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Claims  |
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We claim:
1. A method, comprising the steps of:
executing a computer game program by a first processor to generate a
computer game outcome;
encoding the computer game outcome by a second processor to generate an
encoded message;
providing said encoded message to a user; and
providing by said user said encoded message to a device configured for
decoding said encoded message.
2. The method of claim 1 wherein said encoded message contains information
selected from the group consisting of (a) a random number generated by a
central computer, (b) a number corresponding to a time at which said
outcome was generated, (c) a number which is incremented upon each
successive outcome of said computer game and (d) an end parameter received
from a central computer.
3. The method of claim 1 wherein at least a portion of said encoding step
occurs in a device selected from the group consisting of (a) a secure
processor, (b) a dongle, (c) a separate cryptographic processor and (d) a
plug-in module.
4. A method, comprising the steps of:
receiving from a user an encoded message corresponding to an outcome of a
computer game;
decoding said encoded message to retrieve said outcome; storing for further
use said decoded message; and
metering time use of said computer game.
5. The method of claim 4 wherein said decoding step comprises the step of
decrypting said encoded message using an algorithm selected from the group
consisting of (a) a symmetric key algorithm, (b) a public key algorithm
and (c) a hashing algorithm.
6. The method of claim 4 wherein said encoded message includes information
selected from the group consisting of (a) tamper evident information, (b)
unique digital signature information and (c) end parameter information.
7. The method of claim 4 further comprising the step of transmitting an end
parameter to said computer game for inclusion in said encoded message.
8. The method of claim 4 further comprising the steps of transmitting an
input parameter to said computer game and receiving an output parameter,
corresponding to said input parameter, from said computer game.
9. A computer device comprising:
means for executing a computer game program to generate a computer game
outcome;
means for metering an amount of time of use of said computer game program;
means for encoding the computer game outcome to generate an encoded
message; and
means for providing said encoded message to a user.
10. The computer device of claim 9 wherein said means for encoding
generates said encoded message by using information selected from the
group consisting of (a) tamper-evidence information, (b) user identity
information, (c) unique digital signature information, (d) global
positioning information regarding a global position of said computer
device, (e) a random number generated by a central computer, (t) a number
corresponding to a time at which said outcome was generated, (g) a number
which is incremented upon each successive outcome ot said computer game
program, (h) an end parameter received from a central computer, (i)
symmetric key information, (j) public key information, and (k) hashing
algorithm information.
11. A computer device, comprising:
means for receiving from a user an encoded message corresponding to an
outcome of a computer game;
means for decoding said encoded message to retrieve said outcome;
means for storing the decoded message; and
means for metering an amount of time of use of said computer game.
12. The computer device of claim 11 wherein said means for decoding
performs an additional function of decrypting said encoded message using
information selected from the group consisting of (a) a symmetric key
algorithm, (b) a public key algorithm, (c) a hashing algorithm and (d) a
cryptographic protocol.
13. The computer device of claim 11 wherein said means for decoding
performs an additional function of decoding said encoded message to
retrieve information selected from the group consisting of (a) tamper
evidence information, (b) unique digital signature information and (c) end
parameter information.
14. A computer device comprising:
a computer readable medium having computer readable program code means
embodied therein, said computer readable program code means comprising
encoding means for causing said computer device to generate an encoded
message representing an outcome of a computer game, code means for causing
said computer device to provide said encoded message to a user and
metering means for metering an amount of time of use of said computer
game.
15. The computer device of claim 14 wherein said encoding means performs an
additional function of causing said computer device to generate said
encoded message including information selected from the group consisting
of (a) tamper-evidence information, (b) user identity information, (c)
unique digital signature information, (d) global positioning information
regarding a global position of said computer device, (e) a random number
generated by a central computer, (f) a number corresponding to a time at
which said outcome was generated, (g) a number which is incremented upon
each successive outcome of said computer game, (h) an end parameter
received from a central computer, (i) symmetric key information, (j)
public key information, and (k) hashing algorithm in formation.
16. A computer device comprising:
a computer readable medium having computer readable program code means
embodied therein, said computer readable program code means comprising
decoding means for causing said computer device to decode an encoded
message corresponding to an outcome of a computer game, fraud-detection
code means for causing said computer device to determine whether said
outcome is fraudulent, and metering means for metering an amount of time
of use of said computer game.
