Patent 9978205
Derivative works
Defensive disclosure: derivative variations of each claim designed to render future incremental improvements obvious or non-novel.
Active provider: Google · gemini-2.5-pro
Derivative works
Defensive disclosure: derivative variations of each claim designed to render future incremental improvements obvious or non-novel.
Defensive Disclosure and Prior Art Derivations for U.S. Patent 9,978,205
Publication Date: May 7, 2026
Subject: Technical Disclosures Expanding Upon the Art of Location-Based Restrictions on Networked Gaming
This document serves as a defensive publication to disclose variations, extensions, and alternative embodiments of the system described in U.S. Patent 9,978,205. The intent is to place these concepts into the public domain, thereby establishing them as prior art for any future patent applications.
Axis 1: Material & Component Substitution
Derivative 1.1: Hyper-Local Proximity-Based Gaming Enablement using UWB and BLE
- Enabling Description: This variation replaces generalized GPS-based location determination with a high-precision, indoor positioning system. Gaming clients are equipped with Ultra-Wideband (UWB) transceivers. The gaming venue (e.g., a casino, bar, or stadium) is outfitted with a grid of UWB anchors. The administration server uses Time Difference of Arrival (TDoA) or Two-Way Ranging (TWR) algorithms to calculate the client's position with sub-meter accuracy. This allows for the creation of micro-geofenced zones. For example, a "high-stakes" zone could be enabled near a physical poker room, while a "casual, low-wager" zone is active in a food court. Bluetooth Low Energy (BLE) beacons are used as a secondary, lower-power method to confirm presence within a broader area (e.g., the building itself) before activating the power-intensive UWB radio.
graph TD
subgraph Gaming Venue
UWB_Anchor1[UWB Anchor 1];
UWB_Anchor2[UWB Anchor 2];
UWB_Anchor3[UWB Anchor 3];
BLE_Beacon[BLE Beacon];
end
subgraph GamingClient[Player Gaming Client]
UWB_Transceiver[UWB Transceiver];
BLE_Receiver[BLE Receiver];
App[Gaming Application];
end
AdminServer[Administration Server];
PositioningEngine[Positioning Engine];
RuleEngine[Jurisdictional Rule Engine];
GamingClient -- BLE Signal --> BLE_Beacon;
GamingClient -- UWB Signals --> UWB_Anchor1;
GamingClient -- UWB Signals --> UWB_Anchor2;
GamingClient -- UWB Signals --> UWB_Anchor3;
UWB_Anchor1 & UWB_Anchor2 & UWB_Anchor3 -- Raw Signal Data --> PositioningEngine;
PositioningEngine -- Precise Coordinates (x,y,z) --> AdminServer;
AdminServer -- Coordinates --> RuleEngine;
RuleEngine -- Permitted Game List --> AdminServer;
AdminServer -- Game List --> GamingClient;
Axis 2: Operational Parameter Expansion
Derivative 2.1: Global-Scale, High-Latency Asynchronous Tournament System
- Enabling Description: This embodiment describes the system operating for a massive, global-scale tournament where players are in different jurisdictions and network latency is highly variable. The game type is asynchronous (e.g., a turn-based strategy game or a single-player puzzle challenge for high score). When a player initiates their session, the gaming client sends its location data to the nearest regional administration server. This server validates the location against local laws and authorizes a "session token." The client then downloads the game state (e.g., the puzzle seed, the chess board layout) which is cryptographically signed to ensure all players receive the identical challenge. The player can complete their game turn or session even if they lose connectivity. Upon completion, the game result, along with the session token, is queued and sent to the administration server when connectivity is restored. A central tournament server aggregates results from all regional servers after the tournament period ends to determine winners.
sequenceDiagram
participant PClient as Player Client
participant RegionalAdmin as Regional Admin Server
participant CentralTournament as Central Tournament Server
participant GameServer as Game Content Server
PClient->>+RegionalAdmin: Request Entry (Location Data)
RegionalAdmin->>RegionalAdmin: Validate Location vs. Local Laws
RegionalAdmin-->>-PClient: Authorize Session (Session Token)
PClient->>+GameServer: Request Game State (w/ Token)
GameServer-->>-PClient: Signed Game Seed/State
Note over PClient: Player completes game offline/asynchronously
PClient->>+RegionalAdmin: Submit Result (Signed Result, Token)
RegionalAdmin->>RegionalAdmin: Verify Result Signature
RegionalAdmin->>+CentralTournament: Forward Validated Result
Note over CentralTournament: Tournament period active...
