This invention relates to the fields of single and multiple player games, as well as manual and automated gaming platforms.
This invention is a game, a competitive activity testing the skill and luck of one or more human or machine players, who play according to a set of rules, for their own amusement and/or for entertainment of spectators. An essential component of many of the most popular games is that each player must discern the intentions or status of the other player or players, while hiding his or her own intentions and status. A few well known examples include poker, bridge, chess, rock-paper-scissors, football, and tennis.
These games may be played by actual human beings in direct physical contact with each other, or the players may be remote from each other. The players may all be human beings or they may be a mix of humans, machines, and computer software. The players may play the game using physical devices such as playing cards or footballs, or they may use automatic computing devices with software that simulates these physical devices. In most of these games, although the detection and misdirection are key elements of the game, other factors and skills play a very large role in determining the outcome of the game.
This invention is a new and unique game that allows players to try both their skill at misdirection and their skill at detecting misdirection against a computer and against other players. Unlike earlier games, the design of this game minimizes the influence of other skills.
This invention consists of a game, hereafter referred to as the “Game”, and a computer-based gaming system, hereafter referred to the “Gaming System”. These comprise the method and apparatus of the invention.
The Game may be played by one player against one other player, one player against a simulated opponent, one player against multiple players, or multiple players against multiple players. The basic game play is fairly simple: players win based on how well they misrepresent a situation or on how well they detect whether other player is misrepresenting a situation. Optional features can be added to make the game easier, more challenging, or more stressful.
The Gaming System is a system of computing hardware and software which facilitates the playing of the Game. Although it is not a mandatory component of the invention, the Gaming System greatly enhances the gaming experience and makes possible a number of features, for example, play against a simulated opponent or opponents, evaluation of a player's abilities and performance, along with assistance in improving performance, multi-player games across the internet or other wide or local area network, various levels of play (easy, normal, hard), different forms of input and feedback (text and pointing/selection device only, audio, audio and visual), automatic timers, challenge matches, high score recording, tournaments, and facilities for real and simulated gambling.
The nature, objects, and advantages of the invention will become more apparent to those skilled in the art after considering the following detailed description in connection with the accompanying drawings, in which like reference numerals designate like parts throughout, and wherein:
(1) FIG. 1 is an overview of the structure of the Game, showing the major components.
(2) FIG. 2 is an overview of the structure of the Gaming System, showing the major components.
(3) FIG. 3 is a flow diagram of the basic two-player Game, without the use of the Gaming System.
(4) FIG. 4 is a flow diagram of a two-player Game, using the Gaming System.
(5) FIG. 5 is a flow diagram of a multi-player Game, using the Gaming System.
(6) FIG. 6 provides an example of the user interface as seen by the “INSIDER” player in the example embodiment shown in FIG. 2.
(7) FIG. 7 provides an example of the user interface as seen by the “OUTSIDER” player in the example embodiment shown in FIG. 2
This section provides detailed descriptions of four example embodiments. These descriptions of these embodiments are provided as examples of possible embodiments, but are not intended as a complete list of possible embodiments. The following example embodiments will be described in this section:
(1) A basic, two player implementation, without a Gaming System
(2) A two player game using the Gaming System
(3) A multi-player game using the Gaming System
(4) A multi-player game using the Gaming System, including gambling
(5) A televised version of the Game using the Gaming System
FIG. 1 provides an overview of the basic components of the Game:
FIG. 2 provides an overview of the basic components of the Gaming System (200). The Users (201) connect to the User Interface System (204). Users who are first time players, potential players, or just curious initially connect to the WELCOME User Interface (205). If a User decides to become a player, he or she must decide whether they want to play as an INSIDER (203) or an OUTSIDER (202). INSIDERS connect to the INSIDER User Interface (207) and OUTSIDERS connect to the OUTSIDER User Interface (206). The User Interface Systems connect to the Game Engine (208), the Audio/Video Management System (216), and the eCommerce Engine (215) to provide Gaming System functions and Game play to players.
The Game Engine (208) is the center of the Gaming System (200). It coordinates and directs requests to and from the User Interface Systems and directs the work of the other systems and engines in providing the gaming experience to the players. Since the Game Engine (208) is responsible for directing the play of the game, it also directs the play of the Simulated INSIDERS (209) and Simulated OUTSIDERS (210). There is no theoretical limit on the number of simultaneous Games and Players that the Game Engine (208) and the other components of the Gaming System (200) can support; available processing power, memory, other storage, and input/output bandwidth determine the actual limits. The Game Engine (208) and the other Gaming System components are designed to scale so that an initial deployment of the Gaming System (200) can run on a minimal set of hardware and specialized software, which can be expanded in modular increments as user demand increases.