17. The computer device of claim 16 wherein said decoding means performs
the function of causing said computer device to decrypt said encoded
message using information selected from the group consisting of (a) a
symmetric key algorithm, (b) a public key algorithm, (c) a hashing
algorithm and (d) a cryptographic protocol, (e) tamper evidence
information, (f) unique digital signature information and (g) end
parameter information.
18. A method, comprising the steps of:
executing a computer game program to generate a computer game outcome;
metering time use of said computer program to generate metered time
information;
encoding the computer game outcome and said metered time information to
generate an encoded message; and
providing said encoded message to a user.
19. The method of claim 18 further comprising the step of:
providing by said user said encoded message to a device configured for
decoding said encoded message.
20. The method of claim 18 wherein said encoded message contains
information selected from the group consisting of (a) a random number
generated by a central computer, (b) a number corresponding to a time at
which said outcome was generated, (c) a number which is incremented upon
each successive outcome of said computer game and (d) an end parameter
received from a central computer.
21. The method of claim 18 wherein said encoding step comprises encoding
the computer game outcome by a first processor, and wherein said executing
step comprises executing said computer game program on a second processor.
22. The method of claim 18 wherein at least a portion of said encoding step
occurs in a device selected from the group consisting of (a) a secure
processor, (b) a dongle, (c) a separate cryptographic processor and (d) a
plug-in module.
23. A method, comprising the steps of:
receiving from a user an encoded message corresponding to an outcome of a
computer game and metered time use information of said computer game;
decoding said encoded message to retrieve said outcome and said metered use
information; and
storing for further use said decoded message.
24. The method of claim 23 wherein said decoding step comprises the step of
decrypting said encoded message using an algorithm selected from the group
consisting of (a) a symmetric key algorithm, (b) a public key algorithm
and (e) a hashing algorithm.
25. The method of claim 23 wherein said encoded message includes
information selected from the group consisting of (a) tamper evident
information, (b) unique digital signature information and (c) end
parameter information.
26. The method of claim 23 further comprising the step of transmitting an
end parameter to said computer game for inclusion in said encoded message.
27. The method of claim 23 further comprising the steps of transmitting an
input parameter to said computer game and receiving an output parameter,
corresponding to said input parameter, from said computer game.
28. A computer device, comprising:
means for receiving from a user an encoded message corresponding to an
outcome of a computer game and metered time use information of said
computer game;
means for decoding said encoded message to retrieve said outcome and said
metered use information; and
means for storing the decoded message.
29. The computer device of claim 28 wherein said means for decoding
performs an additional function of decrypting said encoded message using
information selected from the group consisting of (a) a symmetric key
algorithm, (b) a public key algorithm, (c) a hashing algorithm and (d) a
cryptographic protocol.
30. The computer device of claim 28 wherein said means for decoding
performs an additional function of decoding said encoded message to
retrieve information selected from the group consisting of (a) tamper
evidence information, (b) unique digital signature information and (c) end
parameter information.
31. A computer device comprising:
a computer readable medium having computer readable program code means
embodied therein, said computer readable program code means comprising (a)
encoding means for causing said computer device to generate an encoded
message representing an outcome of a computer game and metered time use of
said computer game, and (b) code means for causing said computer device to
provide said encoded message to a user.
32. The computer device of claim 31 wherein said encoding means performs an
additional function of causing said computer device to generate said
encoded message including information selected from the group consisting
of (a) tamper-evidence information, (b) user identity information, (c)
unique digital signature information, (d) global positioning information
regarding a global position of said computer device, (e) a random number
generated by a central computer, (f) a number corresponding to a time at
which said outcome was generated, (g) a number which is incremented upon
each successive outcome of said computer game, (h) an end parameter
received from a central computer, (i) symmetric key information, (j)
public key information, and (k) hashing algorithm information.
33. A computer device comprising:
a computer readable medium having computer readable program code means
embodied therein, said computer readable program code means comprising (a)
decoding means for causing said computer device to decode an encoded
message corresponding to an outcome and metered time use of a computer
game and (b) fraud-detection code means for causing said computer device
to determine whether said outcome is fraudulent.
34. The computer device of claim 33 wherein said decoding means performs
the function of causing said computer device to decrypt said encoded
message using information selected from the group consisting of (a) a
symmetric key algorithm, (b) a public key algorithm, (c) a hashing
algorithm and (d) a cryptographic protocol, (e) tamper evidence
information, (f) unique digital signature information and (g) end
parameter information.