CentralTournament->>CentralTournament: Aggregate all results
CentralTournament-->>RegionalAdmin: Distribute Final Standings/Payouts
RegionalAdmin-->>PClient: Notify Player of Winnings
Axis 3: Cross-Domain Application
Derivative 3.1: Application to Regulated Drone Operations (Aerospace)
- Enabling Description: The core patent logic is applied to a command-and-control (C2) system for a fleet of commercial drones. Each drone is a "client." An "administration server" stores a dynamic, multi-layered map of operational rules based on geospatial boundaries. These rules include no-fly zones (airports, critical infrastructure), altitude restrictions, and payload-specific permissions (e.g., pesticide-spraying drones are disabled over organic farms). Before takeoff and in real-time during flight, the drone transmits its GPS coordinates to the administration server. The server responds with a list of currently "legal" commands or operational profiles. For instance, if a drone approaches a school, the server revokes the "spray" command and may only permit "return to base" or "loiter" commands. This ensures automated compliance with FAA regulations and local ordinances.
graph TD
Drone[UAV Client] -- GPS & Telemetry --> AdminServer[C2 Administration Server];
AdminServer -- Location --> RuleEngine[Geospatial Rule Engine];
RuleEngine -- Query --> GIS_Database[GIS Database (No-Fly Zones, Property Lines)];
GIS_Database -- Rule Data --> RuleEngine;
RuleEngine -- Permitted Command Set --> AdminServer;
AdminServer -- Signed Command Set --> Drone;
subgraph Drone
direction LR
FlightController[Flight Controller];
PayloadSystem[Payload System (e.g., Sprayer)];
end
AdminServer --> FlightController;
AdminServer --> PayloadSystem;
Derivative 3.2: Application to Jurisdictional Telemedicine Platform
- Enabling Description: In this application, the "gaming client" is the interface used by a physician, and the "game options" are medical actions like prescribing medication or ordering specific lab tests. The "administration server" validates the physician's licensing credentials against the patient's current, verified location. When a physician attempts to write a prescription for a controlled substance, the system checks the patient's state laws, the physician's licensing status in that state, and the state's Prescription Drug Monitoring Program (PDMP) database. If all conditions are met, the "prescribe" option is enabled. If the physician is not licensed in the patient's state, only options like "recommend consultation" or "view records" would be available. This ensures strict compliance with the patchwork of state and federal medical laws.
sequenceDiagram
participant PhysicianUI as Physician's EMR Client
participant TelemedServer as Admin Server
participant StateDB as State Licensing & PDMP DB
participant PatientApp as Patient's Device
PatientApp->>+TelemedServer: Report Verified Location
PhysicianUI->>+TelemedServer: Request Patient Session (Physician ID, Patient ID)
TelemedServer->>+StateDB: Verify Physician License for Patient's State
StateDB-->>-TelemedServer: License Status (Valid/Invalid)
TelemedServer->>TelemedServer: Generate Permitted Action List
TelemedServer-->>-PhysicianUI: Enable/Disable UI Features (e.g., Prescribe Button)
PhysicianUI->>PhysicianUI: User attempts to prescribe Drug X
PhysicianUI->>+TelemedServer: Submit Prescription Action
TelemedServer->>TelemedServer: Validate Action Against Permitted List
alt Action is Permitted
TelemedServer->>StateDB: Log prescription with PDMP
TelemedServer-->>PhysicianUI: Prescription Confirmed
else Action is Not Permitted
TelemedServer-->>PhysicianUI: Error: Action not permitted in this jurisdiction
end
Axis 4: Integration with Emerging Tech
Derivative 4.1: Integration with AI for Dynamic Risk Management
- Enabling Description: This derivative integrates a machine learning model into the administration server's Risk Management module. The AI model continuously analyzes real-time data streams, including player location, game choice, wager velocity, and historical player behavior. Its function is to predict and mitigate prohibited activities like collusion or money laundering. For example, if the model detects multiple players in close physical proximity (via UWB ranging) who are consistently joining the same poker tables and exhibiting unusual betting patterns (e.g., one player consistently folding to another), it can flag the activity. The system can then automatically intervene by disabling the ability for these players to join the same table, reducing their maximum wager limits, or presenting them with only single-player game options.
