WO2008004897A2 - Method and system for providing betting or wagering on a sporting event - Google Patents

Method and system for providing betting or wagering on a sporting event Download PDF

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Publication number
WO2008004897A2
WO2008004897A2 PCT/NZ2007/000169 NZ2007000169W WO2008004897A2 WO 2008004897 A2 WO2008004897 A2 WO 2008004897A2 NZ 2007000169 W NZ2007000169 W NZ 2007000169W WO 2008004897 A2 WO2008004897 A2 WO 2008004897A2
Authority
WO
WIPO (PCT)
Prior art keywords
event
string
character
sub
match
Prior art date
Application number
PCT/NZ2007/000169
Other languages
English (en)
French (fr)
Other versions
WO2008004897A3 (en
Inventor
Luke Bunbury
Christopher Jonathan Ross
George Tomeski
Original Assignee
Revo Pty Limited
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Priority claimed from AU2006903585A external-priority patent/AU2006903585A0/en
Application filed by Revo Pty Limited filed Critical Revo Pty Limited
Priority to AU2007270132A priority Critical patent/AU2007270132A1/en
Publication of WO2008004897A2 publication Critical patent/WO2008004897A2/en
Publication of WO2008004897A3 publication Critical patent/WO2008004897A3/en

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Classifications

    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3286Type of games
    • G07F17/3288Betting, e.g. on live events, bookmaking
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements

