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US 20090221367Al
c19) United States
c12) Patent Application Publication c10) Pub. No.: US 2009/0221367 Al
Longley et al. (43) Pub. Date: Sep. 3, 2009

(54) ON-LINE GAMING Publication Classification


(51) Int. Cl.
(75) Inventors: Jeremy Longley, London (GB); A63F 13100 (2006.01)
Jeremy Elliot San, London (GB) A63F 9124 (2006.01)
(52) U.S. Cl. ............................................. 463/32; 463/42
Correspondence Address: (57) ABSTRACT
FENWICK & WEST LLP
There is described a player terminal for use with a gaming
SILICON VALLEY CENTER, 801 CALIFORNIA server over a distributed communications network for facili-
STREET tating the playing of a distributed multi-player on-line game
MOUNTAIN VIEW, CA 94041 (US) involving interactions between different players in a virtual
playing environment. The player terminal comprises: receiv-
(73) Assignee: PKR LIMITED, St. Anne (GB) ing means for receiving from the server, information speci-
fying a virtual playing environment and on-line players in that
environment, and update information relating to game-play-
(21) Appl. No.: 12/158,464 ing events occurring within that environment during the play-
ing of an on-line game; generating means for generating a
(22) PCT Filed: Dec. 21, 2006 graphical representation of the virtual playing environment
from the received information, graphical representations of
each on-line game player and graphical representations of
(86) PCT No.: PCT/GB2006/004857 game-playing events occurring within the virtual environ-
ment; interaction means for interacting with the game playing
§ 371 (c)(l), events, the interaction means generating information relating
(2), (4) Date: Sep.15,2008 to the actions of the on-line player during the playing of the
on-line game, which are reflected in the behavior of the
Related U.S. Application Data graphical representation of that on-line player; and transmit-
ting means for transmitting to the server, game-playing com-
(60) Provisional application No. 60/753,181, filed on Dec. mands generated at the player terminal in response to the
22, 2005, provisional application No. 60/761,185, displayed game-playing events; such that other on-line play-
filed on Jan. 23, 2006. ers can ultimately see the actions of the on-line player.

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FIG. 1
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Registration Representation
Data Data

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File Preferences

36 Data 38
Game
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Logs
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Encoding I
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Patent Application Publication Sep. 3, 2009 Sheet 4 of 44 US 2009/0221367 Al

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Rules Data
Information

53 54
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Data Algorithms

55 Physical 56
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Representation
Data
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57 Data
Conversion 50
Tables

FIG. 5
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Characteristic Code 800 fd Fold
801 Eyes B rse20 Raise $20
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1

ON-LINE GAMING influence on their opponent's interaction with the game. This
problem is most acute when the on-line game is occurring in
a virtual location where each player is represented by a char-
[0001] The present invention concerns improvements relat- acter, because the character is typically a very basic represen-
ing to on-line gaming and to methods and systems for mul- tation of the player, and his or her actions.
tiple players playing sports or games simultaneously in an [0008] Furthermore, existing on-line poker products pro-
on-line virtual environment. In particular, the present inven- vide two basic methods for players to interact during a game
tion addresses the need for an interactive on-line gaming of poker. Firstly, gameplay interactions where the player acts
experience which is comparable to the playing of sports or in turn to complete a hand of poker (Fold, Call, Raise, etc.);
games in real life. and secondly, player interactions such as communication
between players via text. As mentioned above, the prior art
BACKGROUND TO THE INVENTION implementations and the visual representation of these inter-
actions are very basic. In the former case, the player is simply
[0002] Multiple player on-line games are very crude. They
provided with a selection of buttons that are appropriate and
provide the basic gameplay information but are very different
invited to click one of them. In the latter case, the player is
from real gameplay. There are many subtle aspects of real
provided with a common chat box, where they can type text
gameplay which are simply lost in a virtual environment.
which is seen by all players at that table.
[0003] For example, when a multiplayer sport or game is
[0009] Existing systems are perhaps limited by the need to
played in a non-virtual environment, a player will often
provide a real-time multiple player experience. The way in
employ tactics which are intended to convey a false impres-
which such prior art systems operate over a wide area network
sion of the player's intention to his opponent or opponents.
can act as a constraint to the functionality provided.
The player may achieve this by changing the way he or she
[0010] In summary, existing on-line sports or games
plays the game or sport. For example, a chess player may
present the player with a very minimalist view of the game-
change his tactics from attack to defense in an attempt to
play experience. In particular, in poker, the table is presented
convince his opponent that the player has perceived a threat
in a small two-dimensional window, with simple graphical
and consequently draw the opponent into attacking the player
sprites used to represent players, cards, the table and the
and possibly weakening their position. In another example, a
surrounding environment. There is very little sense of real-
boxer may appear that he is defending by moving backwards
ism, immersion or the feeling of "being there". Rather, the
but then suddenly move forwards and throw an attacking
player feels that they are playing an out of date video game.
combination of punches as his opponent moves forward.
[0011] The inventors of the present invention have appre-
Similarly in poker, a player may make a series of large raises
ciated that the ability to utilize the physiological tactics
in an attempt to bluff his opponents into thinking that his has
described above, as well as the ability to read tells, has been
a strong hand. Such gameplay tactics are easily and regularly
absent from real-time virtual games and sports. With this
employed when games and sports are played both in a real and
on-line virtual environment. understanding and utilizing improved communication proto-
cols the present invention accordingly seeks to provide an
[0004] However, it is not possible to employ subtle psycho-
improved on-line gaming experience by addressing at least
logical tactics in a virtual environment. For example, when a
some of the above described problems.
footballer takes a penalty in real life he may position his body
in such a way that he convinces the goalkeeper that he is going
BRIEF SUMMARY OF THE INVENTION
to shoot in one direction, when in fact he shoots in the other
direction. The footballer may also employ other subtler tac- [0012] According to a first aspect of the present invention
tics such as looking at a certain place in the goal to mislead the there is provided a gaming server arranged to communicate
goalkeeper into diving the wrong way. Such subtle tactics are with a plurality of on-line player's terminals for facilitating
lost in a virtual gaming environment. the playing of a distributed multi-player on-line game involv-
[0005] Conversely, the footballer may unwittingly give ing interactions between a plurality of different players in a
away his intentions by glancing in the direction that his is virtual environment, the server comprising: a playing module
going to shoot, for example. This kind of inadvertent reveal- arranged to control the playing of the game with each of the
ing of the intentions of a player during gameplay is particu- different on-line players, the playing module being arranged
larly important when playing games involving a sophisticated to generate a series of gaming events, each gaming event
psychological element such as poker. Such clues to the state being directed to one or more on-line players participating in
of mind and intentions of a poker player for example are the game; receiving means arranged to receive information
known as 'tells' and are an intrinsic part of playing poker. from a remote player terminal concerning a selected virtual
[0006] There are currently many on-line poker systems game playing environment and a selected graphical represen-
such as those provided by True Poker, Pacific Poker and Party tation of the on-line game player within the environment; a
Poker. Whilst many gameplay attributes have been provided, game state module arranged to construct a specification of the
there is no appreciation or attempt to provide such subtle graphical game-playing environment and representations of
psychological tactics. the players within the environment from the received infor-
[0007] The online gaming software of the prior art provides mation, together with a current state of the game; and trans-
only the most basic methods for players to express them- mitting means arranged to transmit the specification to a
selves. Such methods are often limited to the choice of a plurality of remote on-line players' communication termi-
username, a selection from one of a fixed range of two- nals; the transmitting means being arranged, during the play-
dimensional images, or occasionally the ability for a player to ing of an on-line game, to broadcast in real-time game-play-
upload a small image which other players can see. This can ing commands received from a player's terminal to other
represent a problem in the playing of multiplayer on-line players' terminals participating in the same game and to
games such as poker where the behavior of a player has an update the game state module; the game-playing commands
US 2009/0221367 Al Sep.3,2009
2

including information relating to the actions of the on-line terminal, the player is able to decide which game is of interest.
player which are reflected in the behavior of the graphical The index module may also be arranged to pass the summary
representation of that on-line player. to the transmission means for transmission to a player termi-
[0013] The present invention addresses the problems men- nal. The index module may also be arranged to check the
tioned above. In particular, it resides in the appreciation that current status of the game from the playing module and if the
commands made by players on their terminals are reflected in playing module indicates there is a possibility forthe request-
the behavior of the graphical representations of the players. ing player to join the multi-person game, then to instruct the
When the present invention is used, game playing commands game state module to populate the selected game environ-
made by a player into their computer are translated into ment with the information relating to the graphical represen-
behavioral actions of their graphical representation which can tation of the requesting player and to enable the requesting
be observed by the other players in real-time in the virtual player to participate in the game. The index module may also
environment, thereby enhancing the playing of the game. be arranged to check the current status of the game from the
[0014] Preferably the transmitting means of the gaming playing module and if the playing module indicates there is
server is arranged to transmit playing commands for creating currently no possibility for the requesting player to join the
animation of the player representations. The transmitting multi-person game, then to place a play request in a joining
means may be arranged to transmit active game playing com- queue for that game at the playing module and instruct the
mands generated in response to a gaming event and may be transmission module to send a message indicating the same to
arranged to transmit passive game playing commands gener- the player terminal. The index module may be arranged to
ated in response to a player viewing hidden information pro- monitor the current status of the selected game from the
vided in the gaming environment. playing module and ifthe opportunity arises for the request-
[0015] The on-line game may be poker and the passive ing player to join the selected game, to instruct the playing
game playing commands may include a player looking at his module to populate the selected game environment with the
cards, counting out his chips, looking at a game play history, graphical representation of the requesting player and to
and counting another player's chips. Preferably the transmit- enable the requesting player to participate in the game. The
ting means is arranged to transmit emotional information index module may be arranged to enable the player selection
relating to the player's emotional state of mind. of a plurality of specific games from the summary and to
[0016] The emotional information of the gaming server instruct the game state module to include that player terminal
may comprise information controlling the posture of the into a list of interested players of that game.
player representation. The transmitting means may be [0023] According to a second aspect of the present inven-
arranged to transmit information relating to the emotional tion there is also provided a method of communicating with a
parameters of happiness and/or aggressiveness and may be plurality of on-line player terminals for facilitating the play-
arranged to transmit player-selected misleading information ing of a distributed multi-player on-line game involving inter-
relating to the player. actions between a plurality of different players in a virtual
[0017] The on-line game may be poker and the transmitting environment, the method comprising: controlling the playing
means may be arranged to transmit information showing at of the game with each of the different on-line players, by
least some of the player's cards at the end ofa game hand. The generating a series of gaming events, each gaming event
transmitting means may be arranged to transmit information being directed to one or more on-line players participating in
showing all of the player's cards at the end of a game hand. the game; receiving information from a remote player termi-
[0018] The ability to show at least some of the player's nal concerning a selected virtual game playing environment
cards, for example, either or both of the hole cards when the and a selected graphical representation of the on-line game
player wins an uncontested pot, allows the player to boast player within the environment; constructing a specification of
about their hand. For example, they may wish to show his or the graphical game-playing environment and representations
her opponent that they were bluffing, or that they had a strong of the players within the environment from the received infor-
hand, with the purpose of intimidating the opponent. This is in mation, together with a current state of the game; and trans-
contrast to the prior art systems which only allows players to mitting the specification to a plurality of remote on-line play-
show all or none of their hand. ers' communication terminals; the transmitting step
[0019] As in real poker, the present invention allows the comprising broadcasting in real-time, during the playing of
player influence opponent's physiological state. For example, an on-line game, game-playing commands received from a
by taking further advantage from an uncontested win without player's terminal to other players' terminals participating in
having to give away more information about their hand than is the same game and updating the specification; the game-
needed. playing commands including information relating to the
[0020] A gaming server according to any preceding claim, actions of the on-line player which are reflected in the behav-
wherein the playing module is arranged to control a plurality ior of the graphical representation of that on-line player.
of independent games of the same type, involving different [0024] According to a third aspect of the present invention
players, occurring at the same time. there is provided a player terminal for use with a gaming
[0021] The playing module may be arranged to control a server over a distributed communications network for facili-
plurality of independent games of different type, involving tating the playing of a distributed multi-player on-line game
different players, occurring at the same time. involving interactions between different players in a virtual
[0022] The gaming sever may further comprise an index playing environment, the player terminal comprising: receiv-
module arranged to collate and generate a summary of infor- ing means for receiving from the server, information speci-
mation relating to all of a plurality of games currently in fying a virtual playing environment and on-line players in that
progress. The index module may be arranged to identify a environment, and update information relating to game-play-
plurality of game characteristics regarding each game such ing events occurring within that environment during the play-
that when the game characteristics are displayed on the player ing of an on-line game; generating means for generating a
US 2009/0221367 Al Sep.3,2009
3

