Methodology For Equalizing Systemic Latencies In Television Reception In Connection With Games Of Skill Played In Connection With Live Television Programming

Patent No. US11736771 (titled "Methodology For Equalizing Systemic Latencies In Television Reception In Connection With Games Of Skill Played In Connection With Live Television Programming") was filed by Winview Ip Holdings Llc on Jul 28, 2021.

What is this patent about?

’771 is related to the field of distributed gaming, specifically addressing latency issues that arise when synchronizing games of skill with live or taped television events. The background acknowledges the increasing use of mobile devices for such games, highlighting the need for a fair playing field despite variations in how viewers receive television signals. Prior art solutions lacked the ability to equalize systemic latencies in television reception, leading to potential competitive advantages for some players.

The underlying idea behind ’771 is to equalize the effects of latency differences in television signal reception among participants in real-time games of skill. This is achieved by grouping participants into cohorts based on their television signal reception path (e.g., cable, satellite, over-the-air) and then adjusting the timing of game control data, such as "lockout" signals, to compensate for the measured delays. The goal is to ensure that all players have a similar experience and no one gains an unfair advantage due to faster or slower signal delivery.

The claims of ’771 focus on a server configured to manage real-time games of skill synchronized with a sports event. The server communicates with a plurality of mobile devices, grouped into cohorts based on their television signal reception. The server stores and transmits game data files to each cohort simultaneously and sends lockout signals to prevent late entries. Crucially, the timing of these lockout signals is adjusted based on the measured delay for each cohort, using information from an observer of the sports event.

In practice, the system determines how each participant receives their television signal and groups them accordingly. It then measures the delay experienced by each cohort using various methods, including user questionnaires, GPS location data, or automated analysis of the audio/video feed. The server then either time-stamps the lockout signals or delays the entire game data stream to equalize the playing field. This ensures that players receiving the television signal earlier don't have an advantage over those with a delayed signal.

This approach differs from prior solutions by actively measuring and compensating for latency differences, rather than simply ignoring them. By grouping users into cohorts and adjusting the timing of game control data, the system creates a more level playing field for all participants. The use of an observer of the sports event to inform the lockout signals adds a layer of real-time accuracy, ensuring that the game remains synchronized with the unfolding action, regardless of individual viewing conditions. The system also addresses the specific problem of participants physically present at a live event having an advantage over television viewers by segregating them into separate competitions.

How does this patent fit in bigger picture?

Technical landscape at the time

In the mid-2000s when ’771 was filed, systems commonly relied on specific transmission methods for television signals, such as over-the-air broadcasts, cable systems, and satellite systems, each potentially introducing different latencies. At a time when interactive applications were emerging, hardware or software constraints made it non-trivial to synchronize real-time data with live video feeds across diverse network conditions.

Novelty and Inventive Step

Claims were rejected during prosecution. Specifically, claims 32-75 were rejected for nonstatutory double patenting over several US patents. The examiner stated that limitations within the claims, such as equalizing latency, were already covered by the patented claims. The prosecution record does NOT describe the technical reasoning or specific claim changes that led to allowance.

Claims

This patent contains 44 claims, with independent claims 1 and 29 directed to a server configured to manage real-time games of skill or chance in connection with a sports event by communicating with devices grouped into cohorts and sending lockout signals based on delay to prevent premature responses. The dependent claims generally elaborate on the specifics of the server, the delay mechanisms, game control data, signal reception, synchronization with the sports event broadcast, the observer's role, and the timing and application of the lockout signals.

Key Claim Terms New

Definitions of key terms used in the patent claims.

Term (Source)Support for SpecificationInterpretation
Observer of the sports event
(Claim 1, Claim 29)
“In another methodology, employees of the game producer who are members of the subgroups which constitute the competitors/viewers, e.g. a subscriber to Comcast Cable in San Francisco, are utilized by the game service provider. These individuals would provide the current propagation delay information sent to the game server utilizing their identification of a recognizable event they observe on their television set, such as the initial snap of the ball.”A person watching the sports event provides information used to generate the lockout signals.
Plurality of devices grouped into a plurality of cohorts
(Claim 1)
“For this system, the total viewing population for a telecast is divided into segments or blocks of viewers referred to as “cohorts.” For example, the 2 million inhabitants of the San Francisco Bay Area would be divided into approximately 1 over the air broadcast, 3 satellite independent providers and several cable “head ends” or central broadcast points serving a “cohort.” This information would be gathered at a central game server, and all players registered to play in a particular contest would be assigned to a specific cohort of viewers.”Multiple devices are divided into groups called cohorts. Each cohort consists of participants in a real-time game.
Sending one or more lockout signals at one or more appropriate times based on an amount of delay
(Claim 1, Claim 29)
“Players receiving the television signals in advance of the one with the slowest receipt of the television signal would receive “lock out” signals slightly delayed or time stamped with a slightly later time as described in U.S. Pat. No. 4,592,546. By providing a correspondingly delayed lock out to a viewer receiving their signal later, a potential advantage is mitigated.”The server sends signals to prevent users from submitting responses, and the timing of these signals is adjusted based on a measured delay.
Set of cohorts
(Claim 29)
“For this system, the total viewing population for a telecast is divided into segments or blocks of viewers referred to as “cohorts.” For example, the 2 million inhabitants of the San Francisco Bay Area would be divided into approximately 1 over the air broadcast, 3 satellite independent providers and several cable “head ends” or central broadcast points serving a “cohort.” This information would be gathered at a central game server, and all players registered to play in a particular contest would be assigned to a specific cohort of viewers.”Multiple groups of participants in a real-time game.
Simultaneously transmitting the one or more files to each of the devices within a cohort
(Claim 1, Claim 29)
“Utilizing software resident in the game control server, game control data for each set of viewers/competitors of the game in progress who are receiving their television picture through the same source are batched together by the game control server, and the appropriate delay is either time stamped on the game “lock out” signals, or is imposed on the entire data stream so that competitors receiving their television information slightly behind or ahead of others gain no material competitive advantage.”The server sends the game-related files to all devices in a cohort at the same time.

Litigation Cases New

US Latest litigation cases involving this patent.

Case NumberFiling DateTitle
3:25-cv-01146Feb 10, 2025Winview Ip Holdings, Llc V. Fanduel, Inc.
3:25-cv-01143Feb 10, 2025Winview Ip Holdings, Llc V. Draftkings Inc.

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US11736771

WINVIEW IP HOLDINGS LLC
Application Number
US17387055
Filing Date
Jul 28, 2021
Status
Granted
Expiry Date
Apr 14, 2027
External Links
Slate, USPTO, Google Patents