IP Library Granted Patent US 10,192,394
Granted Patent B2
US 10,192,394 · App. 15/605,688 · Granted Jan 29, 2019

Credit and enabling system for virtual constructs in a hybrid game

Inventors: Miles Arnone (Sherborn, MA); Eric Meyerhofer (Pasadena, CA); Caitlyn Ross (Watertown, MA)
Assignee: Gamblit Gaming, LLC
G07F17/3225G07F17/32G07F17/326G07F17/3223G07F17/3244G07F17/3258G07F17/3262G07F17/3267G07F17/3295G06Q50/34
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Quick Facts
Patent No.
US 10,192,394
App. No.
15/605,688
Granted
Jan 29, 2019
Kind
B2
Abstract

Systems in accordance with embodiments of the invention operate a controlled entity hybrid game. A controlled entity hybrid game includes a real world engine constructed to provide a randomly generated payout of real world credits from at least one wager in a gambling game, an entertainment software engine constructed to execute an entertainment game providing outcomes based upon a player's skillful execution of the entertainment game; and a game world engine constructed to manage the entertainment software engine and communicate, to the gambling game, a gameplay gambling event occurrence based upon a player's instruction of a controlled entity to consume an element of the entertainment game that triggers a wager in the gambling game, and change the element on the basis of the randomly generated payout and an entertainment game variable.

Claims (46)

1. A distributed controlled entity hybrid game comprising:

a real world server comprising:

a real world credit meter;

a random number generator; and

a real world credit pay table, wherein the real world server is configured to:

receive, from a game world engine, a trigger of a gambling event for a wager of real world credit;

determine a gambling outcome for the wager of real world credit in response to the trigger using the random number generator and the real world credit pay table;

augment an amount of real world credits stored in the real world credit meter based on the gambling outcome; and

distribute the randomly generated payout of real world credit to the game world engine;

an entertainment software engine configured to:

receive input from a player via a user input device;

execute an entertainment game providing an entertainment game outcome based upon a consumption of a first amount of enabling elements of the entertainment game by a controlled entity instructed by the player;

associate an entertainment game state with the first amount of enabling elements consumed;

distribute to the game world engine the first amount of enabling elements consumed;

distribute to the game world engine the entertainment game state associated with the first amount of enabling elements consumed;

generate a perceivable output of the first amount of enabling elements consumed by the game world character on a visual output device;

receive from the game world engine a second amount of enabling elements for use by the game world character in the entertainment game;

update the perceivable output on the visual output device with the second amount of enabling elements;

the game world engine connected to the entertainment software engine and connected to the real world server, wherein the game world engine is constructed to:

receive the first amount of enabling elements consumed;

receive the entertainment game state associated with the first amount of enabling elements consumed;

determine if a gameplay gambling event has occurred based on the entertainment game state associated with the first amount of enabling elements consumed;

generate the trigger of the wager of real world credit when a gameplay gambling event has occurred;

distribute to the real world server, the trigger;

receive from the real world server, the gambling outcome;

generate a second amount of enabling elements based on the gambling result; and

distribute the second amount of enabling elements to the entertainment software engine via the network.

2. The distributed controlled entity hybrid gaming system of claim 1 , wherein the consumption of the first enabling element by the game world character causes an action on an actionable element of the entertainment game.

3. The distributed controlled entity hybrid gaming system of claim 1 , wherein the gameplay gambling event occurs when the entertainment game state associated with the first amount of enabling elements consumed includes a required object.

4. The distributed controlled entity hybrid gaming system of claim 1 , wherein the gameplay gambling event occurs when the entertainment game state associated with the first amount of enabling elements consumed includes a required environmental condition.

5. The distributed controlled entity hybrid gaming system of claim 1 , wherein the gameplay gambling event occurs when the entertainment game state associated with the first amount of enabling elements consumed includes a required controlled entity characteristic.

6. The distributed controlled entity hybrid gaming system of claim 1 , wherein an amount of real world credits to use in the wager is determined by the first amount of enabling elements consumed.

7. The distributed controlled entity hybrid gaming system of claim 1 , wherein an amount of real world credits to use in the wager is determined by the entertainment game state associated with the first amount of enabling elements consumed.

8. The distributed controlled entity hybrid gaming system of claim 1 , wherein an amount of real world credits used for the wager is determined by the skillful execution of the entertainment game.

9. The distributed controlled entity hybrid gaming system of claim 1 , wherein the trigger of the gambling event further comprises an instruction to adjust the real world credit pay table.

10. The distributed controlled entity hybrid gaming system of claim 1 , wherein the entertainment game is a console video game.

11. The distributed controlled entity hybrid gaming system of claim 1 , wherein the entertainment game is a personal computer video game.

12. The distributed controlled entity hybrid gaming system of claim 1 ,

wherein the entertainment software engine and the game world engine are constructed from a same device, and

wherein the game world engine is connected to the real world server by a network.

13. The distributed controlled entity hybrid gaming system of claim 1 ,

wherein the real world server and the game world engine are constructed from a same device, and

wherein the game world engine is connected to the entertainment software engine by a network.

14. The distributed controlled entity hybrid gaming system of claim 1 ,

wherein the real world server, the game world engine, and the entertainment software engine are constructed from separate devices; and

wherein the real world server, the game world engine, and the entertainment software engine are connected by a network.

Assignments (3)
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 →
Continuity (17)
Continuation 15051535 · Feb 23, 2016
Continuation 14330249 · Jul 14, 2014
Continuation 14023432 · Sep 10, 2013
Continuation PCTUS2012070732 · Dec 19, 2012
Provisional Application 61630835 · Dec 19, 2011
Provisional Application 61630836 · Dec 19, 2011
Provisional Application 61630839 · Dec 19, 2011
Provisional Application 61630840 · Dec 19, 2011
Provisional Application 61630856 · Dec 19, 2011
Provisional Application 61630862 · Dec 19, 2011
Provisional Application 61630863 · Dec 19, 2011
Provisional Application 61630865 · Dec 19, 2011
Provisional Application 61630846 · Dec 21, 2011
Provisional Application 61630847 · Dec 21, 2011
Provisional Application 61630848 · Dec 21, 2011
Provisional Application 61630866 · Dec 21, 2011
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