Definitions

  • the invention relates to a method and system fot providing betting or wagering on the outcome of sequences of play in a sporting event.
  • the actual ball by ball progress of an over in a sporting event such as a cricket game is a significant feature of the coverage of that game.
  • the ball by ball progress is displayed promitiendy on air and screen during every over. This progress is updated after every ball bowled and represents a pivotal conversational piece for commentators, listeners, viewers and spectators.
  • the ball by ball progress of the over is the measure of progress and success in a game.
  • the invention provides a method of providing betting or wagering on a sporting event to a user, the method comprising receiving a text message from an SMS capable device, the text message including a character string representing a prediction of a sub-event witiiin the sporting event; creating a mapped character string by applying a character mapping to successive characters within die character string, the character mapping testing each character in the character string for membership of one or more character sets, and adding a character associated with one or more sets to the mapped character string; creating a filtered character string by applying one or more filters to the mapped character string; receiving an event string representing the sub-event following completion of the sub-event within the sporting event; applying one or more match rules to perform a string comparison between the filtered character string and the event string; and sending a win notification text message to the SMS capable device on satisfaction of at least one of the match rules.
  • the invention further provides a bet or wager processing system, the system comprising an SMS server configured to receive a text message from an SMS capable device and to store die received text message in computer memory, the text message including a character string; one or more character sets maintained in computer memory, the character set(s) each associated with a distinct character; a mapping component configured to create a mapped character string by testing each character in the character string for membership of one of the character sets and, on detecting set membership, adding die character associated with the set to the mapped character string; a filter component configured to create a filtered character string by applying one or more filters to the mapped character string; a statistics server on which is maintained a plurality of event strings, the event strings representing respective sub-events within a sporting event; one or more match rules maintained in computer memory; a matching component configured to retrieve an event string from computer memory and to apply one or more of the match rules to perform a string comparison between die filtered character string and die retrieved event string; and a notification component configured to send a win notification text message to die
  • Figure 1 shows a preferred form embodiment of a user's interaction widi the betting or wagering system
  • Figure 2 shows the main components of the betting or wagering system
  • Figure 3 shows an example filter to be applied to a text message
  • Figures 4 and 4a show preferred form character mapping
  • Figure 5 shows a preferred form matching process
  • Figure 6 shows a preferred form validity checking process.
  • Figure 1 at 100 shows the overall operation of die betting/wagering system described in more detail below.
  • the process 100 commences with a user becoming aware of die relevant game.
  • the user could become aware of the game through television, word of mouth, website or other promotion.
  • Rules of participation in die game include at a minimum how to enter, diat only confirmed entries are valid, and that certain occurrences within a sub-event such as "no balls" and "leg byes" are not included. It is envisaged diat a service hotiine or website be provided for further assistance and information to the user.
  • a cricket event is in turn divided into a series of sub-events. Examples of sub-events are overs each representing a sequence of 6 balls bowled.
  • a user sends 105 an entry to predict a sub-event within the sporting event.
  • One prediction is a predicted run sequence for die over that will be played next in a cricket match.
  • the predicted run sequence includes numeric digits each representing respective predictive runs from respective balls widiin the over.
  • Text characters are also used in some cases to represent wickets expected from respective balls widiin the over.
  • An example predicted 6 ball run sequence example is '1001 WO'. This sequence is an example of a character string included in the text message.
  • the character string represents a prediction of a sub-event widiin die sporting event.
  • the sporting event in this case is cricket.
  • the sub-event is an over.
  • the user sends tiiis 6 ball run sequence to a gaming engine described below.
  • the preferred form method of entry is to send an SMS text message from an SMS capable device.
  • the device includes a 3G cellphone and SMTP enabled desktop or laptop. It is also envisaged that entries are sent in some embodiments by telephone betting, email, website or interactive television.
  • the user could send multiple entries 110 for more than one sub-event in advance of the sub-events. These multiple entries could be sent before or after commencement of the sporting event. The user for example could send advance entries for all 100 overs of a cricket match. The user could then be notified of each win following each sub-event.
  • the entry is accepted 115 and checked 120 for validity.
  • An invalid entry is an entry that is received after the over to which it relates has commenced. This is known as a late entry.
  • Another example of an invalid entry is if the telecommunications carrier rejects the entry because the user has insufficient credit in the user's account. This is known as an insufficient credit entry.
  • the user entry includes not only a predicted 6 ball run sequence but also a numerical value indicating an over identifier.
  • the over identifier specifies an over predicted by the user. In some cases the over identifier will not specify a valid over number within the cricket match, or may specify an over that has already been played or partially played within the match.
  • a filter is applied to one or more text messages to render some invalid entries valid. Typical filters will be described below.
  • a confirmation is sent 130 advising the user that the entry has been received and accepted.
  • the user then views 135 the over or overs either live at a cricket match, broadcast on television or the internet or radio, or otherwise by a means delivered to the user.
  • the system checks entries by applying one or more matching rules. Examples of matching rules are further described below. If the user has submitted a winning entry 140 then the user is notified 145 preferably by a win message.
  • the notification 145 could include a text message followed by a voice call.
  • Users that have submitted winning entries are entitled to collect a win.
  • the win could take some weeks to collect for verification and other reasons.
  • the user or users that have submitted winning entries provide 150 registration details and are checked against a stored database of registered users to determine if the user(s) is/are registered. This checking could be performed by checking the SMS network address of the network capable portable device from which the winning entry or entries has /have been sent. If the winning user(s) is/are not registered the winning user(s) is/are referred to a user registration process 155 in which further details of the user are obtained. Winning payments are then made 160 and the user collects the win(s) 165.
  • FIG. 2 shows one preferred form system 200 in which the above techniques are implemented.
  • a television broadcaster 205 broadcasts a sporting event 210, for example a cricket match, to a user, in this case a cricket fan 215.
  • a sporting event 210 for example a cricket match
  • the user 215 sends an entry using a telecommunications service provider 220.
  • the service provider 220 transmits the entry to a gaming engine 225.
  • the gaming engine checks the user cellphone number as above. If the entry is valid, a confirmation text message is sent by the telecommunication service provider 220 to the user 215.
