FIELD OF THE INVENTION.
[0001] The invention relates to electronic games and service systems used in local and global
networks for establishing casinos, in administrative and production systems, as well
as in stock exchange systems and other communications and marketing systems requiring
their parts to interact.
DESCRIPTION OF THE PRIOR ART
[0002] The patent "Multi-player type video game playing system" (EP, A1, 0387862, 19.09.90,
A63F9/22) is known that describes a playing system consisting of a cylinder-shaped
screen with several radially arranged projectors. Each of the projectors is directed
at a specific section of the screen. Several player's operating sections are arranged
radially toward the screen. The sections, however, can be locally arranged around
only one processor and do not provide for connecting service companies to the system
as its subjects.
[0003] Gaming sets of equipment for gaming centers are known (LP, B, 3-70993, 11.11.91 and
JP, B, 3-70994, 11.11.91) that are designed for playing on several group-forming gaming
machines with a possibility of settling game accounts for games with several players.
They, however, do not permit establishing of a protected network that is not limited
by distance and that provides for a possibility of serving several companies and/or
players belonging to the system (possibility of money transactions included) at a
diversity of the game basis for wagering, betting and other game events.
[0004] Electronic settlement of accounts via networks that provide communications with financial
institutions is known, for instance, "Apparatus and method for providing credit for
operating a gaming machine" (US, A, 5038022, 06.08.91) and "Installation permettant
de participer à distance et en direct à des jeux de casino" (FR, A1, 2666672, 13.03.92).
They, however, do not permit establishing of a geographically unlimited gaming system
consisting of a plurality of subjects that envisages a simultaneous modeling of the
gaming situation and settling the accounts by the results of the game through a financial
institution.
[0005] Patents "A communication terminal used as a game machine" (EP, A2, 0477775, 04.01.92)
and "Game of skill or chance playable by several participants remote from each other
in conjunction with a common event" (US, A, 5083800, 28.01.92) are known that use
telephone lines and terminals. The authors, however, did not envisage establishing
of a protected network with service possibilities, including that of money transactions,
on a broad gaming basis with various combinations of playing teams.
[0006] The patent "Game playing system" (US, A, 4958835, 25.09.90, A63F9/22) is known that
describes a system with a plurality of gaming machines interconnected by a communications
channel that enables them to exchange data using an identification code for each machine.
Upon each reception of data the identifying device of the system checks whether the
data belongs to the transmitting machine. In case the data cannot be identified, the
game account is reset and incriminated, and the real account owner is searched for
by addressing gaming machines of the system. This system, however, can completely
upset a player's game in case of system failure which may entail a money loss on player's
bank account and decreases the system reliability.
[0007] The patent "Game scoring method" (US, A, 4900027, 19.10.88, G06F15/44) is known describing
a computer-based scoring method in which each player is assigned an identifying digital
number entered in conjunction with "WE" or "THEY" key depression, thereafter digital
numbers indicating scores earned are entered in conjunction with "WE" or "THEY" key.
At the end of a game the computer displays a total score for each individual player
together with his identifying number. However, it heavily narrows the possibility
of selecting a desirable composition of players for a given gaming situation and provides
no privacy of players' accounts. The patent "Method of lookahead pipeline for processing
object records in a video system" (US, A, 4894774, 16.01.90, G06F15/44) is known.
It describes a method that permits to search an associated database list that contains
information on all the objects meeting the preset criteria. An associated list of
criteria on this or that object is compiled by which the object is searched for among
those available, its position and dimensions on the display are specified together
with the address of stored graphic data and the address of the communications index
that specifies the address of the next entry in the associated list. After that the
list is consecutively searched for those entries that satisfy the preset criteria.
This method, however, provides no opportunity for a player to select a team that meets
his criteria for a given gaming situation and to join the situation together with
the desired team of players.
