CN101194488A - 用于自动进行或管理一种比较的计算机通信服务器和方法 - Google Patents

用于自动进行或管理一种比较的计算机通信服务器和方法 Download PDF

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CN101194488A
CN101194488A CNA2006800125481A CN200680012548A CN101194488A CN 101194488 A CN101194488 A CN 101194488A CN A2006800125481 A CNA2006800125481 A CN A2006800125481A CN 200680012548 A CN200680012548 A CN 200680012548A CN 101194488 A CN101194488 A CN 101194488A
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comparison
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艾丽尼·利亚利亚摩
马里奥斯·安那波利奥蒂斯
史派瑞顿·帕奇尼斯
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Intralot SA Integrated Lottery Systems and Services
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    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3223Architectural aspects of a gaming system, e.g. internal configuration, master/slave, wireless communication
    • A63F13/12
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    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • GPHYSICS
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    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/2866Architectures; Arrangements
    • H04L67/30Profiles
    • H04L67/306User profiles
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/50Network services
    • H04L67/55Push-based network services
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L69/00Network arrangements, protocols or services independent of the application payload and not provided for in the other groups of this subclass
    • H04L69/30Definitions, standards or architectural aspects of layered protocol stacks
    • H04L69/32Architecture of open systems interconnection [OSI] 7-layer type protocol stacks, e.g. the interfaces between the data link level and the physical level
    • H04L69/322Intralayer communication protocols among peer entities or protocol data unit [PDU] definitions
    • H04L69/329Intralayer communication protocols among peer entities or protocol data unit [PDU] definitions in the application layer [OSI layer 7]
    • AHUMAN NECESSITIES
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    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
