WO2010097402A1 - A system for hosting a game - Google Patents

A system for hosting a game Download PDF

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Publication number
WO2010097402A1
WO2010097402A1 PCT/EP2010/052327 EP2010052327W WO2010097402A1 WO 2010097402 A1 WO2010097402 A1 WO 2010097402A1 EP 2010052327 W EP2010052327 W EP 2010052327W WO 2010097402 A1 WO2010097402 A1 WO 2010097402A1
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WO
WIPO (PCT)
Prior art keywords
bonus
probability
game
opportunity
window
Prior art date
Application number
PCT/EP2010/052327
Other languages
French (fr)
Inventor
Per Lauge Buresø HOLST
Frank Vissing
Original Assignee
Betware Hf.
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Betware Hf. filed Critical Betware Hf.
Publication of WO2010097402A1 publication Critical patent/WO2010097402A1/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/61Score computation

Definitions

  • the invention relates to a system for hosting a game in which a player can be granted a bonus.
  • the invention relates to a system comprising at least one terminal for interaction with the player, a controller for controlling the system, and a network providing communication between the controller and each terminal.
  • the controller has access to data which defines a plurality of different games each having an associated bonus triggering event and a probability of obtaining the bonus triggering event.
  • the probability of success or winning chance depends on the nature of the game. As an example, Yatzy requires 5 of a kind with a throw of 5 dice, and the probability of success becomes
  • the invention provides a system with means adapted to normalize each game such that the probability of obtaining the bonus triggering event in one game equals that probability of the other games.
  • the solution provided by the present invention is to weigh each of the probabilities for bonus triggering events, and only allow a given number of opportunities. Since the probability of obtaining a bonus triggering event in one game equals that probability of the other, different games, it becomes possible to locate different games in the same game system.
  • the controller further has access to data which defines for each type of game, a number of opportunities to be granted to a player playing that game.
  • the player may e.g. be granted 15 opportunities meaning that he may throw the 5 dice 15 times. I.e. 15 times, he may have a chance of obtaining the event "Yatzy" which is 5 of a kind.
  • the player could be granted 4 opportunities, meaning that the 13 cards out of 52 are dealt 4 times and the player therefore has 4 opportunities of getting AKQJ of Hearts.
  • the means for normalizing the games may be adapted, based on the number of opportunities and based on the probability of obtaining the bonus triggering event, to grant a bonus window opportunity, [/], which specifies a specific one of the granted opportunities in which the bonus is considered to be released to the player if the bonus triggering event is obtained in that specific opportunity.
  • [/] could e.g. be 7 in the first example and it could be 3 in the second example. This means that it is considered to release bonus if Yatzy is obtained in exactly the 7 th throw with the dice and that bonus is considered if AKQJ of Hearts is obtained in exactly the third round where the 13 cards are dealt.
  • the bonus window opportunity will then be granted such that the probability of obtaining the bonus triggering event in one type of game thereby equals that probability of the other types of games.
  • the bonus window opportunity may only be granted very rarely, i.e. with a comparable low probability.
  • the bonus window opportunity may be granted more often, i.e. with a higher opportunity of getting a bonus window opportunity.
  • the controller may further have access to data which defines for each of the granted opportunities, a probability p(e) which is the probability of obtaining the bonus triggering event by use of that specific opportunity.
  • the controller may then further have access to data specifying a probability p(bonus) being a desired probability of having to release the bonus to a player irrespective of the game being played.
  • the probability p(e) are identical for any of the granted opportunities, i.e. no matter what value [/] may have, the probability p(e) becomes:
  • p(bonus) is that probability which is desired for all games managed in the system - and must be less than all the p(e)'s, it is selected to have a certain value, e.g.
  • the controller may receive a request for playing one of the games.
  • the request could be received from one of the terminals e.g. over the internet, as an e-mail request, as an SMS request etc.
  • the controller may determine the bonus window opportunity, [/], which specifies a specific one of the granted opportunities in which the bonus is considered to be released to the player if the bonus triggering event is obtained in that specific opportunity.
  • the bonus window opportunity [/] must be an integer being smaller than or equal to the number of opportunities for the requested game, and it must be larger than 1.
  • [/] could be a random number which could be selected e.g. by use of a random number generator included in the controller.
  • the controller may determine a probability P(W 1 ) which is the probability of the next opportunity being a bonus window.
  • the controller may further determine a probability p(e t (w t )) which is the probability of obtaining the bonus triggering event in the bonus window opportunity.
  • the determined probabilities can then be used by the controller to define a normalized weight factor, ⁇ .
  • the normalized weight factor is obtained by use of the equation:
  • the controller also determines a random number [n] which is selected e.g. by use of a random number generator.
  • the random number should be between 0 and 1 and herein, we will refer to this number as a decider random number.
  • the final step for the controller is to compare the determined bonus window opportunity with the decider random number [n], and if the decider random number is smaller than [ ⁇ ], the controller should grant the bonus to the player if the bonus triggering event is obtained in the granted bonus window opportunity. Otherwise, no bonus should be granted irrespective of the events in the game.
  • P(W 1 )P ⁇ 1 (W 1 )) a is a tweak factor effectively scaling all probabilities.
  • One can do a happy hour double probability of bonus payout, a 2 , or lower the payout, thus increasing the pots by setting a ⁇ 1 .
  • a 1.
