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The best part about the contest is that it is free to enter. The DraftKings Squares contest is similar to a lot of pools that are run for the Super Bowl by people in an office or among friends. You start by selecting a blank square on a game board. When the Super Bowl game begins, those squares will be assigned numbers one through nine. To sign up for the DraftKings Squares contest, simply go to the contest page. You can register for a DraftKings account right here. When you get to the page, you will see a sign-up page that describes how to play the game.

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At the end of each shoe, or when a player wants to leave, the dealer will collect all commissions owed. The rules of standard baccarat are also rephrased here. The player chooses a bet to place player, banker, or tie. Because these bets are unchanged from the standard game of Baccarat. The cards are dealt face down, two cards to the player and two cards to the banker, all face up.

Depending on the two initial hands, both the player and the banker may draw a third card or stand. The hand with the higher total wins. If neither player has a natural, then the play proceeds as follows. If the player has an initial total of , the player draws a third card. If the player then has an initial total of 6 or 7, the player stands.

If the player stands, the banker uses only the banker's own hand and acts according to the same rule as the player the banker draws a third card if the banker has and stands if the banker has 6 or 7. TABLE III Player Draw Card Banker Action banker draws if banker has , stands if banker has banker draws if banker has , stands if banker has banker draws if banker has , stands if banker has 8 banker draws if banker has and stands if banker has A, 9, 10 or banker draws if banker has and stands if banker has face card.

The player player or banker with the highest hand wins. The score of each hand is computed by taking the physical point total of each hand modulo 10, which means that after adding the value of the cards the tens digit is ignored. For example, a hand of 3 and 4 is 7.

A hand of 8 and 6 is scored as 4 14 modulo The first digit is dropped because the total is higher than 9. A hand consisting of 4 and 6 is worth zero. The player can also bet on a tie. If the player's point total equals the banker's point total then the tie bet wins, otherwise the tie bet loses. For example, if the player has a total of 8 but the banker has a 9, the player has lost by one point. Losing by only one point may cause some players some anguish.

The player can be presented with two betting circles, one for the player side bet and one for the banker side bet. The player wins the player side bet if the house beats the player by one point. The player wins the house side bet if the player beats the house by one point.

The standard player and banker bets are not affected by the player side bets and the banker side bets. Table IV represents a paytable where the player bets on the player side bet. In Table IV, first column, the player total would be the lower total and the dealer total is the higher total e. In a further embodiment, not all of the winning combinations in Table IV need be included as winning combinations e.

Other payout structures can be used, and Table IV is merely one example of winning combinations and respective payouts. Thus, the player side bet wins if the player loses by one which is the same as if the banker wins by one. Table IV represents eight decks. Table V below represents a paytable for a banker side bet. In Table V, first column, the banker total would be the lower total and the player total would be the higher total e.

In a further embodiment, not all of the winning combinations in Table V need be included as winning combinations e. Other payout structures can be used, and Table V is merely one example of winning combinations and respective payouts. Thus, the banker side bet would win if the banker loses by one which is the same as if the player wins by one.

Table V represents eight decks. Thus, if the player bets on the player side bet and the player hand loses by a point the player wins the player side bet, otherwise the player side bet loses. If the player bets on the banker side bet and the banker loses by one point then the player wins the banker side bet, otherwise the banker side bet loses. The payouts in Tables IV and Table V are equal, although they are not required to be and in other embodiments the payouts need not be identical for the player side bet and the banker side bet.

For example, the player side bet has a house advantage edge of 2. The paytables shown in Tables IV and V are merely exemplary, and of course other payouts can be used as well. In addition, other point differences can be used as well for example differences of two points instead of one point. Subsets of the combinations in Tables IV and V can be used as well in other words in another embodiment some of the winning combinations can be removed from the winning combinations.

For example, 7 over 6 can pay 5 to 1. If the 7 over 6 pays 5 to 1 instead of 6 to 1, then the house edge is as follows: Player Bad Beat with 8 decks: 4. The method begins with operation , wherein the casino house receives wagers from players on the table. This is done as known in the art, wherein the player places wagers in respective betting circles on the table.

The player can place any combination of wagers the player wishes using the betting circles as illustrated in FIG. From operation , the method proceeds to operation , which deals and resolves the players hand and the banker's hand. This is done as described above and also as described in U. From operation , the method proceeds to operation , which evaluates the point totals.

This is done as described herein. The numerical values of each card in each hand player's hand, banker's hand are added together modulo 10 which means dropping the first digit if the total is greater than 9. From operation , the method proceeds to operation , which resolves the wagers placed in operation If the player bet on the tie bet and the player's total equals the banker's total, then the tie bet wins can be paid at , otherwise the tie bet loses.

If the player bet on the player bet: if the player's total is higher than the banker's total then the player bet wins; if the player's total ties the banker's total then the player bet pushes neither wins or loses ; if the player's total is less than the banker's total then the player bet loses. If the player bet on the banker bet: if the banker's total is higher than the player's total then the banker bet wins; if the banker's total ties the player's total then the banker bet pushes neither wins or loses ; if the banker's total is less than the player's total then the banker bet loses.

If the player also places the player side bet or the banker side bet, these bets can be resolved as described herein. If in operation it is determined that the player did not place the player side wager bet in operation , then there is no need to proceed with FIG. If in operation , it is determined that the player did place the player side wager bet in operation , then the method proceeds to operation In operation , it is determined if the player's point total equals the banker's point total minus 1 the banker wins by one point.

