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Title:
THE METHOD OF DEVISING LOTS TO INDICATE WINNERS IN AN INTERACTIVE GAME
Document Type and Number:
WIPO Patent Application WO/2002/015994
Kind Code:
A1
Abstract:
The subject of the invention is a method of devising lots to indicate winners in an interactive game, in which lottery tables containing numbers arranged in K columns and R rows are used as lots. The methods is characterised as follows: first a basic register of numbers Z is entered into the computer memory containing elements z in an amount specified by the product of the amount of K columns in the table and the number 'm', in which the address of the element of the register corresponds to the number of bids made during the bidding; then a second register is made which contains a specific amount of numbers chosen from the basic register separately for each column from the set of numbers from [mx(Y-1)+1] to (m x Y), where Y is the number of the column, while the number 'm' is the amount of possible numbers that can be found in particular columns; a set of unique records in the quantity m?K¿ is made from the second register by entering sequences of subsequent combinations of numbers chosen from particular columns; next to records are shorted by microprocessor, a specific number of records is entered into the computer memory and printed as lots in the quantity m?K¿/R until all the records made have been exhausted, where R is amount of rows in the table; after that two numerical values are fixed for the prepared lots: L the number of bid numbers equal to the sum of bid numbers in each column and the number of winners equal to the product of the amount of numbers bid from each column, while the winning lots are found on the basis of numbers bid contained in the basic register and the results are publicly announced.

Inventors:
BANASIAK ANDRZEJ WITOLD (PL)
Application Number:
PCT/PL2000/000072
Publication Date:
February 28, 2002
Filing Date:
October 16, 2000
Export Citation:
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Assignee:
BANASIAK ANDRZEJ WITOLD (PL)
International Classes:
A63F3/06; G07C15/00; G07F17/32; (IPC1-7): A63F3/06; G06F19/00; G07C15/00
Domestic Patent References:
WO2000009227A12000-02-24
WO1997032639A11997-09-12
WO1994003873A11994-02-17
WO1994001840A11994-01-20
Foreign References:
PL170662B11997-01-31
PL172564B11997-10-31
Attorney, Agent or Firm:
Szczesniak-tyminska, Elzbieta (Warszawa, PL)
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Claims:
Patent claims
1. The method of devising lots to indicate winners in an interactive game, in which computer made tables containing numbers from a set of numbers arranged in columns and rows are used as lots, is characterised as follows : first a basic register of numbers Z is entered into the computer memory containing elements z in an amount specified by the product of the amount of K columns in the table and the number"m", in which the address of the element of the register corresponds to the number bid by the player and the content of the element of the register indicates the number of bids made during the bidding; then a second register is made which contains a specific amount of numbers chosen from the basic register separately for each column from the set of numbers from [m x (Y1) + 1] to (m x Y), where Y is the number of column, while the number"m"is the amount of possible numbers that can be found in particular columns ; a set of unique records in the quantity mK is made from the second register by entering sequences of subsequent combinations of numbers chosen from particular columns ; next the records are sorted by microprocessor, a specific number of records is entered into the computer memory and printed as lots in the quantity mK/R until all the records made have been exhausted, where R is amount of rows in the table ; after that two numerical values are fixed for the prepared lots : L the number of bid numbers equal to the sum of bid numbers in each column and the number of winners equal to the product of the amount of numbers bid in each column, while the winning lots are found on the basis of numbers bid contained in the basic register and the results are publicly announced.
2. The method as claimed in Claim 1 is characterised in that the amount of lots won and the amount of numbers bid is a function of the amount numbers bid for each column.
3. The method as claimed in Claim 1 is characterised in that the number"m"is at least equal to the number of rows on the lot of the table.
4. The method as claimed in Claim 1 is characterised in that each unique record corresponds to exactly one row of numbers in the table that will be included in the game.
5. The method as claimed in Claim 1 is characterised in that each unique record is used only once in the game.
6. The method as claimed in Claim 1 is characterised in that the number of winners is equal to the number of crossed rows.
Description:
The method of devising lots to indicate winners in an interactive game.

The subject of the invention is the method of devising lots to indicate winners in an interactive game, in which tables with numbers arranged in columns and rows are used as lots.

The method of drawing winners in bingo is known from the no. 170662 Polish patent description and it consists in forming a register in the computer memory of all combinations of sets of lottery cards with numbers from 1 to 75. In the second register decoded by the microprocessor, a certain number of sequences of various numbers between 1 and 75 are entered. These sequences of numbers are unique and are constructed in such a way that they give the exact number of winners while using a specific number of tables. The lottery is conducted by random choice of a sequence of numbers from tables contained in a second register. After this draw the chosen number sequence is compared by computer with tables in the first register and the results are displayed on a monitor.

