This invention claims priority under 35 U.S.C. §119(a) to United Kingdom Pat. Application No. 1211591.1, filed Jun. 29, 2012, which application is hereby incorporated by reference.
This invention relates to a system for playing multiplayer games and in particular, but not exclusively, multiplayer zero-sum wager games such as multiplayer poker.
The game of poker is a multiplayer game, generally accommodating, for example, a minimum of four and a maximum of between eight and ten players. During the game players make wagers which are accumulated in a single pool (“the pot”). Once the wagering stages of the game have been completed, the players who remain in the game reveal the playing cards in their hands. The hands are ranked, and the player with the highest-ranking hand wins the pot.
The game of poker is a zero-sum game insofar as, in each turn of the game, a gain of the winner is equal to accumulated losses of the other players in the game. However, a party who arranges or hosts a game of poker may levy a commission (“a rake”) on the players or on the pot in order to obtain revenue. Further examples of such multiplayer zero-sum games are backgammon, bridge, gin rummy, canasta, whist or mah-jong.
A system and method for playing zero-sum games, such as poker, over a computer network is described in published PCT Application WO 03/093921 A2, published 13 Nov. 2003. The entire contents of WO 03/093921 A2 are incorporated by reference herein. The system of the '921 PCT publication includes a central gaming server accessible over the Internet and enables participation in games such as poker games by individuals accessing diverse portal websites (poker websites).
In the last several years, systems have been commercialised such as that described in the ′921 patent publication wherein a gaming website provides a facility for online game playing, particularly online poker playing. Such systems have become popular and, gaming sites may host hundreds, even thousands of players at a time.
In online poker, the success of an online poker website (“virtual poker room”) is directly related to the magnitude of a pool of would-be players who desire to play a game of online poker. Simply put, the larger the pool of players (i.e. the “liquidity”), the more poker games (i.e. virtual poker tables each accommodating a maximum of, say, eight players) the system can spawn, thereby increasing its attractiveness to other would-be players. In particular, a player may join in a virtual poker game at which an unoccupied playing position, or vacancy, exists. If a virtual poker game has no vacancies available, a would-be player may have to wait a considerable time before a vacant playing position becomes available, allowing the player to join the game, which may cause frustration and which may cause the would-be player to leave the gaming website. Conversely, a would-be player may also have to wait for a considerable period before a sufficient number of other would-be players become available to establish a poker game and to enable play to commence, which can also cause frustration and lead to player attrition. Increased liquidity is generally attractive to would-be players.
In order to maximise this size advantage, some online poker rooms operate under a centralised topology, in which there is a single operating entity (“operator”) that owns and runs the gaming website and the player pool is homogeneous (i.e. all players are registered with, or “belong to”, this single operator). The operator makes money by charging a rake on the accumulated pot in each game of poker that is played in the online poker room. Under a centralised topology, a player will always be playing only with other players who are registered with the same (i.e. the only) operator. Settlement of player wagers is straightforward: 1) the operator deducts its rake from the pot; 2) the balance of the pot is paid over to the player that has won the game; and 3) the next game starts and the process repeats.
Other online poker rooms may operate under a distributed topology (also referred to, in the art, as a network topology). Under this topology, the player pool is heterogeneous, as players registered with different, possibly competing, operators are pooled together to maximise liquidity of the collective player pool, as previously discussed. This means that players registered with different operators could find themselves playing in the same poker game. In this instance, settlement of player wagers is more complex than in the centralised topology, as situations invariably arise in which funds have to be transferred, (or “cleared”) between different operators whose players are playing under a distributed topology. The principles underlying a distributed topology are set forth in the above-referenced patent application WO 03/093921 A2.
Furthermore, under a distributed topology, the rake in each game must be divided between (or “allocated to”) the various operators whose players have participated in the game. At the simplest level, it is known to allocate the rake in a game as a function of the proportion of players from each operator that participated in the game. For example, suppose that four players from operator A, three players from operator B and one player from operator C participated in the game, then operator A would receive one-half of the rake for that game, operator B would receive ⅜ths of the rake and ⅛th of the rake would be allocated to operator
C.
