US2008214303A1PendingUtilityA1

Method, System and Computer Program Product For Producing, Offering and Executing Recreational Application Programs

Assignee: TAMPEREEN TEKNILLINEN YLIOPISTPriority: Dec 2, 2004Filed: Nov 30, 2005Published: Sep 4, 2008
Est. expiryDec 2, 2024(expired)· nominal 20-yr term from priority
A63F 2300/6018G07F 17/32G06Q 50/34A63F 13/45A63F 13/10
49
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Claims

Abstract

Recreational application programs are offered for execution through players' terminals. Said recreational application programs involve at least one of playing and gambling. The system comprises an event model ( 301 ), which is a process adapted to represent a sequence of subevents in a target event ( 202, 203, 204 ) in real time. The system is adapted to offer the execution of a recreational application program through players' terminals as a response to an incident taking place in said event model ( 301 ).

Claims

exact text as granted — not AI-modified
1 . A system for offering recreational application programs for execution through players' terminals, said recreational application programs involving at least one of playing and gambling, characterised in that:
 the system comprises an event model ( 301 ), which is a process adapted to represent a sequence of subevents in a target event ( 202 ,  203 ,  204 ) in real time and   the system is adapted to offer the execution of a recreational application program through players' terminals as a response to an incident taking place in said event model ( 301 ).   
   
   
       2 . A system according to  claim 1 , characterised in that said event model ( 301 ) is adapted to proceed through a sequence of states ( 501 ,  503 ,  506 ,  601 ,  603 ,  608 ,  610 ,  613 ) at a pace set by input information obtained ( 502 ,  504 ,  602 ,  604 ,  604 ′,  606 ,  609 ,  611 ) from said target event ( 202 ,  203 ,  204 ). 
   
   
       3 . A system according to  claim 1 , characterised in that it comprises a gaming model ( 302 ), which is a process adapted to respond to an incident taking place in said event model by announcing a game to be offered to players' terminals. 
   
   
       4 . A system according to  claim 1 , characterised in that it comprises a player model ( 303 ), which is a process adapted to describe an emotional response of at least one player to conditions occurring in the execution of a recreational application program. 
   
   
       5 . A system according to  claim 1 , characterised in that it comprises an implementing technologies model ( 304 ), which is a computer-executable process comprising said event model in the form or executable program code. 
   
   
       6 . A system according to  claim 5 , characterised in that said implementing technologies model ( 304 ) additionally comprises a gaming model and a player model in the form of executable program code. 
   
   
       7 . A system according to  claim 1 , characterised in that it comprises an implementing technologies model ( 304 ), which is adapted to link together an event model ( 301 ), a gaming model ( 302 ) and a player model ( 303 ), which themselves are in the form of executable program code. 
   
   
       8 . A method for offering recreational application programs for execution through players' terminals, said recreational application programs involving at least one of playing and gambling, characterised in that it comprises:
 modeling a sequence of subevents in a target event ( 202 ,  203 ,  204 ) in real time by executing an event model ( 301 ), and   offering the execution of a recreational application program through players' terminals as a response to an incident taking place in said event model ( 301 ).   
   
   
       9 . A method according to  claim 8 , characterised in that it comprises:
 delivering event information about incidents taking place in said event model ( 301 ) to a gaming model ( 302 ) and   responding to event information in said gaming model ( 302 ) by announcing a game to be offered to players' terminals.   
   
   
       10 . A method according to  claim 9 , characterised in that it comprises:
 estimating an emotional response of at least one player to conditions occurring in the execution of a recreational application program,   delivering emotional response information about estimated emotional response to said gaming model ( 302 ) and   responding to emotional response information in said gaming model ( 302 ) by changing a criterion concerning a task of announcing a game to be offered to players' terminals.   
   
   
       11 . A method for synthesizing a recreational application program for execution through players' terminals, said recreational application programs involving at least one of playing and gambling, characterised in that it comprises:
 modeling a target event ( 202 ,  203 ,  204 ) with an event model ( 301 ), which is a process adapted to represent a sequence of subevents in a target event,   verifying operation of said event model ( 301 ) through simulating subevents of a target event and feeding inputs from simulated subevents to said event model ( 301 ) and   using a verified event model ( 301 ) to feed inputs to a recreational application program executed through players' terminals.   
   
   
       12 . A computer program product for offering recreational application programs for execution through players' terminals, said recreational application programs involving at least one of playing and gambling, characterised in that the computer program product comprises:
 computer code for establishing an event model ( 301 ), which is a process adapted to represent a sequence of subevents in a target event ( 202 ,  203 ,  204 ) in real time and   computer code for offering the execution of a recreational application program through players' terminals as a response to an incident taking place in said event model ( 301 ).

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