If so, then the method proceeds to operation , wherein the player wins the player side wager and the payout is determined using a player side wager paytable. If in operation , it is determined that the player's point total does not equal the banker's point total minus 1, then the method proceeds to operation wherein the player loses the player side wager.

If in operation it is determined that the player did not place the banker side wager bet in operation , then there is no need to proceed with FIG. If in operation , it is determined that the player did place the banker side wager bet in operation , then the method proceeds to operation In operation , it is determined if the banker's point total equals the player's point total minus 1 the player wins by one point.

If so, then the method proceeds to operation , wherein the player wins the banker side wager and the payout is determined using a banker side wager paytable. If in operation , it is determined that the banker's point total does not equal the player's point total minus 1, then the method proceeds to operation wherein the player loses the banker side wager. A physical gaming table is used to play the game. An electronic card shuffler can be used to shuffle the deck before each hand. A player's hand and a banker's hand are shown.

The gaming table illustrated can accommodate seven simultaneous players, although of course any other number of players can be accommodated as well. Each player has their own set of betting circles as illustrated in FIG. Note that there is only one banker hand and one player hand dealt, and all players at the table share these common hands for their own respective wagers.

There are no actions taken by the player other than choosing which bets to place before the game begins. A tie betting circle is used by the player to place the tie wager. A banker betting circle is used by the player to place the standard baccarat banker wager.

A player betting circle is used by the player to place the standard baccarat player wager. A banker side wager betting circle is used to place the banker side wager also can be referred to as banker side bet as described herein. A player side wager betting circle is used to place the player side wager also can be referred to as player side bet as described herein. The player can choose to bet on any combination of the five betting circles, and the player can even bet on both the player side bet and the banker side bet if the player wishes.

The player is not required to bet on either of the side bets if the player does not want to. Of course the layout of the betting areas illustrated in FIG. A game simulation module can produce all the data points necessary to make a virtual game world and these data points are stored in the game database which form the virtual world engine If there is more than one game simulation module responsible for running a part of the virtual game world, the other game simulation modules interface with other modules by exchanging data via the game database The virtual event engine 20 may include a scheduling module that responds to virtual events created between competitors existing in the virtual game world, and based on event data created in the virtual world engine 10 make a video representation of the event.

As part of the virtual event engine 20 , the scheduling module will run program timelines with event data, adverts, and information for players so that play out is achieved 24 hours a day and 7 days a week. The scheduling module may run several automated timelines, with different periodicity between wagering events. For example, there may be a 2-minute timeline, a 6-minute timeline and a minute timeline, and the timeline can be any length between competition events. Additionally, the scheduling module can be configured to describe and display special events analogous to real.

The scheduling module may also incorporate a game grading system for individual competitors. For instance, in horse racing there are maiden races, and thoroughbred races, and events are graded so that horses of peer ability race against each other.

The lines are then delivered or made public to the betters before the race begins as a guideline predictor of the potential outcome. In order to facilitate pari-mutuel wagering, the virtual world API , delivers historical information to bettors, which allow them to make certain judgments about the potential performance of competitors in an event, and therefore how they should place wagers.

Such information provided includes, but is not limited to: a last 10 wins, places and shows, b last 10 wins, places and shows on a particular surface, c breeding and genetic heritage, c positions, times and speeds for previous races, d quarter times, positions and speeds for previous races, e jockey and trainers for previous races, f surface, going and race conditions for previous races, g trap position for previous races, h rating value, calculated by par time comparison for a particular track.

For fixed odds wagering, and to support partner bookmakers, a probability module is capable of creating real odds against virtual game events for utilization. The odds offered on each event are calculated by a unique method. Before an event is due to be displayed in real time to the public, an array of probability engines slaves, as shown in FIG. The data from the simulated events made in the probability engines slaves can be sent to a master probability engine After thousands of runs, a probability distribution or odds may be created for the event in the odds calculation module All the outcomes assembled in the master probability engine are processed and used to produce the odds for each of the events.

The number of times needed to simulate an event to produce a useable set of odds depends on the complexity of the event. For simple win place and show events, it can be shown that a relatively few runs are required to secure statistically valid or useable odds. For more complex odds, such as exacta and trifecta, more runs may be required to obtain statistically valid odds because the number of outcomes is increased.

This process has been proven to produce accurate odds by means of Pearson Correlation analysis of sets of results of different run sizes. The probability system is a distributed process allowing for very fast simulation of events in adequate time before the event is due to run in real time for public display. The optimum number of runs is determined for the time allowed before an event is to be displayed to the public to produce the result, and weighed against the precision or validity of the outcome desired and is called a configuration preference.

The graph shows that there are definite trends in likelihood of a particular horse winning; these are due to the deterministic characteristics of the simulation and the algorithms applied to create an event, i. The variation seen in FIG.

The data shows that the probability of a horse achieving first is predicted within a few percent for each set of races. If this was a purely random event, the probability over races for any horse coming in first would be equal when the number of runs computed are statistically valid, and there would be no tendency for one horse to win.

An example of the probability distribution calculation for a fixed odds event follows:. The master probability engine can make requests simultaneously to all connected slaves, or can make requests in the many well known methods in this area of practice, such as round robin, etc.

This means the calculation can be a linear relationship to the number of probability engine slaves connected and the capacity of the network;. The result data consists of the position of every competitor as they cross the finish line;.

