throbber
(12) INTERNATIONAL APPLICATION PUBLISHED UNDER THE PATENT COOPERATION TREATY (PCT)
`
`(19) World Intellectual Property Organization
`International Bureau
`
`I IIIII IIIIIIII II IIIIII IIIII IIII I II Ill lllll lllll lllll lllll llll 1111111111111111111
`
`(43) International Publication Date
`3 May 2001 (03.05.2001)
`
`PCT
`
`(10) International Publication Number
`WO 01/31476 Al
`
`(51) International Patent Classification 7:
`
`G06F ] 7/00
`
`(21) International Application Number: PCT/AU00/01320
`
`(22) International Filing Date: 27 October 2000 (27.10.2000)
`
`(25) Filing Language:
`
`(26) Publication Language:
`
`English
`
`English
`
`(30) Priority Data:
`PQ 3733
`
`28 October 1999 (28.10.1999) AU
`
`(71) Applicant (for all designated States except US): THAT
`GAME PTY LTD [AU/AU]; Level 9, 123 Queen Street,
`Melbourne, Victoria 3000 (AU).
`
`(72) Inventors; and
`(75) Inventors/Applicants (for US only): CRANE, Richard,
`Anthony [AU/AU]; 23 Cyprus Avenue, Burwood, Victoria
`3056 (AU). SIMMONS, Wayne, John [AU/AU]; 7 Clegg
`Avenue, Croydon, Victoria 3136 (AU). PALMER, Bene(cid:173)
`dict, Byron [GB/AU]; 7 Ballarat Road, Brunswick, Victo(cid:173)
`ria 3056 (AU).
`
`(74) Agents: WEBER, David, Brian et al.: Davies Collison
`Cave. 1 Little Collins Street, Melbourne, Victoria 3000
`(AU).
`
`(81) Designated States (national): AE, AG, AL, AM, AT, AU,
`AZ, BA, BB, BG, BR, BY. BZ, CA, CH, CN, CR, CU, CZ,
`DE, DK, DM, DZ, EE, ES. FI, GB, GD, GE, GH, GM, HR,
`HU, ID, IL, IN, IS, JP, KE, KG, KP, KR, KZ, LC. LK, LR,
`LS, LT, LU, LV, MA, MD, MG, MK, MN, MW, MX, MZ,
`NO. NZ, PL, PT, RO, RU, SD, SE, SG, SI, SK, SL, TJ, TM,
`TR, TT, TZ, UA, UG, US, UZ, VN, YU, ZA. ZW.
`
`(84) Designated States (regional): ARIPO patent (GH, GM,
`KE, LS, MW, MZ, SD, SL, SZ, TZ, UG, ZW), Eurasian
`patent (AM. AZ, BY, KG, KZ, MD, RU, TJ, TM), European
`patent (AT, BE, CH, CY, DE, DK, ES, Fl, FR, GB, GR, IE,
`IT, LU, MC, NL, PT, SE), OAPI patent (BF, BJ, CF, CG,
`CI, CM, GA, GN, GW, ML MR, NE, SN, TD. TG).
`
`Published:
`With international search report.
`
`For /:\Vo-letter codes and other abbreviations, refer to the "Guid(cid:173)
`ance Notes on Codes and Abbreviations" appearing at the begin(cid:173)
`ning of each regular issue of the PCT Gazette.
`
`iiiiiiiiiiiiiii -
`
`iiiiiiiiiiiiiii
`iiiiiiiiiiiiiii
`
`iiiiiiiiiiiiii
`
`iiiiiiiiiiiiiii
`
`-------------------------------------------
`-~
`(54} Title: METHOD AND SYSTEM FOR PROVIDING A TURN-BASED GAME
`iiiiiiiiiiiiiii -iiiiiiiiiiiiii
`
`2 I
`
`GAME SERVER
`
`/
`
`I
`
`\,C r-
`"" ~
`
`I P:-YERA
`~ (57) Abstract: A system for providing a game to be played between a plurality of players over a network, including: server means
`~ (20, 25) in communication with the netwo:k and a~apted to receiv_e first and second tum requests from respective first and second
`players and to send first and second tum mfonnat10n correspondmg to the first and second tum requests to the second and first
`0 players, respectively; a server engine (10) in communication with the server means (20, 25) and adapted to process the first and
`> second tum requests to become first and second tum information, whereby the first and second tum information enables the first and
`
`;;-,-- second players to send and receive subsequent tum requests directly to and from each other.
`
`Facebook's Exhibit No. 1004
`001
`
`