[0008] A computerized gaming system for playing poker, described in Patent US, A, 4926327,
15.05.90, G06F15/44, is the closest by its engineering essence to the suggested electronic
gaming system (EGS). The former consists of a central computer unit (CCU) and a group
of individual player consoles (IPC) interconnected with the CCU. The CCU is equipped
with means enabling all players to initiate a set of wagers, a circuit to initiate
all poker game events with a simultaneous data exchange, a circuit to evaluate each
player's cards and determine the order of finish of the players, a circuit to divide
the total amount wagered. Each IPC is equipped with a processor, a circuit to receive
and display the cards assigned to an individual player, a circuit permitting each
player to respond to the game events initiated by the processor, a circuit to receive
and display wagering data. The system enables a plurality of players to simultaneously
wager within the initiation time period equal to the period a player is permitted
to wager. The system provides for a multivariant poker game that complies with the
parameters set either automatically by the system or manually by the players. It also
performs a final scoring for each player after the game is finished. The system permits
to install a plurality of IPCs within a local territory, enables each player to monitor
game events, and restricts the surrounding people from observing the game results
on the IPC display through use of a funnel-shaped screen. The system can be used in
casinos. This computer system, however, can offer players only one type of gaming
situation and is limited in territory by the possibilities of a given local network.
Besides, it provides no opportunity for establishing a protected network that is unlimited
by its territory and can serve all its subjects, both players and companies that require
a broad gaming basis enabling them to wager in any combinations, perform money transactions
through financial institution once the game is over, etc.
[0009] A computerized statistical football game described in patent US, A, 4918603, 17.04.90,
G06F15/44 can serve as the closest example of the suggested method of system control
and adjustment by its engineering essence. The game has means for setting up individual
football franchises, for selecting starting player rosters, for scoring performances
for each football player. The invention belongs to gaming systems, being able to control
gaming situations depending on variations in football team composition and the process
of selection and exchange of football players, as well as the process of scoring performances
for each football player after they were exchanged between the teams. This method,
however, envisages no possibility for a gaming system user to compose a football team
with a guaranteed participation of only those subjects that were identified and checked
for their affiliation to the system. Besides, it cannot provide privacy of information
on the gaming situation within a selected game and on its final results.
DISCLOSURE OF THE INVENTION
[0010] The invention solves the problem of creating an electronic gaming system that provides
a broad variety of gaming situations and helps acquire habits of solving logical and
strategic problems, betting and forecasting the results of various gaming situations
in interaction with other players, for instance, in totalisator or while playing roulette,
as well as wagering in gambling combination games the player participates in, like
card games, checkers, chess, etc. The system meets the requirement that a player be
able to join a gaming situation any time of day or night disregarding the working
hours of an establishment, casino for instance, to play several games at a time or
to combine playing with other activities without the necessity to leave the premises
comfortable to the user and go someplace else. The possibility of betting real money
through player's bank accounts that guarantees confidentiality of his wins, accuracy
and verifiability of settlements as well as player's personal safety combined with
an opportunity to communicate stimulates him to join a game. All the above is realized
in a virtual computer world with participation of real players or groups of players
selected by the user who can assess them on the basis of the available information.
At the same time all the players remain personally unknown to the participants of
the gaming situation.
[0011] The basic problem of the invention is also solved by devising a method of controlling
and adjusting such systems as described above. The operation of computerized gaming
systems, for instance, of casino type, requires integration of functionally similar
gaming and servicing situations necessary and/or desirable for a player to join such
a system. Moreover, it is required that a specific gaming situation be joined only
by those of all the system subjects that are registered in the system and have had
their honesty checked. The system must prevent a possibility of an intended intrusion
and ensure confidentiality of all gaming events and settlements while providing a
high invariance level of offered gaming situations and their combinations.
[0012] The electronic gaming system consists of a central computer station (CCS), peripheral
computer stations (PCS) and a data transmission network (DTN) to interconnect them.
[0013] The CCS includes a computer of the administrator and is equipped with the following
systems: a players registration system, a game accounts managing system, an information
tabulating, storing and searching system, a system for recording gaming situations,
a system for final scoring by the results of the game, a wagering and betting system,
an executive gaming system, a data exchange system.
