CN1212634A - 网络游戏系统 - Google Patents
网络游戏系统 Download PDFInfo
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- CN1212634A CN1212634A CN97192733A CN97192733A CN1212634A CN 1212634 A CN1212634 A CN 1212634A CN 97192733 A CN97192733 A CN 97192733A CN 97192733 A CN97192733 A CN 97192733A CN 1212634 A CN1212634 A CN 1212634A
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Abstract
本发明是使诸如二十一点、扑克牌戏、双骰子戏、轮盘赌、巴卡拉纸牌戏、以及牌九之类的游戏自动化的玩游戏方法(图4A至4E)及装置(图1至3、6A至6B、及8A至8B),其中玩者可以连续和不同步地玩游戏,而且可在玩者和广告者之间交换与广告项目有关的信息。游戏中的每个实例与所有其他当前游戏实例不同。所述诸游戏不需要人工发牌者,并且可在使用低成本游戏站(18)的游戏机构中、或在因特网(324)或者通过交互式有线电视网络玩此类游戏,其中游戏控制器(14)与在网络节点(318)处的用户通信。在一盘游戏中,通过把玩者个人信息与希望的人口统计概况(28)比较而有选择地提供广告。用户对广告的响应被用于评定广告的有效性、产品、广告的测试性销售是有用的,且降低广告的成本。
Description
发明领域
本发明涉及使玩二十一点(blackjack)之类的游戏自动化的方法和装置,使得这类游戏实质上可由可能的大量玩者连续地且不同步地进行,其中在玩游戏过程中出现的广告资助者可与玩者交换与待销售物品或服务有关的信息。
发明背景
划算的玩二十一点之类的某些游戏的自动化一直难于实现,这是因为这些游戏一般需要一个发牌者(dealer),只有相当少数玩牌者(player)可以与单个发牌者玩这种游戏。然而,随着局域和广域数据通信网路的普及,希望有使诸如二十一点之类的游戏自动化的游戏系统,其中大量玩者可划算地和有效地玩这类游戏。
而且,迄今尚难于在诸如因特网之类的网络上划算地提供网络游戏系统,因为除了在夜总会(casino)内的局域网这样的场合外,大多数场合中对游戏的约束禁止打赌(wagering)或下赌注(ante fees)。然而,由于许多玩者对玩夜总会式游戏感兴趣,所以也希望有一种得益于玩这类游戏带来兴趣的方法。因此,希望有一种利用游戏作背景的系统作为向如因特网之类的网络用户发放产品和/或服务信息的载体。尤其希望有一种数据处理系统,使大量玩者能以低风险或基本无风险地为获奖而在因特网上实质上非同步地玩夜总会式游戏,其中该数据处理系统协调游戏资助者提供的产品和/或服务信息,使得在玩者和资助者(sponsor)之间协调地和交互地交换与资助者产品和/或服务有关的广告、样品、奖品和问卷调查等信息。
由于本发明如以下各节所述是在玩二十一点的背景下提出上述问题的,所以提供该特定游戏的综述,使得本发明的新颖性和各种有关方面得到更充分地理解。对二十一点游戏的说明
二十一点纸牌游戏是一种在称作“发牌者”的指定玩者与一个或多个其他玩者之间玩的机遇游戏。基本上说,每个玩者在以下意义下与发牌者对玩,即每个玩者企图实现一副(collection)或一手纸牌,其手牌(hand)的总分比发牌者手牌的分数更接近于数值21。然而,如果玩者的一手牌超过二十一点,不管发牌者手中牌的数值的大小,玩者都将失去押在他这手牌上的任何赌注。
更详细一点说,二十一点的基本玩法是使用一组(deck)或多组标准游戏纸牌,其中每张纸牌都具有数值。具体说,每张人头牌具有数值10,除了爱司(aces)之外,非人头牌所具有的数值等同于该纸牌上所示的数字值。即,对于爱司来说,可根据玩者认为对他/她这手牌最有利的数值赋予1或11的数值。
在玩二十一点的一种常规方法中,在一手二十一点牌的开始,最初给每个玩者提供二张纸牌,发牌者也接受二张纸牌。一般说,发给发牌者的纸牌之一显露其牌值,而另一张发给的牌则不露其牌值。然而,发牌者何时接受他/她的牌则随正在玩的二十一点的游戏规则而变化,不过,在任何情况下,在各玩者在其起始赌注上选择添加不同赌注之前,发牌者的纸牌之一必须数值面向上。在玩者观察了他/她的牌之后,玩者可请求再添加一张或更多张牌以求:(a)为手中牌获得比发牌者手中牌更大的数值,并且(b)为手中牌获得小于或等于二十一点的数值。此外,在以下将描述的某些情况下,玩者可以对发牌者的牌同时玩一手以上的牌。然而,在请求此种添牌中,通过给其手牌添牌直到出现数值超过二十一点时,玩者要冒每手牌“爆裂(busting)”的风险,从而玩者失去押在其手牌上的赌注(或多次赌注)。此外应注意,这种手牌爆裂的出现与发牌者手牌值是否小于或等于二十一点无关。
应注意,在每个玩者停止请求添牌(即,每个玩者“保持”其牌数“不变”)之后,按照例如由正在进行二十一点游戏的游戏机构设立的事先规定的二十一点规则,发牌者或者再取一张或者再取数张牌(即“添牌(hit)”)。一般说,如果发牌者手牌的当前总值小于17,则他/她必须添牌,而如果总值等于或大于17,发牌者不许再添牌。但是当牌值总数为“软17点”时,关于发牌者是否可以添牌,有各种不同的规则。所谓“软17点”是指发牌者的牌中之一是爱司(因而可有数值1或11)并且发牌者手牌值之一是17点。举例说,遇到软17点时,可以要求发牌者再发给一张牌。
发牌者添一张(或多张)牌的动作是在所有玩牌者施加了各自的赌注选择之后进行的,所以接着把发牌者手中牌的最终数值与每个玩者手牌(或多手牌)的最终数值比较以决定赌注的赢输。注意,如果发牌者的那手牌超过二十一点,则任一未曾爆裂的玩者为其一手牌(或多手牌)赢得赌注,不论该手牌总值是多少。反之,如果发牌者的手中牌小于或等于二十一点,则将其与每个玩者的一手(或多手)牌比较,在每次比较中,具有最接近但是不超过二十一点总值的手牌的那一方就赢牌。当然可能打成平局。在此情况(称作“推开(push)”)下,玩者押在其手牌上的赌注(或多次赌注)被退回。
通常在二十一点游戏中,根据游戏进行的情况,玩者至少可有三种额外的选择。第一种这样的选择称为“加倍下注(doubling down)”,其中如果玩者头两张牌的值在预定范围(例如10或11)之内,则玩者可以加倍他或她的赌注,而且一旦添发了单张纸牌,这手三张牌的总值成为玩者手牌的数值。作为另一种选择是称作“拆对(splitting pairs)”的选择,其中如果玩者的头两张牌除花色不同外牌值相同(即成对),则可以把该对拆开,建立两手牌,每手牌是该对中的一张牌。于是玩牌者必须在每手牌上至少押下初始的赌注。接着给每手个别的牌按照玩者的请求发第二张牌并再发任何数量的后续牌,然后,假定发牌者的一手牌和玩者的两手牌无一爆裂,就把后两手牌的结果与发牌者的比较。
第三种选择是紧接在给玩者发完其头两张牌和给发牌者发完至少其第一张牌之后,在发牌者的单张翻开的纸牌面值为爱司的情况下,玩者可请求“保险”。在此情况下,玩者是在打赌发牌者有二十一点(即纸牌总值为二十一点)。如果发牌者并未得到二十一点,则丧失此保险赌,玩者玩其二十一点游戏牌,就象从未作过保险打赌一样。注意,玩者下的保险赌注一般是他/她初始赌注的一半,如果发牌者得到二十一点,发牌者(或游戏机构)就付给玩者他/她的保险赌注的二倍或三倍。
还应注意,按照游戏机构预先设定的某些规则,拆对和加倍下注这两种选择可以互相作用,其中,例如,玩者可在他/她拆开的一手或多手牌上加倍下赌注。
此外,还有二十一点竞赛(tournament),竞赛者可以互相比赛争取竞赛奖品。在这类竞赛中,每个竞赛者在预定次数的待进行的二十一点游戏竞赛中有可以下赌的固定的初始分数。因此在竞赛结束时获得最高分数的玩者赢得竞赛。应注意,在这类竞赛中,可在竞赛开始时确立具体准则,以改变各次竞赛的二十一点游戏规则。例如,可改变的规则有在同一盘二十一点游戏中,玩者何时方能重复地拆对。同样,加倍下注的规则也可以改变,使得例如在拆对之后允许玩者对任何两张牌加倍下注,或者,作为另一种选择,当玩者请求加倍下注时,下比初始赌注小的附加赌注可能是可接受的。
然而,在所有已知的二十一点变型中,只允许玩者在上一盘游戏结束后才进入二十一点游戏,此外,在一个发牌者站(dealer’s station)能同时玩二十一点的玩者数目相当少。因此,希望提供一种二十一点游戏系统,其中在单一的发牌者站上能同时有可能的极大量玩者玩此游戏,且其中玩者可以不等待上一盘二十一点游戏结束就随意开始玩二十一点游戏。
发明综述
本发明是一种计算机化的交互式广告系统(即方法和装置),用于在第一群用户(下文也称作“玩者”或“用户”)与第二群用户(下文也称作“资助者”或“广告者”)之间交换关于货品和/或服务的信息。具体地说,在例如与本发明交互以玩诸如二十一点、双骰子戏(craps)、轮盘赌(roulette)、扑克牌戏(poker)、牌九(pai gow)等之类的游戏的同时,资助者或广告者可以把与货品和/或服务有关的信息提供给使用本发明的玩者,玩者可以观看此有关信息。而且,玩者还可以与本发明交互,使得玩者有能力回答资助者或广告者提供的问卷调查,以及购买或观看资助者的物品和/或服务。因此本发明提供在游戏背景中的信息交换服务,以吸引玩者观看例如交互式广告之类的资助者的演示和/或与之交互。
本发明的另一方面是向每个玩者或用户提供产品和/或服务的广告,其中相信玩者容易接受此广告。即按照本发明从例如玩者提供的个人信息、玩者对调查问题的回答、和/或对诸如玩者请求提供关于广告的附加信息之类的玩者交互行为的分析中已确定的和已存储的玩者的特点和爱好,本发明有选择地向玩者提供广告。因此,这种有选择地提供的广告允许资助者或广告者向最有可能在随后购买所广告的产品或服务的玩者提供与相当广泛或昂贵的促销品(例如示范表演、样品、折扣、试购、奖品、赠品)有关的信息。因此,这种选择性可大大增加广告的划算性,其中本文使用的广告(或广告演示)一词的意思不仅包括仅仅是信息性质的产品或服务演示,还包括交互性更强的如可提供折扣、免费样品或试用之类促销品的广告演示。
本发明的再一方面是每个玩者可以基本上在他/她自选的时间和以自选的步调(即进度)与游戏交互及玩游戏。具体地说,即使玩者可能在与其他玩者竞赛,玩者也不受为涉及其他玩者做游戏而必须遵守的次序或顺序的约束。事实上,玩者可在游戏中途停止一段时间做游戏,然后在玩者原来停止游戏之处继续做游戏。因此,既然本发明可容易地接入,所以玩者可在闲暇时与本发明交互。
因此,在本发明的一有关方面中的意图是使玩者(更一般说,用户)能遥远地,例如通过因特网和/或交互式有线电视网,与本发明交互。因此,通过使用因特网实施例作为本发明的示范性实施例,可以提供游戏的网址(website),其中玩者能进入本发明的交互式游戏功能,而且实质上同时接受资助者或广告者提供的与该资助者或广告者的货品和/或服务有关的信息演示(资助者和广告者这二个词基本上可以互换,用以表示例如向用户提供广告和/或资助玩游戏、资助产品促销品或资助接入网络的人)。此外,由资助者提供的信息可包括例如超文本链接(也称作超链接),以允许玩者激活例如网络转移,用于获得与资助者的货品和/或服务有关的附加信息,而不管玩者在游戏网址处被涉及的任何游戏处于什么状态。
在本发明一个实施例中的另一方面是玩者能在其接入本发明的实质上任何的时间开始玩游戏。即,玩者不必等其他玩者玩的上一盘游戏结束就可开始。即,玩者可连续地和不同步地开始或进入由本发明提供的游戏。
本发明的又一方面是要求每个玩者使用各别的识别信息,即在玩任何游戏之前玩者向本发明“注册”,以使本发明的网址可能识别每个玩者。因此,在注册中,本发明的一个方面是每个玩者提供关于他/她自己的个人信息,以既供游戏识别又供资助者或广告者使用作为提供特别演示的选择准则。例如,在本发明的因特网实施例的情况下,这种注册可以通过因特网在游戏/广告网址玩任何游戏之前进行。因此可能要求玩者向本发明提供关于自己的信息,例如姓名、住址、电子函件地址、年龄、性别、和/或一个或多个资助者或广告者认为有关的玩者其他特征。因此,本发明向资助者或广告者提供将其演示基本上只瞄向具有已选特征的玩者或用户的能力,而所述特征是例如在向本发明网址注册时由玩者提供的信息所确定的。