graphical representation of the virtual playing environment components for constructing representations of each on-line
from the received information, graphical representations of game player and the graphical representations of game-play-
each on-line game player and graphical representations of ing events.
game-playing events occurring within the virtual environ- [0030] Preferably, the data store is arranged to store the
ment; interaction means for interacting with the game playing player-specified graphical representation.
events, the interaction means generating information relating [0031] The interaction means may be arranged to generate
to the actions of the on-line player during the playing of the animation commands for animating the player representa-
on-line game, which are reflected in the behavior of the tion, the generation means is arranged to display the animated
graphical representation of that on-line player; and transmit- player representation and the transmission means is arranged
ting means for transmitting to the server, game-playing com- to transmit the animation commands to the server.
mands generated at the player terminal in response to the
[0032] The player terminal may further comprise a plural-
displayed game-playing events; such that other on-line play-
ity of different stored animations, each animation reflecting a
ers can ultimately see the actions of the on-line player.
different emotion or message for the other players of the
[0025] Advantageously, when applied in a poker applica-
game.
tion a player's behavior is advantageously reflected in their
graphical representation by receiving information which [0033] The interaction means may be arranged to enable
relates to the player's interactions with the playing events. For the player to select an animation of the graphical representa-
example, in a game of poker, if the player wishes to find out tion, by providing access to different ones of the animations.
how many chips a second player has, the player will use their The interaction means may be arranged to enable an anima-
mouse to direct the on-screen cursor to hover over the second tion to be directed to one specific on-line player of the game.
player's chips. This will be represented to the other players by The animation of the graphical representation may be
virtue of the player's graphical representation moving to look selected to convey a misleading message to other players of
at the second player's chips. Such representations serve to the game. The different animations may reflect the player's
provide a means for opposing players to attempt to ascertain experience in playing the game.
the player's intentions or motivation. Other examples which [0034] The interaction means may be arranged to provide
embody this advantage are listed below. access to different ones of the animations with increased
[0026] The receiving means of the player terminal may be accrual of playing points by the player.
arranged to receive update information including commands [0035] The on-line game may be poker and the animations
generated at remote on-line players' communication termi- may be different chip tricks.
nals in response to the gaming events. [0036] Preferably, the interaction means is arranged to gen-
[0027] The generating means may be arranged to manipu- erate emotional information relating to the player's emotional
late a player's graphical representation in response to inter- state of mind. The emotional information may comprise
preting the received update information. The generating information controlling the posture of the player representa-
means may be arranged to generate each graphical represen- tion. The interaction means may be arranged to generate
tation as a three-dimensional character representation. The information relating to the emotional parameters of happiness
generating means may be arranged to generate each graphical and/or aggressiveness. The interaction means may comprise
character representation as an avatar. The generating means the player selecting an emotional state and the interaction
may be arranged to generate each graphical representation as means is arranged to automatically apply the selected emo-
a representation which uniquely identifies an on-line player. tional state to all player actions. The interaction means may
The generating means may be arranged to enable the on-line comprise the player selecting an emotional state and the inter-
player to configure his graphical representation. action means is arranged to apply the selected emotional state
[0028] The graphical representation of the player terminal to a selected player action in response to a gaming event. The
may be a character and the generating means is arranged to interaction means may be arranged to display a two-dimen-
enable each player to configure their graphical representation sional graph of different emotional states such that the player
to reflect physical characteristics of the player, including one can graphically select the precise combination of emotional
or more from the group comprising: age, sex, race, hair style, states for their graphical representation which best reflects
hair color, facial hair style, voice, detail texture. The graphical their true emotional state.
representation may be a character and the generating means is [0037] The player terminal may further comprise monitor-
arranged to enable each player to configure their graphical ing means for monitoring the manner in which a player is
representation to reflect different wearable items, including: participating in the game and the player's success and to
clothing, and/or accessories including jewellery, headgear, reflect his likely emotions as a feedback position on the two-
and glasses. The generating means may be arranged to enable dimensional graph. The monitoring means may be arranged
the player to change the appearance of the graphical repre- to move the player-selected position on the graph to the feed-
sentation, by providing access to different ones of the wear- back position.
able items with increased accrual of playing points by the [0038] The interaction means may be arranged to generate
player. The wearable items may be accessible to reflect the active game playing commands in response to a gaming
player's experience in playing the game. The generating event. The interaction means also may be arranged to gener-
means may be arranged to encode the appearance of the ate passive game playing commands generated in response to
player's graphical representation, and provide this to the a player viewing hidden information provided in the gaming
transmission means for transmission to the server. environment. The on-line game is preferably poker and the
[0029] The player terminal may further comprise a data passive game playing commands include a player looking at
store for storing a plurality of graphical images for use in his cards, counting his gaming chips, looking at a game play
generating the virtual playing environment, the graphical history, and counting another player's gaming chips.
US 2009/0221367 Al Sep.3,2009
4

[0039] The interaction means may be arranged to select instruct the transmission means to request downloading of
misleading information relating to the player for transmission information enabling the current real-time playing environ-
to the server. ment representation of that game to be regenerated on the
[0040] Preferably, the on-line game is poker and the trans- player terminal.
mitting means is arranged to transmit information showing at [0050] The generating means may comprise visualization
least some of the player's cards at the end ofa game hand. The means for generating a plurality of different views of the same
transmitting means is preferably arranged to transmit infor- virtual playing environment. The visualization means prefer-
mation showing all of the player's cards at the end of a game ably comprises a dynamically changing a given view of a
hand. virtual playing environment to another of the plurality of
[0041] The player terminal preferably further comprises views of the virtual playing environment. The visualization
encoding/decoding means for encoding/decoding informa- means may be arranged to be configurable by the player to
tion to be transmitted from the transmission means and infor- select a dynamically changing view of the virtual playing
mation received by the receiving means. The encoding/de- environment. The visualization means may be arranged to be
coding means preferably comprises a stored look up table. configurable by the player to select one of the plurality of
[0042] The player terminal may further comprise a chat different views.
communications module, for communicating live informa- [0051] The generating means may comprise zooming
tion between the on-line players and from the gaming server means arranged to generate a zoomed in view of the virtual
to the on-line players relating to game play events. The chat playing environment. The zooming means may be arranged to
communications module may be arranged to enable the on- monitor the current gaming event and to generate and display
line player to enter in text information for communication to a zoomed in view of the virtual playing environment on the
the other on-line players. The chat communications module occurrence of a predetermined gaming event. The zooming
may be arranged to enable the on-line player to enter in means may be arranged to generate a zoomed out view of the
control codes for controlling the animated behavior of the virtual gaming environment after a predetermined time
player's representation. The chat communications module period after the occurrence of the predetermined gaming
may be arranged to enable the on-line player to specify event.
another on-line player participating in the same game and to [0052] The generating means may be arranged to generate
direct comments or actions to that specific player. a moving graphical representation of the virtual gaming envi-
[0043] The player terminal may further comprise a data ronment as would appear by panning across the virtual gam-
store for storing user configuration data for configuring the ing environment.
player terminal and wherein the generating means is arranged [0053] The generating means may be arranged to generate
to read the user configuration data for generating the gaming a moving graphical representation of the virtual gaming envi-
environment according to the user preferences. ronment as would appear by tracking movement across the
[0044] The player terminal may further comprise recording virtual gaming environment. The generating means also may
means for recording in a games log, all game play events as a be arranged to generate a changing view of the virtual playing
playing history of the on-line game. The player terminal may environment by use of a combination of the visualization
further comprise retrieval means for accessing the stored means, the zooming means and the panned and tracked rep-
games log and displaying the same to the on-line player. resentations.
[0045] The generating module may be arranged to display [0054] The player terminal may further comprise an object
real-time information relating to a plurality of independent changing module arranged to change the appearance of a
games of the same type, involving different players, occurring selected object within the virtual playing environment. The
at the same time. object changing module may be arranged to change the sur-
[0046] The generating module may be arranged to display face appearance of the selected object with pre-stored data.
real-time information relating to a plurality of independent The selected object may be a three-dimensional object. The
games of different type, involving different players, occurring object changing module may be arranged to select one of a
at the same time. plurality of different stored images and to project the selected
[0047] The generating means may be arranged to generate image onto the surface of the selected object. The object
a real-time graphical playing environment for each virtual changing module may be arranged to change the image after
game being viewed, wherein the generating means is a predetermined time has lapsed. The image may comprise an
arranged to generate different graphical playing environ- advertising image. The object changing module may be
ments for at least some of the plurality of different games. arranged to receive the image from the server. The object
[0048] The generating means may be arranged to display changing module may be arranged to display an image within
one real-time playing environment at a time, and to enable the a environment if the image matches a player-specified pref-
player to control which real-time playing environment is cur- erence.
rent being viewed. The generating means may be arranged to [0055] In traditional on-line poker, a player's cards are dealt
generate a summary icon summarizing some real-time fea- so that the player can see them at all times. This is not the same
tures of each selected game of interest. in real poker where the player has to keep their cards con-
[0049] The player terminal may further comprise a local cealed from other players; furthermore, the times when they
index module for receiving from the server a summary of all choose to look at their cards can be a significant tell to other
the on-line games currently in progress and for generating a players. In an embodiment of the present invention there is
graphical representation of the summary. The local index provided a mechanism where players have to use the mouse to
module preferably comprises a player selectable filter to click and hold in order to view their cards. Releasing the
enable games having selected characteristics to be shown to mouse causes the cards to be concealed again. These actions
the player. The local index module may be arranged to enable occurring at one player's remote graphical player interface
player selection of a specific game from the summary and to are monitored and transmitted as tells to other players in the
US 2009/0221367 Al Sep.3,2009
5

same game. In this way, the present invention closely simu- interactions received from the server; and the server is
lates the experience ofreal poker. arranged to generate a series of gaming events and to coordi-
[0056] A common ploy in real poker is for a player to count nate the distribution of information relating to the gaming
out some or all of their chips carefully in front of them before events and also the player interactions, received from each
making their action (which might end up being completely player terminal, to other player terminals participating in the
unrelated to the amount of chips they were counting out), in same interactive game.
order to both play on the minds of their opponents, and to try [0062] Each player terminal may comprise updating means
to get a tell. In an embodiment of the present invention there for manipulating its representations to reflect updated player
is a mechanism which combines the player's use of a bet interactions generated locally at the player terminal and trans-
amount slider to the animation of the player's graphical rep- mitting means for transmitting information relating to the
resentation. updated player interactions to the server.
[0057] The advantages provided by the present invention [0063] The information communicated between each
are particularly suited to on-line poker environments where player terminal and the gaming server may be in the form of
detailed three-dimensional graphical images must be updated an encoded index, which can be used to as a reference to a
and or manipulated in real-time. In addition, the present specific combination of variables for generating the represen-
invention enables a method of providing improved and effi- tations of the real-time virtual playing environment and the
cient animation within a virtual environment. In particular, representations of the players within that environment.
where that animation takes place in one ore more locations in [0064] Preferably, the player terminals and the gaming
a distributed network. server each comprise translation means for translating a
[ 0058] According to a fourth aspect of the present invention received encoded index into a specific graphical representa-
there is provided a method of facilitating the playing of a tion to make up part of the displayable graphical presentation
distributed multi-player on-line game involving interactions of the playing environment. The translation means may com-
between different players in a virtual playing environment, prise a look-up table. The encoded index may comprise seg-
over a distributed communications network, for the method ments each relating to the composition of a major component
comprising: receiving information specifying a virtual play- of the virtual environment representation.
ing environment and on-line players in that environment, and [0065] Preferably, the player terminals and the gaming
update information relating to game-playing events occurring server each comprise encoding means for encoding a specific
within that environment during the playing of an on-line graphical representation of an action or gaming event making
game; generating a graphical representation of the virtual up part of the displayable graphical presentation of the play-
playing environment from the received information, graphi- ing environment into a transmittable encoded index.
cal representations of each on-line game player and graphical [0066] Each representation may comprise a three-dimen-
representations of game-playing events occurring within the sional representation.
virtual environment; interacting with the game playing [0067] Each graphical representation of each of the differ-
events, the interaction comprising generating information ent players may comprise an animated graphical representa-
relating to the actions of the on-line player during the playing tion.
of the on-line game, which are reflected in the behavior of the [0068] The server may comprise installation means for
graphical representation of that on-line player; and transmit- installing generating means for generating the representation
ting game-playing commands generated at the player termi- of the playing environment on each player terminal.
nal in response to the displayed game-playing events; such [0069] The generating means may be arranged to generate
that other on-line players can ultimately see the actions of the a real-time graphical representation of the virtual playing
on-line player. environment and graphical representations of gaming events
[0059] According to a fifth aspect of the present invention occurring within the virtual environment.
there is provided a combination of a plurality of remote player [0070] The server may comprise registration means for reg-
terminals, each terminal comprising a player terminal as istering each player and their player terminal for participation
defined above and a gaming server as defined above, wherein in a game. The server may comprise reception means for
each remote player terminal is connectable via a distributed receiving the player interactions from the player terminals
communications network to the gaming server to implement and storing the same. The server may comprise a gaming log
the playing of the interactive on-line multi-player game in for storing a complete history of all gaming events occurring
real time. in relation to any particular game. The server may comprise
[0060] Preferably, each remote player terminal comprises a means for logging all players of a game and all non-partici-
local game playing module and a local game playing data pating viewers of a game.
store, the local game playing module and local game playing [0071] According to a seventh aspect of the present inven-
data store being configured to implement all bandwidth inten- tion there is provided a system for playing a distributed multi-
sive tasks and store relatively large files. player on-line game involving interactions between different
[0061] According to a sixth aspect of the present invention players in a virtual playing environment, the system compris-
there is provided a system for playing a distributed multi- ing a central gaming server and at least two player terminals
player on-line game involving interactions between different connectable to the server via a communications network,
players in a virtual playing environment, the system compris- wherein each player terminal is arranged to generate a repre-
ing a central gaming server and at least two player terminals sentation of the virtual playing environment including a
connectable to the server via a communication network, graphical animated representation of each of the different
wherein each player terminal is arranged to generate a repre- players, to manipulate the player's animated representation to
sentation of the virtual playing environment including a reflect player-specified information, such information being
graphical representation of each of the different players and to independent of game play events such that it is potentially
manipulate the representations to reflect any updated player misleading to the other players, and to transmit this informa-
US 2009/0221367 Al Sep.3,2009
6

