WO2025052387A1 - Systems and methods for controlling online wagers in real-time of a real-world event - Google Patents
Systems and methods for controlling online wagers in real-time of a real-world event Download PDFInfo
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- WO2025052387A1 WO2025052387A1 PCT/IL2024/050897 IL2024050897W WO2025052387A1 WO 2025052387 A1 WO2025052387 A1 WO 2025052387A1 IL 2024050897 W IL2024050897 W IL 2024050897W WO 2025052387 A1 WO2025052387 A1 WO 2025052387A1
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3286—Type of games
- G07F17/3288—Betting, e.g. on live events, bookmaking
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/326—Game play aspects of gaming systems
- G07F17/3272—Games involving multiple players
- G07F17/3276—Games involving multiple players wherein the players compete, e.g. tournament
- G07F17/3279—Games involving multiple players wherein the players compete, e.g. tournament wherein the competition is one-to-one, e.g. match
Definitions
- the systems and the computer implemented methods allow remote users to place wages on a predicted accumulative score (a dynamic momentum index), that might be achieved within a selected limited time period of a real-world event in realtime or near real-time, wherein the accumulative score is calculated based on plurality of features of the real-world event, each having a related score, and the winner among the participating users is determined based on the actual calculated accumulative score that has been obtained within the selected time period, and based on a set of predefined rules.
- a predicted accumulative score a dynamic momentum index
- the accumulative score is not arbitrarily determined, but rather is comprised of a plurality of selected features of the real-world event, each having a related score (value), which is determined, inter aha, based on statistical databases.
- the selected features and their related score are presented to the users prior to placing the wagers, thereby allowing the users to place an “educated guess”, increasing the fairness and competitivity of the wagering game.
- the systems and methods disclosed herein allow users to play one against the other while guessing/estimateing an accumulative score at the end of a predetermined time period whereby the score is determined based on statistics relevant to the event.
- a dynamic momentum index indicative of a momentum or of two or more entities participating in a real time event over a period of time. Further provided are methods and systems for calculating the dynamic momentum index.
- a computer implemented method for controlling an online wager in real-time or near real-time of a real-world event includes the steps of: allowing at least two users to log to a wagering system prior to or during a real- world event; presenting the users with scores for each of a plurality of features of the real-world event; selecting or allowing the users to select a limited time period to place wagers on; allowing each of the at least two users to place wagers on a predicted accumulative score that might be achieved in the limited time period; monitoring the plurality of features of the real-world event in real-time or near real-time and calculating real time or near real time accumulative score according to the monitored features and the scores related thereto; presenting to the users the real time or near real time accumulated scores; and at the end of the limited time period: presenting to the users a final accumulated score; and determining a winner out of the at least two users according to predefined rules.
- At least one of the users is a virtual user controlled by the wagering system.
- the determination of a winner includes determining the wager's predicted accumulative score that is closest to the final accumulated score, or to a selected range above or below a score.
- the method may further include matching pairs of logged users, based on one or more matching rules, and for each pair of users, determining a winner, based on their respective predicted accumulative score and the final accumulated score.
- the matching rules include one or more of: bet amount, length of time period, predicted accumulative scores, or user characteristics.
- the matching of users may be dynamically adjusted in real-time.
- determining a limited time period includes: allowing one of the users to determine the length of the time period, allowing one of the users to suggest a time period and allowing one of the other users to accept, allowing the system to determine a predetermined time period.
- the method may be repeated periodically over one or more additional periods of time, whereby a selected winner in a first period of time can provide a prediction, in a second, additional period of time, such as to result in a tournament between participating users.
- a prize amount may be determined based on the final accumulated score relative to one or more of: a predicted score, a range of predicted scores, subranges of predicted scores, or any combinations thereof.
- the wager may be based on virtual currency.
- the features' scores may be determined based on related statistics databases.
- the method may further include maintaining or updating a statistics database related to the features of the real-world event.
- the real time event may be a sport match between two entities.
- the real time event may be selected from, but not limited to: American football, soccer, basketball, baseball, tennis, table tennis, hockey, cricket, volleyball, boxing, MMA, rugby, golf, car race, motorcycle race, horse race, bicycle race and a running race.
- a computer implemented method for controlling an online wager in real-time or near real-time, of a real-world event includes the steps of: allowing one or more users to log to a wagering system prior to or during a real-world event; presenting the one or more users with scores for each of a plurality of features of the real- world event; selecting or allowing the users to select a limited time period to place wagers on; determining, by the wagering system, a predicted accumulative score that might be achieved in the limited time period and presenting to each of the one or more users the wagering system's predicted accumulative score; allowing the one or more users to place wagers on a range above or below the wagering system's predicted accumulative score that might be achieved in the limited time period; monitoring the plurality of features of the real-world event in real-time or near real-time and calculating real time or near real time accumulative score according to the monitored features and the scores related thereto; presenting to the one or more users the
- a non-transitory computer-readable medium storing processor executable instructions on a computing device, when executed by a processor, the processor executable instructions causing the processor to perform the method for controlling an online wager in real-time or near real-time, of a real-world event.
- a computerized method for calculating a dynamic momentum index indicative of a momentum of two or more entities participating in a real time event over a period of time includes: determining a score for each of one or more features of the real- world event, such that each score is assigned a negative or a positive value, representative of the magnitude and/or weight of the feature's negative or a positive impact on each of the two or more entities participating in the event; identifying in real time, over the period of time, the features of the real-world event for each participating entity; and dynamically accumulating, by a processing unit, over the period of time, the assigned values of the identified features to calculate a momentum index indicative of the dominancy of one of the two or more entities over the other, within the period of time.
- the features’ scores may be determined utilizing related statistics database and/or machine learning algorithm(s).
- the score may be determined based on the relative weight of the feature on the event, over the entire period of time of the event, or over portions thereof.
- a dynamic momentum index indicative of a momentum of two entities participating in a real time event over a period of time obtained by the method disclosed herein.
- the real time event may be soccer, and the features may be selected from, but not limited to: pass, throw-in, shot blocked, shot off-target, shot on-target, shot on post, goal, corner, penalty given, penalty scored, foul, yellow card, red card, or any combinations thereof.
- a non-transitory computer-readable medium storing processor executable instructions on a computing device, when executed by a processor, the processor executable instructions causing the processor to perform the method of calculating a dynamic momentum index.
- FIG. 1 shows an illustrative flow chart of a method for controlling an online wager in realtime or near real-time of a real-world event, according to some embodiments
- FIG. 2 shows an illustrative flow chart of a method for controlling an online wager in realtime or near real-time of a real-world event, when wagering against a system generated accumulative score, according to some embodiments;
- FIG. 3 shows an illustrative flow chart of a method for calculating a dynamic momentum index indicative of a momentum of two or more entities participating in a real time event over a period of time, according to some embodiments
- FIGs. 4A-G show exemplary screenshots of an online wagering game, according to some embodiments.
- the methods may further include matching pairs of logged users, based on one or more matching rules, and for each pair of users, the matching rules may include one or more of: bet amount, length of time period, predicted accumulative scores, or user characteristics.
- the matchmaking of users is dynamically adjusted in real-time based on the continuously updated momentum index and user characteristics, facilitating immediate and fair competition between users.
- the winner may be a user out of two matched users having the respective predicted accumulated score that is closest to the actual accumulated score.
- the winner may be a user out of two matched users when the actual accumulated score is above or below a predicted median score (i.e., an averaged score which is placed in the middle between the bets of the two users).
- a tie may be declared if the actual accumulated score equals the predicted median score.
- the users may select or be suggested with a limited time period to bet on.
- the time period may be a partial period of the real- world event, or in some cases the entire event.
- the length and/or number of time periods of an event may be selected or adjusted according to the event. For example, the users may bet on the accumulative score of the next 5 seconds, 10 seconds, 30 seconds, 1 minute, 2 minutes, 5 minutes, 10 minutes, 30 minutes, 40 minutes, 45 minutes, or the entire length of the event.
- the system may be used with virtual currency, such as to allow a game with no actual monetary consequences. Such may require, in some embodiments, paying for the service in manners known in the art.
- the wagers may be based on real currency and the methods may further comprise steps of allowing collection of the sum of a lost wager and distributing the sum to the system’s operators and the winning user(s). such may be facilitated by using credit cards, debit card, payment services etc.
- monetary compensation may be provided to more than one user (for example, the winner and one or more additional runners-up).
- a prize amount (for example, in real currency or virtual currency) to one or more winners may be determined based on the initial wager amount and on final accumulated score relative to one or more of: a predicted score, a range of predicted scores, subranges of predicted scores, or any combinations thereof.
- the relation between the prize amount and the wager amount may be determined based on, but not limited to: the number of participating users, length of time periods, game mode, type of real-world event, and the like, or any combinations thereof.
- the relation between the prize amount and the wager amount is predetermined (for example, a winner receives X amount relative to the initial wager amount, wherein “relative to” can include, for example, addition of a predetermined amount, multiplying by predetermined multipliers, and the like). In some embodiments, the relation between the prize amount and the wager amount may be incrementally determined.
- a prediction on a value of a predicted final score
- the user’s prediction is within the sub-zone of the final score
- the user’s wager amount is multiplied by the zone multiplier, and if the user is wrong, the user loses the wager amount. If the user is correct and guesses the exact index score, the user’s wager amount is multiplied by the zone multiplier as well as additional (predetermined) multiplier.
- the methods and systems disclosed herein may further allow broadcasting the real-world event to the users.
- the broadcasting may be presented next to or layered on or below the graphical representation of other elements, such as, the features, the dynamic momentum index, etc. This may be achieved in manners as known in the art and as in some embodiments of the invention, may be facilitated by a third party.