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    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/407Data transfer via internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/01Protocols
    • H04L67/08Protocols specially adapted for terminal emulation, e.g. Telnet
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/01Protocols
    • H04L67/12Protocols specially adapted for proprietary or special-purpose networking environments, e.g. medical networks, sensor networks, networks in vehicles or remote metering networks

Abstract

根据本发明,提供一种用于自动地进行和管理一种比较、比较的结果以及与该结果相关联的数据的通信服务器,其中该服务器可以连接到网络中,并且可以由至少两名用户通过该网络接入,包括:可以由用户接入并且被配置为用于从这些用户请求可用性并被编程为允许在这些用户之间通信的平台程序,可以由这些用户接入并且被配置为允许用户把该第一数据与比较的结果相关联的关联程序,被配置为自动地比较由这些用户输入的第二数据的比较程序,根据第二数据的比较的结果并且根据该关联自动地向这些用户分配该第一数据的评估程序。本发明的另技术方面是提供自动管理比较、该比较的结果和与该结果相关联的数据的一种计算机通信方法,包括步骤:服务器经网络实时地从至少两名用户相应地接收通信信号和有待与比较的结果相关联的第一数据,服务器分别从至少两名用户接收有待输入程序的第二数据,借助于服务器的程序自动地比较该第二数据,根据该比较的结果并且根据该关联借助于服务器的程序自动地向这些用户分配第一数据。

Description

用于自动进行或管理一种比较的计算机通信服务器和方法
技术领域
本发明涉及一种通信服务器并涉及一种计算机通信方法。
背景技术
自从电话的发明消除了通信的空间限制以来,后来由于引入互连网又使之极大地加强,人们之间的通信已经成为一种主要的社会事件。尽管通过电话的通信总体上继续地被限定为一种个人对个人的联系,用于互连网和相关网络的技术手段产生了人群之间并且甚至在几乎无限数量的参与者之间的开放的通信平台。并且与传统的广播技术(收音机、电视以及类似物)相对照,通过现代网络的通信双向地工作。在技术上提供这样的多伙伴、多方向通信的一个公知的通用工具是普遍为人所知的一种“聊天室”。
追溯到一个更广义的、历史的层面,通信的一个主要的目的过去是并且现在仍然是,在词汇的广义上来说,进行一种比较。在古代,人们可能相互走近说“我的斧头比你的更厉害,小心点”,而在现代人们可以说“我的车比你的更快”,或者以一种特定的技术内涵的例子来说“储能装置A效率比储能装置B更高,因此更加适于为你正在建造机器供能”。
当前,信息可供使用的程度是无法忽视的。这种陈述现在可能是一种老生常谈并且是一种平常话,然而在本文中却有一个非常有趣的广泛意义:在通信的早期信息只可供从个人到个人的使用,而现在信息自动地可供使用,因为其可以存储在任何类型的存储装置中。根据相应的目的,可供使用性和可接入性变化极大。但是有了相应的允许,开始的陈述只不过意味着:在现代网络中的通信可以是多方向的,并且既涉及人也涉及机器。
发明内容
针对上述背景,根据本发明的服务器和方法提供用于利用包括权利要求1的特征的一种计算机通信服务器或者利用包括权利要求2的特征的一种计算机通信方法自动运行和管理任何种类的数据的一种比较、该比较的结果以及与该结果相关联的数据。本发明的优选实施方案在从属权利要求中披露。
本发明的一个技术方面是用于自动地运行和管理一种比较、比较的结果以及与该结果相关联的数据的一种通信服务器,其可以连接到网络中。本发明所述的服务器可以由至少两名用户通过该网络接入。
本发明的服务器包括可以由这些用户接入而允许这些用户之间通信的平台程序。优选地,这些用户通过他们的移动电话经该网络进入该平台,其中优选地对相应的移动电话只要求一个应用程序以便在任何位置的方便和直接的可用性。该通信既可以实时互动地运行,也可以分步地运行,例如对通信伙伴的邮箱寻址通信或者甚至对具有较广的接入性的存储区域的寻址通信,有些类似于传统的通信中的“插接板”。
