Methods and systems are provided for managing a wagering system. In one exemplary embodiment, state information of a live event such as a sports game may be received in real time. During the event, a plurality of possible future states of the event and their associated probabilities (and odds) may be determined based on the state information, historical information, and current in-game information. A betting market is created for betting on the possible future states at determined odds. The betting market is closed and winning and losing bets are resolved based on updated state information.
Techniques for creating and managing wagers on possible states within a live event, such as possible outcomes of subparts of a sporting event or other possible occurrences within the event. An initial state and multiple possible future states of a performance parameter of the event are determined based on state information of the event. A betting market may be created by determining probabilities and odds for the possible future states. Bets may be made on the possible future states via a touch-sensitive display. A payout may be made to a winner who selects a possible future state that actually occurs.
A computing device for gaming by patrons. An identification acceptor may scan an identification document into digital form. A biological sensor such as a camera may obtain biological data describing a human patron. A currency acceptor and dispenser may accept money. The computing device may obtain biological data describing the patron. The computing device may verify the identity of the patron and acceptability of the patron for gaming based at least in part on the digital form of the patron's identification and the biological data. The computing device may accept currency for deposit into a wagering account. Once the patron is verified and the account is funded, the computing device may offer gaming activities to the verified patron out of the wagering account, and pay out gaming winnings at the currency dispenser.
Techniques for determining odds for electronic betting on a live sporting event automatically based on trusted sources are described. For example, information related to an in-progress, live sporting event is received from sources. Each source has a calculated, respective trust score. Once the live sporting event has started, but before a certain outcome of the live sporting event has been determined, possible future values of the outcome are determined. A respective probability for each of the possible future values is calculated based on the information and reliability information. The reliability information is based on the respective trust scores of the sources. Based on the probabilities and repeated calculations of the reliability information, odds for betting that one of the possible future values of the outcome is calculated.
Techniques for creating and managing wagers on possible states within a live event, such as possible outcomes of subparts of a sporting event or other possible occurrences within the event. An initial state and multiple possible future states of a performance parameter of the event are determined based on state information of the event. A betting market may be created by determining probabilities and odds for the possible future states. Bets may be made on the possible future states via a touch-sensitive display. A payout may be made to a winner who selects a possible future state that actually occurs.
Methods and systems for managing a wagering system may receive a stream of state information of a live sporting event in real time and determine initial and possible future states of a first performance parameter of the event based on the stream. After a beginning of the game and before the start of the event, a probability of occurrence is calculated for possible future states of the first performance parameter, based on historical data. During an initial state of the first performance parameter, a signal operative to open a first market for betting on the possible future states based on the probability of occurrence is transmitted. Before an end of the initial state, a signal operative to close the first market is transmitted, and then an outcome of the first performance parameter is determined based on the stream. Payouts of the first market are resolved based on the outcome.
G07F 17/32 - Coin-freed apparatus for hiring articlesCoin-freed facilities or services for games, toys, sports, or amusements
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
G06F 3/0482 - Interaction with lists of selectable items, e.g. menus
G06F 3/04842 - Selection of displayed objects or displayed text elements
G06F 3/0488 - Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
G06Q 10/04 - Forecasting or optimisation specially adapted for administrative or management purposes, e.g. linear programming or "cutting stock problem"
G06Q 50/34 - Betting or bookmaking, e.g. Internet betting
G07F 9/00 - Details other than those peculiar to special kinds or types of apparatus
A computing device for gaming by patrons. An identification acceptor may scan an identification document into digital form. A biological sensor such as a camera may obtain biological data describing a human patron. A currency acceptor and dispenser may accept money. The computing device may obtain biological data describing the patron. The computing device may verify the identity of the patron and acceptability of the patron for gaming based at least in part on the digital form of the patron's identification and the biological data. The computing device may accept currency for deposit into a wagering account. Once the patron is verified and the account is funded, the computing device may offer gaming activities to the verified patron out of the wagering account, and pay out gaming winnings at the currency dispenser.
Methods and systems are provided for managing a wagering system. In one exemplary embodiment, state information of a live event such as a sports game may be received in real time. During the event, a plurality of possible future states of the event and their associated probabilities (and odds) may be determined based on the state information, historical information, and current in-game information. A betting market is created for betting on the possible future states at determined odds. The betting market is closed and winning and losing bets are resolved based on updated state information.