本发明的又一方面是使玩者互相竞争以在一次或多次游戏竞赛中得奖。通过使用本发明的因特网实施例作为说明性实施例,本发明的游戏/广告网址可将所述群的玩者分成多个竞赛组,其中每组包括进行各别竞赛的玩者。此外,本发明可按照以下准则确定竞赛组,例如:(a)在竞赛中准备玩一盘(或多盘)游戏;(b)玩者的技能水平(例如由上一次(或上几次)竞赛中的游戏情况确定);(c)特定的玩者特征,如年龄、居住区域、房产情况等;(d)特定的玩者生活方式特点,例如由锻练身体爱好者或游艇爱好者表现出来的特点;以及(e)特定的玩者喜好,例如与珠宝、个人保养产品或特别体育项目有关的喜好。
本发明的再一方面是允许玩者玩本发明提供的游戏而不担财务风险或额外费用,但用于接入本发明的一般网络费用除外。
本发明的一个特定方面是提供二十一点游戏和诸如双骰子戏、轮盘赌、扑克牌戏、牌九之类的夜总会式游戏,或其变型,其中这类游戏可由多个玩者连续地和不同步地玩,其中每个游戏象是唯一进行而不是与所有其他游戏同时玩的。此外,在本发明的有关方面中,这类游戏可以自动进行,以便不需要人工发牌者。而且,在一个实施例中,可以在游戏机构(例如夜总会)中用廉价游戏站来玩本发明,玩者在该游戏站上可完全用电子方法玩这类游戏。作为另一种选择,在另一实施例中,本发明可用来在因特网上玩如二十一点那样的夜总会式游戏。在此后一实施例中,本发明的二十一点游戏控制器通过该控制器由之进入的网址与在因特网客户节点处的二十一点玩者通信。因为本发明并不要求二十一点游戏保持特别的进度,所以二十一点玩者可以在自己家中不受干扰地并且在闲暇时玩二十一点。
而且,本发明在二十一点之类的游戏中利用一些新的变化,使游戏对用户更为有趣。例如,通过使用对示范性二十一点的变型,在发牌功能由发牌者模块自动化的一个新实施例中,此模块可同时与多个玩者玩二十一点,使得每个玩者似乎是在独占地(“一对一地(head-to-head)”)在和发牌者模块玩游戏。而且,在一个二十一点实施例中,每盘二十一点游戏是与其他同时进行的二十一点游戏非同步地和发牌者模块玩的。此外,发牌者可对每个玩者玩不同的发牌者手牌。具体地说,每盘游戏发给发牌者的头一张(或头二张)牌(或牌的表示(card representations))对于任何两盘正在与发牌者模块玩的二十一点游戏来说不大可能相同;即,任何两盘同时进行的二十一点游戏完全相同的概率基本上与机遇相当。因此,这种变型在玩者通过因特网之类的网络遥远地作游戏时是特别值得使用的。作为另一种选择,在一不同的二十一点变型中,可以给发牌者模块和与发牌者模块一起同时玩二十一点游戏的每个玩者从全同的一系列纸牌表示的开始提供纸牌(或纸牌表示)。因此,每个同时玩的玩者接受全同的一手初始牌,也给发牌者发给全同的另一手初始牌。此后,只有在玩者不同地要求添牌时,在每一盘同时进行的游戏中的各手牌才有变化。因此,该二十一点的变型在夜总会范围内玩的竞赛型二十一点中特别有用,其中使每个竞赛中的玩者在预定时间内同时开始同时结束。注意,参加竞赛的玩者喜欢该二十一点变型,因为参加竞赛的玩者可能认为这是显示玩二十一点技能较好或较公平的方法。
根据以下的详细说明和附图,本发明的其他特点和好处将变得显而易见。
附图的简要说明
图1是本发明一实施例的方框图,其中该实施例可在夜总会之类的二十一点游戏机构范围内使用;
图2是图1的游戏站18的图像表示,其中这些游戏站用于在游戏机构中玩二十一点游戏;
图3是本发明另一实施例的方框图,其中本发明用于在因特网上玩二十一点游戏;
图4A至4E表示当在图1或图3的实施例中处理来自二十一点玩者的请求时由二十一点游戏控制器14进行的处理的流程图;
图5提供本发明操作的简单例子,用于玩二十一点的新变型,其中示出四盘二十一点游戏正在不同步地与二十一点游戏控制器玩游戏;
图6A和6B是本发明因特网实施例的方框图;
图7是说明用户如何在万维网的web页中航行以接入游戏/广告网址308(图6)的功能性的图;以及
图8A和8B是游戏/广告网址308的可替换实施例。
详细说明
在图1中示出用于玩二十一点的本发明电子系统10的第一实施例的方框图,其中数据流由实线箭头表示,控制流由虚线箭头表示。具体地说,图1的实施例表示用在例如夜总会内局部网络上的本发明的架构,其特点是可以利用低成本的游戏站。因此,二十一点游戏系统10包括用电子方法连接到一个或多个可能是遥远的游戏站18的二十一点游戏控制器14,使得每个游戏站都有玩者可玩二十一点。在二十一点游戏系统10中,二十一点游戏控制器14的作用基本上象人工操作的二十一点游戏中发牌者的作用,每个游戏站18向二十一点玩者提供一盘二十一点游戏的电子图像,其中在游戏站18处的玩者(即用户)看起来象是对着发牌者玩的唯一玩者(即与二十一点游戏控制器14“一对一”)。因此,如参考图2在以下将要讨论的,每个游戏站18包括一个显示器,用于显示发牌者的牌和玩者的牌。每个游戏站18还包括玩者的交互作用能力,用于请求添牌、在适当时机激活各种二十一点玩者的选择、以及在二十一点游戏的各个预定阶段有可能增加各种赌注。此外,应注意每个游戏站18在操作时可请求玩者提供保密代码以证明他/她的身份,或者,作为替换,游戏站可请求玩者把电子卡(未示出)插入游戏站18使得在卡上电子编码的信息在游戏站上读出并传送到二十一点控制器14。
现在参看二十一点游戏控制器14的内部结构,为了与每一个游戏站18接口,设定了游戏站接口22。具体地说,游戏站接口22缓冲在包括在二十一点控制器14内的其他部件与游戏站18之间的数据信号。例如,游戏站接口22可以有速度匹配缓中器以便调节在二十一点游戏控制器14与游戏站18之间的速度差异。二十一点驱动器26与游戏站接口22交换数据。二十一点驱动器26实质上协调二十一点游戏控制器14的操作。具体地说,二十一点驱动器26实质上提供以下能力:(1.1)识别请求在游戏站18之一玩二十一点的每个玩者;(1.2)为与二十一点游戏控制器14的其他模块通信而创建关于每个正在进行
的二十一点游戏的内部数据结构;具体地说,随着每个玩者的请求而
实例化(instantiate)(或重新实例化)二十一点游戏数据对象(data obiects)
或记录,这类数据对象为二十一点游戏控制器14提供充分信息以正确
响应每个收到的玩者请求;(1.3)确定二十一点游戏控制器14至每一个工作的游戏站18的输出;(1.4)在二十一点控制器14的其他模块之间分配二十一点游戏数据;以及(1.5)向各游戏站18提供纸牌表示。
在完成以上任务中,二十一点驱动器26与二十一点玩者注册及打牌状态数据库28通信。该数据库系统28持久地保持着关于每个二十一点玩者的存储信息。具体地说,数据库系统28保持:(2.1)识别每个玩者的信息,例如,玩者唯一的识别代码;(2.2)关于例如每个二十一点玩者的财务状况的信息;特别是贷方极限(credit
limit)和当前的资金金额(待由玩者收或付的金额);(2.3)对于每个已注册玩二十一点游戏的人,与玩者正在玩的任何一盘游戏的
状况或背景有关的信息;即,存储足够的信息使得二十一点游戏控制
器14能检索此信息并且在接受玩者请求之后继续二十一点游戏;(2.4)对于每个已注册玩二十一点游戏的人,与玩者正在玩的任何一次二十一
点竞赛有关的信息;具体地说,由于竞赛一般要求参加竞赛的玩者在
预定时间范围内完成规定盘数的二十一点游戏和/或在二十一点游戏总
盘数中完成规定盘数的二十一点游戏,所以必须存储以下类型的信
息:(a)与玩者已完成的二十一点游戏盘数有关的信息;(b)与竞赛中剩
余时间和/或剩余游戏次数有关的信息;以及(c)与在玩者的竞赛结算中
的资金金额或得分数有关的信息。
二十一点驱动器26与赌注结算模块30通信,其中赌注结算模块提供以下能力:(3.1)为下一盘或下几盘待玩的二十一点游戏确定各种赌注极限参数(例如每
盘游戏的赌注极限和每个玩者的总赌注极限);以及(3.2)进行每个玩者赢和输的赌注结算。因此,赌注结算模块30接收和保持与在游戏站18当前参与游戏的每个玩者有关的财务信息,在这方面,该模块对开始一盘新的二十一点游戏是有帮助的。因此,赌注结算模块30具有与二十一点玩者注册和打牌状态数据库28通信的通信数据通道,使得赌注结算模块30能检索信息,以确定玩者是否具有例如充足的财务资源来负担支付可能的赌注输金。当然,为了向控制器14的其他模块提供赌注评定信息,赌注结算模块30从每个这样的请求评定的模块接受识别信息。
二十一点驱动器26还与二十一点玩者评定器34通信。二十一点玩者评定器34从每个玩者(通过来自二十一点驱动器26的二十一点游戏数据对象的实例化)接收二十一点玩者的所有请求,但是来自每个玩者的表示待下赌的金额的数据除外。因此,二十一点玩者评定器34:(4.1)确定每个玩者在二十一点游戏期间的选择;以及(4.2)响应玩者对添牌或者例如拆对的请求。因此,二十一点玩者评定器34在二十一点游戏期间使与玩者选择有关的游戏机构的规则生效。但是,应该注意,在响应玩者的某些请求中,二十一点玩者评定器34与赌注结算模块30通信以确认适当的赌注伴随着所请求的选择以及确认该赌注对赌注结算模块30是可接受的。
向二十一点玩者评定器34提供与从纸牌生成模块38来的二十一点纸牌表示相对应的数据。纸牌生成模块38产生例如一有序集合或序列的基本上随机的纸牌表示,把每个这样的纸牌表示提供给二十一点玩者评定器34,其中通过输出从纸牌生成模块38收到的最近的纸牌表示,二十一点玩者评定器响应每个玩者的有效添牌请求。即,在游戏站18上的每个玩者按照二十一点玩者评定器34收到该玩者请求的时刻来接受纸牌表示。
还应注意,纸牌生成模块38也把提供给二十一点玩者评定器34的同样纸牌表示供给庄家(house)二十一点打牌模块42,后者在每盘二十一点游戏中打发牌者的一手牌。因此,庄家二十一点打牌模块使代表游戏机构的二十一点游戏规则生效。具体地说,该模块确定何时和如何可对发牌者的牌下保险赌注。注意,如同二十一点玩者评定器34一样,当被要求在游戏站18处向发牌者手牌提供另一纸牌表示时,庄家二十一点打牌模块42输出从纸牌生成模块38接受的最近纸牌表示。此外应注意,庄家二十一点打牌模块42向二十一点驱动器26提供控制信息,尤其是关于起动二十一点保险选择的控制信息。该信息又传送给二十一点玩者评定器34,使得该后者评定器可以为工作的游戏站18上的每个玩者起动保险选择。
二十一点手牌评定器46也与二十一点驱动器26通信。二十一点手牌评定器46通过与发牌者二十一点手牌比较而评定每个玩者的手牌(或多手牌),以便为每个玩者的手牌确定赢/输/平局。因此,发牌者的手牌以及每个玩者在游戏站18的一手或多手牌都供给二十一点手牌评定器46。然后,该评定器把赢/输/平局的结果通过二十一点驱动器26和游戏站接口22输出至游戏站18。此外,二十一点手牌评定器46还把赢/输/平局的结果随同玩每手牌的玩者的身份一起输出至赌注结算模块30,使得可按照最后或最近的二十一点游戏的结果来更新每个玩者账上的赌注贷方金额(credits)和借方金额(debits)。
在图2中,示出游戏站18的实施例。游戏站18包括玩者输入区204,其中玩者可按压用薄片覆盖二十一点玩者的操作和请求的薄膜的触敏部分。立即在玩者输入区之上的是玩者输出显示区208,用于显示与玩者有关的二十一点游戏信息。每个游戏站18可有选择地包括玩者识别卡阅读器216,使得通过把玩者识别卡(未示出)的磁性识别部分刷过卡槽220,二十一点玩者可在游戏站18表示他/她自己的身份,从而允许卡阅读器216把他/她卡上的玩者的已编码识别标记发送给二十一点游戏控制器14。然而,应注意本发明也仔细考虑过游戏站18的其他配置。具体地说,游戏站18可以没有卡阅读器216。取而代之的是,可要求二十一点玩者在远离游戏站18的地点人工或自动地注册,或者,作为另一种选择,通过玩者输入区204可给玩者提供识别其身份的个人身份证明号码,其中可以例如由玩者使用在某些触敏区的较下面部分提供的数字来输入个人身份证明号码。此外,玩者输入区204的触敏部分的排列以及显示区208的格式(二者都在以后详细讨论)可以有其他安排而仍处于本发明的范围之内。
现在来详述玩者输入区204的触敏部分。提供了起动/进入下一盘游戏的钮220。该钮用于最初起动游戏站18,使得“请求玩游戏”信号传送到二十一点驱动器26。即,假定玩者在游戏站18上起动该钮,二十一点驱动器26就作出响应,请求玩者通过例如把识别卡置入卡阅读器216和/或通过玩者输入区204置入个人身份证明号码而输入他/她的身份。此外,应注意,可以在一盘二十一点游戏结束时按下钮220以指示玩者希望玩下一盘二十一点游戏。注意,在本发明的一个实施例中,当玩者连续玩游戏时,玩者只需按一下钮220来开始新的一盘游戏。即,不必为每次连续玩的游戏输入玩者的身份证明(假定在最后一盘游戏结束后的预定时间内起动钮220)。