  • the controller may also be adapted to define a bet-scaling factor [b] using a function, and to define the normalized weight factor, ⁇ , from the equation:
  • the current bet can be used either to scale the probability of a payout or to scale the payout itself, or combine the two to have a scaled probability for a scaled payout.
  • Fig. 1 shows a flow chart (an overview) of the system, which is described in details in examples 2 and 3.
  • the system may pertain to casual multiplayer games such as Whist, Hearts, Ludo, Yatzy, and Backgammon, but it is not limited to these types of games.
  • the solution covers ideas such as a given player scoring a goal in a given minute in football, a given player having a given position in Formula 1 in a given lap of a race etc.
  • the system may be applicable for any event or series of events for which probabilities can be calculated.
  • the degenerate case is standard betting which are open for all, e.g. Team A will beat Team B in the next match.
  • the window of opportunity is the entire length of the match; anyone firing the triggering event will split the pot according to initial bets.
  • a more complex example is to bet on the correct outcome of a match, and the first person to score a goal - again this window of opportunity is the entire length of the match.
  • An even more complex version would be, that a given player scores in a given minute of a given match, the team will lose this match, but will win the tournament the match is part of.
  • the system is about making bet less static and more personal with a fleeting golden opportunity of a big score bet.
  • golden opportunities are not open to everyone, but do become available as a player starts to play.
  • a player shouldn't be able to better his chances of winning an agreed upon bonus by buying more tickets within the window of opportunity. That is, "winning on scratch cards within the next hour” is not an applicable event, where as "winning on your next scratch card” is.
  • Players shouldn't be allowed to cancel their tickets and then re-buy the ticket in hope that this will better their odds for getting bonus.
  • the bonus is paid out from any scheme of bonus setups, that is, a bonus per game per specific trigger, a bonus per game, a bonus per category of games, e.g. ball games, or a single bonus for all games.
  • the bonus is fully dropped, when the entire amount in the bonus holding is transferred to the winners account.
  • this scheme is combined with a base line or start capital.
  • the spillover bonus will have a percentage payout, the remains stays in the bonus account as start capital for the next payout.
  • This scheme can of course be combined with the base-line scheme.
  • the bonus is guaranteed a given amount, and is either filled up to meet this threshold after paying out the bonus - or the bonus account is added the guarantee funds after paying out the bonus.
  • the difference is, that the latter case will have a higher start capital if using a spill over scheme, where the bonus account isn't emptied.
  • the system does not limit itself to any bonus scheme, that is, whether the bonus is dropped fully, 10% spills over, bonus is base-lined with a set amount of money, or any other scheme one can think up.
  • the controller may facilitate establishing of new games by:
  • providing at least one probability matrix ; providing at least one window-event matrix; determining, based on a random number, at least one criteria selected from the group consisting of: a tweak factor [ a ], a "bet” scaling factor [b], a probability for bonus window [ p(w) ], and a probability for an event to be triggered in the bonus window
  • the controller could advantageously be hosted by a single computer server system and the data could be hosted by a single data hosting computer system, e.g. a data hosting computer system which is constituted by the computer server system.
  • the system may be adapted to provide different probabilities for identical bonus window opportunities for a game.
  • One reason for doing so could be that you want participants to finish the game - or at least get closer to a final stage, that an abandoned game can be analyzed and a winner declared.
  • the same event may be easier to achieve in later rounds, e.g. Texas Hold'em Poker, in case the event is 'getting a flush (including straight flush)'
  • the invention provides a method for normalising a probability of a player being granted a bonus in one type of game such that the probability becomes equal to the probability of being granted bonus in other types of games, the method comprising:
  • a bonus triggering event associated with the game defining a probability of obtaining the bonus triggering event defining a number of opportunities to be granted to the player; and grant a bonus window opportunity, [/], which specifies a specific one of the granted opportunities in which the bonus will be released to the player if the bonus triggering event is obtained in that specific opportunity, wherein the bonus window opportunity is granted such that the probability of obtaining the bonus triggering event in the game thereby equals that probability of the other types of games.
  • the method may further comprise the steps of:
  • a probability p(e) which is the probability of obtaining the bonus triggering event by use of that specific opportunity
  • - defining a probability p(bonus) being a desired probability of having to release the bonus to a player irrespective of the game being played
  • determining a probability p(w t ) which is the probability of the next opportunity being a bonus window
  • determining a probability p(e l (w l )) is the probability of obtaining the bonus triggering event in the bonus window opportunity
  • a system for adding a new game to the bonus system.
  • the system comprises building a probability matrix (probability matrices) and building a window-event matrix (windows of opportunity matrices). Thereafter, the following criteria are determined for each particular electronic game, based on the random number [i] :
  • the basic idea of a system according to the invention is to create the same probability for a bonus triggering event for multiple games. Each event is tied closely to the game and will usually have different probabilities for being achieved.
  • the bonus triggering event was chosen to be AKQJ of Hearts, which has a probability of
  • a is a tweak factor effectively scaling all probabilities.
  • One can do a happy hour double probability of bonus payout, a 2 , or lower the payout, thus increasing the pots by setting a ⁇ 1 .
  • a 1.
  • b is the bet scaling function using the bet for the game being played to calculate a scaling value.
  • p(Bonus) is the general probability for triggering a bonus in any game tied to the System system .
  • CO 1 is the i 'th normalizing weight scaling the events probability.
  • W 1 is the z 'th window of opportunity.
  • P(W 1 ) is the probability for the / 'th window of opportunity.