`

`WOOl/31476
`
`PCT/AU00/01320
`
`METHOD AND SYSTEM FOR PROVIDING A TURN-BASED GAME
`
`FIELD OF THE INVENTION
`
`5 The present invention relates to a method and system for providing a tum-based game and,
`
`more particularly, a tum-based game to be played by communication over a network.
`
`BACKGROUND OF THE INVENTION
`
`1 O It has been possible to play games, such as chess, over the Internet by simply logging into
`
`a remote server which is designed to facilitate the game. In the example of the chess game
`
`server, the connection may be established by the user by a telnet command and, once
`
`registered with the game server as a player, the user can engage in real-time games with
`
`other users who are concurrently logged on. The players do not communicate directly with
`
`15
`
`one another but instead send all game moves and personal messages to the game server
`
`which sends them on to the relevant player or number of players. The quality of the
`
`graphical user interface (GUI) varies from mere ASCII characters to high resolution
`
`graphical representations of the playing board and the pieces, depending on the service
`
`provider.
`
`20
`
`25
`
`The known systems for game playing over a remote server generally require that the
`
`players register with, and log into, the server in order to play. These systems do not
`
`provide for non-real-time playing and do not allow the players to communicate with each
`
`other outside of the server while playing the game.
`
`SUMMARY OF THE INVENTION
`
`The present invention provides a method of providing a game to be played between a
`
`plurality of players over a network, including the steps of:
`
`Facebook's Exhibit No. 1004
`002
`
`

`

`WOOl/31476
`
`PCT/AU00/01320
`
`-2-
`
`receiving at a server system in communication Vvith the network first turn request
`
`information from a first player relating to a first tum request to begin the game with a
`
`second player;
`
`sending from the server system first tum information including the first turn request
`
`5
`
`to the second player;
`
`receiving at the server system second turn request information from the second
`
`player relating to a second tum request; and
`
`sending from the server system second tum information including the second tum
`
`request to the first player;
`
`10 wherein the first and second tum information enables the first and second players to send
`
`and receive subsequent tum requests to and from each other Vvithout communicating with
`
`the server system.
`
`The present invention further provides a system for providing a game to be played between
`
`15
`
`a plurality of players over a network, including:
`
`server means (20,25) in communication with the network and adapted to receive
`
`first and second tum requests from respective first and second players and to send first and
`
`second tum information corresponding to the first and second tum requests to the second
`
`and first players, respectively;
`
`20
`
`a server engine (10) in communication with the server means (20,25) and adapted
`
`to process the first and second tum requests to become first and second tum information,
`
`whereby the first and second tum information enables the first and second players to send
`
`and receive subsequent tum requests directly to and from each other.
`
`25 The present invention further provides a method of facilitating a game to be played
`
`between a plurality of players over a network, including the steps of:
`
`receiving at a first player terminal in communication with the network first tum
`
`request information from a second player relating to a first tum request to begin the game
`
`with the second player; and
`
`30
`
`sending from the first player terminal a second turn request to a game server in
`
`communication Vvith the network, whereby in response to receiving the second tum
`
`Facebook's Exhibit No. 1004
`003
`
`

`

`WO 01/31476
`
`PCT/AU00/01320
`
`- 3 -
`
`request, the game server is adapted to send second turn information including the second
`
`tum request to the second player, the first and second turn information enabling the first
`
`and second players to send and receive subsequent turn requests directly to and from each
`
`other.
`
`5
`
`The present invention further provides a method of facilitating a game to be played
`
`between a plurality of players over a network, including the steps of:
`
`sending from a first player terminal in communication with the network a first turn
`
`request to begin the game with a second player to a game server in communication with
`
`10
`
`the network, whereby in response to receiving the first turn request, the game server is
`
`adapted to send first turn information including the first turn request to the second player;
`
`and
`
`receiving at the first player terminal second turn information from the game server,
`
`the first and second turn information enabling the first and second players to send and
`
`15
`
`receive subsequent turn requests directly to and from each other.
`
`The present invention further provides a method of providing a tum-based game to a
`
`plurality of players over a network, including the steps of:
`
`receiving at a server system in communication with the network a first turn request
`
`20
`
`from a first player for starting a game, . the first turn request including first information
`
`relating to a second player and second information relating to a first turn to be played in
`
`the game;
`
`adding to the first turn request first advertising information; and
`
`forwarding the first tum request from the server system to the second player.
`
`25
`
`The present invention further provides a system for providing a tum-based game to a
`
`plurality of players over a network, including:
`
`server means (20,25) in communication with the network and adapted to receive a
`
`first move request from a first player of the plurality of players for starting a game, the first
`
`30 move request including first identification information relating to a second player and
`
`second information relating to a first move to be played in the game;
`
`Facebook's Exhibit No. 1004
`004
`
`