[0014] The players registration system is designed to register all new subjects who join
the system, those already logged on, or those who leave the system. Thus, the system
ensures control over a certain restricted group of included subjects.
[0015] The game accounts managing system controls the players' game accounts, executes settlements
between the players and the CCS and performs operations on their bank accounts.
[0016] The information tabulating, storing and searching system serves to accumulate and
process the information on players, gaming situations, selection criteria, etc. and
keeps special records of communications sessions that permit to check the validity
and correctness of administrator actions and the reliability of system protection.
[0017] The system for recording gaming situations keeps records on each of the player-initiated
games and stores the current gaming situations to permit their restoration in case
of a communications failure. Thus, the information in the system is preserved even
in case of emergency, enabling a player to check the validity and correctness of settlements.
[0018] The wagering and betting system provides a possibility to bet and wager prior to
the beginning of a game.
[0019] The executive gaming system performs a direct control over the blocks that realize
the gaming process, provides information input and output as well as other actions
necessary to play a game.
[0020] Unlike the state-of-the-art central gaming computers, the CCS comprises an electronic
payments system, an information protection system, a secure communications system,
a game selection system and a mailing system.
[0021] The executive gaming system realizes various gaming situations on the basis of the
EGS database.
[0022] The secure communications system provides personal communications of PCS with the
CCS administrator or with other PCSs by means of electronic communications.
[0023] The communications can also be organized between any two or more arbitrarily formed
PCS groups.
[0024] The game selection system includes a database on all the gaming situations and permits
to select a game by any preset (indicated) criterion, to join the selection, to participate
in several games at a time by switching over from one to another.
[0025] The electronic payments system provides information exchange with financial institutions,
such as banks, and executes electronic payments by means of telecommunications.
[0026] The information protection system protects personal, financial and general network
information used by the players against an unauthorized intrusion, as well as demarcation
and redistribution of information and information access among the EGS subjects.
[0027] The secure communications system provides a direct real-time interactive communications
between the system subjects, as well as between a player and the administrator or
between groups of players. The system enables a player to overcome the time restriction
imposed by working hours of a casino since the latter actually turns into an electronic
gaming system.
[0028] The CCS and PCSs include mailing systems providing a personal electronic mail for
PCSs and/or topical electronic billboards, reference systems and a data exchange system.
The reference system supplies information on the players that are present in the EGS,
a game rating of each of the potential players and offers an opportunity to select
a partner by any of the preset criteria.
[0029] The mailing system is designed to provide an exchange of personal messages between
the users and other electronic mail services and to update the electronic billboards.
Players' personal messages are transmitted in the form of secure packages and can
be processed by addressees both in CCS-connected or CCS-disconnected status, since
they require no immediate reaction.
[0030] The personal E-mail system provides individual correspondence among players, between
players and the administrator or other system subjects within the EGS limits. The
system also provides topically-grouped in-system electronic billboards. Such a structure
ensures a protected information exchange for the subjects included into the system.
[0031] The data exchange system provides a protected data exchange between the CCS and PCSs.
[0032] The reference system enables a user to easily find the necessary information on the
gaming system, thus preventing potential errors on his part that could cause a loss
of information or disclosure of his personality. The reference system assists in and
simplifies the use of the gaming system.
[0033] The PCS comprises modems and computers of the players and those of the financial
PCSs. The financial PCSs have their own bank accounts. Optionally, they can be equipped
with means of radio communications, modems, network and/or radio modems, desktop and/or
laptop computers. The modem and computers comprised in a PCS can be stand-alone and/or
integrated into a LAN with a terminal. Operation of the CCS in the data exchange network
permits it to interact with any arbitrary combination of PCS types. The data transmission
network consists of a communications station interacting with both radio and network
modems.
[0034] So, the EGS provides administration, data exchange and execution of gaming processes
while ensuring security, privacy and a broad variety of games and services. Moreover,
it monitors the players' accounts and will never allow a player to lose more than
is deposited on his bank account.
