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    • 1. 发明申请
    • PERSONALIZABLE HYBRID GAMES
    • 个性化混合游戏
    • WO2013009972A1
    • 2013-01-17
    • PCT/US2012/046441
    • 2012-07-12
    • MERCURY ASSOCIATES, STRUCTURE II, LLC.ARNONE, MilesCIRE, FrankMEYERHOFER, Eric
    • ARNONE, MilesCIRE, FrankMEYERHOFER, Eric
    • A63F13/10
    • G07F17/3244G07F17/3211G07F17/3225G07F17/3262G07F17/3295
    • Methods and systems for personalizable hybrid games including a gambling game and an entertainment game are provided. A hybrid game includes a real world engine configured to provide a randomly generated payout for a gambling game and a game world engine configured to manage an entertainment software engine to provide outcomes based upon a player's skillful execution of an entertainment game. Parameter data indicative of player performance when playing the entertainment game at a first difficulty setting is collected and a difficulty setting is selected for the entertainment game based upon the collected parameter data. An amount of real world credit to be wagered in the gambling game may be determined based on the selected difficulty setting for the entertainment game, where real world credit is credit used in the gambling game.
    • 提供了包括赌博游戏和娱乐游戏在内的个性化混合游戏的方法和系统。 混合游戏包括被配置为提供用于赌博游戏的随机生成的支付的现实世界引擎和被配置为管理娱乐软件引擎以根据玩家熟练地执行娱乐游戏来提供结果的游戏世界引擎。 收集指示在第一难度设置下播放娱乐游戏时的玩家表现的参数数据,并且基于收集的参数数据为娱乐游戏选择难度设置。 可以基于娱乐游戏的选择的难度设置来确定在赌博游戏中下注的真实世界信用量,其中在赌博游戏中使用真实世界信用。
    • 2. 发明申请
    • SKILL NORMALIZED HYBRID GAME
    • 技能正规混合游戏
    • WO2013059308A2
    • 2013-04-25
    • PCT/US2012/060600
    • 2012-10-17
    • MERCURY AND ASSOCIATES, STRUCTURE IIARNONE, MilesCIRE, FrankMEYERHOFER, EricROSS, Caitlyn
    • ARNONE, MilesCIRE, FrankMEYERHOFER, EricROSS, Caitlyn
    • G07F17/32
    • G07F17/3267G07F17/3223G07F17/3244G07F17/3248G07F17/326G07F17/3295
    • Systems and methods in accordance with embodiments of the invention operate a skill normalized hybrid game. One embodiment includes a skill normalized hybrid game, including: a gambling game; an entertainment game; a game world engine constructed to manage the entertainment game and communicate gameplay gambling event occurrences based upon a player's skillful execution of the entertainment game that trigger randomly generated payouts for the gambling game to the gambling game; and a skill normalization module constructed to: receive player performance measurements for at least one player from the game world engine; assign a handicap to the at least one player based at least in part upon the performance measurements for the at least one player from the game world engine; and send information concerning handicaps to the game world engine that configures the game world engine to implement each assigned handicap within the skill normalized hybrid game.
    • 根据本发明的实施例的系统和方法操作技术标准化的混合游戏。 一个实施例包括技能规范化混合游戏,包括:赌博游戏; 娱乐游戏; 一种游戏世界引擎,用于管理娱乐游戏并根据玩家熟练地执行娱乐游戏来传达游戏赌博事件的事件,这些娱乐游戏触发了赌博游戏的随机生成支付给赌博游戏; 以及技能规范化模块,其被构造成:从游戏世界引擎接收至少一个玩家的玩家表演测量; 至少部分地基于来自游戏世界引擎的至少一个玩家的表现测量来向至少一个玩家分配障碍; 并向游戏世界引擎发送有关障碍的信息,该游戏世界引擎配置游戏世界引擎以实现技能规范化混合游戏内的每个分配的障碍。
    • 3. 发明申请
    • ANTI-CHEATING HYBRID GAME
    • 抗混合游戏
    • WO2013071261A1
    • 2013-05-16
    • PCT/US2012/064716
    • 2012-11-12
    • MERCURY AND ASSOCIATES, STRUCTURE II, LLCARNONE, MilesCIRE, FrankMEYERHOFER, Eric
    • ARNONE, MilesCIRE, FrankMEYERHOFER, Eric
    • G06F17/00
    • G07F17/3241
    • Systems and methods in accordance with embodiments operate an anti- cheating hybrid game. One embodiment includes an anti-cheating hybrid game constructed to communicate occurrences based upon a player's skillful execution of an entertainment game that triggers a randomly generated payout to a gambling game; where the anti-cheating hybrid game incorporates an anti-cheating module constructed to: receive player data for a player, where the player data is indicative of the player's current gameplay performance at the entertainment game; analyze the player data to determine whether cheating is occurring by comparing the player's current gameplay performance with historical gameplay data to evaluate whether the player's current gameplay performance is beyond the statistical limits of the randomness inherent in the anti-cheating hybrid game; and send a command to penalize the player during play of the entertainment game based upon a determination that cheating has occurred from the analyzed player data.