The game simulation module and the simulation module may generate the outcome of events between competitors in the game world, and may be triggered by the program schedule module All the necessary data to start the simulations may be requested from the game database in advance by the program schedule module and passed to the game simulation module or simulation module The simulations in the probability module are a combination of artificial intelligence AI decision-making systems, and rules and constraints are coupled with stochastic variation.

Competitor seek decisions are algorithms that affect the competitors tactics and tendencies. A competitor enters a competition with some clearly defined goals that it will try to stick, but the rules and constraints of the event are followed. Rules and Constraints govern the virtual competitor behavior during the event.

Variations are algorithms that inject a small variance around a perfect outcome. A perfect outcome is defined as the best solution to the algorithm to meet an objective; variations will reduce the likelihood of reaching the perfect outcome, and therefore the objective, and ensure varying outcomes of an event. Multiple variable vector computations are performed for each competitor for each frame that makes up an event.

The algorithms compute each piece of data to make a frame for each step of the race until the race is finished. The algorithms compute numerous values for each frame of the event based on the numerous variables required to compute each algorithm. Each rule, constraint, and variable and their interrelations with other rules, constraints, and variables are governed by an algorithm.

The decisions, goals, rules, and constraints for events with competitors that compete to finish first around a track are the same for all competitions of this type. The decisions, goals, rules, and constraints for competition events other than racing around a track are similar to those described below in more detail.

However, the deviations, differences, and types of variables in other types of competition events are well known and the probability distribution or odds calculations can be applied to other competitive events. The techniques described can be applied to other simulations of many types of events in order to calculate probabilities of a particular outcome. To define a race simulation there are two primary entities, summarized in the next two paragraphs, and examined in detail in the subsequent paragraphs.

The start point is where the gates are set, the end point is where the finish post is set, the bounding curves correspond to the rail boundaries, and the racing line corresponds to the optimal line around the track. Each track is a different shape and completely defined in 3D space. These boundaries are used as inputs in the simulation to ensure competitors stay within the bounds of the track, and run from the start point to the finish point.

This is shown in FIG. Additionally a track will have a surface with a condition that has been defined by accumulation of weather effects. Within the Virtual World, if the weather is wet then the track becomes progressively wetter, if the weather turns fine, then the track dries out.

This is modelled as a sliding scale of wetness to dryness, and this value of wetness to dryness may impeded or help competitors, who have a favoured value. The variation is modelled as a penalty that is proportional to the difference between the actual wetness of the track and the competitor's affinity for a particular wetness.

Stamina is a definition of a competitor's fuel. The more stamina a competitor has, the more fuel it is able to expend, fuel is expended whenever a competitor manoeuvres. More stamina is used for more complex manoeuvres. Maximum acceleration is defined as the maximum rate the competitor can change speed; if a competitor changes speed faster then it uses more stamina. Maximum speed is the maximum achievable speed, if a competitor travels at this speed; it burns stamina at an increased rate.

A competitor will have an optimum speed for the track, at which its stamina is burnt at an optimal rate in order to reach the finish line and have zero stamina left. In practice the speed will not be optimal, because the competitor will be forced to make manoeuvres in order to change or be consistent with its tactic, avoid other competitors and keep away from track boundaries. This means that the stamina is changed, and the competitor must continually re-evaluate how best to burn stamina in order to complete the race.

Consistency controls how much random factors can affect a horse's performance during a race. Less consistent horses have a potentially larger variation of algorithm outcome, and potentially larger penalties, than more consistent ones. A competitor will have preference for a surface and a preference for a surface condition going.

This is modelled as a penalty that applies if the surface and conditions are outside the competitor's preference. There will obviously be a group of competitors for a given race. Competitor Seek Decisions are variables or choices that competitors make while the competition is being run or conducted and these effect the outcome of the competition. For example, with a horse competitor: a The horse will try and stay close to the racing line, as this defines the most efficient way around the track; b Horses will try and get to the inside rail, this is associated with the racing line; c The horses will try to avoid other horses, by either braking or choosing a passing trajectory; d Horses will try and maintain their chosen tactic, whilst balancing their stamina usage; e At their sprint points, horses will try and move laterally away from other horses in order to have a clear line of sprint for the finish; f Horses will always try to get to the finish line.

Competitor Rules and Constraints are limitations placed on a competitor during an event. For example, with a horse race: a Horses cannot pass through or collide violently with other horses; b Horses cannot pass outside the track bounds; c Horses must run from the starting line to the finish line in that direction; d Horses cannot fly; trajectories are limited to the plane of the race track; e Horses cannot burn more than their stamina usage; f Horses cannot accelerate faster than their maximum acceleration; g Horses cannot go faster than their maximum speed; h Horses cannot exceed their maximum turn rate for directional changes ; i Horses cannot exceed their maximum turn angle, from their trajectory.

Variations of a value in an event can fluctuate each time competitors' values are computed to determine the next frame of the event as the event proceeds. A 10 unit variation means that a calculated point can be within units on either side of the actual point value. It is important to note that these effects can be applied to each frame, every other frame, or many other well known groupings in the arts of frames that makeup a race.

Typically a race will have about frames, and though the variations at first glance can be very small, these effects can accumulate or cancel each other out during the race as a whole. Another important point is that variation is usually a small percentage of a simulation parameter, and as such does not necessarily define the outcome of the event as a whole. A virtual competitor estimates or analyzes its speed at every frame to decide what speed the competitor should be going to achieve its tactical goals.