It is also known to allocate rake as a function of the number of players who contributed to the pot during a game. In the above example, suppose the player from operator C did not contribute to the pot (e.g. by folding immediately after being dealt a hand). In this instance, operator A would receive 4/7ths of the rake for that game, operator B would receive 3/7ths of the rake and operator C would not receive any rake at all.
It is further known to allocate rake as a function of players' proportional contribution to the pot during the game.
These prior art rake allocation methods result in operators attaching a greater value, in terms of rake generation capacity, to skilled players (referred to as “sharks”) who play the game regularly, for high stakes and who play multiple games simultaneously. A lesser value is attached to lesser skilled players (referred to as “fish”) who may play less frequently and do so primarily for recreation. Operators are thus rationally incentivised to direct their marketing and promotional activities to attracting sharks to their online poker rooms rather than fish. Over time, this may result in a network player ecology that is overweight with sharks relative to fish. This is undesirable as it may cause fish to lose their bankrolls more quickly than they would otherwise, resulting in a poor playing experience and consequent attrition of lesser-skilled players, thereby decreasing player liquidity.
The applicant has appreciated that enhancements are possible to the rake allocation method of the system of the '921 publication that will promote and enhance the player liquidity of the network.
The allocated rake constitutes operator revenue which the operator may utilise (i.e. “re-allocate”), in part, for marketing purposes and for player retention. For example, the operator may apply some of the allocated rake to pay affiliates to attract new players to the operator's poker room and may award some of the allocated rake to reward and retain preferred players. Such rake re-allocation is usually performed periodically, in arrears, for example once a month.
The applicant has appreciated that enhancements are possible to such prior-art rake re-allocation methods that provide operators with commercial advantages.
In one aspect, a method is provided. A gaming server hosts a turn of a zero-sum game played by a plurality of players via a plurality of websites, each of the websites having a respective clearing account. An application server receives from the gaming server information regarding the turn of the game, wherein the information indicates for each player (i) the wagering activity of the player during the turn, (ii) any winnings by the player during the turn, and (iii) the website used by the player to play the game during the turn. The application server determines for each player a respective player value contribution, wherein determining a player value contribution for a player comprises determining the player value contribution based on the wagering activity of the player during the turn and a respective player value indicator associated with the player. The application server determines a total player value contribution based on the player value contributions of all of the players who played during the turn. The application server determines for each player a respective rake allocation, wherein determining a rake allocation for a player comprises determining the rake allocation based on the player value contribution of the player and the total player contribution. The application server credits each website's clearing account based on the respective rake allocation of each player who used the website to play the game during the turn.
In another aspect, a system is provided. The system comprises a gaming server and an application server in communication with the gaming server. The gaming server is configured to host a turn of a zero-sum game in which a plurality of players participate via a plurality of websites, each website having a respective clearing account. The application server is configured to determine a respective rake allocation for each player and credit each website's clearing account based on the respective rake allocation of each player who used the website to play the game during the turn. Determining a rake allocation for a player comprises (i) determining a player value contribution for the player based on wagering activity by the player during the turn and a player value indicator associated with the player and (ii) determining the player's rake allocation based on the player's player value contribution.
Certain preferred embodiments of the invention will now be described, by way of example only, with reference to the accompanying drawings in which:
Embodiments will be described with particular reference to a system for playing a game of multiplayer poker in virtual poker rooms. It is to be clearly understood, however, that the scope of the invention is not limited to this particular application.
1. Overview
It is desirable to promote and enhance the player liquidity of virtual poker rooms. Having made this insight, the present disclosure provides for new methods of allocating rake in virtual poker rooms that address this problem, surpassing the ability of the prior art to do so.
Before describing the preferred embodiment in detail, an explanation will first be provided of computer-based systems for online game playing in which multiple distributed computing devices engage in playing of card games using a central server and, in particular, wager games such as poker. The following descriptions are offered by way of illustration and not limitation, of possible environments in which the invention can be practised.