35. A computer device comprising:
a memory device configured to store a computer game program; and
a processor configured to:
execute a computer game program to generate a computer game outcome;
meter use of said computer program to generate metered time information;
encode the computer game outcome and said metered time information to
generate an encoded message; and
provide said encoded message to a user.
36. A computer device, comprising:
a processor adapted to:
receive from a user an encoded message corresponding to an outcome of a
computer game and metered time use information of said computer game;
decode said encoded message to retrieve said outcome and said metered time
use information; and
store for further use said decoded message; and
a memory device configured to store said decoded message for further use.
37. A method, comprising the steps of:
executing a computer game program by a first processor to generate a
computer game outcome;
encoding the computer game outcome by a second processor to generate an
encoded message;
providing said encoded message to a user for transmission to a remote
device configured for decoding said encoded message. |
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Claims  |
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Description  |
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BACKGROUND
1. Field of the Invention
The present invention relates generally to authentication of computer
generated game or test results ("outcomes"), and more particularly, to a
system by which persons who play games or take tests on a game or testing
computer, respectively (hereinafter the "game computer" or "testing
computer"), may submit the outcomes of the games or tests to a central
authority having at least one central computer, and have the central
computer "certify" those outcomes as being accurately reported and fairly
achieved. This certification of the computer generated result constitutes
a "remote-auditing" of the activity taking place on the game computer. In
one application, the system enables computer generated game tournaments in
which players play the games on game computers and compete against each
other by submitting the outcomes for those tournament games to the central
computer, which certifies the outcomes and rates and ranks the players. In
another application, the system provides for players of computer games to
obtain a certified ranking and rating without participation in a
tournament. In other embodiments, the system provides for
self-authentication and certification of outcomes for games played on the
game computer by the game computer itself, or for mutual-authentication
and certification of such outcomes on any other game computer in the
system. The system further enables the submission and certification of
test outcomes using the same methodology.
The present invention also provides for "pay-per-use" in the home video
game environment, where any game computer may be turned into a video game
arcade machine by metering usage of the game computer and/or game programs
that run on the game computer. Players simply pay per game, or for play
over a specified period of time in accordance with different pricing
protocols. The invention also allows for "time-dependent disablement"
which lets players acquire game consoles for a relatively low down
payment. Charges for game play may then be incurred on a daily, weekly,
monthly, or some other periodic basis.
2. Description of the Prior Art
Tournaments are a popular form of recreation and are amenable to many forms
of organized activities, such as sports or games. There are two primary
types of tournaments. In the first, players compete against one another
(i.e., head-to-head), singularly or in teams, under controlled conditions.
Examples include boxing, chess, karate and the like. In the second,
players play a game without direct or simultaneous interaction with
another player, where the player having the best score (e.g., golf,
bowling, etc.), fastest time to completion (e.g., puzzles) or some
combination thereof is pronounced the winner. Winners earn recognition for
their skill and sometimes even prizes. Accomplished players of games of
skill are often provided with an officially recognized ranking, rating
and/or title.
Classic tournaments are usually held at a specific time and at a specific
location, where they are conducted under a set of rules which apply
equally to all contestants, and under the supervision of one or more
judges and/or a sanctioning authority. A typical chess tournament may
include one hundred to two hundred players who get together at a central
location. They pay an entry fee and play a series of games over the course
of a specified time period under the auspices of an officially sanctioned
tournament director(s). At the end of the competition, the players are
ranked and cash prizes are awarded to the top finishers. The United States
Chess Federation administers a national rating system that ranks players
with a numerical rating based upon the results of tournament sanctioned
games against other rated players. Ratings may change over time as the
player wins and loses games played in ongoing tournaments. Various rating
ranges are given named titles. For example, an "Expert" chess player has a
rating of between 2,000 and 2,200 and a "Master" chess player has a rating
over 2,200 and so on.