tion to the server; and the server is arranged to generate a fying a virtual playing environment and update information
series of gaming events and to coordinate the distribution of relating to game-playing events occurring within that envi-
information relating to the gaming events and also the player- ronment during the playing of an on-line game; and generat-
manipulated animations, received from each player terminal, ing means for generating a graphical representation of the
to other player terminals participating in the same interactive virtual playing environment from the received information;
game. wherein the generating means comprises visualization means
[0072] In addition to the graphical representation discussed for generating a plurality of different views of the same virtual
above that a player is able to select and configure, in accor- playing environment.
dance with the present invention, the player is able to com- [0080] Due to the fixed resolution available to players view-
municate and express their emotional state to other players. ing the above virtual playing environment and the relatively
Advantageously, this aspect of the present invention allows large amount of information which needs to be conveyed
the player to conceal their real emotions as they would when playing an on-line interactive game with multiple play-
attempt to if they were playing in a non-virtual environment. ers, the present invention is advantageously able to move the
This enables the player, when playing poker for example, to perspective of the viewed environment as the events in the
attempt to bluff other players by giving false reactions to environment require. This may represent a dynamic filter of
different situations in a game. However, if the reactions are the information on an event-occurrence basis. The perspec-
overly inappropriate having regard to the passage of play, an tive of the viewed environment may be changed temporarily
opposing player may be able to call the player's bluff. As will if required. The advantage of being able to filter out informa-
be appreciated, the present invention addresses the problems tion dynamically is that relevant information is presented at
of the prior art in that it enables an games or sports played the maximum or near maximum resolution available, thereby
on-line to be more like that played in non-online environ- mimicking within a computer environment human filtering of
ments. information on an event occurrence basis. This maximizes the
[0073] The system may further comprise a plurality of dif- efficiency of use of the bandwidth available to the players.
ferent stored animations, each animation reflecting a different [0081] In a poker playing environment the present inven-
emotion or message for the other players of the game. Each tion enables a virtual camera to zoom in on cards being
player terminal may be arranged to enable the player to select shown, for example, which enables all the players to clearly
an animation of the graphical representation, by providing see the shown cards.
access to different ones of the animations. Each player termi- [0082] The present invention moves on-line gaming away
nal may be arranged to enable an animation to be directed to from flat, two-dimensional and lifeless environments and
one specific on-line player of the game. The different anima- immerses players in a three-dimensional environment which
tions may reflect the player's experience in playing the game. evokes the feeling of playing real a game or sport.
[0074] Preferably, each player terminal is arranged to pro- [0083] Preferably, the visualization means is arranged to
vide access to different ones of the animations with increased generate three-dimensional representations of the virtual
accrual of playing points by the player. The on-line game may playing environment. The visualization means may comprise
be poker and the animations are of different chip tricks. Each a dynamically changing given view of a virtual playing envi-
player terminal may be arranged to generate emotional infor- ronment to another of the plurality of views of the virtual
mation relating to the player's emotional state of mind and to playing environment. The visualization means may be
use this emotional information in the selection of the anima- arranged to be configurable by the player to select a dynami-
tion. cally changing view of the virtual playing environment. The
[0075] The emotional information may comprise informa- visualization means may be arranged to be configurable by
tion controlling the posture of the player representation. the player to select one of the plurality of different views.
[0076] Each player terminal may be arranged to generate [0084] The generating means may comprises zoom means
information relating to the emotional parameters ofhappiness arranged to generate a zoomed in view of the virtual playing
and/or aggressiveness. Each play er terminal may be arranged environment. The zooming means may be arranged to gener-
to enable the player to select an emotional state and the ate three-dimensional representations of the virtual playing
interaction means is arranged to automatically apply the environment. The zooming means may be arranged to moni-
selected emotional state to all player animations. tor the current gaming event and to generate and display a
[0077] Each player terminal may be arranged to enable the zoomed in view of the virtual playing environment on the
player to select an emotional state and the player terminal occurrence of a predetermined gaming event. The zooming
applying the selected emotional state to a selected player means may be arranged to generate a zoomed out view of the
action in response to a gaming event. virtual gaming environment after a predetermined time
[0078] The interaction means may be arranged to display a period after the occurrence of the predetermined gaming
two-dimensional graph of different emotional states such that event.
the player can graphically select the precise combination of [0085] The generating means may be arranged to generate
emotional states for their graphical representation which best a moving graphical representation of the virtual gaming envi-
reflects their desired emotional state they wish to convey to ronment as would appear by panning across the virtual gam-
the other players. ing environment. The generating means may be arranged to
[0079] According to an eighth aspect of the present inven- generate a moving graphical representation of the virtual
tion there is provided a player terminal for use with a gaming gaming environment as would appear by tracking movement
server over a distributed communications network for facili- across the virtual gaming environment. The generating means
tating the playing of a distributed multi-player on-line game may be arranged to generate a changing view of the virtual
involving interactions between different players in a virtual playing environment by use of a combination of the visual-
playing environment, the player terminal comprising: receiv- ization means, the zooming means and the panned and
ing means for receiving from the server, information speci- tracked representations.
US 2009/0221367 Al Sep.3,2009
7

[0086] The generating means may be arranged to generate updated to inform the player of upcoming events. Different
three-dimensional moving graphical representations of the players may see different adverts which may depend on the
virtual playing environment. characteristics of the player.
[0087] According to a ninth aspect of the present invention [0094] The object changing module may be arranged to
there is provided a player terminal for use with a gaming change the surface appearance of the selected object with
server over a distributed communications network for facili- pre-stored data. The selected object may be a three-dimen-
sional object. The object changing module may be arranged
tating the playing of a distributed multi-player on-line game
to select one of a plurality of different stored images and to
involving interactions between different players in a virtual
project the selected image onto the surface of the selected
playing environment, the player terminal comprising: receiv-
object. The object changing module may be arranged to
ing means for receiving from the server, information speci- change the image after a predetermined time has lapsed.
fying a virtual playing environment and on-line players in that Preferably, the image comprises an advertising image.
environment, and update information relating to game-play- [0095] The object changing module may be arranged to
ing events occurring within that environment during the play- receive the image from the server. The object changing mod-
ing of an on-line game; and generating means for generating ule is preferably arranged to display an image within a envi-
a graphical representation of the virtual playing environment ronment ifthe image matches a player-specified preference.
from the received information and graphical representations The player terminal may further comprise transmission
of each on-line game player; wherein the generating means is means for transmitting a user specified profile to the server,
arranged to enable the player to change the appearance of the and wherein the image received by the object changing mod-
graphical representation to reflect the experience of the player ule is tailored to the user specified profile submitted to the
in playing the game. server.
[0088] The present invention advantageously enables play- [0096] According to an eleventh aspect of the present
ers to reflect their experience in their graphical representa- invention there is provided a plurality of player terminals,
tions. This is more akin to real games and sports wherein a each terminal comprising a player terminal as described
player will usually be able to weigh up an opponent's expe- above, wherein the images displayed in each player terminal
is different.
rience and abilities by looking at them.
[0097] The present invention employs the use of a strong
[0089] Preferably, the generating means is arranged to visualization of the players playing a game in a virtual envi-
enable the graphical representation of a player to be changed ronment and expressing not only the actions that the player is
by the addition of wearable items reflecting different levels of performing at his or her remote terminal, but the way in which
experience. The generating means may be arranged to enable these actions are performed and the emotional state of the
the player to change the appearance of the graphical repre- player at the time. In addition, the invention extends the
sentation, by providing access to different wearable items traditional player interface ofon-line gaming so that the inter-
with increased accrual of playing points by the player. The active on-line game is a very close simulation to the experi-
generating means may be arranged to change an animation of ence of playing a real game against real players.
the graphical representation of the player to reflect the play-
[0098] The present invention provides a system that allows
er's experience.
the player a significantly wider range of interactions in both
[0090] The player terminal may further comprise a store of the physical and emotional categories above than those pres-
different animations each reflecting a different level of expe- ently available in current on-line gaming systems, and has
rience of the player in playing the game and means for select- developed techniques that blend aspects of the two together.
ing the appropriate animation for the player. The generating [0099] Referring specifically to on-line poker, existing
means may be arranged to provide access to different ones of poker systems do not allow players the ability to express
the stored animations with increased accrual of playing points themselves emotionally during gameplay save the use of a
by the player. chat box. Real poker is a very expressive game, and being able
[0091] Preferably, the on-line game is poker and the differ- to express oneself by emotion is a very powerful tool in the
ent animations are different chip tricks. playing of poker, in addition to being a release mechanism for
[0092] According to a tenth aspect of the present invention the natural highs and lows of the game. The present invention
there is provided a player terminal for use with a gaming allows players to express such emotions.
server over a distributed communications network for facili- [0100] It is to be appreciated that one or more of the fore-
tating the playing of a distributed multi-player on-line game going aspects may be combined as will be readily apparent to
involving interactions between different players in a virtual the skilled person. Furthermore, the forgoing advantages may
playing environment, the player terminal comprising: receiv- relate to more than one aspect of the present invention.
ing means for receiving from the server, information speci-
fying a virtual playing environment and update information BRIEF DESCRIPTION OF THE DRAWINGS
relating to game-playing events occurring within that envi-
ronment during the playing of an on-line game; and generat- [0101] Presently preferred embodiments of the present
ing means for generating a graphical representation of the invention will be described, by way example only, with ref-
virtual playing environment from the received information; erence to the following drawings, in which:
wherein the generating means comprises an object changing [0102] FIG. 1 is a schematic block diagram ofa computer
module arranged to change the appearance ofan object within system for implementing a poker system according to a pre-
the virtual playing environment. ferred embodiment of the present invention;
[0093] The present invention advantageously enables [0103] FIG. 2 is a schematic block diagram of a software
objects within the virtual playing environment to be updated client of the computer system of FIG. 1 installed on a personal
dynamically. For example, posters in the environment can be computer;
US 2009/0221367 Al Sep.3,2009
8

[0104] FIG. 3 is a schematic block diagram of a datastore DETAILED DESCRIPTION OF THE