The speed estimation is modeled as a small variation around the perfect speed of the competitor calculated by the algorithms. The graphs in FIG. There are minute differences in the estimated and actual speed needed in any particular frame, thus horses with lower speed consistency will find slightly more deviation, than horses with more consistent speeds. Estimation of range or distance between competitors is computed. For example, a horse competitor calculates his range to the leader for every frame to decide how far away other competitors are in comparison.

The range value will affect other algorithms. For example, if the horse is going outside its chosen range, the algorithm that controls the acceleration of the horse will increase the horse's pace so the horse can try and make up the difference. A tactic switch is a decision based on whether a competitor should change their competition strategy. For example, if a horse should switch its tactic to following the leader, being the leader, or staying in the middle of the pack.

Sprint point is the point at which a competitor uses extra energy or strength to improve their position immediately near the end of a competition. For example, the degree the horses sprint for the finish line, and there is a small uncertainty when a sprint point begins for a particular horse. Start delay is the delay a competitor experiences when starting a competition. For example, a horse experiences delay getting out of the gate.

In practice, this is up to 1 second of fumble. Penalties are assigned to competitors. For example, some horses are penalized some degree before the race begins. The going penalty is a penalty intrinsic to the competitor, which is applied if the competitor does not find the going conditions favorable. A competitor will have a perfect going value inside this range, deviation from this perfect value, will cause penalty to be applied to this speed function.

Stamina Usage is the rate at which a competitor burns their required fuel to compete during a competition. For example, a horse uses stamina during a race, stamina is like fuel, and the horse will try to keep the fuel burn rate low so that it can complete the race efficiently, whilst maintaining its tactics.

Stamina is burned faster if the horse is attempting to go faster or accelerating than when the horse is maintaining his ideal cruising speed. Thus a competitor's behavior is emergent from its circumstances in the race, and from the small random effects that are applied to it as it moves through the race. A virtual world API may provide a means for other external systems to obtain information about the game world, the competitors, and events within the world. The virtual world API may deliver historical and current data about competitors and their events.

It is by this means that information required for pari-mutuel and fixed odds wagering is provided to players. A virtual broadcast engine may contain a video generation module that may include a self-contained video rendering, playback and caption generator that can be written in software.

The virtual broadcast engine can produce high quality video for delivery to any medium such as Internet web streams, TV, mobile 3G, high definition displays, and broadcast systems, such as satellite , and in a pure audio form, such as radio and internet audio stations, an example of which can be found in FIG. In the virtual broadcast engine , a video redundancy module may provide dual redundant video switching technology that is uniquely integrated with the video generation module This integration allows the video generation module to communicate with the video redundancy module , to provide information that can be used to determine whether or not a switch to an alternate video stream is necessary.

Such conditions may be a failure in the software, a failure in the hardware, or unexpected behavior in the operating system. Well-known art in the video switching area of practice may be used to ensure continuous uninterrupted delivery of video. Video hardware design may be used to allow the system to be monitored throughout the broadcast, as shown in FIG. A program schedule module may be used to ensure that virtual game world events are played out at the appropriate time on the video channels.

The program schedule module controls the program timeline and also controls all captions and interstitial material. Interstitial material is video, text or graphic images that are displayed before an expected content page. The program schedule module may use distributed technology to allow components to be run on separate hardware platform providing a means of graceful degradation of the system.

Sufficient time before an event is to be released to the viewing public, the program schedule module requests the simulation module to make an event data run with initial parameters of the competition to be provided by the game database The event data is forwarded by the program schedule module to the video generation module that is then delivered to the viewing public.

The program schedule module also forwards the event data to the game database to be stored for future reference. Past virtual event data is stored for all the competitors and for all the events. The past virtual event data can be discovered by bettors or published.

An interstitial simulation module may create relevant interim material to watch in between game world events. The interstitial simulation module may be triggered by the program schedule module to produce views of the venues and candid shots for instance.

The remote video delivery module can deliver the high definition video that requires a bandwidth of less than 20 kbs over the Internet. Remote video delivery modules can be used to drive high definition displays, as seen in FIG. A remote data delivery module can receive data from the virtual world API to display information about the game world and game world events continually in an aesthetically pleasing fashion. The remote delivery module can deliver video data to local TV displays, personal computers, servers, and display terminals throughout the world.

An example of a remote data delivery module is illustrated in FIG. A data screen system may be responsible for retrieving relevant event data from a web streamer that will be shown throughout a local or remote location on various LCD data screens. Players may use these screens to read information on upcoming races, past results, and past performance data. An audio module may provide a method of delivering realistic race commentary in any one of several languages, including Russian, Portuguese, French, Spanish, English and Mandarin.

The system is designed to allow new languages to be added and copes with unusual grammar construction by using a grammar template language and audio sample library. The integrated betting system is shown in FIG. The system may offer pari-mutuel as well as fixed odds betting facilities. As shown in FIG. The betting system may include a betting database which may log all wagering transactions and outcomes on events.

A betting engine may individually resolve wagers and calculate payments and profits. It may be capable of handling all kinds of bets from mundane one-off wagers to more exotic combination wagers on multiple events, and sweepstake wagers with large jackpots. In addition, the betting engine may include a set of management tools in order to maintain individual customer accounts and generate reports.

The API B may deliver event information to the betting terminals, and receive bets from those terminals. The API B can also be integrated with external and existing tote systems allowing bets to be placed into the virtual world from already established wagering sites. The betting terminals may be integrated with commercial off-the-shelf hardware such as barcode readers and thermal receipt printers to produce an integrated point of sale system able to take wagers on virtual events.