Methods and systems for managing a wagering system may receive a stream of state information of a live sporting event in real time and determine initial and possible future states of a first performance parameter of the event based on the stream. After a beginning of the game and before the start of the event, a probability of occurrence is calculated for possible future states of the first performance parameter, based on historical data. During an initial state of the first performance parameter, a signal operative to open a first market for betting on the possible future states based on the probability of occurrence is transmitted. Before an end of the initial state, a signal operative to close the first market is transmitted, and then an outcome of the first performance parameter is determined based on the stream. Payouts of the first market are resolved based on the outcome.
G07F 17/32 - Coin-freed apparatus for hiring articlesCoin-freed facilities or services for games, toys, sports, or amusements
G06Q 10/04 - Forecasting or optimisation specially adapted for administrative or management purposes, e.g. linear programming or "cutting stock problem"
G06Q 50/34 - Betting or bookmaking, e.g. Internet betting
G07F 9/00 - Details other than those peculiar to special kinds or types of apparatus
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
G06F 3/0482 - Interaction with lists of selectable items, e.g. menus
G06F 3/04842 - Selection of displayed objects or displayed text elements
G06F 3/0488 - Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
Techniques for creating and managing wagers on possible states within a live event, such as possible outcomes of subparts of a sporting event or other possible occurrences within the event. An initial state and multiple possible future states of a performance parameter of the event are determined based on state information of the event. A betting market may be created by determining probabilities and odds for the possible future states. Bets may be made on the possible future states via a touch-sensitive display. A payout may be made to a winner who selects a possible future state that actually occurs.
Methods and systems are provided for managing a wagering system. In one exemplary embodiment, state information of a live event such as a sports game may be received in real time. During the event, a plurality of possible future states of the event and their associated probabilities (and odds) may be determined based on the state information, historical information, and current in-game information. A betting market is created for betting on the possible future states at determined odds. The betting market is closed, and winning and losing bets are resolved based on updated state information.
Methods and systems are provided for managing a wagering system. In one exemplary embodiment, state information of a live event such as a sports game may be received in real time. During the event, a plurality of possible future states of the event and their associated probabilities (and odds) may be determined based on the state information, historical information, and current in-game information. A betting market is created for betting on the possible future states at determined odds. The betting market is closed, and winning and losing bets are resolved based on updated state information.
A kiosk for gaming by patrons. An identification scanner may scan an identification document into digital form. A biological sensor such as a camera may obtain biological data describing a human patron. Input-output device(s) mounted in the kiosk may present information and accept registration/login information and gaming commands from a human patron. A currency acceptor and dispenser may accept money. The kiosk may ask a patron to insert an identification document into the identification scanner, and scan the document. The kiosk may obtain biological data describing the patron. The kiosk may verify the identity of the patron and acceptability of the patron for gaming based at least in part on the digital form of the patron's identification and the biological data. The kiosk may accept currency for deposit into a wagering account. Once the patron is verified and the account is funded, the kiosk may offer gaming activities to the verified patron out of the wagering account, and pay out gaming winnings at the currency dispenser.
A computing device for gaming by patrons. An identification acceptor may scan an identification document into digital form. A biological sensor such as a camera may obtain biological data describing a human patron. A currency acceptor and dispenser may accept money. The computing device may obtain biological data describing the patron. The computing device may verify the identity of the patron and acceptability of the patron for gaming based at least in part on the digital form of the patron's identification and the biological data. The computing device may accept currency for deposit into a wagering account. Once the patron is verified and the account is funded, the computing device may offer gaming activities to the verified patron out of the wagering account, and pay out gaming winnings at the currency dispenser.
Techniques for creating and managing wagers on possible states within a live event, such as possible outcomes of subparts of a sporting event or other possible occurrences within the event. An initial state and multiple possible future states of a performance parameter of the event are determined based on state information of the event. A betting market may be created by determining probabilities and odds for the possible future states. Bets may be made on the possible future states via a touch-sensitive display. A payout may be made to a winner who selects a possible future state that actually occurs.
