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Remote-auditing of computer generated outcomes, authenticated billing and access control, and software metering system using cryptographic and other protocols    
United States Patent5970143   
Link to this pagehttp://www.wikipatents.com/5970143.html
Inventor(s)Schneier; Bruce (Minneapolis, MN); Walker; Jay S. (Ridgefield, CT); Jorasch; James (Stamford, CT)
AbstractA computer device and method for encoding a message corresponding to an outcome of a computer game, and a computer device and method for decoding the message to detect a fraudulent outcome. The computer device used to generate the encoded message includes (1) a memory device containing encoding control code and (2) a processor configured to process the encoding control code in conjunction with a computer game outcome to generate an encoded message containing the computer game outcome and to transmit the encoded message to a human-readable output device, such as a display device. The computer device includes various tamper resistant or tamper evidence features. A secure module containing the processor and memory is used to plug into an existing personal computer or dedicated game device. The device also includes a system for metering use of a computer game. The method for encoding the message includes the steps of executing a computer game program to generate a computer game outcome, encoding the computer game outcome to generate an encoded message, and providing the encoded message to a user, who may then transmit the encoded message to a device configured for decoding the encoded message to reveal the computer game outcome. A second central or host computer device is used to decode the encoded message. The second computer device has (a) a memory device containing decoding control code and an encoded message corresponding to a computer game outcome and (b) a processor configured to process the code to decode the encoded message to reveal the computer game outcome.
   














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Patent Text Patent PDF Print Page Summary File History
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Drawing from US Patent 5970143
Remote-auditing of computer generated outcomes, authenticated billing

     and access control, and software metering system using cryptographic

     and other protocols - US Patent 5970143 Drawing
Remote-auditing of computer generated outcomes, authenticated billing and access control, and software metering system using cryptographic and other protocols
Inventor     Schneier; Bruce (Minneapolis, MN); Walker; Jay S. (Ridgefield, CT); Jorasch; James (Stamford, CT)
Owner/Assignee     Walker Asset Management LP (Stamford, CT)
Patent assignment
All assignments
Publication Date     October 19, 1999
Application Number     08/677,544
PAIR File History     Application Data   Transaction History
Image File Wrapper   Patent Term   Fees
Litigation
Filing Date     August 8, 1996
US Classification     713/181 380/251 463/29
Int'l Classification     H04L 009/32
Examiner     Barron Jr.; Gilberto
Assistant Examiner    
Attorney/Law Firm     Alderucci; Dean Morgan & Finnegan LLP,
Address
Parent Case     This Application is a Continuation-In-Part of application Ser. No. 08/561,668, filed Nov. 22, 1995, now U.S. Pat. No. 5,768,382.
Priority Data    
USPTO Field of Search     380/23 463/29
Patent Tags     remote-auditing computer generated outcomes, authenticated billing access control, software metering cryptographic other protocols
   
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ReferenceRelevancyCommentsReferenceRelevancyComments
5297205
Audebert

Mar,1994

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5243652
Teare
380/250
Sep,1993

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5083271
Thacher

Jan,1992

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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.
 Description Submit all comments and votes
 


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;

FIG