which is incorporated in the software client of FIG. 2; EMBODIMENTS OF THE PRESENT
[0105] FIG. 4 is a schematic block diagram of a gaming INVENTION
server of the computer system of FIG. l;
[0127] The embodiments of the present invention are appli-
[0106] FIG. 5 is a schematic block diagram of a datastore cable to all on-line games or sports which are played by
which is incorporated in the gaming server of FIG. 4; multiple players simultaneously in a virtual environment.
[0107] FIG. 6 is a schematic block diagram of part of the However, preferred embodiments of the present invention are
computer system of FIG. 1 which illustrates message flows described herein with reference to a system for playing virtual
according to a preferred embodiment of the present invention; on-line poker. As such, standard poker terms are used
[0108] FIG. 7 is a screenshot of an initial GUI shown to throughout this detailed description, the meanings of which
players when they log on to the poker system of FIG. l; will be familiar to the skilled person.
[0109] FIG. 8 is a screenshot of an options GUI generated [0128] FIG. 1 shows a computer system 2 according to a
by the system of FIG. l; preferred embodiment of the invention. Five players, Users 1,
[0110] FIGS. 9a, 9b, 9c, 9d and 9e are screenshots illustrat- 2, 3, 4 and 5, each use a personal computer 6 which is con-
ing the process of changing features using the options GUI of nected to a gaming server 4 via the internet. The gaming
FIG. 8; server 4 is linked to a website 8 on which the players are
[0111] FIG. lOa is a screenshot of a view of a poker table logged via their respective personal computers 6. A gaming
displayed to a non-participating player which has been gen- database 50 is incorporated at the gaming server 4. The com-
erated by the system of FIG. l; puter system 2 is arranged to host an on-line poker system in
[0112] FIG. lOb is a screenshot of a view of the poker table which Users 1 to 5 can play poker against one another for real
of FIG. lOa displayed to a participating player; or fake money.
[0113] FIG. lOc is a graphical screen image showing a [0129] In order to play poker on the computer system 2,
close-up view of a hand history tab generated by the system of each player uses their personal computer 6 to connect to the
FIG. l; website 8 which instructs them to download and install a
[0114] FIG. lla is a graphical screen image showing a software client (PKR) 12 onto their personal computer 6. The
close-up view of a mood manager generated by the system of software client 12 enables each player to connect and play
FIG. l; poker on the system 2 and is discussed in more detail below
[0115] FIG. llb is a graphical screen image showing an with reference to FIGS. 2 and 3. In order to describe the
alternative mood manager according to an alternative software client 12, reference is made to a single player, User
embodiment of the present invention; 1. However, the features of all the players' software clients 12
[0116] FIG. 12a is a table showing a set of gameplay are identical; therefore, the following description of User l's
responses which depend on the setting of the mood manager software client 12 applies equally to the software clients 12
shown in FIG. lla or llb; and personal computers 6 of Users 2 to 5.
[0117] FIGS. 12b to l2d are screenshots illustrating the [0130] The software client 12 comprises several software
different responses of an avatar depending on the setting of modules, shown in FIG. 2, which are described in turn. An
the mood manager of FIG. lla or llb; image generation module 24 generates, on User l's personal
[0118] FIGS. 13a to 13c are further screenshots illustrating computer 6, a virtual poker environment and three-dimen-
the different responses of a further avatar depending on the sional virtual representations, known to the skilled person as
setting of the mood manager of FIG. lla or llb; "avatars", of each player playing in a game of poker from data
[0119] FIG. 14a is a graphical screen image showing a stored in the software client 12. The image generation module
close-up view of part of a HUD for selecting avatar actions 24 also interacts with gameplay data received by a commu-
according to another embodiment of the present invention; nications module 14 which facilitates communication
between the software client 12 and the gaming server 4 via the
[0120] FIGS. 14b to 14e are graphical screenshots showing
Internet, using the functionality of an internet browser (not
an avatar performing emotes generated by the system of FIG.
shown), for example. An encoding/decoding module 16 inter-
l;
prets received coded messages from the gaming server 4 and
[0121] FIGS. 14f and 14g are graphical screenshots show-
also encodes messages sent from the software client 12 to the
ing the execution of a "chip trick" by an avatar generated by
gaming server 4. A chat interpretation module 18 is used for
the system of FIG. l;
text-based communication betweens User 1 and the other
[0122] FIGS. 15a to 15c are graphical screenshots showing players playing in the same game of poker. A user interaction
various selectable camera views of the gaming environment module 22 notes the User l's interactions with the software
generated by the software client of FIG. 2; client 12 and communicates with the image generation mod-
[0123] FIGS. 16a to 16c are graphical screenshots showing ule 24 to represent that interaction on the User l's avatar. The
a dynamic camera view of a gaming table generated by the user interaction module 22 includes several feature specific
software client of FIG. 2; modules 23 for handling features of the game such as emote
[0124] FIGS. 17a to 17c are graphical screenshots showing generation, chip tricks, chip counting, and emotional repre-
a method of playing more than one game of poker simulta- sentation at each event dependent on a chosen emotional
neously using the system of FIG. l; profile. These features are discussed later in this document. A
[0125] FIGS. 18a to 18c are graphical screenshots showing gameplay module 20 controls the gameplay logic of the
a method of a player showing one or both hole cards using the game, for example, the rules of poker.
system of FIG. l; and [0131] Also incorporated in the software client 12 is a client
[0126] FIGS. 19a and 19b are graphical screenshots show- database 26 which is described with reference to FIG. 3. The
ing a method of updating the virtual environment generated client database 26 is a data store acting as a repository for data
by the system of FIG. 1. used by the software client 12. The client database 26 stores
US 2009/0221367 Al Sep.3,2009
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the following data: user registration data 28 which includes 48, in conjunction with an external communication module
the player's account details; physical representation data 30 43, relays each player's experience to each of the other play-
in the form of a graphical image library which contains all the er's software clients 12. A user/player interaction module 47
required graphical components for the image generation handles communication between players that is not related
module 24 to generate the avatars and the virtual poker envi- directly to the flow of the game, for example, chat between
ronment; an executable file 32 for launching the software players, the performing of chip tricks, and the expression of
client 12 to enable the player to play poker on the system 2; an emote (e.g. laugh, cry, etc.). Finally, the game interaction
user preferences 34 which define how the software client 12 module also comprises an emotional representation module
presents the game to the player; game logs 36 which record 49 which provides a mechanism for the communication of
gameplay events in any game in which the player has been each player's overall emotional state to the other players in
active or has been watching; and data conversion tables 38 the same game.
which contain data for use by the encoding/decoding module [0136] The gaming server 4 also includes the external com-
16. munications module 43 for handling all of the communica-
[0132] Once downloaded and installed, the software client tions to and from the server 4. The external communications
12 is executed to connect to the gaming server 4 via the module 43 comprises an encoding/decoding module 44 for
Internet and each player creates a user account stored in the interpreting received coded messages and encoding outgoing
gaming database 50 which is also arranged to store game messages.
playing information. [0137] A gaming database 50 is incorporated into the gam-
[0133] Taking the game of poker which is played by Users ing server 4 which is shown schematically in FIG. 5. The
1to5 on the computer system 2 as an example, the logic of the gaming database 50 provides a data store for storing infor-
game is executed in a gameplay module 46 on the gaming mation including registered user information 51, for example,
server 4. The gaming server 4 communicates the state of the account details including the name, username, email, address,
game to each player's software client 12 (e.g. what cards each amount of real and fake money and number of PKR points
player is dealt, and how much they have bet so far), requests (described below) for each player; gameplay rules data 52 and
interaction from each player (e.g. "it's your turn, do you want gameplay algorithms 54 enable different games of poker to be
to bet, check or fold?"), and carries out the game logic in played in accordance with any associated house rules; adver-
accordance with each player's response. The gaming server 4 tising data 53 which is used forupdating each player's virtual
also acts as a relay point, to communicate player actions (e.g. environment; data conversion tables 57 which contain data
chip tricks) and emotional states-which is described in more for use by the encoding/decoding module 44; live game data
detail below-to each of the other players. Specifically, when 55 which contain logs for played games and games in
the player performs an action or changes the state of the game progress; and physical representation data 56 which contains
at his or her respective software client 12, this is communi- image data for each of the games.
cated to the gaming server 4 which in turn broadcasts the [0138] Coded messages are transmitted within the com-
change of state to the other players playing the game. puter system 2 to ensure that the representations of a game
[0134] Referring to FIG. 4, the gaming server 4 hosts the displayed on each player's software client 12 are synchro-
games of poker played on the system 2 and comprises a user nized. As mentioned above, each player has an avatar which
account module 40 in which there is a physical representation represents them in a game of poker played on the computer
module 41 which stores and supplies updates to the physical system 2. Since each software client 12 contains a complete
representation data 30 stored in the client database 26, and set of options for each avatar, the appearance of each avatar
handles the purchasing of additional items (described in can be communicated to the other software clients very effi-
detail below). The user account module 40 also comprises an ciently via a sequence of codes. This enables the gameplay to
advertising module 42 which analyses each player's profile be detailed and operate in real-time.
stored in a gaming database 50 against a set of potential [0139] Referring now to FIG. 6, an avatar characteristic
adverts, and communicates selected advertising data matched table 800 is stored in the data conversion tables 38 of the client
to the player's profile to the client software 12 (described in database 26. For simplicity and ease of understanding only
further detail below). The gaming server also contains status three characteristics of an avatar have been listed, i.e. eye
information relating to games hosted by the gaming server 4 color 801, shirt color 802 and spectacles 803, the data for
which enables the player to determine which game the wish to which is stored in the physical representation data 30. Each
join. characteristic has an associated code which defines it appear-
[0135] The gaming server 4 also comprises a game inter- ance. In this case, "B"=blue eyes, "W"=white shirt and
action module 45 which comprises the gameplay module 46 "n"=no spectacles. However, it is envisaged that each avatar
which generates a series of gaming events and controls the will comprise many more characteristics which are encoded
state of each game of poker hosted by the gaming server 4. in any number of ways which will be immediately apparent to
Each game of poker has an associated virtual playing envi- the skilled person. An identical avatar characteristic table 800
ronment, and information regarding all the required graphical is stored on the gaming database 50 and on every other soft-
components of each virtual environment and each game is ware client 12. For clarity only one player is shown in FIG. 6;
processed at the gameplay module 46. For example, the game however, it will be immediately apparent that other players
interaction module 45 controls the sequence of gameplay can log onto the gaming server 4 as described above to play
according to the rules of poker, communicates the state of the poker on the system 2.
game to each software client 12, requests interaction from [0140] The gaming server4 contains a representation of the
each player as necessary, and updates the game state as a state of each game hosted in the game interaction module 45
result of the player's responses to these requests and deter- on the server 4. Also, a copy of each game is run on each
mines the winner of a game and allocates any winning funds software client 12 and updates relating to gaming events and
to the corresponding user's account. An experience module behavioral events are sent by the gaming server 4.
US 2009/0221367 Al Sep.3,2009
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[0141] Each time a new player wishes to view a game they [0147] Each player's software client 12 also contains the
can do so by simply receiving the character attribute codes for necessary graphical data to generate the virtual playing envi-
each player in the game and details for which environment the ronment of a game of poker hosted on the gaming server 4.
game is occurring in. The software client 12 of the new player The graphical data is stored in the physical representation
then generates the game representation on the local screen. data 30 which contains a plurality of virtual environments
Actions within the game relating to gameplay events are which are each defined by a unique code. Similarly to the
simply a stream of update codes received from the gaming method described above for the avatars in a game, when User
server 4 which are simply interpreted into the appropriate 1 joins or watches a game, the gaming server 4 transmits the
graphical representations or animations of the graphical rep- unique code for the virtual environment to the software client
resentations. 12. The software client 12 then looks-up the relevant virtual
[0142] The skilled person will recognize that each games environment in the physical representation data 30, which it
has a "state", which includes the variables of the cards each then generates.
player holds, how much money each player has bet, etc. The [0148] The interaction module 22 of the software client 12
state remains on the server. "Actions" such as a player betting, also monitors the player's subtle interaction in the virtual
or the cards being dealt represent a "change of state"-and environment. For example, if User 1 moves their mouse
these changes occur for a reason. For example, if User 1 bets pointer so that it hovers over the representation of another
$20 the state changes, i.e. User 1 has $20 less in their stack of player, i.e. another player's avatar, the interaction module 22
chips and $20 is placed in front of their representation as a bet. in conjunction with the communications module 14 sends a
The reason for the change in state is that"Userl bet $20". The coded message to the gaming server 4. This message identi-
reason is used to enable the software client 12 to perform fies User 1 and the player's representation that they are look-
transitions between states. In this case, that means playing an ing at. As above, this message is then broadcast to each of the
animation ofU ser 1 's on-line representation moving the chips other software clients 12 so that the players can see which
from one place to another. Also, this change of state is com- player is looking at what. This method of showing where a
municated both to the server 4 such that all the other partici- player is looking can also be applied to other player actions
pants (active players and observing players) can be updated such as looking at hole cards.
with the change of state. As mentioned above, new players [0149] User 1 may also select their avatars emotional rep-
can join the game at any time-they simply receive the com- resentation and trigger emotes or chip tricks using the soft-
plete current state of the game, and are ready to receive state ware client 12. These are described further below.
transitions from this point forward. [0150] Also, game events such as the next cards, are gen-
[0143] Thus, when User 1 uses their software client 12 to erated and encoded at the gaming server 4 and simply broad-
logon to the gaming server 4 and views or joins a game, a cast to each software client 12. These codes are decoded at
permanent network connection is created between the per- each software client as described above and used to generate
sonal computer 6 and the gaming server 4. The codes which the required graphical response within the virtual environ-
define each avatar in the game that User 1 is viewing or ment.
joining are sent from the gaming server 4 via the external [0151] Once the player has successfully downloaded and
communications module 43 to the User 1' s software client 12. installed the software client 12 on their personal computer 6,
The software client 12 uses the information stored in its data and registered on gaming database 50, the software client 12
conversion tables 38 to look-up each code and assign the presents the player with the initial GUI 100 according to a
associated characteristic to each three-dimensional animated preferred embodiment of the present invention, as shown in
avatar. FIG. 7. The initial GUI 100 is referred to as the "lobby" 100
[0144] Every event which takes place in a game of poker in this document.
played on the computer system 2 has a corresponding action [0152] The lobby 100 comprises a first row of six main tabs
which is stored in an action table 810 in the software client 12, 101: a games tab 102 which is discussed further below; a my
as shown in FIG. 6. The action table 810 comprises a coded account tab 104 which allows a player to view their account
list of events, i.e. "cl"=call, "fd"=fold and "rse20"=raise $20. details which are stored as registered user information 51 in
As stated above, the action table 810 comprises many actions the gaming database 50; an options tab 106 for setting sound
(not all shown) which are encoded (in any number of ways and graphics used by the software client 12; a help tab 108 for
which will be readily apparent to the skilled person). obtaining help regarding the poker system; a friends tab 110
[0145] If, for example, User 1 is playing in the game of which allows a player to list friends which also use the poker
poker and wishes to fold their cards, User 1 will instruct the system; and a me tab 112 which enables the player to person-
software client 12 to do this. The software client 12 then sends alize their avatar. In the view of the lobby 100 shown in FIG.
a simple coded message which identifies the action and the 7 the games tab 102 is selected.
player, such as "fd: 1", where "1" is the code for User 1, to the [0153] The games tab 102 contains a first row of three
gaming server 4. The gaming server 4 then broadcasts that currency sub-tabs 113: a real money sub-tab 114, selection of
message to the software client 12 of each of the other players which allows the player to view poker games played using
playing or watching that game. Those software clients 12 real money; a play money sub-tab 116, selection of which
interpret the code and instruct their representations of User 1 allows the player to view poker games played using play
(User l's avatar) to fold his or her cards. money, i.e. nominal fake money; and a PKR points tab 118,
[0146] Similarly, when User 1 triggers an emote or a chip selection of which allows the player to view the number of
trick, a code identifying the player and emote or chip trick is PKR points available in a tournament or game. In the view of
sent to the gaming server 4 which then broadcasts the code to the lobby 100 shown in FIG. 7 the real money sub-tab 114 is
each participating or watching software client 12 which inter- selected.
prets the code and performs the emote or chip trick on each [0154] By selecting the real money sub-tab 114 or play
software client's corresponding representation of User 1. money sub-tab 116, the player is presented with a choice of
US 2009/0221367 Al Sep.3,2009
11