The aforementioned tournaments have several drawbacks. Since most
tournaments are held at some specified location, it is likely that some
players may have to travel an appreciable distance, incurring expenses for
travel, food, lodging and the like. Furthermore, it is often difficult to
schedule a given tournament at a time that is convenient for all
participants. In addition, there are only a limited number of sanctioned
tournament directors who are available to run such tournaments. Since the
fundamental object of any tournament is to ensure the integrity and
authenticity of the results, without a tournament director, the results of
the tournament are not verifiable. It is also difficult and impractical to
run niche tournaments that appeal to a very small segment of the
population, as the fixed costs associated with running a tournament can
make it economically impractical where only a few participants are
involved.
Aside from the so-called classic tournaments mentioned above, the players
of many popular computer generated games enjoy competing for bragging
rights as to who has the best score. Most arcade gaming machines typically
display a series of high scores identifying the most recent top scoring
players who played on a specific machine. Similarly, some dedicated game
systems such as Nintendo, Sega and the like, and personal computers with
dedicated game software, may display a series of high scores identifying
top scoring players. While this enables a player who achieves a
sufficiently high score to compare his or her performance with other
players who have played on that particular machine or computer with that
software, there is no way to prevent players from lying to others about
their "purported" score. Therefore, there exists a need for a system
whereby players of such games can register their scores with a central
computer that certifies the scores and enables players to receive their
ranking/rating with respect to other players on a national or even
worldwide scale. In this connection, such a system could enable players of
such games to participate in "electronic" tournaments where players either
play individually or in teams on independently disposed game computers, or
head-to-head via an on-line connection between at least two competing
players.
One approach to electronic tournaments is disclosed in U.S. Pat. No.
5,083,271 to Thacher et al. ("Thacher"). In the Thacher system, a
plurality of gaming terminals are networked to a central computer. A
player purchases credit, enters a tournament, and is assigned a unique
identification code. This identification code is stored in the gaming
terminal and at the central computer. The player then proceeds to play a
tournament game on the gaming terminal. When the player has finished the
game, the player's score is transmitted to the central computer along with
the player identification code and a game identification number. The
central computer sorts through all of the scores at the conclusion of the
tournament and determines a winner. The Thacher patent claims to provide
some level of protection against substitution of players by utilizing a
separate personal identification code for each player. Thus, to the extent
that a player's personal identification code is not compromised, the
person playing the game is uniquely identified with the achieved score.
This arrangement has disadvantages, however, including the extensive
network between all of the participatory game terminals, and the inability
to verify that the scores in the tournament games were accurately reported
and fairly achieved. For example, there is nothing in the Thacher system
which prevents a player from modifying the game software to produce a more
favorable outcome, or from intercepting communications of score and
identification data from the remote gaming terminal to the central
computer and then altering the same to register a false score.
Another well known system for "authenticating" video game scores utilizes a
primitive method in which players take photographs of both video screens
containing game scores and the game console, and then mail the pictures to
a central authority. The monthly magazine Nintendo POWER publishes the
Power Players' Arena, in which top scoring players are identified. Top
scoring players receive Nintendo POWER Stamps which can be redeemed for
prizes. The photograph of the video screen ostensibly prevents a player
from simply making up a score. The photograph of the video screen and the
game console supposedly enables the central authority to determine whether
the player has utilized any unauthorized device to change the standard
play conditions for the game. This system has a number of disadvantages.
Taking a clear photograph of a video display is often difficult due to the
reflective nature thereof. There is also a considerable amount of time
that is required to transmit the photograph to the central authority and
players must wait for the scores to be authenticated by Nintendo and
thereafter published. This system is also vulnerable to players hacking
the game software. No effort is made to determine whether or not the game
software was tampered with. The use of well known interposing devices such
as the GAME GENIE, which fits into the access port of a standard game
console and enables codes to be entered that temporarily change the play
conditions as software instructions are loaded into the read-write memory
of the game console from the read-only memory of the game cartridge, is
ostensibly prevented by requiring that a photograph of the entire game
console accompany the photograph of the video screen. However, players can
easily circumvent this problem by playing a game with an interposing
device, taping the output with a VCR, thereafter removing the interposing
device, and then playing back the recorded game for a subsequent
photograph to be made without the interposing device installed in the game
console.
Thus, there exists a need for a system that enables game computers
operating independently at different times or in different places to
certify their game outcomes in a manner that can be verified by a
recipient thereof for purposes of comparison with other game outcomes. The
system should allow such certification to be performed either by another
game computer, or by a central computer. The system should not require
complicated networking or real-time connections between the game
computers, or between each game computer and the central computer during
game play. The system should further allow for establishing the players'
ranking, rating and/or title with respect to other players of the games
based upon the players' certified scores.