- the users may be presented with a graphical representation of the final accumulated scores, the winner, the winning/losing sums and any other relevant information.
- the limited time period may be arbitrarily selected or may be selected from a list of optional time periods.
- the time period may include any relevant time period, that may be determined, inter alia in accordance with the type of the real-world event, the length of the real-world event, etc.
- determining the time period may include allowing one of the users to determine the length of the time period.
- determining the time period may include allowing one of the users to suggest a time period and allowing one of the other users to accept.
- determining the time period may include allowing the system to determine a predetermined time period.
- each of the users is allowed to place wagers on a predicted accumulative score that might be achieved within the selected limited time period.
- the wagers may include using virtual currency or real currency.
- the plurality of features of the real-world event are monitored in real time/near real time in step 150, and a real time/near real time accumulative score is calculated in accordance with the monitored features and their related/respective score.
- the real time or near real time accumulated scores are being presented to the users.
- the presentation to the users may be include any type of suitable representation form, including, for example, graphical representation (for example, in the form of a bar graph, line graph, histogram, etc.), numerical representation, animated representation, and the like, or any combinations thereof.
- the presentation may be updated in real-time/near real time as the accumulated score changes in accordance with the occurrence of the monitored features.
- the wagering system is further configured to broadcast/present the real-world event to the users.
- the final accumulated score i.e., the final actual score
- a winner out of the at least two users is determined. The determination of the winner may be facilitated based on predefined rules.
- determination of a winner may include, for example, determining the wager's predicted accumulative score that is closest to the final accumulated score.
- a non-transitory computer-readable medium storing processor executable instructions on a computing device, when executed by a processor, the processor executable instructions causing the processor to perform the method described in Fig. 1.
- method 200 includes at step 210 allowing one or more to log to a wagering system prior to or during a real-world event.
- the users are presented with scores for each of a plurality of features of the real-world event.
- the features may be presented or predetermined for each type of real-world event.
- the score (value) assigned to each feature may be selected so as to reflect the effect of the feature on the result of the real time event.
- the score of each feature may be related/correlated to the impact of the feature on the real time event (entire event or period/portions thereof). In some embodiments, the score may be determined based on statistical databases. In some embodiments, the score of each feature is weighted, according to its impact on the real-world event. In some embodiments, the score may be determined using machine learning algorithms, capable of determining a score, which is representative of the direct or in-direct impact of the feature on the event, on one or more of the participating entities.
- a limited time period to place wagers on is selected (by the system or by the users). The limited time period may be arbitrarily selected, or may be selected from a list of optional time periods.
- the time period may include any relevant time period, that may be determined, inter alia in accordance with the type of the real-world event, the length of the real-world event, etc. In some embodiments, determining the time period may include allowing one of the users to determine the length of the time period. In some embodiments, determining the time period may include allowing one of the users to suggest a time period and allowing one of the other users to accept. In some embodiments, determining the time period may include allowing the system to determine a predetermined time period. At step 240, the wagering system determines (generates) a predicted accumulative score that might be achieved in the limited time period. The system’s predicted accumulated score is presented to each of the one or more users.
- the prediction of the accumulative score by the system may be arbitrary, but more preferably is determined based on statistical databases and is calculated in accordance with the type of event, the participating entities, etc.).
- the one or more users are allowed to place wagers on a range above (over) or below (under) the wagering system's predicted accumulative score that might be achieved in the limited time period.
- the plurality of features of the real-world event are monitored in real time/near real time in step 260, and a real time/near real time accumulative score is calculated in accordance with the monitored features and their related/respective score.
- the real time or near real time accumulated scores are being presented to the users.
- the presentation to the users may be include any type of suitable representation form, including, for example, graphical representation (for example, in the form of a bar graph, line graph, histogram, etc.), numerical representation, animated representation, and the like, or any combinations thereof.
- the presentation may be updated in real-time/near real time as the accumulated score changes in accordance with the occurrence of the monitored features.
- the wagering system is further configured to broadcast/present the real-world event to the users.
- the final accumulated score (i.e., the final actual score of the momentum index) is presented to the users; and for each of the one or more users, a winner is determined, if the final accumulated score is within the selected wager range.
- a non-transitory computer-readable medium storing processor executable instructions on a computing device, when executed by a processor, the processor executable instructions causing the processor to perform the method described in Fig. 2.
- the score (weight) of a feature is determined according to the type of event.
- the score of a feature may be related/correlated to the impact of the feature on the real time event (entire event or period/portions thereof).
- the score may be determined based on statistical databases.
- the score of each feature is weighted, according to its impact on the real-world event (entire period or interim periods thereof).
- the score may be determined using machine learning algorithms, trained on related databases, which is capable of determining a score that is representative of the direct or in-direct impact of the feature on the event, on one or more of the participating entities.
- the method may further include one or more additional steps, such as presenting the dynamic momentum index using any type of representation, including, for example, graphical presentation.
- the presentation of the momentum index is continuous.
- the presentation of the momentum index may be numerical (i.e., presenting in real time the actual calculated number of the index).
- the presentation of the momentum index may be graphical representation, in which the index is presented on a line graph, dynamically moving on a scale, in accordance with the change in the accumulated value thereof.
- the methods and systems disclosed herein employ machine learning algorithm(s) to generate an optimized user experience by accurately determining the actual impact of a real time feature occurring during the event, within the momentum index.
- such algorithms weigh each feature, to reflect its true significance on the final score, enabling the methods and systems to deliver a highly engaging experience, where, for example, users can compete over short time periods, on short-term events.
- Such short-term events which may provide enhanced user experience may be more exciting than long-term engagements, while maintaining a strong and correct correlation to the real world event outcome over the longer term period.
- the method and system enhance the realism and competitiveness of the wagering experience, allowing users to experience the excitement of live competition with a direct and meaningful connection to the overall real-world event results.
- These algorithms intelligently weigh each event to reflect its true significance on the final score, such algorithms can further allow the dynamic momentum index to provide a realistic and engaging representation of how the real-world event unfolds in real-time.
- a non-transitory computer-readable medium storing processor executable instructions on a computing device, when executed by a processor, the processor executable instructions causing the processor to perform the method described in Fig. 3.
- each of the methods and systems disclosed herein may be implemented on any type of suitable computational or communication platform, including, for example, a mobile phone, a tablet, a laptop, a PC, and the like.
- the methods may be implemented in the form of an application programming interface (API).
- API application programming interface
- each platform may have a dedicated graphical user interface (GUI), that may include any type of interface, including, tactile, visual and/or audible interfaces.
- GUI graphical user interface
- the graphical representation of the real-world event and the wagering interface may be displayed simultaneously on the user interface, allowing users to monitor/track the wagering progress and/or momentum index, without leaving the visualization of the real-world event.
- the real-world event may include any type of event, such as a sport match.
- the sports match is a soccer game.
- Figs 4A-F show exemplary screen shots of a betting game, according to some embodiments.
- Figs. 4A-F generally show a series of screenshots of exemplary GUI of a betting game between two users, wherein the real- world event is a soccer match, over a time period of five minutes. Shown in these examples is the view point of a first user (for example, User A), participating in the game. The second user (for example, user B), will view the mirroring view point, as detailed herein.
- both users can view the same screen, i.e., both users are presented on the same interface.
- Fig. 4A generally shows opening screen 400, allowing user(s) to log to the wagering system and to select the type of betting game (for example, PVP (“head to head”), multiplayer, tournament) and to select a specific soccer match on which the bets are placed.
- Fig. 4B generally shows next screen 410, which provides the user with optional relevant data regarding the entities participating in the match and further allows the users to suggest or select a limited time period and/or the sum of the bet.
- Fig. 4C generally shows screen 420, which provides/shows/lists the user with the features of the soccer match (real-world event), and the related scores of each feature.
- Fig. 4A generally shows opening screen 400, allowing user(s) to log to the wagering system and to select the type of betting game (for example, PVP (“head to head”), multiplayer, tournament) and to select a specific soccer match on which the bets are placed.
- next screen 430 generally shows next screen 430, which provides the user(s) with statistical data of the participating entities.
- data may include, for example, but not limited to, an average momentum index for each entity over the last n games, under various conditions (home game, away game, etc.), or any other type of preselected, or user selected available statistical data.
- Fig. 4E generally shows next screen 440, which allows the user to select a predicted momentum index (accumulated score) and to confirm the bet (including, for example, confirming the bet mount, the length of the time period, etc.).
- a predicted momentum index accumulated score
- confirm the bet including, for example, confirming the bet mount, the length of the time period, etc.
- the selected bet is a momentum index of 17 to entity A (“Liverpool”) over a limited time period of 5 minutes (occurring over time 5-10 minutes of the soccer match), and the bet amount of 5$.
- Fig. 4F generally shows screen 450, which shows the real-time monitoring of features of the soccer match, while presenting a dynamic momentum index 452, being updated in real time in accordance with the actual feature 453 being detected. Also shown in the time remaining for the limited period to end. In the example shown in Fig.
- a feature of “pass“ 453 by entity B (“Manchester”) was monitored, and the score thereof affects the dynamic momentum index 452, which is graphically presented, along with a “lose” region 454 or “win” region 456, indicative of the current condition of the bet.
- the win zone represents the area in which the user (viewpoint thereof is presented in the screenshot) will win the bet if the momentum index will end up inside it at the end of the time period.
- the second user will view a mirroring image of the screen shot, in particular, with respect of the “win/lose” zones.
- the momentum index will dynamically move within the zones (i.e., to-from or within the win-lose zones), in accordance with the real world event actual occurrence of features.