the type of poker game that they wish to enter. The player then of the player. The representation (the player's avatar), can
selects from a further row of game type sub-tabs 115: a single then be used throughout the on-line gaming experience, and
games sub-tab 120; a sit and go tournaments sub-tab 122; and all players see other players as they have chosen to be repre-
a tournaments sub-tab 124. Single games (or cash games/ring sented graphically.
games) are always running on the gaming server 4 and can be [0161] In overview, the image generation module 24 of the
bought into at a range oflevels. In the view shown in FIG. 7,
software client 12 splits the physical representation of each
the single games sub-tab 120 is selected.
character into separate parts, for example, head, skin, torso,
[0155] Multi-table tournaments can be selected in the game
hips and legs and shoes. The software client 12 contains many
lobby 100 by clicking on the tournaments sub-tab 124. "Sit &
separate models for each of these parts which are combined
go" tournaments are similar to regular poker tournaments but,
together to create an individual avatar. In addition, the tex-
rather than starting at a scheduled time, they start as soon as
tures for each of these parts can be changed to increase vari-
the required number of players have signed up. Sit & go
ety. Finally, graphical representations of extra accessories
tournaments can be selected by clicking on the sit & go
such as hats, glasses, facial hair, jewellery, watches, etc. can
tournaments tab 122.
be added.
[0156] Once the player has selected which game type to
play, they can then choose which poker variant to play: Texas [0162] On the left of the options GUI 150 a graphical rep-
hold 'em, Omaha or Omaha High/Low. The poker variant is resentation of the player's avatar 151 is displayed. The soft-
ware client 12 creates models of parts of the avatar's 151
selected from the row of poker variant sub-tabs 117. Namely
a hold 'em sub-tab 126, a Omaha sub-tab and a Omaha H/L anatomy, for example, head, torso, legs, feet. These models
sub-tab. In the view shown in FIG. 7, the hold 'em sub-tab 126 can be selected by clicking on either an appearance tab 152 or
is selected. a clothing tab 154. The options GUI 150 then presents the
player with a selection of different options for a particular part
[0157] A tabulation 132 shows the hold 'em games cur-
of the avatar's anatomy. For example, in FIG. 8 the appear-
rently available on the gaming server 4. The table name,
ance tab 152 is selected which reveals a head tab 158 for
virtual environment of the table, table limit, stakes, number of
selecting the avatar's 151 head from a selection of male or
players, average pot size, hands per hour and number of
female heads; a hairtab 160 for selecting the avatar's 151 hair;
people waiting to join each hold 'em table are shown in the
a voice tab 162 for selecting the avatar's 151 voice; and an
tabulation 132. The table highlighted in the tabulation 132 is
advanced tab 164 which contains further tools for refining the
named "Last Sorcerer 1" and the details of the players on that
avatar's 151 face. As appearance options are selected made to
table are shown in a table of players 140 which lists the names
the avatar they are previewed on the avatar 151.
of the players playing at the table, their location and the total
amount of chips they have in their stack. If there is no seat [0163] Further examples of the options available to the
available at a particular table that the player wishes to play on, player are shown in FIGS. 9a to 9e which show screenshots of
they can add themselves to a waiting list 134 by highlighting the options GUI 150 according to a further embodiment of the
the table in the tabulation 132 and then clicking on a join invention. In FIG. 9a the clothing tab 160 has been selected
waiting list button 136. The player's name will then appear in and the avatar 151 is shown wearing a short skirt 172. How-
the waiting list 134 for that table and the player will be ever, as can be seen from FIG. 9btheplayerhasmoveda scroll
informed as soon as a seat becomes available. The player can bar 170 to view various other skirts and changed the avatar's
leave the waiting list 134 by clicking a leave waiting list 151 skirt to a long skirt 174. Similarly in FIG. 9c the player
button 138. In order to join a table the player simply selects has changed the avatar's 151T-top176 to a strapped top 178.
the table they wish to join and click the go to table button 146. [0164] FIGS. 9d and 9e show screenshots of the options
Alternatively, the player may or double click on the name of GUI 150 where the player is choosing the avatar's 151 hair-
the table in the tabulation 132 that they wish to join. style 180 and a hat 182 respectively. In each case, the software
[0158] The player can filter the tables shown in the tabula- client 12 has already downloaded all the models available to
tion 132 by hiding the tables which are full by clicking the the player, which have been created in advance.
hide full button 142 and/or hiding the empty tables by click- [0165] Any changes made at this stage can easily by reset
ing the hide empty button 144. The player may exit the soft- by clicking the reset button 190 or undone by clicking the
ware client 12 at any time by clicking the quit PKR button undo button 192. Clicking the randomize button 194 creates a
148. completely random avatar 151. Any changes made can be
[0159] The selections described above can be applied to saved as physical representation data 30 in the client database
play money by selecting the play money tab 116. 26 using the save button 196.
[0160] When themetab 112 is clicked, an options GUI 150 [0166] Initially, the player can only choose options from a
shown in FIG. 8 is displayed, which allows the player to limited list. However, when the player accumulates PKR
personalize their avatar. Examples of characteristics that can points, they can "spend" some or all of those PKR points on
be configured include the gender of the avatar to the shape of exclusive or desirable options such as jewellery or distinctive
its face, the type of clothes it wears and accessories such as clothing. Such options are valued differently, making some
hats, sunglasses and jewellery. As described previously, each items expensive, and therefore more exclusive. The player
characteristic has an associated code in which is stored accrues PKR Points every time that the player plays a hand of
locally and also sent to the gaming server 4 and broadcast to poker for real money. Since PKR points are obtained by
other software clients 12 as necessary. The options GUI 150 playing on the system 2, such options also provide an indica-
enables the player to create a fully realistic three-dimensional tion of the player's experience. PKR points can be redeemed
character, including choosing the sex, age, race and facial for a ticket which entitles the holder to enter a tournament, or
features, and outfitting the character with a wide variety of an upgrades to the players on-screen representation, for
clothing and accessories, such that each player can create a example. The balance of the player's PKR points is stored in
unique representation which may or may not bearthe likeness the gaming database 50.
US 2009/0221367 Al Sep.3,2009
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[0167] The playing experience of the player can be repre- a yellow dot indicates a player has raised and a red dot
sented graphically on the player's avatar for other players to indicates a player has gone all-in.
see. The experience represented may be representative of the [0174] Clicking on a view lobby button 218 displays the
length of time that the player has been registered on the lobby 100 with the game continuing to be shown in the
system 2. Alternatively, or in combination, the experience background, while clicking on the leave table 220 button
represented may be representative of the success a player has takes the player back to the lobby 100 as shown in FIG. 7, i.e.
had at poker tournaments. For example, the avatar of a player without showing the game in the background. A help button
who wins a big tournament (or achieve other milestones) is 222 is provided, the activation of which provides the player
entitled to wear bracelets or other medals that represent this with support regarding playing the game.
achievement. [0175] Player avatars 203 are also shown in the non-partici-
[0168] In a further embodiment of the present invention the pating view 200. Each player is represented in the non-par-
player can upload one or more photographs of their face ticipating view 200, or virtual environment as discussed
which is applied to their avatar. This is achieved by using above, by their player avatar 203 which has been customized
non-proprietary software which identifies key features of the as described above. An information box 205 for each player
player's face from one or more photographs. The software avatar 203 displays information for each player, which
analyses images and plots out the position of facial features includes their username and the size of their chip stack.
like the eyes, nose and mouth. Then it uses that information to [0176] When one of the players leaves the table 201, their
generate a three dimensional 'face'.
avatar 203 disappears and is replaced by an empty chair over
[0169] When the player selects and joins a table 201, as which a "Sit Here" box (not shown) hovers. The player can
describedabovewithreferenceto FIG. 7, from the lobby 100, click on the "Sit Here" box to join the table 201 and be dealt
he or she is presented with a non-participating view 200 of into the next hand. At which point their avatar 151 appears in
that table 201, as shown in FIG. lOa. The non-participating the previously empty chair.
view displays a system of buttons and controls, referred to as [0177] FIG. lOb shows a screenshot of a participating view
a HUD, used to view or play poker using the gaming system. 230, or virtual environment as discussed above, of the table
The elements of the HUD are described below. 201 displayed to the player in a game of on-line poker similar
[0170] A camera button202 allows the player to choose the to that shown in FIG. lOa. In this view the participant is
view of the table 201 from a number of views. This feature is represented by a player's avatar 233. Elements of the HUD
described in more detail below. A board cam 204 displays the which are common to both the non-participant view 200 and
community cards 206 dealt in a hand of poker at the table 201. the participant view 230 perform the same functions in the
The community cards 206 are dealt in front of a dealer 208 participant view 230 and will be referred to using the numer-
which is controlled by the gaming system; however, the board als given above.
cam 204 ensures that the community cards 206 can be seen [0178] In addition to the non-participant view 200 HUD
clearly by the player. elements, the participant view 230 HUD includes a mood
[0171] A chat window 210 controlled by the chat interac- manager 232 which is used to control the disposition of the
tion module 18 allows players to communicate with each player's avatar 233 at the table 201. By clicking on the mood
other by typing messages to each other. The information manager 232 the player is presented with a list 234 of emo-
displayed in the chat box 210 can be filtered depending on tional options, namely 'Happy', 'Casual', 'Sad', 'Angry' or
how much information the player wishes displayed by click- 'Neutral', as showninFIG. lla. When one of these options is
ing on a chat button 211. For example, setting the chat box selected, the player's avatar 233 changes its animated body
210 to "summary" only displays player chat along with the language, tone of voice and what it says to correspond to the
winner and pot size of each hand. This non-player generated selected emotion. The associated software client 12 sends a
information is provided by the gaming server 4. In "normal" coded message indicating the selected emotional state to the
setting the above is shown plus the deal on the flop, turn and emotional representation module 27 on the gaming server 4
river. "Full" setting includes everything in "normal" setting which then broadcasts that message to the software clients 12
along with individual player actions like 'call', 'fold' and of the other players. The representation of the player's avatar
'raise'. This information is recorded to form the game history. 233 provided by those software clients 12 is updated accord-
[0172] To see a summary of the hands played at the table ingly.
201 the player clicks on a hand history tab 212 which then [0179] The selected emotional option serves to accentuate
expands to present information stored in the gaming database or subdue the reactions of the avatar to the occurrence of game
50 regarding previously played hands, as shown in FIG. lOc. events. Therefore, the player's mood is projected to the rest of
A hand table 212a lists the hand numbers 212d which have the table. Examples of how the reactions of the avatar are
been played at the table 201. The player can view the actions depend on the emotional option chosen is given in the table
that were taken in each hand by clicking on one of the hand shown in FIG. 12a. FIGS. 12b to l2d illustrate how the
numbers 212d. The actions are presented as a list in the details reaction of an avatar 225 to an event is dependent on the
list 212b. The main window 212c shown the winner of the setting of the mood manager 232. The event shown in each of
pot(s) for the hand number 212d selected in the hand table the FIGS. 12b, 12c and 12d is that of the player folding their
212a. cards. In FIG. 12b the mood manager 232 is set to 'Neutral',
[0173] A table tab 214 provides information about the consequently the animated avatar 225 folds his cards noncha-
game viewed, including the name of table 201 and the table lantly. In FIG. 12b the mood manager 232 is set to 'Angry',
stakes. An action radar 216 indicates the size of the pot while consequently the animated avatar 225 folds his cards and
dots which represent each player at the table, change color to slams his first on the table. In FIG. 12c the mood manager 232
indicate action. A grey dot indicates that the table is waiting is set to 'Happy', consequently the animated avatar 225 jubi-
for the player to act, a green dot indicates a player has called, lantly folds his cards.
US 2009/0221367 Al Sep.3,2009
13

