Technical Field
[0001] The invention belongs to the field of mass entertainment, technical means of bookmaking;
namely, the methods of holding games of chance and betting.
Prior Art
[0002] There is a category of games of chance where a bet is conditioned upon the probability
of occurrence of a certain event. The events are usually related to the sports events
or other competitions.
[0003] A method of holding such game can be derived from prior art (invention
RU2138311, publication date 27.09.1999). The specified method uses the competition of preferably same-type spacecraft launched
into space especially for the betting game. Each game participant places a bet on
a certain spacecraft. During the competition, game organizers determine the time-,
and/or speed-, and/or coordinate-, and/or accuracy-based characteristics of each spacecraft
versus the selected space object. The specified characteristics of all spacecrafts
are compared (to determine the winning spacecraft in each specific selected criterion);
based on the comparison, the winnings are allocated to the game participants.
[0004] A drawback of the aforementioned technical solution is the need to organize a dedicated
competition in space, which is a complicated and resource-consuming process. Besides,
spacecrafts have certain technical characteristics which can be known to the game
participants, making the game less unpredictable.
[0005] The closest technical solution (prototype) is the game holding method using bookmaking
bets (patent
RU2622624, published on 16.06.2017). In this method, the event outcome for betting is a numerical sequence obtained
on the basis of measuring the parameters of the selected 30 airplanes in flight, sorted
by flight number. Each airplane is identified by such parameters as coordinates and/or
speed.
[0006] The drawback of the existing technical solution is its low level of event unpredictability
and, consequently, the possibility to predict the result, which leads to an increase
in the probability of predictability of the result (betting parameter). This is caused
by the following: Each airplane performing a certain flight has specified technical
characteristics and a pre-determined flight route, which can be known to participants
of the game or computed using technical means.
[0007] The technical result of the proposed method of holding games of chance with bets
in regard to a sports game is an increased stability of its result against willful
actions of interested parties aimed at gaining an unfair advantage in a game of chance.
[0008] The specified technical result is achieved due to the method for holding games of
chance with bets in regard to a sports game, suggesting that the sports game is assigned
a specified game zone and minimum one control boundary; game subjects and the game
item are identified within the game zone; the list and sequence of actions are saved
for computation of winnings; registration and recording is performed in regard to
the betting information, including betting person details, bet size, betting condition
containing at least the game time, spatial coordinates, or speed of the game item,
or at least one of the game subjects; measurement and saving of game data is performed
as spatial coordinates, speed of game item and/or at least one game subject, and game
time corresponding to the specified measurements is compared to the type-specific
game data for the matching game time value; information is saved in regard to the
bets for which the specified comparison identifies matching compared values, and for
such bets the size of winnings is computed taking into account the specified list
and sequence of actions.
Disclosure of Invention
[0009] The drawings specify: control boundary 1, game subject 2, game item 3, game zone
4.
[0010] The invention is implemented in the course of a variety of sports events (e. g. football,
hockey, tennis, table tennis etc.) if the equipment described below is available.
[0011] As a rule, a sports event involves two teams with the same number of game subjects
(players). Each game subject is assigned a dedicated number by which it can be distinguished
from others.
[0012] The invention covers the kinds of sports where game subjects mostly interact using
a game item. The game item is an item with characteristics that are strictly specific
for each kind of sports. For instance, in football the game item is a football, for
hockey a puck, etc. Hereinafter the game item and game subjects are collectively referred
to as game objects.
[0013] The game zone is a ground whose shape is close to a rectangle, where game actions
take place. For each dedicated kind of sports, this ground has a strictly specified
size and marking pattern. The game zone has minimum one control boundary as described
in the rules for the dedicated kind of sports (usually there are two control boundaries
and they are located symmetrically on the opposite sides of the game zone).
[0014] The control boundary is a part of the plane with specified dimensions, designated
by physical objects, e. g. goalposts and cross-bar. When a game item crosses the control
boundary in a certain direction, the game event is registered, and the game score
is changed. E. g. in football and hockey, the control boundary is the goal mouth -
part of the plane constrained by the side posts and the cross-bar. For the aforementioned
example, the game event is registered if the game item crosses the control boundary
from the side of the center of the game zone.