- Fig. 4G is generally similar to Fig. 4F, but shows a different layer of data, such that instead of presenting a broadcast 458 of the match (as shown in Fig. 4F), Fig. 4G shows the history 468 of the features that have been recorded/identified/detected.
- the dynamic momentum index is continuously being updated and presented in real time, while also further optionally presenting the lose/win region of the index and/or additional layers of data, until the preselected time period is ended.
- a winner is decided, according to predetermined rules, as detailed above herein.
- the winner is the user betting on a momentum index that is closest to the actual momentum index. For example, if the time period has ended under the conditions shown in Figs.
- the user will win the bet if the momentum index ends up in the “win zone” area which reflects the area in which his prediction is closer to the final momentum index score than his rival’s (other user) prediction. If the momentum index ends up in the “lose zone”, it means that his rival’s prediction is closer to the final momentum index score than the user’s own prediction and therefore the user will lose this bet.
- stages of methods according to some embodiments may be described in a specific sequence, methods of the disclosure may include some or all of the described stages carried out in a different order.
- a method of the disclosure may include a few of the stages described or all of the stages described. No particular stage in a disclosed method is to be considered an essential stage of that method, unless explicitly specified as such.
- the present invention may be a system, a method, and/or a computer program product.
- the computer program product may include a computer readable storage medium (or media) having computer readable program instructions thereon for causing a processor to carry out aspects of the present invention.
- a computer program (also referred to as a program, software, software application, script or code) can be written in any form of programming language, including compiled or interpreted languages, declarative or procedural languages, and it can be deployed in any form, including as a standalone program or as a module, component, subroutine, object, or other unit suitable for use in a computing environment.
- a computer program may, but need not, correspond to a file in a file system.
- a computer program can be stored in a portion of a file that holds other programs or data, in a single file dedicated to the program in question, or in multiple coordinated files (for example, files that store one or more modules, sub programs or portions of code).
- a computer program can be deployed to be executed on one computer or on multiple computers that are located at one site or distributed across multiple sites and interconnected by a communication network.
- Computer readable program instructions described herein can be downloaded to respective computing/processing devices from a computer readable storage medium or to an external computer or external storage device via a network, for example, the Internet, a local area network, a wide area network and/or a wireless network.
- the network may comprise copper transmission cables, optical transmission fibers, wireless transmission, routers, firewalls, switches, gateway computers and/or edge servers.
- a network adapter card or network interface in each computing/processing device receives computer readable program instructions from the network and forwards the computer readable program instructions for storage in a computer readable storage medium within the respective computing/processing device.
- Computer readable program instructions for carrying out operations of the present invention may be assembler instructions, instruction-set-architecture (ISA) instructions, machine instructions, machine dependent instructions, microcode, firmware instructions, state-setting data, or either source code or object code written in any combination of one or more programming languages, for example, JavaScript, Smalltalk, C, C++, TypeScript, Python and R.
- ISA instruction-set-architecture
- machine instructions machine dependent instructions
- microcode firmware instructions
- state-setting data or either source code or object code written in any combination of one or more programming languages, for example, JavaScript, Smalltalk, C, C++, TypeScript, Python and R.
- the computer readable program instructions may execute entirely on the user's computer, partly on the user's computer, as a stand-alone software package, partly on the user's computer and partly on a remote computer or entirely on the remote computer or server (such as, a cloud based).
- the remote computer or cloud
- the remote computer may be connected to the user's computer through any type of network, including a local area network (LAN) or a wide area network (WAN), or the connection may be made to an external computer (for example, through the Internet using an Internet Service Provider) including wired or wireless connection (such as, for example, Wi-Fi, BT, mobile, and the like).
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Abstract
Provided herein are systems and methods for controlling online wager in real-time or near real-time of a real-world event. Further provided are methods for calculating a dynamic momentum index and uses thereof in online wagers.
Description
SYSTEMS AND METHODS FOR CONTROLLING ONLINE WAGERS IN REAL-TIME OF A REAL-WORLD EVENT
FIELD OF THE INVENTION
Disclosed herein are systems and methods for controlling online wager in real-time or near real-time of a real-world event.
BACKGROUND
Placing wagers and gambling is a social event. High speed network connections allow for on-line wagering and gambling. Social sports wagering online can be a major engagement tool, however, such wagering usually involves adding social elements to known games which usually translates to betting against the “house” in contrast to the excitement involved when betting against other users. In addition, sport events that are played for longer periods of time, such as soccer, tend to limit the amount of betting that can be placed thereon, due to the need to wait for the final score. The final score usually lacks a significant skill element, as it focuses on winning and not on playing skills, thereby limiting the diversification of the optional outcomes and preventing multiplayer mechanisms.
Hence, there is a need in the art for improved systems and methods that can allow users to participate in on-line wagering against other users in real world events, wherein the wagering is facilitated in real-time or near real-time over one or more periods of the real-world event.
SUMMARY
According to some embodiments, there are provided herein systems and methods for controlling an online wager in real-time or near real-time of a real-world event, wherein the wagers are placed by at least two users, wherein the wagers are regarding an accumulated score of features related to the event, over/within one or more periods of the real-world event.
According to some embodiments, the systems and the computer implemented methods, allow remote users to place wages on a predicted accumulative score (a dynamic momentum index), that might be achieved within a selected limited time period of a real-world event in realtime or near real-time, wherein the accumulative score is calculated based on plurality of features
of the real-world event, each having a related score, and the winner among the participating users is determined based on the actual calculated accumulative score that has been obtained within the selected time period, and based on a set of predefined rules.
According to some embodiments, the advantageous systems and methods disclosed herein allow users to compete/play on-line against other users, by placing wagers on an expected accumulative score, whereby the winner therebetween is determined based on the actual accumulative score that has been obtained within a selected time period of the real-world event and based on known predetermined rules.
Moreover, advantageously the accumulative score is not arbitrarily determined, but rather is comprised of a plurality of selected features of the real-world event, each having a related score (value), which is determined, inter aha, based on statistical databases. Moreover, the selected features and their related score are presented to the users prior to placing the wagers, thereby allowing the users to place an “educated guess”, increasing the fairness and competitivity of the wagering game.
Thus, according to some embodiments, the systems and methods disclosed herein allow users to play one against the other while guessing/estimateing an accumulative score at the end of a predetermined time period whereby the score is determined based on statistics relevant to the event.
According to further embodimetns, there is further provided herein a dynamic momentum index indicative of a momentum or of two or more entities participating in a real time event over a period of time. Further provided are methods and systems for calculating the dynamic momentum index.
According to some embodiments, there is provided a computer implemented method for controlling an online wager in real-time or near real-time of a real-world event, the method includes the steps of: allowing at least two users to log to a wagering system prior to or during a real- world event; presenting the users with scores for each of a plurality of features of the real-world event;
selecting or allowing the users to select a limited time period to place wagers on; allowing each of the at least two users to place wagers on a predicted accumulative score that might be achieved in the limited time period; monitoring the plurality of features of the real-world event in real-time or near real-time and calculating real time or near real time accumulative score according to the monitored features and the scores related thereto; presenting to the users the real time or near real time accumulated scores; and at the end of the limited time period: presenting to the users a final accumulated score; and determining a winner out of the at least two users according to predefined rules.
According to some embodiments, at least one of the users is a virtual user controlled by the wagering system.
According to some embodiments, the determination of a winner includes determining the wager's predicted accumulative score that is closest to the final accumulated score, or to a selected range above or below a score.
According to some embodiments, the method may further include matching pairs of logged users, based on one or more matching rules, and for each pair of users, determining a winner, based on their respective predicted accumulative score and the final accumulated score.
According to some embodiments, the matching rules include one or more of: bet amount, length of time period, predicted accumulative scores, or user characteristics.
According to some embodiments, the matching of users may be dynamically adjusted in real-time.
According to some embodiments, determining a limited time period includes: allowing one of the users to determine the length of the time period, allowing one of the users to suggest a time
period and allowing one of the other users to accept, allowing the system to determine a predetermined time period.
According to some embodiments, the method may be repeated periodically over one or more additional periods of time, whereby a selected winner in a first period of time can provide a prediction, in a second, additional period of time, such as to result in a tournament between participating users.
According to some embodiments, a prize amount may be determined based on the final accumulated score relative to one or more of: a predicted score, a range of predicted scores, subranges of predicted scores, or any combinations thereof.
According to some embodiments, the wager may be based on virtual currency.
The According to some embodiments, the wager may be based on real currency and the method may further include the steps of allowing collection of the sum of a lost wager and distributing the sum to the wager system and/or the winning user.
According to some embodiments, the representation is a real time or near real time, including graphical representation, numerical representation, or both.
According to some embodiments, the real-world event is broadcasted via the wager system to the users.
According to some embodiments, the graphical representation of the real-time event and the wager system may be displayed simultaneously.
According to some embodiments, the features’ scores may be determined utilizing machine learning algorithm(s).
According to some embodiments, the features' scores may be determined based on related statistics databases.
According to some embodiments, the method may further include maintaining or updating a statistics database related to the features of the real-world event.
According to some embodiments, the real time event may be a sport match between two entities.
According to some embodiments, the real time event may be selected from, but not limited to: American football, soccer, basketball, baseball, tennis, table tennis, hockey, cricket, volleyball, boxing, MMA, rugby, golf, car race, motorcycle race, horse race, bicycle race and a running race.
According to some embodiments, the real time event is soccer, and the features may include: pass, throw-in, shot blocked, shot off-target, shot on-target, shot on post, goal, corner, penalty given, penalty scored, foul, yellow card, red card, or any combinations thereof. Each possibility is a separate embodiment.