玩者输入区204还包括玩者可以按压的是退出钮224以明确表示玩者希望在游戏站18结束不再做任何游戏。
此外,钮228至248向玩者提供发出以下的二十一点游戏请求的能力:(5.1)“添牌(HIT)”钮228允许玩者请求给他/她再发一张牌。(5.2)“保持不变(STND)”钮232允许二十一点玩者保持当前的一手牌不变。(5.3)“加倍下注(DBL)”钮236允许玩者在由二十一点玩者评定器34确定
的适当情况下加倍下注。(5.4)“拆对(SPLIT)”钮240允许玩者将玩者的头两张牌拆成两手分别的二
十一点游戏牌,其条件是这头两张牌的点数相同。(5.5)“保险(INS)”钮244允许玩者在发牌者单张翻明点数的牌为爱司的情
况下请求保险。(5.6)“下赌(BET)”钮248允许玩者在二十一点游戏期间请求输入赌注。
注意,在通过“下赌”钮248请求下赌之后,钮252至264被激活,使玩者能输入各种赌额。具体地说,钮252至264向玩者提供选择下赌$5.00(钮252)、$25.00(钮256)、$100.00(钮260)和$500.00(钮264)。此外,可以按压钮252至264的序列,以获得单钮不提供的赌注。例如,为了下赌注$130.00,玩者接连地(以任何次序)按压钮252、256和260各正好一次。
玩者输入区204还包括各种确认和取消钮268至276。认可钮268允许用户认可最后的输入。例如,本发明的本实施例的一个方面是,在每个用户输入后,或者通过玩者明确按下认可钮268,或者通过允许在玩者最后的输入之后预定时间量过期来认可输入。“取消赌注(CANCEL BET)”钮272允许用户取消已输入的前一赌注。但是,注意,如果例如用户按“取消赌注”钮272时下赌注的时间极限已超过,则赌注结算模块30将自动代表玩者下达所需的任何最小赌注。此外,玩者可使用“取消最后一笔(CANCEL LAST”钮276来取消用金额钮252至264之一紧接在前按过的那笔赌注。因此,如果玩者的意图是先按下钮260后按下钮256来下$125.00的赌注,但是却按下了260及264的钮序列,则玩者可以按下钮276以取消与钮264有关的$500.00的赌注,接着玩者按下钮256以获得希望的$125.00的赌注。还要注意,连续按“取消最后一笔”钮两次也取消整个赌注。
在玩者输入区204可有选择地设置“游戏速度(SPEED OF PLAY”钮280。该钮允许玩者对二十一点驱动器26规定例如在玩者输入之后等待直到每个后继输入被自动认可的预定时间量。在本发明的一个实施例中,“游戏速度”钮280包括位于按钮每一端的有效区,其中如果用户按下钮280的“较慢(slower)”端,则自动认可玩者的输入的预定时间(或多种预定时间)被加长。反之,如果用户按下钮280的“较快(faster)”端,则预定的缺省认可时间(或多个预定的缺省认可时间)变得更短。然而,重要的是注意到,通过使用本发明,二十一点游戏的速度不再象在典型的二十一点游戏场合那么重要。即,使用本发明的每个二十一点玩者不是与其他玩者按顺序玩游戏,所以较少地关心为了不延误其他玩者而加快游戏速度。
最后,玩者输入区204包括“帮助(HELP)”钮284以允许玩者请求从例如提供游戏站18的游戏机构的人员处得到帮助。
现在参看显示区208,在此提供的屏幕显示只是本发明若干经过仔细考虑的屏幕布局之一。具体地说,在显示区208中示出的屏幕布局是用于玩二十一点竞赛用的代表性布局。因此,当玩二十一点竞赛之外的其他二十一点方式时,按照玩者对正在玩的二十一点游戏类型的需要而修改在显示区208中表示的各个字段是属于本发明的范围之内的。此外,重要的是注意在一个实施例中,显示器208是彩色的,使得例如方块和红心是红色的,而黑桃和梅花则是黑色的,而且显示区208的各种字段可以加亮(highlight),以把玩者的注意力集中到显示器上提供的与玩者当前许可的选择最有关系的信息的部位。
现在说明当前在显示器208上表示的各个字段。在显示器顶部是庄家手牌区288:(a)用于提供已发给庄家的牌的表示;(b)用于提供庄家手牌的状态(即以下状态之一:“保持不变”,用于保持不变,“爆裂(BUSTED)”,当庄家那手牌的数值超过21点时;以及“继续(CONTINUING)”,当庄家可能添牌时。即,该字段提供名为“庄家手牌:”的注释,后随已发给庄家的至少一张牌的表示,即红心爱司。在显示区208的玩者手牌区292,有提供信息的五栏,这些信息与玩者当前在二十一点游戏中玩的每手牌有关。所述各栏提供以下信息:(6.1)“玩者手(或多手)牌”,栏在本栏的每一行中提供在当前的二十一点游
戏中玩者正在同时玩二十一点的不同手牌。因此,在显示区208上当
前显示的是同时由二十一点玩者正在玩的两手牌。即,上面的或第一
手牌,它具有黑桃3、红心K和黑桃5;和下面的或第二手牌,它具
有梅花3和方块8。(注意,当玩者选择加倍下注时,两手牌中同点子
的牌的表示可以显示在两手牌其余牌的表示之间的一行中。或者,多
手牌中有同点子的牌的表示可以在有同点子的各手牌中加以重复)。(6.2)“状态”栏,用于指示玩者正在玩二十一点的每手牌的当前状态。即,
对于正在玩的第一或上面的手牌,状态为“保持不变”,从而指示玩者
已选择了保持其手牌不变。反之,对于第二或下面的手牌,提供“挑
选选择”,从而表示轮到玩者来为这手牌挑选一种二十一点游戏选择。
注意,对于每手正在玩二十一点的牌的状态字段,至少有三种可能的
值。即,除了图2所示的二种状态之外,还输出“爆裂”状态值以指
示有关手牌的数值已超过21点。(6.3)“选择”栏为正在玩二十一点的每手牌提供玩者当前为其有关的同一行
手牌可选择的允许的二十一点游戏的指示。因此,对于区域292所示
的第一手牌,玩者就没有关于玩这手牌的剩余选择。然而,对于第二
手牌,显示了四种可允许的玩者输入作为玩者的选择。即玩者可通过
按压钮232来保持有关手牌不变(保持不变),玩者可通过按压钮228来
请求添牌(添牌),玩者可通过按压钮236来加倍下注(加倍下注),玩者
可通过按压钮248来下附加的赌注,然后用钮252至264输入赌注量。(6.4)“最后一次赌注”栏向玩者显示他/她为玩者正在玩的二十一点游戏的
每手牌下的最后一次赌注。具体地说,对于区域292中所示的上面和
下面的手牌,玩者最后一次的赌注都是$50.00。(6.5)“总赌注”栏向二十一点玩者显示玩者在有关的手牌上押的总赌注。例
如在图2中,在玩者上面和下面的手牌中都显示玩者已下了总数为
$200.00的赌注。
在玩者手牌区292之下是玩者信息区296,其中显示与玩者有关的二十一点游戏附加信息。特别是,标号为300的行显示玩者已请求过的最近赌注量以及表示该最近赌注的状态(例如“认可/取消”)的标记。注意,该状态可以是:(a)“认可”,以明确或隐含地表示对所显示的赌注的认可(通过玩者按下认可钮268或者是由于时限已过期的默认);(b)“取消”,用于明确表示取消最后输入的赌注(通过玩者按下取消钮272或276);(c)“拒绝”,显示此状态是由于赌注结算模块30拒绝了玩者最近的赌注;以及(d)“认可/取消”,表示本发明正在等待一段预定时间以供玩者明确对最近赌注的认可或取消。因此在图2行300的例子中,玩者已表示了$30.00的最近赌注而且二十一点驱动器26已输出如上(d)的“认可/取消”状态。还应注意,加最近赌注的那手(或那多手)牌可以若干方法的任意一种来表示。例如使加上行300的最近赌注的手牌(或多手牌)的玩者手牌区292中的那一行(或那几行)加亮。作为替换,如箭头302之类的指示符可如图2那样地使用以向玩者指示该最近赌注备加到上面的和下面的那手牌(或那两手牌)。
此外,注意行304显示“保险赌注:”以及已由玩者下赌注的任何保险金额。因此,在行304上的金额及在该行右边的注释分别涉及已作为保险而下达的保险赌注金额以及该赌注的状态(即,如行300的“认可”、“取消”、“拒绝”或“认可/取消”之一)。
在玩者信息区296中的行312上显示玩者可用于下赌的资金总额。例如,图2的行312指示玩者有用于下赌的$1,000.00的总金额。注意,赌注结算模块30维持可用于下赌的总金额,并且在每盘二十一点游戏之后加以更新。
玩者信息区296再往下的三行320、324和328提供在玩二十一点竞赛时特别有用的二十一点玩者信息。因此,当玩者使用本发明不是为了进行竞赛时,可以不显示这三行中的信息。在行320中,提供显示游戏时间信息的两个字段。由标记“已过去的游戏时间:”注释的最左字段显示玩者已玩过二十一点的总时间量(在本情况下,总时间量为45分钟)。反之,由标记“剩余的游戏时间”注释的最右字段则显示竞赛所剩时间。
在行324上显示与当前二十一点游戏有关的任何一次竞赛的识别号码(identifier)。
在行328上,提供在竞赛二十一点中有用的多达两个的附加字段。具有注释“已玩过游戏数:”向玩者显示他/她在竞赛范围内已完成的二十一点游戏数。注意,在某些二十一点竞赛中要求每个玩者在预定分派的时间里完成某个预定数目的游戏。例如,二十一点竞赛可能要求每个玩者在预定时段(例如四日)内玩50盘游戏。与之有关但可有选择的是,在二十一点游戏竞赛中总盘数有意义的二十一点游戏背景下,具有注释“游戏数目”的行328的最右字段向玩者显示在竞赛中至今已完成的竞赛游戏总数。因此,通过使用至少在行328上最左边的注释的字段及使用行320的“剩余的游戏时间:”的注释字段,玩者能确定他/她必须在竞赛中玩的剩余游戏的数目。
还须注意,本发明仔细考虑了其他的二十一点游戏数值。例如,除了玩者信息区296的各当前值之外,可添加(或替换上)提供玩者在竞赛中必须玩的剩余游戏盘数的字段。
在显示器208下一个往下的称为规则区336的区域中,显示二十一点庄家规则。具体地说,在区域336中显示的庄家规则允许在一般二十一点规则之上作若干变化,否则,如果不显示相反的信息,玩者很可能采用一般二十一点规则。应注意,通过在游戏站18的显示器上提供这些补充规则,各个接连的二十一点游戏可供以不同的庄家二十一点规则,从而在每盘玩者玩的游戏中创造了更多的兴趣,同时也要求玩者有玩二十一点的附加技巧。注意,在当前的显示区336中提供了三条庄家规则。即,(a)对当前二十一点游戏的保险付费为3比1的有利条件(而不是典型的2比1的有利条件);(b)玩者在拆对后只能作一次加倍下注;以及(c)对当前游戏下的最小赌注为$25.00。
最后,显示器208包括玩者身份区342,用于识别在游戏站18上正在玩21点的玩者。当前的玩者区342包括具有当前玩者姓名(例如I.R.Smith)的字段。然而,本发明也仔细考虑其他的识别玩者的字段,包括例如玩者身份证明号码,诸如可在玩者身份证明卡上编码的号码,该卡与卡阅读器216结合使用以供识别玩者之用。
图3示出本发明的二十一点游戏系统的第二实施例。在此实施例中,二十一点游戏控制器14基本上与本文上述的相同。然而,本控制器14现在可通过因特网网址而被接入,使得在因特网客户结点318处的二十一点玩者可通过因特网324(更具体说,通过万维网)在二十一点游戏控制器14上玩二十一点游戏。
因此,如果更详细地来描述网址308,则它包括因特网接口332,用于接受和提供在因特网324和网址308余部之间的通信。因特网接口332又与万维网服务器340通信:(a)用于在网址308处证实和/或起动网址用户(即二十一点玩者)的注册;以及(b)用于解释因特网的请求以便路由和/或激活能实现这种请求的网址308模块。因此,万维网服务器340可访问数据库系统28以确定例如二十一点玩者的注册身份。此外,一旦接收到关于因特网(例如万维网)请求的用户注册确认,万维网服务器340就激活称为通用网关接口脚本(CGI scripts)的模块的实例化,每个CGI脚本348的实例化(或者,为简便起见,每个这样的实例化也称为CGI脚本348)是:(a)为了按照与CGI脚本有关的网址308应用的语义学(semantics)来翻译和处理因特网请求;以及(b)为了根据有关应用的输出来构造因特网响应。因此,设有一个或多个通用网关接口模块,其中每个CGI脚本348(实例化)调用二十一点游戏控制器14去处理来自玩者正在玩二十一点的因特网客户节点318的单个因特网二十一点请求,接着CGI脚本348根据从二十一点游戏控制器14收到的输出而构造适当的因特网响应。
由于图3的二十一点控制器实施例与图1的实质上全同,所以此处不再重复对其内部结构的说明。然而,值得注意的是,当二十一点游戏控制器14操纵与例如实行CGI脚本(或多个脚本)348的处理器不同的或比其遥远的处理器时,图3的实施例就特别合适。此外,应注意,如果二十一点游戏控制器14象图3的网址308的其他各模块一样地操纵同一处理器,则通信接口22可以是不必要的,而且,附加地说,二十一点游戏控制器14的其他部件的许多功能性可包括到一个或多个CGI脚本348中去。因此,例如,二十一点玩者评定器34的功能性可包括到一个CGI脚本348中,而庄家二十一点打牌模块42的功能性可包括到另一个CGI脚本中。