Referring to
The game of multiplayer poker using a computing device or computer workstation 14 is facilitated by means of a workstation-stored program (not shown) referred to, for convenience, as a client process that is executable on the computer workstation 14, and a server-stored program (not shown), or server process, that is executable on the gaming server 12. The server process (not shown) generates one or more random events that affect the outcome of the game of poker, such as the dealing of cards to participating players. The client process on a computer workstation 14 of a participating player obtains the result of the random events from the gaming server 12 and displays the outcome of the game on the display monitor 15 in an intelligible manner.
The gaming server 12 includes a processing unit (such as a central processing unit, not shown) and a database 13 coupled to the processing unit that stores game information data for a plurality of instances of games playable at the computer workstations 14. The server-stored program (not shown) enables a predetermined maximum number of players, say eight, to play an instance of the game of multiplayer poker. Each instance of the game may take the form of a virtual poker table playing a particular game (e.g., Hold'em) or a virtual poker table that forms part of a tournament, such as a virtual poker tournament. When the number of players for a given instance of the game reaches this predetermined maximum number, the server-stored program initiates a further instance of the game (i.e. a new virtual poker table), the new instance of the game also being capable of accommodating a further eight players. In this manner the gaming server 12 is capable, under control of the server-stored program, of spawning as many separate instances of the multiplayer poker game as required in order to accommodate a pool of players who desire to play the game. Each instance of the game spawned in this manner is treated as totally independent of the other instances. The database 13 is updated continuously to store real-time or near real-time information as to the plurality of active game instances hosted on the gaming server 12, such as the name of each instance (e.g., a table name), the identity of players at each table, the table stakes, available seats, etc. The gaming server 12 provides this game information data to the computer workstations 14 in the form of lobby pages.
The server-stored program also provides a wagering means 17 in the form of computer instructions that enable any participating player to place wagers on a turn of the game, as well as discrimination means in the form of computer instructions 18 capable of ranking poker hands and determining a winner or winners of the turn of the game. The stored program in the gaming server 12 maintains a dynamic register 16 of all players admitted to, and participating in, any of the spawned instances of the game from time to time. The gaming server 12 also settles the wagers of the participating players in each turn of the game by debiting wagered amounts from the player accounts of losing players and crediting the amount of the pot to the accounts of winning players.
The computer workstations 14 may, for example, take the form of conventional personal computers operating under a Windows, Linux or Macintosh operating system, provisioned with a web browser and a connection to the Internet. The computer workstations 14 may also, for example, take the form of portable, hand-held computing devices with a web browser and wireless Internet access.
After first registering with the gaming server 12 and establishing a player credit account, a player who desires to join the game of multiplayer poker may, by means of one of the computer workstations 14, log in to the gaming server 12 and request participation in the game. Once admitted to an instance of the game, the player may place a wager on a turn of that instance of the game. During play, each participating player is presented with an identical graphical user interface (GUI) 100 on the player's respective computer workstation 14 by the client process (not shown) in the workstation, as shown in
Referring now to
The game of multiplayer poker is facilitated by means of an executable program (not shown) on each of the computer workstations 24 (a client process), and a server-stored program (not shown), or server process, that is executable on the gaming server 22. The server process (not shown) generates one or more random events that affect the outcome of the game of poker, such as dealing cards to participating players. The client process on a computer workstation 24 of a participating player obtains the result of random events from the gaming server 22 and displays the outcome of the game on the display monitor 25 in an intelligible manner.
