Patent Publication Number: US-2015087375-A1

Title: Systems and methods for player allocation

Description:
CROSS-REFERENCE TO RELATED APPLICATIONS 
     The present application claims benefit and priority to, and is a continuation of, International Patent Application No. PCT/IB2014/059737 filed on Mar. 13, 2014 and published as WO 2014/141133 on Sep. 18, 2014, which itself claims benefit and priority to: (i) U.S. Provisional Patent Application No. 61/894,066 filed on Oct. 22, 2013 and (ii) U.S. Provisional Patent Application No. 61/780,969 filed on Mar. 13, 2013. 
    
    
     BACKGROUND 
     Gaming tournaments for various types of games such as online, offline, skill-based, games of chance, and games of mixed skill and chance are a continued source of entertainment to game players, and are often a source of great revenue for gaming companies. Accordingly, there is a desire to provide players with increasingly newer, more interesting, engaging, or entertaining games. There is also an ongoing desire to promote proper allocation of players in online environments. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
       An understanding of embodiments described herein and many of the attendant advantages thereof may be readily obtained by reference to the following detailed description when considered with the accompanying drawings, wherein: 
         FIG. 1  is a block diagram of a system according to some embodiments; 
         FIG. 2  is a block diagram of a system according to some embodiments; 
         FIG. 3  is a block diagram of a system according to some embodiments; 
         FIG. 4  is a block diagram of a system according to some embodiments; 
         FIG. 5  is a block diagram of a system according to some embodiments; 
         FIG. 6  is a block diagram of a system according to some embodiments; 
         FIG. 7  is a flow diagram of a method according to some embodiments; 
         FIG. 8  is a flow diagram of a method according to some embodiments; 
         FIG. 9  is a flow diagram of a method according to some embodiments 
         FIG. 10  is a block diagram of an apparatus according to some embodiments; and 
         FIG. 11A ,  FIG. 11B ,  FIG. 11C ,  FIG. 11D , and  FIG. 11E  are perspective diagrams of exemplary data storage devices according to some embodiments. 
     
    
    
     DETAILED DESCRIPTION 
     Embodiments presented herein are descriptive of systems, apparatus, methods, and articles of manufacture for allocating players, such as to different instances of online games. In some embodiments, players are allocated based on game play style metrics and/or based on desired entertainment mixes for game instances. In some embodiments, game instances may be altered to cause and/or facilitate player allocation and/or reallocation. 
     Throughout the description that follows and unless otherwise specified, the following terms may include and/or encompass the example meanings provided in this section. These terms and illustrative example meanings are provided to clarify the language selected to describe embodiments both in the specification and in the appended claims, and accordingly, are not intended to be limiting. While not generally limiting and while not limiting for all described embodiments, in some embodiments, the terms are specifically limited to the example definitions and/or examples provided. Other terms are defined throughout the present description. 
     A “game”, as the term is used herein (unless specified otherwise), may generally comprise any game (e.g., wagering or non-wagering, electronically playable over a network) playable by one or more players in accordance with specified rules. A game may be playable on a Personal Computer (PC) online in web browsers, on a game console and/or on a mobile device such as a smart-phone or tablet computer. “Gaming” thus generally refers to play of a game. 
     A “casual game”, as the term is used herein (unless specified otherwise), may generally comprise (and in specific embodiments may be expressly limited to) a game with simple rules with little or no time commitment on the time of a player to play. A casual game may feature, for example, very simple game play such as a puzzle or Scrabble™ game, may allow for short bursts of play (e.g., during work breaks), an ability to quickly reach a final stage and/or continuous play without a need to save the game. 
     A “social network game”, as used herein (unless specified otherwise), generally refers to (and in specific embodiments may be expressly limited to) a type of online game that is played through a social network, and in some embodiments may feature multiplayer and asynchronous game play mechanics. A “social network” may refer to an online service, online community, platform, or site that focuses on facilitating the building of social networks or social relations among people. A social network service may, for example, consist of a representation of each user (often a profile), his/her social links, and a variety of additional services. A social network may be web-based and provide means for users to interact over the Internet, such as e-mail and instant messaging. A social network game may in some embodiments be implemented as a browser game, but can also be implemented on other platforms such as mobile devices. 