Methods and systems are provided herewith for managing a wagering system. In one exemplary embodiment, a stream of state information of a live sporting event is received in real time. A computer processor determines an initial state and a plurality of possible future states of a first performance parameter of the live sporting event based on the stream of state information. After a beginning of the game and before the start of the event, a probability of occurrence is calculated for at least one of the plurality of possible future states of the first performance parameter based on historical data related to the first performance parameter. The plurality of possible future states are mutually exclusive from one another. During an initial state of the first performance parameter, a signal operative to open a first market for betting on the at least one of the plurality of possible future states is transmitted. The first market comprises betting odds based on the calculated probability of occurrence. After transmitting the signal operative to open the first market, an end of the initial state is determined. Before the end of the initial state, a signal operative to close the first market is transmitted. After transmitting the signal operative to close the first market, an outcome of the first performance parameter is determined based on the received stream of state information. A signal operative to resolve one or more payouts of the first market is transmitted, in which the signal indicates the outcome of the first performance parameter.
G07F 17/32 - Coin-freed apparatus for hiring articlesCoin-freed facilities or services for games, toys, sports, or amusements
G06Q 10/04 - Forecasting or optimisation specially adapted for administrative or management purposes, e.g. linear programming or "cutting stock problem"
G06Q 50/34 - Betting or bookmaking, e.g. Internet betting
G07F 9/00 - Details other than those peculiar to special kinds or types of apparatus
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
G06F 3/0482 - Interaction with lists of selectable items, e.g. menus
G06F 3/0484 - Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
G06F 3/0488 - Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
Methods and systems are provided for managing a wagering system. In one exemplary embodiment, state information of a live event such as a sports game may be received in real time. During the event, a plurality of possible future states of the event and their associated probabilities (and odds) may be determined based on the state information, historical information, and current in-game information. A betting market is created for betting on the possible future states at determined odds. The betting market is closed, and winning and losing bets are resolved based on updated state information.
A kiosk for gaming by patrons. An identification scanner may scan an identification document into digital form. A biological sensor such as a camera may obtain biological data describing a human patron. Input-output device(s) mounted in the kiosk may present information and accept registration/login information and gaming commands from a human patron. A currency acceptor and dispenser may accept money. The kiosk may ask a patron to insert an identification document into the identification scanner, and scan the document. The kiosk may obtain biological data describing the patron. The kiosk may verify the identity of the patron and acceptability of the patron for gaming based at least in part on the digital form of the patron's identification and the biological data. The kiosk may accept currency for deposit into a wagering account. Once the patron is verified and the account is funded, the kiosk may offer gaming activities to the verified patron out of the wagering account, and pay out gaming winnings at the currency dispenser.
Methods and systems are provided for managing a wagering system. In one exemplary embodiment, state information of a live event such as a sports game may be received in real time. During the event, a plurality of possible future states of the event and their associated probabilities (and odds) may be determined based on the state information, historical information, and current in-game information. A betting market is created for betting on the possible future states at determined odds. The betting market is closed, and winning and losing bets are resolved based on updated state information.
Methods and systems are provided herewith for creating and managing wagers on possible states or outcomes within a live event, such as outcomes of at-bats, innings, and other subparts of a sporting event or other event. An initial state and multiple possible future states of a performance parameter of the event may be determined based on state information of the event. A betting market may be created based on probabilities and odds determined for the possible future states. The betting market may be closed at a time after bets are received and before an end of an initial state. A payout may be made to a winner who selected the correct outcome of the performance parameter.
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
G07F 17/32 - Coin-freed apparatus for hiring articlesCoin-freed facilities or services for games, toys, sports, or amusements
G06Q 10/04 - Forecasting or optimisation specially adapted for administrative or management purposes, e.g. linear programming or "cutting stock problem"
G06Q 50/34 - Betting or bookmaking, e.g. Internet betting
G07F 9/00 - Details other than those peculiar to special kinds or types of apparatus
G06F 3/0482 - Interaction with lists of selectable items, e.g. menus
G06F 3/0484 - Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
G06F 3/0488 - Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
A kiosk for gaming by patrons. An identification scanner may scan an identification document into digital form. A biological sensor such as a camera may obtain biological data describing a human patron. Input-output device(s) mounted in the kiosk may present information and accept registration/login information and gaming commands from a human patron. A currency acceptor and dispenser may accept money. The kiosk may ask a patron to insert an identification document into the identification scanner, and scan the document. The kiosk may obtain biological data describing the patron. The kiosk may verify the identity of the patron and acceptability of the patron for gaming based at least in part on the digital form of the patron's identification and the biological data. The kiosk may accept currency for deposit into a wagering account. Once the patron is verified and the account is funded, the kiosk may offer gaming activities to the verified patron out of the wagering account, and pay out gaming winnings at the currency dispenser.