[0180] Further examples of how the reactions of an avatar instruct the player's avatar to say 'Nice hand!' or, perhaps,
250 to a gameplay event are dependent on the setting of the dance for joy when the player has won a big hand, or flash a
mood manager 234 are shown in FIGS. 13a to 13c. FIG. 13a sly smile during play.
shows a screenshot of the avatar 250 showing their cards at the [0184] Emotes are pre-set using the four emote control
end of a hand, where the 'Neutral' emotional state is selected. buttons 254 by clicking on one of them and then choosing an
In this setting the avatar 250 simply turns the cards over. In emote from the pop-up list (not shown) that appears. Once an
FIG. 13b, the mood manager is set to 'Happy'; therefore, for emote has been selected a graphic 254a will appear on the
the same game event the avatar 250 waves the cards at an emote control button 254 which corresponds to the emote
opponent (not shown). Finally, in FIG. 13c, the mood man- which it is set at. The player instructs the player's avatar 233
ager 234 is set to 'Sad'; accordingly, the avatar 250 slams the to perform an emote by simply clicking on one of the emote
cards on the table. control buttons 254. Every time an emote is triggered, a coded
message which indicates the triggered is sent from the soft-
[0181] An alternative mood manager 236 may be used ware client 12 to the other player's software clients 12 via the
which is a two-dimensional square interface 237 on which a gaming server 4. Then, in each player's software client 12, a
curser 240 is placed to set the emotion of the avatar, as shown message appears in the chat box 210 indicating the action and
in FIG. llb. The centre 238 of the interface 237 corresponds the action is performed by the player's avatar. For example, if
to the 'Neutral' emotional option and each side of the inter- the emote 'Nice hand!' is triggered, Nice hand! will appear in
face 237 corresponds to another emotional option, namely the chat box 210. Emotes can also be triggered by typing them
'Aggressive', 'Happy', 'Sad' and 'Passive'. At any point dur- into the chat box 210 with a'/' atthe beginning of the text. For
ing gameplay, the player can click in the interface 237 and the example, typing /clap will cause your character to perform the
curser 240 will indicate their chosen emotional option. The emote 'clap approvingly'. If the player types in a commonly
software client 12 will then send a coded message indicating used acronym, a corresponding emote will be triggered. For
the selected emotional state to the emotional representation example, typing/nh into the chat box 210 triggers the player's
module 27 on the gaming server 4 which then broadcasts that avatar to say 'Nice hand!'. The chat box 210 triggered emotes
message to the software clients 12 of the other players, as are interpreted by the chat interpretation module 18 on each
described above. In the mood manager shown in FIG. llb, the software client 12.
player has two dimensions of emotional freedom-sad/happy [0185] FIG. 14a shows a set of emote control buttons 354
and passive/aggressive. It will be immediately apparent to the and a chip trick button 356 according to a further embodiment
skilled person that further degrees of freedom may be added of the invention. To trigger an emote the player simply
by simply creating further interfaces. chooses the required emote from a pop-up list 355 shown in
[0182] In a further embodiment of the invention the alter- FIG. 14b and as described above. To triggerthe chosen emote
native mood manager 236 reacts to events that take place the player clicks the corresponding emote control button 354.
while the player plays in the game. For example, ifthe curser The emote chosen in FIG. 14b is "cry" as indicated by a white
240 is set as shown in FIG. llb and the player begins to dot 355a. When the corresponding emote control button 354
continually lose hands, the curser will gradually move is pressed, the player's avatar 361 cries, as shown in FIG. 14c.
towards the 'Sad' side of the interface 236. Conversely, ifthe Further examples of the player's avatar 361 performing
player wins a series ofhands the curser 240 will move towards emotes are showninFIG.14dwhich shows the player's avatar
the 'Happy' side of the interface 236. The curser also moves 361 performing a "chicken" emote; and FIG. 14e which
based on how the player is playing. For example, ifthe player shows the player's avatar 361 performing a "loser" emote.
is playing loosely the curser 340 moves towards the 'Aggres- [0186] In addition, the player can target emotes at another
sive' side of the interface, and ifthe player is playing tightly players. For example, so that the player's avatar 233 can laugh
the curser moves towards the 'Passive' side. or point at another player's avatar. This is achieved by the
[0183] The curser 240 can be moved to any point on the player by simply selecting clicking on an information box
interface 236 at any time, but over time it will gradually move 205 and then clicking on one of the emote control buttons 254.
back to where it should be based on how the player plays. If A corresponding coded message is sent from the player's
the player wishes to keep the curser 240 in a specific place- software client 12 to the other players' software clients 12 via
effectively setting the emotional option described earlier- the gaming server 4.
the player will have to keep moving the curser back to that [0187] A bet control panel 256 allows the player to fold,
place. This is analogous to maintaining a "poker face" in check, call or raise a hand when it is the player's tum to act.
non-virtual poker. Returning to FIG. lOb, the HUD also The player uses a fold button 256a, a check button 256b and
includes a card look cam 252. In order for the player to view a bet button 256c to act quickly. Alternatively, a slider 256d
their cards they must click on a 'Look at cards' button (not and multiple buttons 256e can be used to make a larger or
shown) which opens the card look cam 252. As shown in FIG. more specific bet. When the slider 256d is moved the player's
1 Ob, the player's avatar 233 looks at the cards, which can been avatar 233 counts out a corresponding number of chips from
seen by the rest of the players on their personal computers 6 its stack. The bet pot 256/button allows the player to make a
due to a coded message generated and sent to the gaming bet that is the size of the pot and the other bet box 256g allows
server 4, which is broadcast to the rest of the players. The the player to specify an amount to bet.
player's avatar 233 then places the cards face down on the [0188] In cash games and re-buy tournaments the player
table 201 and the card look cam 252 closes. Ifthe player needs can top-up their chip stack by clicking on the more chips
to look at their cards for a longer they can click and hold on the button 258. Certain gameplay features can be automated, for
'Look at cards' button. 'Emotes' are actions and gestures that example, always mucking losing hands, never showing
the player instructs the player's avatar 233 to perform during uncalled hands and auto-posting blinds, by clicking on the
gameplay. They are used to express a wide range of thoughts corresponding text in a card control panel 260. The card
and feelings to other players. For example, the player can control panel 260 also allows the player to auto-post blinds.
US 2009/0221367 Al Sep.3,2009
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[0189] The HUD also has player tabs 262 which provide a in FIG. l6a is similar to the overview view 404 discussed
quick and easy way to view whose turn it is and what the above and shows all the avatars as play is yet to commence.
action is. The player tabs 262 appear in descending order, i.e. Once the hole cards have been dealt the first round of betting
from first to act to last to act. The player tabs 262 comprise a commences. At this point the view changes to a second
number of fingers 262a, 262b, 262c which correspond to the dynamic view 412b in which the view is a close-up view of the
number of players in a hand. For example, there are three avatar 410 of the player whose turn it is. When the first round
player in the hand shown in FIG. lOb. The action finger 262b of betting has finished the flop is dealt. As illustrated in FIG.
corresponds to the player whose turn it is. The fingers 262a, 16c, the view zooms-in to a third dynamic view 412c which is
262b, 262c are color coded as described above for the action a close-up view of the flop cards. Once all the players have
radar 216. had a chance to clearly see the flop, the view returns to the first
[0190] Clicking on a chip trick button 264 triggers the dynamic view 412 until an event occurs.
player's avatar 233 to perform a chip trick. The chip trick [0196] The dynamic view 412 changes the view presented
button 264 works the same way as the emote control buttons to the player so that is appears to the player that they were
254, namely a chip trick is selected from a pop-up list (not watching the progress of the game on TV, guided by a com-
shown), which is then triggered every time the chip trick petent and knowledgeable director. This is achieved by the
button 264 is clicked. Also a coded message for each chip use of a large number of carefully positioned virtual cameras
trick is sent from the player's software client 12 to the other that can track, pan and zoom appropriately, and which are
player's software clients 12 via the gaming server 4. More combined together to show the player a dynamic view of the
advanced and exclusive chip tricks can be exchanged for PKR game, focusing on what is happening at the moment, and
Points. showing all the key moments in a hand from a series of unique
[0191] Referring again to FIG. 14a, which shows a screen- and compelling angles.
shot of part of an alternative embodiment of a HUD, a chip [0197] The poker system is configured to allow the player
trick button 356 is clicked and a pop-up list 358 of chip tricks to play more than one game of poker hosted on the gaming
appears. The player selects 'knuckle roll' 360 and then clicks server 4 simultaneously. To play on further tables the player
again on the chip trick button 356. As can be seen from FIGS. clicks on the view lobby button 218, While the current game
14{ and 14g the player's avatar 250 picks up a chip and continues in the background the player selects a further table
performs a knuckle roll trick. to join from the lobby 100, as described above. Again, ifthe
[0192] Referring back to FIGS. lOa and lOb, the camera player wishes to join a further game they can again click on
button 202 provides a means for changing the participating the view lobby button 218 and select a further table to join
view 200 or non-participating view 230, or view of the virtual from the lobby 100.
environment. The view may be changed by the player or [0198] FIGS. 17a to 17c illustrate how the player plays
dynamically by the system according to events taking place in three different tables simultaneously. In a first view 510
the game. The image generation module 24 is responsible for shown in FIG. 17a the player is shown a first table 511; in a
tailoring the view of the virtual environment to the player and second view 520 shown in FIG. 17b the player is shown a
contains software for setting the camera views described second table 521; and in a third view 530 shown in FIG. 17b
below. The camera view on each software client is indepen- the player is shown a second table 531. The player's avatar
dent; therefore, each software client can view a game from its 555 is satatthefirsttable 511 and the second table521, but the
own camera. player is only viewing the third table 531 without participat-
[0193] Similarly to the chip trick button 264 and the emote ing in the game. The player can switch between the tables
control buttons 254, the player clicks the camera button 202 to 511, 521, 523 by clicking on a first action radar 512 to view
view a list (not shown) of views from which the table 201 can the first table 511; a second action radar 522 to view the
be observed. This list includes "north", "south", "east" and second table 512; and a third action radar 532 to view the third
"west", "overview", "first person", "orbit"; and "dynamic". table 513. All the action radars 512, 522, 532 are shown in
Since the view provided by a software client 12 is indepen- each view 510, 520, 530. However, the action radars 512, 522,
dent of the other software clients 12, a coded message is not 532 of the tables not currently viewed are grayed out. Taking
sent from the software client 12. FIG. 17a for example, which shows the first table 511, the first
[0194] The "north", "south", "east" and "west" views are action radar 512 while the second action radar 522 and the
simply views of the table from those points of the compass. thirst action radar 532 are grayed out.
FIGS. 15a to 15c show screenshots of the remaining static [0199] In an alternative embodiment (not shown), the sys-
views, i.e. "overview", "first person" and "orbit", of a table tem enables the player to play on more than one table by
401. FIG. 15a shows the default view which is an overview showing the second and any further tables in small windows
view 404 as shown by the camera button 402. This view within a HUD, similar to a picture-in-picture function on
delivers a static image of the table 401 from behind and above television sets. The player can interact with the games shown
the dealer 403. The player can use the mouse wheel of their in the small windows and, therefore, is able to play them
personal computer 12 to zoom in and out when the overview without the need to switch views.
view 404 is selected. FIG. 15b shows a first person view 406, [0200] The system allows the player, at the end of a hand, to
as shown by the camera button 402, which is the view from show their opponents one or both of the player's hole cards
the player's avatar's point of view; an FIG. 15c shows an orbit 602 when the player either loses a pot or wins a pot uncon-
view 408, as shown by camera button402. This view is set just tested. As can be seen in FIG. l8a, the hole cards comprise an
behind the avatars 410 and the player can rotate a full 360- ace of spades 602a and a six of clubs 602b. In order to show
degrees around the table 401 by left clicking and holding their one or both of the hole cards 602 at the end of a hand, the
and moving their mouse to manipulate the orbit view 408. player ensures that the 'never show uncalled hands' option
[0195] A dynamic view 412 is illustrated in the screenshots 260a and the 'always muck losing hands' option 260b in the
shown in FIGS.16a to 16c. A first dynamic view 412a shown card control panel 260 are unchecked. This is indicated by a
US 2009/0221367 Al Sep.3,2009
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'X' next to these options. Therefore, ifthe player loses a pot 1. A gaming server arranged to communicate with a plu-
or wins a pot uncontested the player is presented with a first rality of on-line player's terminals for facilitating the playing
icon 604a representing the ace of spades 602a and a second of a distributed multi-player on-line game involving interac-
icon 604b which represents the six of clubs 602b; a show tions between a plurality of different players in a virtual
button 606; and a don't show button 608. To show the ace of environment, the server comprising:
spades 602a only, shown in FIG. l8b, the player clicks on the a playing module arranged to control the playing of the
second icon 604b, which turns the second icon 604b, and then game with each of the different on-line players, the
clicks the show button 606. This triggers the player's avatar playing module being arranged to generate a series of
610 to show only the ace of spades 602a, as shown in FIG. gaming events, each gaming event being directed to one
18c. or more on-line players participating in the game;
[0201] As discussed above, the gaming database 50 con- receiving means arranged to receive information from a
tains advertising data 53 which is displayed in the virtual remote player terminal concerning a selected virtual
environment. FIG. l9a shows a view of a virtual environment game playing environment and a selected graphical rep-
710 in which a game of poker is played. Hanging on a wall of resentation of the on-line game player within the envi-
the virtual environment 710 is a first advertising poster 712. ronment;
The virtual environment 710 is generated by the image gen- a game state module arranged to construct a specification
eration module 24 using physical representation data 30, of the graphical game-playing environment and repre-
which includes data relating to the first advertising poster sentations of the players within the environment from
712, stored in the client database 26. The data relating to the the received information, together with a current state of
first advertising poster 712 can be replaced with data relating the game; and
to a second advertising poster 714 sent to the software client transmitting means arranged to transmit the specification
12 from the gaming server 4. Thus the virtual environment to a plurality ofremote on-line players' communication
710 now contains the second advertising poster, as shown in terminals; the transmitting means being arranged, dur-
FIG. l9b. ing the playing of an on-line game, to broadcast in real-
[0202] Each player's software client 12 can each show a time game-playing commands received from a player's
different advertisement in the virtual environment 714. Fur- terminal to other players' terminals participating in the
thermore, the advertising data can be targeted to each player same game and to update the game state module; the
depending on the characteristics of that player as stored in the game-playing commands including information relating
server database 50, for example, the player's location, age, to the actions of the on-line player which are reflected in
sex, the time they spend on-line and the amount of money they the behavior of the graphical representation of that on-
deposit. This process simply involves the server 4 matching a line player.
player profile to an advertising profile. 2. A gaming server according to claim 1, wherein the
transmitting means is arranged to transmit playing commands
[0203] A list of potential advertisers that wish to advertise
for creating animation of the player representations.
on the system is maintained. For each advertiser a target
3. A gaming server according to claim 1, wherein the
demographic of their desired audience and two-dimensional
graphics (the virtual equivalent of posters, standees, beer transmitting means is arranged to transmit active game play-
bottles, etc.) that will form the in-game representation of the ing commands generated in response to a gaming event.
advertising for that target demographic are stored as adver- 4. A gaming server according to claim 1, wherein the
tising data 53 in the gaming database 50. transmitting means is arranged to transmit passive game play-
ing commands generated in response to a player viewing
[0204] When a player logs into the system that player's
hidden information provided in the gaming environment.
profile is compared with the list of demographics stored for
the advertisers. If the player's profile matches any of the 5. A gaming server according to claim 1, wherein the
advertiser's demographics, one or more advert is chosen to be on-line game is poker and the passive game playing com-
downloaded to the player's software client 12 and shown to mands include a player looking at his cards, counting out his
the player during the course of their gameplay session. chips, looking at a game play history, and counting another
player's chips.
[0205] The aspects of the present invention described