     A “wagering game”, as the term is used herein (unless specified otherwise), may generally comprise (and in specific embodiments may be expressly limited to) a game on which a player can risk a wager or other consideration, such as, but not limited to: slot games, poker games, blackjack, baccarat, craps, roulette, lottery, bingo, keno, casino war, etc. A wager may comprise a monetary wager in the form of an amount of currency or any other tangible or intangible article having some value which may be risked on an outcome of a wagering game. “Gambling” or “wagering” generally refers to play of a wagering game. 
     The term “game provider”, as used herein (unless specified otherwise), generally refers to (and in specific embodiments may be expressly limited to) an entity or system of components which provides games for play and facilitates play of such game by use of a network such as the Internet or a proprietary or closed networks (e.g., an intranet or wide area network). For example, a game provider may operate a website which provides games in a digital format over the Internet. In some embodiments in which a game comprising a wagering game is provided, a game provider may operate a gambling website over which wagers are accepted and results of wagering games are provided. 
     As utilized herein, the term “player” may generally refer to (and in specific embodiments may be expressly limited to) any type, quantity, and or manner of entity associated with the play of a game. In some embodiments, a player may comprise an entity conducting play of an online game, for example, may comprise an entity that desires to play a game (e.g., an entity registered and/or scheduled to play and/or an entity having expressed interest in the play of the game—e.g., a spectator) and/or may comprise an entity that configures, manages, and/or conducts a game. A player may be currently playing a game or have previously played the game, or may not yet have initiated play—i.e., a “player” may comprise a “potential player” (e.g., in general and/or with respect to a specific game). In some embodiments, a player may comprise a user of an interface (e.g., whether or not such a player participates in a game or seeks to participate in the game). In some embodiments, a player may comprise an individual (or group) that enters, joins, logs into, registers for, and/or otherwise access an online game room, session, server, and/or other particular instance and/or segmentation of an online game. 
     Some embodiments described herein are associated with a “player device” or a “network device”. As used herein, a “player device” is a subset of a “network device”. The “network device”, for example, may generally refer to any device that can communicate via a network, while the “player device” may comprise a network device that is owned and/or operated by or otherwise associated with a player. Examples of player and/or network devices may include, but are not limited to: a PC, a computer workstation, a computer server, a printer, a scanner, a facsimile machine, a copier, a Personal Digital Assistant (PDA), a storage device (e.g., a disk drive), a hub, a router, a switch, and a modem, a video game console, or a wireless or cellular telephone. Player and/or network devices may, in some embodiments, comprise one or more network components. 
     As used herein, the term “network component” may refer to a player or network device, or a component, piece, portion, or combination of player or network devices. Examples of network components may include a Static Random Access Memory (SRAM) device or module, a network processor, and a network communication path, connection, port, or cable. 
     In addition, some embodiments are associated with a “network” or a “communication network.” As used herein, the terms “network” and “communication network” may be used interchangeably and may refer to any object, entity, component, device, and/or any combination thereof that permits, facilitates, and/or otherwise contributes to or is associated with the transmission of messages, packets, signals, and/or other forms of information between and/or within one or more network devices. Networks may be or include a plurality of interconnected network devices. In some embodiments, networks may be hard-wired, wireless, virtual, neural, and/or any other configuration or type that is or becomes known. Communication networks may include, for example, devices that communicate directly or indirectly, via a wired or wireless medium such as the Internet, intranet, a Local Area Network (LAN), a Wide Area Network (WAN), a cellular telephone network, a Bluetooth® network, a Near-Field Communication (NFC) network, a Radio Frequency (RF) network, a Virtual Private Network (VPN), Ethernet (or IEEE 802.3), Token Ring, or via any appropriate communications means or combination of communications means. Exemplary protocols include but are not limited to: Bluetooth™, Time Division Multiple Access (TDMA), Code Division Multiple Access (CDMA), Global System for Mobile communications (GSM), Enhanced Data rates for GSM Evolution (EDGE), General Packet Radio Service (GPRS), Wideband CDMA (WCDMA), Advanced Mobile Phone System (AMPS), Digital AMPS (D-AMPS), IEEE 802.11 (WI-FI), IEEE 802.3, SAP, the best of breed (BOB), and/or system to system (S2S). 