在图1和图2的游戏站18和图3的因特网客户节点318之间还有一些值得注意的差异以及二十一点游戏交互作用上的差异。例如,可以提供以下的差异:(7.1)由于在因特网上可能出现的长的延时,图3的实施例并不设有因时间过
期而自动认可二十一点游戏(例如认可输入的赌注或默认最小赌注)。因
此,游戏速度取决于每个玩者的响应度和因特网的响应度
(responsiveness)。(7.2)玩者可以在因特网上玩二十一点互相竞赛,其中,对于玩者进入的每场
竞赛,他/她无偿地接受预定数目的分数以用于竞赛。注意,可以给竞
争胜者颁奖作为参加这种二十一点游戏的鼓励。还应注意完成一次竞
赛的时间可比典型的二十一点竞赛游戏的时间长得多。例如竞赛可能
延长到90天,因为玩者可以在闲暇时玩此游戏。(7.3)图1的游戏站18的各输入键也可以显示在因特网客户节点318的显示
屏幕上,其中游戏站18的输入钮现在变成由网址308产生的和在因特
网客户节点318处显示的在二十一点网页上的运行钮。然而注意,至
少游戏速度键280是不必要的,如同参照图1和2的实施例所说明的,
因为游戏速度的重要性减少了。(7.4)除了图3中所示的信息外,可有其他类型的信息输出至因特网客户节点
318。特别是,每个网址随着响应用户关于二十一点竞赛资助者和
奖品的查阅,可以提供广告信息。
在图4A至4E中,表示当玩新的二十一点变型的二十一点游戏控制器14在图1或3的任一实施例中处理玩者请求时二十一点游戏控制器14所进行的高层次步骤的流程图,在该新的二十一点变型中,不管在二十一点游戏中是否发牌,总是周期性地产生新的合格的纸牌表示,并且在其中二十一点玩者可以彼此不同步地玩游戏。在步骤408,对二十一点游戏控制器14初始化,使其能处理二十一点玩者的请求及输出对每个玩者请求的合适响应。接着,在步骤416,纸牌生成模块38开始以有规则的间隔(例如小于2秒,如每隔0.5秒)把随机的纸牌表示输出到二十一点玩者评定器34和庄家二十一点打牌模块42。因此,只要二十一点游戏控制器14在正确响应二十一点玩者的请求,纸牌生成模块38就连续而有规则地输出纸牌表示。伴随着步骤416的动作,进行图4A至4E的剩余步骤。因此,在步骤424,控制器14等待一次(或下一次)二十一点玩者输入,这种输入是例如:请求进入一次新的二十一点竞赛、请求在竞赛中开始一盘新的二十一点游戏、请求处理二十一点游戏的玩牌请求、请求提供关于玩者账目的信息、以及请求提供帮助信息(例如如何玩二十一点)。
当收到二十一点玩者请求时,在步骤430,通信接口22对请求进行排队,接着把该请求发送给二十一点驱动器26。在步骤436,作出玩者请求是否与当前二十一点游戏有关和/或与当前二十一点竞赛有关的决定。如果无关,则遇到步骤448,其中作出玩者的请求是否是想进入新的二十一点竞赛的补充决定。如果属实,则在步骤454,二十一点驱动器26确定一次二十一点竞赛并使玩者进入此竞赛。应注意,在设此功能时,二十一点驱动器26与赌注结算模块30通信以确认该玩者有资格进入新的竞赛。因此,二十一点驱动器26向赌注结算模块30至少提供玩者的身份证明和玩者可进入的竞赛的说明。注意,在本发明的某些实施例中,可由玩者来设置竞赛的选择。作为替换,二十一点驱动器26可以用存储在数据库系统28中的竞赛信息来为玩者选择一次竞赛。假定赌注结算模块30用确认玩者可进入已选竞赛来响应,则在步骤458,二十一点驱动器26创建识别该玩者已进入的二十一点竞赛的确认记录。接着,在步骤462,二十一点驱动器26向在其因特网客户节点318(或游戏站18)处的玩者输出在所述确认记录中的信息。因此,在本发明图3的实施例中,步骤462的输出(以及以后至二十一点玩者的全部这种输出)由二十一点驱动器26输出至通信接口22供排队之用直到该输出发送到CGI脚本348,该脚本曾起动了玩者请求,而此输出是回答响应。接着,将该输出发送给万维网服务器340及因特网接口332以供在因特网324上发送,从而路由到玩者正在玩二十一点的因特网客户节点318。
在步骤462之后的步骤466中,二十一点驱动器26把表示玩者已进入的那次二十一点竞赛的信息输入到数据库系统28。注意,在此处进入数据库系统28的信息接着可被二十一点驱动器26及赌注结算模块30访问以确定玩者已进入的那组竞赛(或那多组竞赛)。在此步之后,因为已经处理完玩者的请求,所以控制流又循环回到步骤424以等待玩者在因特网节点318或游戏站18处的下一次玩者输入。
现在返回到步骤448,如果玩者未曾请求进入二十一点竞赛,则遇到步骤470以处理与当前二十一点游戏和/或当前二十一点竞赛无关的二十一点玩者的任何杂项请求。例如,玩者可请求查阅与他/她的二十一点游戏账目有关的结算信息。假定在此步处理和响应了这类请求,控制流再次返回到步骤424以等待玩者的下一次输入。
现在返回到步骤436,如果玩者的请求与当前二十一点游戏和/或当前二十一点竞赛有关,则遇到步骤476,其中二十一点驱动器426使用提供给所述请求的玩者身份证明(ID)来从数据库系统28检索与玩者当前可能涉及的任何当前二十一点游戏和/或二十一点竞赛有关的任何状态信息。接着,在步骤480,作出玩者的请求是否为在当前竞赛中开始一盘新的二十一点游戏的决定。如果为是,则在步骤484,二十一点驱动器26请求从赌注结算模块30得到玩者能在当前竞赛中开始作新的二十一点游戏的确认。即,赌注结算模块30确定玩者是否具有在竞赛中继续的足够竞赛贷方金额。接着,在步骤488,二十一点驱动器26确定是否已从赌注结算模块30收到确认。如果未提供这种确认,则在步骤492,由二十一点驱动器26向在玩者的因特网客户节点318(或游戏站18)处的玩者输出消息以表示玩者不能在当前竞赛中玩更多的二十一点游戏。
作为另一种选择,如果在步骤488,二十一点驱动器26从赌注结算模块30收到确认,则在步骤494,二十一点驱动器26创建二十一点游戏记录以实现玩者的请求。注意,在创建二十一点游戏的新的数据记录中,二十一点驱动器26与赌注结算模块30通信以便把与开始新一盘二十一点游戏对应的初始赌注的玩者账目记入借方,也以便向二十一点驱动器26输出这笔交易的数据供随后输出给玩者。在此步之后的步骤496,二十一点驱动器26请求二十一点玩者评定器34为新的二十一点游戏提供二十一点游戏初始配置。此后,在步骤500,二十一点玩者评定器34以二十一点初始配置作回答,其中该配置包括玩者手牌的初始纸牌表示(例如,图2区域292所示)。注意,此初始纸牌表示是由纸牌生成模块38供给二十一点玩者评定器34的最近纸牌表示。因此,应注意,如果两个开始新二十一点游戏的玩者请求以很快的相继时间传送到二十一点驱动器26则在发牌者模块38向二十一点玩者评定器34输出新的随机纸牌表示之前可为这些请求中的每一个请求进行步骤500。因此,在这种情况下将对二个玩者的手牌提供全同的初始纸牌表示。接着,在步骤504,二十一点驱动器26把与玩者身份及其新二十一点游戏的初始配置有关的信息存储在数据库系统28中。具体地说,把新游戏的二十一点游戏识别符存储下来并与二十一点玩者的身份及与该盘游戏所属的竞赛相关联。在步骤500之后的步骤504,二十一点驱动器26把与该玩者的这盘新二十一点游戏有关的信息存储在数据库系统28中。具体地说存储与这盘新二十一点游戏的初始配置有关的下列信息:玩者身份、新游戏所对应的竞赛的身份、识别新游戏的识别符、以及包括纸牌表示及任何初始的所需赌注在内的新二十一点游戏的初始配置。此外,注意,玩者在玩每盘二十一点游戏的整个过程中,当由于玩者与二十一点游戏控制器14的交互作用而改变游戏配置时,二十一点驱动器26及赌注结算模块30更新在数据库系统28中的信息。因此,对于正在进行中的一盘二十一点游戏,来自玩者的继续下一盘游戏的请求不需要向二十一点游戏控制器14提供整个游戏配置。相反,在请求二十一点驱动器26和/或赌注结算模块30检索与对应于玩者请求的二十一点游戏配置有关的信息中,只需足够的信息。在步骤504之后的步骤508,二十一点驱动器26向在玩者的因特网客户节点318(或游戏站18)处的玩者输出该盘新的游戏的初始二十一点游戏配置。接着,控制流再次返回到步骤424以等待下一个给控制器的14的玩者输入。
现在返回到步骤480,如果在此处确定玩者的请求不是在当前竞赛中开始新一盘二十一点游戏,则遇到步骤520,其中作出玩者的请求是否与在当前运行的二十一点游戏的玩牌有关的决定。如果无关,则在步骤524中,二十一点游戏控制器14处理杂项请求,例如,与当前游戏和/或竞赛有关的特殊二十一点规则的请求、在当前竞赛中剩下的玩者数目的请求、在当前竞赛中玩者名次的请求、以及当前竞赛胜者的奖品。接着,假定这类杂项请求已被回答,在步骤524,本流程图的控制流返回到424以等待下一次玩者的输入 。
反之,如果在步骤520,玩者的请求与当前运行的二十一点游戏的玩牌有关,则在步骤528,进一步作出玩者的请求是否为请求新的纸牌表示的决定。如果如此,则在步骤532,作出所述纸牌请求是为庄家还是为玩者发牌的决定。如果纸牌请求来自庄家,则在步骤536二十一点驱动器26与庄家二十一点打牌模块42通信以便为当前的二十一点游戏获得新的二十一点游戏配置,其中新的游戏配置包括将来自纸牌生成模块38的最近输出的纸牌表示作为在当前的那个请求曾到来的二十一点游戏的庄家那手牌中的下一纸牌表示。接着,在步骤542庄家二十一点打牌模块42输出二十一点游戏配置信息,后者指示新的庄家手牌表示,以及指示玩者响应于该新的二十一点游戏配置所施加的任何玩者响应(或多种响应)。
在收到庄家二十一点打牌模块42的输出之后,在步骤546,二十一点驱动器26通过调用二十一点玩者评定器34和二十一点手牌评定器46之一或调用二者来确定在本盘游戏中是否有进一步的玩者响应。如果有补充的可能的玩者响应,则在步骤550向在玩者的因特网客户节点318(或游戏站18)处的玩者输出二十一点游戏配置,使得玩者可施加他/她可用的游戏选择之一。接着,在处理了玩者请求之后,控制流再次循环返回到步骤424以等待玩者的下一次输入。反之,如果在步骤546二十一点驱动器26确定没有进一步的可能的玩者响应,则当前的二十一点游戏已完毕,二十一点驱动器26在步骤556起动二十一点手牌评定器46以评定二十一点游戏的各手牌,使得二十一点手牌评定器可以起动赌注结算模块30以(根据二十一点游戏的各项结果)更新在数据库系统28中的玩者账目。在这步之后的步骤560,赌注结算模块30向二十一点驱动器26输出待提供给玩者的已更新结算信息。在步骤564,二十一点驱动器26把二十一点游戏的各项结果和已更新的玩者账目信息输出给玩者。此外,也注意,二十一点驱动器26就本盘二十一点游戏的完成以及与本盘二十一点游戏有关的玩者和竞赛的进一步相关状态信息而更新数据库系统28。接着,在处理了玩者的本次请求之后,控制流重新循环返回到步骤424以等待玩者的下一次输入。
反之,如果在步骤532确定玩者请求为玩者要一张新的纸牌表示,则在步骤568,二十一点驱动器26起动二十一点玩者评定器34以为当前二十一点游戏获得新的二十一点游戏配置,其中该新的游戏配置包括来自纸牌生成模块38的最近输出的纸牌表示作为玩者手牌(或多手牌)的下一张纸牌表示。接着,在步骤572,二十一点玩者评定器34确定玩者可能为本盘游戏施加的下几个二十一点玩牌选择,然后把新的二十一点配置与这些选择一起输出至二十一点驱动器26。在此之后,如前所述地执行步骤546及以后各步。
现在返回到步骤528,如果玩者的请求不是请求新的纸牌表示,则遇到步骤576,其中二十一点游戏控制器14处理其他的二十一点玩者游戏请求,例如请求下补充赌注、请求取消赌注、请求保持玩者特定的一手牌不变、请求把纸牌表示拆对、或者请求保险。假定已处理了上述的这类请求,在步骤580,二十一点驱动器26接着按照在步骤576进行的处理向玩者输出新的二十一点游戏配置。而且,注意,二十一点驱动器26用与该新二十一点游戏配置有关的信息来更新数据库系统28,使得一旦玩者接着作出与本盘游戏有关的请求就可检索上述信息。在这一步之后,本流程图的控制流循环返回到步骤424以再次等待玩者的另一次输入。