`

`WOOl/31476
`
`PCT/AU00/01320
`
`-4-
`
`server engine means (10) adapted to add to the first move request a game
`
`executable program for instantiation in a terminal of the second player and first advertising
`
`information and to then forward the first move request to the server means for delivery to
`
`the second player.
`
`5
`
`The present invention further provides a method of facilitating a game to be played
`
`between a plurality of players over a network, each player using a system having therein a
`
`game executable program, the method including the step of:
`
`sending to a second player a first communication from a first player including a
`
`10
`
`first game packet representing a game move for execution by the game executable program
`
`in the system of the second player.
`
`The present invention further provides a method of facilitating a game to be played
`
`between a plurality of players over a network, at least one player using a player terminal
`
`15
`
`having therein a game executable program, the method including the step of:
`
`sending to a second player a first communication from a first player including a
`
`game executable program and a game move, for instantiating the game executable program
`
`in a player terminal of the second player and thereby enabling the second player to accept
`
`the game move.
`
`20
`
`The present invention further provides a game system for facilitating a game to be played
`
`between a plurality of players over a network, each player using a terminal having therein
`
`a game executable program, the game system including:
`
`server means (25) adapted to send to a second player first information corresponding to a
`
`25
`
`first communication from a first player, the first information including a first game packet
`
`representing a game move for execution by the game executable program in the system of
`
`the second player.
`
`The present invention further provides a system for facilitating a game to be played
`
`30 between a plurality of players over a network, at least one player using a player terminal
`
`having therein a game executable program, the method including the step of:
`
`Facebook's Exhibit No. 1004
`005
`
`

`

`WO 01/31476
`
`PCT/AU00/01320
`
`- 5 -
`
`server means (25) adapted to send to a second player a first communication from a
`
`first player including a game executable program and a game move, for instantiating the
`
`game executable program in a player terminal of the second player and thereby enabling
`
`the second player to accept the game move.
`
`5
`
`The present invention further provides a method of providing a turn-based game over a
`
`network, including the steps of:
`
`receiving at a server system in communication with the network first information
`
`from a first player, at least a part of the first information relating to a first move to be
`
`10
`
`played in the turn-based game;
`
`forwarding second information from the server system to a second player, at least a
`
`part of the second information corresponding to the first move and a further part of the
`
`second information relating to advertising information to be displayed to the second player.
`
`15 The present invention further provides a system for providing a tum-based gl:Ulle over a
`
`network, including:
`
`server means (20,25) adapted to receive first information from a first player, at least
`
`a part of the first information relating to a first move to be played in the tum-based game,
`
`and to forward second information to a second player, at least a part of the second
`
`20
`
`information corresponding to the first move and a further part of the second information
`
`relating to advertising information to be displayed to the second player.
`
`The present invention further provides a method of providing a turn-based game over a
`
`network, the steps including:
`
`25
`
`receiving at a server system in communication with the network a first email
`
`communication including first information from a first player, the first information
`
`including game move information relating to a first move;
`
`sending from the server system a second email communication including second
`
`information to a second player, the second information including advertising information
`
`30
`
`to be displayed to the second player and game move information relating to the first move,
`
`selected by the first player, to be played in the turn-based game.
`
`Facebook's Exhibit No. 1004
`006
`
`