A game system is also known from the no. 172564 Polish patent description, in which the game consists in completion of symbols in a given combination in order to obtain the winning combination. The system, according to the game programme and probability, gives the player an indication of the greatest chances for chosen symbols or combinations, or gives indications of how to rate his chances of winning.

In known methods of drawing winners and systems of conducting games, the players do not have a decisive influence on whether they will win.

The problem is solved by devising lots to indicate winners in an interactive game, according to the invention.

The method according to the invention uses tables made on the computer, which contain numbers taken from a set of numbers and arranged in columns and rows and it works in the following way: first, a basic register of numbers is made in the computer memory containing elements in an amount specified by the product of the number of columns in the table and the number"m", in which the address of the element of the register corresponds to the number bid by the player and the content of the elements of the register indicates the number of bids during the bidding; then, a second register is made which contains a specific amount of numbers chosen from the basic register separately for each column from the set of numbers from [m x (Y-1) +1] to (m x Y), where Y is the number of column and the number"m"is the amount of possible numbers that can be found in particular columns ; a set of all possible unique records in the quantity mk are made from the second register by entering sequences of combinations of number chosen from subsequent columns ; next the records are sorted by computer records is entered into the computer memory and printed as lots in the quantity mk/R until all the basic records made have been exhausted, where R denotes the amount of row in the table ; after that two numerical values are fixed for the prepared lots : the amount L of numbers bid equal to the sum of bid numbers in each column and the number of winners equal to the product of the amount of numbers bid from each column ; then there is a bidding and the winning lots are found on the basis of numbers bid drawn from the basic register and the result are publicly announced.

The amount of lots won and the amount of numbers bid is a function of the amount of numbers bid for particular columns. It is advantageous if an additional random real number from 0 to 1 is generated for each record and if the records are sorted according to real the number.

According to the invention every record corresponds to one row of numbers in the table, which will be included in the game, and each record must be used exactly once in the game.

It is an advantage if the number of rows bid is equal to the number of winners. In this method the number"m"is at least equal to the number of rows in the table. Moreover, it is advantageous if the quantity of the series of lots is determined irrespective of the number of winners.

The characteristic feature of the method proposed according to the invention is that it allows the organisers of the game to plan the number of winners and the amount of numbers drawn in advance, while giving the players a decisive influence on the results of the game, because only the players choose numbers in the bidding and compete with each other for the pool of prizes. The organisers of the game know the number of winners and the amount of numbers that should be chosen, but they do not know which numbers will really be bid. The players themselves make the choice. The organisers, however, have an influence on number and total sum of the prizes.

The subject of the invention is presented in detail in the examples below and shown in the figure. Fig 1 shows how one lot is made.

Example 1 According to the invention LL lots on which numbers from set Z are arranged in K columns and R rows, are used in the game.

The devising of lots is determined by computer, in the memory of which all the numbers and lots in the game are simulated. First a basic register of the numbers Z = 100, including a set of elements z from 1 to 100, is made. Each z element has its address and its content. The address corresponds to a specific number and the content is used to register the number of bids.

"Z"is the multiple of the number of K columns and"m". This number"m"specifies the amount of possible numbers that can be found in each column. From the set Z = 100 in which K = 5 and the number m= 20, we choose R = 10 numbers from each column, where R is equal to the number of rows, for example, the number of rows = 10.

Next, for example 10 random numbers from the set of numbers 1 to 100 are entered in each column, but in the first column we enter numbers from 1 to 20, in the second column numbers from 21 to 40, in the third column numbers from 41 to 60, in the fourth column numbers from 61 to 80 and in the fifth column numbers from 81 to 100.

Then a database containing mk records is set up and each record corresponds to one row of numbers that will take part in the game, where, for instance, m = 20, K = 5, R = 10. Chosen combinations of numbers occurring in the Z set, which are described in a further part of this patent description, are entered in sequence into all records.

For each base record set up in this way a real randomly chosen number RND from 0 to 1 is additionally generated. Using a microprocessor, records in the RND sequence are sorted. Next, for example 10 of further records is entered into the computer memory and printed in the form of lots. Further 10 records are entered until all base records have been exhausted.

Every possible record that can be made is used precisely once on one of the lots in the game. This is why there are mk rekords in the game. Assuming that there are R rows on one lot, the number of LL lots in the game is LL = mK/R By matching the values of"m"and R an amount of lots that is convenient for the organiser can be fixed. It is important that the value of the LL series is determined irrespectively of the number of winners ZW. For example, for the values m = 20, K = 5, R = 10 the number of rows in the game is 20 5 = 3,200.000 and the number of LL lots = 3,200.000/10 = 320.000.