图5表示为玩二十一点的本发明操作的简单例子,其中示出四盘二十一点游戏正在不同步地与二十一点游戏控制器14玩牌。为了详细说明图5,首先注意,在该图顶部的那行数字604表示由纸牌生成模块38输出的相继纸牌表示的数值序列。即在第一时段输出具有数值3的纸牌表示,在第二时段输出具有数值5的纸牌表示,在第三时段输出具有数值7的纸牌表示,沿着该行如此等等。在行604之下是各二十一点游戏行606,其中每个二十一点游戏行606代表在每个二十一点游戏610至626在与纸牌值604对应的时间里出现的一系列事件。具体地说,在每个二十一点游戏行606内的数字项对应于当给每个二十一点游戏的玩者手牌和庄家手牌添加补充的纸牌时的玩者和庄家手牌的数值。例如,参看二十一点游戏行610,假定这盘二十一点游戏以玩者手牌获得序列604最左边纸牌值(即数值3)的纸牌表示开始,玩者的手牌具有对应值3。接着如果庄家二十一点打牌模块42为此游戏被激活以在第二时段向庄家输出(即发给)初始的纸牌表示(即,纸牌生成模块38已输出纸牌表示5),则庄家手牌最初具有数值5。接着,如果在第三时段二十一点游戏610的玩者提出添另一张牌的请求,则把对应于序列604中数值7的纸牌表示提供给玩者,因此玩者手牌具有总值10。在把7包括到玩者手牌中之后,本二十一点游戏被延迟,使得与序列604数值2对应的下一时段,不给二十一点游戏610的玩者或庄家发牌。应注意,本发明的重要方面是:只有在纸牌表示是来自纸牌生成模块38的最近输出的时间里作出要一张纸牌表示的请求时,才把纸牌生成模块38生成的纸牌表示纳入特定的二十一点游戏中。因此,在一盘二十一点游戏中,可以不使用由纸牌生成模块38输出的一张或多张纸牌表示。更准确地说,以下情况是典型的(虽然在图5的例子中未示出):由于在游戏中出现的延时,在一盘给定的二十一点游戏中,实质上可以无视由纸牌生成模块38输出的任意长度或子序列的连续纸牌表示。因此,在某些情况下,如果玩者例如在长至若干日内不请求添另一张牌,这种延时也可以有这么长。
现在继续二十一点游戏610余下的玩牌,注意在第五时段玩者请求添一张牌,从而获得具有数值9的纸牌表示,因此获得玩者手牌值为19。接着,庄家添上分别具有数值8和10的两张连续的纸牌表示。因此当庄家手牌获得23点的数值时,庄家手牌爆裂。
可以与二十一点游戏610类似地解释二十一点游戏614至626的二十一点游戏行606。然而注意,这些游戏的每一盘在不同时段开始,每盘游戏以取不同的纸牌表示作为对玩者手牌发的第一张牌来开始。即,在610至626的每盘二十一点游戏中发给的第一张纸牌表示都是不同的,而且对于每盘二十一点游戏来说,与序列604的数值对应的再请求的每张纸牌表示也是不同的。因此,即使与其他盘二十一点游戏同时进行,基本上每盘二十一点游戏将有其唯一的玩者手牌和庄家手牌。因此,不仅可以有大量不同步的二十一点游戏同时与庄家一对一地玩牌,而且二十一点玩者可对庄家没有在操纵纸牌表示这方面有较大的可信度,因为二十一点玩者实质上可在一盘二十一点游戏中(为玩者手牌和庄家手牌)确定基本上所有添牌的时机,从而减少对纸牌表示正在被操纵的怀疑。而且,在一个实施例中,玩者可以请求查阅在一盘游戏中曾经生成的纸牌表示序列。
注意,本发明还可以包括其他的二十一点变型。具体地说,再次参看步骤416(图4A),在步骤可以不以规则的时间间隔生成纸牌表示,代之以简单地激活纸牌生成模块38使之在作出请求一张新的纸牌表示的任何时候(例如步骤536和568)生成一基本上随机的纸牌表示。
此外,在特别适用于可监视每个玩者的竞赛二十一点的另一个二十一点变型中,玩者可象在有人发牌的夜总会的典型游戏中那样同步地玩每一盘游戏。然而,在本变型中,给每个玩者提供相同的纸牌表示作为他们最初的纸牌。接着,只有当各二十一点玩者不同地玩他们的手牌时,每个玩者的手牌和庄家(即发牌者)的手牌才因玩者而异。即,对于在多个玩者之间玩的每盘同步玩的二十一点游戏,每个玩者和庄家二十一点打牌模块42可有相同的纸牌表示序列,使得例如对于在整个游戏中玩相同序列的牌的玩者来说,在玩者之一和庄家二十一点打牌模块之间每盘游戏所发的纸牌表示是全同的。因此,如本领域的技术人员能理解的,对于每盘二十一点游戏来说,可能需要在整个游戏中保持纸牌表示的预定序列(或有序集合)不变,使得以不同方式玩的各玩者可被发给适当排序的纸牌表示。此外,对于庄家二十一点打牌模块42,也可能需要向纸牌生成模块38提供足够的控制信息,使得纸牌生成模块可以用来自预定序列的适当纸牌表示来响应。
本发明的另一实施例示于图6A和6B,其中本实施例已增强,用于向合格的玩者提供资助者或广告者产品和/或服务的广告,所述合格玩者适当地符合诸如特定玩者组人口统计概况(demographic profile)之类的预定的玩者概况。因此在图6A和6B中设有游戏/广告控制器604,用于实质上提供与二十一点游戏控制器14(图3)相同的功能性,此外也可以玩二十一点之外的各种游戏(如扑克牌戏、双骰子戏、牌九以及轮盘赌)。而且,该游戏/广告控制器604还执行这样的功能,使特定的广告与玩游戏/广告网址308提供的各种游戏的用户(即玩者)相匹配,其中每个用户在相应的因特网客户节点318(或者交互式有线电视节点)上与网址308通信。即,本图6A和6B表示各高层次模块,用于使具有希望的用户特征(即概况)的玩者与来自资助者或广告者的请求具有这种用户特征的玩者观看的广告相匹配。具体地说,只有具有这种希望的概况的玩者才有资格从特定的资助者或广告者接收特定的广告和/或促销品(即广告品)。因此本发明的一个方面是可使用各种准则来作出哪些玩者(或者,更一般说,用户)接受哪种广告的决定。例如,以下属性的一个或多个可用来使用户与广告演示相配:(8.1)年龄,(8.2)性别,(8.3)财务状况,(8.4)地点或住所,(8.5)受教育程度,(8.6)婚姻状况,(8.7)娱乐时间量,(8.8)个人爱好和/或习惯(例如,吸烟者/非吸烟者、爱好体育运动、电影、酒类、食品、衣着、度假、汽车等),(8.9)家庭人口数,(8.10)孩子数,以及(8.11)按照网络交互作用(例如所访问的网址的类型)对用户的分类,用户寻求额外信息的广告类型,玩诸如二十一点之类的游戏中的风险耐受性。
为了向特定用户提供(或配以)特定的广告,把有关每个用户的数据(或用户信息项目)以用户概况的形式保持在用户(玩者)数据库28中,后者是图3的二十一点玩者注册和打牌状态数据库28的增强版本。在用户概况中填入如(8.1)至(8.11)之类的与用户有关的信息。当用户在网址308注册时,当用户回答依次向他们明确提出的问题时,或通过监示用户的网络活动,就得到了上述信息。注意,用户概况的长短可有变化,这取决于从每个用户得到的信息量。此外,对不同类型的用户可得到不同类型的信息。例如对具有超过一百万美元资产的用户,可请求他们输入他们喜爱的度假目的地点,因为这对某些广告者也许是重要的。然而,对于资产少于四万美元的用户,不能得到以上的这种信息,因为所述信息对于任何广告者可能都不重要。因此,在用户概况的一个实施例中,每个用户概况具有一可变长度部分,用于存储不是对所有用户千遍一律的用户信息项目。而且,在这种实施例中,存储在该可变长度部分中的每个用户信息项可认为是一对,其中每对的第一成份表示或引用问题、用户属性或用户分类,而第二成份则提供与所述第一成份有关的答案或数值。因此,例如,对一特定用户,信息项可能提供这样的对子:(4,马德里(Madrid)),其中“4”代表属性:“喜爱的度假目的地点”,“马德里”是该属性的值,这是本领域技术人员能够理解的。
作为另一种选择,与广告者或资助者有关的数据可驻留在不同的数据库即广告者数据库612中。因此,该数据库存储了人口统计概况(demographicprofiles),在一个实施例中,后者的数据结构基本上与用户概况数据结构全同。这类人口统计概况可有可变长度部分,用于为用户信息项目规定被请求回答的值,这些用户信息项可在(可能只是相当少数的)用户概况中提供。在某些实施例中,人口统计概况包括广告者或资助者身份的引用(reference)、待提供广告的引用、以及按人口统计项对(pairs)的可变长度部分,其中每对的第一成份与用户信息项对的第一成份具有相同的解释,该对的第二成份规定了广告者或资助者优先的希望值或值的范围。还应注意,在某些实施例中,每个按人口统计的项目对可能附有补充信息,例如按人口统计项目对对于广告者或资助者的已觉察到的重要性。因此,这种补充信息可具有规范化标量值的形式,其中值1表示该按人口统计的项目对具有最高重要性,而值0表则该按人口统计的项目实质上与广告者或资助者无关。因此,不管人口统计概况的特定实施例是什么样,使用用户的人口统计概况来将(即选择)一个或多个相应的广告演示与用户的特定目标组相配,而推测起来这组特定的目标用户可能购买在这类广告演示中表演的产品和/或服务。因此,这类广告演示只提供给可能是以后的顾客的用户,所以广告者和/或资助者可向这些用户提供具体瞄准的广告,这些广告具有相当昂贵的促销品,例如产品或服务折扣、免费样品、或试用。
因此,为进行用户与人口统计概况的选择或匹配,对于每个用户,用广告选择引擎618来把存储在用户数据库28中的用户概况与人口统计概况作比较。注意,有许多技术用于执行选择用户组的比较。具体地说可能要求在每个人口统计项目对与相应的用户信息项目对之间作精确的匹配,使得用户信息项目对的第二成分是(在)相应的人口统计项目对所规定的希望范围。作为替换,当不要求所有人口统计对都与用户概况精确匹配时,可使用各种加权统计技术来确定“相似性”测量。在一个实施例中,可由统计分析模块来提供该相似性测量,所述模块确定与广告演示的对应的人口统计概况最为相配的用户。因此,对于待选择的用户,可要求在用户概况与相应的人口统计概况之间的相似性测量应在预定阈值之上。此外,注意,广告选择引擎618可以作为背景或者非实时处理来进行用户与广告演示的匹配,使得例如对于在用户数据库28中的每个用户概况,有一张识别广告演示的相关表格,所述广告演示是当例如相应用户与游戏/广告网址308通信时向该相应用户演示的候选物。
而且,重要的是注意,至少在本发明的一个实施例中,对于特定的人口统计概况,广告选择引擎618可在用户数据库28中定期地重新评定各用户概况以重新选择提供广告演示的用户组。因此,此前已选择的用户可能重新给予或取消观看广告演示的资格,由于例如增强的用户概况,以前取消资格的用户现在可能获得被选择的资格。
因此,当一用户概况由补充信息增强时,本发明可开始或停止向该用户发送某一类广告。例如,如果一用户表示他/她当前正在考虑购买新车,则可将购买汽车的广告发送给该用户。反之,一旦本发明被告知例如汽车已买到或者不再希望看汽车广告,则可对用户概况作进一步增强,使得不再把来自汽车广告类的广告传送给用户。
注意,通过链接与类别的记录或对象类似相关的人口统计项目对,本发明提供对广告类别的灵活创建、删除和修改。因此本发明至少可提供以下的广告类别:体育运动类别(例如垒球、英式足球、曲棍球等),与食品有关的类别(例如饭馆、食品杂货店、食品项目),与锻练身体有关的广告(例如自行车、直线滑冰(in-line skates)、滑雪),与保险有关的广告(例如汽车保险、人寿保险),与政治有关的广告(例如支持或反对特定的政治候选人),以及与地理有关的广告(例如为居住在诸如Denver大都市区之类的特定区的用户用的广告)。因此,广告选择引擎618将已选择的广告演示提供给转换该数据的HTML(超文本标示语言)显示引擎622,使得该数据接着被包括在HTML中经过通用网关接口348输出给用户。
更准确地说,被选中的广告数据(至少在本发明的一次操作中)随令牌(token)628一起加入到HTML显示引擎622中,此令牌代表了例如已由令牌产生器(模块)38发出的(当前用户游戏)的游戏纸牌,所述发生器是图3的纸牌生成模块38的增强版本。所产生的令牌最初供给玩游戏引擎632,该引擎用于按照正在玩的游戏的规则来处理用户的游戏请求。即,玩游戏引擎632为每盘可得到的游戏确定:(a)如何可以“玩”每张令牌;(b)谁接受该令牌,例如,用户还是庄家打牌模块42;以及(c)玩该令牌的结果。注意,在一个实施例中,令牌产生器38在例如庄家打牌模块42和/或玩者选项评定器34作出请求时产生令牌,其中已产生的令牌对正在玩的游戏是适当的。作为另一种选择,在另一实施例中,令牌产生器38可产生随机的令牌,玩游戏引擎632将这些令牌替换成为已提供游戏的适当的随机化值,这是本领域技术人员能够理解的。此外,将随机化的令牌供给多盘不同游戏的其他实施例也在本发明的范围中。此外,玩游戏引擎632接触玩者数据库28以维持用户相对于正在玩的特定游戏的状态,以及维持用户与所有其他用户的关系(假如,例如,用户参加了在游戏/广告网址308处提供的竞赛)。应注意,如本领域技术人员能够理解的,在玩游戏引擎632的一个实施例中,其内部模块提供与图3的对应标号的模块类似的架构和功能性,虽然是附带的,它用于除了二十一点之外的游戏(例如,“一对一”的扑克牌戏、双骰子戏、轮盘赌、以及牌九)。