本发明平台程序进一步经过编程以便从这些用户请求提供某种数据(“第一数据”),其中该第一数据可以与第二数据的比较的结果相关联。换言之,如果例如要进行上述的技术装置譬如该储能器的效率参数(第二数据)之间的比较,就要求提供其进一步的技术规格(第一数据:空间尺寸、重量、...)方面的数据。作为第二个例子,可以把该第一数据与钱相关联。例如,第一数据可以代表一名用户的个人银行账户,或者一个子账户,譬如存储在一个预充值的支付卡或者一个(例如一个额度有限的)信用卡上的子账户。在此情况下,需要从这些用户请求钱的信息,例如通过从所述银行账户、支付卡或者信用卡请求与钱相关的第一数据。换言之“与钱相关的数据”应相当普遍地理解为以该数据的值代表一定量的钱的方式进行标度的(电子)数据。
本发明的服务器进一步包括允许这些用户能够把该第一数据与比较的结果相关联的关联程序。如果在该第一提到的例子中,这些用户中至少一人是一个研发团队中的一名工程师,他很可能通过该团队的内连网进行通讯,讨论其刚刚开发的储能器的效率,该关联程序允许他把第一数据(该储能器的技术规格)与该第二数据的比较结果相关联。例如这是在与另一个储能器(例如由另一名同事开发的)比较得出其自己的开发更加有效的情况下他希望向其同事提交的第一数据。在第二个例子中,用户可以把他们的钱(与钱相关联的第一数据)与该比较的结果相关联,这意味着他们能够例如通过输入钱的数量(或者用较普遍的术语说,与钱的值关联的第一数据)对该比较的结果下赌注。
如本发明的服务器进一步包括一个比较程序,它被编程为自动地比较用户输入的第二数据,例如由该研发团队的两个不同成员开发的储能器A和B的效率参数。在第二个例子中,这些用户可以输入信号(例如转方向信号)来玩一个游戏,于是该比较程序就可以是任何种类的一个计算机游戏程序。
本发明的服务器进一步包括一个评估程序,该评估程序根据第二数据的比较的结果并且根据该关联自动分配已经与该第二数据的比较结果相关联的第一数据。在我们的第一个例子中,如果相应的开发人员已经有根据地关联了该第一数据,该评估程序自动地向两个开发人员(并且优选地也向其他的团队成员)引导和发送该技术规格数据(更有效数据存储的第一数据)。在第二个例子中,该评估程序自动地把游戏输家的赌注派发给游戏的赢家。
本发明的一个第二技术方面是提供用于管理一个比较、该比较的结果以及与该结果相关联的数据的一种计算机通信方法,包括其中至少两个用户相应地向一个程序中输入第二数据的步骤,然后借助于一个程序自动地比较该第二数据。该方法还包括这些用户相应地通过一个网络把第一数据与该比较的结果相关联并且根据该比较的结果并且根据该关联将该第一数据分配给这些用户。上述的两个例子(一个设计团队中的技术比较和一个计算机游戏结局的赌注)都适用根据本发明的第二技术方面的该方法。
优选地所涉网络包括一个移动电话网络至少作为该网络的部分。无线(移动)通信网络的例子包括,但是不限于,GSM(全球移动通信系统)或者各种基于GSM的系统(譬如GPRS:通用数据组无线电服务)、AMPS(美国移动电话系统)、DAMPS(数字AMPS)、WCDMA(宽带码分多址接入)或者UMTS中的TD/CDMA(通用移动电信系统中的时分码分多址接入),IMT 2000等等。该网络还可以包含或者包括已经述及的互连网和/或一个局域网。如前所述,相当优选的是在该网络的用户端使用一个移动电话网络以通过移动电话来输入该平台程序。
本发明一个进一步的任选的方面是这些用户可以同时输入该第二数据。换言之,在适当时,该比较于这样的情况下是实时进行。例如,如果这些用户在玩一种视频游戏,其中该第二数据例如是从一个控制杆或其他适当的输入单元发出的操纵信号,这些用户同时地输入这些第二数据以进行一种竞赛,根据本发明自动地评估该竞赛。从该例子可以理解,根据本发明第二数据的比较也可以间接地进行,在此例如不是直接地比较操纵信号,而是比较该视频游戏程序从该操纵信号产生的一种(中间的)结果。从该例子可进一步理解输入该第二数据可以取决于用户的体能和/或智能和/或受用户的体能和/或智能的影响。在娱乐游戏的背景中,该比较的结果同样可以由随机参数影响,这些随机参数可以在开始他们的游戏之前事先由一个程序作为“即时票”(instant tickets)向这些用户进行通信。这在总体上还是娱乐计算机游戏的一种新概念。玩家接受一张即时票,该即时票例如在一个方程式1赛车游戏中定义其汽车的功率、速度和轮胎。这些参数,例如差于他的竞争者在他的即时票已经接受的那些参数,与这两个玩家的技巧一样会影响赛车的结果。
在一定的程度上作为一种新的通信方式,本发明在技术上使得这些用户能够可靠地相互进行接触,无论是为了对事实、对象、信息、经验、知识何种类型的比较,或者,仅作为该通信的另一可能内容的举例,相互玩游戏,不论是实时的还是在他们相应输入该第二数据之间有一个时间间隙。根据本发明,这都可以在多用户平台上和/或在一种全世界范围内的关联中并且提供用于在开始比较之前可靠地自动交换相关联的(第一)数据。
附图说明
本发明的这些已经述及的特征以及附加的特征在下面以举例的方式进行说明并对附图中所示的优选实施方案的说明没有任何限制。
图1示出根据本发明的一个计算机通信方法的一般步骤的流程图,其中涉及移动电话作为用户接入的前端;
图2示出根据图1的移动电话和服务器之间发送的协议消息的结构细节;和