A computing device for gaming by patrons. An identification acceptor may scan an identification document into digital form. A biological sensor such as a camera may obtain biological data describing a human patron. Input-output device(s) mounted in the computing device may present information and accept registration/login information and gaming commands from a human patron. A currency acceptor and dispenser may accept money. The computing device may ask a patron to insert an identification document into the identification acceptor, and scan the document. The computing device may obtain biological data describing the patron. The computing device may verify the identity of the patron and acceptability of the patron for gaming based at least in part on the digital form of the patron's identification and the biological data. The computing device may accept currency for deposit into a wagering account. Once the patron is verified and the account is funded, the computing device may offer gaming activities to the verified patron out of the wagering account, and pay out gaming winnings at the currency dispenser.
Methods and systems are provided for managing a wagering system. In one exemplary embodiment, state information of a live event such as a sports game may be received in real time. During the event, a plurality of possible future states of the event and their associated probabilities (and odds) may be determined based on the state information, historical information, and current in-game information. A betting market is created for betting on the possible future states at determined odds. The betting market is closed, and winning and losing bets are resolved based on updated state information.
Methods and systems are provided herewith for creating and managing wagers on possible states within a live event, such as possible outcomes of subparts of a sporting event or other possible occurrences within the event. An initial state and multiple possible future states of a performance parameter of the event is determined based on state information of the event. A betting market may be created by determining probabilities and odds for the possible future states. The betting market is closed after bets are received and before an end of an initial state of the performance parameter. A payout may be made to a winner who selected the correct outcome of the performance parameter.
Methods and systems are provided herewith for creating and managing wagers on possible states within a live event, such as possible outcomes of subparts of a sporting event or other possible occurrences within the event. An initial state and multiple possible future states of a performance parameter of the event is determined based on state information of the event. A betting market may be created by determining probabilities and odds for the possible future states. The betting market is closed after bets are received and before an end of an initial state of the performance parameter. A payout may be made to a winner who selected the correct outcome of the performance parameter.
Methods and systems are provided for managing a wagering system. In one exemplary embodiment, state information of a live event such as a sports game may be received in real time. During the event, a plurality of possible future states of the event and their associated probabilities (and odds) may be determined based on the state information, historical information, and current in-game information. A betting market is created for betting on the possible future states at determined odds. The betting market is closed, and winning and losing bets are resolved based on updated state information.
Systems and methods are provided for wagering during an event. In some embodiments, the system creates real-time markets for betting on outcomes during a live sporting event. The system determines odds for outcomes based on determined probabilities of those outcomes. A betting market is opened. A touch-sensitive display device displays a video of the game including a live image of a first location of a playing area. A bet is received from a first user based on touching the first location. After the betting market is closed, the bet outcome is resolved, and a payout is automatically paid to a winning bettor.
Methods and systems are provided herewith for managing a wagering system. In one exemplary embodiment, a stream of state information of a live sporting event is received in real time. A computer processor determines an initial state and a plurality of possible future states of a first performance parameter of the live sporting event based on the stream of state information. After a beginning of the game and before the start of the event, a probability of occurrence is calculated for at least one of the plurality of possible future states of the first performance parameter based on historical data related to the first performance parameter. The plurality of possible future states are mutually exclusive from one another. During an initial state of the first performance parameter, a signal operative to open a first market for betting on the at least one of the plurality of possible future states is transmitted. The first market comprises betting odds based on the calculated probability of occurrence. After transmitting the signal operative to open the first market, an end of the initial state is determined. Before the end of the initial state, a signal operative to close the first market is transmitted. After transmitting the signal operative to close the first market, an outcome of the first performance parameter is determined based on the received stream of state information. A signal operative to resolve one or more payouts of the first market is transmitted, in which the signal indicates the outcome of the first performance parameter.