[0035] The method of system control and adjustment consists of players registration, selection
of a playing team starting composition and scoring each player in a given game.
[0036] The distinction of the suggested method lies in the fact that a player is identified
at his registration by a set of key attributes that are transmitted to the CCS protection
system in an encoded form. The information supplied by a player is individually encoded
and sent to the administrator as well as the present (installed) subjects of the EGS.
Having registered, the player selects a starting composition of teams (groups). To
do so, he gets acquainted with the information search system, selects and directly
indicates the required criteria, and passes them on to the CCS which performs an automatic
adjustment of the EGS. Then the player joins one or more games selected from the game
database list. The player is scored by the results of each game he participates in.
In case the set of attributes entered by a player does not coincide with the one stored,
a registration failure is registered in the electronic protocol and the administrator
is informed thereof. The number of registration attempts is limited, and when it is
exceeded, the EGS is warned of an intrusion. In this case the bank and/or other player's
accounts are blocked. After the registration the gaming image of the player can be
modified on his request in accordance with the suggested common rules. A player can
monitor any of the selected games by switching the games over on his display and can
interactively influence the regime of the games installed in the EGS.
[0037] With games installed, a player can select any information in the process of the game
and send it to any subject included into the EGS.
[0038] In accordance with the above method, the confidentiality of data transmission, the
security of the system and the privacy of bank accounts can be observed by players
and the system-included subjects that provide services only when the EGS is comprehensively
controlled and adjusted at all stages of its subjects interaction. The above factors
are also provided through use of an information encoding system with individual for
each player encoding keys in all of his communications sessions with casino programs.
[0039] The suggested electronic gaming system permits to establish an unlimited-by-territory
closed-for-public network with confidential services open to all of its included subjects,
both players and companies. The system offers a broad gaming basis and provides for
money transactions by the results of one or several selected games through players'
bank accounts.
[0040] The suggested method prevents an unauthorized access to the system and guarantees
privacy of all actions undertaken in the process of or after the gaming situations
that are formulated in accordance with the player's requests together with the team
members selected by him.
BRIEF DESCRIPTION OF THE DRAWINGS
[0041] The invention is illustrated by drawings that show:
Fig.1 - structure of the central computer station;
Fig.2 - structure of possible types of peripheral computer stations;
Fig.2a - option 1: a single peripheral computer station;
Fig.2b - option 2: a peripheral computer station of financial companies;
Fig.2c - option 3: a mobile peripheral computer station using radio communications;
Fig.2d - option 4: a network peripheral computer station;
Fig.3 - structure of the data transmission network;
Fig.4 - EGS interaction diagram;
Fig.5 - displayed list of actions for entering the system;
Fig.6 - displayed structured information from the game selection database;
Fig.7 - displayed structured information for selecting players;
Fig.8 - displayed rating of players;
Fig.9 - table for selecting players by preset criteria;
Fig.10 - displayed scoring table and account information;
Fig.11 - diagram of the sequence of system-controlling actions;
Fig.12 - diagram of the players registration mode;
Fig.13 - diagram of the starting players composition selection mode;
Fig.14 - diagram of the game joining and monitoring mode;
Fig.15 - diagram of player account management and settlements;
Fig.16 - displayed "images" of players.
INVENTION EMBODIMENT OPTIONS
[0042] The electronic gaming system consists of a CCS (1) that comprises a modem device
(21), a server (22), a computer of the administrator (23) and a terminal (24), all
operating as a single administrative system (2), see Fig. 1.
[0043] The CCS structure is a combination of soft- and hardware that stores, collects and
controls the information of a computerized gaming system, for instance, of casino
type.
[0044] The CCS consists of a players registration system (3), a game accounts managing system
(4), an information tabulating, storing and searching system (5), a system for recording
gaming situations (6), a system for final scoring by the results of the game (7),
a wagering and betting system (8), an executive gaming system (9), a data exchange
system (10), see Fig.1, 2a-d.
[0045] The EGS is equipped with peripheral computer stations (PCS) (25) that comprise a
system for admitting players (26) to the CCS and a gaming interface system (27), see
Fig.2a-d.
