Patent No. US9993730 (titled "Methodology for equalizing systemic latencies in television reception in connection with games of skill played in connection with live television programming") on Jun 16, 2017. The application was issued on Jun 12, 2018.
’730 is related to the field of distributed gaming and real-time interactive entertainment. Specifically, it addresses the technical challenges of synchronizing mobile gaming applications with live or taped television broadcasts, where varying signal propagation delays can create unfair advantages for certain participants.
The underlying idea behind ’730 is that the inherent latency in television delivery—caused by satellite hops, cable head-end processing, or digital recording buffers—must be neutralized to maintain a level playing field. By segmenting the total audience into cohorts based on their specific signal reception path, the system can calculate the precise delta between the live action and the viewer's screen to ensure that game-critical interactions are perfectly timed.
The claims of ’730 focus on a game server architecture that manages these cohorts of Internet-connected devices by issuing a lockout signal tailored to measured delays. This mechanism prevents users from submitting predictions or responses after an event's outcome has already been revealed on their specific broadcast feed, effectively equalizing the experience across different transmission mediums and time zones.
In practice, the system identifies the delivery method—such as satellite, cable, or over-the-air—and applies an artificial delay or a time-stamped control signal to the gaming client. This ensures that a participant watching a low-latency broadcast cannot gain an edge over someone whose signal is delayed by several seconds. The invention also contemplates physical location tracking to segregate attendees at a live venue into their own competitive pool, as they see the action before any televised broadcast.
This approach differs from prior solutions by moving beyond simple global timers and instead focusing on the systemic propagation path of the media. By utilizing automated audio/video recognition or user-assisted synchronization to measure real-time latency, the invention transforms a fragmented viewing audience into a synchronized competitive environment, regardless of whether the content is a live sports match or a syndicated game show.
In the mid-2000s when ’730 was filed, interactive entertainment systems were typically implemented using centralized game servers that synchronized data with broadcast television signals. At a time when systems commonly relied on diverse delivery paths—including over-the-air broadcasts, various cable head-ends, and satellite providers—the inherent propagation delays between these mediums were non-trivial. Hardware and software constraints of the era meant that a single live event would reach different geographic cohorts at different times, creating a fragmented viewing experience where the arrival of a signal could vary by several seconds depending on the specific reception equipment and service provider utilized by the end user.
The disclosed invention addresses the technical problem of systemic latency variances in distributed gaming by implementing an architectural shift that groups participants into specific cohorts based on their unique signal reception paths. By determining the precise amount of delay for each cohort—through methods such as automated audio/video sampling, GPS-based location mapping, or user-initiated event marking—the system enables the dynamic adjustment of game control data. This integration allows for the synchronization of 'lock-out' signals and game data streams across disparate reception environments, achieving the technical effect of a level playing field where participants viewing delayed signals are not disadvantaged by those receiving faster broadcasts.
This patent contains 81 claims, with claims 1, 68, 78, 79, 80, and 81 serving as the independent claims. The independent claims focus on a game server architecture designed to manage games of skill or chance by grouping internet-connected devices into cohorts and issuing lockout signals based on measured or determined transmission delays to ensure fair participation across different broadcast mediums, time zones, or specific game events. The dependent claims generally serve to refine the methods for determining delay, specify various synchronization techniques such as audio/video sampling and automatic content recognition, define the types of broadcast delivery systems, and detail the specific timing and conditions under which lockout signals are triggered during live or recorded entertainment.
Definitions of key terms used in the patent claims.
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