  • P(C 1 (W 1 )) is the probability for the z 'th event being triggered in the z 'th window of opportunity. That is, the probabilities do not have to be the same for every window of opportunity, as is the case with Hearts and Yatzy, but it makes the calculations much simpler if they are.
  • the implementation could be 2-phased with a preparation phase used whenever a game or new event for an existing game is added to the system, and an execution phase, used whenever a game starts playing.
  • Fig. 1 shows a flow chart of the system, which is described in details and with examples.
  • Unlocking the bonus payout can then be achieved by flipping a coin which must land Heads up.
  • the game server asks whether any of the players are eligible for bonus triggering, and which events and windows are eligible.
  • A will be eligible for a bonus chance in the 2 round given that 0.01 ⁇ 0.01296, which it is.
  • FIG. 2 shows the flow of event triggering.
  • a bonus is paid out if a Texas Hold'em player holds pocket rockets (2 aces) or king-ace of spades. If these are the only 2 events, then - if opponents are made aware that a certain person for the current play triggered the bonus event, then they would know that that player holds at least one ace, which will alter their view on and pot odds for the current play.
  • the system could be applied for any event or series of events for which probabilities can be calculated.
  • the degenerate case is standard betting which are open for all, e.g. Team A will beat Team B in the next match.
  • the window of opportunity is the entire length of the match; anyone firing the triggering event will split the pot according to initial bets.
  • a more complex example is to bet on the correct outcome of a match, and the first person to score a goal - again this window of opportunity is the entire length of the match.
  • a system according to the invention may thus make betting less static and more personal with a fleeting golden opportunity of a big score bet. These golden opportunities are not open to everyone, but do become available as a player starts to play.
  • a player should not be able to better his chances of winning an agreed upon bonus by buying more tickets within the window of opportunity. That is, "winning on scratch cards within the next hour” is not an applicable event, where as “winning on your next scratch card” is.
  • Players should not be allowed to cancel their tickets and then re-buy the ticket in hope that this will better their odds for getting a bonus.
  • Fig. 2 illustrates event triggering.
  • the bonus When the bonus is paid out it can be paid out from any scheme of bonus setups, that is, a bonus per game per specific trigger, a bonus per game, a bonus per category of games, e.g. ball games, or a single bonus for all games.
  • a bonus could be fully dropped when the entire amount in the bonus holding is transferred to the winners account.
  • This scheme is combined with a base line or start capital.
  • a spill over bonus may have a percentage payout, the remains stays in the bonus account as start capital for the next payout.
  • This scheme can of course be combined with the base-line scheme.
  • the bonus may be guaranteed a given amount, and is either filled up to meet this threshold after paying out the bonus - or the bonus account is added the guarantee funds after paying out the bonus.
  • the difference is that the latter case will have a higher start capital if using a spill over scheme, where the bonus account isn't emptied.
  • Embodiment 1 is a diagrammatic representation of Embodiment 1:
  • a system for facilitating a bonus system in an electronic game network the network utilizing at least one player terminal, a gaming platform further comprising a random number generator, data storage means and a cpu means, the system comprising the steps of:
  • Embodiment 2 is a diagrammatic representation of Embodiment 1:
  • step of adding a new game to the bonus system comprises:
  • o building a probability matrix (probability matrices) o building a window-event matrix (windows of opportunity matrices) o determining the following criteria for each particular electronic game, based on the random number [i] :
  • the embodiment 1 can advantageously be located in a limited access area, and the probabilities do not have to be the same for every window of opportunity in a game connected to the system.

Abstract

The invention relates to on-line game systems and provides a system for hosting a game in which a player can be granted a bonus. The system comprises a game controller with access to data which defines a plurality of different games each having an associated bonus triggering event and a probability of obtaining the bonus triggering event. To enable a more fair selection between games of different kind the system comprises means adapted to normalize each game such that the probability of obtaining the bonus triggering event in one game equals that probability of the other games.

Description

A SYSTEM FOR HOSTING A GAME
INTRODUCTION
The invention relates to a system for hosting a game in which a player can be granted a bonus. In particular, the invention relates to a system comprising at least one terminal for interaction with the player, a controller for controlling the system, and a network providing communication between the controller and each terminal. The controller has access to data which defines a plurality of different games each having an associated bonus triggering event and a probability of obtaining the bonus triggering event.
BACKGROUND
Game computers and systems for on-line hosting of games over the Internet etc. are known.
One kind of such systems grants a large group of players the opportunity to play computerised versions of traditional games such as Yatzy, Heads or Tails, Lotto etc.
The probability of success or winning chance depends on the nature of the game. As an example, Yatzy requires 5 of a kind with a throw of 5 dice, and the probability of success becomes
P(e) = (V D
In a game like Hearts, 13 out of 52 cards are dealt and the probability of success, i.e. the probability of Ace, King, Queen and Jack of Hearts (AKQJ), is:
p(e) =J_*J_*J_*J_ 52 51 50 49
Since the events are tied closely to the nature of the game and the probabilities for success are different between different games, games of different kind have until now been separated in different systems. By separating the games in different and separate systems, each type of game can be treated in a manner which is suitable for the game in question. This, however, leads to a number of separate game systems which have to be maintained and supervised in parallel, and the requirements with regards to the data infrastructure, the needed computer power, and the number of necessary separate server systems tend to increase inconveniently.