According to some embodiments, there is provided a non-transitory computer-readable medium storing processor executable instructions on a computing device, when executed by a processor, the processor executable instructions causing the processor to perform: allowing at least two users to log to a wagering system prior to or during a real- world event; presenting the users with scores for each of a plurality of features of the real-world event; selecting or allowing the users to select a limited time period to place wagers on; allowing each of the at least two users to place wagers on a predicted accumulative score that might be achieved in the limited time period; monitoring the plurality of features of the real-world event in real-time or near real-time and calculating real time or near real time accumulative score according to the monitored features and the scores related thereto; presenting to the users the real time or near real time accumulated scores; and at the end of the limited time period: presenting to the users a final accumulated score; and determining a winner out of the at least two users according to predefined rules.
According to some embodiments, there is provided a computer implemented method for controlling an online wager in real-time or near real-time, of a real-world event, the method includes the steps of: allowing one or more users to log to a wagering system prior to or during a real-world event; presenting the one or more users with scores for each of a plurality of features of the real- world event; selecting or allowing the users to select a limited time period to place wagers on; determining, by the wagering system, a predicted accumulative score that might be achieved in the limited time period and presenting to each of the one or more users the wagering system's predicted accumulative score; allowing the one or more users to place wagers on a range above or below the wagering system's predicted accumulative score that might be achieved in the limited time period; monitoring the plurality of features of the real-world event in real-time or near real-time and calculating real time or near real time accumulative score according to the monitored features and the scores related thereto; presenting to the one or more users the real time or near real time accumulated scores; and at the end of the limited time period: presenting to the users a final accumulated score; and for each of the one or more users determining a winner if the final accumulated score is within the selected wager range.
According to some embodiments, there is provided a non-transitory computer-readable medium storing processor executable instructions on a computing device, when executed by a processor, the processor executable instructions causing the processor to perform the method for controlling an online wager in real-time or near real-time, of a real-world event.
According to some embodiments, there is provided a computerized method for calculating a dynamic momentum index indicative of a momentum of two or more entities participating in a real time event over a period of time, the method includes: determining a score for each of one or more features of the real- world event, such that each score is assigned a negative or a positive value, representative of the magnitude and/or weight of the feature's negative or a positive impact on each of the two or more entities participating in the event; identifying in real time, over the period of time, the features of the real-world event for each participating entity; and dynamically accumulating, by a processing unit, over the period of time, the assigned values of the identified features to calculate a momentum index indicative of the dominancy of one of the two or more entities over the other, within the period of time.
According to some embodiments, the features’ scores may be determined utilizing related statistics database and/or machine learning algorithm(s).
According to some embodiments, the score may be determined based on the relative weight of the feature on the event, over the entire period of time of the event, or over portions thereof.
According to some embodiments, the method may further include presenting the momentum index to a user at one or more time points within and/or at the end of the period of time.
According to some embodiments, there is provided a dynamic momentum index indicative of a momentum of two entities participating in a real time event over a period of time, obtained by the method disclosed herein.
According to some embodiments, the real time event may be soccer, and the features may be selected from, but not limited to: pass, throw-in, shot blocked, shot off-target, shot on-target, shot on post, goal, corner, penalty given, penalty scored, foul, yellow card, red card, or any combinations thereof.
According to some embodiments, there is provided a non-transitory computer-readable medium storing processor executable instructions on a computing device, when executed by a processor, the processor executable instructions causing the processor to perform the method of calculating a dynamic momentum index.
Certain embodiments of the present disclosure may include some, all, or none of the above advantages. One or more other technical advantages may be readily apparent to those skilled in the art from the figures, descriptions, and claims included herein. Moreover, while specific advantages have been enumerated above, various embodiments may include all, some, or none of the enumerated advantages.
Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this disclosure pertains. In case of conflict, the patent specification, including definitions, governs. As used herein, the indefinite articles “a” and “an” mean “at least one” or “one or more” unless the context clearly dictates otherwise.
BRIEF DESCRIPTION OF THE DRAWINGS
Some embodiments are herein described, by way of example only, with reference to the accompanying drawings. With specific reference to the drawings in detail, it is stressed that the particulars shown are by way of example and for purposes of illustrative discussion of embodiments of the invention. In this regard, the description taken with the drawings makes apparent to those skilled in the art how embodiments of the invention may be practiced.
Attention is now directed to the drawings, where like reference numerals or characters indicate corresponding or like components. In the drawings:
FIG. 1 shows an illustrative flow chart of a method for controlling an online wager in realtime or near real-time of a real-world event, according to some embodiments;
FIG. 2 shows an illustrative flow chart of a method for controlling an online wager in realtime or near real-time of a real-world event, when wagering against a system generated accumulative score, according to some embodiments;
FIG. 3 shows an illustrative flow chart of a method for calculating a dynamic momentum index indicative of a momentum of two or more entities participating in a real time event over a period of time, according to some embodiments;
FIGs. 4A-G, show exemplary screenshots of an online wagering game, according to some embodiments.
DETAILED DESCRIPTION
The following detailed description is of the best currently contemplated modes of carrying out the invention. The description is not to be taken in a limiting sense, but is made merely for the purpose of illustrating the general principles of the invention, since the scope of the invention is best defined by the appended claims.
According to some embodiments, there are provided herein advantegous systems and methods for allowing users to place wagers on real-world event, in real-time/near real-time, by guessing/estimating an accumulative score, which is detemined based on specific, predetermined features of the real-wold event, within a limited time period of the event.
The systems and method disclosed herein advantegously allow users to compete peer to peer, based on the their guestimates of the respective accumulative score within the limited time preiod, wherein the detemination of a winner is based on the actual accumulative score that has been detemined in real time at the end of the limited time period. Thus, the systems and methods disclosed herein allow users to participate in a betting game, in which the rules are predetemiend and known, and the results of the betting game are detemined in accordance with the real-time, monitored actual events of the real-world event.
According to some embodiments, the term “real-world event” refers to a live, on-going event, that may be any type of event where at least two parti es/entities face/compete each other,
wherein one or more features of the event may be measurable. In some embodiments, the term “real-world event” also encompasses a virtual simulated event being executed in real-time In some exemplary embodiments, the real-world event is a sports match between two entities (individuals, teams, duos, etc.). According to some embodiments, selected features of the real-world event are measured and/or conveyed to users in real-time (i.e., instantly) or near-real time (i.e., with a slight delay (for example, up-to 5 seconds), wherein the delay may result from lags in broadcasting, or other communication lags).
In some embodiments, the real-time event may be selected from, but not limited to: American football, Soccer, Basketball, Baseball, Tennis, Table tennis, Hockey, Cricket, Volleyball, Boxing, MMA, Rugby, Golf, Racing (for example, Cars, Motorcycles, Horses, bicycles, running, etc.), Virtual simulated sports, Esports and the like, or any combinations thereof. Each possibility is a separate embodiment.
According to some embodiments, the methods and systems disclosed herein allow users to register, connect and log into the wagering system, by any suitable means. In some embodiments, at least one user may be a virtual user.
In some embodiments, the betting using the systems and methods disclosed herein may be between two users, at least two users, a plurality of users, against the wagering system (“house”), and the like, or any combinations thereof. In some embodiments, the betting/participating in the game includes wagering on a predicted score.
In some embodiments, the betting may be in the form of a player (user) vs. player (also referred to herein as “PVP”). In some embodiments, the PVP may be between two users, or between a plurality of users.
In some embodiments, the betting may be held in the format of a tournament, whereby, multiple users can participate, and a winner out of two or more users at each round of the tournament (a round may be determined, for example, per a limited time period), proceeds to the next round to compete (i.e., provide a prediction) against one or more other users. In such embodiments, each user may place a single wager and can compete multiple times in different time intervals, at each successive round of the tournament. In other words, in such embodiments,
each user may thus place multiple predictions, each prediction at a different round (level) of the tournament.
In some embodiments, the betting may be in the form of a player (user) vs. the wagering system. In such embodiments, for example, a user may place a wager for a predicted momentum index that may be below (under) or above (over) a prediction generated by the wagering system.
In some embodiments, the betting may be on a specific predicted value of the momentum index (accumulative score) at the end of the time period. In some embodiments, the betting may be on a range of the value of the momentum index (accumulative score) at the end of the time period. In some embodiments, the betting may be on a range above or below a predicted index of another user.
In some embodiments, the methods may further include matching pairs of logged users, based on one or more matching rules, and for each pair of users, the matching rules may include one or more of: bet amount, length of time period, predicted accumulative scores, or user characteristics.
In some embodiments, the matchmaking of users is dynamically adjusted in real-time based on the continuously updated momentum index and user characteristics, facilitating immediate and fair competition between users.
In some embodiments, determining a winner may be decided based on one or more predetermined rules. In some embodiments, the rules may be determined in accordance with the type of real- world event, length of the event, number of users, type of users, mode of betting game (for example, PVP, tournament, PVH, etc.), and the like, or any combinations thereof. In some embodiments, the determination of a winner may be facilitated based on the respective predicted accumulative score of the users and the final accumulated score; on a respective range of predicted accumulative score of the users and the final accumulated score; on a specific range over or under a predicted score, and the like, or any combinations thereof. For example, the winner may be a user out of two matched users having the respective predicted accumulated score that is closest to the actual accumulated score. For example, the winner may be a user out of two matched users when the actual accumulated score is above or below a predicted median score (i.e., an averaged
score which is placed in the middle between the bets of the two users). In some such embodiments, a tie may be declared if the actual accumulated score equals the predicted median score.