herein are described with reference to a system for playing 6. A gaming server according to claim 1, wherein the
on-line poker. However, it will be immediately apparent to the transmitting means is arranged to transmit emotional infor-
skilled person that the present invention can be applied to any mation relating to the player's emotional state of mind.
form of interactive gaming. It will be also be clearly apparent 7. A gaming server according to claim 6, wherein the
to the skilled person that variations may be made to the emotional information comprises information controlling the
embodiments described above without departing from the posture of the player representation.
essence of the invention. For example, whilst the present 8. A gaming server according to claim 6, wherein the
embodiments have been described in the context of software transmitting means is arranged to transmit information relat-
clients operating on personal computers, they could readily i1:1g to the emotional parameters of happiness and/or aggres-
be implemented on a mobile computing platform such as a siveness.
mobile phone, a PDA or laptop computer. 9. A gaming server according to claim 1, wherein the
[0206] In general, the present invention may be embodied transmitting means is arranged to transmit player-selected
in other specific forms without departing from its essential misleading information relating to the player.
attributes. Accordingly, reference should be made to the 10. A gaming server according to claim 9, wherein the
appended claims and other general statements herein rather on-line game is poker and the transmitting means is arranged
than to the foregoing specific description as indicating the to transmit information showing at least some of the player's
spirit and scope of the invention. cards at the end of a game hand.
US 2009/0221367 Al Sep.3,2009
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11. A gaming server according to claim 10, wherein the receiving information from a remote player terminal con-
on-line game is poker and the transmitting means is arranged cerning a selected virtual game playing environment and
to transmit information showing all of the player's cards at the a selected graphical representation of the on-line game
end of a game hand. player within the environment;
12. A gaming server according to claim 1, wherein the constructing a specification of the graphical game-playing
playing module is arranged to control a plurality of indepen- environment and representations of the players within
dent games of the same type, involving different players, the environment from the received information, together
occurring at the same time. with a current state of the game; and
13. A gaming server according to claim 1, wherein the transmitting the specification to a plurality of remote on-
playing module is arranged to control a plurality of indepen- line players' communication terminals; the transmitting
dent games of different type, involving different players, step comprising broadcasting in real-time, during the
occurring at the same time. playing of an on-line game, game-playing commands
14. A gaming server according to claim 1, further compris- received from a player's terminal to other players' ter-
ing an index module arranged to collate and generate a sum- minals participating in the same game and updating the
mary of information relating to all of a plurality of games specification; the game-playing commands including
currently in progress. information relating to the actions of the on-line player
15. A gaming server according to claim 14, wherein the which are reflected in the behavior of the graphical rep-
index module is arranged to identify a plurality of game resentation of that on-line player.
characteristics regarding each game such that when the game 22. A player terminal for use with a gaming server over a
characteristics are displayed on the play er terminal, the player distributed communications network for facilitating the play-
is able to decide which game is of interest. ing of a distributed multi-player on-line game involving inter-
16. A gaming server according to claim 14, wherein the actions between different players in a virtual playing envi-
index module is arranged to pass the summary to the trans- ronment, the player terminal comprising:
mission means for transmission to a player terminal. receiving means for receiving from the server, information
17. A gaming server according to claim 14, wherein the specifying a virtual playing environment and on-line
index module is arranged to check the current status of the players in that environment, and update information
game from the playing module and if the playing module relating to game-playing events occurring within that
indicates there is a possibility for the requesting player to join environment during the playing of an on-line game;
the multi-person game, then to instruct the game state module generating means for generating a graphical representation
to populate the selected game environment with the informa- of the virtual playing environment from the received
tion relating to the graphical representation of the requesting information, graphical representations of each on-line
player and to enable the requesting player to participate in the game player and graphical representations of game-
game. playing events occurring within the virtual environment;
18. A gaming server according to claim 14, wherein the interaction means for interacting with the game playing
index module is arranged to check the current status of the events, the interaction means generating information
game from the playing module and if the playing module relating to the actions of the on-line player during the
indicates there is currently no possibility for the requesting playing of the on-line game, which are reflected in the
player to join the multi-person game, then to place a play behavior of the graphical representation of that on-line
request in a joining queue for that game at the playing module player; and
and instruct the transmission module to send a message indi-
cating the same to the player terminal. transmitting means for transmitting to the server, game-
playing commands generated at the player terminal in
19. A gaming server according to claim 18, wherein the
response to the displayed game-playing events; such that
index module is arranged to monitor the current status of the
otheron-lineplayers can ultimately seethe actions of the
selected game from the playing module and ifthe opportunity
on-line player.
arises for the requesting player to join the selected game, to
instruct the playing module to populate the selected game 23. A player terminal according to claim 22, wherein the
environment with the graphical representation of the request- receiving means is arranged to receive update information
ing player and to enable the requesting player to participate in including commands generated at remote on-line players'
the game. communication terminals in response to the gaming events.
20. A gaming server according to claim 14, wherein the 24. A player terminal according to claim 22, wherein the
index module is arranged to enable the player selection of a generating means is arranged to manipulate a player's graphi-
plurality of specific games from the summary and to instruct cal representation in response to interpreting the received
the game state module to include that player terminal into a update information.
list of interested players of that game. 25. A player terminal according to claim 22, wherein the
21. A method of communicating with a plurality ofon-line generating means is arranged to generate each graphical rep-
player terminals for facilitating the playing of a distributed resentation as a three-dimensional character representation.
multi-player on-line game involving interactions between a 26. A player terminal according to claim 22, wherein the
plurality of different players in a virtual environment, the generating means is arranged to generate each graphical char-
method comprising: acter representation as an avatar.
controlling the playing of the game with each of the differ- 27. A player terminal according to claim 22, wherein the
ent on-line players, by generating a series of gaming generating means is arranged to generate each graphical rep-
events, each gaming event being directed to one or more resentation as a representation which uniquely identifies an
on-line players participating in the game; on-line player.
US 2009/0221367 Al Sep.3,2009
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28. A player terminal according to claim 22, wherein the 43. A player terminal according to claim 36, wherein the
generating means is arranged to enable the on-line player to on-line game is poker and the animations are different chip
configure his graphical representation. tricks.
29. A player terminal according to claim 28, wherein the 44. A player terminal according to claim 22, wherein the
graphical representation is a character and the generating interaction means is arranged to generate emotional informa-
means is arranged to enable each player to configure their tion relating to the player's emotional state of mind.
graphical representation to reflect physical characteristics of 45. A player terminal according to claim 44, wherein the
the player, including one or more from the group comprising: emotional information comprises information controlling the
age, sex, race, hair style, hair color, facial hair style, voice, posture of the player representation.
detail texture. 46. A player terminal according to claim 44, wherein the
30. A player terminal according to claim 28, wherein the interaction means is arranged to generate information relating
graphical representation is a character and the generating to the emotional parameters of happiness and/or aggressive-
means is arranged to enable each player to configure their ness.
graphical representation to reflect different wearable items, 47. A player terminal according to claim 44, wherein the
including: clothing, and/or accessories including jewellery, interaction means comprises the player selecting an emo-
headgear, and glasses. tional state and the interaction means is arranged to automati-
31. A player terminal according to claim 30, wherein the cally apply the selected emotional state to all player actions.
generating means is arranged to enable the player to change 48. A player terminal according to claim 44, wherein the
the appearance of the graphical representation, by providing interaction means comprises the player selecting an emo-
access to different ones of the wearable items with increased tional state and the interaction means is arranged to apply the
accrual of playing points by the player. selected emotional state to a selected player action in
32. A player terminal according to claim 30, wherein the response to a gaming event.
wearable items are accessible to reflect the player's experi- 49. A player terminal according to claim 44, wherein the
ence in playing the game. interaction means is arranged to display a two-dimensional
33. A player terminal according to claims 28, wherein the graph of different emotional states such that the player can
generating means is arranged to encode the appearance of the graphically select the precise combination of emotional states
player's graphical representation, and provide this to the for their graphical representation which best reflects theirtrue
transmission means for transmission to the server. emotional state.
34. A player terminal according to claims 22, further com- 50. A player terminal according to claim 49, further com-
prising a data store for storing a plurality of graphical images prising monitoring means for monitoring the manner in
for use in generating the virtual playing environment, the which a player is participating in the game and the player's
graphical components for constructing representations of success and to reflect his likely emotions as a feedback posi-
each on-line game player and the graphical representations of tion on the two-dimensional graph.
game-playing events. 51. A player terminal according to claim 50, wherein the
35. A player terminal according to claim 34, wherein the monitoring means is arranged to move the player-selected
data store is arranged to store the player-specified graphical position on the graph to the feedback position.
representation. 52. A player terminal according to claim 22, wherein the
36. A player terminal according to claim 22, wherein the interaction means is arranged to generate active game playing
interaction means is arranged to generate animation com- commands in response to a gaming event.
mands for animating the player representation, the generation 53. A player terminal according to claim 22, wherein the
means is arranged to display the animated player representa- interaction means is arranged to generate passive game play-
tion and the transmission means is arranged to transmit the ing commands generated in response to a player viewing
animation commands to the server. hidden information provided in the gaming environment.
37. A player terminal according to claim 36, further com- 54. A player terminal according to claim 53, wherein the
prising a plurality of different stored animations, each anima- on-line game is poker and the passive game playing com-
tion reflecting a different emotion or message for the other mands include a player looking at his cards, counting his
players of the game. gaming chips, looking at a game play history, and counting
38. A player terminal according to claim 36, wherein the another player's gaming chips.
interaction means is arranged to enable the player to select an 55. A player terminal according to claim 22, wherein the
animation of the graphical representation, by providing interaction means is arranged to select misleading informa-
access to different ones of the animations. tion relating to the player for transmission to the server.
39. A player terminal according to claim 36, wherein the 56. A player terminal according to claim 22, wherein the
interaction means is arranged to enable an animation to be on-line game is poker and the transmitting means is arranged
directed to one specific on-line player of the game. to transmit information showing at least some of the player's
40. A player terminal according to claims 36, wherein the cards at the end of a game hand.
animation of the graphical representation is selected to con- 57. A player terminal according to claim 56, wherein the
vey a misleading message to other players of the game. transmitting means is arranged to transmit information show-
41. A player terminal according to claim 36, wherein the ing all of the player's cards at the end of a game hand.
different animations reflect the player's experience in playing 58. A player terminal according to claims 22, further com-
the game. prising encoding/decoding means for encoding/decoding
42. A player terminal according to claim 36, wherein the information to be transmitted from the transmission means
interaction means is arranged to provide access to different and information received by the receiving means.
ones of the animations with increased accrual of playing 59. A player terminal according to claim 58, wherein the
points by the player. encoding/decoding means comprises a stored look up table.
US 2009/0221367 Al Sep.3,2009
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60. A player terminal according to claims 22, further com- the current real-time playing environment representation of
prising a chat communications module, for communicating that game to be regenerated on the player terminal.
live information between the on-line players and from the 75. A player terminal according to claim 22, wherein the
gaming server to the on-line players relating to game play generating means comprises visualization means for gener-
events. ating a plurality of different views of the same virtual playing
61. A player terminal according to claim 60, wherein the environment.
chat communications module is arranged to enable the on- 76. A player terminal according to claim 75, wherein the
line player to enter in text information for communication to visualization means comprises a dynamically changing a
the other on-line players. given view of a virtual playing environment to another of the
62. A player terminal according to claim 60, wherein the plurality of views of the virtual playing environment.
chat communications module is arranged to enable the on-
77. A player terminal according to claim 75, wherein the
line player to enter in control codes for controlling the ani-
visualization means is arranged to be configurable by the
mated behavior of the player's representation.
player to select a dynamically changing view of the virtual
63. A player terminal according to claims 61, wherein the playing environment.
chat communications module is arranged to enable the on-
78. A player terminal according to claim 75, wherein the
line player to specify another on-line player participating in
visualization means is arranged to be configurable by the
the same game and to direct comments or actions to that
player to select one of the plurality of different views.
specific player.
64. A player terminal according to claim 22, further com- 79. A player terminal according to claim 22, wherein the
prising a data store for storing user configuration data for generating means comprises zooming means arranged to gen-
configuring the player terminal and wherein the generating erate a zoomed in view of the virtual playing environment.
means is arranged to read the user configuration data for 80. A player terminal according to claim 79, wherein the
generating the gaming environment according to the user zooming means is arranged to monitor the current gaming
preferences. event and to generate and display a zoomed in view of the
65. A player terminal according to claim 22, further com- virtual playing environment on the occurrence of a predeter-
prising recording means for recording in a games log, all mined gaming event.
game play events as a playing history of the on-line game. 81. A player terminal according to claim 79, wherein the
66. A player terminal according to claim 65, further com- zooming means is arranged to generate a zoomed out view of
prising retrieval means for accessing the stored games log and the virtual gaming environment after a predetermined time
displaying the same to the on-line player. period after the occurrence of the predetermined gaming
67. A player terminal according to claim 22, wherein the event.
generating module is arranged to display real-time informa- 82. A player terminal according to claim 22, wherein the
tion relating to a plurality of independent games of the same generating means is arranged to generate a moving graphical
type, involving different players, occurring at the same time. representation of the virtual gaming environment as would
68. A player terminal according to claim 22, wherein the appear by panning across the virtual gaming environment.
generating module is arranged to display real-time informa- 83. A player terminal according to claim 22, wherein the
tion relating to a plurality of independent games of different generating means is arranged to generate a moving graphical
type, involving different players, occurring at the same time. representation of the virtual gaming environment as would
69. A player terminal according to claim 22, wherein the appear by tracking movement across the virtual gaming envi-
generating means is arranged to generate a real-time graphi- ronment.
cal playing environment for each virtual game being viewed, 84. A player terminal according to claim 83, wherein the
wherein the generating means is arranged to generate differ- generating means is arranged to generate a changing view of