     As used herein, the terms “information” and “data” may be used interchangeably and may refer to any data, text, voice, video, image, message, bit, packet, pulse, tone, waveform, and/or other type or configuration of signal and/or information. Information may comprise information packets transmitted, for example, in accordance with the Internet Protocol Version 6 (IPv6) standard. Information may, according to some embodiments, be compressed, encoded, encrypted, and/or otherwise packaged or manipulated in accordance with any method that is or becomes known or practicable. 
     The term “indication”, as used herein (unless specified otherwise), may generally refer to any indicia and/or other information indicative of or associated with a subject, item, entity, and/or other object and/or idea. As used herein, the phrases “information indicative of” and “indicia” may be used to refer to any information that represents, describes, and/or is otherwise associated with a related entity, subject, or object. Indicia of information may include, for example, a code, a reference, a link, a signal, an identifier, and/or any combination thereof and/or any other informative representation associated with the information. In some embodiments, indicia of information (or indicative of the information) may be or include the information itself and/or any portion or component of the information. In some embodiments, an indication may include a request, a solicitation, a broadcast, and/or any other form of information gathering and/or dissemination. 
     A “session”, as the term is used herein (unless indicated otherwise), may generally comprise (and in specific embodiments may be expressly limited to) a period of time spanning a plurality of event instances or turns of the game, the session having a defined start and defined end. An event instance or turn is triggered upon an initiation of, or request for, at least one result of the game by a player, such as an actuation of a “start” or “spin” mechanism, which initiation causes an outcome to be determined or generated (e.g., a random number generator is contacted or communicated with to identify, generate or determine a random number to be used to determine a result for the event instance). 
     As used herein, the terms “outcome” and “result” should be differentiated in the present description in that an “outcome” is generally a representation of a “result”, typically comprising one or more game elements or game symbols. For example, in a “fruit themed” game, a winning outcome (i.e., an outcome corresponding to some kind of award, prize or payout) may comprise a combination of three “cherry” symbols. The “result” of this outcome may be a payout of X credits awarded to the player associated with the game. In another example, in a game in which a character moves along a game interface from a starting position to a finish position, an “outcome” of the game may comprise a symbol representing one or more movements along the interface and the “result” corresponding to this outcome may be the particular number and direction of the character&#39;s movement (e.g., three (3) spaces backwards such that the character ends up further away from the finish line). In a session embodiment, a session result may comprise a binary result (e.g., a player or game character wins or loses the session) and/or the particular award (or magnitude of award) won or earned by the player based on the session (e.g., the number of credits awarded to the player). It should be noted that the embodiments described herein encompass awards, prizes and payouts which are monetary, non-monetary, tangible or intangible. 
     As used herein, the term “virtual currency” may generally refer to an in-game currency that may be used as part of a game or one or more games provided by a game provider as (i) currency for making wagers, and/or (ii) to purchase or access various in-game items, features or powers. 
     A “credit balance”, as the term is used herein (unless indicated otherwise), may generally refer to (i) a balance of currency, whether virtual currency and/or real currency, usable for making wagers in a game and/or (ii) another tracking mechanism for tracking a player&#39;s success or advancement in a game by deducting there from points or value for unsuccessful attempts at advancement and adding thereto points or value for successful attempts at advancement. 
     Turning first to  FIG. 1 , a block diagram of a system  100  according to some embodiments is shown. In some embodiments, the system  100  may comprise a gaming platform such as a gaming platform via which one or more multiplayer and/or online games may be played. In some embodiments, the system  100  may comprise a plurality of player devices  102   a - n  in communication with and/or via a network  104 . In some embodiments, a game server  110  may be in communication with the network  104  and/or one or more of the player devices  102   a - n . In some embodiments, the game server  110  (and/or the player devices  102   a - n ) may be in communication with a database  140 . The database  140  may store, for example, game date (e.g., processed and/or defined by the game server  110 ), data associated with players (not explicitly shown) owning and/or operating the player devices  102   a - n , and/or instructions that cause various devices (e.g., the game server  110  and/or the player devices  102   a - n ) to operate in accordance with embodiments described herein. 