In some embodiments, prior to placing the wagers (bets), the users may select or be suggested with a limited time period to bet on. The time period may be a partial period of the real- world event, or in some cases the entire event. In some embodiments, the length and/or number of time periods of an event may be selected or adjusted according to the event. For example, the users may bet on the accumulative score of the next 5 seconds, 10 seconds, 30 seconds, 1 minute, 2 minutes, 5 minutes, 10 minutes, 30 minutes, 40 minutes, 45 minutes, or the entire length of the event. In some embodiments, determining the limited time period may be facilitated by allowing one of the users to determine it, while in other embodiments the wager system may allow one of the users to suggest a time period and allow other users to accept, decline or suggest a different period. In some embodiments, the limited time period may include predefined or preselected time periods (such may be suggested by the wager system). In some embodiments, the limited time period may be arbitrarily selected, or may be selected from a list of optional time periods.
According to some embodiments, as further detailed hereinbelow, the features of the real- world events may be predetermined and the scores (value) assigned to each feature may be selected so as to reflect the effect of the feature on the result of the real time event. For example, the score of each feature may be related/ correlated to the impact of the feature on the real time event (entire event or period/portions thereof (i.e., long period or short period). In some embodiments, the score may be determined based on statistical databases, relevant to features of real-world event. Example 1 below herein provides a list of exemplary features of a soccer match and Tennis (exemplary real-world events), and their related scores.
According to some embodiments, one or more of the calculations may utilize one or more machine learning algorithms, configured to determine the impact/relative weight of a feature (or combinations of features) on the real-world event, over the entire period of the event, or portions thereof.
According to some embodiments, the system may be used with virtual currency, such as to allow a game with no actual monetary consequences. Such may require, in some embodiments, paying for the service in manners known in the art.
According to some embodiments, the wagers may be based on real currency and the methods may further comprise steps of allowing collection of the sum of a lost wager and distributing the sum to the system’s operators and the winning user(s). such may be facilitated by using credit cards, debit card, payment services etc. In some embodiments, depending on the type/mode of the betting game (e.g., PVP, tournament, multiplayers, etc.), monetary compensation may be provided to more than one user (for example, the winner and one or more additional runners-up).
According to some embodiments, a prize amount (for example, in real currency or virtual currency) to one or more winners may be determined based on the initial wager amount and on final accumulated score relative to one or more of: a predicted score, a range of predicted scores, subranges of predicted scores, or any combinations thereof. In some embodiments, the relation between the prize amount and the wager amount may be determined based on, but not limited to: the number of participating users, length of time periods, game mode, type of real-world event, and the like, or any combinations thereof. In some embodiments, the relation between the prize amount and the wager amount is predetermined (for example, a winner receives X amount relative to the initial wager amount, wherein “relative to” can include, for example, addition of a predetermined amount, multiplying by predetermined multipliers, and the like). In some embodiments, the relation between the prize amount and the wager amount may be incrementally determined. For example, placing a prediction (on a value of a predicted final score) by a user, on a sub-zone of ranges within a predicted range of the final score (the range being provided by the wagering system)- if the user’s prediction is within the sub-zone of the final score, the user’s wager amount is multiplied by the zone multiplier, and if the user is wrong, the user loses the wager amount. If the user is correct and guesses the exact index score, the user’s wager amount is multiplied by the zone multiplier as well as additional (predetermined) multiplier.
According to some embodiments, the methods and systems disclosed herein may further allow broadcasting the real-world event to the users. In some embodiments, the broadcasting may be presented next to or layered on or below the graphical representation of other elements, such as, the features, the dynamic momentum index, etc. This may be achieved in manners as known in the art and as in some embodiments of the invention, may be facilitated by a third party.
In some embodiments, at the end of the time period, the users may be presented with a graphical representation of the final accumulated scores, the winner, the winning/losing sums and any other relevant information.
Reference is now made to Fig. 1, which shows an illustrative flow chart of a method for controlling an online wager in real-time or near real-time of a real-world event, according to some embodiments. As shown in Fig. 1, method 100 includes in step 110 allowing at least two users to log to a wagering system prior to or during a real-world event. The users are remote users that can log to the wagering system via any suitable communication route or means, such as over the internet. In some embodiments, logging to the system may be secured. In some embodiments, the users may need to register to the system prior to being able to log in. As detailed herein, the logging to the system may be performed prior to the real time event and/or during the real-world event, at any designated or allowed time period thereof. In some embodiments, at least one of the users is a virtual user controlled by the wagering system. Next, at step 120, the users are presented with scores for each of a plurality of features of the real-world event. The features may be presented or predetermined for each type of real- world event. The score (value) assigned to each feature may be selected so as to reflect the effect of the feature on the result of the real time event. For example, the score of each feature may be related/ correlated to the impact of the feature on the real time event (entire event or period/portions thereof). In some embodiments, the score may be determined based on statistical databases. Next, at step 130, a limited time period to place wagers on is selected (by the system or by the users). The limited time period may be arbitrarily selected or may be selected from a list of optional time periods. The time period may include any relevant time period, that may be determined, inter alia in accordance with the type of the real-world event, the length of the real-world event, etc. In some embodiments, determining the time period may include allowing one of the users to determine the length of the time period. In some embodiments, determining the time period may include allowing one of the users to suggest a time period and allowing one of the other users to accept. In some embodiments, determining the time period may include allowing the system to determine a predetermined time period.
At step 140, each of the users is allowed to place wagers on a predicted accumulative score that might be achieved within the selected limited time period. In some embodiments, the wagers may include using virtual currency or real currency. After the wagers are placed, the plurality of
features of the real-world event are monitored in real time/near real time in step 150, and a real time/near real time accumulative score is calculated in accordance with the monitored features and their related/respective score. In step 160, the real time or near real time accumulated scores are being presented to the users. The presentation to the users may be include any type of suitable representation form, including, for example, graphical representation (for example, in the form of a bar graph, line graph, histogram, etc.), numerical representation, animated representation, and the like, or any combinations thereof. In some embodiments, the presentation may be updated in real-time/near real time as the accumulated score changes in accordance with the occurrence of the monitored features. In some embodiments, the wagering system is further configured to broadcast/present the real-world event to the users. Next, at step 170, at the end of the limited time period, the final accumulated score (i.e., the final actual score) is presented to the users, and a winner out of the at least two users is determined. The determination of the winner may be facilitated based on predefined rules. In some exemplary embodiments, determination of a winner may include, for example, determining the wager's predicted accumulative score that is closest to the final accumulated score.
According to some embodiments, there is provided a non-transitory computer-readable medium storing processor executable instructions on a computing device, when executed by a processor, the processor executable instructions causing the processor to perform the method described in Fig. 1.
Reference is now made to Fig. 2, which shows an illustrative flow chart of a method for controlling an online wager in real-time or near real-time of a real-world event, when wagering against a system generated accumulative score, according to some embodiments. As shown in Fig. 2, method 200 includes at step 210 allowing one or more to log to a wagering system prior to or during a real-world event. At step 220, the users are presented with scores for each of a plurality of features of the real-world event. The features may be presented or predetermined for each type of real-world event. The score (value) assigned to each feature may be selected so as to reflect the effect of the feature on the result of the real time event. For example, the score of each feature may be related/correlated to the impact of the feature on the real time event (entire event or period/portions thereof). In some embodiments, the score may be determined based on statistical databases. In some embodiments, the score of each feature is weighted, according to its impact on
the real-world event. In some embodiments, the score may be determined using machine learning algorithms, capable of determining a score, which is representative of the direct or in-direct impact of the feature on the event, on one or more of the participating entities. Next, at step 230, a limited time period to place wagers on is selected (by the system or by the users). The limited time period may be arbitrarily selected, or may be selected from a list of optional time periods. The time period may include any relevant time period, that may be determined, inter alia in accordance with the type of the real-world event, the length of the real-world event, etc. In some embodiments, determining the time period may include allowing one of the users to determine the length of the time period. In some embodiments, determining the time period may include allowing one of the users to suggest a time period and allowing one of the other users to accept. In some embodiments, determining the time period may include allowing the system to determine a predetermined time period. At step 240, the wagering system determines (generates) a predicted accumulative score that might be achieved in the limited time period. The system’s predicted accumulated score is presented to each of the one or more users. The prediction of the accumulative score by the system may be arbitrary, but more preferably is determined based on statistical databases and is calculated in accordance with the type of event, the participating entities, etc.). At step 250, the one or more users are allowed to place wagers on a range above (over) or below (under) the wagering system's predicted accumulative score that might be achieved in the limited time period. After the wagers are placed, the plurality of features of the real-world event are monitored in real time/near real time in step 260, and a real time/near real time accumulative score is calculated in accordance with the monitored features and their related/respective score. In step 270, the real time or near real time accumulated scores are being presented to the users. The presentation to the users may be include any type of suitable representation form, including, for example, graphical representation (for example, in the form of a bar graph, line graph, histogram, etc.), numerical representation, animated representation, and the like, or any combinations thereof. In some embodiments, the presentation may be updated in real-time/near real time as the accumulated score changes in accordance with the occurrence of the monitored features. In some embodiments, the wagering system is further configured to broadcast/present the real-world event to the users. Next, at step 280, at the end of the limited time period, the final accumulated score (i.e., the final actual score of the momentum index) is presented to the users; and for each of the one or more users, a winner is determined, if the final accumulated score is within the selected wager range.
According to some embodiments, there is provided a non-transitory computer-readable medium storing processor executable instructions on a computing device, when executed by a processor, the processor executable instructions causing the processor to perform the method described in Fig. 2.