The Random Secret Generator (211) is a key component of the Gaming System (200). The Game Engine (208) relies on the Random Secret Generator (211) to produce pseudo-random secrets, for example, simulated playing cards, to each INSIDER at the start of each round of play. Since current computing systems are deterministic devices, it is generally accepted that it is very difficult to produce truly random values using such devices, however, there are numerous existing algorithms and methods that can be used to produce values that are, for all practical purposes, random. The Random Secret Generator may use any of these existing methods and algorithms to produce pseudo-random values.
The Scoring and Tabulation (212) System is relied on by the Game Engine (208) to tabulate the score at the end of each round of play and record the results to the Database and File Management System (213). If betting is enabled for a Game, the Scoring and Tabulation System is also responsible for tracking all of the Player bets, calculating the payouts at the end of each round of play, and recording the results. The Game Engine (208) is responsible for retrieving the results from the Database and File Management System (213) and reporting them to the User Interface Systems (204).
The Audio/Video Management System (216) is responsible for managing and tracking all audio and video content. It relies on the Clip Management System (217) to manage audio and video clips and the Stream Management System (218) to manage live streaming audio and video content. It receives requests to retrieve and store content from the User Interface Systems (204) and the Game Engine (208). It stores clips and stream information in the Database and File Management System (213).
The Stream Management System (218) includes a streaming server to stream audio and video content to users. “Streaming” is an essential feature of any real-time audio/visual system as it allows players to see each frame of audio or video content as soon as it becomes available, rather than waiting for an entire clip to download. The Stream Management System (218) also acts a traffic cop to direct streaming traffic between players and allows players to register information about their streams.
The Clip Management System (217) provides audio and video clips in response to requests from the Game Engine (208) and the User Interface Systems (204). It also allows players to store clips into the Database and File Management System (213) for use by the players, other players, and other Gaming System (200) components.
The eCommerce System (215) is responsible for managing all Gaming System financial transactions. These include, but are not limited to, managing credit card transactions, bank transfers, and tax calculations.
Finally, the Operator Interface (214) is used by the operators of the Gaming System (200) to manage, configure, monitor, and operate the Gaming System.
This section describes the operation of several selected, example embodiments:
(1) A basic, two player implementation, without a Gaming System
(2) A two player game using the Gaming System
(3) A multi-player game using the Gaming System
(4) A multi-player game using the Gaming System, including gambling
(5) A televised version of the Game using the Gaming System
As described earlier, there are two types of players:
The Game can be played without the assistance of the Gaming System, but the Gaming System adds important capabilities: play across the internet, play against simulated players, automatic time management, help features, high score tracking, optional betting, and levels of difficulty.
This section provides an example embodiment of basic game play for two players, without a Gaming System and without betting. A flow diagram of this embodiment is shown in FIG. 3.
A flow diagram for an example of basic game play for two players, using the Gaming System is shown in FIG. 4. This section explains the flow diagram.
An example embodiment of basic game play for multiple players, using the Gaming System:
The reader may gain some additional insight into the INSIDER and OUTSIDER user interfaces to the Gaming System by examining FIGS. 6 and 7. These figures show snapshots of a simple example user interface as seen by an example INSIDER, HAL, and an example OUTSIDER, ALICE, at a critical moment in the middle of a round of play. In these two examples, the user interface is greatly simplified in order to make it easier for the reader to discern the key features.
FIG. 6 shows a snapshot of a very simple example embodiment of the INSIDER user interface in a multi-player Game with four INSIDER players and four OUTSIDER players. In this example, the INSIDER player, HAL, has stated that he has the Queen of Hearts, when in fact he actually has the Ace of Spades. The OUTSIDER players have all made their assessments of HAL's statement, the other INSIDERS have all made their statements, and the OUTSIDERS have one minute and 59 seconds to finishing making and announcing their assessments.
FIG. 7 shows a snapshot of the user interface seen by an example INSIDER player, ALICE, at the same moment in the game. ALICE has apparently just pushed the “TRUE” button to indicate that she believes HAL's statement. There is a video window for each INSIDER player, where the video appeared of each INSIDER making their statement. In an easier version of the Game, the OUTSIDER might have controls on the video window to allow the OUTSIDER to replay audio/video INSIDER statements. From the digital clock in the upper right hand corner of FIG. 7, Alice knows that she has one minute and 59 seconds to decide whether the statements of the other INSIDERS are true or false.
As shown in FIG. 2, the Gaming System may create simulated INSIDER (209) and OUTSIDER (210) players. Simulated players provide some advantages over human players. For example, they never tire of the game, can adjust their level of play in response to requests from either the Gaming System or their opponents, and be replaced and upgraded at any time.
