Gaming system and method for modifying a play of a wagering game based on a sporting event
US-2024428659-A1 · Dec 26, 2024 · US
US2016214019A1 · US · A1
| Field | Value |
|---|---|
| Publication number | US-2016214019-A1 |
| Application number | US-201615082701-A |
| Country | US |
| Kind code | A1 |
| Filing date | Mar 28, 2016 |
| Priority date | Jul 30, 2012 |
| Publication date | Jul 28, 2016 |
| Grant date | — |
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A method of customizing offers for sales of combinations of virtual items at discounted prices is disclosed. A combination of virtual items of a computer-implemented game is selected such that the sum of the values of each of the combination of virtual items has a proportion to an amount of currency in an account of a user of the computer-implemented game, the selecting being performed by a processor. An offer for a sale of the combination of the virtual items at a discounted price is generated for the user of the computer-implemented game. The offer for the sale of the combination of virtual items at the discounted price is presented to the user.
Opening claim text (preview).
1 . (canceled) 2 . A system comprising: one or more modules incorporated into a game networking system, the one or more modules configuring one or more processors of the game networking system to, at least: randomly generate a plurality of variants of weighted offers for storing in a database of the networked system, each of the plurality of variants of weighted offers including a plurality of discount percentages and a plurality of probability percentages corresponding to the plurality of discount percentages; determine that a first variant of the plurality of variants is outperforming a second variant of the plurality of variants over a first time period with respect to revenues obtained from the plurality of users over the first time period; repeatedly randomly modify at least one percentage of the plurality of percentages until the second variant matches or exceeds a performance of the first variant with respect to revenues obtained from the plurality of users over a second time period; and select the second variant as an optimal variant for presentation to the plurality of users over a third time period. 3 . The system of claim 2 , the one or more modules further configured to determine that a third variant of the plurality of variants is outperforming the first variant and the second variant and selecting the third variant as the optimal variant. 4 . The system of claim 2 , the one or more modules further configured to determine a value of the offer and the presentation is based on the user making a virtual payment that reflects the value of the offer. 5 . The system of claim 2 , the one or more modules further configured to provide the optimal variant to a user of the plurality of users for free for a predetermined number of times. 6 . The system of claim 2 , wherein the weighted offers are for combinations of virtual items associated with a game executing on the game networking system. 7 . The system of claim 6 , wherein the combinations of virtual items are selected for a user of the plurality of users based on a monitoring of a behavior of the user with respect to the game networking system. 8 . The system of claim 2 , the one or more module further configured to provide the optimal variant to a user of the plurality of user as an incentive for the user to perform an action with respect to the game networking system. 9 . A method comprising: randomly generating a plurality of variants of weighted offers for storing in a database of the networked system, each of the plurality of variants of weighted offers including a plurality of discount percentages and a plurality of probability percentages corresponding to the plurality of discount percentages; determining that a first variant of the plurality of variants is outperforming a second variant of the plurality of variants over a first time period with respect to revenues obtained from the plurality of users over the first time period; repeatedly randomly modifying at least one percentage of the plurality of percentages until the second variant matches or exceeds a performance of the first variant with respect to revenues obtained from the plurality of users over a second time period; and selecting the second variant as an optimal variant for presentation to the plurality of users over a third time period. 10 . The method of claim 9 , further comprising determining that a third variant of the plurality of variants is outperforming the first variant and the second variant and selecting the third variant as the optimal variant. 11 . The method of claim 9 , further comprising determining a value of the offer and the presentation is based on the user making a virtual payment that reflects the value of the offer. 12 . The method of claim 9 , further comprising providing the optimal variant to a user of the plurality of users for free for a predetermined number of times. 13 . The method of claim 9 , wherein the weighted offers are for combinations of virtual items associated with a game executing on the game networking system. 14 . The method of claim 13 , wherein the combinations of virtual items are selected for a user of the plurality of users based on a monitoring of a behavior of the user with respect to the game networking system. 15 . The method of claim 10 , the one or more module further configured to provide the optimal variant to a user of the plurality of user as an incentive for the user to perform an action with respect to the game networking system. 16 . A non-transitory machine-readable storage medium storing a set of instructions that, when executed by at least one processor, causes the at least one processor to perform operations, the operations comprising: randomly generating a plurality of variants of weighted offers for storing in a database of the networked system, each of the plurality of variants of weighted offers including a plurality of discount percentages and a plurality of probability percentages corresponding to the plurality of discount percentages; determining that a first variant of the plurality of variants is outperforming a second variant of the plurality of variants over a first time period with respect to revenues obtained from the plurality of users over the first time period; repeatedly randomly modifying at least one percentage of the plurality of percentages until the second variant matches or exceeds a performance of the first variant with respect to revenues obtained from the plurality of users over a second tune period; and selecting the second variant as an optimal variant for presentation to the plurality of users over a third time period. 17 . The non-transitory machine-readable storage medium of claim 17 , the operations further comprising determine that a third variant of the plurality of variants is outperforming the first variant and the second variant and selecting the third variant as the optimal variant. 18 . The non-transitory machine-readable storage medium of claim 17 , the operations further comprising determining a value of the offer and the presentation is based on the user making a virtual payment that reflects the value of the offer. 19 . The non-transitory machine-readable storage medium of claim 17 , the operations further comprising providing the optimal variant to a user of the plurality of users for free for a predetermined number of times. 20 . The non-transitory machine-readable storage medium of claim 17 , wherein the weighted offers are for combinations of virtual items associated with a game executing on the game networking system. 21 . The non-transitory machine-readable storage medium of claim 20 , wherein the combinations of virtual items are selected for a user of the plurality of users based on a monitoring of a behavior of the user with respect to the game networking system.
Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes · CPC title
for payment purposes, e.g. monthly subscriptions · CPC title
wherein game attributes are transferred between players, e.g. points, weapons, avatars · CPC title
using secure communication, e.g. by encryption, authentication · CPC title
Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor · CPC title
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