IP Library Granted Patent US 9,349,249
Granted Patent B2
US 9,349,249 · App. 14/270,335 · Granted May 24, 2016

Anti-sandbagging in head-to-head gaming for enriched game play environment

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Quick Facts
Patent No.
US 9,349,249
App. No.
14/270,335
Granted
May 24, 2016
Kind
B2
Abstract

Systems and methods in accordance with embodiments of the invention operate an anti-sandbagging hybrid game. One embodiment includes an anti-sandbagging 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 an anti-sandbagging module constructed to: receive player performance measurements for at least one player from the game world engine; assign an anti-sandbagging provision 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 the anti-sandbagging provision to the game world engine that configures the game world engine to implement the assigned anti-sandbagging provision within the anti-sandbagging hybrid game.

Claims (26)

1. A network distributed data processing system, comprising:

a real world engine server connected to a game world engine server by a communication link, wherein the real world engine server is constructed to:

receive from the game world engine server via the communication link, data of a trigger of a wager of an amount of real world credits;

execute the wager of the amount of real world credits in accordance with a regulated gambling proposition to generate data of a randomly generated real world credit; and

communicate to the game world engine server via the communication link, the data of the randomly generated payout of real world credits;

a personal computing device connected to the game world engine server by a network, wherein the personal computing device is constructed to:

communicate to the game world engine via the network, data of actions taken by a player during the player's play of an interactive entertainment game of skill hosted by the personal computing device;

receive from the game world engine server via the network, data of an anti-sandbagging provision to be applied to the interactive entertainment game of skill hosted by the personal computing device; and

alter entertainment game environment data of the interactive entertainment game of skill using the data of the anti-sandbagging provision during the player's play of the interactive entertainment game of skill; and

the game world engine server connected to the real world engine server by the communication link and connected to the personal computing device by the network, wherein the game world engine server is constructed to control the personal computing device by:

receiving from the personal computing device via the network, the data of the actions taken by the player while playing the interactive entertainment game of skill hosted by the personal computing device;

communicating to the real world engine server via the communication link, the data of the trigger of the wager of the amount of real world credit wherein the data of the actions taken by the player during the player's playing of the interactive entertainment game of skill affects the amount of the wager of real world credit;

receiving from the real world engine server via the communication link, the data of the randomly generated payout of real world credits;

determining data of player performance measurements for the player, wherein the data of player performance measurements include the data of the randomly generated payout of real world credits;

generating the data of the anti-sandbagging provision to be applied to the interactive entertainment game of skill hosted by the personal computing device based at least in part upon the data of the performance measurements for the player by determining if the player's performance measurements are a significant deviation from expected player performance measurements;

communicating to the personal computing device via the network, the data of the anti-sandbagging provision; and

generating a perceivable output of the data of the anti-sandbagging provision for display on the personal computing device.

2. The network distributed data processing system of claim 1 , wherein the player performance measurements further include a game world credit outcome of the player's playing of the interactive entertainment game of skill and the amount of real world credits utilized by the player in the wager of the amount of real world credits as triggered by the game world engine in the real world engine.

3. The network distributed data processing system of claim 2 , wherein the anti-sandbagging provision is assigned to the player based at least in part upon a relationship between the game world credit outcome of the player's playing of the interactive entertainment game of skill and the amount of real world credits utilized by the player in the real world credit wager as triggered in the gambling game included in the performance measurements for the player from the game world engine.

4. The network distributed data processing system of claim 1 , wherein the anti-sandbagging provision includes a limitation on the wager of the amount of real world credits as a limit on a value of wagers that can be placed.

5. The network distributed data processing system of claim 4 , wherein the limitation on the wager of the amount of real world credits is a limit on the volume of wagers that can be placed.

6. The network distributed data processing system of claim 5 , wherein the limit on the volume of wagers that can be placed is a limit on a number of wagers that can be placed.

7. The network distributed data processing system of claim 5 , wherein the limit on the volume of wagers that can be placed is a limit on an aggregate value of wagers placed.

8. The network distributed data processing system of claim 5 , wherein the limit on the volume of wagers that can be placed is a limit on an aggregate value of wagers won.

9. The network distributed data processing system of claim 1 , wherein the communication link between the game world engine server and the real world engine server includes the network.

10. The network distributed data processing system of claim 1 , wherein the game world engine and the real world engine server are constructed using a same processing apparatus.

Assignments (6)
SECURITY INTEREST Recorded Jul 2, 2020
From: GAMBLIT GAMING, LLC
To: SPV 47, LLC
Reel/Frame 053122/0001 →
SECURITY INTEREST Recorded Feb 19, 2020
From: GAMBLIT GAMING, LLC
To: SPV 47, LLC
Reel/Frame 051973/0476 →
SECURITY INTEREST Recorded Apr 10, 2018
From: GAMBLIT GAMING, LLC
To: SPV 47, LLC
Reel/Frame 045888/0454 →
TRANSFER OF SECURITY INTEREST Recorded May 23, 2017
From: ACAS, LLC (F/K/A AMERICAN CAPITAL, LTD.)
To: SPV 47, LLC
Reel/Frame 042554/0313 →
CONVERSION OF HOLDER OF SECURITY INTEREST Recorded May 11, 2017
From: AMERICAN CAPITAL, LTD
To: ACAS, LLC
Reel/Frame 042447/0187 →
SECURITY INTEREST Recorded Dec 30, 2016
From: GAMBLIT GAMING, LLC
To: AMERICAN CAPITAL, LTD.
Reel/Frame 041226/0652 →