The example gaming server 22 includes a processing unit (such as a central processing unit, not shown) and a database 33 coupled to the processing unit that stores game information data for a plurality of instances of games playable at the computer workstations 24. The server-stored program (not shown) is capable of enabling a predetermined maximum number of players, say eight, to play an instance of the game of multiplayer poker. When the number of players reaches this predetermined maximum number, the server-stored program initiates a further instance of the game, the new instance of the game also being capable of accommodating a further eight players. In this manner the gaming server 22 is capable, under control of the server-stored program, of spawning as many separate instances of the multiplayer poker game as required in order to accommodate a pool of players who desire to play the game. Each instance of the game spawned in this manner is independent of the other instances. The database 33 is updated continuously to store real-time or near real-time information as to the plurality of active game instances hosted on the gaming server 22, such as the name of each instance (e.g., a table name), the identity of players at each table, the table stakes, available seats, etc. The gaming server 22 provides the game information data to the computer workstations 24, in the form of lobby pages.
The server-stored program also provides a wagering means 37 in the form of computer instructions that enable any participating player to place wagers during a turn of the game, as well as discrimination means in the form of computer instructions 35 capable of ranking poker hands and determining a winner or winners of the turn of the game. The server-stored program also maintains a dynamic register 36 of all players admitted to, and actively participating in, any of the spawned instances of the game from time to time, together with data representative of a corresponding poker room 23a, 23b through which each player accessed the game.
In order to play multiplayer poker or other games from any computer workstation 24, the client process (not shown) may first be downloaded to that computer workstation, for example, from the gaming server 22 or from a separate download server (not shown) or from the website 23a or 23b. Such a download will typically occur when the computer workstation 24 first accesses the website 23a or 23b, when the user is presented with a message inviting the user to download the client process in order to play the game. The user selects a “Yes” icon and the download then proceeds, whereafter the client process presents the user with a GUI 100 on the computer workstation 24, and communication between the computer workstation 24 and the gaming server 22 then proceeds. As indicated in
The system 20 includes, further, an administration facility 32 in the form of an application server, which is communicable with the gaming server 22 by means of a communication network 29. Although the operation of the application server 32 will be outlined briefly, for further details, the reader is directed to the published '921 PCT publication cited above for further reference. The gaming server 22, the poker room web servers (not shown) corresponding to the online poker room websites 23a, 23b, the computer workstations 24 and the application server 32 communicate with each other via the Internet, represented in
Whereas the system 10 of
2. Rake Allocation
The application server 32 provides a clearing account facility 38 with a clearing account for each of the online poker rooms 23a, 23b. Analogously, each online poker room website 23a, 23b includes a credit account for each player who participates in the game through that poker room website. In the system of
The application server 32 also maintains, for each player registered at each of the online poker rooms 23a, 23b a log of that player's playing history for a rolling interval of predetermined duration, for example 30 days. The playing history includes data representing the player's wagers, winnings and contributions, if any, to a bad-beat jackpot for each turn of the game played during the rolling interval.
The application server 32 updates the playing history log on a daily basis, for example at midnight, by discarding the playing history data relating to the oldest day's play and including the most recent day's playing history data. Furthermore, once the playing history log is updated, the application server 32 computes the following additional parameters for each player at online poker room 23a, 23b:
The player value indicator, which is made up of three components, is a composite measure of the player's perceived benefit to the overall player pool, as follows:
The player value indicator is thus a composite measure of the desirability of a player in terms of characteristics a) to c) above.
The application server 32 allocates rake to a poker room as a function of its participating players' respective player value indicators, as will be described below.
During each turn of the game, the gaming server 22 debits the credit account of each participating player by the amounts wagered by that player. Once the turn of the game is complete, the discrimination means 35 determines the winner of the turn and the gaming server 22 credits the credit account of the winning player by the amount of the pot less an applicable rake amount. Furthermore, the gaming server 22 notifies the application server 32 of the outcome of the turn of the game and of the losses and winnings of the players that participated in the turn, together with data representative of the poker room 23a, 23b through which each player accessed the game. The manner in which individual player wagers are settled is not important to this description and will not be discussed here in detail.
Referring to
The allocation of rake by the application server is further illustrated with reference to Example 1.
Five players, Michael, Paul, Sarah, John and Mary play a hand of Texas Hold'em poker.
Michael and John accessed the game through Bob's Poker Room, Paul through Green Poker Room and Sarah and Mary though 30 Games Poker Room. At the time of playing the hand the players have the following player value indicators:
The players play the hand, which has following outcome:
The rake for the hand is $3.