The Internet based betting terminal can be a component that users plug into an existing website or a module that user downloads to their computer in order to take bets on virtual game world events. The betting system may include a central server that pushes event data to the betting engine , which then distributes the event data to the connected IPOS terminals. An IPOS terminal is a point of sale terminal as one might find in a store. Event data may contain update data on horses, odds, tracks, off times, video display data, and results.

The program schedule module develops a schedule of competition events before or after the odds for an event have been generated. The schedule of events is distributed throughout the world via the virtual world API to visualization terminals and advertised as described. The betting system may manage and resolve betting transactions.

Additionally, the betting engine may be responsible for providing odds for the upcoming competitions based on the probability distribution supplied from the probability module that can located anywhere in the world. The betting engine can either be deployed locally, regionally, or centrally dependent upon the regulatory environment of the local market. This engine may collect pool bets in real time from all distributed localized betting engines around the world, adjust the odds according to the betting tendencies of the bettors or punters, and re-publish the updated odds.

In this scenario, the house may take a percentage of the pool and the remaining amount will be paid out as winnings, which, from a marketing standpoint, can lead to big pools, large win potentials, and exciting promotional opportunities. A computer program recorded on computer-readable medium to emulate a non-interactive sports competition virtual world for the purpose of running real-time virtual events to be distributed as content for pari-mutuel, exchange, and fixed-odds betting, the method comprising: obtaining characteristics of participants and event factors from a gaming database that have been derived from various sub-systems that may include a breeding system, participant training algorithms, and other related sub-systems;.

A method and computer program used for creating a series of real-time, non-interactive virtual sporting events within a virtual world, where a virtual event may be akin to a real event but may be completely computer generated within a computer generated world.

A method according to claim 1 , wherein the virtual event may be any type of sport or skill based game, including sporting events such as a horse race, an auto race, a stock car race, a Formula 1 race, a NASCAR race, a boxing match, a kick boxing match, an ultimate fight match, a wrestling match, a basketball game, a soccer game, a rugby game, a football game, a baseball game, a hockey game, a lacrosse match, a dog race, a greyhound race, a harness race, a steeplechase and other skill based games and wagering events.

A method according to claim 2 , wherein the virtual event may be any type of sport or skill based game, including sporting events such as a horse race, an auto race, a stock car race, a Formula 1 race, a NASCAR race, a boxing match, a kick boxing match, an ultimate fight match, a wrestling match, a basketball game, a soccer game, a rugby game, a football game, a baseball game, a hockey game, a lacrosse match, a dog race, a greyhound race, a harness race, a steeplechase and other skill based games and wagering events.

A method according to claim 1 , wherein the competitors in the events may be modeled in a pervasive virtual world whereby: competitors can train for individual events and perform many of the typical functions of their real-world counterparts;. A system method and computer program where a program may be utilized to distribute a plurality of data points through a variety of media channels including: information on fixed odds;. A method according to claim 1 , where the video rendering of the real-time virtual sporting event may be broadcast via a plurality distribution channels, in a plurality of formats, plurality of supporting content, and to a plurality of locations of distribution channels, including satellite, cable or other communication means;.

A method according to claim 2 , where the video rendering of the real-time virtual sporting event may be broadcast via a plurality distribution channels, in a plurality of formats, plurality of supporting content, and to a plurality of locations of distribution channels, including satellite, cable or other communication means;. A method according to claim 1 , where a separate program may run a plurality of simulations for a particular real-time virtual sporting event in order to generate a probability distribution for the outcome of an event, whereby: a program may utilize a probability distribution calculation in order to generate a plurality of fixed odds for a particular event; and.

A method according to claim 2 , where a separate program may run a plurality of simulations for a particular real-time virtual sporting event in order to generate a probability distribution for the outcome of an event, whereby: a program may utilize a probability distribution calculation in order to generate a plurality of fixed odds for a particular event; and.

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Section Navigation. Facebook Twitter LinkedIn Syndicate. To receive email updates about this page, enter your email address: Email Address. Have a look on the Drive tab to get information about what read and write features are supported by your optical drive.

Other features such as Lightscribe support, writing modes and buffer underrun are available, and you will also see the current Region Code number with the allowable changes left. Older versions of the InfoTool used to be portable and come in a compressed Zip of under 2MB, but the last free release is a whopping 29MB Zip file and also may require extra Nero components downloading on install.

Even the InfoTool has become bloated much like the the full Nero burning package! In addition to the drive features tab where it will show you the read and write capabilities of the currently selected drive and region code information, it also has a built in a media scanner to check the inserted disc for errors, a tab to show you which filter drivers are installed and if there are any issues and also a disc sector viewer where you can view and even save specified sectors of the inserted media.

Download VSO Inspector. It works slightly different to other tools by giving answers to a series of questions. There are a few omissions sadly which are things like plus and minus media, dual layer and Blu-ray support.

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Surprisingly, many cheap burners support this feature. LG, BenQ hard to find now , Samsung NEC doesn't usually unless you flash hacked firmware which is simple enough to do on many models. I'm not sure about other brands but it's easy enough to find out. Just google "library code" or "bitsetting" and the model in question. The other key is to use software that supports the setting.

Some drives like LG come with software so that you can configure the default state so it isn't software dependent. Software like Nero gives you a chance to change the library code if you like; it ghosts out the option if your burner doesn't support it. I remember that one of them has constant angular speed while the other has constant perpendicular speed.