[0046] Unlike the state-of-the-art central gaming computers, the CCS (1) also comprises
an electronic payments system (11), an information protection system (12), a secure
communications system (13), a game selection system (14), an executive gaming system
(9). The CCS realizes the gaming situations from the database (16') of the executive
gaming system (9), see Fig.1. The interaction between the CCS (1) and a PCS (25) is
carried out through a data transmission network (32), see Fig.4, comprising a communications
station (20) that can communicate both with radio modems (28'), see Fig.2c, and network
modems (28), see Fig.2a,b,d. The EGS can also feature, for instance, mailing systems
(15), see Fig.1 and 2a-d, that are included into the CCS (1) and PCSs (25).
[0047] The EGS can, for instance, have either a single a secure communications system (13)
or a secure communications system combined with a mailing system (15). The a secure
communications system provides electronic communications of a PCS with the administrator
computer (23) at the CCS (1), or communications of PCSs (25) among themselves, see
Fig.4. The a secure communications system (13) can provide communications of any two
or more arbitrarily formed groups (29) of PCSs (25), see Fig.4.
[0048] The game selection system (14) comprises a database (16'') that describes all types
of gaming situations and permits selection of any of them, see Fig.6.
[0049] The information tabulating, storing and searching system includes a database (16'')
that describes the composition of players and their rating, and permits to select
players by any preset criterion, see Fig.8, 9. The PCS includes computers (30) or
a computer network (31) and modems (28) of both players and bank and/or other deposit
accounts, see Fig.2a-d. The CCS consists of a terminal (24) and a server (22) of the
administrator (2), connected to a modem device (21), see Fig.1. The CCS (1) provides
interaction of PCSs (25) in any arbitrary combination through the data transmitting
network (32). The PCS (25) includes a modem (28) and computers (30, 31) that can be
both desk- and laptop. The computers included into the PCS (25) can be either stand-alone,
see Fig.2a, or connected to a LAN, see Fig.2d, having a terminal and a modem (28),
see Fig.2d.
[0050] All the systems operate in an interactive mode and are based, by the general classification,
on methods of comparison, classification and identification of images (MCCII) that
treat comparison as a measuring operation performed by a measuring and computing complex
(MCC). The MCC has an hierarchic structure since each system solves its own problem,
independently classifies a specific action with this or that type of problem, and
interactively passes its decision to an appropriate system. The EGS adequately identifies
and organizes the operation of the whole system performing the role of an MCC using
MCCII, collects and processes the data obtained as a result of a complex examination
of the situation. When necessary, the main gaming functions can be set by a player
during a game, or by the administrator in the administrative mode of system operation.
A model formulated in terms of fuzzy logic is applied to use the database. Using the
rules for composing fuzzy relationships, a diagnostic decision for each data set is
worked out that assumes the form of an affirmation, negation or question on further
gaming process when applied to the most suitable variant. Versions of such a system
are known from publications, for instance,

[0051] The database is represented by a set of data organized by the SDSA (structured description
of subject area) principle with each set physically located as a separate system on
the disk


[0052] Formal language means are used for administrative-type information systems, for instance
"DESKTOP SYSTEM"

[0053] To realize the suggested method of system control and adjustment, each player, who
wishes to participate in the system, performs the following operations from his peripheral
computer station (PCS) (25) through a telephone line: activates (36) the PCS, establishes
connection (37) with the central computer station CCS (1), starts the player registration
system (38), see Fig.11. Each player has a bank and game deposit accounts (34) included
into the EGS, as well as his permanent and operational identifying attributes (code,
encoding key, password, pseudonym, gaming image) logged in the system. In order to
join the system, a player must have a computer connected through a modem to a telephone
line and a special software. A physical connection with the GCS, followed by an automatic
connection through the telephone line to the CCS (1), is established by registration,
see Fig. 11. If the registration is successful (39), the GCS monitor is activated
(40) and interaction with the working block of the system (41) becomes possible. The
player receives the necessary information (42) from the reference system, selects
a game he is interested in (43) and controls the gaming process (44). All the financial
settlements resulting from the game are performed by the system (45). In case of a
registration failure (46) the PCS is blocked (47), and the system provides an opportunity
to personally address (48) the administrator by connecting the player with the administrator,
see Fig.11. At this point the player's registration session is stopped.
