IP Library Granted Patent US 9,495,837
Granted Patent B2
US 9,495,837 · App. 14/825,056 · Granted Nov 15, 2016

Passively triggered wagering system

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Quick Facts
Patent No.
US 9,495,837
App. No.
14/825,056
Granted
Nov 15, 2016
Kind
B2
Abstract

Systems and methods for a gambling hybrid game that provides passively trigger wagering are disclosed. In an entertainment game, passively actuated enabling elements are provided. Passively actuated enabling elements are enabling elements that are consumed through game play of the entertainment game but not directly through player action by a player. An entertainment system engine of the gambling hybrid game provides the entertainment game and determines when a passively actuated enabling element is consumed in the game. A game world engine of the gambling hybrid game determines when a gambling event in a gambling game is to be provided based upon the consumption of the passively actuated enabling element. The game world engine then requests that a real world engine of the gambling hybrid game resolve the gambling event in the gambling game. The real world engine then resolves the gambling event and associated wagers on the outcome of the gambling event.

Claims (88)

1. A gaming system comprising:

a processing device constructed to:

execute an entertainment game, where the entertainment game is a fixed shooter game that includes a shooter controlled by a player to move across a fixed plane and shoot at game targets;

determine when an interaction occurs in the fixed shooter game;

transmit, to a game world server, a signal including the interaction;

receive, from the game world server, a signal including an outcome of a wager;

generate a visual display of the outcome of the wager;

receive, from the game world server, a signal including a result of Quanta wherein Quanta is a currency that may be exchanged to change an entertainment game characteristic;

generate a visual display of the Quanta;

receive, from the game world server, a signal including the entertainment game characteristic that the player may change using Quanta;

transmit, to the game world server, a signal including a request from the player to change the entertainment game characteristic;

receive, from the game world server, a signal including a reduced amount of Quanta used to change the game characteristic from an amount of Quanta available to the player;

receive, from the game world server, a signal including an update of the game characteristic; and

generate a visual display of the update of the game characteristic;

a real world server constructed to:

receive, from the game world server, a signal to execute the wager;

determine the outcome of the wager using a random number generator; and

transmit, to the game world server, a signal including the outcome of the wager; and

the game world server, connected to the processing device via a network and connected to the real world server via a communication link, constructed to:

continuously monitor the processing device's execution of the entertainment game for the signal including the interaction;

receive, from the processing device, the signal including the interaction;

transmit, to the real world server, the signal to execute the wager;

receive, from the real world server, the signal including the outcome of the wager;

transmit, to the processing device, the signal including the outcome of the wager;

determine the amount of Quanta to award the player based on the outcome of the wager;

transmit, to the processing device, the signal including the result of Quanta;

transmit, to the processing device, the signal including the entertainment game characteristic that the player may change using Quanta;

receive, from the processing device, the signal including the request from the player to change the entertainment game characteristic;

transmit, to the processing device, the signal including the reduced amount of the Quanta used to change the game characteristic from the amount of Quanta available to the player;

exchange the amount of Quanta for the entertainment game characteristic in response to the signal including the request from the player to change the entertainment game characteristic; and

transmit, to the processing device, the signal including the update of the game characteristic.

2. The gaming system of claim 1 wherein the interaction is consumption of a passively actuated enabling element during play of the fixed shooter game wherein the passively actuated enabling element is an enabling element consumed through game play of the fixed shooter game but not directly through player action.

3. The gaming system of claim 1 wherein Quanta persists from one level of play to a next and resets at end of a single game session.

4. The gaming system of claim 1 wherein Quanta available is reset each level.

5. The gaming system of claim 1 wherein the amount of Quanta available persists across multiple levels and across multiple game play sessions.