The number of winners ZW equals the amount of crossed rows. Assuming that every possible row that can be formed is used exactly once the number of winners ZW equals the product : ZW = ki x k2 X ky, where kl, ka..., ky denotes the amount of numbers bid from columns 1 to Y and Y in this case represents the number of the column, eg. 1,2,3... 5. The sum of the numbers bid in each column, is L = ki + k2 +... +ky, where ky is the amount of numbers bid in Y column. The amount of numbers in each column can be different.

Thus, both the amount of wins and the amount of numbers bid are a function of the amount of numbers bid for particular columns.

It is assumed that not less than L min and not more than L max numbers are bid and the number of winners should be not less than ZW min and not more than ZW max.

All possible combinations of numbers ki, k2,.... ky, are analysed, the L sum of which is: L min <= L <= L max and ZW min<= ZW <= ZW max, as a result of which we obtain a table for values. For example for K = 5, L min = 15, L max = 18, ZW min = 100, ZW max = 200. zw<BR> <BR> <BR> <BR> 100 105 108 112 120 125 126 128 <BR> <BR> 135 j 140 144 150i <BR> <BR> 160 !<BR> <BR> <BR> <BR> 162 !<BR> <BR> <BR> <BR> 1681 ! 180 189 192 According to the table it is not possible to obtain any required number of winners, eg. 113, but 112 is possible. The numbers in the table ranging from 100 to 200 are arranged quite evenly and closely, so that if we plan to have about 170 winners, we should choose number 168.

A more detailed analysis of this example shows that the number of 168 winners can be obtained in many ways. 1 21 34 4 7 171 168- 1I 2 ; 3 ; 4 ; 7 : 97 : 168= i 1 j 2i 3i 7--4j 17-168-- 11 21 3 : 7 4 17-168- 22 ! 7 6 18 168 i 2i 2i 2i 7 3-16-j 168j j 2j 2 3i 7 2-16 168- 223 ! 7 2 16 ! 168 ! .. 1,.... _... 2 ; ...... 4 ; _........ 7...... 3. _....... 17=..... 1. 68 : ........' ;.... 2. i. _ _. 2..... 6,. _7....... 18 :.. _....... 68r If : 2 numbers are bid in one column 2 numbers are bid from another column 3 numbers are bid from another column 7 numbers are bid from another column 2 numbers are bid from another column A total of 16 numbers will be bid, the product of which is 168 winning numbers.

Although the result of the bidding is not known in advance, because the numbers bid by the players are not known, it is certain that there will be 168 winning numbers.

The basic Z register containing z elements is used to indicate winners on the basis of numbers bid. As mentioned above, each z element has its address and content. The address corresponds to the number bid and the content is the number of bids made.

A single bid for the number, for example, 6 is registered so that the registration with an 6 address will raise its value by 1 bid. After the bidding the register with the highest content, which corresponds to the number of bids, is indicated using a microprocessor. The address of this register is the number bid.

In the game LL lots, on which numbers from set Z are arranged in K columns and R rows, are used.

After selling the lots the organiser conducts a bidding of L numbers from set Z. The bidding takes place according to the planned number of winners. In each column from 1 to K the numbers kl, k2,..., kK respectively are bid. Each of these numbers is bid for separately.

This takes place as follows : the organiser selects a randomly chosen number from the set {m x (Y-1) + 1} to {m x Y}, where Y is the number of the column. Then bids are collected from the players. If there is at least one bid for a specific number, eg. 5, this particular number will be bid. If there is no even one bid than the number chosen by the organiser will be bid. If at least two numbers get the same number of bids, either one of them can be bid or the bidding can be extended. The bidding can be limited by the time it lasts, the number of bids, the predominance of one number over the rest, or by the organiser himself. The bidding can be made by audiotex, internet or some other medium ; People who do not have lots can also take part in the game, but these people cannot win a prize. The game can be either active or passive.

The active form of game is much more exciting. In an extreme case, when only one player bids, he is certain to be the winner. This active mode allows for a team game.

The whole family and their friends can bid for the same number. Observing the results of bidding even during the game, a group can decide to back a number that has the chance of being bid.

In the passive form of the. game the numbers are evenly arranged, so other bidders will bid for a random number. From a passive player's point of view, the number bid is a random one, because it does not depend on him, and all numbers are equally probable. Thus, the introduction of bidding instead of drawing lots in the ordinary way does not affect the mode of the game; for the passive player it is classic bingo.

Nevertheless, he can follow the bidding, even though he does not take an active part in it.

Example 2 When we choose at least 2 numbers from each column, lots that have more than one crossed row can occur.

The organiser of the game has the following possibilities: 1) To treat every crossed row as a single win, and then a player who has crossed X rows will get X times the basic prize, 2) To treat a lot with several crossed rows like one with a single crossed row, without giving any additional prizes, 3) To give an additional special prize for a lot with several crossed rows, 4) To avoid the situation in which several crossed rows can occur. This can be done if we bid for only one number in a certain column. Then it is certain that there will be no lots with multiple rows crossed.