[0054] To accomplish registration, see Fig.12, a player activates the registration system
(50) by clicking a corresponding item on the PCS-displayed menu and enters, upon request,
his identifying attributes (51), i.e. his code, password and pseudonym, in sequence.
The registration system compares the received information with the identifying attributes
stored in the CCS database. If they coincide (52), a successful registration (53)
is logged in the electronic protocol, player's business cards are sent to his constant
partners and the administrator (54), and the player is connected to the working block
to perform all further actions. Thus, the registration procedure is successfully completed
(55). A special system for encoding information with an individual for each player
encoding key is used to provide security and privacy of communications between a player
and the casino.
[0055] If the identifying attributes do not coincide (56) with those stored in the CCS database,
the attempt is logged in the electronic protocol as a registration failure (57) and
is compared with the number of allowed attempts (58). If the number of attempts is
exhausted (59), the player is urgently connected to the administrator (60) for a dialog.
After the dialog the CCS sends a request "is the personality of the player identified?"(58).
If the answer is "yes" (61), a successful registration of the player is automatically
logged in the protocol (53), and he is connected to the working block (41). If the
answer is "no" (62), an intrusion attempt is logged (63), the player's account is
blocked (64) to prevent theft of money. The registration is aborted (65).
[0056] In case the number of registration attempts is not exhausted (66) the player enters
his identification attributes once again (51). If the registration was accomplished
successfully, the player can use the registration system for changing his identifying
attributes - pseudonym, password, see Fig.5, and his gaming image, see Fig.16. The
player's pseudonym and gaming image can be changed in strict compliance with the preset
rules which protects other players against fraud. The player's password can be changed
at his will by selecting an arbitrary combination of numerals and letters, both Latin
and Cyrillic, or any other characters offered by the computer keyboard.
[0057] The registration system is also actuated to log a player's temporary exit from the
casino or his final quitting of the system. In such cases appropriate mandatory entries
are logged in the protocol and the CCS database. Any data exchange in the EGS is performed
through information protection means (12) that encode and decode the information in
players' computers.
[0058] After a player is connected to the working block (41) in the protected display mode,
he can actuate any mode of this block and switch over between several modes. A player
can switch over to information or gaming mode, start one or several games, or start
selecting players for his team.
[0059] In the players searching mode the user actuates the search system (67), specifies
his criteria (68) and receives a request "are needed candidatures available?" (69).
If the answer is "yes", he can select his partners from the list (70). Then the player's
business cards are sent to the selected persons (71), and the partners enter a dialog
exchange (72) to specify the criterion of the initiator, for instance, what gaming
table the initiator would like to join, see Fig.7, or what players by pseudonym, gaming
image or rating he is willing to invite, see Fig.9. Then the system requests "do all
partners agree?" (73). If the answer is "yes", the team is considered to be formed
(74). If the answer is "no", the system requests "abort players selection?" (75).
If the answer is "yes", the selection process is stopped. If the answer is "no", the
system repeats its request "do all partners agree?" (73). The required rating of players
can be either assigned by the initiator himself or can be chosen by him from the players
rating table, see Fig.8, offered by the information system (42). The rating is selected
by a probability percent of partner's wins in a specific type game. If the EGS contains
games with the specified criteria, the system offers the list of games and the game
selection process starts (77), see Fig.14. Prior to the start the player selects his
partner by clicking the required line, see Fig.9. The latter receives the player's
business card, and then the partners enter a dialog information exchange (72). If
the EGS contains no players meeting the set criteria, the initiator sends his invitations
to those present (76) and then decides whether to stop partners selection or not.