6. A gaming system comprising:

a processing device constructed to:

execute an entertainment game, where the entertainment game is a fixed shooter game that includes a shooter controlled by a player to move across a fixed plane and shoot at game targets;

determine when an interaction occurs in the fixed shooter game;

transmit, to a game world server, a signal including the interaction;

receive, from the game world server, a signal including an outcome of a wager;

generate a visual display of the outcome of the wager;

receive, from the game world server, a signal including a result of Quanta wherein Quanta is a currency that may be exchanged to change an entertainment game characteristic;

generate a visual display of the Quanta;

receive, from the game world server, a signal including the entertainment game characteristic that the player may change using Quanta;

transmit, to the game world server, a signal including a request from the player to change the entertainment game characteristic;

receive, from the game world server, a signal including a reduced amount of Quanta used to change the game characteristic from an amount of Quanta available to the player;

receive, from the game world server, a signal including an update of the game characteristic; and

generate a visual display of the update of the game characteristic; and

the game world server, connected to the processing device via a network and connected to the real world server via a communication link, constructed to:

continuously monitor the processing device's execution of the entertainment game for the signal including the interaction;

receive, from the processing device, the signal including the interaction;

transmit, to the real world server, the signal to execute the wager;

receive, from the real world server, the signal including the outcome of the wager based on a random number generator;

transmit, to the processing device, the signal including the outcome of the wager;

determine the amount of Quanta to award the player based on the outcome of the wager;

transmit, to the processing device, the signal including the result of Quanta;

transmit, to the processing device, the signal including the entertainment game characteristic that the player may change using Quanta;

receive, from the processing device, the signal including the request from the player to change the entertainment game characteristic;

transmit, to the processing device, the signal including the reduced amount of the Quanta used to change the game characteristic from the amount of Quanta available to the player;

exchange the amount of Quanta for the entertainment game characteristic in response to the signal including the request from the player to change the entertainment game characteristic; and

transmit, to the processing device, the signal including the update of the game characteristic.

7. The gaming system of claim 6 wherein the interaction is consumption of a passively actuated enabling element during play of the fixed shooter game wherein the passively actuated enabling element is an enabling element consumed through game play of the fixed shooter game but not directly through player action.

8. The gaming system of claim 6 wherein Quanta persists from one level of play to a next and resets at end of a single game session.

9. The gaming system of claim 6 wherein Quanta available is reset each level.

10. The gaming system of claim 6 wherein the amount of Quanta available persists across multiple levels and across multiple game play sessions.

11. A gaming system comprising:

a real world server constructed to:

receive, from the game world server, a signal to execute the wager;

determine the outcome of the wager using a random number generator; and

transmit, to the game world server, a signal including the outcome of the wager; and

the game world server, connected to a processing device with a visual output device via a network and connected to the real world server via a communication link, constructed to:

continuously monitor the processing device's execution of the entertainment game for the signal including the interaction;

receive, from the processing device, the signal including the interaction;

transmit, to the real world server, the signal to execute the wager;

receive, from the real world server, the signal including the outcome of the wager;

transmit, to the processing device, the signal including the outcome of the wager;

determine the amount of Quanta to award the player based on the outcome of the wager;

transmit, to the processing device, the signal including the result of Quanta;

transmit, to the processing device, the signal including the entertainment game characteristic that the player may change using Quanta;

receive, from the processing device, the signal including the request from the player to change the entertainment game characteristic;

transmit, to the processing device, the signal including the reduced amount of the Quanta used to change the game characteristic from the amount of Quanta available to the player;

exchange the amount of Quanta for the entertainment game characteristic in response to the signal including the request from the player to change the entertainment game characteristic; and

transmit, to the processing device, the signal including the update of the game characteristic.

12. The gaming system of claim 11 wherein the interaction is consumption of a passively actuated enabling element during play of a fixed shooter game wherein the passively actuated enabling element is an enabling element consumed through game play of the fixed shooter game but not directly through player action.

13. The gaming system of claim 11 wherein Quanta persists from one level of play to a next and resets at end of a single game session.

14. The gaming system of claim 11 wherein Quanta available is reset each level.

15. The gaming system of claim 11 wherein the amount of Quanta available persists across multiple levels and across multiple game play sessions.

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 →