These and other objects, features and advantages of the invention will be apparent from the Detailed Description of the Invention when considered in conjunction with the drawing Figures, in which:
The present inventors have developed methods and systems for simulating sports activities which they believe will suffice to replace actual, live sports on a regular, long-term basis. In accordance with the present invention, historical data is aggregated and processed to develop realistic, simulated, yet fictional activities. Wholly fictional players, player histories, teams, team histories, coaches, leagues, games, seasons, etc. are created for the viewing entertainment of fans (in addition, team logos, mascots, stadium, etc. are also be simulated). Using the present invention, these entirely fictional players and events can have realistic histories and be developed indefinitely into the future. The invention enables the creation of enduring, realistic characters and groups without the requirement of license fees to live parties. Using the simulated players, teams, etc., simulated games can be generated, or ‘played,’ and broadcast in real-time with the simulation over a variety of media, including TV, internet, radio, etc.
The aggregation and processing of historical data is sufficient to avoid any discrete identification of a simulated player, team, league or other participant with a real- life equivalent. The historical data collected is sufficient in quantity and type that, when combined with the methods and systems provided by the present invention, simulated sports events can be realistically performed in substantially unlimited scope and quantity. As described above, entirely fictional players, teams and leagues can be developed, with both historical records and ongoing play for unlimited numbers of future seasons.
Where appropriate, in accordance with a feature of the present invention, degrees of randomness may be introduced to provide excitement and unpredictability. Further where appropriate, non-random variations to the historically based activities can be made so as to alter the fundamental nature of a player, team or league. Outcomes of the simulation can be generated substantially indefinitely to provide long-term entertainment, for example full seasons and multiple seasons/years of sports activities. In accordance with the present invention, the activities generated using the collection and processing of the historical data can be broadcast ‘live,’ that is as it is simulated, so that the events unfold before viewer's eyes as with live broadcast sports events.
When combined with readily known and available graphical simulations, displays, and broadcast capabilities, the simulated sports activities of the present invention can thus be presented to fans in lieu of live sports events. Mediums of presentation can include, for example, live video displays, television transmissions, radio transmissions and real-time display to stadium fans. In accordance with an advantage of the present invention, the present inventor theorizes that the simulations will be sufficiently realistic that they can form the basis for live sports betting, for example of the type supported by Nevada Sports Books.
For purposes of illustration, the present invention is described herein substantially with respect to the sport of baseball. It will be understood, and numerous details will be provided to show, that the invention is not limited to any single sport. It is generally applicable to all sports which may be simulated through the collection and processing of historical data, including the introduction of random and non-random variations. Exemplary sports within the scope of the present invention include: baseball, football, soccer, hockey, auto racing, and others as will now be apparent to the reader.
As used herein, descriptive terms such as “for example” and “include” or “including” are not limiting unless specifically identified as such.
Fans are referred to herein variously as fans, viewers, listeners and other obvious designators, depending in part on how they receive and enjoy the simulated sports content.
With reference now to
Processor 102 may comprise any conventional processor running a conventional software operating system, for example an Intel® processor running a Microsoft® Windows®-based operating system. Database 104 may comprise any conventional assortment of storage, for example an appropriate combination of semiconductor, magnetic and optical storage. Input output device 106 may comprise any appropriate user interface, for example a conventional terminal and keyboard. Output device 108 may comprise any suitable graphical display, broadcast, transmission or other device sufficient to output the simulated sports events in the manner described herein below.
While system 100 has been shown and described as a relatively simple, centralized system, it will be appreciated that the invention is not thus limited. The components may vary, the processor for example comprising one or more combinations of desktop, server and mainframe computing devices running one or more operating systems. The system may comprise one or multiple centralized and/or decentralized components performing the various, described functions and configured in one or more of numerous configurations as are well known to the reader.
Continuing with reference to
With reference now to
In accordance with a key feature of the present invention, while based upon historical data, the simulated, or virtual, characters and players of the present invention represent entirely fictional characters. As will be described in detail herein below, players created in accordance with the present invention constitute an aggregation of collected, processed, historical data. While the players may be named and may have lengthy historical and future “careers,” they are purely fictional. Similarly fictional teams, leagues, coaches, umpires and other associated persons and groupings may be created with fictional histories and futures. Thus, expensive licenses are not required of real-life players. Entirely new players, groupings and associated persons may be created, developed, used and terminated in accordance with the needs of the business and with no ties or relations to real life people. In accordance with a significant advantage of the present invention, the use of purely fictional persons and groupings will decrease the costs of and increase the profits associated with the simulated sports provided by the present invention.
