IP Library › Granted Patent US 12,205,435
Granted Patent B2
US 12,205,435 · App. 18/488,607 · Granted Jan 21, 2025

Method and system for conducting concurrent games

Inventors: Joshua Paul Larson (Zeeland, MI); Alan Roireau (Charlottesville, VA); Andrew Scheiner (Crozet, VA)
Assignee: CASTLE ISLAND IP HOLDING LLC
G07F17/3225A63F3/0645
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Quick Facts
Patent No.
US 12,205,435
App. No.
18/488,607
Granted
Jan 21, 2025
Kind
B2
Abstract

An improved gaming system and method enabling the creation and management of multiple concurrent games with limited numbers of players and/or gameplay stations. The gaming system includes at least a gaming server and a plurality of gameplay stations, the gaming server aggregating players and creating games in response to receiving a gameplay request and evaluating whether or not to begin a new game based on conditions of the gaming system, including a maximum number of allowed games, a failure rate of gameplay requests, a usage ratio and a number of gameplay stations currently participating in active games.

Claims (39)

1. A gaming system comprising:

a gaming server in communication with a plurality of gameplay stations, the gaming server comprising a memory and a processor configured for executing instructions stored on the memory to perform the following steps:

receive a gameplay request from one of the plurality of gameplay stations;

identify a number of active games pending at the gaming server;

determine whether the number of active games meets a predefined condition for a maximum number of active games;

identify a number of failed gameplay requests at the gaming server;

determine whether the number of failed gameplay requests exceeds a predefined condition for a maximum failure rate;

create a new game based on the gameplay request from said one of the plurality of gameplay stations in response to determining that the number of active games meets the predefined condition for the maximum number of active games and the number of failed gameplay requests does not exceed the predefined condition for the maximum failure rate.

2. The gaming system of claim 1 , wherein the plurality of gameplay stations and the gaming server are in network communication.

3. The gaming system of claim 1 , wherein the plurality of gameplay stations and the gaming server are in network communication via a local connection.

4. The gaming system of claim 1 , wherein the gaming server is configured to be in communication with at least four gameplay stations.

5. The gaming system of claim 1 , wherein the gaming system comprises said plurality of gameplay stations.

6. The gaming system of claim 1 , wherein each of the plurality of gameplay stations comprises a display and a wager interface.

7. The gaming system of claim 1 , wherein the processor further creates a usage value based on a ratio of a number of the plurality of gameplay stations and the number of active games in response to determining that the number of failed game play requests at the gaming server is below the predefined condition for the maximum failure rate.

8. The gaming system of claim 1 , wherein the processor further identifies a number of the plurality of gameplay stations currently participating in the active games pending at the gaming server.

9. The gaming system of claim 8 , wherein the processor further determines whether the number of the plurality of gameplay stations currently participating in the active games pending at the gaming server exceeds a randomly selected control value.

10. The gaming system of claim 1 , wherein the new game created is a bingo game.

11. A method for aggregating players and creating games in a gaming system comprising a plurality of gameplay stations and a gaming server including at least a memory and a processor, the method comprising:

receiving a gameplay request from one of the plurality of gameplay stations;

identifying a number of active games pending at the gaming server;

determining whether the number of active games meets a predefined condition for a maximum number of active games;

identifying a number of failed gameplay requests at the gaming server;

determining whether the number of failed gameplay requests exceeds a predefined condition for a maximum failure rate;

creating a new game based on the gameplay request from said one of the plurality of gameplay stations in response to determining that the number of active games meets the predefined condition for the maximum number of active games and the number of failed gameplay requests does not exceed the predefined condition for the maximum failure rate.

12. The method of claim 11 , wherein the plurality of gameplay stations and the gaming server are in network communication.

13. The method of claim 11 , wherein the plurality of gameplay stations and the gaming server are in network communication via a local connection.

14. The method of claim 11 , wherein the gaming server is in communication with at least four gameplay stations.

15. The method of claim 11 , wherein each of the plurality of gameplay stations comprises a display and a wager interface.

16. The method of claim 11 , further comprising the gaming server creating a usage value based on a ratio of a number of the plurality of gameplay stations and the number of active games in response to determining that the number of failed game play requests at the gaming server is below the predefined condition for the maximum failure rate.

17. The method of claim 11 , further comprising the gaming server identifying a number of the plurality of gameplay stations currently participating in the active games pending at the gaming server.

18. The method of claim 17 , further comprising the gaming server determining whether the number of the plurality of gameplay stations currently participating in the active games pending at the gaming server exceeds a randomly selected control value.

19. The gaming system of claim 11 , wherein the new game created is a bingo game.

20. One or more non-transitory computer-readable media having stored thereon executable instructions that when executed by the one or more processors configure a gaming server to perform at least the following:

receive a gameplay request from one of the plurality of gameplay stations;

identify a number of active games pending at the gaming server;

determine whether the number of active games meets a predefined condition for a maximum number of active games;

identify a number of failed gameplay requests at the gaming server;

determine whether the number of failed gameplay requests exceeds a predefined condition for a maximum failure rate;

create a new game based on the gameplay request from said one of the plurality of gameplay stations in response to determining that the number of active games meets the predefined condition for the maximum number of active games and the number of failed gameplay requests does not exceed the predefined condition for the maximum failure rate.

Assignments (1)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Oct 17, 2023
From: LARSON, JOSHUA PAUL; ROIREAU, ALAN; SCHEINER, ANDREW
To: CASTLE ISLAND IP HOLDING LLC
Reel/Frame 065255/0468 →
Continuity (4)
Continuation 17697331 · Mar 17, 2022
Continuation 17323897 · May 18, 2021
Provisional Application 63026413 · May 18, 2020
Related Publication 20240046741A1 · Feb 8, 2024
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