    • 根据实施例的系统和方法操作防欺骗混合游戏。 一个实施例包括反欺诈混合游戏,其构建为基于玩家熟练地执行触发随机生成的对赌博游戏的支付的娱乐游戏来传达事件; 其中反欺诈混合游戏包括反作弊模块,其构造为:接收玩家的玩家数据,其中玩家数据表示玩家在娱乐游戏中的当前游戏性能; 通过将玩家的当前游戏性能与历史游戏数据进行比较来评估玩家数据是否发生作弊,以评估玩家当前的游戏性能是否超出了反作弊混合游戏固有的随机性的统计限制; 并且基于从所分析的玩家数据发生作弊的确定,发出命令以在玩娱乐游戏期间惩罚玩家。
    • 5. 发明申请
    • SYSTEMS AND METHODS FOR REGULATED HYBRID GAMING
    • 用于调节混合游戏的系统和方法
    • WO2012167146A1
    • 2012-12-06
    • PCT/US2012/040548
    • 2012-06-01
    • MERCURY ASSOCIATES, STRUCTURE IIARNONE, MilesCIRE, FrankMEYERHOFER, EricROSS, Caitlyn
    • ARNONE, MilesCIRE, FrankMEYERHOFER, EricROSS, Caitlyn
    • G06F21/00
    • G07F17/3241G06F21/552G07F17/32G07F17/3295
    • Systems and methods that regulate a hybrid game to detect and/or defeat unauthorized use of the hybrid game. One embodiment includes a method of detecting unauthorized operation of a hybrid gaming system that includes a gambling game and an entertainment game. In addition, the method can include collecting first game operating performance data (GOPD) from the entertainment game while the hybrid game is being played by a first player, generating a reference profile using the first GOPD, collecting second GOPD from the entertainment game while the hybrid game is being played by a second player, comparing the second GOPD to the reference profile to determine whether the second player is operating the hybrid game in an unauthorized manner, and generating a notification to an operator upon determination that the second player is operating the hybrid game in an unauthorized manner.
    • 调整混合游戏以检测和/或失败混合游戏的未经授权的使用的系统和方法。 一个实施例包括检测包括赌博游戏和娱乐游戏的混合游戏系统的未授权操作的方法。 此外,该方法可以包括:在混合游戏正在由第一玩家进行游戏的同时从娱乐游戏收集第一游戏操作性能数据(GOPD),使用第一GOPD生成参考简档,从娱乐游戏收集第二GOPD,同时 第二播放器正在播放混合游戏,将第二GOPD与参考配置文件进行比较,以确定第二玩家是否以未经授权的方式操作混合游戏,并且在确定第二玩家正在操作该游戏者时,向操作者产生通知 混合游戏以未经授权的方式进行。
    • 6. 发明申请
    • HEAD-TO-HEAD AND TOURNAMENT PLAY FOR ENRICHED GAME PLAY ENVIRONMENT
    • HEAD TO HEAD AND TOURNAMENT PLAY FOR ENRIVEED GAME PLAY ENVIRONMENT
    • WO2013059372A2
    • 2013-04-25
    • PCT/US2012/060683
    • 2012-10-17
    • MERCURY AND ASSOCIATE, STRUCTURE IIARNONE, MilesCIRE, FrankROSS, Caitlyn
    • ARNONE, MilesCIRE, FrankROSS, Caitlyn
    • A63F13/12
    • G07F17/3279G07F17/3244
    • A method and system for an enhanced head-to-head hybrid game are provided. An enhanced head-to-head hybrid game system has a gambling game with a real world engine that provides a randomly generated payout for the gambling game, an entertainment software engine that executes an entertainment game providing outcomes upon a player's execution of the entertainment game, and manages a user interface of the entertainment game, a game world engine that manages the entertainment software engine and communicates gameplay gambling event occurrences based upon a player's execution of the entertainment game that trigger the randomly generated payout for the gambling game to the gambling game. The system also has a global betting manager that receives player performance measurements for the at least one player from the game world engine, determines eligibility of the at least one player for play in a tournament, assigns a handicap for the tournament to the at least one player based at least in part upon the performance measurements for the at least one player from the game world engine and sends information concerning tournament eligibility and handicaps to the game world engine that configures the game world engine to implement each assigned handicap and tournament eligibility within the enhanced head-to-head hybrid game.
    • 提供了一种用于增强的头对头混合游戏的方法和系统。 增强的头对头混合游戏系统具有与现实世界引擎的赌博游戏,其为赌博游戏提供随机生成的支付,娱乐软件引擎执行娱乐游戏,以提供玩家执行娱乐游戏的结果, 并且管理娱乐游戏的用户界面,管理娱乐软件引擎的游戏世界引擎,并且基于玩家执行娱乐游戏来传达游戏赌博事件的事件,该娱乐游戏触发随机产生的用于赌博游戏的支付给赌博游戏。 该系统还具有一个全球投注管理者,从游戏世界引擎接收至少一个玩家的玩家表现测量值,确定该比赛中至少一个玩家的资格,以将该比赛的障碍分配给至少一个 至少部分地基于来自游戏世界引擎的至少一个玩家的表现测量,并将关于比赛资格和障碍的信息发送到配置游戏世界引擎的游戏世界引擎,以实现游戏世界引擎内的每个分配的障碍和比赛资格 增强的头对头混合游戏。