  • a statistics server 230 provides game statistics to the gaming engine 225. Alternatively the game statistics could be compiled manually. The statistics include the number of overs played and the run rate from each ball within each over.
  • the statistics server 230 also provides event timing. The event timing includes a time stamp of the start of the over and a time stamp of the end of the over. The event timing data enables the gaming engine 225 to check the SMS text entry for validity.
  • the gaming statistics include at least a representation of the previous over played. This representation is then compared with the entry to detect a match by applying one or more matching rules. These rules will be described below.
  • the user 215 listens to or views the sub-event on which the user placed the entry.
  • the gaming engine 225 checks the statistics supplied by statistics server 230. In one embodiment, this includes comparing the received text message entry with the received representation of the previous sub-event. If the user 215 has predicted the sub-event correctly as determined by one or more matching rules, the gaming engine 225 transmits a win notification text message over the telecommunication service provider 220 to the portable device of the user 215.
  • the system 200 also includes a customer relationship management (CRM) system 235.
  • CRM customer relationship management
  • a call centre operator 240 that has access to the CRM system 235 communicates with the cricket fan 215 over a voice call to verify the identity of winning user 215.
  • the call centre operator 240 is also available to assist a user 215 with queries or complaints. It is envisaged that individual entries could be escalated to Revo module 245 for further verification and payment of the winner.
  • reporting module 250 set up to provide reporting to CRM module 235 and Revo module 245.
  • Revo module 245 is also interfaced to send notifications to user 215.
  • the Revo component 245 is also interfaced in some embodiments to a website 260 interfaced to statistics server 230.
  • the website at a minimum provides terms and conditions for use of the system, game schedules, explanations of how the system works, rules of participation, service contact numbers and promotional information.
  • Gaming engine 225 has associated with it an SMS server 270 for receiving text messages. Also associated with gaming engine 225 are computer implemented components for example a mapping component 275 with character sets 280, a filter component 285, and a matching component 290 and match rules 295. There is also a notification component 297 for sending text notifications to the user. These are software components running on one or more processors. They are further described below. For the game of cricket it is assumed that only 6 valid balls are included in each over. This means that "no balls” and “wides" are excluded, as are 7 th balls where the umpire makes an error. Entries must be entered using the exact symbols as displayed in a television broadcast or website for example '000123'. A further example is O0W123' where a wicket falls on the third ball.
  • Runs are able to be scored through runs from a bat or glove, overthrows, leg byes, or byes. A run out is deemed a wicket whether or not runs were also scored. This means that if two runs are completed and a batsman is run out attempting the third run, the result for diat ball is represented by the character "W".
  • the statistics server 230 provides representations of each sub-event or over following completion of the sub-event widiin title sporting event. These representations include character strings made up of the same symbols required for user entries. Typical representations could include for example '000123', or OOWl 23'.
  • the received text message is compared with the received representation by for example a string comparison. If the strings match then a match is recorded between the received text message and die representation and a win notification text message is sent to the portable device.
  • the sub-events each have an associated sequence number and start time.
  • the fourth over in an innings would have for example a sequence number of 4 associated with it as well as the start time of the fourth over.
  • the representations stored on the statistics server represent successive sub-events.
  • Each representation is an event string having the same associated start time as the sub-event represented by the event string.
  • a typical entry including an over designator is '401W62#22'. This entry represents a user prediction for the 22 nd over of the current innings. It is anticipated that an entry for a second innings can only be submitted once the first innings is complete. This means that the over identifier is unique to an innings only and not to a match. The correct innings to which the entry applied is assumed from the time the entry is received and its relationship with the current innings.
  • character mapping is applied by a mapping component 275, and one or more filters is applied to one or more of the text messages by filter component 285 to increase the number of text messages received that are deemed correct.
  • Figure 3 shows an example of a filter that can be applied to received text message entries. The filter creates a filtered character string by applying one or more filters to a mapped character string.
  • An entry list is received 305
  • An entry list is a character string or ordered list of characters that is obtained from a text message entry.
  • Character mapping is applied 310 to the list by mapping component 275.
  • One part of character mapping is intended to deal with key press errors on a standard mobile telephone keypad. Where letters as well as digits appear on a cellphone key, there are several methods by which a user can select the intended digit or letter. One method is by tapping the same key in quick succession which toggles through the list of letters and digits associated with the key. Another technique is for a user to press and release another key such as "num lock" so that one or more subsequent presses of keys that are associated with letters and digits selects only the related digit. A further method is for a user to press a desired letter/digit key while pressing and holding down another selected key. A further alternative method is predictive text.
  • ITU-T recommendation e.161 recommends certain relationships between alphabetic letters and digits in cases where letters as well as digits appear on a key or on its surround.
  • the keys for digits 1 and 0 do not also include letters.
  • the remaining digits 2 to 9 are each associated with 3 or 4 distinct letters.
  • Figure 4 illustrates a preferred form character mapping 400 of the invention that deals with key press errors on a keypad laid out in accordance with the above recommendations. In most cases, individual letters are converted to the number value that is specified on that key or its surround.
  • character sets 400 there are one or more character sets 400. As shown in Figure 4, in one form the character sets each comprise a set of distinct alphabetic characters. No alphabetic character appears in more than one set.
  • Each set has an associated distinct character 405. As shown in Figure 4 this associated character is a single digit in one form of the invention. Each character set 400 is associated within a different digit 405.
  • Mapping component 275 creates a mapped character string by testing each character in the character string within the text message entry. The characters are each tested for membership of one of the character sets 400. If a particular character is a member of a character set 400, then the associated character 405 is added to the mapped character string.
  • Figure 4A shows an alternative character mapping suitable for some versions of the Blackberry device in which at most two characters are displayed on or surrounding each key.
  • the character sets 400A each comprise single letters and have associated characters 405A.
  • One key includes both the digit 1 and the letter W but the W is not mapped to 1 as it is a valid member of an entry list.
  • the 0 key does not require a mapping because that is the only character printed on that key.
  • Further character mapping could include for example mapping all full stop or period characters to zeros, mapping all space characters to null (effectively stripping all spaces from the list) and removing or replacing all other characters with null characters.