DESCRIPTION OF THE INVENTION
It is an object of embodiments of the invention to provide a system and a method by which different games can be handled in one and the same game platform. It is another object to ensure a more simple data structure, to potentially reduce the number of necessary servers, and to make maintenance and supervision of game systems easier.
In a first aspect, the invention provides a system with means adapted to normalize each game such that the probability of obtaining the bonus triggering event in one game equals that probability of the other games.
The solution provided by the present invention is to weigh each of the probabilities for bonus triggering events, and only allow a given number of opportunities. Since the probability of obtaining a bonus triggering event in one game equals that probability of the other, different games, it becomes possible to locate different games in the same game system.
In one embodiment, the controller further has access to data which defines for each type of game, a number of opportunities to be granted to a player playing that game.
Taking Yatzy as example no 1, the player may e.g. be granted 15 opportunities meaning that he may throw the 5 dice 15 times. I.e. 15 times, he may have a chance of obtaining the event "Yatzy" which is 5 of a kind.
Taking a game like Hearts as example no 2, the player could be granted 4 opportunities, meaning that the 13 cards out of 52 are dealt 4 times and the player therefore has 4 opportunities of getting AKQJ of Hearts.
The means for normalizing the games may be adapted, based on the number of opportunities and based on the probability of obtaining the bonus triggering event, to grant a bonus window opportunity, [/], which specifies a specific one of the granted opportunities in which the bonus is considered to be released to the player if the bonus triggering event is obtained in that specific opportunity. Following the above two examples, [/] could e.g. be 7 in the first example and it could be 3 in the second example. This means that it is considered to release bonus if Yatzy is obtained in exactly the 7th throw with the dice and that bonus is considered if AKQJ of Hearts is obtained in exactly the third round where the 13 cards are dealt.
According to the invention, the bonus window opportunity will then be granted such that the probability of obtaining the bonus triggering event in one type of game thereby equals that probability of the other types of games. In other words, in games where the nature of the game grants a relatively high probability of success, the bonus window opportunity may only be granted very rarely, i.e. with a comparable low probability. Oppositely, in games where the nature of the game provides a low probability of success, the bonus window opportunity may be granted more often, i.e. with a higher opportunity of getting a bonus window opportunity.
The controller may further have access to data which defines for each of the granted opportunities, a probability p(e) which is the probability of obtaining the bonus triggering event by use of that specific opportunity. The controller may then further have access to data specifying a probability p(bonus) being a desired probability of having to release the bonus to a player irrespective of the game being played.
Both in example 1 and 2, the probability p(e) are identical for any of the granted opportunities, i.e. no matter what value [/] may have, the probability p(e) becomes:
p(e) = (— )4 with regards to example 1 and
6
p(e) = — * — * — * — with regards to example 2. 52 51 50 49
p(bonus) is that probability which is desired for all games managed in the system - and must be less than all the p(e)'s, it is selected to have a certain value, e.g.
pφonus) =
10,000,000
When the system is operational, the controller may receive a request for playing one of the games. The request could be received from one of the terminals e.g. over the internet, as an e-mail request, as an SMS request etc. When having received a specific request, the controller may determine the bonus window opportunity, [/], which specifies a specific one of the granted opportunities in which the bonus is considered to be released to the player if the bonus triggering event is obtained in that specific opportunity.
As it appears from the above description, the bonus window opportunity [/] must be an integer being smaller than or equal to the number of opportunities for the requested game, and it must be larger than 1. [/] could be a random number which could be selected e.g. by use of a random number generator included in the controller.
When the integer [i] has been generated, the controller may determine a probability P(W1 ) which is the probability of the next opportunity being a bonus window. The controller may further determine a probability p(et (wt )) which is the probability of obtaining the bonus triggering event in the bonus window opportunity.
The determined probabilities can then be used by the controller to define a normalized weight factor, ω. The normalized weight factor is obtained by use of the equation:
p (bonus) co =
P(W1 )P(C1 (W1 ))
The controller also determines a random number [n] which is selected e.g. by use of a random number generator. The random number should be between 0 and 1 and herein, we will refer to this number as a decider random number.
The final step for the controller is to compare the determined bonus window opportunity with the decider random number [n], and if the decider random number is smaller than [ω], the controller should grant the bonus to the player if the bonus triggering event is obtained in the granted bonus window opportunity. Otherwise, no bonus should be granted irrespective of the events in the game.
Further tuning of the system can be obtained when the controller is adapted to define a tweak factor [ a ], and to calculate the normalized weight factor, ω, from the equation:
an (bonus)
CO = -
P(W1 )P^1 (W1 )) a is a tweak factor effectively scaling all probabilities. One can do a happy hour double probability of bonus payout, a = 2 , or lower the payout, thus increasing the pots by setting a < 1 . For initial calculations a = 1.
The controller may also be adapted to define a bet-scaling factor [b] using a function, and to define the normalized weight factor, ω, from the equation:
abp (bonus) co =
P(W1 )P(C1 (W1 ))
The current bet can be used either to scale the probability of a payout or to scale the payout itself, or combine the two to have a scaled probability for a scaled payout.
It is possible to have a global probability for a player winning a bonus regardless of the game being played and the chosen triggering event. For the turn based casual games the windows of opportunity are equal and can be disregarded - i.e. when the game is played, the player will be given the resource that needs to be used in the game. Fig. 1 shows a flow chart (an overview) of the system, which is described in details in examples 2 and 3.