`

`WOOl/31476
`
`PCT/AU00/01320
`
`-6-
`
`The present invention further provides a system for providing a tum-based game over a
`
`network, including:
`
`a game server in communication with the network adapted to receive a first email
`
`5
`
`communication including first information from a first player, the first information
`
`including game move information relating to a first move selected by the first player to be
`
`played in the tum-based game, and to send a second email communication including
`
`second information to a second player, the second information including the game move
`
`information and advertising information to be displayed to the second player.
`
`10
`
`15
`
`BRIEF DESCRIPTION OF THE DRAWINGS
`
`A preferred embodiment of the present invention is hereinafter described, by way of
`
`example only, with reference to the accompanying drawings, in which:
`
`Figure 1 is an overall block diagram of an email game system of an embodiment of the
`
`present invention;
`
`Figure 2 is a block diagram of a game server for use in the email game system;
`
`Figure 3 is a flow diagram of a method of processing a received move request from a
`
`20
`
`player, in accordance with an embodiment of the present invention;
`
`Figure 4 is a first part of a flow diagram of a method of providing a tum-based game in
`
`accordance with an embodiment of the present invention;
`
`Figure 5 is a second part of a flow diagram of a method of providing a tum-based game in
`
`accordance with an embodiment of the present invention;
`
`25 Figure 6 is a third part of a flow diagram of a method of providing a tum-based game in
`
`accordance with an embodiment of the present invention;
`
`Figure 7 is a fourth part of a flow diagram of a method of providing a tum-based game in
`
`accordance with an embodiment of the present invention;
`
`Figure 8 is an example of an interface generated and seen by a player when playing a game
`
`30 of chess using the system of an embodiment of the present invention;
`
`Figure 9 is an example of an interface generated and seen by a player when playing a game
`
`Facebook's Exhibit No. 1004
`007
`
`

`

`WO 01/31476
`
`PCT/AU00/01320
`
`-7-
`
`of spades using the system of an embodiment of the present invention;
`
`DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT
`
`5 An email game system 2 shown in Figure 1 includes a game server 4 and players A and B.
`
`Initially, the moves of the game can only be played through the game server 4, but after
`
`each player has played a move, they are allowed to communicate their moves directly to
`
`one another, outside of the game server 4. This serves to make sure that the game server 4
`
`can maintain version and integrity control over the games played and gather information
`
`10
`
`about the demographics of the players and the number of times the games are played,
`
`while minimising the amount of traffic handled by the server. Importantly, routing the
`
`initial moves between the players allows for updated and demographically specific
`
`advertising information to be added to the communications which contain the game moves.
`
`15 The game server 4 can facilitate the initiation of a large number of games between a large
`
`number of players simultaneously and can provide a wide variety of tum-based games for
`
`the players to choose from. Demographic information is obtained from players by
`
`inspecting the global top level domain names of the player email addresses and by asking
`
`them to fill out questionnaires once they have played a game a certain number of times.
`
`20
`
`The questionnaire, game executable code and game moves (in the form of game packets,
`
`described below) are all communicated over the network as email attachments in a known
`
`fashion.
`
`25 Screens generated for the game are similar to the examples shown in Figures 8 and 9. In
`
`the example of the chess game shown in Figure 8, there is a window 90, which includes an
`
`advertising area 80
`
`in a prominent position for showing an advertiser's banner
`
`advertisement and a text area 82 for allowing the players to communicate text messages to
`
`each other. The window 90 also includes buttons for executing game control commands,
`
`30
`
`such as: a send button 83 for sending a move to the opposing player (along with a text
`
`message if present); a help button 84 for providing information on how to play the game; a
`
`Facebook's Exhibit No. 1004
`008
`
`