Am I doing something wrong? I bet I have a hundred of these stashed around gathering dust. I've tried o multiple burners, all bought within the last five years. I have the same problem and I've come to the conclusion the problem is me. All my PC equipment is oldish, second hand, spares rescude from broken PC's, has been transported around a lot from house to house or has been swapped around between lots of PC's. I just forget which is which.

The others can go both ways. Use of this site constitutes acceptance of our User Agreement and Privacy Policy. All rights reserved. Want to join? Log in or sign up in seconds. Submit a new text post. Get an ad-free experience with special benefits, and directly support Reddit.

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Welcome to Reddit, the front page of the internet. Become a Redditor and join one of thousands of communities. Want to add to the discussion? Post a comment! In Table IV, first column, the player total would be the lower total and the dealer total is the higher total e. In a further embodiment, not all of the winning combinations in Table IV need be included as winning combinations e.

Other payout structures can be used, and Table IV is merely one example of winning combinations and respective payouts. Thus, the player side bet wins if the player loses by one which is the same as if the banker wins by one. Table IV represents eight decks. Table V below represents a paytable for a banker side bet. In Table V, first column, the banker total would be the lower total and the player total would be the higher total e.

In a further embodiment, not all of the winning combinations in Table V need be included as winning combinations e. Other payout structures can be used, and Table V is merely one example of winning combinations and respective payouts. Thus, the banker side bet would win if the banker loses by one which is the same as if the player wins by one.

Table V represents eight decks. Thus, if the player bets on the player side bet and the player hand loses by a point the player wins the player side bet, otherwise the player side bet loses. If the player bets on the banker side bet and the banker loses by one point then the player wins the banker side bet, otherwise the banker side bet loses.

The payouts in Tables IV and Table V are equal, although they are not required to be and in other embodiments the payouts need not be identical for the player side bet and the banker side bet. For example, the player side bet has a house advantage edge of 2.

The paytables shown in Tables IV and V are merely exemplary, and of course other payouts can be used as well. In addition, other point differences can be used as well for example differences of two points instead of one point. Subsets of the combinations in Tables IV and V can be used as well in other words in another embodiment some of the winning combinations can be removed from the winning combinations.

For example, 7 over 6 can pay 5 to 1. If the 7 over 6 pays 5 to 1 instead of 6 to 1, then the house edge is as follows: Player Bad Beat with 8 decks: 4. The method begins with operation , wherein the casino house receives wagers from players on the table.

This is done as known in the art, wherein the player places wagers in respective betting circles on the table. The player can place any combination of wagers the player wishes using the betting circles as illustrated in FIG. From operation , the method proceeds to operation , which deals and resolves the players hand and the banker's hand.

This is done as described above and also as described in U. From operation , the method proceeds to operation , which evaluates the point totals. This is done as described herein. The numerical values of each card in each hand player's hand, banker's hand are added together modulo 10 which means dropping the first digit if the total is greater than 9. From operation , the method proceeds to operation , which resolves the wagers placed in operation If the player bet on the tie bet and the player's total equals the banker's total, then the tie bet wins can be paid at , otherwise the tie bet loses.

If the player bet on the player bet: if the player's total is higher than the banker's total then the player bet wins; if the player's total ties the banker's total then the player bet pushes neither wins or loses ; if the player's total is less than the banker's total then the player bet loses. If the player bet on the banker bet: if the banker's total is higher than the player's total then the banker bet wins; if the banker's total ties the player's total then the banker bet pushes neither wins or loses ; if the banker's total is less than the player's total then the banker bet loses.

If the player also places the player side bet or the banker side bet, these bets can be resolved as described herein. If in operation it is determined that the player did not place the player side wager bet in operation , then there is no need to proceed with FIG. If in operation , it is determined that the player did place the player side wager bet in operation , then the method proceeds to operation In operation , it is determined if the player's point total equals the banker's point total minus 1 the banker wins by one point.

If so, then the method proceeds to operation , wherein the player wins the player side wager and the payout is determined using a player side wager paytable. If in operation , it is determined that the player's point total does not equal the banker's point total minus 1, then the method proceeds to operation wherein the player loses the player side wager.

If in operation it is determined that the player did not place the banker side wager bet in operation , then there is no need to proceed with FIG. If in operation , it is determined that the player did place the banker side wager bet in operation , then the method proceeds to operation In operation , it is determined if the banker's point total equals the player's point total minus 1 the player wins by one point.

If so, then the method proceeds to operation , wherein the player wins the banker side wager and the payout is determined using a banker side wager paytable. If in operation , it is determined that the banker's point total does not equal the player's point total minus 1, then the method proceeds to operation wherein the player loses the banker side wager.

A physical gaming table is used to play the game. An electronic card shuffler can be used to shuffle the deck before each hand. A player's hand and a banker's hand are shown. The gaming table illustrated can accommodate seven simultaneous players, although of course any other number of players can be accommodated as well. Each player has their own set of betting circles as illustrated in FIG.

Note that there is only one banker hand and one player hand dealt, and all players at the table share these common hands for their own respective wagers. There are no actions taken by the player other than choosing which bets to place before the game begins. A tie betting circle is used by the player to place the tie wager. A banker betting circle is used by the player to place the standard baccarat banker wager.

A player betting circle is used by the player to place the standard baccarat player wager. A banker side wager betting circle is used to place the banker side wager also can be referred to as banker side bet as described herein. A player side wager betting circle is used to place the player side wager also can be referred to as player side bet as described herein.