The system may pertain to casual multiplayer games such as Whist, Hearts, Ludo, Yatzy, and Backgammon, but it is not limited to these types of games. The solution covers ideas such as a given player scoring a goal in a given minute in football, a given player having a given position in Formula 1 in a given lap of a race etc.
The system may be applicable for any event or series of events for which probabilities can be calculated. The degenerate case is standard betting which are open for all, e.g. Team A will beat Team B in the next match. The window of opportunity is the entire length of the match; anyone firing the triggering event will split the pot according to initial bets. A more complex example is to bet on the correct outcome of a match, and the first person to score a goal - again this window of opportunity is the entire length of the match. An even more complex version would be, that a given player scores in a given minute of a given match, the team will lose this match, but will win the tournament the match is part of.
In an embodiment of the present invention the system is about making bet less static and more personal with a fleeting golden opportunity of a big score bet. These golden opportunities are not open to everyone, but do become available as a player starts to play. A player shouldn't be able to better his chances of winning an agreed upon bonus by buying more tickets within the window of opportunity. That is, "winning on scratch cards within the next hour" is not an applicable event, where as "winning on your next scratch card" is. Players shouldn't be allowed to cancel their tickets and then re-buy the ticket in hope that this will better their odds for getting bonus.
In an embodiment of the invention, the bonus is paid out from any scheme of bonus setups, that is, a bonus per game per specific trigger, a bonus per game, a bonus per category of games, e.g. ball games, or a single bonus for all games.
In an embodiment of the present invention the bonus is fully dropped, when the entire amount in the bonus holding is transferred to the winners account. Usually this scheme is combined with a base line or start capital.
In an embodiment of the present invention the spillover bonus will have a percentage payout, the remains stays in the bonus account as start capital for the next payout. This scheme can of course be combined with the base-line scheme.
In an embodiment of the present invention the bonus is guaranteed a given amount, and is either filled up to meet this threshold after paying out the bonus - or the bonus account is added the guarantee funds after paying out the bonus. The difference is, that the latter case will have a higher start capital if using a spill over scheme, where the bonus account isn't emptied.
It should be understood that the system does not limit itself to any bonus scheme, that is, whether the bonus is dropped fully, 10% spills over, bonus is base-lined with a set amount of money, or any other scheme one can think up.
The controller may facilitate establishing of new games by:
providing at least one probability matrix; providing at least one window-event matrix; determining, based on a random number, at least one criteria selected from the group consisting of: a tweak factor [ a ], a "bet" scaling factor [b], a probability for bonus window [ p(w) ], and a probability for an event to be triggered in the bonus window
[ p(e(w)) ]; wherein data contained in one of the matrices are used for calculation of normalizing weights according to the following equation: bp(Bonus) ω, = p(w, )p(e, (w, ))
Due to the normalisation of the games, the controller could advantageously be hosted by a single computer server system and the data could be hosted by a single data hosting computer system, e.g. a data hosting computer system which is constituted by the computer server system.
The system may be adapted to provide different probabilities for identical bonus window opportunities for a game. One reason for doing so could be that you want participants to finish the game - or at least get closer to a final stage, that an abandoned game can be analyzed and a winner declared.
One could do so for Yatzy with a 'free game' bonus, here p(e) = 1 - player will just have to be present, the probability of getting an opportunity as follows:
Increasing steps:
Figure imgf000009_0001
Center around 13th window:
Figure imgf000010_0001
Differentiate between windows 1-10 and 11-15:
Figure imgf000010_0002
Conversely, the same event may be easier to achieve in later rounds, e.g. Texas Hold'em Poker, in case the event is 'getting a flush (including straight flush)'
Figure imgf000010_0003
In a second aspect, the invention provides a method for normalising a probability of a player being granted a bonus in one type of game such that the probability becomes equal to the probability of being granted bonus in other types of games, the method comprising:
defining a bonus triggering event associated with the game; defining a probability of obtaining the bonus triggering event defining a number of opportunities to be granted to the player; and grant a bonus window opportunity, [/], which specifies a specific one of the granted opportunities in which the bonus will be released to the player if the bonus triggering event is obtained in that specific opportunity, wherein the bonus window opportunity is granted such that the probability of obtaining the bonus triggering event in the game thereby equals that probability of the other types of games.
The method may further comprise the steps of:
defining for each of the granted opportunities, a probability p(e) which is the probability of obtaining the bonus triggering event by use of that specific opportunity; - defining a probability p(bonus) being a desired probability of having to release the bonus to a player irrespective of the game being played; determining a bonus window opportunity, [/], which specifies a specific one of the granted opportunities in which the bonus will be released to the player if the bonus triggering event is obtained in that specific opportunity, [/] being defined as a random integer being smaller than or equal to the number of opportunities for the requested game and being larger than 1; determining a probability p(wt ) which is the probability of the next opportunity being a bonus window; determining a probability p(el (wl ))
Figure imgf000011_0001
is the probability of obtaining the bonus triggering event in the bonus window opportunity; defining a normalized weight factor, ω, from the equation:
Figure imgf000011_0002
))
determining a decider random number [n]; granting the determined bonus window opportunity to the player when the decider random number [n] is smaller than [ω]; and granting the bonus to the player if the bonus triggering event is obtained in the granted bonus window opportunity.