[0015] The chronometry unit is a device which helps measure the game time (the game events
are only registered during the game time). Electronic clock is most commonly used
as a chronometry unit. The chronometry unit must be capable of pausing and resuming
the time-keeping if necessary.
[0016] The object recognition and spatial coordinate computation unit is a combination of
devices intended for distinguishing the game item and each of the game subjects from
all objects in the game zone, and for determining their spatial coordinates. For instance,
the prior art offers the
GoalControl-4D system (http: //www. goal control. de/en/products/goal control -4d.
html, application date 24.07.2017), which is used to identify a goal in football.
The system's operation is described in source http://www.mk.ru/sport/2014/06/16/kiborg-vam-sudya.html,
application date 24.07.2017. All twelve stadiums hosting matches of the world cup
in Brazil have been equipped with fourteen dedicated high-speed cameras each. Seven
cameras were installed at each goalpost. Cameras were installed under the stadium
roof and connected to the image processing computer system to transmit five hundred
images per second. The cameras have also been filtering out the "unwanted" images
(e. g. players, referees) and "saw" only the ball. Due to their three-dimensional
vision, as soon as the ball fully crossed the goal mouth, the system registered the
event (goal) and instantly sent the corresponding signal to the referee's smart watch.
I. e. the system consists of fourteen cameras connected to the computing system for
image processing. The system monitors the movement of all objects, filters out game
subjects, referees and other objects, and determines three coordinates of the ball
in the field with a specified accuracy and the event of crossing the goal mouth by
the ball. In particular case, the object recognition and spatial coordinate computation
unit can consist of a processing unit (e. g. computer) and minimum three cameras obtaining
images of the game zone and objects in it. The cameras can perform video- and/or photo
recording; the obtained information is saved to the memory unit to enable the possibility
of its use in the future. The processing unit uses the images obtained from the cameras
to compute spatial coordinates for the pre-selected game item or game subject under
the required number. Besides, the computer can calculate the speed of a game item
or a certain game subject taking into account the chronometry unit data.
[0017] The game result is determined using the game event counting units (according to the
quantity of teams), comparison unit and game result storage unit. Game event counting
unit is a device summing up the result-related game events for each team during the
game time, i. e. crossing of a certain control boundary by a game item in a certain
direction. The comparison unit is capable of comparing data from the game event counting
unit for each team and sending the comparison result to the game result storage unit.
Thus, the game result storage unit contains data which determines the winning team
(with the highest number of result-related game events) and the score.
[0018] The computed spatial coordinates and speed of the game item and game subjects in
a certain moment of time, as well as the game result, are hereinafter referred to
as the betting parameters.
[0019] Determination of the winning bets uses the betting information storage unit, comparison
units, and winning bets information storage unit. The betting information storage
unit is a device used for recording the data containing details of the betting person,
bet size, betting conditions (the presumed result of the game or parameter of the
game object and its value). The comparison unit is a device capable of comparing the
betting condition to the betting parameter and sending the comparison result to the
winning bets information storage unit. Each comparison unit compares only the homogenous
betting parameter and betting condition, e. g. the presumed (specified in the bet)
speed of a certain game subject in a specific moment of time to the computed speed
of the same game subject in the same moment of time or the presumed (specified in
the bet) spatial coordinates of the game item in a specific moment of time to the
compute spatial coordinates of the game item in the same moment of time. Thus, the
winning bets information storage unit contains details of the person who made a winning
bet, and the bet size. The winning bet is the bet for which the betting condition
matches the betting parameter.
Brief Description of Drawings
[0020] The invention is detailed by drawings (Fig. 1-3), where Fig. 1 shows a game subject
near the control boundary in the moment when the game item crosses the control boundary;
[0021] Fig. 2 shows a game item possessing a certain speed in a certain point of the game
zone; Fig. 3 shows a game subject possessing a certain speed in a certain point of
the game zone.