通用网关接口或CGI脚本(scripts)348在HTML显示引擎622和万维网服务器340之间传送数据,这些脚本,如同本领域技术人员能够理解的和在图13说明CGI脚本348时所讨论的,是多个高层次的可执行程序。万维网服务器340又把数据传送给TCP/IP(传输控制协议/网际协议)栈332,后者与因特网324接口以把数据传送给具有适当的万维网浏览器640的预期的因特网客户节点318。
本实施例保持关于正在玩的游戏状态的信息以及用户对用户数据库28中广告的响应。此外,在广告者数据库612中提供附加的广告者专用信息(例如需要的人口统计概况、广告、促销品、以及与用户响应有关的信息)。因此,如上讨论的,在广告者数据库612中的人口统计概况612可包括方案或样板,其字段用于表示属性(8.1)至(8.11)中的一个或几个。此外,数据库28和612可保持不同类型的恰当统计的记录,例如:(a)向每个用户提供的广告演示;(b)特定广告演示的演示时间、日期和次数;以及(c)检测到的用户对广告的响应。因此,此信息可向广告者或资助者就其产品、服务及演示的效能提供增强的反馈。例如,广告者可能询问用户和广告者数据库28及612以获得如下的反馈:(9.1)谁看了某个特定的广告;(9.2)是何时看的;(9.3)曾由:(a)任何特定用户
(b)所有用户
访问过的广告的次数;以及(9.4)有利和/或不利响应的次数。
现在参看图7,该图表示和提供用户在访问游戏/广告网址308的特征时航行的访问路由或路径的一个实施例。具体地说,一旦开始了与游戏/广告网址308的因特网接触,首先向用户提供识别网址308的起始页700。接着用户可访问各得益和注册页704,用于观看与网址308有关的一般信息,还用于在网址注册(这在以下作更详细讨论)。作为另一种选择,用户可访问一个或多个“接待室(Lobby)”页708以观看例如由广告者提供的游戏和信息交换能力。假定用户已在游戏/广告网址308作了注册,用户可从接待室(LOBBY)708前进到游戏页710,在其中可通过对游戏的介绍页728选择游戏726或游戏规则730以供作游戏之用。作为另一种选择,用户可访问具有例如用户根据其已加入(affiliations)的现状(例如是会员减价连锁店的特定成员)而可允许他/她访问的机构一览表的一页或数页索引714。此外,根据该(该多个)索引页714,实质上任何用户可访问由广告页(多个广告页)722上的广告者提供的广告或促销品。然而,本发明的一个方面是由广告者或资助者提供的与某些促销品有关的信息是受限制的。即,这类促销品只供给这样的用户,他们所具有的人口统计概况已由本发明确定与希望的用户概况足够兼容以便广告者或资助者保证提供这种促销品。因此本发明只给例如认为可能随后购买广告者的产品和/或服务的“合格”用户提供对某些广告者促销品的访问。此外,这类促销品也可提供给表示对所广告的特定产品或服务感兴趣的用户。例如,这样的用户,他们:(a)请求与一广告项目有关的附加或补充信息,或(b)提供对这类广告有利的回答(通过例如表示喜欢某广告项),或(c)回答与个人信息有关的问卷调查或市场调查信息,也可以向他们提供关于促销品的信息。因此,通过本发明,广告者或资助者也可向这类用户提供相当多的或昂贵的促销品。而且,本发明也可利用这类人口统计概况来禁止与此人口统计概况不够相配的用户获得相应的促销品。因此,在本发明的一个实施例中,当用户访问广告者页722时,把(在用户数据库28中的)用户概况与在广告者数据库612中的各人口统计概况作比较,以确定可提供给该用户的任何促销品。
此外,从索引页714,可给用户提供链接进入各种网址或网页(web sitepages)的能力。即,可在任何时候可得到链接(典型地说,超文本链接)时,向用户提供链接到另一网址或web页中的能力。此外,注意,在做游戏726时,各用户可访问类似的链接。然而,这些链接一般可把用户超链接到本游戏/广告网址308内的广告页722使得可使用户暴露给其他信息和/或向用户提供某广告项的促销品选择。例如,可把某些广告超链接集成到游戏726的玩游戏演示中。因此,由于本发明的一个方面是不断地把不同的广告演示(以及任何有关的超链接)不断地集成到游戏726的玩游戏显示中,通过激活相关的超链接,就可不断地吸引用户查找出不同产品或服务的附加信息。此外,本发明的又一方面是:这类超链接向用户提供对不同网址的访问,用户的因特网客户节点318的显示的至少一部分保持与游戏/广告网址308有关的图形格式,用户可离开和返回到网址308而觉察不到在访问另一网址。而且,通过监视与广告演示有关的用户输入,本发明能就例如用户访问广告显示以求关于产品或服务的这种附加信息的次数向广告者提供反馈。
还应注意,某些(通过广告页722提供的或是作为游戏情况显示的一部分的)广告可与用户交互,其中用户可进行一笔交易,例如预订(例如航班预订或旅馆预订)。此外,通过访问与广告有关的信息而表达关于例如各种广告、促销品种其他有关事物的响应,可向用户提供表示肯定或否定的意见或表示上述响应的机会。因此,本发明的一个方面是能进行“测试性销售”,其中可以选择有统计代表性的用户组来确定:(10.1)对特定的广告项目来说的一种广告比另一种广告的功效或吸引力;(10.2)对特定广告演示作出响应的用户的概况;和/或(10.3)特定的用户组,例如具有相似用户概况的用户组,是否有利地响应特
定的广告演示。例如,本发明能通过以下方法确定所述响应:(a)检测
超链接的激活,(b)检测对所提问题的回答,和/或(c)确定显示或可观看
该广告演示的时间长度。
因此,可把输入响应数据传送到游戏/广告网址308并加以保留以供随后作统计评定。因此,例如广告者或资助者可得到所得的总合统计,从而为用户保了密。特别是,可得到有以下用途的统计:(11.1)提供关于例如某些广告演示功效的信息(例如对这类演示的肯定响应
的次数和/或通过在游戏/广告网址308处的广告而直接售出的广告项
目数字);(11.2)提供与访问某些广告演示的用户数目和用户概况有关的信息;(11.3)确定与已被演示广告的不同用户(用户组)的数目有关的测量;(11.4)确定特定广告的演示总数;(11.5)给广告者确定广告演示的代价,并且按照例如下列数目的至少之一来
向广告者开出收费账单:(a)被演示广告的用户数目,(b)请求促销品的
次数,或者(c)与web站点的网络用户通信(即命中)的次数;(11.6)由于广告者的费用极限已到达而确定是否应断开广告演示,所述极限
例如与广告演示的演示总数有关。注意,在一个实施例中,本发明的
一个方面是每向用户作一次演示就对广告者计费一次;或者(11.7)当把两种广告都提供给各种经过选择的用户(用户组)时,确定(来自同
一广告者的)一广告演示还是不同的第二广告演示最为有效,使得广告
者或资助者此后在未来的广告中可有从所述两种广告中选择最合适
的广告的基础。
此外,本发明的再一方面是它还保持以下用途的统计(和/或有关信息):(12.1)提供涉及在由游戏/广告网址308提供的游戏竞赛的用户(玩者)的“实
时”游戏排名。注意,可向用户提供这类排名使得他/她可以知道他/
她的状况以及在竞赛中剩余的玩者数目;以及(12.2)提供玩游戏用户们的“个性风格”,使得可以估计这类用户的例如风险
耐受度并用之确定特定用户是否可能对特定产品或服务感兴趣。因此
可把用户的这种“个性风格”统计存储在用户概况中。例如,在此处
收集的信息可包括:赌注的平均大小、与可赌总全额相比的赌注平均
大小、在一次赌期中玩牌的时间长短、对提供的高风险牌下赌注的次
数比例、以及玩者的技能。
因此,本发明的以下方面值得注意:(13.1)可能在看到某些组织和/或广告者的演示时向用户提供到达因特网324
其他区域的免费或减价访问。注意,减价访问因特网的能力可能起到
吸引各种用户的载体的作用;(13.2)虽然可要求用户穿过“接待室”页(诸页)708从而观看广告和/或有参
加游戏的机会,但是索引页714给用户机会来访问用户可从属的特定
组织(例如组织718)或访问任何特定广告者(例如广告者722)而不经过
任何游戏;(13.3)用户也可能从初始组织页718转到(例如游戏726的)游戏介绍页
(introductory game page)728,但是未经授权,可能不再让他/她访问该
组织的web页或访问游戏;(13.4)在做游戏726的同时,用户有能力访问与正在显示的广告或促销品有
关的进一步信息;(13.5)在玩游戏726(例如二十一点)期间,允许在当前游戏活动期间玩者重看
或一步步重放游戏726的以前部分;(13.6)当用户在特定的组织页718中时,在链接到广告者722之前,可能要
求用户返回到索引页714,除非出于某种理由在特定的组织web页上
已提供了直接链接。此外,用户可从索引页714访问游戏页710,反
之亦然;(13.7)用户可直接进入玩(经过授权的)特定游戏726或者进入规则部分730
以观察相应游戏726的规则。注意,用户在相应的游戏726期间始终
可以访问其规则部分730;(13.8)有提供信息用的帮助特征,例如:
(a)如何做某个特定的动作、做某种动作的理由或者妨碍做某一动
作的理由。例如,不能访问某一web页的理由、在二十一点游戏中不能
做诸如下赌注、保持手牌不变或添牌之类的特定游戏动作的理由和/或在
诸如二十一点的游戏中出现某一下赌注、添牌、保持不变或其他用户玩
牌的特定结果的理由;
(b)与游戏裁判联系以解决游戏中突。能有这样的裁判来解决任何
争端。应注意,用户可在激活通知按钮时通过例如所显示的通知形式把
问题通知操作本发明的管理单位。
现在参看图8所示的本发明可替换实施例,其中游戏/广告网址308与第三方因特网访问服务提供器810(或交互式有线电视提供器)协同以便一旦用户在万维网服务器340(有线电视提供器)作了注册,就在减价或免费的基础上向用户提供因特网324(有线电视)访问。即,游戏/广告网址308接触用户的因特网服务提供器并作安排以补贴用户的因特网服务费用,其回报是游戏/广告网址308能够重复地向用户的因特网客户节点318(或者作为另一种选择,交互式有线电视节点)下载诸如向用户提供的广告演示之类的未经请求的信息。
因此,本发明的未来用户可与游戏/广告网址308签约或注册以降低因特网服务费,其方法是用正常的串行拨号来拨号进入因特网服务提供器810,而在接入因特网后,接着登录到网址308作为用一般的用户识别符“NEW(新)”识别的用户。每个用“NEW”识别的用户被迫进入与登记或注册程序的连接使他/她能提供由本发明请求的信息,该信息可随后用于按照例如广告者的喜好来决定向该用户演示哪种广告。因此,当完成注册后,本发明实施例下载例如广告观看器程序812和通讯守护进程(communications daemon)(例如广告接收器守护进程806)到用户的因特网客户节点318,其中该守护进程允许游戏/广告网址308重复地把如广告之类的未经请求的信息下载到用户的因特网客户节点318。因此,假定已安装了守护进程806,用户不仅可访问网址308的游戏和广告服务,还能以减低的成本通过网址308访问实际上整个因特网。因此,每当终端用户处理器318与因特网服务提供器810连接时,因特网服务提供器810就使游戏/广告网址308处于等待状态,通过因特网与用户的因特网客户节点318的通信,显示引擎622起动已下载的守护进程806。接着,显示引擎622定期地向守护进程806发送已选定的广告。因此,守护进程806利用了广告观察器程序812来协调广告演示的显示。
注意,与图8的架构和功能性有关的各种可替换实施例也属于本发明范围之内。例如,不是与多个第三方因特网服务提供器806通信以确定在本发明注册的用户何时在通过给津贴补助的因特网连接而访问因特网,而是游戏/广告网址308可包括一专用因特网服务提供器806或与之相关,使得当用户在本发明注册时,向用户提供该专用的因特网服务提供器806的新因特网访问代码,用户的因特网访问费可得到补助。
然而,不管本发明如何补助因特网访问,每当每个受补助的用户连接到因特网或是从因特网断开连接,都要通知游戏/广告控制器604。此外,在守护进程806中和广告观看器程序812中包括有某些可靠性特征以保证广告确实提供给了用户。例如,可以有从每个受补助的用户的因特网客户节点318向网址作定期发送以检验守护进程806和广告观看器程序812都在起作用。注意,每当在用户的因特网客户节点318处收到任何广告时,守护进程806就向广告观看器程序812传送广告,广告观看器程序812又把发送的信息变换成可显示的格式,并且强制用户的因特网客户节点318的显示器显示对用户不含糊的广告。