In accordance with the present invention, selective modifications can be made to the simulated events (step 210). As is described in detail below, these modifications may be random in nature, contributing to unpredictable play. The modifications may further be non-random in nature, where by to affect the fundamental nature of the activity in a desirable manner. As described in further detail below, modifications may be applied to the historical data before it is processed to simulate fictional players and activities, or applied to the simulated players and activities after they are generated using the historical data.
The simulated, selectively modified events are output (step 212) for consumption by fans. In accordance with a described embodiment of the present invention, the output typically occurs in real time over different periods of time. That is, in one embodiment of the invention, the output is generated in real time as it is simulated, for viewing, listening to, or other consumption by fans. The output may be generated for consumption in a variety of different media formats. Play may be simulated over any desired period of time, for example for a single game or a multi-year competition.
With reference now to
It will be understood that this historical data is used only as a base to generate realistic future play. As noted here above, a significant feature of the present invention is that the players, teams, leagues and other elements of the sports activity, while developed based upon realistic historical data, comprise purely fictional characters and groupings. This provides significant advantages, including the ability to avoid significant licensing fees as well as the ability to flexibly establish players, teams, leagues and other elements as deemed necessary to facilitate the business.
In some embodiments of the invention, for example the simulation of automobile racing, equipment such as automobiles plays a significant part in the sports activity. In such circumstances, historical data may be collected on: i) the equipment itself, ii) the equipment as used by different operators, and iii) any other information relevant to the performance of the equipment. The historical equipment data is used to generate fictional equipment in a manner similar to that described with respect to players and teams. In a manner analogous to players, the fictional equipment may be provided fictional histories and futures. The equipment may be named, used by an operator(s), modified or otherwise used in the inventive simulation(s) described herein.
With reference now to
It will be appreciated that the type and characteristics of the historical data collected may be varied to create a desired fictional player. Such variations may include, for example:
Further, the aggregated data for each player may be selectively modified to vary the simulated characteristics of that player. Prowess and skill may be increased or decreased, violent tendencies may be varied, speed may be adjusted upwards or downwards, skills and characteristics may change with fictional ‘aging’ and/or injuries, and numerous other modifications made, as will now be apparent to the reader, to provide a desired fictional player. In accordance with the present invention, however, such variations and modifications as are described herein are made so as to create realistic, long-term fictional players.
Similarly to the aggregation of historical data to create a fictional player, there is selected historical team and league data for aggregation (step 406). As described below, this team and league data is used to establish groupings such as baseball teams and leagues and to simulate realistic histories and future play of those teams and leagues.
In accordance with one embodiment of the invention, variances to the true historical data may be selectively introduced into the historical player, team and league data in order to achieve particular results (step 408). In some instances, it may be desired to introduce factors of randomness in order to randomize play. In other instances, it may be desirable to introduce discreet, non-random factors into the collected data in order to induce certain non-random characteristics in the simulated play. Exemplary non-random modifications to the data may include:
In another embodiment of the invention, different types of non-random modifications may be introduced into different sports activities for different audiences. For example, a European audience may be provided a soccer simulation with a greater degree of violence than that preferred by and thus offered to an American audience. As another example, the degree of skill in a baseball simulation may be varied for American and Japanese fans. Numerous other examples will now be apparent to the reader.
Continuing with reference to
As noted above, where equipment is relevant to the sport being simulated, the collected historical data relating to the equipment may be aggregated to create fictional equipment for the simulation in a manner analogous to the aggregation and processing of the human and team and league historical data. Such simulated equipment may be assigned to various operators and/or teams. The operation of the equipment may be modified as described to alter either randomly or fundamentally the operation of the equipment.
With reference now to
In accordance with one aspect of the invention, historically collected data is used to calculate probabilities as to the various potential outcomes of any particular play, with one outcome selected based on those probabilities to simulate the play.
