Sport contest equalizer system

Data processing: generic control systems or specific application – Specific application – apparatus or process – Contest or contestant analysis – management – or monitoring

Reexamination Certificate

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Details

C273S440000

Reexamination Certificate

active

06597960

ABSTRACT:

BACKGROUND OF THE INVENTION
1. Field of the Invention
This invention relates to a system and to a method for orchestrating team sport contests based upon such system. More specifically, this invention relates to a system for leveling the playing field between two mismatched sports teams, in an interactive competition between them, by a series or combination of game rules to reduce the competitive advantage of the better team relative to the inferior team.
2. Description of the Prior Art
The handicapping of individual players of unequal skill, strength or ability is a common practice to make the individuals, who are mismatched in a given competitive contest, more competitive.
Competing Against A Course—For example, in a golf match, the golf course is rated independent of the skill or strength of the players. In addition, men and women generally have different tees from which to hit their drives, the ladies' tees being closer to the hole/greens than the mens' tees. In addition, individual golfers of different skill and ability, will generally have a “handicap” for various rated holes within a golf course to equalize each individual player relative to the rated difficulty (par) of the course. Thus, individual players are allowed to have one or more strokes deducted from their score on a given hole on a specific course, depending upon their handicap and the handicap assigned to a given hole. Notwithstanding, the use of such handicapping system to equalize players relative to a golf match, the individuals are playing against the course, rather than against one another. Thus, whatever competition does exist, the individual skill and effort of each player is directed to bettering his own score or performance, as opposed to preventing his opponent from attaining a lower score for the same hole (e.g. no interactive competition).
Interactive Sports Competition—In contrast to a golf match, the winner in interactive competition is determined by: (a) one competitor scoring more points or goals (e.g., soccer or basketball) than his opponent; and, (b) by limiting the competitor from scoring points or goals. More specifically, the individual or team having the natural or inherent advantage relative to its opponent will generally prevail (win) because it will accumulate more goals or baskets or touchdowns. Thus, the New York Knicks will generally be favored to defeat the NCAA Champion, on any given day, because the skill and talent of the team members, in the aggregate, overwhelm the skill and talent, in the aggregate, of the NCAA Champion. Accordingly, the best that can be hoped for in a mismatch between the Knicks and the NCAA Champion, is that the underdog team will somehow loose by less than expected (the point spread). The point spread is a statistically derived competitive advantage, expressed in terms of a forecast of how many more points or goals the better team shall score over the inferior team.
The point spread affords a wagering opportunity on a sports contest where one team is mismatched relative to another, and the outcome (winner) of the sports event is predictable with a high degree of certainty. Thus, unless an individual fan is also wagering on a sporting event, the spectator interest in such an event is marginal, because the outcome is predicable. Accordingly, even a die hard sports fan has only marginal interest in attending a sporting event to watch his home town team lose, even if the loss is less than expected (the spread). A loss by less than the point spread is no small comfort to the die hard fan that attends these sporting events to root his home team on to victory over the opponent.
When the spectator value for such an event is de minimis, the attendance at venues which host such events, and television revenues for such team competitions, will invariably fall short of expectations, and such sports teams shall fail as viable business opportunities.
Implementation Of Game Rules To Control Player Interactions—In contact sports contests, efforts at limitation or control of the contact between players have been implemented slowly, and primarily to avoid injury to high priced athletic talent. For example, in football, the quarterback is generally accorded a degree of protection when he attempts to run the football by sliding to avoid contact with an opposing player. Similarly, a football punter and punt receiver are each insulated from an on-rushing tackler because of their vulnerability to injury; it being a penalty to rush into the punter without also blocking the kick, and tackling of the punt receiver who calls for the “fair catch.”In each instance, the rules of the game are modified to protect a player from injury, without otherwise altering the game dynamics. Where an infraction of the rules occurs, the offending team is penalized within the structure of the game. Notwithstanding, the enforcement of such rules, the game dynamics is not otherwise altered. Thus, each team generally adopts a game plan for each of its offensive and defensive squad, and, unless forced by its opponent to alter such plan, will adhere to such plan in the contest against its opponent: Obviously, the game plan or strategy may change, depending upon its opponents success at scoring or defending against the game plan. The game plan is, however, within the exclusive province of each of the opposing teams; and, thus, each team has exclusive control over the players who take the playing field, the position each player is assigned, the adjustments in its game plan to off-set its opponents strategy, and the match-ups of its players against the players of its opponents. Accordingly, the team that has more talent, both on its starting team and on its bench, will generally prevail in a contest with a less well staffed team.
Implementation Of Game Rules To Alter Game Dynamics—In hockey, referee control over the player interaction, and to enforce rule compliance, is accomplished by assessment of penalties against players for game rule infractions. Unlike football, penalty assessment for hockey rule infractions are calculated to alter the game dynamics. More specifically, the penalized team is generally penalized by the loss of services of the offending player on the ice for anywhere for 3 to 5 minutes, while the opposing team enjoys a man advantage. The mismatch in the number of players can generally result in a score against shorthanded team by the team that suffered the foul. Similarly, if a player is fouled on a breakaway, the fouled player may be accorded a penalty shot on goal. Similarly, in soccer, referee enforcement of the rules and player control is accomplished by “carding” a player for rule infraction, or assessment of a penalty shot. In each of football, hockey and soccer, game rule enforcement is designed primarily to protect players from injury. Accordingly, penalty assessment, in each instance, is not designed to effect the game dynamics, nor to afford an underdog or less competitive team, a level playing field relative to a superior opponent, but rather to preserve referee control over play and to prevent player injury. Assuming the players on each team play within the game rules, the superior team retains its advantage over the inferior team, and the contest result is predictable.
Except in the limited instances set forth above (e.g. assessment of penalties for game rule infractions), there is no comparable mechanism to reduce the effectiveness of a competitor to accord an inferior opponent an improved chance of prevailing in an interactive sports contest wherein each of the teams are mismatched.
A number of systems have been proposed to alter the game dynamics of an interactive sports contest in favor of the less competitive team. The following patent is representative of such a system within the context of the interactive sports of tennis and volleyball.
U.S. Pat. No. 5,976,039 (to Epel, et al., issued Nov. 2, 1999), discloses system and method for handicapping a ball game such as tennis or volleyball between opponents of lesser and greater skills, by varying or moving at le

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