Reference is now made to Fig. 3 showing an illustrative flow chart of a computerized method for calculating a dynamic momentum index indicative of a momentum of two or more entities participating in a real time event over a period of time, according to some embodiments. As shown in Fig. 3, in step 310, a score is determined for each of one or more features of the real- world event, for example, according to related statistics database, and/or machine learning algorithms, such that each score is assigned a negative or a positive value, representative of the magnitude of the feature's negative or a positive impact on each of the two entities participating in the event. The features may be selected from a plurality of features and may be specific to the type of the event. In some embodiments, at least one of the features may be common to several types of events. In some embodiments, the score (weight) of a feature is determined according to the type of event. According to some embodiments, the score of a feature may be related/correlated to the impact of the feature on the real time event (entire event or period/portions thereof). In some embodiments, the score may be determined based on statistical databases. In some embodiments, the score of each feature is weighted, according to its impact on the real-world event (entire period or interim periods thereof). In some embodiments, the score may be determined using machine learning algorithms, trained on related databases, which is capable of determining a score that is representative of the direct or in-direct impact of the feature on the event, on one or more of the participating entities. Next, at step 320, the features of the real-world event, that actually occur in real time, over the determined period of time are identified. The identification may be performed by third party and/or may be performed by the system itself. In some embodiments, the identification may utilize any suitable computerized or other identification tools, methods or algorithms, for identifying in real time the occurrence of the features. In some embodiments, such tools may include, for example, image analysis methods (algorithms), manual collection of data, and the like. In some embodiments, such identification in real time of the features of the real- world event may be facilitated, by applying image analysis algorithms on a live video stream of the real-world event. Next, at step 330, the assigned values of the identified features are being dynamically accumulated over the prior of time, to obtain the momentum index which is indicative
of the dominancy of one of the entities over the other, within the period of time, based on detected real time features, and their representative score. In some embodiments, the method may further include one or more additional steps, such as presenting the dynamic momentum index using any type of representation, including, for example, graphical presentation. In some embodiments, the presentation of the momentum index is continuous. In some embodiments, the presentation of the momentum index may be numerical (i.e., presenting in real time the actual calculated number of the index). In some embodiments, the presentation of the momentum index may be graphical representation, in which the index is presented on a line graph, dynamically moving on a scale, in accordance with the change in the accumulated value thereof.
According to some embodiments, the methods and systems disclosed herein employ machine learning algorithm(s) to generate an optimized user experience by accurately determining the actual impact of a real time feature occurring during the event, within the momentum index. In some embodiments, such algorithms weigh each feature, to reflect its true significance on the final score, enabling the methods and systems to deliver a highly engaging experience, where, for example, users can compete over short time periods, on short-term events. Such short-term events, which may provide enhanced user experience may be more exciting than long-term engagements, while maintaining a strong and correct correlation to the real world event outcome over the longer term period. By ensuring that the features weights are both real (i.e, representative of an accurate effect) and correct, the method and system enhance the realism and competitiveness of the wagering experience, allowing users to experience the excitement of live competition with a direct and meaningful connection to the overall real-world event results. In some embodiments, These algorithms intelligently weigh each event to reflect its true significance on the final score, such algorithms can further allow the dynamic momentum index to provide a realistic and engaging representation of how the real-world event unfolds in real-time.
According to some embodiments, there is provided a non-transitory computer-readable medium storing processor executable instructions on a computing device, when executed by a processor, the processor executable instructions causing the processor to perform the method described in Fig. 3.
According to some embodiments, each of the methods and systems disclosed herein may be implemented on any type of suitable computational or communication platform, including, for example, a mobile phone, a tablet, a laptop, a PC, and the like. In some embodiments, the methods may be implemented in the form of an application programming interface (API).
In some embodiments, each platform may have a dedicated graphical user interface (GUI), that may include any type of interface, including, tactile, visual and/or audible interfaces.
According to some embodiments, the graphical representation of the real-world event and the wagering interface may be displayed simultaneously on the user interface, allowing users to monitor/track the wagering progress and/or momentum index, without leaving the visualization of the real-world event.
According to some embodiments, the methods and systems disclosed herein enable the real-time visualization of the status of a participants. For example, in some embodiments, the realtime or near real-time presentation of accumulated scores may include a visual representation of the status of the participants in the real-world event, dynamically updated based on the monitored features.
As detailed herein, the real-world event may include any type of event, such as a sport match. According to some exemplary embodiments, the sports match is a soccer game. Reference is now made to Figs 4A-F, which show exemplary screen shots of a betting game, according to some embodiments. Figs. 4A-F generally show a series of screenshots of exemplary GUI of a betting game between two users, wherein the real- world event is a soccer match, over a time period of five minutes. Shown in these examples is the view point of a first user (for example, User A), participating in the game. The second user (for example, user B), will view the mirroring view point, as detailed herein. In some embodiments, both users can view the same screen, i.e., both users are presented on the same interface. Fig. 4A generally shows opening screen 400, allowing user(s) to log to the wagering system and to select the type of betting game (for example, PVP (“head to head”), multiplayer, tournament) and to select a specific soccer match on which the bets are placed. Fig. 4B generally shows next screen 410, which provides the user with optional relevant data regarding the entities participating in the match and further allows the users to suggest or select a limited time period and/or the sum of the bet. Fig. 4C generally shows screen 420, which provides/shows/lists the user with the features of the soccer match (real-world event), and the
related scores of each feature. Fig. 4D generally shows next screen 430, which provides the user(s) with statistical data of the participating entities. Such data may include, for example, but not limited to, an average momentum index for each entity over the last n games, under various conditions (home game, away game, etc.), or any other type of preselected, or user selected available statistical data. Fig. 4E generally shows next screen 440, which allows the user to select a predicted momentum index (accumulated score) and to confirm the bet (including, for example, confirming the bet mount, the length of the time period, etc.). In the example shown in Fig. 4E, the selected bet is a momentum index of 17 to entity A (“Liverpool”) over a limited time period of 5 minutes (occurring over time 5-10 minutes of the soccer match), and the bet amount of 5$. Fig. 4F generally shows screen 450, which shows the real-time monitoring of features of the soccer match, while presenting a dynamic momentum index 452, being updated in real time in accordance with the actual feature 453 being detected. Also shown in the time remaining for the limited period to end. In the example shown in Fig. 4F, a feature of “pass“ 453 by entity B (“Manchester”) was monitored, and the score thereof affects the dynamic momentum index 452, which is graphically presented, along with a “lose” region 454 or “win” region 456, indicative of the current condition of the bet. The win zone represents the area in which the user (viewpoint thereof is presented in the screenshot) will win the bet if the momentum index will end up inside it at the end of the time period. The second user will view a mirroring image of the screen shot, in particular, with respect of the “win/lose” zones. As the game progresses, the momentum index will dynamically move within the zones (i.e., to-from or within the win-lose zones), in accordance with the real world event actual occurrence of features. Further shown on screen 450, is a footage of the actual broadcast 458 of the match. Fig. 4G is generally similar to Fig. 4F, but shows a different layer of data, such that instead of presenting a broadcast 458 of the match (as shown in Fig. 4F), Fig. 4G shows the history 468 of the features that have been recorded/identified/detected.
In continuation to Figs. 4F-G, the dynamic momentum index is continuously being updated and presented in real time, while also further optionally presenting the lose/win region of the index and/or additional layers of data, until the preselected time period is ended. At this point, a winner is decided, according to predetermined rules, as detailed above herein. In the example shown in the betting game presented by Figs. 4A-G, the winner is the user betting on a momentum index that is closest to the actual momentum index. For example, if the time period has ended under the conditions shown in Figs. 4F or 4G, the user will win the bet if the momentum index ends up in
the “win zone” area which reflects the area in which his prediction is closer to the final momentum index score than his rival’s (other user) prediction. If the momentum index ends up in the “lose zone”, it means that his rival’s prediction is closer to the final momentum index score than the user’s own prediction and therefore the user will lose this bet.
Although stages of methods according to some embodiments may be described in a specific sequence, methods of the disclosure may include some or all of the described stages carried out in a different order. A method of the disclosure may include a few of the stages described or all of the stages described. No particular stage in a disclosed method is to be considered an essential stage of that method, unless explicitly specified as such.
Although the disclosure is described in conjunction with specific embodiments thereof, it is evident that numerous alternatives, modifications and variations that are apparent to those skilled in the art may exist. Accordingly, the disclosure embraces all such alternatives, modifications and variations that fall within the scope of the appended claims. It is to be understood that the disclosure is not necessarily limited in its application to the details of construction and the arrangement of the components and/or methods set forth herein. Other embodiments may be practiced, and an embodiment may be carried out in various ways.
The present invention may be a system, a method, and/or a computer program product. The computer program product may include a computer readable storage medium (or media) having computer readable program instructions thereon for causing a processor to carry out aspects of the present invention.
A computer program (also referred to as a program, software, software application, script or code) can be written in any form of programming language, including compiled or interpreted languages, declarative or procedural languages, and it can be deployed in any form, including as a standalone program or as a module, component, subroutine, object, or other unit suitable for use in a computing environment. A computer program may, but need not, correspond to a file in a file system. A computer program can be stored in a portion of a file that holds other programs or data, in a single file dedicated to the program in question, or in multiple coordinated files (for example, files that store one or more modules, sub programs or portions of code). A computer program can be deployed to be executed on one computer or on multiple computers that are located at one site or distributed across multiple sites and interconnected by a communication network.
Computer readable program instructions described herein can be downloaded to respective computing/processing devices from a computer readable storage medium or to an external computer or external storage device via a network, for example, the Internet, a local area network, a wide area network and/or a wireless network. The network may comprise copper transmission cables, optical transmission fibers, wireless transmission, routers, firewalls, switches, gateway computers and/or edge servers. A network adapter card or network interface in each computing/processing device receives computer readable program instructions from the network and forwards the computer readable program instructions for storage in a computer readable storage medium within the respective computing/processing device.