In view of the above, there also exists a need for a system which permits
players to participate in tournaments on game computers at any place and
any time, without requiring complicated and costly networks or an on-line
connection between the game computer and a central computer while the game
is being played, without the need for the players to go to a specified
location, and without the need to have an officially sanctioned tournament
director present where the games are being played while still ensuring the
authenticity of the participants' scores. The system should further allow
for establishing the players' ranking, rating and/or title in the
tournaments with respect to other players of the games based upon the
player's certified scores.
It is also known in the art to remotely control and monitor the use of
video game software as disclosed in U.S. Pat. No. 5,497,479 to Hornbuckle.
This patent teaches a system whereby rental software is downloaded from a
central computer to a remote control module (RCM) which is operably
associated with a game computer. The RCM operates to receive rental
software packages from the central computer, and to control and verify the
use of such software on the game computer. The rental software resides in
the insecure memory of the game computer. A portion of the software is
referred to as a "key module", a part of the software that is essential to
program execution and without which the overall program will not execute
on the game computer. The key module resides in an encrypted format, and
must be decrypted by the RCM. After such decryption, the key module is
loaded with the rest of the program into the RAM of the game computer for
execution. When the program is terminated, the decrypted instructions are
erased from the RAM of the game computer. The RCM records the elapsed time
between starting and stopping of the rental program, and stores such
information in its memory for subsequent processing.
The Hornbuckle system suffers a primary drawback in that the key module
resides in the insecure RAM of the game computer, thereby enabling a
hacker to get at the key module, and allowing replacement of the key
module in the data storage of the game computer. It would therefore be
desirable to provide a system in which the use of game programs can be
metered using cryptographic protocols without compromising secure
encrypted portions of the such programs by not loading the same in
unencrypted format into the insecure memory of a game computer. It would
also be desirable to provide a system in which use of the game computer
itself can be metered using similar protocols.
SUMMARY OF THE INVENTION
In view of the foregoing, it is an object of the present invention to
provide a system for enabling geographically dispersed tournaments for
computer generated games in which players can participate from virtually
any location where they have access to a game computer (e.g., at home),
without the need for an on-line connection between the game computer and
the central computer while the game is being played.
It is another object of the present invention to provide a system for
certifying the outcome of a computer generated game on a game computer and
for ranking and rating the player based on that outcome or an aggregation
of outcomes, with respect to other players of the game, by authenticating
the outcome(s) of the game utilizing a central computer, either in
connection with a given tournament or independent thereof, thereby
eliminating the need for a trusted third party to be present at the
tournament site or to be on-line to ensure that the outcomes were
legitimately achieved and accurately reported.
It is a further object of the present invention to provide a system that
enables a test taker of a computer administered test on a game computer,
where the test is not provided on-line, the test software residing or
associated with the game computer, to have his or her test score certified
with a central computer and to obtain a ranking and rating with respect to
other test-takers.
It is another object of the present invention to provide a system for
certifying outcomes of computer generated games played on game computers,
and for ranking and rating the players of such games based on their
outcomes or an aggregation of their outcomes, with respect to other
players of the games, with a central computer having a database storing a
unique attribute or identifier for each game computer or software, by
generating authenticatable messages on the game computer that represent
the players' game outcomes and the unique attribute or identifier
associated with the particular game software or the game computer, and
authenticating the authenticatable message at the central computer using
cryptographic protocols.
It is a further object of the present invention to provide a system for
providing cash prizes or other awards or tokens of recognition for players
in accordance with their certified ranking and/or rating as described
above.
It is another object of the present invention to provide a system for
certifying times to completion for races of skill played on game computers
which start at designated times, either in connection with a given
tournament or independent thereof, where the first participant to complete
the game and have his or her time of completion certified by the central
computer is declared the winner, and for enabling the participants to be
ranked and rated with respect to each other.
It is a further object of the present invention to provide a system for
races of skill tournaments, where the start times of the games are
variable and players are ranked by the length of time it takes to finish
playing the games as determined by a clock associated with the game
computer or an external clock signal broadcast over a mass communications
means, where the time is authenticated at the central computer and the
player finishing a given game in the shortest amount of time is declared
the winner.