图3示意性地示出根据本发明的总体系统结构。
具体实施方式
本发明特别说明的优选实施方案,并且尤其是其中的服务器,能够从连接到例如图1所示的一个“通话期”的网络客户实时地接收事件。换言之,在某一时间点上有关该“事件”所要求的全部信息都包括例如使用图2所示的协议堆栈的一个消息中。这些事件实时地直接发送给该服务器。这些事件与一个通话期相关,例如(类似于前文的例子中)关于一个联网的储能设计团队或者关于通过移动电话和/或PC在线的一个娱乐游戏社团。这些事件是由多个不同地连接的网络客户所产生,例如由该设计人的同事或者游戏社团的成员产生。
在这一移动电话通信系统中,完全不需要用户使用另外的应用程序、建立另外的网络连接也不需要有对该系统的其他用户的任何事先了解。另外,也不需要披露终端用户的个人数据(譬如MSISDN,电子邮件)以达到即时消息传送和离线消息传送,但是终端用户是用一个独特的“昵称”来鉴别。
如果没有本发明,移动电话用户就需要一系列不同的机构和工具来定位他们打算通信的伙伴,例如,使用WAP浏览器以便在一定的相关检索标准的基础上找到其他的终端用户。通信还会要求诸如移动即时消息(Mobile InstantMessaging)之类的应用程序以便能够在选定的终端用户之间交换消息。除了其他的优点以外,本发明还了消除了接入和分配终端用户个人数据,诸如MSISDN或电子邮件的需要,这些是为了通过标准的语音、电子邮件或者移动SMS进行用户的定位和寻址,以便在终端用户之间能够通信和协商该第一数据。否则终端用户还需要有一组同步了的参数用于交换所要求的信息,即开始玩一个实际游戏、发起多用户通信通话期、提供所要求的认证信息和输入第二数据的准确的时间/日期。另外,用户会要求一种机制以允许他们能够定位其他的终端用户以建立新的第一数据,并且重复以前说明的过程。
根据本发明一个应用程序的“通话期”是在一个给定的时间点开始的一个应用程序的情况。客户加入和退出该虚拟世界,并且该应用通话期最终在某些预定的条件下终止。在该通话期过程中,该服务器(多用户节点)直接从客户单元接收信息(数据),包含在一个消息(多用户协议消息)的协议堆栈内所有要求的信息。该服务器单元存储从每一客户单元接收的状态信息。该服务器还向所连接的客户传输至少一部分所存储的信息。以此方式,一个应用程序的全部状态甚至可以保存在该网络的一个单元中。这避免了每个客户都需要存储全部状态,从而降低了对每个客户的存储器要求和带宽要求。
安全性特征和防诈骗特征也非常优选地同样实施于该通信系统中。
根据图2,本发明的用于通过移动电话通信和游戏的一个实施方案包括多个客户应用程序和一个服务器执行一个协议堆栈,该协议堆栈包括以下的协议层:
ILOT大厅(Lobby)协议/ILOT游戏协议
ILOT安全协议
多用户协议
TCP协议
IP协议
一个协议堆栈是一种分层的协议组,该分层的协议组配合工作以提供一组网络功能。每一个中间协议层用其下方的层对上方的层提供一种服务。
一个协议层是两个或者多个通信装置或者计算机的软件和/或硬件环境,其中运行一个特定的网络协议。一个网络连接可以设想成一组或多或少的独立的各在不同的层或者级别中的协议。最下层管理不同的主机处的硬件之间的直接的主机对主机的通信;最高的层由用户应用程序构成。每个层都使用其下方的层并且对上方的层提供服务。在一个主机上的每个联网部件的硬件或者软件使用适用于其层的协议与另一个主机上的对应的部件(其“对等部件”)进行通信。这样的分层的协议有时称为对等协议。
分层的协议的优点是从一个层到另一个层传递信息的方法被清楚地规定为该协议组的部分,并且防止了一个协议层内的变化影响其他的层。这很大程序上简化了设计和维护通信系统的任务。
分层的协议的例子是TCP/IP的五层协议堆栈和OSI七层模型。
本实施方案的目的是允许用移动装置的用户用单一网络连接并且经一个单个的协议堆栈来运行具有一个“小覆盖区”(即由一个应用程序要求的盘空间的量)的应用程序,并且以降低的内存和带宽要求进行以下功能的操作:客户之间的聊天,例如关于娱乐游戏和在该娱乐游戏中他们的过去表现;邀靖对手的即时消息传送或者离线消息传送;进行搭配(对第一数据达成协议),甚至例如谈判一个赌注量和记录一个对等的赌注(把第一数据与第二数据的比较相关联,其中第一数据甚至可以与钱相关联);进行实际的多玩家游戏(以实时输入第二数据);评估结果,包括自动的欺诈保护的分配该第一数据(评估和管理第二数据的比较的结果)以及请求并且从而确保该第一数据的可用性和全部规程的完整性。
该客户应用程序具有以上说明的小覆盖区从而在低端移动装置上运行。所述客户应用程序只需要建立一个数据网络连接并且在单个数据网络连接上发送和接收最小量的数据。
图3示意性地示出根据本发明的总体系统结构,必备的部件包括Intralot(“ILOT”)服务器、一个多玩家游戏基础设施,和ILOT协议以及选项系统部件譬如允许用户通过其PC/移动WEB和移动WAP浏览器来浏览的WEB/WAP端口基础设施,连同允许发送SMS和电子邮件通知的消息传送基础设施。