[0060] To select a game, see Fig.14, the player initiates the game selection process (77),
selects a game among those offered (78), see Fig.6, and receives a request "is the
game active?" (79). If the answer is "yes", the player joins the specified game (79a).
If the answer is "no", he is prompted to start the players selection mode (80) followed
by a request "is the team formed?" (81). If the answer is "yes", the game starts,
if "no" - the game selection procedure is repeated (78).
[0061] After the game is finished each of the players is scored and their accounts are settled,
see Fig.15. This is done by summing up the points earned during the game (82), converting
them into a money equivalent (83) and entering the wins and losses into players' accounts
(84). In this case the player receives a request "are bank accounts activated?" (85).
If the answer is "yes", electronic payments through banks are executed (86) to accomplish
the settlements. If the answer is "no", a corresponding payment line is displayed
for the player, see Fig.10. Thus the settlements are accomplished.
[0062] The EGS operates as follows: to initiate the EGS, each system subject has to go through
the registration procedure by entering his code, pseudonym and password. After the
data is entered the player is assigned a registration number with his identifying
attributes logged in the CCS. Using his PCS, a player can enter the system through
a telephone line any time of day suitable to him. Connection to the system is accomplished
by starting one of the programs of the players registration system that dials through
a modem the casino phone number and connects to the casino administrator computer.
After the connection is established the registration system requests the player to
enter his pseudonym, password and code, see Fig.5. Then the system compares the input
data with the player's identifying attributes stored in the administrator computer.
If they fully coincide, the customer is considered identified and is given the opportunity
to use his deposit account that can be either a game or bank account. To perform specific
gaming actions, a player chooses a game pseudonym by requesting appropriate data from
the information tabulating, storing and searching system through the PCS interface,
see Fig.5, selects the gaming team by entering appropriate data into the EGS through
his PCS interface, see Fig.7,8 and 9, selects his game by entering appropriate data
into the game selection system through his PCS interface, see Fig.6. To form a desired
gaming team, a EGS user sends a request or an advertisement to the mailing system
or uses for this purpose other EGS communications systems. To preserve safety and
confidentiality, all information exchange between the CCS and a PCS, and among the
PCSs is protected by the information protection system, by security means of the data
exchange system and - when settling accounts - additionally by security means of the
electronic payments system. Each system uses a specific numeric identifier for each
player. To perform all the necessary actions, a player gets acquainted with the rules
and prompts stored in the reference system. After the game is over, the player's PCS
interface displays a table with the results of the game and the operations performed
on his deposit account, see Fig.10, 2b.
[0063] The game selection mode (see Fig.14) requires the following actions: the player initiates
the game selection system (77) that displays the available games through the player's
PCS and permits him to select one (78) by clicking it. Partners can be selected either
before or after this procedure. So, after the game is installed, the players selection
mode is initiated by starting the players search system (67), or the player switches
over to join the selected game (79).
[0064] Throughout his presence in the EGS a player can dynamically switch over between different
activated games and modes, and/or participate in one or several games at a time. The
player can either monitor a gaming process or join it in an interactive mode. A player
is also offered a possibility to wager or place bets with other players before the
game starts or to monitor the process of scoring the points by the game results. All
gaming events are logged in the recording system of the EGS. The scoring of points,
see Fig.15, is done throughout the gaming process, with its results reflected in the
player's game deposit account. After the game is over the account managing system
converts the scored points into a money equivalent and the resulting sum is either
added or subtracted from the player's bank account deposited with the EGS, provided
the account was activated prior to the start of the game. After that electronic payments
with the bank are executed (87).
[0065] So, each system user can play with any other user of said system at any time with
an option of simultaneous participation in several games, and settle accounts by the
results of the game through his bank without the necessity to abandon his current
occupation.
[0066] A player does not have to leave his office or home and is not restricted by the casino
working hours, i.e. he can play any time of day or night. Games are played anonymously
with full privacy of data in the system and system protection against intrusion provided.