Computer readable program instructions for carrying out operations of the present invention may be assembler instructions, instruction-set-architecture (ISA) instructions, machine instructions, machine dependent instructions, microcode, firmware instructions, state-setting data, or either source code or object code written in any combination of one or more programming languages, for example, JavaScript, Smalltalk, C, C++, TypeScript, Python and R.
The computer readable program instructions may execute entirely on the user's computer, partly on the user's computer, as a stand-alone software package, partly on the user's computer and partly on a remote computer or entirely on the remote computer or server (such as, a cloud based). In the latter scenario, the remote computer (or cloud) may be connected to the user's computer through any type of network, including a local area network (LAN) or a wide area network (WAN), or the connection may be made to an external computer (for example, through the Internet using an Internet Service Provider) including wired or wireless connection (such as, for example, Wi-Fi, BT, mobile, and the like). In some embodiments, electronic circuitry including, for example, programmable logic circuitry, field-programmable gate arrays (FPGA), or programmable logic arrays (PLA) may execute the computer readable program instructions by utilizing state information of the computer readable program instructions to personalize the electronic circuitry, in order to perform aspects of the present invention. Moreover, a computer can be embedded in another device, for example, a mobile phone, a tablet, a personal digital assistant (PDA, or a portable storage device (for example, a USB flash drive). Devices suitable for storing computer program instructions and data include all forms of non-volatile memory, media and memory devices, including semiconductor memory devices, for example, EPROM, EEPROM, random
access memories (RAMs), including SRAM, DRAM, embedded DRAM (eDRAM) and Hybrid Memory Cube (HMC), and flash memory devices; magnetic discs, for example, internal hard discs or removable discs; magneto optical discs; read-only memories (ROMs), including CD-ROM and DVD-ROM discs; solid state drives (SSDs); and cloud-based storage. The processor and the memory can be supplemented by, or incorporated in, special purpose logic circuitry.
Aspects of the present invention are described herein with reference to flowchart illustrations and/or block diagrams of methods, apparatus (systems), and computer program products according to embodiments of the invention. It will be understood that each block of the flowchart illustrations and/or block diagrams, and combinations of blocks in the flowchart illustrations and/or block diagrams, can be implemented by computer readable program instructions.
These computer readable program instructions may be provided to a processor of a general- purpose computer, special purpose computer, or other programmable data processing apparatus to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing apparatus, create means for implementing the functions/acts specified in the flowchart and/or block diagram block or blocks. These computer readable program instructions may also be stored in a computer readable storage medium that can direct a computer, a programmable data processing apparatus, and/or other devices to function in a particular manner, such that the computer readable storage medium having instructions stored therein comprises an article of manufacture including instructions which implement aspects of the function/act specified in the flowchart and/or block diagram block or blocks.
The computer readable program instructions may also be loaded onto a computer, other programmable data processing apparatus, or other device to cause a series of operational steps to be performed on the computer, other programmable apparatus or other device to produce a computer implemented process, such that the instructions which execute on the computer, other programmable apparatus, or other device implement the functions/acts specified in the flowchart and/or block diagram block or blocks.
The flowchart and block diagrams in the figures illustrate the architecture, functionality, and operation of possible implementations of systems, methods, and computer program products according to various embodiments of the present invention. In this regard, each block in the
flowchart or block diagrams may represent a module, segment, or portion of instructions, which comprises one or more executable instructions for implementing the specified logical function(s). In some alternative implementations, the functions noted in the block may occur out of the order noted in the figures. For example, two blocks shown in succession may, in fact, be executed substantially concurrently, or the blocks may sometimes be executed in the reverse order, depending upon the functionality involved. It will also be noted that each block of the block diagrams and/or flowchart illustration, and combinations of blocks in the block diagrams and/or flowchart illustration, can be implemented by special purpose hardware-based systems that perform the specified functions or acts or carry out combinations of special purpose hardware and computer instructions.
The processes and logic flows described herein may be performed in whole or in part in a cloud computing environment. For example, some or all of a given disclosed process may be executed by a secure cloud-based system comprised of co-located and/or geographically distributed server systems. The term “cloud computing” is generally used to describe a computing model which enables on-demand access to a shared pool of computing resources, such as computer networks, servers, software applications, and services, and which allows for rapid provisioning and release of resources with minimal management effort or service provider interaction.
The descriptions of the various embodiments of the present invention have been presented for purposes of illustration, but are not intended to be exhaustive or limited to the embodiments disclosed. Many modifications and variations will be apparent to those of ordinary skill in the art without departing from the scope and spirit of the described embodiments. The terminology used herein was chosen to best explain the principles of the embodiments, the practical application or technical improvement over technologies found in the marketplace, or to enable others of ordinary skill in the art to understand the embodiments disclosed herein.
In the description and claims of the application, the words “include” and “have”, and forms thereof, are not limited to members in a list with which the words may be associated.
Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this disclosure pertains. In case of conflict, the patent specification, including definitions, governs. As used herein,
the indefinite articles “a” and “an” mean “at least one” or “one or more” unless the context clearly dictates otherwise.
It is appreciated that certain features of the disclosure, which are, for clarity, described in the context of separate embodiments, may also be provided in combination in a single embodiment. Conversely, various features of the disclosure, which are, for brevity, described in the context of a single embodiment, may also be provided separately or in any suitable subcombination or as suitable in any other described embodiment of the disclosure. No feature described in the context of an embodiment is to be considered an essential feature of that embodiment, unless explicitly specified as such.
Although the disclosure is described in conjunction with specific embodiments thereof, it is evident that numerous alternatives, modifications and variations that are apparent to those skilled in the art may exist. Accordingly, the disclosure embraces all such alternatives, modifications and variations that fall within the scope of the appended claims. It is to be understood that the disclosure is not necessarily limited in its application to the details of construction and the arrangement of the components and/or methods set forth herein. Other embodiments may be practiced, and an embodiment may be carried out in various ways.
The following examples are presented in order to more fully illustrate some embodiments of the invention. They should in no way be construed, however, as limiting the broad scope of the invention. One skilled in the art can readily devise many variations and modifications of the principles disclosed herein without departing from the scope of the invention.
EXAMPLES
Example 1- Exemplary list of features and related scores of a real-world event
As detailed above, using statistics and predetermined rules, a score for each of a plurality of features of a real-world event, such as soccer match is determined. The score of each feature is determined based on the relative impact (negative or positive) of each feature on the match.
Table 1 below lists exemplary features of a soccer match, and the scores related to each of the features.
Table 2 below lists exemplary features of a Tennis match, and the scores related to each of the features.
Table 3 below lists exemplary features of an American football match, and the scores related to each of the features. Table 1: Features and related scores of a soccer match
Example 2- Exemplary game mode- Player vs. Player PVP
In this example, a user plays against another user on the results of the momentum index within a determined time period.
The game - Each user predicts who will be the dominant team on the field within n minutes by specifying the predicted momentum index (accumulated score).
The user (player) which will be closer to the actual end result (i.e., final accumulated score) after n minutes wins the prize. Each of the users needs to select: The type of real-world event (for example, the match), the dominant entity (team) for predicting the index, the predicted momentum index, the wagering amount (wagering sum), the time period (time interval).
In some examples, the wagering system (the “house”) may take a commission from the total bet of each of the users. In some examples, the wagering system may take an X% from the total wagering amount of both users.
In case there isn’t enough liquidity (players available to play against) the user may be automatically moved to a different game mode of playing against the house (over/under).
Example for placing a bet and determining a winner:
User A placed a bet that the momentum index will be +20 for team A between minutes 0 ‘ to 5 ‘ of the match.
User B placed a bet that the momentum will be +10 for team B between minutes 0 ‘ to 5 ‘ of the match.
In some examples, the wagering system will place the middle (even) at index + 5 for team A.
At the end of the time period:
If the final momentum index will end up with +6 for team A or more - user A wins
If the final momentum index will end up with +4 for team A or less - user B wins
If the final momentum index will end up with +5 for team A exactly - there will be a tie.
In some examples, in event of a tie, the users may get their money back and the bet is canceled.
Example 3- Exemplary game mode- Player vs. the wagering system
In this example, a user plays against the wagering system (the house) on the results of the final momentum index within a determined time period.
The game - The house first chooses his prediction for the index, and the user then needs to pick a side - whether the index will end up over or under the house prediction, if the user is correct - he wins the prize.
Example for placing a bet and determining a winner:
The house prediction in minutes 1- 5 is that the index will end up in 14.5 to team A
The user can choose between two options:
1) Team A will have a momentum of more than 14.5 in minutes 1- 5; or
2) Team A will have a momentum of less than 14.5 in minutes 1- 5 or there will be a draw or team B will have the momentum
If the final momentum index will be in the range that the user selected, the user will win the bet.
mode- Tournament mode
In this example, users play in tournaments between a large group of users in which the users compete against each other in PvP mode based on a knockout system every X minutes during the match, the player that wins progresses to the next stage, the one that loses is being knocked out of the tournament (the base bet for every stage in the tournament is the index result every X minutes).
A winner is declared at the end of the match and in some examples, secondary prizes may also be awarded to the users that qualified to the final stages of the tournament. In some embodiments, the wagering system may take a rake from every bet placed.
a bet and determining a winner:
Tournament with 16 participants during one NFL match of 60 minutes.
The match is split into 4 stages:
Stage 1 - minutes 1-15
Stage 2 - minutes 16-30
Stage 3 - minutes 31-45
Stage 4 - minutes 46-60
At every stage the users compete in a PvP mode against another user. In the example provided in Table 4 below, the users in Bold won the PvP dual and progressed to the next stage. User 14 has won the tournament in this Example.