The player can choose to bet on any combination of the five betting circles, and the player can even bet on both the player side bet and the banker side bet if the player wishes. The player is not required to bet on either of the side bets if the player does not want to. Of course the layout of the betting areas illustrated in FIG.

Some examples of the game will now be presented. According to the baccarat rules, the banker and player do not draw. The player has a point total of 8 and the banker has a point total of 9. Thus, the player's point total is equal to the banker's point total minus one, thus the player side bet wins. According to Table II, this pays Since the banker point total is higher than the player's point total, Joe loses the standard player bet.

The dealer deals the player a 2 and a 3 and the banker a 5 and a 2. According to baccarat rules, the player takes a third card which turns out to be an 8 for a point total of 3. According to Table II, the banker stands. Thus, the player has a point total of 3 vs. Jane loses the player side bet since the player's point total is not equal to the dealer's point total minus 1 , but Jane wins her standard banker bet because the banker's point total is higher than the player's point total.

The dealers deals the player a 5 and a 10 and the dealer a 9 and a 2. According to Baccarat rules, the player hits takes a card and is dealt a 2, for a point total of 7. According to Baccarat rules, the dealer hits and receives a 5, for a banker point total of 6. Regarding the player side wager, since the banker point total is not one higher than the player point total, Bob loses the player side wager.

The methods described herein can be played on a electronic gaming device, on a home computer, on a home computer running an Internet casino, on a multi-game unit at a casino or bar, on a portable computing device e. A processing unit can be a microprocessor and associated structure e.

The processing unit reads instructions from an electronic storage and executes the instructions which would be programmed to perform the methods described herein. The processing unit can also be connected to a network unit which can access a computer communications network such as the Internet, a wifi, LAN, WAN, casino network, etc. The computer readable storage medium can store programs and assets to instruct the processing unit to execute any of the methods described herein. The processing unit can also be connected to a payment mechanism Any description of a component or embodiment herein also includes hardware, software, and configurations which already exist in the prior art and may be necessary to the operation of such component s or embodiment s.

The physical game is played using physical cards and physical chips on a physical gaming table. Chips can be used which are immediately redeemable for cash at the casino cashier. An electronic mechanical shuffler can be used to shuffle the cards. Further, the operations described herein can be performed in any sensible order.

Any operations not required for proper operation can be optional.

BETTING BOOKER PRIZE 2021

I know that the manufacturer makes a big difference when selecting discs for archiving files. Well, in theory, yes. But there are there not even subtle physical differences between them? Nope just a plastic disc. Only the format is different but almost anything in the past 10 years will be able to read both. Those are competing recordable dvd formats that can be read by all dvd readers nowadays.

Sometimes they read it but poorly. No old drives, no problems. But if you are burning for mass consumption -R Is probably best, the lowest common denominator gets pretty low. These should play on essentially any device, even an old one. This is the first I have heard of this, neat. What counts as a "better burner" modern twenty buck sata specials or something high end?

Surprisingly, many cheap burners support this feature. LG, BenQ hard to find now , Samsung NEC doesn't usually unless you flash hacked firmware which is simple enough to do on many models. I'm not sure about other brands but it's easy enough to find out. Just google "library code" or "bitsetting" and the model in question. The other key is to use software that supports the setting.

Some drives like LG come with software so that you can configure the default state so it isn't software dependent. Software like Nero gives you a chance to change the library code if you like; it ghosts out the option if your burner doesn't support it. I remember that one of them has constant angular speed while the other has constant perpendicular speed. Am I doing something wrong? I bet I have a hundred of these stashed around gathering dust. I've tried o multiple burners, all bought within the last five years.

I have the same problem and I've come to the conclusion the problem is me. All my PC equipment is oldish, second hand, spares rescude from broken PC's, has been transported around a lot from house to house or has been swapped around between lots of PC's. I just forget which is which. The others can go both ways. Use of this site constitutes acceptance of our User Agreement and Privacy Policy. All rights reserved. Want to join? Log in or sign up in seconds. Submit a new text post. Get an ad-free experience with special benefits, and directly support Reddit.

Go ahead and ask your questions, reddit! The cards are dealt face down, two cards to the player and two cards to the banker, all face up. Depending on the two initial hands, both the player and the banker may draw a third card or stand. The hand with the higher total wins. If neither player has a natural, then the play proceeds as follows. If the player has an initial total of , the player draws a third card.

If the player then has an initial total of 6 or 7, the player stands. If the player stands, the banker uses only the banker's own hand and acts according to the same rule as the player the banker draws a third card if the banker has and stands if the banker has 6 or 7. TABLE III Player Draw Card Banker Action banker draws if banker has , stands if banker has banker draws if banker has , stands if banker has banker draws if banker has , stands if banker has 8 banker draws if banker has and stands if banker has A, 9, 10 or banker draws if banker has and stands if banker has face card.

The player player or banker with the highest hand wins. The score of each hand is computed by taking the physical point total of each hand modulo 10, which means that after adding the value of the cards the tens digit is ignored. For example, a hand of 3 and 4 is 7. A hand of 8 and 6 is scored as 4 14 modulo The first digit is dropped because the total is higher than 9.

A hand consisting of 4 and 6 is worth zero. The player can also bet on a tie. If the player's point total equals the banker's point total then the tie bet wins, otherwise the tie bet loses. For example, if the player has a total of 8 but the banker has a 9, the player has lost by one point. Losing by only one point may cause some players some anguish. The player can be presented with two betting circles, one for the player side bet and one for the banker side bet.