     According to some embodiments, any or all of the components  102   a - n ,  104 ,  110 ,  140  of the system  100  may be similar in configuration and/or functionality to any similarly named and/or numbered components described herein. Fewer or more components  102   a - n ,  104 ,  110 ,  140  (and/or portions thereof) and/or various configurations of the components  102   a - n ,  104 ,  110 ,  140  may be included in the system  100  without deviating from the scope of embodiments described herein. While multiple instances of some components  102   a - n  are depicted and while single instances of other components  104 ,  110 ,  140  are depicted, for example, any component  102   a - n ,  104 ,  110 ,  140  depicted in the system  100  may comprise a single device, a combination of devices and/or components  102   a - n ,  104 ,  110 ,  140 , and/or a plurality of devices, as is or becomes desirable and/or practicable. Similarly, in some embodiments, one or more of the various components  102   a - n ,  104 ,  110 ,  140  may not be needed and/or desired in the system  100 . 
     The player devices  102   a - n , in some embodiments, may comprise any type or configuration of electronic, mobile electronic, and or other network and/or communication devices (or combinations thereof) that are or become known or practicable. A first player device  102   a  may, for example, comprise one or more PC devices, computer workstations (e.g., game consoles and/or gaming computers), tablet computers, such as an iPad® manufactured by Apple®, Inc. of Cupertino, Calif., and/or cellular and/or wireless telephones such as an iPhone® (also manufactured by Apple®, Inc.) or an Optimus™ S smart phone manufactured by LG® Electronics, Inc. of San Diego, Calif., and running the Android® operating system from Google®, Inc. of Mountain View, Calif. In some embodiments, one or more of the player devices  102   a - n  may be specifically utilized and/or configured (e.g., via specially-programmed and/or stored instructions such as may define or comprise a software application) to communicate with the game server  110  (e.g., via the network  104 ). 
     The network  104  may, according to some embodiments, comprise a LAN, WAN, cellular telephone network, Bluetooth® network, NFC network, and/or RF network with communication links between the player devices  102   a - n , the game server  110 , and/or the database  140 . In some embodiments, the network  104  may comprise direct communications links between any or all of the components  102   a - n ,  110 ,  140  of the system  100 . The game server  110  may, for example, be directly interfaced or connected to the database  140  via one or more wires, cables, wireless links, and/or other network components, such network components (e.g., communication links) comprising portions of the network  104 . In some embodiments, the network  104  may comprise one or many other links or network components other than those depicted in  FIG. 1 . A second player device  102   b  may, for example, be connected to the game server  110  via various cell towers, routers, repeaters, ports, switches, and/or other network components that comprise the Internet and/or a cellular telephone (and/or Public Switched Telephone Network (PSTN)) network, and which comprise portions of the network  104 . 
     While the network  104  is depicted in  FIG. 1  as a single object, the network  104  may comprise any number, type, and/or configuration of networks that is or becomes known or practicable. According to some embodiments, the network  104  may comprise a conglomeration of different sub-networks and/or network components interconnected, directly or indirectly, by the components  102   a - n ,  110 ,  140  of the system  100 . The network  104  may comprise one or more cellular telephone networks with communication links between the player devices  102   a - n  and the game server  110 , for example, and/or may comprise the Internet, with communication links between the player devices  102   a - n  and the database  140 , for example. 
     According to some embodiments, the game server  110  may comprise a device (and/or system) owned and/or operated by or on behalf of or for the benefit of a gaming entity (not explicitly shown). The gaming entity may utilize player and/or game information or instructions (e.g., stored by the database  140 ), in some embodiments, to host, manage, analyze, design, define, price, conduct, and/or otherwise provide (or cause to be provided) one or more games such as online multiplayer games. In some embodiments, the gaming entity (and/or a third-party; not explicitly shown) may provide an interface (not shown in  FIG. 1 ) to and/or via the player devices  102   a - n . The interface may be configured, according to some embodiments, to allow and/or facilitate electronic game play by one or more players. In some embodiments, the system  100  (and/or interface provided by the game server  110 ) may present game data (e.g., from the database  140 ) in such a manner that allows players to participate in one or more online games (singularly, in/with groups, and/or otherwise). According to some embodiments, the game server  110  may cause and/or facilitate player allocation and/or reallocation, each as described herein. 
