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    • 2. 发明申请
    • Online Gaming with Real-World Data
    • 在线游戏与现实世界的数据
    • US20130196777A1
    • 2013-08-01
    • US13807815
    • 2011-02-18
    • Otho Dale Hill
    • Otho Dale Hill
    • A63F13/12
    • G07F17/32A63F3/00643A63F3/08A63F13/12A63F2003/088
    • Online gaming integrating sensory data and/or gameplay data from a real-world environment is provided within an environment incorporating playback of a recorded instance of an original, live card game played in a real-world environment delayed or in real-time. Data from a live card game in a real-world environment can be recorded for delayed playback or streamed live and a remote player can participate on-line in the game as if the remote player had been present at the original, live card game. The remote player may play in the online game at the position/seat occupied by areal-world player. In games where a player is dealt his or her own hand of cards, the remote player will receive cards as they were dealt to the original, real-world player that occupied the same position/seat and may make strategic decisions during gameplay that differ from those of the original, real-world player.
    • 在包括在延迟或实时的现实世界环境中播放的原始,实时卡游戏的记录实例的回放的环境中提供集成来自真实世界环境的感觉数据和/或游戏数据的在线游戏。 来自真实世界环境中的活动纸牌游戏的数据可以被记录以用于延迟播放或流式播放,并且远程玩家可以在游戏中在线参与,如同远程玩家已经存在于原始的活动卡游戏一样。 远程玩家可以在地球世界玩家占据的位置/座位上玩在线游戏。 在一个玩家被自己的手牌交付的游戏中,远程玩家将收到卡片,因为他们被处理到原始的,现实世界的玩家,占据相同的位置/座位,并可能在游戏中做出战略决定,不同于 那些原创,真实世界的玩家。
    • 3. 发明授权
    • Card dispensing shoe with scanner apparatus, system and method therefor
    • 卡片分配器,带扫描仪装置,系统及方法
    • US6039650A
    • 2000-03-21
    • US31321
    • 1998-02-26
    • Otho Dale Hill
    • Otho Dale Hill
    • A63F1/14A63F9/24G06F19/00
    • A63F1/14A63F2009/2425
    • The present invention is directed to a playing card dispensing shoe apparatus, system and method wherein the shoe has a card scanner which scans the indicia on a playing card as the card moves along and out of a chute of the shoe by operation of the dealer. The scanner comprises an optical-sensor used in combination with a neural network which is trained using error back-propagation to recognize the card suits and card values of the playing cards as they are moved past the scanner. The scanning process in combination with a central processing unit (CPU) determines the progress of the play of the game and, by identifying card counting systems or basic playing strategies in use by the players of the game, provides means to limit or prevent casino losses and calculate the Theoretical Win of the casino, thus also providing an accurate quality method of the amount of comps to be given a particular player. The shoe is also provided with additional devices which make it simple and easy to access, record and display other data relevant to the play of the game. These include means for accommodating a "customer-tracking-card" which reads each player's account information from a magnetic stripe on the card, thus providing access to the player's customer data file stored on the casino's computer system and one or more alpha-numeric keyboards and LCD displays used to enter and retrieve player and game information. Also included are keyboards on the game table so that each player can individually select various playing or wagering options using their own keyboard.
    • 本发明涉及一种扑克牌分配鞋装置,系统和方法,其中,鞋具有卡片扫描器,当卡片通过经销商的操作而沿着鞋子的滑槽移动时,扫描纸上的标记。 扫描仪包括与神经网络组合使用的光学传感器,其使用误差反向传播进行训练,以识别纸牌在卡片移动通过扫描仪时的卡片和卡值。 与中央处理单元(CPU)结合的扫描过程确定游戏的进行,并且通过识别游戏玩家使用的卡计数系统或基本游戏策略,提供限制或防止赌场损失的手段 并计算赌场的理论胜利,因此也为特定玩家提供了一个准确的质量方法。 该鞋还配有附加装置,使其简单易于访问,记录和显示与游戏相关的其他数据。 这些包括用于容纳“客户跟踪卡”的装置,其从卡上的磁条读取每个玩家的帐户信息,从而提供对存储在娱乐场的计算机系统上的玩家的客户数据文件的访问以及一个或多个字母数字键盘 和用于输入和检索播放器和游戏信息的LCD显示器。 还包括在游戏桌上的键盘,使得每个玩家可以使用自己的键盘单独选择各种播放或投注选项。
    • 5. 发明申请
    • ON LINE GAMING WITH REAL-WORLD DATA
    • 在线游戏与真实的世界数据
    • US20110300917A1
    • 2011-12-08
    • US13015800
    • 2011-01-28
    • Otho Dale Hill
    • Otho Dale Hill
    • A63F9/24
    • G07F17/32G07F17/3272
    • In one aspect, a method, systems, and apparatuses provide for online gaming that integrates sensory data and/or gameplay data from a real-world environment, and in particular, interactive online gaming within an environment incorporating playback of a recorded instance of an original, live card game played in a real-world environment, wherein the online game may be provided in a delayed manner or in real-time. In one aspect, sensory data and/or gameplay data from a live card game in a real-world environment are recorded for delayed playback or streamed live in real-time, and a remote player is able to access the game online and participate in the game as if the remote player had been present at the original, live card game in the real-world environment. In one aspect, the remote player may play in the online game at the position/seat occupied by one or more of the original, real-world players in the original, real-world game. In one aspect, in games where a player is dealt his or her own hand of cards, the remote player will receive cards as they were dealt to the original, real-world player that occupied the same position/seat in the original, real-world game. In one aspect, the remote player may able to make strategic decisions during gameplay that differ from those of the original, real-world player, wherein such strategic decisions may affect the outcome of the game for that player. In one aspect, the real-world environment is a gaming area at a casino.