Implementation of Invention
[0022] Provided that the aforementioned elements and means are used, the invention can be
implemented as follows.
[0023] In advance, before the event mentioned in the betting condition, when the bet is
made on the predicted outcome of the event, or during the event, when the bet is made
on occurrence of a certain predicted situation in the course of the event, the betting
information such as details of the betting person, betting conditions, bet size is
recorded to the betting information storage unit. Game chronometry is performed during
the game using the chronometry unit. Game zone boundaries are specified according
to the kind of sports involved in the game; information pertaining to their location
is recorded in the object recognition and spatial coordinate computation unit.
[0024] List and sequence of actions for computation of the size of winnings is prepared.
Total sum of winnings is determined. In a particular case, a certain share of winnings
is allocated to the organizer's costs related to holding the games of chance with
bets in regard to the sports game. The remaining amount to be distributed among the
winning bets is determined. Next, the percentage rate is determined for winnings related
to the specific betting conditions (if such rate is necessary), e. g. for the final
result of the game or for the characteristic of the game object in a specific moment
of time, or size of winnings in the bet. Afterwards, the dependence of winnings on
the bet size (if any) is determined, or fixed amount of winnings if the bet is fixed.
This information is recorded in the corresponding memory unit for further computation
of the winnings size.
[0025] Further actions are selected depending on the betting condition which is used for
comparison, and time of the comparison (during or after the game).
[0026] In the event that the betting condition and, respectively, the betting parameter,
is assumed as the game result (total score), and the comparison is made during the
game time, the sequence of actions shall be as follows. In advance (or during the
game time) the control boundary coordinates are determined for the control boundary
relating to each of at least two teams. The game chronometry is started; during the
game time, video or photo recording of game objects is performed within the game zone
boundary. The game item is recognized among all game objects within the game zone
boundary; the spatial coordinates of the game item are computed on the basis of the
results of the video or photo recording using the object recognition and spatial coordinate
computation unit. Next, the event of result-related crossing of a certain control
boundary by a game item is determined; for this purpose, the game item coordinates
are compared to the control boundary coordinates, and to the dynamics of the game
item coordinates over time. In order to register the event of a result-related crossing
of a control boundary, the game item must cross the plane of the control boundary
within its limits. In the subsequent unit of time following the crossing, the game
item coordinate must be captured outside of the game zone. Besides, coordinate of
the game item in the direction specified in the previous sentence must increase over
time (considering the short length of time including the moment of crossing of the
control boundary). Next, the result of the game event is computed taking into account
the relation of a certain control boundary to a certain team. All scores gained by
each team are saved in various memory units. The game chronometry is finished upon
expiry of the period specified in the rules for the certain game. Upon completion
of the game, scores of each team are compared and the game result (winning team and
its score) is saved in the game result storage unit. Next, the saved result of the
game (total score and winning team) is compared to the saved results of the game from
each bet; bets with the result matching the actual result of the game are selected.
Bets where the betting condition (in this particular case, the game result specified
in a bet) matches the betting parameter (the saved result of the game) are hereinafter
referred to as winning bets.
[0027] If the betting condition and, respectively, the betting parameter, is assumed as
the situational data within the main event, e. g. actual (fact-based) speed of the
game item or game subject under a certain number in a certain moment of game time,
and the comparison is made during the game time, the sequence of actions shall be
as follows. The game chronometry is started; during the game time, video or photo
recording of game objects is performed within the game zone boundary. The game item
or game subject bearing a certain number is recognized among all game objects within
the game zone boundary; the speed of the game object is computed on the basis of the
results of the video or photo recording using the object recognition and spatial coordinate
computation unit, taking into the account the data of the chronometry unit. Next,
the betting parameter (computed speed of the game object in a certain moment of time)
is compared to the betting condition (speed of the game object in the same specific
moment of time) from each bet. Based on the result of the comparison, bets are selected
for which the betting condition matches the betting parameter, taking into account
the measurement error or another specified interval. Afterwards, the winning bet information
(details of the betting person, bet size) is saved in the winning bet information
storage unit. The game chronometry is finished upon expiry of the period specified
in the rules for the certain game.