     In some embodiments, the database  140  may comprise any type, configuration, and/or quantity of data storage devices that are or become known or practicable. The database  140  may, for example, comprise an array of optical and/or solid-state hard drives configured to store player and/or game data, and/or various operating instructions, drivers, etc. While the database  140  is depicted as a stand-alone component of the system  100  in  FIG. 1 , the database  140  may comprise multiple components. In some embodiments, a multi-component database  140  may be distributed across various devices and/or may comprise remotely dispersed components. Any or all of the player devices  102   a - n  may comprise the database  140  or a portion thereof, for example, and/or the game server  110  may comprise the database  140  or a portion thereof. 
     Referring now to  FIG. 2 , a block diagram of a system  200  according to some embodiments is shown. In some embodiments, the system  200  may comprise a gaming platform such as a platform via which social, multiplayer, and/or online games may be played. In some embodiments, the system  200  may comprise a plurality of player devices  202   a - n , the Internet  204 , a load balancer  206 , and/or a game server cluster  210 . The game server cluster  210  may, in some embodiments, comprise a plurality of game servers  210   a - n . In some embodiments, the system  200  may comprise a cache persistor  220 , a Simple Queuing Service (SQS) device  222 , a task scheduler  224 , an e-mail service device  226 , and/or a query service device  228 . As depicted in  FIG. 2 , any or all of the various components  202   a - n ,  204 ,  206 ,  210   a - n ,  220 ,  222 ,  224 ,  226 ,  228  may be in communication with and/or coupled to one or more databases  240   a - f . The system  200  may comprise, for example, a dynamic DataBase (DB)  240   a , a cloud-based cache cluster  240   b  (e.g., comprising a game state cache  240   b - 1 , a slot state cache  240   b - 2 , and/or a “hydra” cache  240   b - 3 ), a non-relational DB  240   c , a remote DB service  240   d , a persistence DB  240   e , and/or a reporting DB  240   f.    
     According to some embodiments, any or all of the components  202   a - n ,  204 ,  206 ,  210   a - n ,  220 ,  222 ,  224 ,  226 ,  228 ,  240   a - f  of the system  200  may be similar in configuration and/or functionality to any similarly named and/or numbered components described herein. Fewer or more components  202   a - n ,  204 ,  206 ,  210   a - n ,  220 ,  222 ,  224 ,  226 ,  228 ,  240   a - f  (and/or portions thereof) and/or various configurations of the components  202   a - n ,  204 ,  206 ,  210   a - n ,  220 ,  222 ,  224 ,  226 ,  228 ,  240   a - f  may be included in the system  200  without deviating from the scope of embodiments described herein. While multiple instances of some components  202   a - n ,  210   a - n ,  240   a - f  are depicted and while single instances of other components  204 ,  206 ,  220 ,  222 ,  224 ,  226 ,  228  are depicted, for example, any component  202   a - n ,  204 ,  206 ,  210   a - n ,  220 ,  222 ,  224 ,  226 ,  228 ,  240   a - f  depicted in the system  200  may comprise a single device, a combination of devices and/or components  202   a - n ,  204 ,  206 ,  210   a - n ,  220 ,  222 ,  224 ,  226 ,  228 ,  240   a - f , and/or a plurality of devices, as is or becomes desirable and/or practicable. Similarly, in some embodiments, one or more of the various components  202   a - n ,  204 ,  206 ,  210   a - n ,  220 ,  222 ,  224 ,  226 ,  228 ,  240   a - f  may not be needed and/or desired in the system  200 . 