Accounts are settled at will either in conventional points or by cashless operations
with bank accounts, thus increasing security and forbidding a player to loose more
money than is deposited on his account. All gaming events are logged, thus enabling
a player to check the validity of all gaming actions and preventing possibility of
fraud.
INDUSTRIAL APPLICABILITY
[0067] The invention can be successfully used for modeling real interrelationship among
subjects of free market economy. The method of system control and adjustment relates
to electronic network systems that use programmable control. The suggested gaming
system can be applied for computerized modeling of real interrelationship among subjects
of free market economy after the information pertaining to the processes to be modeled
and a list of possible situations are entered into the system database.
1. An electronic gaming system consisting of a central computer station (1), composed
of an administrator computer (23), a players registration system (3), a game accounts
managing system (4), an information tabulating, storing and searching system (5),
a system for recording gaming situations (6), a system for scoring by the results
of the game (7), a wagering and betting system (8), an executive gaming system (9),
a data exchange system (10); and peripheral computer stations (25), each comprising
a system for admitting players to the central computer station (26), a gaming interface
system (27); and distinctive by the fact that the central computer station (1) is
equipped with an electronic payments system (11), an information protection system
(12), a secure communications system (13), a game selection system (14), with the
executive gaming system (9) realizing gaming situations from the database (16') of
the executive gaming system (9) and the central computer station (1) interacting with
peripheral computer stations (25) through a data exchange network (32) equipped with
a communications station (20).
2. The electronic gaming system of claim 1 distinctive by the fact that the central computer
station (1) and peripheral computer stations (25) include mailing systems (15).
3. The electronic gaming system of claim 1or 2 distinctive by the fact that the secure
communications system (13) comprises a personal communications system (33).
4. The electronic gaming system of claim 3 distinctive by the fact that peripheral computer
stations (25) are connected by electronic communications with the administrator computer
(23) or between themselves through a personal communications system (33).
5. The electronic gaming system of claim 4 distinctive by the fact that any two or more
arbitrarily formed groups of peripheral stations (25) are interconnected by electronic
communications through the personal communications system (33).
6. The electronic gaming system of claim 1 distinctive by the fact that the game selection
system (14) includes a database (16''), describing and selecting different types of
gaming situations in any combination of games for players.
7. The electronic gaming system of claim 1 or 6 distinctive by the fact that the information
tabulating, storing and searching system includes a database describing and forming
players teams and players rating (16'') by any player-preset criterion.
8. The electronic gaming system of claim 1 distinctive by the fact that the peripheral
computer stations (25) include computers (30) and modems (28) for both players and
bank and/or other deposit game accounts.
9. The electronic gaming system of claim 1 distinctive by the fact that the central computer
station (1) consists of a terminal (24) and a server (22) of the administrator (2)
connected to a modem device (21).
10. The electronic gaming system of claim 1 distinctive by the fact that peripheral computer
stations (25) are interconnected in any arbitrary combination by means of the central
computer station (1) and a data transmission network (32).
11. A method of system control and adjustment implying that players are registered, the
starting composition of players is selected, each player is scored in the selected
game, and distinctive by the fact that each player is identified at his registration
by a set of key attributes that are passed on to a central computer station (1) in
an encoded form where they are compared with the individualized information in the
information protection system (12),; the information supplied by the player being
individually encoded and sent as a message to the administrator (2) and the system
subjects present; the starting composition of players is selected on the basis of
the criteria offered by the information tabulating, storing and searching system (5)
by directly indicating the specific criteria followed by an automatic adjustment of
the computerized gaming system; the player is included into one or more games selected
by him from a database list of players (16''') and each player is scored by the results
of each selected game with an automatic control of money transactions on bank and
other player's accounts.
12. The method of claim 11 distinctive by the fact that in case the set of key attributes
does not coincide at player identification, a registration failure is logged in the
electronic protocol and the administrator (2) is advised thereof.
13. The method of claim 11 distinctive in the fact that a limited number of identification
attempts is assigned, and in case it is exceeded the electronic gaming system is warned
of an intrusion and the bank and other player accounts are blocked.