# US 11,308,755 B2 · Method and system for conducting concurrent games

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- Number: US 11,308,755 B2
- Document ID: US11308755B2
- Status: Granted
- Kind: B2
- Application number: 17/323,897
- Filed: 2021-05-18
- Published: 2021-11-18
- Granted: 2022-04-19
- Earliest claimed: 2020-05-18
- Assignees: Castle Island IP Holding LLC
- Applicants: Castle Island IP Holding LLC
- Inventors: Joshua Paul Larson; Alan Roireau; Andrew Scheiner
- Web page: https://patentgrep.com/patent/US11308755B2

## CPC

- G07F 17/3225: {Data transfer within a gaming system, e.g. data sent between gaming machines and users}
- A63F 3/0645: {Electric lottos or bingo games}
- G07F: COIN-FREED OR LIKE APPARATUS (coin sorting G07D3/00; coin testing G07D5/00; {handling coins or paper currencies apart from payment activated apparatus G07D; payment architectures, schemes or protocols G06Q20/00})
- A63F: CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR

## Abstract

An improved gaming system and method enabling the creation and management of multiple concurrent games with limited numbers of players and/or gameplay stations. The gaming system includes at least a gaming server and a plurality of gameplay stations, the gaming server aggregating players and creating games in response to receiving a gameplay request and evaluating whether or not to begin a new game based on conditions of the gaming system, including a maximum number of allowed games, a failure rate of gameplay requests, a usage ratio and a number of gameplay stations currently participating in active games.

## Claims

### Claim 1

A gaming system including:
a plurality of gameplay stations, each of said plurality of gameplay stations including a user interface; and
a gaming server in network communication with each of the plurality of gameplay stations through a communications interface, the gaming server comprising a memory and a processor configured for executing instructions stored on the memory to perform the following steps:
receive a gameplay request from one of the plurality of gameplay stations;
identify a number of active games pending at the gaming server;
determine whether the number of active games meets a predefined condition for a maximum number of active games;
identify a number of failed gameplay requests in response to determining that the number of active games pending at the gaming server is below the predefined condition for the maximum number of active games;
determine whether the number of failed gameplay requests exceeds a predefined condition for a maximum failure rate;
create a usage value based on a ratio of a number of the plurality of gameplay stations and the number of active games in response to determining that the number of failed game play requests at the gaming server is below the predefined condition for the maximum failure rate;
determine whether the usage value exceeds a first randomly selected control value;
identify a number of the plurality of gameplay stations currently participating in the active games pending at the gaming server in response to determining that the usage value exceeds the first randomly selected control value;
determine whether the number of the plurality of gameplay stations currently participating in the active games pending at the gaming server exceeds a second randomly selected control value;
create a new game at the gaming server with the gameplay request in response to determining that the number of the plurality of gameplay stations currently participating in the active games pending at the gaming server exceeds the second randomly selected control value.

### Claim 2 (depends on 1)

The gaming system of claim 1, wherein the plurality of gameplay stations and the gaming server are in network communication via a local connection.

### Claim 3 (depends on 1)

The gaming system of claim 1, wherein each of the plurality of gameplay stations further comprises a display and a wager interface.

### Claim 4 (depends on 1)

The gaming system of claim 1, wherein each of the plurality of gameplay stations further comprises a processor and a memory.

### Claim 5 (depends on 1)

The gaming system of claim 1, wherein the plurality of gameplay stations comprises at least four gameplay stations.

### Claim 6 (depends on 1)

The gaming system of claim 1, wherein the plurality of gameplay stations comprises a maximum of twenty gameplay stations.

### Claim 7

A method for aggregating players and creating games in a gaming system comprising a plurality of gameplay stations and a gaming server including at least a memory and a processor, the method including:
receiving a gameplay request from one of the plurality of gameplay stations at the gaming server, said gameplay request comprising input received from a user interface of said one of a plurality of gameplay stations and being communicated from the one of a plurality of gameplay stations to the gaming server using a communications interface;
identifying a number of active games pending at the gaming server;
determining whether the number of active games pending at the gaming server meets a predefined condition for a maximum number of active games;
identifying a number of failed gameplay requests at the gaming server in response to determining that the number of active games pending at the gaming server is below the predefined condition for the maximum number of active games;
determining whether the number of failed gameplay requests at the gaming server exceeds a predefined condition for a maximum failure rate;
creating a new game at the gaming server with the gameplay request in response to determining at least that the number of active games pending at the gaming server does not meet the predefined condition for the maximum number of active games and that the number of failed gameplay requests at the gaming server does not exceed the predefined condition for the maximum failure rate.