Table 4:
In some embodiments, the tournament may be split into shorter time intervals, which can result in high number of users on a single tournament. Example 5- Exemplary game mode- Multiplayer Tournament mode
In this example, users play in tournaments between a large group of users in which the users compete against each other in PvP mode. A plurality of users, for example, 5, 10, 200, 10,000 players or more place a prediction on what will be the momentum index in a specific time interval - the winner is declared as in PvP mode, wherein the user which is closer to the momentum index final result wins the prize pool. In some examples, secondary prizes may also be given to runner- up players that came in 2nd, 3rd, etc.).
Example for placing a bet and determining a winner:
4 users place a bet on the momentum index in minutes 11 - 15:
User 1 placed a bet that the momentum will be 40 for team A
User 2 placed a bet that the momentum will be 15 for team A
User 3 placed a bet that the momentum will be 4 for team B
User 4 placed a bet that the momentum will be 22 for team B
Optional Results scenarios:
If the index will end up in 28 or more for team A - User 1 wins (closest to final score)
If the index will end up between 6 to 27 for team A - User 2 wins
If the index will end up between 12 to team B up to 5 for team A - User 3 wins
If the index will end up at exactly 13 for team B - User 3 and user 4 win together (they are equally close to the final score)
If the index will end up in 14 or more for team B - User 4 wins (closest to final score)
Example 6- Exemplary game mode- Range prediction against the wagering system
In this example, a user plays against the wagering system (the house) on the results of the predicted range of the final momentum index within a determined time period.
For example, the momentum bar is split into zones.
Example:
X2 zone - from +20 to team A up to +20 for team B
X3 zone - from +20 to team A up to +40 to team A or from +20 to team B up to +40 to team B
X4 zone - from +40 to team A up to +80 to team A or
from +40 to team B up to +80 to team B
X5 zone - from +80 to team A up to +160 to team A or from +80 to team B up to +160 to team B
X6 zone - from +160 to team A or higher or from +160 to team B or higher
The user places his prediction on a specific momentum index number (value) in one of the zones - if the user is correct with the zone his bet amount will be multiplied by the zone multiplier, if he is wrong, he loses his bet amount.
If the user is correct and guesses the EXACT index score - he will get an additional multiplier on top of the zone multiplier.
Example for placing a bet and determining a winner:
The user predicted +32 to team A (X3 zone)
- if the index final score is +24 to team A then he gets X3 multiplier on his bet
- if the index final score is +11 to team A he loses his bet - if the index final score is +17 to team B he loses his bet
- if the index final score is +32 to team A he gets 3X20 = 60 multiplier on his bet (exact prediction)
Claims
1. A computer implemented method for controlling an online wager in real-time or near realtime of a real-world event, the method comprising the steps of: allowing at least two users to log to a wagering system prior to or during a real- world event; presenting the users with scores for each of a plurality of features of the real-world event; selecting or allowing the users to select a limited time period to place wagers on; allowing each of the at least two users to place wagers on a predicted accumulative score that might be achieved in the limited time period; monitoring the plurality of features of the real-world event in real-time or near real-time and calculating real time or near real time accumulative score according to the monitored features and the scores related thereto; presenting to the users the real time or near real time accumulated scores; and at the end of the limited time period: presenting to the users a final accumulated score; and determining a winner out of the at least two users according to predefined rules.
2. The method according to claim 1, wherein at least one of the users is a virtual user controlled by the wagering system.
3. The method according to any one of claims 1-2, wherein the determination of a winner comprises determining the wager's predicted accumulative score that is closest to the final accumulated score, or to a selected range above or below a score.
4. The method according to any one of claims 1-3, further comprising matching pairs of logged users, based on one or more matching rules, and for each pair of users, determining a winner, based on their respective predicted accumulative score and the final accumulated score.
5. The method according to claim 4, wherein the matching rules comprises one or more of: bet amount, length of time period, predicted accumulative scores, or user characteristics.
6. The method according to claim 4 or 5, wherein the matching of users is dynamically adjusted in real-time.
7. The method according to any one of claims 1-6, wherein said determining a limited time period comprises: allowing one of the users to determine the length of the time period, allowing one of the users to suggest a time period and allowing one of the other users to accept, allowing the system to determine a predetermined time period.
8. The method according to any one of claims 1-7, being repeated periodically over one or more additional periods of time, whereby a selected winner in a first period of time can provide a prediction, in a second, additional period of time, such as to result in a tournament between participating users.
9. The method according to any one of claims 1-8, wherein a prize amount is determined based on the final accumulated score relative to one or more of: a predicted score, a range of predicted scores, subranges of predicted scores, or any combinations thereof.
10. The method according to any one of claims 1-9, wherein the wager is based on virtual currency.
11. The method according to any one of claims 1-10, wherein the wager is based on real currency and the method further comprising steps of allowing collection of the sum of a lost wager and distributing the sum to the wager system and/or the winning user.
12. The method according to any one of claims 1-11, wherein the representation is a real time or near real time, comprising graphical representation, numerical representation, or both.
13. The method according to any one of claims 1-12, wherein the real- world event is broadcasted via the wager system to the users.
14. The method according to any one of claims 12-13, wherein the graphical representation of the real-time event and the wager system are displayed simultaneously.
15. The method according to any one of claims 1-14, wherein the features’ scores are determined utilizing machine learning algorithm(s).
16. The method according to any one of claims 1-15, wherein the features' scores are determined based on related statistics databases.
17. The method according to any one of claims 1-16, wherein the method further comprises maintaining or updating a statistics database related to the features of the real-world event.
18. The method according to any one of claims 1-17, wherein the real time event is a sport match between two entities.
19. The method according to any one of claims 1-18, wherein the real time event is selected from: American football, soccer, basketball, baseball, tennis, table tennis, hockey, cricket, volleyball, boxing, MMA, rugby, golf, car race, motorcycle race, horse race, bicycle race and a running race.
20. The method according to any one of claims 1-19, wherein the real time event is soccer, and the features comprises pass, throw-in, shot blocked, shot off-target, shot on-target, shot on post, goal, corner, penalty given, penalty scored, foul, yellow card, red card, or any combinations thereof.
21. A non-transitory computer-readable medium storing processor executable instructions on a computing device, when executed by a processor, the processor executable instructions causing the processor to perform: allowing at least two users to log to a wagering system prior to or during a real- world event; presenting the users with scores for each of a plurality of features of the real-world event;
selecting or allowing the users to select a limited time period to place wagers on; allowing each of the at least two users to place wagers on a predicted accumulative score that might be achieved in the limited time period; monitoring the plurality of features of the real-world event in real-time or near real-time and calculating real time or near real time accumulative score according to the monitored features and the scores related thereto; presenting to the users the real time or near real time accumulated scores; and at the end of the limited time period: presenting to the users a final accumulated score; and determining a winner out of the at least two users according to predefined rules.
22. A computer implemented method for controlling an online wager in real-time or near realtime, of a real-world event, the method comprising the steps of: allowing one or more users to log to a wagering system prior to or during a real-world event; presenting the one or more users with scores for each of a plurality of features of the real- world event; selecting or allowing the users to select a limited time period to place wagers on; determining, by the wagering system, a predicted accumulative score that might be achieved in the limited time period and presenting to each of the one or more users the wagering system's predicted accumulative score; allowing the one or more users to place wagers on a range above or below the wagering system's predicted accumulative score that might be achieved in the limited time period;
monitoring the plurality of features of the real-world event in real-time or near real-time and calculating real time or near real time accumulative score according to the monitored features and the scores related thereto; presenting to the one or more users the real time or near real time accumulated scores; and at the end of the limited time period: presenting to the users a final accumulated score; and for each of the one or more users determining a winner if the final accumulated score is within the selected wager range.
23. A non-transitory computer-readable medium storing processor executable instructions on a computing device, when executed by a processor, the processor executable instructions causing the processor to perform the method of claim 22.
24. A computerized method for calculating a dynamic momentum index indicative of a momentum of two or more entities participating in a real time event over a period of time, the method comprising: determining a score for each of one or more features of the real- world event, such that each score is assigned a negative or a positive value, representative of the magnitude and/or weight of the feature's negative or a positive impact on each of the two or more entities participating in the event; identifying in real time, over the period of time, the features of the real-world event for each participating entity; and dynamically accumulating, by a processing unit, over the period of time, the assigned values of the identified features to calculate a momentum index indicative of the dominancy of one of the two or more entities over the other, within the period of time.
25. The method according to claim 24, wherein the features’ scores are determined utilizing related statistics database and/or machine learning algorithm(s).
26. The method according to any one of claims 24-25, wherein the score is determined based on the relative weight of the feature on the event, over the entire period of time of the event, or over portions thereof.
27. The method according to any one of claims 24-26, further comprising presenting the momentum index to a user at one or more time points within and/or at the end of the period of time.
28. A dynamic momentum index indicative of a momentum of two entities participating in a real time event over a period of time, obtained by the method of any one of claims 24-27.
29. The dynamic momentum index according to any one of claims 24-28, wherein the real time event is soccer, and the features are selected from: pass, throw-in, shot blocked, shot off- target, shot on-target, shot on post, goal, corner, penalty given, penalty scored, foul, yellow card, red card, or any combinations thereof.
30. A non-transitory computer-readable medium storing processor executable instructions on a computing device, when executed by a processor, the processor executable instructions causing the processor to perform the method of claims 24-29.
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| US20230162573A1 (en) * | 2019-10-03 | 2023-05-25 | Scoretrade Inc. | System and method for sports wagering using dynamic real-time pricing and trading |
| US20230038820A1 (en) * | 2020-07-27 | 2023-02-09 | Vetnos Llc | Platform for Enhanced Skill-Based Games with Fixed Odds Payouts |
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