The hand is played as follows: John folded without placing a bet. Paul and Mary folded during the hand. Michael and Sarah were the last two players left in the game, with bets of $35 each. Sarah then raised by $30 and Michael folded at that point. The pot was $115 and Sarah won $112 after deduction of the $3 rake.
Player Value Contribution=Player Value*Player Wager, as follows:
Allocated Rake =Rake*Player Value Contribution/Total Player Value Contribution i.e.
The rake allocation to the three poker rooms is thus:
The rake allocation methodology described above may also be used to determine affiliate remuneration and player rewards (i.e. rake-based promotions such as rake-back and player bonuses).
In this embodiment the application server 32 applies a secondary rake allocation method in parallel with the rake allocation method described above (defined here, for convenience, as the “primary rake allocation method”). Whereas the primary rake allocation method determines the rake amounts that are to be credited to the clearing accounts of the poker rooms of players that participated in the game, the secondary rake allocation method determines notional rake amounts to be allocated to players themselves as a function of their playing history during the interval spanned by the playing history log. The notional rake accrued by a player in this manner can be used by a poker room as a basis to determine player rewards, such as rake-back and/or bonuses bestowed by the poker room on its players.
The secondary rake allocation rake allocation method may apply a different rake allocation metric to that of the player value metric described above in relation to the allocation of rake to the players' various poker rooms. It will be appreciated that the secondary rake allocation method permits an operator to perform rake reconciliation for player rewards in real-time, as opposed to periodic, manual reconciliations in arrears, as is the case in the prior art.
Additionally, the application server 32 may also apply a tertiary rake allocation method in parallel with the primary and secondary rake allocation methods. The tertiary rake allocation method can determine notional rake amounts to be allocated to affiliates through whom participating players registered with their respective poker rooms, as a function of the players' respective playing histories during the interval spanned by the playing history log. The notional rake accrued by an affiliate in this manner can be used by a poker room as a basis to determine affiliate remuneration.
Numerous modifications are possible to this embodiment without departing from the scope of the disclosure. For example, the interval spanned by the playing history log may be greater than 30 days, for example 60, 90 days, or even longer. Further, the application server may apply different rules in allocating rake, as illustrated with reference to Example 2.
In this example, the rake allocation is determined as a function of the player's Called Wagers, as opposed to the player's total wagers as in Example 1. The Called Wager is that portion of a player's wagers that has been called by another player.
Five players, Michael, Paul, Sarah, John and Mary play a hand of Texas Hold'em poker. Michael and John accessed the game through Bob's Poker Room, Paul through Green Poker Room and Sarah and Mary though 30 Games Poker Room. At the time of playing the hand the players have the following player value indicators:
The players play the hand, which has following outcome:
The rake for the hand is $3.
The hand is played as follows: John folded without placing a bet. Paul and Mary folded during the hand. Michael and Sarah were the last two players left in the game, with bets of $35 each. Sarah then raised by $30 and Michael folded at that point. The pot was $115 and Sarah won $112 after deduction of the $3 rake.
In Sarah's case, her Called Wager is $35 as her final raise of $30 was not called.
Player Value Contribution=Player Value*Player Wager, as follows:
Allocated Rake=Rake*Player Value Contribution/Total Player Value Contribution i.e.
The rake allocation to the three poker rooms is thus:
The system 10 therefore permits the use of rake allocation to shape the composition of the pool of poker players through the use of an appropriate primary rake allocation metric to allocate rake to the operators of the various poker rooms from which the players are drawn. Furthermore, one or more separate metrics can be applied in parallel with the primary rake allocation metric to allocate notional rake amounts to players and affiliates that can be used to determine player rewards and affiliate remuneration.
It is a feature of the system that the rake allocation metric can be altered at any time, independently of the separate player reward and affiliate remuneration metrics. This means that players and affiliates will not be affected by any change in rake allocation that is implemented in order to change the composition of the player pool.
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