What is claimed is:
1. An tournament system for playing online computer games, the tournament system comprising:
a league engine for permitting users of an online gaming system to create and manage an online gaming league, the league engine providing access to league information to members of the league;
a game engine for controlling play of the online games; and
a tournament engine enabling league members to create and participate in online gaming tournaments, the tournament engine recording results of online games played by members and managing progress of the online gaming tournament.
2. The tournament system of claim 1, further comprising a ratings engine for ranking the skill level of league members by calculating a rating for each league member.
3. The tournament system of claim 2, wherein the ratings engine ranks league members at least based in part on the result of the online game and the difference between the rating for each league member participating in the online game.
4. The tournament system of claim 2, wherein the ratings engine ranks league members according to a ladder system in which league members are ranked according to rungs on a ladder and wherein winning an online game against a higher ranked league member move up a rung, and league members losing an online game against a lower league member move down a rung.
5. The tournament system of claim 4 wherein league members must defend their rung by playing lower ranked league members at least a preset number of times in a given time period.
6. The tournament system of claim 4, wherein if a lower ranked player wins an online game against a higher ranked player, the lower ranked player moves up half the number of rungs between the rung of the lower ranked player and the rung of the higher ranked player, and the higher ranked player moves down at least one rung.
7. The tournament server of claim 1, wherein the league engine provides a plurality of league management tools.
8. The tournament server of claim 7, wherein the league management tools include a private game room creation tool.
9. The tournament server of claim 7, wherein the league management tools include a ratings management tool.
10. The tournament server of claim 1, wherein the tournament engine enables creation of a tournament having a single elimination format.
11. The tournament server of claim 1, wherein the tournament engine enables creating of a tournament having a double elimination format.
12. The tournament server of claim 1, wherein tournament pairings are automatically assigned by the tournament engine.
13. The tournament server of claim 1, wherein tournament pairings are automatically assigned by the league member designated as a league administrator.
14. A method of administering an online gaming tournament in which a plurality of users access an online gaming system via a network; the method comprising:
providing access to a gaming environment via a communications network, wherein the gaming environment comprises a plurality of user created game rooms for playing selected online games, the online gaming system providing the functionality and user interface to enable game play;
enabling a user of the online gaming system to create a league in which at least a portion of said plurality of users are members of the league; and
enabling members of the league to create an online gaming tournament in which members play a selected online game against one another in a tournament format, the members of the league customizing the tournament format as desired.
15. The method of claim 14 further comprising recording results of the online games played during the online gaming tournament so as to manage the advance of winning players through the tournament format.
16. The method of claim 14 further comprising rating players based on the result of games played during the online gaming tournament.
17. The method of claim 16 wherein players are rated at least based in part on a difference in a rating for each respective player participating in the online game.
18. The method of claim 14 wherein players are ranked according to a ladder system in which players are ranked according to rungs on a ladder and wherein winning an online game against a higher ranked player causes the player to move up a rung, and players losing an online game against a lower ranked player causes the losing player to move down a rung.
19. The method of claim 18 wherein players must defend their rung by playing lower ranked players at least a preset number of times in a given time period.
20. The method of claim 18 wherein if a lower ranked player wins an online game against a higher ranked player, the lower ranked player moves up half the number of rungs between the rung of the lower ranked player and the rung of the higher ranked player, and the higher ranked player moves down at least one rung.
The claims below are in addition to those above.
All refrences to claim(s) which appear below refer to the numbering after this setence.
1. A method to reduce the chance of losing hyper frame number (HFN) synchronization during data block transmission between a sender and a receiver in a wireless communication system, wherein data blocks may contain a plurality of fields, wherein the method comprising:
at the receiver:
receiving a data block from the sender while the data transmission operation is in an unacknowledged mode;
determining a condition of a particular field of the plurality of fields of the data block; and
ignoring the data block when the condition of the particular field is one of a plurality of abnormal conditions;
wherein ignoring the data block includes treating the data block as if it has never been received instead of treating the data block as missing when maintaining a HFN.
2. The method of claim 1, wherein the particular field is a \u201cLength Indicator\u201d field.
3. The method of claim 2, wherein the one of the plurality of abnormal conditions comprises an invalid length indicator.
4. The method of claim 2, wherein the one of the plurality of abnormal conditions comprises a length indictor having a reserved value.
5. A receiver for reducing the chance of losing hyper frame number (HFN) synchronization during data block transmission between a sender and a receiver in a wireless communication system, wherein data blocks may contain a plurality of fields, wherein the receiver comprising:
receiving a data block from the sender while the data transmission operation is in an unacknowledged mode;
determining a condition of a particular field of the plurality of fields of the data block; and
ignoring the data block when the condition of the particular field is one of a plurality of abnormal conditions;
wherein ignoring the data block includes treating the data block as if it has never been received instead of treating the data block as missing when maintaining a HFN.
6. The receiver of claim 5, wherein the particular field is a \u201cLength Indicator\u201d field.
7. The receiver of claim 6, wherein the one of the plurality of abnormal conditions comprises an invalid length indicator.
8. The receiver of claim 6, wherein the one of the plurality of abnormal conditions comprises a length indictor having a reserved value.