It is yet another object of the present invention to provide a system for
rating/ranking players in tournaments engaged in races of skill as
described above, where the players obtain scores for the games where these
scores are adjusted by the amount of time it took to complete the games
and/or any other play conditions, at the central computer.
It is still another object of the present invention to provide a system for
rating/ranking players in tournaments where groups of players form teams
and the team scores are certified and ranked at the central computer.
It is a further object of the present invention to provide a system in
which players engage in tournaments on game computers, where a start
message which enables tournament play contains variables which are read by
the game computers and direct the game programs to set game parameters
based on player's individual ratings or other parameters, with certain
specified attributes or other programmed characteristics, e.g.,
difficulty, variability, randomness, etc.
It is another object of the present invention to provide a system in which
players engage in tournaments on game computers where the players decide
when they want to enter the tournaments and play.
It is a further object of the present invention to provide a system in
which players engage in tournaments on game computers and where hardware
security and/or cryptographic protocols are utilized to ensure the
fairness and integrity of the tournament.
It is yet another object of the present invention to provide a tournament
system using cryptographic and other protocols, where a trusted third
party is not required to prevent undetected player substitution.
It is another object of the present invention to provide a system where the
outcomes of computer games of chance are submitted to a central authority
and certified using cryptographic and other protocols.
It is still another object of the present invention to provide a system in
which players of video games having different ratings/skill levels may
play head-to-head matches where the playing conditions during the game are
equalized in response to handicap codes.
It is a further object of the present invention to provide a system wherein
a computer generated result or outcome obtained on a computer is
incorporated into an Authenticatable Outcome Message by the computer, and
may be subsequently authenticated on the computer with cryptographic
protocols.
It is yet another object of the present invention to provide a system in
which a computer generated result or outcome obtained on any computer in
the system is incorporated into an Authenticatable Outcome Message by that
computer, and may be subsequently authenticated on any other computer in
the system with cryptographic protocols.
It is still another object of the present invention to provide a system in
which all data in connection with recreating a game played on a game
computer may be stored on removable data memory media in an
authenticatable format and subsequently used to generate a replay of the
game on any game computer in the system by authenticating the data using
cryptographic protocols.
It is yet another object of the present invention to provide a system in
which a device placed between a game computer and a TV, reads the data in
a video output signal to obtain an outcome for the game from the video
output signal, and incorporates the outcome into an Authenticatable
Outcome Message.
It is still another object of the present invention to provide a system in
which a device compatible with a VCR is placed between a game computer and
a TV, reads the data in the video output signal, converts the data to
digital format, makes the data authenticatable using cryptographic
protocols, and stores the authenticatable data in data memory media for
subsequent authentication and play back.
It is yet another object of the present invention to provide a pay-per-use
system for enabling video arcade type play on home game computers.
It is still another object of the present invention to provide a
pay-per-use system for enabling time-dependent disablement with
cryptographic protocols of game computers and/or game software.
It is yet another object of the present invention to provide a novel
multi-functional game controller for implementing the foregoing with
existing game console-type game computers.
In accordance with the foregoing objects, the present invention comprises a
system for authenticating the outcomes of computer generated games played
on game computers, and for certifying those outcomes as being accurately
reported and fairly achieved. The system provides for such certification
in connection with tournaments or independent thereof. The system
generally comprises, in one embodiment, a plurality of game computers,
where each game computer includes associated memory and a processor for
executing programs from its associated memory. The term "associated
memory" is intended to include the internal read only memory ROM and
read-write memory RAM of the game computer, as well as external devices
such as hard disk drives, CD-ROM drives, floppy disk drives, game
cartridges and the like. This memory is generally insecure, and may also
be referred to as an insecure data source. The game computer contains game
software including at least one game program that is executed by the
processor to enable a player to play a game on the game computer. The
games may be games of skill, races of skill, games of chance, predictions
on future events of which the outcome is uncertain, and the like. In a
game of skill, the game has an outcome as a result of game play, where the
outcome is defined as the entire set of results of the game, including a
score, time to completion, all data relating to the game itself, and any
play related data. In the present invention, the outcome of the game is
incorporated into an Authenticatable Outcome Message AOM that may be
subsequently authenticated on the same game computer itself, any other
game computer, or by a central computer. In some embodiments described
herein, the authentication process not only authenticates but certifies
the outcome as being accurately reported and fairly achieved.