  • the list is a null list or string 315 then a list of six zeros is substituted or added 320 to the null entry. This means that a blank entry is converted to what represents a predicted maiden over in which each of the 6 balls in the over result in no runs being scored and no wickets being taken.
  • the list is checked to ensure that the head of the list contains six consecutive prediction characters. These prediction characters include the digits 0 to 9 and the letter W. If the head of the list contains greater than six consecutive prediction characters 325 then characters are removed 330 from the tail of the list.
  • the list is checked to make sure there are no more than six consecutive prediction characters prior to the over designator. If there are more than six consecutive predication characters before the over designator, the trailing characters immediately preceding the over designator are removed from the list. This is shown conceptually at 330 by repeatedly removing the 7 th character from the list until the head of the list contains 6 consecutive prediction characters. If the head of the list contains less than six consecutive prediction characters 335 then the list is padded with zeros. Where the list contains an over designator, the list prior to the designator is padded to add trailing zeros immediately prior to the designator. This ensures that there are exacdy six consecutive numerical digits at the head of the list.
  • the list will contain more than one over designator 350. Where there is more than one over designator the designator with the higher index value is removed 355. A designator has a higher index value where it appears after an earlier designator in the ordered list. Trailing designators are repeatedly removed until the list contains only one designator.
  • the remaining list is then output as a filtered entry 360.
  • Figure 5 shows one preferred form method of applying match rules to sub-events within the sporting event.
  • a successful match requires a user correctly specifying the first 6 balls in the next over. If the user specifies an over number, a correct match requires that the user specifies or correctly specifies all 6 balls in the over specified by the user. In this case the same match rule is applied for each sub-event within the sporting event.
  • a five-ball match rule for example only requires a user to correctly predict the first 5 balls of an over.
  • a two-ball match rule only requites the user to predict the first 2 balls of a relevant over.
  • the system first checks to see that the sporting event has a partial match rule specified.
  • a partial match rule requires the user to correctly predict the first n balls in an over where n is a number less than 6. If a sporting event has a single associated partial match rule rather than a full match rule then every over in that match is subject to the same partial match rule. That partial match rule is applied 505 to each entry for each sub-event or over "within the sporting event. If the rule is satisfied 510 then the match succeeds 515 otherwise the match fails 520.
  • individual sub-events or overs will have a partial match rule associated with them. For example a sporting event may require that a user correctly predicts the first 6 balls of most overs. However for over number 20 the user only needs to correcdy predict the first 5 balls and in over 31 the user need only specify die first 3 balls correctly. Where an individual sub-event has an associated partial match rule 525 then that partial match rule is applied 505 to test for satisfaction 510.
  • the full match rule is applied 530. If that full match rule is satisfied 535 then die match succeeds 515 otherwise die match fails 520.
  • each sub-event within a sporting event has at least one associated match rule.
  • a default match rule requiring 6 correct predictions could be specified for each over of one or both innings through setting a general rule and having each over inherit this rule.
  • Additional match rules could be associated widi individual sub- events or overs within the sporting event.
  • One or more of the sub-events has a set of available match rules.
  • the match rules are each associated widi a match number n. The match rule is satisfied if a sequence of characters of lengdi n widiin the character string is identical to a sequence of characters of length n within the event string. In one form the first n characters of the character string must be identical to die sequence of characters within the event-string.
  • the matching component 290 selects the rule that has die lowest value of n.
  • the different rules associated with a sub-event will have different associated n values.
  • the value of n for a cricket match would typically be a number between 1 and 6. This means diat the most favourable rule most likely to result in a match is applied to each sub-event. Where no over is specified in the text message entry, the entry is assumed to be for the next over.
  • the matching component 290 selects an event string from the statistics server 230.
  • the selected event string has a start time later than the receipt time of the text message.
  • the selected event string has the least difference between the start time of the selected event string and the receipt time.
  • the matching component 290 performs the string comparison between die filtered character string and the selected event string.
  • a particular over can be specified by including the # symbol or the * symbol and the over number after a sequence.
  • An example is 000123#22.
  • the # (or * if used) designates an over identifier following the wicket sequence.
  • the text message entry will include a numerical sub-event identifier. This identifier is compared with die sequence numbers associated widi the event strings for a match.
  • Figure 6 illustrates a set of preferred form tests to check die validity of particular entries.
  • an entry is received.
  • the time die entry is received is recorded as an associated receipt time. This is the time the text message is received.
  • the receipt time is dien checked to make sure tiiat die entry has been received during a predetermined eligible time interval 605.
  • the eligible period commences two hours before the scheduled start of die first sub-event or over of a sporting event and ends at die start of the last sub-event or over of die sporting event. If an entry is not received during the eligible period dien die entry is not accepted.
  • the system checks to see whetiier tiiere are any furdier sub-events or overs 610 in the sporting event. If tiiere are furdier sub-events dien die entry diat was not received during the eligible period is dien applied 615 to the next sub-event. In odier words the system assumes tiiat die entry is for the next available sub-event.
  • the notification component 297 sends a rejection text message to the SMS capable device.
  • the system checks to see whedier the over number is validly specified 630. If the over number is not validly specified then the system checks to see whether there are further sub-events 610 and if so applies 615 the entry to the next sub-event. The entry is accepted 635 and the notification component 297 sends an acceptance text message to the SMS capable device.
  • the prize pool For each over, the prize pool is accumulated. Correct entries for a 6 ball sequence share the prize pool equally. There may be more than one prize pool per event. For example, a user might have an option of entering a $2 competition or a $4 competition. Where there is no winner, the prize jackpots.
  • the prize pool may be divided among all entrants for a randomly selected over, or otherwise distributed.
  • All overs for a match may be included, or events can be run selectively.
  • the techniques described above involve sporting events such as cricket games and sub- events such as overs.
  • the sporting event includes baseball in which sub-events include innings, tennis in which sub-events include games, sets or matches, and golf in which sub- events include championships or holes. It will also be appreciated that the sporting event includes basketball, cycling, hockey, and various forms of football (including American football, rugby, soccer and Australian rules).
PCT/NZ2007/000169 2006-07-04 2007-07-04 Method and system for providing betting or wagering on a sporting event WO2008004897A2 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
AU2007270132A AU2007270132A1 (en) 2006-07-04 2007-07-04 Method and system for providing betting or wagering on a sporting event

