and the set of data; a server for hosting the game; a network, wherein the mobile device receives through the network a one-way transmission from the server, the one-way transmission including the set of data; and a two-way connection from the mobile device to the server through the network, wherein the two-way connection is only formed when the performance metric exceeds a threshold value, wherein the server examines the mobile device by using the two-way connection, further wherein in two-way mode, the server monitors a participant'"'"'s performance for the game, wherein the server is constantly updated with only data from a subset of participants who are likely to win. - View Dependent Claims (35)
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Specification