`

`WOOl/31476
`
`PCT/AU00/01320
`
`- 8 -
`
`new button 85 for starting a new game; an undo button 86 for taking back a move which
`
`the player has played but which has not yet been sent to the opposing player; an end button
`
`87 for ending the game. The window 90 also has a playing area 81 and provides for the
`
`communication of instructional text 88, preferably adjacent the playing area 81.
`
`The screen layout shown in Figure 9 is largely similar to that of Figure 8 and like features
`
`are designated by like numerals. Scoring games such as spades, unlike chess, will require
`
`the game to keep score of the relative points of the players, in which case the window 90
`
`has some means of displaying the current player scores.
`
`5
`
`10
`
`When the player wishes to begin a game, he or she need only run the executable code for
`the game as received from the server 4 and the game will show the game window 90. If the
`
`player has not run the code before, there is preferably a welcome message shown prior to
`
`showing the game window 90. To play the game, each player need only move a cursor to
`
`15
`
`the relevant location on the screen, click on, or otherwise select, the desired playing option
`and, if a game piece 92 is to be moved, drag the game piece 92 to the desired location. If
`
`the player decides to send that move to the opponent, he or she must select the send
`
`command (for example, by clicking on the send button 83 or by selecting a menu option).
`
`If it is the first move, the game will prompt the player for the details of the prospective
`opponent before completing the send function. If it is the second move (i.e. the opponent's
`
`20
`
`first move), the move will be routed via the game server 4 before being sent on to the
`
`initiating player. Otherwise the game move is sent directly to the opposing player by email
`
`in response to the send command.
`
`25 As shown in Figure 2, the game server 4 includes a central game server engine IO which
`
`communicates with a logging system 12, an incoming mail server 20, an email blocking
`
`database 21, a player database 22, a game database 23, an advertiser database 24 and an
`
`outgoing mail server 25.
`
`30 When an incoming email 14 is sent from a game client (for example, player A or B), it is
`
`received by the incoming mail server 20. The whole email 14 is forwarded to the game
`
`Facebook's Exhibit No. 1004
`009
`
`

`

`WOOl/31476
`
`PCT/AU00/01320
`
`- 9 -
`
`server engine 10 to check the validity of the details contained within the email 14. If any
`
`part of the email 14 is invalid, corrupt or has otherwise been tampered with, it is rejected.
`
`The email 14 is then scanned to detect what type of request it contains. Valid requests
`
`include the following: a game move; a request for advertiser information; a request for
`
`5 help in playing a game; or a request for the latest version of a particular game.
`
`If the email 14 is a game move, the email will contain a packet including the address
`
`information of each player, as well as information relating to the move to be played, which
`
`of a number of games is to be played, the version number of that game held by the player
`
`10
`
`sending the email 14 and additional data relating to, for example, advertising or a
`
`questionnaire. The information in .the email 14 which relates to the game is called the game
`
`packet. The packet structure is described below.
`
`If the email 14 is a game move, the server engine IO checks the email blocking database 21
`
`15
`
`to determine if either the sending email address or the receiver email address is valid.
`
`Email addresses are added to the blocking database 21 either by user request ( e.g. the user
`
`specifically requests not to be sent any game moves from prospective challengers), or the
`
`server engine 10 will automatically add the user's email address if they are deemed to have
`
`abused the service, for example by sending too many game moves during a small period of
`time, either to multiple recipients, or to a single recipient. If the sending player's email
`
`20
`
`address is in the blocking database 21, he or she is not allowed to send emails through the
`game system, and the game packet will be rejected. If the receiving player's email address
`
`is in the blocking database 21, he or she is not allowed to receive emails from the game
`
`system, the received game packet is rejected and the sender is sent an email informing him
`
`25
`
`or her of this action.
`
`If the email 14 is other than a requested game move, the game server engine will pass the
`
`request on to a system administrator for his or her personal attention. Alternatively, if the
`
`email is invalid, this is communicated to the sender by the server engine 10.
`
`30
`
`Facebook's Exhibit No. 1004
`010
`
`

`

`WO 01/31476
`
`PCT/AU00/01320
`
`-10 -
`
`Every action· th~ game server engine performs is recorded in the logging system 12 to
`
`generate system measurement statistics and so that a system administrator can monitor the
`
`system as a whole.
`
`5
`
`If the email 14 is valid and not blocked by the blocking database 21, the player database 22
`
`is then queried to see if either the sender or the receiver of the packet has previously played
`
`a game using the system. Information stored in the player database 22 includes the player's
`
`email address and questionnaire information, if they have completed one, and the version
`
`number of the game the player was last sent for each game they have taken part in. If either
`
`10 of the opposing players does not exist in there, he or she is added to the player database 22
`
`with default values for demographics and game tracking information. For example, the
`
`tracking information may include which version of the game the player is running, the
`
`number of games started by that player and the number of different opposing players they
`
`play with.
`
`15
`
`Once the player database 22 has been queried, the game database 23 is then queried to find
`
`the latest game version number that uses the received game packet. This is then matched
`with the information pulled from the player database 22. If the receiver was last sent an
`
`older version of the game, the latest (most recent) game is added to the game packet on an
`
`20
`
`outgoing email 16. In this way, the system ensures that all users are always playing the
`
`latest version of the game. The player database 22 is updated with the version number of
`
`the game sent to the receiver, if a new game was sent with the outgoing email 16.
`
`Next, the advertiser database 24 is queried to find the currently available advertising
`
`25
`
`options that can be included in the outgoing game packet. The server engine 10 will choose
`
`one advertising option based on the demographics information read from the player
`
`database and the structure of the player's email address, and then insert the selected
`
`advertising information in the outgoing game packet. The advertising information may
`
`include, for example, text, graphics, sound, or other media, or a combination of these. The
`
`30 game packet is then prepared for transmission by the server engine 10 and sent out via the
`
`outgoing mail server 25 to the designated opponent.
`
`Facebook's Exhibit No. 1004
`011
`
`