### Claim 8 (depends on 7)

The method for aggregating players and creating games according to claim 7, the method further comprising:
creating a usage value based on a ratio of a number of the plurality of gameplay stations and the number of active games in response to determining that the number of failed game play requests at the gaming server is below the predefined condition for the maximum failure rate;
determining whether the usage value exceeds a first randomly selected control value;
creating a new game at the gaming server with the gameplay request in response to determining at least that the number of active games pending at the gaming server does not meet the predefined condition for the maximum number of active games, that the number of failed gameplay requests at the gaming server does not exceed the predefined condition for the maximum failure rate, and that the usage value does not exceed the first randomly selected control value.

### Claim 9 (depends on 8)

The method for aggregating players and creating games according to claim 8, the method further comprising:
identifying a number of the plurality of gameplay stations currently participating in the active games pending at the gaming server in response to determining that the usage value exceeds the first randomly selected control value;
determining whether the number of the plurality of gameplay stations currently participating in the active games pending at the gaming server exceeds a second randomly selected control value;
creating a new game at the gaming server with the gameplay request in response to determining at least that the number of active games pending at the gaming server does not meet the predefined condition for the maximum number of active games, that the number of failed gameplay requests at the gaming server does not exceed the predefined condition for the maximum failure rate, that the usage value does not exceed the first randomly selected control value, and that the number of the plurality of gameplay stations currently participating in the active games pending at the gaming server does not exceed the second randomly selected control value.

### Claim 10 (depends on 9)

The method for aggregating players and creating games according to claim 9, the method further comprising:
adding the gameplay request to an active game pending at the gaming server in response to determining that the number of the plurality of gameplay stations currently participating in the active games pending at the gaming server is below the second randomly selected control value.

### Claim 11 (depends on 8)

The method for aggregating players and creating games according to claim 8, the method further comprising:
adding the gameplay request to an active game pending at the gaming server in response to determining that the usage value is below the first randomly selected control value.

### Claim 12 (depends on 7)

The method for aggregating players and creating games according to claim 7, the method further comprising:
adding the gameplay request to an active game pending at the gaming server in response to determining that the number of active games pending at the gaming server is above the predefined condition for the maximum number of active games.

### Claim 13 (depends on 7)

The method for aggregating players and creating games according to claim 7, the method further comprising:
adding the gameplay request to an active game pending at the gaming server in response to determining that the number of failed game play requests at the gaming server is above the predefined condition for the maximum failure rate.

### Claim 14 (depends on 7)

The method for aggregating players and creating games according to claim 7, the method further comprising:
conducting the active games and the new game at the gaming server concurrently.

### Claim 15 (depends on 7)

The method for aggregating players and creating games according to claim 7, wherein the maximum number of active games is at least four.

### Claim 16 (depends on 7)

The method for aggregating players and creating games according to claim 7, wherein the maximum failure rate is at least three failed gameplay requests per minute.

### Claim 17 (depends on 7)

The method for aggregating players and creating games according to claim 7, the method further comprising:
prior to determining whether the number of active games pending at the gaming server meets the predefined condition for a maximum number of active games,
determining whether any of the active games pending at the gaming server include only one gameplay station currently participating in the respective active game.

### Claim 18 (depends on 17)

The method for aggregating players and creating games according to claim 17, the method further comprising:
adding the gameplay request to the respective active game in response to determining that the respective active game includes only one gameplay station currently participating in the respective active game.

### Claim 19 (depends on 17)

The method for aggregating players and creating games according to claim 17, wherein the step of identifying the number of active games pending at the gaming server is in response to determining that none of the active games pending at the gaming server include only one gameplay station currently participating in the respective active game.

### Claim 20

A method for aggregating players and creating games in a gaming system comprising a plurality of gameplay stations and a gaming server including at least a memory and a processor, the method including:
receiving a gameplay request from one of the plurality of gameplay stations at the gaming server, said gameplay request comprising input received from a user interface of said one of the plurality of gameplay stations and being communicated from the one of the plurality of gameplay stations to the gaming server using a communications interface;
identifying a number of active games pending at the gaming server;
determining whether the number of active games pending at the gaming server meets a predefined condition for a maximum number of active games;
identifying a number of failed gameplay requests at the gaming server in response to determining that the number of active games pending at the gaming server is below the predefined condition for the maximum number of active games;
determining whether the number of failed gameplay requests at the gaming server exceeds a predefined condition for a maximum failure rate;
creating a usage value based on a ratio of a number of the plurality of gameplay stations and the number of active games in response to determining that the number of failed game play requests at the gaming server is below the predefined condition for the maximum failure rate;
determining whether the usage value exceeds a first randomly selected control value;
identifying a number of the plurality of gameplay stations currently participating in the active games pending at the gaming server in response to determining that the usage value exceeds the first randomly selected control value;
determining whether the number of the plurality of gameplay stations currently participating in the active games pending at the gaming server exceeds a second randomly selected control value;
creating a new game at the gaming server with the gameplay request in response to determining that the number of the plurality of gameplay stations currently participating in the active games pending at the gaming server does not exceed the second randomly selected control value.