In a third aspect of the present invention a system is provided for adding a new game to the bonus system. The system comprises building a probability matrix (probability matrices) and building a window-event matrix (windows of opportunity matrices). Thereafter, the following criteria are determined for each particular electronic game, based on the random number [i] :
the tweak factor [ a ] the "bet" scaling factor [b]
the probability for bonus window [ p(w) ],
the probability for an event to be triggered in the bonus window [ p(e(w)) ],
The system is characterized in that the information from the matrices are then used to calculate normalizing weights according to the following equation:
abp (bonus) co, = p(wl )p(el (wl ))
DETAILED DESCRIPTION OF EMBODIMENTS
Embodiments and aspects of the present invention are shown in the following examples with reference to formulas and enclosed drawings.
The basic idea of a system according to the invention is to create the same probability for a bonus triggering event for multiple games. Each event is tied closely to the game and will usually have different probabilities for being achieved.
Casual multiplayer games such as Whist, Hearts, Ludo, Yatzy, and Backgammon may be implemented, but the invention is not limited to these types of games. The solution covers ideas such as a given player scoring a goal in a given minute in football, a given player having a given position in Formula 1 in a given lap of a race.
The case of being dealt a given hand of cards, or rolling a certain combination with a set of dice.
Example:
In a game like Yatzy with 5 dice, we have opportunities with probabilities between
I 4
- ~ 7.7 - 1(T4 (Yatzy) and 1 (Chance)
6 and we get 15 opportunities for trying. Yatzy - or 5 of a kind was chosen for the bonus triggering event.
Compare this to a game like Hearts, where we have 52 cards, and are dealt 13 of these. The bonus triggering event was chosen to be AKQJ of Hearts, which has a probability of
-L-L-L-L . u. ur'
52 51 50 49
and we have somewhere between 4 and 15 opportunities for achieving this depending on when the game ends.
We now see the problem, that it is approximately 1000 times easier to trigger a bonus event in Yatzy than in Hearts given just 1 chance, we also see that given 64 = 1296 opportunities, we should expect to have paid the bonus for Yatzy, but we'd like the bonus to accumulate further and thus lower the probability for triggering.
Solution
We weigh each of the probabilities for bonus triggering events, and we only allow a given number of opportunities.
abp(Bonus) = ωιp(wι )p(eι (wι )),yi
Where
a is a tweak factor effectively scaling all probabilities. One can do a happy hour double probability of bonus payout, a = 2 , or lower the payout, thus increasing the pots by setting a < 1 . For initial calculations a = 1. b is the bet scaling function using the bet for the game being played to calculate a scaling value. For initial calculations b = 1 . p(Bonus) is the general probability for triggering a bonus in any game tied to the System system . CO1 is the i 'th normalizing weight scaling the events probability. W1 is the z 'th window of opportunity.
P(W1 ) is the probability for the / 'th window of opportunity. P(C1 (W1 )) is the probability for the z 'th event being triggered in the z 'th window of opportunity. That is, the probabilities do not have to be the same for every window of opportunity, as is the case with Hearts and Yatzy, but it makes the calculations much simpler if they are.
All elements except a and b belong to the range ]θ;l] that is, they're all strictly larger than 0 and all strictly smaller than or equal to 1.
Now you can have a global probability for a player winning a bonus regardless of the game being played and the chosen triggering event. For the turn based casual games the windows of opportunity are equal and can be disregarded - i.e. if you're playing, you will be given the resource you need to use in the game.
The implementation could be 2-phased with a preparation phase used whenever a game or new event for an existing game is added to the system, and an execution phase, used whenever a game starts playing.
Fig. 1 shows a flow chart of the system, which is described in details and with examples.
When a game is added to the system, system eligible events, their probabilities, and windows of opportunity must be found. With this information the normalizing weights can be calculated. The same is applicable for a new event for an already existing game.
We build up the window-event and the normalized probability matrices. Remember that a = 1 in this phase, and we can disregard the bet scaling function.
Example - Yatzy with 5 dice.
Figure imgf000014_0001
Next we build the weights and thereby the normalized matrices.
Figure imgf000015_0001
Example - Yatzy with 5 dice, wanted probability one in a million.
For this example I've set p(wt ) = 1, that is, we have 1 chance to achieve the bonus triggering event. That would confine i to a single value.
Figure imgf000015_0002
If we have 10 possible windows for this game each window equally likely to be open, then P(W1 ) = — , thus ω would be 10 times higher, and / would have 10 possible values.
Figure imgf000016_0001
Example - Heads or Tails different window probability
For this example, we are using a coin flip to illustrate the probability of open windows.
We have 3 rounds, where bonus windows can be open. The probabilities for each window in succession are: 1/6, 1/3, and 1/2. The event is TNp heads' which has the probability Vi. The wanted payout is once every 24 games.
Figure imgf000017_0001
We can now use an ordinary 6-sided die to select i by using the following mapping
Figure imgf000017_0002
If we roll a 4 on the die and get the window 3. Assuming that both a and b equals 1 we now need to draw a random number, n, between 0 and 1 such that: 1 n < — 6
If this happens then we have the opportunity for trying to unlock the bonus payout in the 3rd round - of the possible bonus rounds. Unlocking the bonus payout can then be achieved by flipping a coin which must land Heads up.
When a game is started, the game server asks whether any of the players are eligible for bonus triggering, and which events and windows are eligible.
Example - Yatzy with 5 dice.