`

`WOOl/31476
`
`PCT/AU00/01320
`
`- 11 -
`
`Figure 3 shows a game initiation process flow diagram as seen from the perspective of the
`
`game server 4. When a player initiates a game and sends the first move or turn request at
`
`step 300, the game server engine 10 checks the incoming email 14 at step 305 to see if the
`
`5 player has filled out a questionnaire. If so, the game server engine 10 then distributes the
`
`information in the questionnaire to the appropriate databases at step 310, for example the
`
`player database 22. The game server engine 10 checks the game packet at step 315 to
`
`confirm whether or not it is the first move to be played in the game and, if so, then checks
`
`at step 320 whether or not the intended opponent is listed in the player database 22. If the
`
`IO
`
`intended opponent is not listed, his or her email address will be added to the player
`
`database 22 at step 325, together with any other relevant information such as the player's
`
`alias. At step 330, the game server engine 10 will determine whether or not to attach a
`
`questionnaire to the game packet when sending it on to the intended recipient. The
`
`questionnaire may be sent out to players who have played a game using the system 2, for
`
`15
`
`example, 30 or 40 times. If the game server engine 10 determines that it is appropriate to
`
`attach a questionnaire, it is attached as a data packet to the outgoing email 16 at step 335.
`
`Next, the version of the game with which the packet is associated is checked at step 340
`
`and the packet is converted to correspond to the latest version of the game, if necessary, at
`
`step 345. Otherwise, the packet is sent to the intended recipient at step 360 in the outgoing
`
`20
`
`email 16. If the recipient was registered on the player database 22 at step 325, or if the
`
`packet was converted at step 345, the packet is loaded with new advertising information at
`
`step 350 and the packet is attached to the latest version of the game executable program at
`
`step 355 and the outgoing email is sent to the intended recipient at step 360.
`
`25 Figures 4 to 7 are interlocking flow diagrams (for example, "A" in Figure 4 connects to
`
`"A" in Figure 5, and "C" in Figures 5 and 6 connect to "C" in Figure 7) which show the
`
`process of the operation of the game from an overall system perspective. A prospective
`
`player may obtain a copy of the game executable code either by receiving it with the first
`
`move from a challenging player (step 405), or by downloading it from a web site (step
`
`30
`
`400). These methods of obtaining the game are merely examples however, and should not
`
`Facebook's Exhibit No. 1004
`012
`
`

`

`WOOl/31476
`
`PCT/AU00/01320
`
`- 12 -
`
`be read as an exclusive list of the ways in which a player may initially receive a game
`
`executable program.
`
`Once a player has received a game at step 410 in Figure 4, he or she may execute the game
`
`5
`
`at step 415 by double clicking on a game icon (as an attachment to an email or as stored in
`
`the computer system memory) or otherwise commanding the execution of the game
`
`executable program. The game executable code and game packets are represented by
`
`different, but associated, icons. The server engine 10 checks at step 420 whether the
`player playing the move has played any games using the system 2 before. If not, the game
`
`10
`
`is flagged at step 425 to ask for the player's details, such as email address and alias, before
`
`sending off the move. If the player has played a game using the game system 2, then at
`
`step 430 the server engine 10 checks whether the player has played the particular game
`
`before. If not, then at step 435 the game register extension is installed in the user's system
`
`registry (so as to associate game packets having that file name extension with that game).
`
`15
`
`If that game has been played before, then at step 440 the version of the game is checked for
`
`currency. If the received game is a new version, the new game is written to memory in
`
`place of the older version at step 450. If the player does not have a new version of the
`
`game, the game will ask whether the player wishes to install the new version or not. If the
`
`player chooses not to install the new version, the game will exit. Following steps 435 and
`
`20
`
`450, the game is flagged to have a packet attached thereto and the new game version
`
`number is stored at step 455. Next, at step 460, the user's computer system (as instructed
`
`by game software) checks whether a game packet is attached to the packet in which the
`
`executable is contained, and if so, checks whether a move has been played at step 465. If
`
`no move has been played, then at step 4 70 a game packet is loaded into dynamic memory
`
`25
`
`so as to be ready to be played and the move is flagged as an executable move. Generally,
`
`after a game is run and has checked the version number and whether the player is a first(cid:173)
`
`time player, the game then checks whether a game packet was attached to the end of the
`
`packet which contained the executable. If there is no game packet or there is a game
`
`packet and the move within the game packet has been played, the game continues as
`
`30 normal (to step 500) and waits for the player to start a new game. If there is a game packet
`
`attached to the executable, and the move has not been played, the game loads the packet ( at
`
`Facebook's Exhibit No. 1004
`013
`
`