此外,注意在某些背景下,显示引擎622可向因特网服务提供器806发送消息,表示由于预定次数的广告演示显示失效,不再补助因特网访问。
给出对本发明的以上讨论是为了例示和说明。此外,说明书的意图不是把本发明局限于本文已公开的形式。因此在相关领域的技能和知识范围内对以上教导的变型和改型都在本发明的范围内。以上描述的实施例的意图还在于说明实现本发明的目前已知的最佳方式,以及使本领域的其他技术人员按照所述的或其他实施例来利用本发明,或者根据他们对本发明的特定应用或使用进行所需的不同修改。
Claims (96)
1.一种玩二十一点游戏的方法,包括:
生成具有特定次序的电子纸牌表示的有序集合以供玩二十一点之用,其中所述有序集合的每个所述纸牌表示有资格在一盘二十一点游戏中按照所述纸牌表示的特定次序被发牌;
首先在第一玩者和发牌模块之间玩第一盘二十一点游戏,其中所述发牌模块被发给来自所述有序集合的第一序列的纸牌表示以玩所述第一盘二十一点游戏;
其次在第二玩者和所述发牌模块之间玩第二盘二十一点游戏,其中所述第一和第二盘二十一点游戏在时间上交叠,而且其中所述发牌模块被发给来自所述有序集合的第二序列的纸牌表示以玩所述第二盘二十一点游戏;
其中所述第一和第二序列至少对于在其各自的序列中的第一张纸牌表示具有不同的纸牌表示。
2.如权利要求1所述的方法,其中所述发牌模块驻留在一个因特网网址处,而且所述第一和第二玩者用访问所述网址的不同因特网节点与所述发牌模块玩二十一点游戏。
3.如权利要求1所述的方法,其中在所述第一盘二十一点游戏中发给所述第一玩者的纸牌表示在所述有序集合中用来自在所述第一盘游戏中发给所述发牌模块的所述第一序列的纸牌表示来间布(intersperse)。
4.如权利要求1所述的方法,其中在所述第二盘二十一点游戏中发给所述第二玩者的纸牌表示在所述有序集合中用来自所述第一序列的纸牌表示来间布。
5.如权利要求1所述的方法,其中所述第二玩者不玩发给所述第一玩者的来自所述有序集合的纸牌表示。
6.如权利要求1所述的方法,其中所述第一和第二序列具有全同纸牌表示的概率基本上与机遇相当。
7.如权利要求1所述的方法,其中所述首先玩牌的步骤包括在所述其次玩牌的步骤之前由所述第一玩者发出的发给纸牌表示的多次请求。
8.如权利要求1所述的方法,其中所述的生成步骤包括当发出一纸牌表示时输出所述有序集合的不同的基本上随机的纸牌表示。
9.如权利要求1所述的方法,其中所述的生成步骤包括在预定时段之后提供所述有序集合的下一张所述纸牌表示作为有资格玩游戏的纸牌表示。
10.如权利要求9所述的方法,其中所述预定时段小于二秒钟。
11.一种用电子方法玩二十一点游戏的方法,包括:
为玩二十一点而生成具有特定次序的纸牌表示集合,其中所述集合的每张所述纸牌表示有资格在二十一点游戏中按照在所述集合中的纸牌表示的所述特定次序来玩牌;
首先在第一玩者和发牌模块之间玩第一盘二十一点游戏,其中按照所述特定次序从所述集合中发给所述纸牌表示,而且其中所述第一玩者被发给来自所述集合的第一序列的纸牌表示;
其次在第二玩者和发牌模块之间玩第二盘二十一点游戏,其中所述第一和第二盘二十一点游戏交叠,而且其中按照所述特定次序从所述集合中发给所述第二盘二十一点游戏的所述纸牌表示,并且所述第二玩者从所述集合中接受第二序列的纸牌表示;
其中,对于使用所述第一序列的所述第一玩者的一次或多次游戏的初始系列来说,当所述第二玩者使用所述第二序列也初始地玩一次或多次全同游戏的所述初始系列时,对于所述第一和第二玩者玩的相应的全同游戏来说,他们相应的手牌表示是全同的。
12.如权利要求11所述的方法,其中所述第一和第二玩者在同一次二十一点竞赛中玩牌。
13.如权利要求11所述的方法,其中在与第一玩者玩牌时的发牌模块的手牌及在与第二玩者玩牌时的发牌模块的手牌对于所述初始系列的游戏的每盘游戏都是全同的。
14.如权利要求11所述的方法,其中所述首先玩牌的步骤包括用卡阅读器阅读身份证以识别第一玩者的身份。
15.如权利要求11所述的方法,其中假定所述第二玩者也初始地玩所述初始系列的牌,对于一次或多次全同游戏的所述初始系列的每次游戏来说,当与第一玩者玩牌时发牌模块的手牌与当与第二玩者玩牌时发牌模块的相应手牌全同。
16.如权利要求11所述的方法,其中所述第一和第二玩者的不同手牌是由所述第一和第二玩者玩法不同的结果。
17.如权利要求11所述的方法,其中所述首先玩牌的步骤出现在夜总会中。
18.一种玩纸牌游戏的方法,包括:
生成玩所述纸牌游戏用的具有特定次序的纸牌表示的有序集合,其中所述有序集合的每张纸牌表示有资格根据在所述有序集合中纸牌表示的所述特定次序而在所述纸牌游戏的游戏中玩牌;
首先由在所述纸牌游戏中的第一盘游戏中的第一玩者玩从所述有序集合的合格纸牌表示中随时间选择的第一序列的一张或多张纸牌表示;
其次由在所述纸牌游戏的第二盘游戏中的第二玩者玩从所述有序集合的合格纸牌表示中随时间选择的第二序列的一张或多张纸牌表示,其中所述第一和第二序列纸牌表示的选择在时间上交叠;
在所述第一序列的所有纸牌表示都已被选择之前由所述第一玩者停止为所述第一游戏选择纸牌表示;
在所述停止步骤之后由所述第二玩者继续为所述第二盘游戏选择纸牌表示;
由所述第二玩者结束所述第二盘游戏;
由所述第一玩者接着继续玩所述第一盘游戏,同时所述第二玩者开始所述纸牌游戏的第三盘游戏,其中由第二玩者玩从所述有序集合的合格纸牌表示中随时间选择的第三序列的一张或多张纸牌表示,而且其中为所述第一和第三序列纸牌表示的选择在时间上交叠。
19.如权利要求18所述的方法,其中所述有序集合的纸牌表示可由以下玩者之一选择作为合格纸牌表示;
(a)至多是所述第一和第二玩者中的一个玩者,或者是
(b)在所述纸牌表示为合格的预定时段期间的每个玩者。
20.如权利要求19所述的方法,其中每个所述预定时间少于2秒钟。
21.如权利要求18所述的方法,其中对于所述第一序列的第一纸牌表示,有在所述第二序列中对应的全同第二纸牌表示,其中所述第一纸牌表示与所述对应的第二纸牌表示得自所述有序集合的同一合格的纸牌表示。
22.如权利要求18所述的方法,其中所述纸牌游戏是二十一点游戏。
23.如权利要求22所述的方法,进一步包括步骤:当向所述第一和第二玩者为其各自的二十一点手牌提供同一纸牌表示时,接受第一玩者保持不变的请求及第二玩者添牌的请求。
24.如权利要求22所述的方法,进一步包括步骤:在所述第一盘和第二盘游戏的每盘游戏中玩发牌者二十一点手牌,其中把所述有序集合的合格纸牌表示发给所述第一盘游戏中的第一玩者,也发给所述第二盘游戏中的所述发牌者的二十一点手牌。
25.如权利要求18所述的方法,其中所述特定次序是所述有序集合的纸牌表示的生成次序。
26.如权利要求18所述的方法,进一步包括步骤:维持所述第一和第二盘游戏中每一盘游戏的状态,使得玩所述第一和第二盘游戏的每一盘游戏的效果就象不在玩所述第一和第二盘游戏的另一盘游戏一样。
27.如权利要求18所述的方法,其中生成所述集合的站点的位置至少远离所述第一和第二玩者之一。
28.如权利要求18所述的方法,进一步包括步骤:在生成所述集合的模块和玩所述第一盘游戏的所述第一玩者之间用电子方法互通纸牌游戏信息。
29.如权利要求18所述的方法,其中所述生成步骤包括重复地为所述有序集合提供基本上随机的纸牌,其中每张所述基本上随机的纸牌有资格在相应的预定时段中玩牌。
30.如权利要求18所述的方法,进一步包括步骤:在开始所述第一盘游戏之前为所述第一玩者接受来自玩者身份证明输入设备的玩者身份证明的编码。
31.如权利要求18所述的方法,进一步包括步骤:当所述第一玩者希望改变所述第一盘游戏的速度时改变从所述第一玩者认可输入的时限。
32.如权利要求18所述的方法,进一步包括步骤:向所述第一玩者确认从所述第一玩者接收的请求,其中所述请求包括以下请求之一:(a)请求发给所述有序集合的一张新的纸牌表示,(b)请求下赌注,以及(c)请求提供与所述第一玩者与所述纸牌游戏的其他玩者相比的名次有关的信息。
33.如权利要求18所述的方法,其中首先玩牌的所述步骤包括:由所述第一玩者输入从所述有序集合来的提供纸牌表示的请求,其中所述请求以预定电子信号协议来发送。
34.如权利要求18所述的方法,其中首次玩牌的所述步骤包括:存储所述第一盘游戏的当前配置,所述可访问的当前配置使用玩者身份证明数据,而该玩者身份证明数据是随所述第一玩者请求从所述有序集合中发给纸牌表示一起提供的。
35.如权利要求18所述的方法,其中首次玩牌的所述步骤包括确定由所述第一玩者下的赌注是否可以接受。
36.如权利要求18所述的方法,进一步包括重复执行以下步骤:
为所述第一和第二玩者确定响应于所述玩者玩牌的对手玩牌;以及把对手的玩牌表示发送给所述玩者。
37.如权利要求36所述的方法,其中所述的对手玩牌是发牌者玩牌。
38.如权利要求36所述的方法,其中在没有人工干预下确定所述的对手玩牌。
39.如权利要求36所述的方法,其中所述的发送步骤包括:将对手玩牌的所述表示与提供给玩者的广告演示相结合。
40.如权利要求39所述的方法,其中所述结合步骤包括:通过把用户提供的个人信息与来自广告演示资助者的希望的人口统计概况相比较而提供所述广告演示。
41.如权利要求40所述的方法,其中所述个人信息包括以下的一种或多种信息:姓名、地址、电子函件地址、年龄、性别、财务状况、居住地点、婚姻状态、受教育程度、娱乐时间量、个人爱好和个人习惯。
42.如权利要求39所述的方法,其中所述结合步骤包括为所述第一玩者确定第一广告演示,以及当所述第一玩者的用户概况不同于所述第二玩者时为所述第二玩者确定不同的第二广告演示。
43.如权利要求18所述的方法,进一步包括步骤:在分配与所述纸牌游戏有关的游戏信息的站点与所述第一玩者之间互通所述游戏信息;
其中用因特网传送和有线电视传送之一来进行所述互通信息的步骤。
44.一种在网络上与一个或多个用户中的每个用户玩游戏的同时演示交互式广告的方法,包括:
为所述一个或多个用户中的每个用户执行(A1)至(A5)的以下子步骤:
(A1)获得第一数量的与用户有关的用户信息,所述用户希望玩在所述网络上的一个网络站点处起动的游戏;
(A2)使所述用户与提供给所述用户的众多广告演示中的一个或多个广告演示相匹配,其中所述第一数量的用户信息用于使所述的一个或多个广告演示与所述用户相匹配;
(A3)起动由使用所述网络的玩者玩的游戏的第一实例;
(A4)在玩所述游戏的第一实例期间把所述一个或多个匹配的广告演示传送给所述用户,其中对于大多数连续的用户玩牌,有向所述用户介入传送所述匹配的一个或多个广告演示之一;
(A5)向所述网络站点发送与一个或多个响应有关的数据,所述响应是由所述用户对所述匹配的一个或多个广告演示的至少一个所作出的响应;
为一个或多个用户的每个用户存储与所述响应有关的所述数据,其中所述响应是由所述用户对所述匹配的一个或多个广告演示作出的响应;
向具有所述众多广告演示中的第一广告演示的第一个广告者提供补充信息,所述补充信息与所述第一广告演示觉察到的功效有关,所述决定的补充信息使用与所述响应有关的所述已存储数据。
45.如权利要求44所述的方法,进一步包括步骤:在以下情况下向一个或多个用户的第一个用户提供补充广告:(a)当所述补充广告与所述第一广告演示有关时,(b)当所述第一广告演示发送给所述第一用户时,以及(c)当在发送步骤(A5)中所述第一用户通过向所述第一广告演示发送有利响应来作响应时。
46.如权利要求45所述的方法,其中所述补充广告包括以下项目之一:与产品样品有关的信息、折扣、试订购、购买在所述第一广告演示中演示的产品、购买在所述第一广告演示中演示的服务、奖品、以及赠品。
47.如权利要求45所述的方法,其中对所述第一广告演示的有利响应包括与以下内容之一有关的信息:(a)由所述第一用户发出的所述补充广告的请求,以及(b)由所述第一用户作出的对问卷调查的回答。
48.如权利要求45所述的方法,其中所述提供步骤包括向所述第一用户提供与补偿有关的信息作为所述补充信息,所述补偿是由于所述第一用户提供了所述一个或多个响应而给予该用户的。
49.如权利要求44所述的方法,其中所述第一广告演示的觉察到的功效包括以下测量的一个或多个:(a)测量把所述第一广告演示显示给看的用户数目,(b)测量把所述第一广告演示显示给所述各用户看的次数,以及(c)测量所述各用户对所述第一广告演示的有利响应数,其中把所述一个或多个测量提供给所述第一广告者。
50.如权利要求44所述的方法,其中所述网络与因特网网络和交互式有线电视网络之一交叠。
51.如权利要求44所述的方法,其中所述网络包括一个因特网网址作为所述网络站点。