In accordance with another aspect of the present invention, select random variations (step 510) and non-random variations (step 512) may be introduced into each interaction of players, where by to generate a resultant play (step 514). As described above, these variations may be introduced through modifications to the historical data, thereby affecting the probable outcome of a play. Alternatively, as shown in this
Where the operation of equipment is simulated, the equipment data is used along with the player data at step 506 to generate an outcome. Equipment data may be similarly modified (steps 510, 512) by random and non-random variations pertinent to the features, characteristics and operation of the equipment. For example, equipment may be modified to be:
In addition to the above-described random and non-random variations, combinations of random and non-random variations may be used to achieve particular results. In addition to those described above, other exemplary variations that may improve viewer experiences for a sports activity can include:
In accordance with one embodiment of the present invention, play, game and season data is generated in substantially real time ( step 520) so as to simulate real life sports activities (step 522). As used to describe the present embodiment of the invention, descriptions of simulated sports activity as being in “real time” describe the generation of data substantially simultaneously with the transmission of the simulated play to fans. As described below, the consumption of the play by fans can take one or more of many forms.
It will be appreciated that the real-time generation of data, while fans are consuming it, provides many advantages. Fans have the experience of watching the play unfold in a totally life-like experience. Because the data does not exist beforehand, the simulated activities may be used as the basis for legitimate betting and gambling activities. The reader will appreciate that if the simulations are previously generated and stored prior to transmission to fans, issues of cheating might prevent gambling and betting.
In accordance with an embodiment of the invention, the simulated sports activities generated in accordance with the present invention are audited and certified as meeting the criteria for legal gambling, typically in the form of betting, in accordance with at least one state's requirements. As will be known to the reader, states with legalized gambling typically included legislation establishing the types of activity against which players may gamble and the requirements for such activities. Such states further typically have available various organizations for certifying that particular activities meet such requirements. In this embodiment of the invention, the simulation is developed, audited and certified to meet such legal requirements for betting.
However, the invention is not limited to real-time generation of data. In another embodiment, the various plays, games and seasons may be generated in accordance with the present invention and stored for future distribution to fans.
With reference now to
It will be appreciated that in stadiums, the events may be displayed on large-screen graphical displays of the type in common use today. Other means of communications to fans will now be apparent, for example transmission to PDAs, cellular phones, personal computers, networked video game consoles, and others. Of course, in different embodiments the simulated activities may be simulcast through different communications mediums, through only one medium or directly into storage for future transmission. Outcomes of the simulation data from system 100 may thus take one or more of many different forms of output, transmission, broadcast, etc. as is appropriate to the intended usage of the data.
There has thus been shown and described new and improved methods and systems for realistically simulating activities such as sports events. In accordance with the present invention, historical data is collected and utilized to provide life-like play, while being aggregated and modified so as to create purely fictional characters, groupings and interactions. The invention thus provides all of the entertainment value of real life sports events without requiring licenses to living players or performers. In accordance with some embodiments of the invention, random variations and/or specific, non-random variations are selectively introduced into the simulation in order to achieve particular results. The play can thus be adjusted for maximum entertainment value. The play may also be tailored to a particular style or type as preferred by a particular demographic of fans.
Further in accordance with the present invention, the simulated sports activities may be generated for large, realistic groupings of players such as teams and leagues. Life-like ‘histories’ may be developed for fictional players, teams and leagues and simulated activities may further be generated over long periods of time into the future, for example seasons. Equipment may be simulated and incorporated into the sports activity. It will be appreciated that, because of the use of real historical data and depending on the introduction of random or non-random variables into the play, the simulated play including players, teams and leagues will develop human-like, real-life characteristics over a period of time. Thus, fans will develop long-term attractions to (or dislikes of) particular players, teams and leagues. This will increase the value to the owners of the simulations and enable marketing, licensing and affiliation relationships of the simulated activities in a manner similar to the real-life activities.
Simulated activities in accordance with the present invention may be broadcast in a variety of formats, for example to television, radio and live stadium audiences. The sports simulations may be broadcast either substantially as generated or after generation and storage.
It is believed that the present invention is sufficiently realistic so as to substitute for real life sports activities. As noted above, the use of simulated activity in lieu of real life activity, in accordance with the present invention, will yield many benefits in the field of sports. Salaries of players will effectively disappear. Costs and overhead of generating sporting events will effectively drop to a minimal cost in comparison to the present situation. Costs of radio and television broadcast will drop significantly due to the ease of working with simulation data in lieu of live activities. Sports activities will become affordable to the fans and profitable to owners, sponsors and broadcasters.
The present invention has application in the fields of sports and entertainment.
While the invention has been shown and described with respect to particular embodiments, it is not thus limited. Numerous modifications, changes and improvements within the scope of the invention will now be apparent to the reader.