`

`WO 01/31476
`
`PCT/AU00/01320
`
`- 13 -
`
`step 470) from the end of the packet into memory. The game then sets a flag to indicate
`
`that a move, which was attached to the executable packet, is waiting to be played. This
`
`allows the game to initiate a parsing sequence (described below) whenever required. For
`
`example, the game may indicate to the player on the title screen that there is a move
`
`5 waiting to be played. The player then has the option of playing that move or starting a new
`
`game. When the player finally sends a move after the game has set the executable move
`
`flag at step 470, the flag will be removed.
`
`As shown in Figure 6, a game may be started at step 600 by playing a move which was
`
`IO
`
`stored in memory or received by email. Each game has a unique filename and associated
`
`extension for the relevant game packets. This means that if a player double-clicks on a
`
`game packet, the game packet extension (recorded in the system's extension registry) will
`
`dictate which game executable code the game packet is associated with and the code for
`
`that game will automatically be executed, thereby beginning the game. This is analogous
`
`15
`
`to, for example, launching a resident Microsoft Word application by double-clicking on a
`
`file having a ".doc" file extension. If the game move is initiated by double clicking the
`
`game packet at step 605, the game packet is loaded into memory at step 610, and at step
`620 the game checks if there is a game already in progress. If there is no other game
`
`running, the game continues as normal at step 655 and proceeds to step 500. If there is
`
`20
`
`already a game running, then the move data is sent to that game at step 635.
`
`If a stored move (stored on disk or on the email server) is dragged onto the game at step
`
`625, the game packet is loaded into dynamic memory reserved for the game executable at
`
`step 630. Following steps 630 and 635, the game checks whethe

This document is available on Docket Alarm but you must sign up to view it.


Or .

Accessing this document will incur an additional charge of $.

After purchase, you can access this document again without charge.

Accept $ Charge
throbber

Still Working On It

This document is taking longer than usual to download. This can happen if we need to contact the court directly to obtain the document and their servers are running slowly.

Give it another minute or two to complete, and then try the refresh button.

throbber

A few More Minutes ... Still Working

It can take up to 5 minutes for us to download a document if the court servers are running slowly.

Thank you for your continued patience.

This document could not be displayed.

We could not find this document within its docket. Please go back to the docket page and check the link. If that does not work, go back to the docket and refresh it to pull the newest information.

Your account does not support viewing this document.

You need a Paid Account to view this document. Click here to change your account type.

Your account does not support viewing this document.

Set your membership status to view this document.

With a Docket Alarm membership, you'll get a whole lot more, including:

  • Up-to-date information for this case.
  • Email alerts whenever there is an update.
  • Full text search for other cases.
  • Get email alerts whenever a new case matches your search.

Become a Member

One Moment Please

The filing “” is large (MB) and is being downloaded.

Please refresh this page in a few minutes to see if the filing has been downloaded. The filing will also be emailed to you when the download completes.

Your document is on its way!

If you do not receive the document in five minutes, contact support at support@docketalarm.com.

Sealed Document

We are unable to display this document, it may be under a court ordered seal.

If you have proper credentials to access the file, you may proceed directly to the court's system using your government issued username and password.


Access Government Site

We are redirecting you
to a mobile optimized page.





Document Unreadable or Corrupt

Refresh this Document
Go to the Docket

We are unable to display this document.

Refresh this Document
Go to the Docket