graph TD
subgraph AdminServer
GameAdmin[Game Administration]
RiskML[AI Risk Model]
RuleEngine[Rule Engine]
end
PlayerClient1 -- Game Actions & Location --> GameAdmin;
PlayerClient2 -- Game Actions & Location --> GameAdmin;
PlayerClient3 -- Game Actions & Location --> GameAdmin;
GameAdmin -- Real-time Data Stream --> RiskML;
RiskML -- Collusion Score, Risk Profile --> RuleEngine;
RuleEngine -- Action --> GameAdmin;
GameAdmin -- Modified Game Options --> PlayerClient1;
GameAdmin -- Modified Game Options --> PlayerClient2;
Derivative 4.2: Integration with Blockchain for Provably Fair Wagering
- Enabling Description: This system uses a blockchain (e.g., a permissioned Ethereum-based chain) and smart contracts to manage wagers and payouts. When two players are matched, the administration server deploys a unique smart contract for their game. The players' wagers are sent to the smart contract address, which acts as an escrow. The game itself is run on a centralized gaming server for performance, but the critical game outcome (e.g., final score, winning hand) is cryptographically signed by the server and written to the blockchain. The smart contract is programmed to automatically release the funds (wager minus a house fee) to the winner's wallet address as soon as the valid, signed game outcome is posted on-chain. This creates a transparent, auditable, and tamper-proof record of every game and payout, removing the need for players to trust the central operator for financial settlement. Location verification still occurs off-chain on the administration server before the smart contract is deployed.
sequenceDiagram
participant P1 as Player 1 Client
participant P2 as Player 2 Client
participant AdminServer as Admin Server
participant GamingServer as Game Server
participant Blockchain as Smart Contract
AdminServer->>AdminServer: Match P1 and P2 (Location Verified)
AdminServer->>+Blockchain: Deploy Game Contract
Blockchain-->>-AdminServer: Contract Address
AdminServer-->>P1: Contract Address
AdminServer-->>P2: Contract Address
P1->>+Blockchain: Send Wager to Contract
P2->>+Blockchain: Send Wager to Contract
AdminServer->>+GamingServer: Initiate Game for P1, P2
Note over GamingServer: Game is played...
GamingServer->>GamingServer: Generate and Sign Game Outcome
GamingServer->>+AdminServer: Report Signed Outcome
AdminServer->>+Blockchain: Submit Signed Outcome to Contract
Blockchain->>Blockchain: Verify Signature & Execute Payout Logic
Blockchain-->>P1: Transfer Winnings
Axis 5: The "Inverse" or Failure Mode
Derivative 5.1: Failsafe Operation via "Regulatory Safe Mode"
- Enabling Description: This embodiment describes the system's behavior when a player's location cannot be determined with high confidence. This can occur due to GPS signal loss, suspected VPN/spoofing activity, or conflicting data from multiple location sources (e.g., IP geolocation says Nevada, but cell tower triangulation says California). In this state of ambiguity, the system enters a "Regulatory Safe Mode." It defaults to the most restrictive possible set of rules. This means presenting the player only with gaming options that are legal in all potential jurisdictions and involve no real-money wagering. The game transitions to a "points-only" or "play-for-fun" mode. The UI clearly indicates to the player that functionality is limited due to location uncertainty and provides steps to re-establish a high-confidence location fix.
stateDiagram-v2
[*] --> HighConfidence: Location Fix Acquired
HighConfidence --> HighConfidence: Location Stable
HighConfidence: Real-money wagering enabled.
HighConfidence: Full game library available.
HighConfidence --> AmbiguousLocation: Location Signal Lost/Conflicting Data
AmbiguousLocation --> AmbiguousLocation: Attempting to Re-verify
AmbiguousLocation: Wagering Disabled.
AmbiguousLocation: Only "Play-for-Fun" games active.
AmbiguousLocation --> HighConfidence: High-Confidence Fix Re-acquired
AmbiguousLocation --> [*]: Session Terminated
Combination Prior Art Scenarios with Open-Source Standards
Combination with GeoJSON and PostGIS: The administration server ingests and stores regulatory boundaries (states, counties, tribal lands, specific venue perimeters) as GeoJSON objects in a PostgreSQL database with the PostGIS extension. When a player's coordinates are received, the server performs a highly efficient
ST_Containsquery in PostGIS to determine which polygon(s) the player's point-location falls within. This allows for dynamic and precise updating of legal zones without requiring software recompilation.Combination with OAuth 2.0 and OpenID Connect: The gaming client does not manage player passwords. Instead, it uses the OAuth 2.0 Authorization Code Flow to delegate authentication to a trusted identity provider (e.g., Google, Apple, or a casino's own loyalty program SSO). After authentication, OpenID Connect is used to retrieve a signed ID Token containing the player's verified identity. This token is passed to the administration server, which uses it to authorize the gaming session, reducing the system's security liabilities.
Combination with WebRTC (Web Real-Time Communication): For certain peer-to-peer games (e.g., fast-paced action games), after the administration server has verified player locations and matched them, it acts as a signaling server to broker a direct peer-to-peer connection between the player clients using the WebRTC standard. Game state updates are sent directly between clients over a
RTCDataChannel, providing extremely low latency. The administration server does not need to relay game traffic but still receives periodic heartbeats (with location data) to ensure ongoing compliance and collects the final, signed game result from the clients to determine the winner.
Generated 5/7/2026, 5:33:07 PM