[0028] If the betting condition and, respectively, the betting parameter, is assumed as
the situational data within the main event, e. g. presumed spatial coordinates of
the game item or game subject under a certain number in a certain moment of game time,
and the comparison is made during the game time, the sequence of actions shall be
as follows. The game chronometry is started; during the game time, video or photo
recording of game objects is performed within the game zone boundary. The game item
or game subject bearing a certain number is recognized among all objects within the
game zone boundary; the spatial coordinates of the game object are computed on the
basis of the results of the video or photo recording using the object recognition
and spatial coordinate computation unit. Next, the betting parameter (computed spatial
coordinates of the game object in a certain moment of time) is compared to the betting
condition (spatial coordinates of the game object in the same specific moment of time)
from each bet. Based on the result of the comparison, bets are selected for which
the betting condition matches the betting parameter, taking into account the measurement
error or another specified interval; such bets are hereinafter referred to as the
winning bets. Afterwards, the winning bet information (details of the betting person,
bet size) is saved in the winning bet information storage unit. The game chronometry
is finished upon expiry of the period specified in the rules for the certain game.
[0029] For the instances specified in the previous two paragraphs, during the game time
it is only necessary to perform video or photo recording of game objects within the
game zone boundary (or use other ways of capturing the coordinates and speeds of objects).
All other activities can be performed upon completion of the game time, if the results
of video or photo recording of the game are saved in an additional memory unit.
[0030] For all instances specified above, after the specified actions are performed according
to the saved list and sequence of actions for computation of the size of winnings,
the amount of winnings is computed for each winning bet.
[0031] E. g. in case of a winning amount of ten million rubles, thirty percent (i. e. three
million rubles) is allocated to the organizer's costs related to holding the games
of chance with bets in regard to the sports game. The remaining amount due for distribution
between the winning bets is determined by way of deducting the amount put away by
the organizers from the total amount of winnings, i. e. seven million rubles. Next
the remaining amount is distributed by winnings in individual betting conditions according
to the specified percentage rate, e. g. for the final result of the game, fifty percent
of the remainder, i. e. three and a half million (from seven million), and for the
game object characteristic in a certain moment of time, fifty percent of the remainder,
i. e. three and a half million (from seven million). Afterwards, the final size of
winnings for a specific player is determined on the basis of the dependence of the
winnings on the bet size. E. g. if the winnings for the final result include five
players with equal bet sizes, the share of winnings for this betting condition is
equally divided between the winning players, i. e. each of them gains seven hundred
thousand rubles. If the winnings for the game object characteristic in a certain moment
of time include two players with 2:3 bet size ratio (e. g. one thousand rubles and
one thousand five hundred rubles), the winnings are divided on the basis of the same
ratio, i. e. one player gains one million four hundred thousand rubles while the other
gains two million one hundred thousand rubles.
[0032] Thus, the implementation of the method of holding games of chance with bets in regard
to a sports game, using such implementation conditions as spatial coordinates or speed
of a certain game object in a certain moment of time, ensures increased level of unpredictability
of the event underlying the final outcome of the method, and reduces the chance of
its prediction. This is achieved though the following. The implementation condition
of the method is based on data from sensors or measurement units ensuring collection
of information pertaining to movement of the game object; thereby, the method operates
the parameters which are virtually immune to manipulation. E. g. the possibility of
making a person move with a pre-determined speed or manipulating a game item into
moving with a certain speed in a specific moment of game time, taking into account
the random nature of interaction with other game subjects, is highly unlikely. It
is also impossible to pre-determine the position of the game object in the game zone
(i. e. spatial coordinates) in a specific moment of the game time. In this case, "impossible"
means an extremely low probability of the situation and not its absolute impossibility.
This ensures a significantly increased stability of the method's implementation result
against willful actions of interested parties aimed at gaining an unfair advantage
in a game of chance, i. e. decreases the possibility for meeting the conditions of
a cahoot between the game subjects or with the participants making the bets.