For each of the players participating in the new game we draw a random number, i , for a window of opportunity. Given this, we draw another random number, n e [θ;l] and compare it to:
n < (Xb(O1
If this true, then that player is eligible for trying to achieve the bonus triggering event in the given window of opportunity. If not, then no trigger is available. Of course this can be tested for several Bonuses per player
Continuing with the values from the last example, let's say we test 2 players, A and B, and that a and b are both 1.
Figure imgf000018_0001
A will be eligible for a bonus chance in the 2 round given that 0.01 < 0.01296, which it is.
B will be eligible for a bonus chance in the 4th round given that 0.003 < 4.98 E-4, which it is not. If during play an event is triggered, that is, the player is eligible, the window is open and the bonus triggering event has been fulfilled, then the bonus is paid out. Fig. 2 shows the flow of event triggering.
If the game is influenced by opponents - such as in Hearts - then we cannot let anyone but the player eligible for the bonus event know this. If, on the other hand, opponents (here meaning other bettors) have no influence on the game, such as for Football or Formulal, then the information can be public.
As play progresses we cannot allow information regarding who triggered the bonus payout to be conveyed before all hidden information is revealed, as this will most likely provide asymmetric advantages for the opponents.
E.g. a bonus is paid out if a Texas Hold'em player holds pocket rockets (2 aces) or king-ace of spades. If these are the only 2 events, then - if opponents are made aware that a certain person for the current play triggered the bonus event, then they would know that that player holds at least one ace, which will alter their view on and pot odds for the current play.
The system could be applied for any event or series of events for which probabilities can be calculated. The degenerate case is standard betting which are open for all, e.g. Team A will beat Team B in the next match. The window of opportunity is the entire length of the match; anyone firing the triggering event will split the pot according to initial bets.
A more complex example is to bet on the correct outcome of a match, and the first person to score a goal - again this window of opportunity is the entire length of the match.
An even more complex version would be that a given player scores in a given minute of a given match, the team will lose this match, but will win the tournament the match is part of.
A system according to the invention may thus make betting less static and more personal with a fleeting golden opportunity of a big score bet. These golden opportunities are not open to everyone, but do become available as a player starts to play.
A player should not be able to better his chances of winning an agreed upon bonus by buying more tickets within the window of opportunity. That is, "winning on scratch cards within the next hour" is not an applicable event, where as "winning on your next scratch card" is. Players should not be allowed to cancel their tickets and then re-buy the ticket in hope that this will better their odds for getting a bonus.
Fig. 2 illustrates event triggering. When the bonus is paid out it can be paid out from any scheme of bonus setups, that is, a bonus per game per specific trigger, a bonus per game, a bonus per category of games, e.g. ball games, or a single bonus for all games.
System does not limit itself to any bonus scheme, that is, whether the bonus is dropped fully, 10% spills over, bonus is base-lined with a set amount of money, or any other scheme one can think up.
A bonus could be fully dropped when the entire amount in the bonus holding is transferred to the winners account. Usually this scheme is combined with a base line or start capital.
A spill over bonus may have a percentage payout, the remains stays in the bonus account as start capital for the next payout. This scheme can of course be combined with the base-line scheme.
The bonus may be guaranteed a given amount, and is either filled up to meet this threshold after paying out the bonus - or the bonus account is added the guarantee funds after paying out the bonus. The difference is that the latter case will have a higher start capital if using a spill over scheme, where the bonus account isn't emptied.
Further embodiments:
Embodiment 1:
A system for facilitating a bonus system in an electronic game network, the network utilizing at least one player terminal, a gaming platform further comprising a random number generator, data storage means and a cpu means, the system comprising the steps of:
adding a new game to the bonus system, requesting an electronic game at the player terminal from the gaming platform, - verifying (asking the platform) from the gaming platform: if the requested game exists in the system, what is the bonus triggering criteria for the game, requesting information from the gaming platform to determine if the player will get a bonus window in this game, obtaining a random number [i] from the random number generator, the random number determining in which round of the game, the player will have a bonus window, obtaining a calculated normalized weight factor [ω] from the gaming platform, obtaining the probability for bonus window [p(w)], obtaining a tweak factor [ a ]from the gaming platform, obtaining a "bet" scaling factor [b] from the gaming platform, - obtaining a decider random number [n] from the random number generator, characterized in that the player is given a bonus window if the decider random number [n] is smaller than the calculated value of the following:
abω
. p (Bonus) where ω = p(w)p(e(wj)
Embodiment 2:
The system specified in embodiment 1, wherein the step of adding a new game to the bonus system comprises:
o building a probability matrix (probability matrices) o building a window-event matrix (windows of opportunity matrices) o determining the following criteria for each particular electronic game, based on the random number [i] :
■ the tweak factor [ a ]
■ the "bet" scaling factor [b] the probability for bonus window [p(w)], ■ the probability for an event to be triggered in the bonus window
[p(e(w))], characterized in that the information from the matrices are then used to calculate normalizing weights according to the following equation:
Figure imgf000022_0001
The embodiment 1 can advantageously be located in a limited access area, and the probabilities do not have to be the same for every window of opportunity in a game connected to the system.

Claims

1. A system for hosting a game in which a player can be granted a bonus, the system comprising at least one terminal for interaction with the player, a controller for controlling the system, and a network providing communication between the controller and each terminal, the controller having access to data which defines a plurality of different types of games each having an associated bonus triggering event and a probability of obtaining the bonus triggering event, characterized in that the system comprises means adapted to normalize each game such that the probability of obtaining the bonus triggering event in one type of game equals that probability of the other types of games.