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
AU2006903585 2006-07-04
AU2006903585A AU2006903585A0 (en) 2006-07-04 Method and System For Providing Betting or Wagering On A Sporting Event

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WO2008004897A2 true WO2008004897A2 (en) 2008-01-10
WO2008004897A3 WO2008004897A3 (en) 2008-06-19

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Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2013132293A1 (en) * 2012-03-09 2013-09-12 Oy Ippla Ab. A system and software product for real-time betting and sub-event guessing
WO2021025734A1 (en) * 2019-05-08 2021-02-11 John Palmer Systems and methods for advanced competitive virtual sports competitions

Citations (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2000022908A2 (en) * 1999-12-10 2000-04-27 Oy Prikatti Ab Method, system and business model for performing electronic betting

Patent Citations (1)

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Publication number Priority date Publication date Assignee Title
WO2000022908A2 (en) * 1999-12-10 2000-04-27 Oy Prikatti Ab Method, system and business model for performing electronic betting

Non-Patent Citations (1)

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Title
'AFL Football', [Online] 04 December 2004, Retrieved from the Internet: <URL:http://www.web.archive.org/web/20041204213959> *

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2013132293A1 (en) * 2012-03-09 2013-09-12 Oy Ippla Ab. A system and software product for real-time betting and sub-event guessing
WO2021025734A1 (en) * 2019-05-08 2021-02-11 John Palmer Systems and methods for advanced competitive virtual sports competitions

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WO2008004897A3 (en) 2008-06-19

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