IP Library Granted Patent US 9,649,564
Granted Patent B2
US 9,649,564 · App. 14/976,569 · Granted May 16, 2017

Peer-to-peer wagering platform

Inventors: Andrew Paradise (Boston, MA); Casey Chafkin (Boston, MA); Jason Petralia (Winchester, MA); Ahmed Abdalla (North Attleboro, MA)
Assignee: Skillz Inc.
A63F13/61A63F13/00A63F13/12G07F17/3223G07F17/3276
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Quick Facts
Patent No.
US 9,649,564
App. No.
14/976,569
Granted
May 16, 2017
Kind
B2
Abstract

Data characterizing historical skills-based gaming metrics for a first user and historical skills-based gaming metrics for at least one second user is accessed. Using the accessed data and a set of rules, a targeted advertisement to present to the first user is determined. The targeted advertisement specifies at least one skills-based game and a characterization of the at least one second user's historical skills-based gaming metrics. The targeted advertisement is generated. Data characterizing the targeted advertisement is provided. Related apparatus, systems, techniques, and articles are also described.

Claims (36)

1. A method comprising:

receiving, at a client including an executable game instance, a stream of pseudo random number seeds characterized by a unique match identifier for an online digital gaming competition, the client enrolled in the online competition;

receiving, at the client and from a game server, game data for executing the game instance, the game instance requiring one or more random numbers to complete execution of the game instance;

generating, using the stream of pseudo-random number seeds, a plurality of pseudo-random numbers; and

executing the game instance by the client and using the plurality of pseudo-random numbers to provide the online competition to a player such that a beginning of gameplay experience is common between the game instance and a second game instance executing on a second client enrolled in the online digital gaming competition;

wherein at least one of receiving, generating, and executing is implemented by at least one data processor forming part of at least one computing system.

2. The method of claim 1 , wherein the game instance provides a game of skill.

3. The method of claim 1 , wherein the game instance provides a game of skill having random elements.

4. The method of claim 3 , wherein the game instance and the second game instance initialize associated random elements to a common pseudo-random value.

5. The method of claim 1 , wherein generating the plurality of pseudo-random numbers includes generating a stream of pseudo-random numbers.

6. The method of claim 1 , wherein the second game instance is executed by the second client and using the plurality of pseudo-random numbers to provide the online competition to a second player.

7. The method of claim 1 , wherein the stream of pseudo-random number seeds is received from a transactional server in communication with the second client, the transactional server remote from and independent of the game server.

8. The method of claim 7 , wherein the client includes a peer-wagering module integrated into the game instance and working with transactional server to enable players to wager on the outcome of the competition.

9. The method of claim 7 , wherein the client, game server, and transactional server are separate and remote.

10. The method of claim 1 , wherein the client is a mobile device.

11. A non-transitory computer program product storing instructions, which when executed by at least one data processor of at least one computing system, implement a method comprising:

receiving, at a client including an executable game instance, a stream of pseudo random number seeds characterized by a unique match identifier for an online digital gaming competition, the client enrolled in the online competition;

receiving, at the client and from a game server, game data for executing the game instance, the game instance requiring one or more random numbers to complete execution of the game instance;

generating, using the stream of pseudo-random number seeds, a plurality of pseudo-random numbers; and

executing the game instance by the client and using the plurality of pseudo-random numbers to provide the online competition to a player such that a beginning of gameplay experience is common between the game instance and a second game instance executing on a second client enrolled in the online digital gaming competition.

12. The computer program product of claim 11 , wherein the game instance provides a game of skill.

13. The computer program product of claim 11 , wherein the game instance provides a game of skill having random elements.

14. The computer program product of claim 13 , wherein the game instance and the second game instance initialize associated random elements to a common pseudo-random value.

15. The computer program product of claim 11 , wherein generating the plurality of pseudo-random numbers includes generating a stream of pseudo-random numbers.

16. The computer program product of claim 11 , wherein the second game instance is executed by the second client and using the plurality of pseudo-random numbers to provide the online competition to a second player.

17. The computer program product of claim 11 , wherein the stream of pseudo-random number seeds is received from a transactional server in communication with the second client, the transactional server remote from and independent of the game server.

18. A system comprising:

at least one data processor;

memory storing instructions which, when executed by the at least one data processor, causes the at least one data processor to perform operations comprising:

receiving, at a client including an executable game instance, a stream of pseudo random number seeds characterized by a unique match identifier for an online digital gaming competition, the client enrolled in the online competition;

receiving, at the client and from a game server, game data for executing the game instance, the game instance requiring one or more random numbers to complete execution of the game instance;

generating, using the stream of pseudo-random number seeds, a plurality of pseudo-random numbers; and

executing the game instance by the client and using the plurality of pseudo-random numbers to provide the online competition to a player such that a beginning of gameplay experience is common between the game instance and a second game instance executing on a second client enrolled in the online digital gaming competition.

19. The system of claim 18 , wherein the game instance provides a game of skill.

20. The system of claim 18 , wherein the game instance provides a game of skill having random elements.

21. The system of claim 20 , wherein the game instance and the second game instance initialize associated random elements to a common pseudo-random value.

Assignments (3)
SECURITY INTEREST Recorded Dec 21, 2021
From: SKILLZ PLATFORM INC.
To: UMB BANK, N.A., AS COLLATERAL AGENT
Reel/Frame 058448/0513 →
CHANGE OF NAME Recorded Mar 19, 2021
From: SKILLZ INC.
To: SKILLZ PLATFORM INC.
Reel/Frame 055663/0069 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Jan 6, 2016
From: PARADISE, ANDREW; CHAFKIN, CASEY; PETRALIA, JASON; ABADALLA, AHMED
To: SKILLZ, INC.
Reel/Frame 037421/0836 →
Continuity (4)
Continuation 14212651 · Mar 14, 2014
Continuation 13858581 · Apr 8, 2013
Continuation In Part 13569424 · Aug 8, 2012
Related Publication 20160110960A1 · Apr 21, 2016