2. A system according to claim 1, wherein the controller further has access to data which defines for each type of game, a number of opportunities to be granted to a player playing that game, and wherein the means for normalizing the games is adapted, based on the number of opportunities and based on the probability of obtaining the bonus triggering event, to grant a bonus window opportunity, [/], which specifies a specific one of the granted opportunities in which the bonus is released to the player if the bonus triggering event is obtained in that specific opportunity, the bonus window opportunity being granted such that the probability of obtaining the bonus triggering event in one type of game thereby equals that probability of the other types of games.
3. A system according to claim 2, wherein the controller further has access to data which defines for each of the granted opportunities, a probability p(e) which is the probability of obtaining the bonus triggering event by use of that specific opportunity, the controller further having access to data specifying a probability p(bonus) being a desired probability of having to release the bonus to a player irrespective of the game being played.
4. A system according to claim 3, wherein the controller is adapted to:
- receive from a terminal, a request for playing one of the games; determine a bonus window opportunity, [/], which specifies a specific one of the granted opportunities in which the bonus will be released to the player if the bonus triggering event is obtained in that specific opportunity, [/] being defined as a random integer being smaller than or equal to the number of opportunities for the requested game and being larger than 1; determine a probability P(W1 ) which is the probability of the next opportunity being a bonus window; determine a probability p{el {wl )) which is the probability of obtaining the bonus triggering event in the bonus window opportunity; define a normalized weight factor, ω, from the equation:
Figure imgf000024_0001
))
determine a decider random number [n]; to grant the determined bonus window opportunity to the player when the decider random number [n] is smaller than [ω]; and to grant the bonus to the player if the bonus triggering event is obtained in the granted bonus window opportunity.
5. A system according to claim 4, wherein the controller is adapted to define a tweak factor [ a ], and to define the normalized weight factor, ω, from the equation:
Figure imgf000024_0002
6. A system according to claim 4 or 5, wherein the controller is adapted to define a bet- scaling factor [b], and to define the normalized weight factor, ω, from the equation:
abp (bonus) co =
P(W1 ) p(el (wl ))
7. A system according to any of the preceding claims, wherein the controller facilitates establishing of new games by:
providing at least one probability matrix; - providing at least one window-event matrix; determining, based on a random number, at least one criteria selected from the group consisting of: a tweak factor [ a ], a bet scaling factor [b], a probability for bonus window [p(w)], and a probability for an event to be triggered in the bonus window [p(e(w))]; wherein data contained in one of the matrices are used for calculation of normalizing weights according to the following equation: bp (bonus) co, = p(wl )p(el (wl ))
8. A system according to any of the preceding claims, wherein controller is hosted by a single computer server system.
9. A system according to any of the preceding claims, wherein the data is hosted by a single data hosting computer system.
10. A system according to claims 8 and 9, wherein the data hosting computer system is constituted by the computer server system.
11. A system according to any of the preceding claims, adapted to provide different probabilities for identical bonus window opportunities for a game.
12. A method for normalising a probability of a player being granted a bonus in one type of game such that the probability becomes equal to the probability of being granted bonus in other types of games, the method comprising:
defining a bonus triggering event associated with the game; defining a probability of obtaining the bonus triggering event - defining a number of opportunities to be granted to the player; and grant a bonus window opportunity, [/], which specifies a specific one of the granted opportunities in which the bonus will be released to the player if the bonus triggering event is obtained in that specific opportunity, wherein the bonus window opportunity is granted such that the probability of obtaining the bonus triggering event in the game thereby equals that probability of the other types of games.
13. A method according to claim 12, further comprising:
defining for each of the granted opportunities, a probability p(e) which is the probability of obtaining the bonus triggering event by use of that specific opportunity; - defining a probability p(bonus) being a desired probability of having to release the bonus to a player irrespective of the game being played; determining a bonus window opportunity, [/], which specifies a specific one of the granted opportunities in which the bonus will be released to the player if the bonus triggering event is obtained in that specific opportunity, [/] being defined as a random integer being smaller than or equal to the number of opportunities for the requested game and being larger than 1; determining a probability P(W1 ) which is the probability of the next opportunity being a bonus window; determining a probability p(el (wl )) which is the probability of obtaining the bonus triggering event in the bonus window opportunity; defining a normalized weight factor, ω, from the equation: p (bonus) ω =
P(W1 )P^1 (W1 ))
determining a decider random number [n]; - granting the determined bonus window opportunity to the player when the decider random number [n] is smaller than [ω]; and granting the bonus to the player if the bonus triggering event is obtained in the granted bonus window opportunity.
14. A computer client server system adapted to perform the method according to claims 12- 13.
PCT/EP2010/052327 2009-02-24 2010-02-24 A system for hosting a game WO2010097402A1 (en)

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Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US5263716A (en) * 1990-02-08 1993-11-23 Ainsworth Nominees Pty. Limited Multiple tier gaming machine
US20060040723A1 (en) * 2004-08-19 2006-02-23 Baerlocher Anthony J Gaming system having multiple gaming machines which provide bonus awards

Patent Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US5263716A (en) * 1990-02-08 1993-11-23 Ainsworth Nominees Pty. Limited Multiple tier gaming machine
US20060040723A1 (en) * 2004-08-19 2006-02-23 Baerlocher Anthony J Gaming system having multiple gaming machines which provide bonus awards

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