An authentication means for generating and authenticating authenticatable
messages is operatively associated with the processor of the game
computer. The authentication means comprises what is referred to herein as
an encryption/decryption module that utilizes cryptographic protocols. The
encryption/decryption module may be part of the game software disposed in
the associated memory of the game computer, or dedicated firmware disposed
within the game computer. Preferably, however, the encryption/decryption
module resides within a secure perimeter or security token as described in
detail below. The Authenticatable Outcome Message may include data that
reveals if the game software has been tampered with by the player. This
data is also generated, checked and verified using cryptographic
protocols, and is described in more detail below. An authenticated outcome
that is determined to have been achieved without cheating the game
software or the game computer is certified. The Authenticatable Outcome
Message generated by the encryption/decryption module may be subsequently
authenticated on the same game computer, on any other game computer with
an encryption/decryption module, or by a central authority on a central
computer.
The central computer includes an associated memory, a processor for
executing programs from the central computer associated memory, and
central computer authentication means operatively associated with the
processor of said central computer for generating and authenticating
authenticatable messages. The central computer authentication means are
operable to authenticate Authenticatable Outcome Messages to authenticate
game outcomes in response to authentication requests. By checking data
appended to the outcome, the central computer can ascertain whether a
player obtained the outcome by "cheating" the game software. The central
computer may contain a plurality of relational databases for both
certifying scores and managing tournaments. The procedures invoked to
implement these functions are described in detail below and depicted in
the accompanying drawings.
Where a central computer is used to certify outcomes and manage
tournaments, communications between the game computers and the central
computer may be transmitted via a telephone network. The telephone network
may enable communication with live operators, but is preferably coupled to
Interactive Voice Response Units IVRUs. The IVRUs are employed to prompt
players to enter required information in connection with registering for
tournaments and/or for submitting outcomes embodied in Authenticatable
Outcome Messages for certification. Alternatively, the game computers may
establish an on-line connection to the central computer for the purpose of
transmitting registration data and Authenticatable Outcome Messages. The
on-line connection may take place over a data network including commercial
on-line service providers, Internet, World Wide Web, bulletin board
systems or over RF, cable TV, satellite links and the like.
Another aspect of the invention provides for pay-per-use of the game
computer or game programs that are executed on the game computer. The
pay-per-use system includes a meter that communicates with the game
computer, and operates to enable operation of the game computer or
execution of game programs upon authorization from the central computer.
The meter is a secure device, a computer having hardware disposed within a
secure perimeter, capable of generating and authenticating authenticatable
messages as described above. In a preferred embodiment, the meter controls
operation of the game computer and/or game programs using cryptographic
protocols.
In the inventive system, the operating system program of the game computer
and game programs, are referred to as metered programs. Each metered
program is comprised of a Software Control Block, an Insecure Software
Component, and a Secure Software Component. In a first embodiment, the
entire metered program resides in an insecure data source associated with
the game computer, such as a hard disk or the like. The Secure Software
Component is a cryptographically secure set of software instructions, that
are decrypted by the meter and executed on the meter to produce at least
one output parameter upon which the Insecure Software Component depends,
in order to execute the latter on the game computer. The Software Control
Block contains information about the metered program that identifies it to
the meter, and, in some embodiments, enables the meter to calculate costs
for running that program. The meter decrypts and executes the Secure
Software Component as long as it has authorization from the central
computer, in the form of a time or cost limit.
The many aspects of the present invention will best be understood as the
detailed description thereof proceeds with particular reference to the
accompanying drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
FIG. 1A is an overall schematic of the inventive system in one embodiment;
FIG. 1B is an overall schematic of the inventive system in a
self-authentication and mutual-authentication embodiment;
FIG. 2 is an overall schematic of the inventive system in another
embodiment;
FIG. 3 is an overall schematic of the inventive system in still another
embodiment;
FIG. 4A is schematic of the memory arrangement and general components of
the game computer;
FIG. 4B is a schematic of a game cartridge in one embodiment;
FIG. 4C is a schematic of a secure perimeter for the encryption/decryption
module;
FIG. 4D is a schematic of a game cartridge in another embodiment;
FIG. 4E is a schematic of a game cartridge in still another embodiment;
FIG. 4F is a schematic of a game cartridge in yet another embodiment;
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