ent graphical playing environments for at least some of the the virtual playing environment by use of a combination of
plurality of different games. the visualization means, the zooming means and the panned
70. A player terminal according to claim 22, wherein the and tracked representations.
generating means is arranged to display one real-time playing 85. A player terminal according to claim 22, further com-
environment at a time, and to enable the player to control prising an object changing module arranged to change the
which real-time playing environment is current being viewed. appearance of a selected object within the virtual playing
71. A player terminal according to claim 70, wherein the environment.
generating means is arranged to generate a summary icon 86. A player terminal according to claim 85, wherein the
summarizing some real-time features of each selected game object changing module is arranged to change the surface
of interest. appearance of the selected object with pre-stored data.
72. A player terminal according to claim 22, further com-
87. A player terminal according to claim 85, wherein the
prising a local index module for receiving from the server a
selected object is a three-dimensional object.
summary of all the on-line games currently in progress and
for generating a graphical representation of the summary. 88. A player terminal according to claim 85, wherein the
73. A player terminal according to claim 72, wherein the object changing module is arranged to select one ofa plurality
local index module comprises a player selectable filter to of different stored images and to project the selected image
enable games having selected characteristics to be shown to onto the surface of the selected object.
the player. 89. A player terminal according to claim 85, wherein the
74. A player terminal according to claim 72, wherein the object changing module is arranged to change the image after
local index module is arranged to enable player selection of a a predetermined time has lapsed.
specific game from the summary and to instruct the transmis- 90. A player terminal according to claims 85, wherein the
sion means to request downloading of information enabling image comprises an advertising image.
US 2009/0221367 Al Sep.3,2009
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91. A player terminal according to claims 85, wherein the locally at the player terminal and transmitting means for
object changing module is arranged to receive the image from transmitting information relating to the updated player inter-
the server. actions to the server.
92. A player terminal according to claims 85, wherein the 98. A system according to claim 96, wherein the informa-
object changing module is arranged to display an image tion communicated between each player terminal and the
within a environment if the image matches a player-specified gaming server is in the form of an encoded index, which can
preference. be used to as a reference to a specific combination of variables
93. A method of facilitating the playing of a distributed for generating the representations of the real-time virtual
multi-player on-line game involving interactions between playing environment and the representations of the players
different players in a virtual playing environment, over a within that environment.
distributed communications network, for the method com- 99. A system according to claim 96, wherein the player
prising: terminals and the gaming server each comprise translation
receiving information specifying a virtual playing environ- means for translating a received encoded index into a specific
ment and on-line players in that environment, and graphical representation to make up part of the displayable
update information relating to game-playing events graphical presentation of the playing environment.
occurring within that environment during the playing of 100. A system according to claim 99, wherein the transla-
an on-line game; tion means comprises a look-up table.
generating a graphical representation of the virtual playing 101. A system according to claim 99, wherein the encoded
environment from the received information, graphical index comprises segments each relating to the composition of
representations of each on-line game player and graphi- a major component of the virtual environment representation.
cal representations of game-playing events occurring 102. A system according to claims 96, wherein the player
within the virtual environment; terminals and the gaming server each comprise encoding
interacting with the game playing events, the interaction means for encoding a specific graphical representation of an
comprising generating information relating to the action or gaming event making up part of the displayable
actions of the on-line player during the playing of the graphical presentation of the playing environment into a
on-line game, which are reflected in the behavior of the transmittable encoded index.
graphical representation of that on-line player; and 103. A system according to claim 96, wherein each repre-
transmitting game-playing commands generated at the sentation comprises a three-dimensional representation.
player terminal in response to the displayed game-play- 104. A system according to claims 96, wherein each
ing events; such that other on-line players can ultimately graphical representation of each of the different players com-
see the actions of the on-line player. prises an animated graphical representation.
94. A combination of a plurality of remote player termi- 105. A system according to claims 96, wherein the server
nals, each terminal comprising a player terminal according to comprises installation means for installing generating means
of claim 22 and a gaming server according to claim 1, wherein for generating the representation of the playing environment
each remote player terminal is connectable via a distributed on each player terminal.
communications network to the gaming server to implement 106. A system according to claim 96, wherein the generat-
the playing of the interactive on-line multi-player game in ing means is arranged to generate a real-time graphical rep-
real time. resentation of the virtual playing environment and graphical
95. A combination according to claim 94, wherein each representations of gaming events occurring within the virtual
remote player terminal comprises a local game playing mod- environment.
ule and a local game playing data store, the local game play- 107. A system according to claim 96, wherein the server
ing module and local game playing data store being config- comprises registration means for registering each player and
ured to implement all bandwidth intensive tasks and store their player terminal for participation in a game.
relatively large files. 108. A system according to claim 96, wherein the server
96. A system for playing a distributed multi-player on-line comprises reception means for receiving the player interac-
game involving interactions between different players in a tions from the player terminals and storing the same.
virtual playing environment, the system comprising a central 109. A system according to claim 108, wherein the server
gaming server and at least two player terminals connectable comprises a gaming log for storing a complete history of all
to the server via a communications network, wherein gaming events occurring in relation to any particular game.
each player terminal is arranged to generate a representa- 110. A system according to claim 96, wherein the server
tion of the virtual playing environment including a comprises means for logging all players of a game and all
graphical representation of each of the different players non-participating viewers of a game.
and to manipulate the representations to reflect any 111. A system for playing a distributed multi-player on-
updated player interactions received from the server; line game involving interactions between different players in
and a virtual playing environment, the system comprising a cen-
the server is arranged to generate a series of gaming events tral gaming server and at least two player terminals connect-
and to coordinate the distribution ofinformation relating able to the server via a communications network, wherein
to the gaming events and also the player interactions, each player terminal is arranged to generate a representa-
received from each player terminal, to other player ter- tion of the virtual playing environment including a
minals participating in the same interactive game. graphical animated representation of each of the differ-
97. A system according to claim 96, wherein each player ent players, to manipulate the player's animated repre-
terminal comprises updating means for manipulating its rep- sentation to reflect player-specified information, such
resentations to reflect updated player interactions generated information being independent of game play events such
US 2009/0221367 Al Sep.3,2009
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that it is potentially misleading to the other players, and generating means for generating a graphical representation
to transmit this information to the server; and of the virtual playing environment from the received
the server is arranged to generate a series of gaming events information; wherein the generating means comprises
and to coordinate the distribution ofinformation relating visualization means for generating a plurality of differ-
to the gaming events and also the player-manipulated ent views of the same virtual playing environment.
animations, received from each player terminal, to other 125. A player terminal according to claim 124, wherein the
player terminals participating in the same interactive visualization means is arranged to generate three-dimen-
game. sional representations of the virtual playing environment.
112. A system according to claim 111, further comprising 126. A player terminal according to claim 124, wherein the
a plurality of different stored animations, each animation visualization means comprises a dynamically changing a
reflecting a different emotion or message for the other players given view of a virtual playing environment to another of the
of the game. plurality of views of the virtual playing environment.
113. A system according to claim 111, wherein each player 127. A player terminal according to claim 124, wherein the
terminal is arranged to enable the player to select an anima- visualization means is arranged to be configurable by the
tion of the graphical representation, by providing access to player to select a dynamically changing view of the virtual
different ones of the animations. playing environment.
114. A system according to claim 111, wherein each player 128. A player terminal according to claim 124, wherein the
terminal is arranged to enable an animation to be directed to visualization means is arranged to be configurable by the
one specific on-line player of the game. player to select one of the plurality of different views.
115. A system according to claim 111, wherein the differ- 129. A player terminal according to claim 124, wherein the
ent animations reflect the player's experience in playing the generating means comprises zooming means arranged to gen-
game. erate a zoomed in view of the virtual playing environment.
116. A system according to claim 111, wherein each player
130. A player terminal according to claim 129, wherein the
terminal is arranged to provide access to different ones of the
zooming means is arranged to generate three-dimensional
animations with increased accrual of playing points by the
representations of the virtual playing environment.
player.
131. A player terminal according to claim 129, wherein the
117. A system according to claim 111, wherein the on-line
zooming means is arranged to monitor the current gaming
game is poker and the animations are different chip tricks.
event and to generate and display a zoomed in view of the
118.A system according to claim 111, wherein each player
virtual playing environment on the occurrence of a predeter-
terminal is arranged to generate emotional information relat-
mined gaming event.
ing to the player's emotional state of mind and to use this
132. A player terminal according to claim 129, wherein the
emotional information in the selection of the animation.
zooming means is arranged to generate a zoomed out view of
119. A system according to claim 111, wherein the emo-
the virtual gaming environment after a predetermined time
tional information comprises information controlling the
period after the occurrence of the predetermined gaming
posture of the player representation.
event.
120.A system according to claim 111, wherein each player
133. A player terminal according to claim 124, wherein the
terminal is arranged to generate information relating to the
generating means is arranged to generate a moving graphical
emotional parameters of happiness and/or aggressiveness.
representation of the virtual gaming environment as would
121. A system according to claim 111, wherein each player
appear by panning across the virtual gaming environment.
terminal is arranged to enable the player to select an emo-
tional state and the interaction means is arranged to automati- 134. A player terminal according to claim 124, wherein the
cally apply the selected emotional state to all player anima- generating means is arranged to generate a moving graphical
tions. representation of the virtual gaming environment as would
appear by tracking movement across the virtual gaming envi-
122.A system according to claim 111, wherein each player
ronment.
terminal is arranged to enable the player to select an emo-
tional state and the player terminal applying the selected 135. A player terminal according to claim 134, wherein the
emotional state to a selected player action in response to a generating means is arranged to generate a changing view of
gaming event. the virtual playing environment by use of a combination of
123. A system according to claim 111, wherein the inter- the visualization means, the zooming means and the panned
action means is arranged to display a two-dimensional graph and tracked representations.
of different emotional states such that the player can graphi- 136. A player terminal according to claim 124, wherein the
cally select the precise combination of emotional states for generating means is arranged to generate three-dimensional
their graphical representation which best reflects their desired moving graphical representations of the virtual playing envi-
emotional state they wish to convey to the other players. ronment.
124. A player terminal for use with a gaming server over a 137. A player terminal for use with a gaming server over a
distributed communications network for facilitating the play- distributed communications network for facilitating the play-
ing of a distributedmulti-playeron-line game involving inter- ing of a distributed multi-player on-line game involving inter-
actions between different players in a virtual playing envi- actions between different players in a virtual playing envi-
ronment, the player terminal comprising: ronment, the player terminal comprising:
receiving means for receiving from the server, information receiving means for receiving from the server, information
specifying a virtual playing environment and update specifying a virtual playing environment and on-line
information relating to game-playing events occurring players in that environment, and update information
within that environment during the playing of an on-line relating to game-playing events occurring within that
game; and environment during the playing of an on-line game; and
US 2009/0221367 Al Sep.3,2009
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generating means for generating a graphical representation information relating to game-playing events occurring
of the virtual playing environment from the received within that environment during the playing of an on-line
information and graphical representations of each on- game; and
line game player; wherein the generating means is generating means for generating a graphical representation
arranged to enable the player to change the appearance of the virtual playing environment from the received
of the graphical representation to reflect the experience information; wherein the generating means comprises
of the player in playing the game. an object changing module arranged to change the
138. A player terminal according to claim 137, wherein the appearance of a selected object within the virtual play-
ing environment.
generating means is arranged to enable the graphical repre-
145. A player terminal according to claim 144, wherein the
sentation of a player to be changed by the addition of wear-
object changing module is arranged to change the surface
able items reflecting different levels of experience.
appearance of the selected object with pre-stored data.
139. A player terminal according to claim 138, wherein the
146. A player terminal according to claim 144, wherein the
generating means is arranged to enable the player to change
selected object is a three-dimensional object.
the appearance of the graphical representation, by providing
147. A player terminal according to claim 144, wherein the
access to different wearable items with increased accrual of
object changing module is arranged to select one ofa plurality
playing points by the player.
of different stored images and to project the selected image
140. A player terminal according to claim 137, wherein the onto the surface of the selected object.
generating means is arranged to change an animation of the 148. A player terminal according to claim 144, wherein the
graphical representation of the player to reflect the player's object changing module is arranged to change the image after
experience. a predetermined time has lapsed.
141. A player terminal according to claim 140, further 149. A player terminal according to claim 144, wherein the
comprising a store of different animations each reflecting a image comprises an advertising image.
different level of experience of the player in playing the game 150. A player terminal according to claim 144, wherein the
and means for selecting the appropriate animation for the object changing module is arranged to receive the image from
player. the server.
142. A player terminal according to 141, wherein the gen- 151. A player terminal according to claim 144, wherein the
erating means is arranged to provide access to different ones object changing module is arranged to display an image
of the stored animations with increased accrual of playing within a environment if the image matches a player-specified
points by the player. preference.
143. A player terminal according to claim 137, wherein the 152. A player terminal according to claim 151, further
on-line game is poker and the different animations are differ- comprising transmission means for transmitting a user speci-
ent chip tricks. fied profile to the server, and wherein the image received by
144. A player terminal for use with a gaming server over a the object changing module is tailored to the user specified
distributed communications network for facilitating the play- profile submitted to the server.
ing of a distributedmulti-playeron-line game involving inter- 153. A plurality of player terminals, each terminal com-
actions between different players in a virtual playing envi- prising a player terminal as described in claim 144, wherein
ronment, the player terminal comprising: the images displayed in each player terminal is different.
receiving means for receiving from the server, information
specifying a virtual playing environment and update * * * * *

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