    • 在一个方面,一种方法,系统和装置提供在线游戏,该在线游戏将来自真实世界环境的感官数据和/或游戏数据进行整合,特别是在包含原始记录的实例的回放的环境中的交互式在线游戏 在现实环境中玩的实况卡游戏,其中可以以延迟的方式或实时地提供在线游戏。 在一个方面,记录来自现实世界环境中的活动纸牌游戏的感觉数据和/或游戏数据用于实时延迟播放或流式传输,并且远程玩家能够在线访问游戏并参与 游戏就像远程玩家在现实环境中一直存在于原始的活纸牌游戏一样。 在一方面,远程玩家可以在原始的真实世界游戏中的一个或多个原始,真实世界的玩家占据的位置/座位上玩在线游戏。 一方面,在玩家被自己发行的牌的游戏中,远程玩家将被接收到被处理在原始的实时玩家中的原始的真实世界的玩家, 世界游戏。 在一个方面,远程玩家可能能够在游戏过程中做出与原始的真实世界玩家不同的战略决策,其中这样的战略决策可能会影响该玩家的游戏结果。 一方面,现实环境是娱乐场的游戏区。
    • 7. 发明申请
    • ON LINE GAMING WITH REAL-WORLD DATA
    • 在线游戏与真实的世界数据
    • US20120004037A1
    • 2012-01-05
    • US12945693
    • 2010-11-12
    • Otho Dale Hill
    • Otho Dale Hill
    • A63F9/24
    • G07F17/32G07F17/3272
    • In one aspect, a method, systems, and apparatuses provide for online gaming that integrates sensory data and/or gameplay data from a real-world environment, and in particular, interactive online gaming within an environment incorporating playback of a recorded instance of an original, live card game played in a real-world environment, wherein the online game may be provided in a delayed manner or in real-time. In one aspect, sensory data and/or gameplay data from a live card game in a real-world environment are recorded for delayed playback or streamed live in real-time, and a remote player is able to access the game online and participate in the game as if the remote player had been present at the original, live card game in the real-world environment. In one aspect, the remote player may play in the online game at the position/seat occupied by one or more of the original, real-world players in the original, real-world game. In one aspect, in games where a player is dealt his or her own hand of cards, the remote player will receive cards as they were dealt to the original, real-world player that occupied the same position/seat in the original, real-world game. In one aspect, the remote player may able to make strategic decisions during gameplay that differ from those of the original, real-world player, wherein such strategic decisions may affect the outcome of the game for that player. In one aspect, the real-world environment is a gaming area at a casino.
    • 在一个方面,一种方法,系统和装置提供在线游戏,该在线游戏将来自真实世界环境的感官数据和/或游戏数据进行整合,特别是在包含原始记录的实例的回放的环境中的交互式在线游戏 在现实环境中玩的实况卡游戏,其中可以以延迟的方式或实时地提供在线游戏。 在一个方面,记录来自现实世界环境中的活动纸牌游戏的感觉数据和/或游戏数据用于实时延迟播放或流式传输,并且远程玩家能够在线访问游戏并参与 游戏就像远程玩家在现实环境中一直存在于原始的活纸牌游戏一样。 在一方面,远程玩家可以在原始的真实世界游戏中的一个或多个原始,真实世界的玩家占据的位置/座位上玩在线游戏。 一方面,在玩家被自己发行的牌的游戏中,远程玩家将被接收到被处理在原始的实时玩家中的原始的真实世界的玩家, 世界游戏。 在一个方面,远程玩家可能能够在游戏过程中做出与原始的真实世界玩家不同的战略决策,其中这样的战略决策可能会影响该玩家的游戏结果。 一方面,现实环境是娱乐场的游戏区。
    • 8. 发明授权
    • System including card game dispensing shoe and method
    • 系统包括纸牌游戏配送鞋和方法
    • US07699694B2
    • 2010-04-20
    • US10439789
    • 2003-05-16
    • Otho Dale Hill
    • Otho Dale Hill
    • A63F13/00
    • A63F1/18A63F1/14A63F3/00157A63F2001/008A63F2009/2425A63F2250/58
    • A system and method including card game dispensing shoe includes a scanner that discerns the value and suit of each card dispensed, and includes a CPU and a memory storing data such as rules for dealing cards, data representing player strategy criteria and card inventory data. The CPU, with the scanner data and wagering data can determine player proficiency in regards to player strategies, can determine whether the card inventory is in favor of the player, determine player first card advantage and can, on a floating basis, determine permitted deck penetration. The system and method can be incorporated into games to be broadcast over a communications network such as the Internet.
    • 一种包括纸牌游戏分发器的系统和方法包括:识别所分配的卡的价值和诉讼的扫描器,并且包括CPU和存储诸如交易卡的规则,代表玩家策略标准的数据和卡库存数据的数据的存储器。 具有扫描仪数据和投注数据的CPU可以确定玩家对玩家策略的熟练程度,可以确定卡片库存是否有利于玩家,确定玩家的第一卡优势,并且可以在浮动的基础上确定允许的牌面渗透 。 该系统和方法可以并入通过诸如因特网的通信网络广播的游戏中。