如在图3中可见,诸如手机、PDA、PC之类的终端是使终端用户能够得以接入ILOT服务器所必需的设备。游戏客户是一个执行必须的游戏逻辑和ILOT协议的一个软件并且运行在该终端装置上。另外,该终端设备允许经过一个固定的网络或者移动网络建立数据网络连接。
终端例如可以是任何以下类型的:
支持以下技术(AP、xHTML、J2ME、GPRS)中一个或者多个的移动装置
Windows兼容的PC
有互连网连接功能的PlayStation2(PS2)和微软XBOX操纵台
iTV装备盒
根据图3,ILOT服务器上的WAP端口基础设施负责根据用户装置的性能例如屏幕尺寸、支持的颜色来适配待显示的设置和内容。
根据图3,ILOT服务器上的WEB端口基础设施负责主持WEB/WAP网页并且让用户能够查阅它们。
根据图3,ILOT服务器上的多玩家游戏(Multiplayer Gaming)基础设施负责与游戏客户进行通信并且协调在该通话期中参与的多个玩家之间的数据交换。
根据图3,ILOT服务器上的发送消息(Messaging)基础设施管理报警和通知预订,也就允许对系统内部产生的事件建立报警/通知,允许用户选择他们想要接收哪些报警/通知,在相关的事件产生时检查应当向哪些用户发送和如何发送它们。
根据图3,ILOT服务器是该系统的“大脑”。它包含所有的用户数据、游戏配置数据、玩家社团、服务,以及指挥发放终端用户服务的所有过程。该ILOT服务器执行ILOT协议并且通过该移动游戏(Mobile Gaming)基础设施向所连接的客户进行通信。
下面的列表阐述了有关图3的关系:
    部件 目的 技术
    WEB/WAP Portal基础设施-ILOT服务器 登记和注册规程,下载数字内容对ILOT服务器的HTTP接入 基于JAVA的API
    游戏客户-多玩家游戏基础设施 参加/离开通话期发送/接收数据 多用户协议
    游戏客户-ILOT服务器 移动大厅功能(进行搭配、即时消息传送、第一数据谈判) ILOT协议
    多玩家游戏基础设施-ILOT服务器 登记、参加/建立会话查看激活的会话 多玩家游戏界面
    消息发送基础设施-ILOT服务器 向用户发送报警/通知使用SMS、电子邮件 基于JAVA的API
    终端-WEB/WAP端口基础设施 使之能够使用终端的WEB/WAP浏览器在终端上浏览WEB/WAP网页 HTTP/WAP协议
    SMS、电子邮件-消息发送基础设施 使得消息传送基础设施能够用不同适当的消息传送协议向客户发送SMS/电子邮件 各种消息传送协议

Claims (11)

1.用于自动地运行和管理一种比较、比较的结果以及与该结果相关联的数据的一种通信服务器,其中该服务器可以连接到网络中、并且可以由至少两名用户通过该网络接入,其中该服务器包括:
可由用户接入的平台程序,其被配置为从用户请求第一数据并且被编程为允许在用户之间实时通信,
可由用户接入的关联程序,其被配置为允许用户将第一数据与比较的结果相关联,
比较程序,被配置为用于自动地比较由用户输入的第二数据,
评估程序,被配置为根据该比较的结果并且根据该关联,自动地向多个用户分配该第一数据。
2.用于自动管理比较、该比较的结果以及与该结果相关联的数据的计算机通信方法,
包括以下步骤:
服务器经网络实时地从至少两名用户分别接收通信信号以及有待与比较的结果进行关联的第一数据,
服务器从至少两名用户分别接收有待输入程序的第二数据,
借助于服务器的程序自动地比较该第二数据,
根据该比较的结果并且根据借助于服务器的程序的关联自动地向该用户分配第一数据。
3.根据以上权利要求之一的服务器或者方法,其中该网络包括移动电话网络和/或互连网和/或局域网。
4.根据以上权利要求之一的服务器或者方法,其中这些用户分别经移动电话进入该网络。
5.根据以上权利要求之一的服务器或者方法,其中该第二数据包括关于该用户的个人信息或者关于该比较的对象的信息。
6.根据以上权利要求之一的服务器或者方法,其中该第一数据包括关于该用户的个人信息或者是与钱相关联的信息。
7.根据以上权利要求之一的服务器或者方法,其中该第二数据的比较是借助于程序直接地进行或者通过比较中间结果间接地进行。
8.根据以上权利要求的服务器或者方法,其中该第二数据的比较是通过比较从该第二数据产生的娱乐计算机/手机游戏的进程和/或结果来进行。
9.根据以上权利要求的服务器或者方法,其中该游戏是通过例如由这些用户从输入单元作为第二数据输入的操纵信号来产生。
10.根据以上权利要求之一的服务器或者方法,其中这些用户同时地输入该第二数据以进行竞赛。
11.根据以上权利要求之一的服务器或者方法,其中该第一数据存储在预加载的存储卡中或者在线的数据库中或者存储在由像电话号码的个人代码所代表的在线信用账户中。
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US20060253528A1 (en) 2006-11-09
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