In a simple example embodiment, a simulated INSIDER player consists of multiple pre-recorded audio and video clips of a person accurately and inaccurately presenting the value of each possible card. For each round of play, the Gaming System randomly picks an accurate or inaccurate clip to play based on the simulated card it has dealt to the simulated player. Play then proceeds as described above.
An even simpler embodiment of a simulated INSIDER player simply randomly presents either an accurate or inaccurate text and/or graphic representation of the card the simulated player has received.
A simulated INSIDER may also consist of audio and video clips of cartoon characters.
A simple example embodiment of a Simulated OUTSIDER player merely makes a random decision as to whether an INSIDER has accurately represented the value of his or her card. In more sophisticated versions of the Game and the Gaming System, the simulated INSIDER may evaluate the OUTSIDER's statement as well as audio and video, if these are available.
Numerous forms of betting are possible.
As a very simple example of betting in a two player game, the players bet a fixed amount on each round. The Gaming System or the players, by mutual agreement, may increase the size of the bet after each round or after a certain number of rounds. A player loses or drops out of the game when he or she is unwilling to make the required bet at the beginning of a round.
As a more complicated example, players agree in advance to a set of betting rules, such as those commonly used in poker, for example, the size of each bet, the number of raises, which player bets first, and whether that player must make a minimum bet (often called a “forced” bet) or may decline to bet (often referred to as “checking”) and allow the other player to make the first bet. Players must also agree on the number of rounds of betting, for example, one before the card is dealt, one after the card is dealt, and one after the INSIDER declares the value of his or her card.
Both of these examples above can be extended to the multi-player game. In the complete multi-player implementation, each player makes individual bets with every other player. Each INSIDER bets against each individual OUTSIDER and also against each of the other OUTSIDERS. In actual multi-player games with more than four players, this is a large amount of betting and can consume a great deal of time, so the Gaming System introduces some simplifications. A basic example using the Gaming System follows. A group of players may implement these simplifications without the use of the gaming system, but the Gaming System makes the use of these simplifications fast, easy, and eliminates human error. The Gaming System may adjust the process described below for any number of reasons, including, but not limited to, improving game play, and simplifying, streamlining, or complicating the process.
Various criteria may be used to determine the winner. Players agree, either explicitly or implicitly, to the winning criteria in advance of play. Some examples of winning criteria for the two player game are, but are not limited to
(5) In versions of the Game that include gambling, a player loses when that player has no more real or virtual money, or declines to place any further bets
In a multi-player game, with multiple INSIDERS and OUTSIDERS, winning is a two step process: first, the fields of both INSIDERS and OUTSIDERS are winnowed down to the single best INSIDER and the single best OUTSIDER. The best INSIDER and the best OUTSIDER then play a two person game to decide the ultimate winner. Some example winnowing techniques are described in the previous section.
The simplest embodiment of the invention requires nothing more sophisticated than two players and a deck of playing cards. Any type of cards may be used, as long as they meet three criteria:
A more sophisticated embodiment is shown in FIG. 2. In this embodiment, the Gaming System is a sophisticated system of computers, software, and networking equipment that supports features such as, for example, but not limited to, simulated players, play over the internet, live and pre-recorded audio and video, multi-player games, and betting.
Despite the specific foregoing descriptions, ordinarily skilled artisans having the benefit of this disclosure will recognize that the apparatus, method, and article of manufacture discussed above may be implemented in an apparatus, system, method, or article of manufacture of different construction without departing from the scope of the invention.
As specific examples of modifications of apparatus and articles of manufacture, the use of specialized playing cards, colors, or symbols rather than standard playing cards does not depart from the scope of this invention.
As a specific example of modification of the method, other artisans may propose new methods of scoring, new criteria for winning, new methods of betting, new rules of play that speed up or slow down the game or make it easier or more difficult or more exciting for players and/or spectators, or changes to the winnowing process in the multi-player game, all without departing from the scope of this invention.
As a specific example of a modification of the apparatus, the internet, the World Wide Web, and local and wide area networks use technologies which are rapidly evolving. Also, the embodiments described in this document envision the players interacting with the Gaming System both through standard web browsers and special, customized clients; it may be desirable to provide the players with either plug-in modifications to their standard browsers or enhancements to custom software clients. Artisans may use new technologies and capabilities to significantly enhance the experience provided by this invention without departing from the scope of this invention.
As a further example of a modification of the apparatus, the Gaming System may require enhancements, upgrades, or modifications in order provide an exciting viewer experience of the televised version of the game. For example, the Gaming System may group players into sections so that only the best INSIDER and the best OUTSIDER in each section move on to the next level, so that by the grand finale of the game, the best OUTSIDERs are arrayed against the best INSIDERS. These changes may be accomplished without departing from the scope of the invention.