52.如权利要求51所述的方法,其中所述的获得步骤包括在所述因特网网址处进行注册。
53.如权利要求52所述的方法,其中所述的注册步骤包括:通过网络为所述一个或多个用户中的第一个用户发送注册信息。
54.如权利要求44所述的方法,其中所述的第一个广告演示包括为所述一个或多个用户演示的与产品和服务之一有关的信息。
55.如权利要求44所述的方法,其中所述的提供步骤包括:向所述第一个广告者提供反馈信息作为所述补充信息,所述反馈信息的获得方法是使用与所述一个或多个用户对所述第一广告显示的响应有关的所述数据。
56.如权利要求55所述的方法,其中所述的提供步骤包括以下两种确定之一:确定把所述第一广告演示演示给所述一个或多个用户的次数,以及确定把所述第一广告演示显示给看的不同用户数目。
57.如权利要求55所述的方法,其中所述的提供步骤包括:确定为获得与所述第一广告演示有关的补充信息而由所述一个或多个用户访问所述第一广告演示的次数。
58.如权利要求55所述的方法,其中所述的提供步骤包括以下内容之一:
(a)把在所述第一广告演示中对所述一个或多个用户兴趣的第一测量与在所述诸广告演示的第二广告演示中对所述一个或多个用户兴趣的测量进行比较,以确定与所述第二广告演示功效相比的所述第一广告演示的功效;
(b)确定对所述第一广告演示作出响应的诸用户的特性表征;
(c)确定对所述第一广告演示的测量,其中所述测量涉及把所述第一广告演示显示给所述一个或多个用户看的时间长短。
59.如权利要求44所述的方法,其中所述供应步骤包括:重复地通过使用与所述第一用户的所述响应有关的所述数据而进行把一个或多个广告演示与所述一个或多个用户中的第一用户相匹配的所述匹配步骤。
60.如权利要求59所述的方法,其中所述的重复步骤包括以下两种停止之一:停止向所述第一用户发送所述第一广告演示,以及停止向所述第一用户发送所述众多广告演示的广告项目的特定类别。
61.如权利要求58所述的方法,其中所述特定类别至少包括以下内容之一:与体育运动有关的广告、与食品有关的广告、与锻练身体有关的广告、与保险有关的广告、政治性广告、与地理有关的广告。
62.如权利要求59所述的方法,其中所述的重复步骤包括:向所述第一用户发送所述众多广告演示中的一不同广告演示。
63.如权利要求44所述的方法,其中所述用户的所述一个或多个响应包括对问卷调查中至少一个问题的回答。
64.如权利要求44所述的方法,其中所述的获得步骤包括:请求得到与所述用户有关的以下信息的某几项:姓名、地址、电子函件地址、年龄、财务状况、受教育程度、婚姻状况、全家人口数、孩子数目以及性别。
65.如权利要求44所述的方法,其中所述的匹配步骤(A2)包括:把至少所述的注册信息与人口统计概况比较,以确定对一个或多个广告演示的所述匹配,而所述一个或多个广告演示有待于在所述发送步骤(A4)发送给所述用户。
66.如权利要求44所述的方法,其中所述的起动步骤(A3)包括:向所述用户提供对下列游戏之一的选择:二十一点、双骰子戏、轮盘赌、扑克牌戏、巴卡拉纸牌戏以及牌九。
67.如权利要求44所述的方法,其中所述的起动步骤(A3)包括实质上在用户选择的时刻玩所述游戏的所述第一实例。
68.如权利要求44所述的方法,进一步包括以下步骤:
产生具有特定次序的纸牌表示的有序集合,以玩游戏的所述第一实例,其中所述有序集合的每张所述纸牌表示有资格按照所述特定次序发出;
当由一个或多个用户中的第一用户玩所述游戏的所述第一实例时,首先由所述第一用户从所述有序集合的合格纸牌表示中请求随时间选择的一张或多张纸牌表示的第一序列,其中所述第一序列由所述特定次序排序。
69.如权利要求68所述的方法,进一步包括以下步骤:
用所述一个或多个用户中的第二个用户初始化所述游戏的第二实例以供玩所述游戏的所述第二实例之用;
其次由所述第二用户从所述有序集合的合格纸牌表示中请求随时间请求的一张或多张纸牌表示的第二序列以玩所述第二实例,其中所述第二序列由所述特定次序排序,而且其中所述的第一和第二请求步骤互相重叠;
由所述第一用户停止为所述第一实例请求纸牌表示;
在所述停止步骤之后,由所述第二用户继续为所述第二实例请求纸牌表示;
由所述第二用户结束所述第二实例;
在所述第二用户开始所述游戏的第三实例的同时,由所述第一用户继续玩所述第一实例,其中由所述第二玩者玩从所述有序集合的合格纸牌表示中随时间请求的一张或多张纸牌表示的第三序列,而且其中所述第一和第三序列的请求在时间上交叠。
70.如权利要求69所述的方法,进一步包括步骤:维持所述游戏的所述第一和第二实例的每一实例的状态,使得玩所述第一和第二实例的每一个实例的效果与好象不在玩所述第一和第二实例的另一个实例的效果相同。
71.如权利要求68所述的方法,其中所述的发送步骤(A4)包括发送一广告演示,该广告演示是所述把一个或多个广告演示与来自所述有序集合的纸牌表示相匹配后的结果。
72.如权利要求44所述的方法,其中所述存储步骤包括保持与以下情况之一有关的数据:是否已把所述第一广告演示提供给了所述一个或多个用户中的第一用户,以及何时把所述第一广告演示提供给所述第一用户。
73.如权利要求44所述的方法,其中所述第一广告演示包括至附加信息的超链接,该附加信息用于与所述第一广告演示有关的产品和服务之一。
74.如权利要求73所述的方法,其中所述的存储步骤包括:保持与所述一个或多个用户访问所述超链接的总次数有关的信息。
75.如权利要求44所述的方法,其中所述的提供步骤包括至少确定下列内容之一:
(a)向所述一个或多个用户演示所述第一广告演示的代价;以及
(b)是否不应继续把所述第一广告演示提供给一个或更多用户。
76.如权利要求44所述的方法,进一步包括至少用下列内容之一向第一广告者计费的步骤:(a)所述第一广告演示提供给看的所述一个或多个用户的数目,(b)由所述一个或多个用户请求促销品的次数,以及(c)网络用户与所述网络站点通信的次数。
77.一种在网络上玩游戏的同时提供广告的装置,包括:
广告者容器(repository),用于存储一个或多个人口统计概况,每个所述的人口统计概况描述一个或多个未来的用户以通过所述网络提供与所述人口统计概况相应的广告;
用户数据容器,用于为一个或多个用户的每一用户存储描述所述用户的一个或多个相应的用户数据项目;
选择器装置,用于为所述一个或多个用户的每个用户确定一个或多个广告以向在所述用户的相应网络节点处的所述用户演示,其中所述选择器装置使用所述用户的所述一个或多个相应的用户数据项,而且其中所述诸广告的至少一个广告是响应使能广告(response enabling advertisement),用于使能所述用户对所述响应使能广告的响应;
玩游戏引擎,用于通过所述网络与所述一个或多个用户的每一个用户玩相应的游戏;
其中对于所述一个或多个用户的每一用户及对于在所述相应游戏中所述用户的大多数玩牌来说,有一个由所述玩游戏引擎对所述用户的干预网络响应;
供给装置,用于为所述一个或多个用户的每个用户给所述选择器装置提供相应的补充的用户数据项,所述补充的用户数据项与用户对所述响应使能广告的回答有关,用于确定提供给所述用户的后继广告。
78.如权利要求77所述的装置,其中对于所述一个或多个用户的每个用户来说,把所述用户的所述相应的用户数据项和所述相应的补充的用户数据项包括在所述用户数据容器内的所述用户的用户概况中。
79.如权利要求77所述的装置,其中所述网络使用因特网连接和交互式有线电视连接之一。
80.如权利要求77所述的装置,其中所述响应使能广告包括为所述用户之一提出的一个或多个问题。
81.如权利要求77所述的装置,其中对于所述用户的至少第一用户来说,所述第一用户的所述相应的用户数据项用以下行为之一来确定:(a)检测由所述第一用户起动的超链接,(b)评定所述第一用户对问题的响应,以及(c)确定所述广告之一可由所述第一用户观看的时间长短。
82.如权利要求77所述的装置,其中所述广告之一提供对产品促销品和服务促销品之一的访问。
83.如权利要求77所述的装置,进一步包括:
把所述一个或多个广告之一和由玩游戏引擎产生的所述诸干预响应相组合的装置,以向所述一个或多个用户的第一用户提供组合后的响应;以及
在与所述第一用户玩所述相应的游戏期间通过所述网络把所述组合后的响应提供给所述第一用户的装置。
84.如权利要求83所述的装置,其中所述组合用的装置包括以超文本标示语言(hypertext markup language)来规定所述组合后响应之一的装置。
85.如权利要求83所述的装置,其中所述发送装置包括用于访问所述网络的万维网服务器。
86.如权利要求77所述的装置,其中所述用户之一用的所述一个或多个数据项包括与以下内容有关的用户信息:年龄、性别、财务状况、住处、受教育程度、婚姻状况、估计的娱乐时间量、个人爱好和习惯、全家人口数、孩子数目、以及各用户网络交互类别。
87.如权利要求77所述的装置,其中至少所述人口统计之一包括按照以下的一个或多个内容至少识别所述一个或多个用户的第一用户:年龄、性别、财务状况、住处、受教育程度、婚姻状况、估计的娱乐时间量、个人爱好和习惯、全家人口数、孩子数目、以及用户网络交互类别。
88.如权利要求87所述的装置,其中所述用户网络交互类别包括以下二者之一:对所述第一用户访问的网络站点的确定,以及所述用户的风险耐受度。
89.如权利要求77所述的装置,其中所述用户之一的所述相应的用户数据项之一包括若干次向用户演示的所述广告之一。
90.如权利要求77所述的装置,其中所述选择器装置包括统计分析模块,用于使所述诸用户概况与所述用户之一的所述诸相应的用户数据项相匹配。
91.如权利要求77所述的装置,其中所述玩游戏引擎包括游戏控制器,用于玩二十一点、扑克牌戏、双骰子戏、轮盘赌、巴卡拉(baccarat)纸牌戏以及牌九中的一种或多种游戏。
92.如权利要求77所述的装置,其中所述玩游戏引擎包括赌注结算模块,以确定用户所请求的赌注的可接受性。
93.如权利要求92所述的装置,进一步包括在所述用户中的第一用户的网络节点处的广告接收装置,所述广告接受装置用于接收未与所述干预响应的任一个干预响应结合的未经请求的广告。
94.如权利要求92所述的装置,其中所述广告接收装置包括守护进程(daemon)以用于检测所述未经请求的广告。
95.如权利要求77的装置,其中所述广告者容器包括与测量有关的数据,所述测量是测量所述诸用户对广告之一和对广告项目的喜爱。
96.如权利要求77的装置,其中所述广告之一提供购买相应广告项之一的交易的进行。
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1998
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2000
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2004
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US20050148377A1 (en) | 2005-07-07 |
WO1997026061A1 (en) | 1997-07-24 |
JP2000510352A (ja) | 2000-08-15 |
US20100228619A1 (en) | 2010-09-09 |
US6183366B1 (en) | 2001-02-06 |
CA2243582A1 (en) | 1997-07-24 |
USRE44566E1 (en) | 2013-10-29 |
US20100235233A1 (en) | 2010-09-16 |
CU22594A3 (es) | 2000-02-10 |
US8065702B2 (en) | 2011-11-22 |
US20080114642A1 (en) | 2008-05-15 |
US7496943B1 (en) | 2009-02-24 |
US5823879A (en) | 1998-10-20 |
US20090186704A1 (en) | 2009-07-23 |
US20100228620A1 (en) | 2010-09-09 |
EP0956119A4 (en) | 2002-05-02 |
KR19990081847A (ko) | 1999-11-15 |
EP0956119A1 (en) | 1999-11-17 |
AU1833097A (en) | 1997-08-11 |
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