The player wins the player side bet if the house beats the player by one point. The player wins the house side bet if the player beats the house by one point. The standard player and banker bets are not affected by the player side bets and the banker side bets. Table IV represents a paytable where the player bets on the player side bet.

In Table IV, first column, the player total would be the lower total and the dealer total is the higher total e. In a further embodiment, not all of the winning combinations in Table IV need be included as winning combinations e. Other payout structures can be used, and Table IV is merely one example of winning combinations and respective payouts. Thus, the player side bet wins if the player loses by one which is the same as if the banker wins by one.

Table IV represents eight decks. Table V below represents a paytable for a banker side bet. In Table V, first column, the banker total would be the lower total and the player total would be the higher total e. In a further embodiment, not all of the winning combinations in Table V need be included as winning combinations e. Other payout structures can be used, and Table V is merely one example of winning combinations and respective payouts.

Thus, the banker side bet would win if the banker loses by one which is the same as if the player wins by one. Table V represents eight decks. Thus, if the player bets on the player side bet and the player hand loses by a point the player wins the player side bet, otherwise the player side bet loses.

If the player bets on the banker side bet and the banker loses by one point then the player wins the banker side bet, otherwise the banker side bet loses. The payouts in Tables IV and Table V are equal, although they are not required to be and in other embodiments the payouts need not be identical for the player side bet and the banker side bet. For example, the player side bet has a house advantage edge of 2. The paytables shown in Tables IV and V are merely exemplary, and of course other payouts can be used as well.

In addition, other point differences can be used as well for example differences of two points instead of one point. Subsets of the combinations in Tables IV and V can be used as well in other words in another embodiment some of the winning combinations can be removed from the winning combinations.

For example, 7 over 6 can pay 5 to 1. If the 7 over 6 pays 5 to 1 instead of 6 to 1, then the house edge is as follows: Player Bad Beat with 8 decks: 4. The method begins with operation , wherein the casino house receives wagers from players on the table.

This is done as known in the art, wherein the player places wagers in respective betting circles on the table. The player can place any combination of wagers the player wishes using the betting circles as illustrated in FIG. From operation , the method proceeds to operation , which deals and resolves the players hand and the banker's hand. This is done as described above and also as described in U. From operation , the method proceeds to operation , which evaluates the point totals.

This is done as described herein. The numerical values of each card in each hand player's hand, banker's hand are added together modulo 10 which means dropping the first digit if the total is greater than 9. From operation , the method proceeds to operation , which resolves the wagers placed in operation If the player bet on the tie bet and the player's total equals the banker's total, then the tie bet wins can be paid at , otherwise the tie bet loses.

If the player bet on the player bet: if the player's total is higher than the banker's total then the player bet wins; if the player's total ties the banker's total then the player bet pushes neither wins or loses ; if the player's total is less than the banker's total then the player bet loses. If the player bet on the banker bet: if the banker's total is higher than the player's total then the banker bet wins; if the banker's total ties the player's total then the banker bet pushes neither wins or loses ; if the banker's total is less than the player's total then the banker bet loses.

If the player also places the player side bet or the banker side bet, these bets can be resolved as described herein. If in operation it is determined that the player did not place the player side wager bet in operation , then there is no need to proceed with FIG. If in operation , it is determined that the player did place the player side wager bet in operation , then the method proceeds to operation In operation , it is determined if the player's point total equals the banker's point total minus 1 the banker wins by one point.

If so, then the method proceeds to operation , wherein the player wins the player side wager and the payout is determined using a player side wager paytable. If in operation , it is determined that the player's point total does not equal the banker's point total minus 1, then the method proceeds to operation wherein the player loses the player side wager. If in operation it is determined that the player did not place the banker side wager bet in operation , then there is no need to proceed with FIG.

If in operation , it is determined that the player did place the banker side wager bet in operation , then the method proceeds to operation In operation , it is determined if the banker's point total equals the player's point total minus 1 the player wins by one point. If so, then the method proceeds to operation , wherein the player wins the banker side wager and the payout is determined using a banker side wager paytable.

If in operation , it is determined that the banker's point total does not equal the player's point total minus 1, then the method proceeds to operation wherein the player loses the banker side wager. A physical gaming table is used to play the game. An electronic card shuffler can be used to shuffle the deck before each hand.

A player's hand and a banker's hand are shown. The gaming table illustrated can accommodate seven simultaneous players, although of course any other number of players can be accommodated as well. Each player has their own set of betting circles as illustrated in FIG. Note that there is only one banker hand and one player hand dealt, and all players at the table share these common hands for their own respective wagers.

There are no actions taken by the player other than choosing which bets to place before the game begins. A tie betting circle is used by the player to place the tie wager. A banker betting circle is used by the player to place the standard baccarat banker wager.

A player betting circle is used by the player to place the standard baccarat player wager. A banker side wager betting circle is used to place the banker side wager also can be referred to as banker side bet as described herein. A player side wager betting circle is used to place the player side wager also can be referred to as player side bet as described herein.

The player can choose to bet on any combination of the five betting circles, and the player can even bet on both the player side bet and the banker side bet if the player wishes. The player is not required to bet on either of the side bets if the player does not want to. Of course the layout of the betting areas illustrated in FIG.

Some examples of the game will now be presented. According to the baccarat rules, the banker and player do not draw. The player has a point total of 8 and the banker has a point total of 9. Thus, the player's point total is equal to the banker's point total minus one, thus the player side bet wins.