     According to some embodiments, the player devices  202   a - n  may be utilized to access (e.g., via the Internet  204  and/or one or more other networks not explicitly shown) content provided by the game server cluster  210 . The game server cluster  210  may, for example, provide, manage, host, and/or conduct various online and/or otherwise electronic games such as online bingo, slots, poker, and/or other games of chance, skill, and/or combinations thereof. In some embodiments, the various game servers  210   a - n  (virtual and/or physical) of the game server cluster  210  may be configured to provide, manage, host, and/or conduct individual instances and/or sessions of available game types. A first game server  210   a , for example, may host a first particular session of an online bingo game (or tournament), a second game server  210   c  may host a second particular session of an online bingo game (or tournament), a third game server  210   c  may facilitate an online poker tournament (e.g., and a corresponding plurality of game sessions that comprise the tournament), and/or a fourth game server  210   d  may provide an online slots game (e.g., by hosting one or more slot game sessions). 
     In some embodiments, the player devices  202   a - n  may comprise various components (hardware, firmware, and/or software; not explicitly shown) that facilitate game play and/or interaction with the game server cluster  210 . The player device  202   a - n  may, for example, comprise a gaming client such as a software application programmed in Adobe® Flash® and/or HTML 5 that is configured to send requests to, and receive responses from, one or more of the game servers  210   a - n  of the game server cluster  210 . In some embodiments, such an application operating on and/or via the player devices  202   a - n  may be configured in Model-View-Controller (MVC) architecture with a communication manager layer responsible for managing the requests to/responses from the game server cluster  210 . In some embodiments, one or more of the game servers  210   a - n  may also or alternatively be configured in a MVC architecture with a communication manager and/or communications management layer (not explicitly shown in  FIG. 2 ). In some embodiments, communications between the player devices  202   a - n  and the game server cluster  210  may be conducted in accordance with the HyperText Transfer Protocol (HTTP) version 1.1 (HTTP/1.1) as published by the Internet Engineering Taskforce (IET) and the World Wide Web Consortium (W3C) in RFC 2616 (June 1999). 
     According to some embodiments, communications between the player devices  202   a - n  and the game server cluster  210  may be managed and/or facilitated by the load balancer  206 . The load balancer  206  may, for example, route communications from player devices  202   a - n  to one or more of the specific game servers  210   a - n  depending upon various attributes and/or variables such as bandwidth availability (e.g., traffic management/volumetric load balancing), server load (e.g., processing load balancing), server functionality (e.g., contextual awareness/availability), and/or player-server history (e.g., session awareness/“stickiness”). In some embodiments, the load balancer  206  may comprise one or more devices and/or services provided by a third-party (not separately shown in  FIG. 2 ). The load balancer  206  may, for example, comprise an Elastic Load Balancer (ELB) service provided by Amazon® Web Services, LLC of Seattle, Wash. According to some embodiments, such as in the case that the load balancer  206  comprises the ELB or a similar service, the load balancer  206  may manage, set, determine, define, and/or otherwise influence the number of game servers  210   a - n  within the game server cluster  210 . In the case that traffic and/or requests from the player devices  202   a - n  only require the first and second game servers  210   a - b , for example, all other game servers  210   c - n  may be taken off-line, may not be initiated and/or called, and/or may otherwise not be required and/or utilized in the system  200 . As demand increases (and/or if performance, security, and/or other issues cause one or more of the first and second game servers  210   a - b  to experience detrimental issues), the load balancer  206  may call and/or bring online one or more of the other game servers  210   c - n  depicted in  FIG. 2 . In the case that each game server  210   a - n  comprises an instance of an Amazon® Elastic Compute Cloud (EC2) service, the load balancer  206  may add or remove instances as is or becomes practicable and/or desirable. 
     In some embodiments, the load balancer  206  and/or the Internet  204  may comprise one or more proxy servers and/or devices (not shown in  FIG. 2 ) via which communications between the player devices  202   a - n  and the game server cluster  210  are conducted and/or routed. Such proxy servers and/or devices may comprise one or more regional game hosting centers, for example, which may be geographically dispersed and addressable by player devices  202   a - n  in a given geographic proximity. In some embodiments, the proxy servers and/or devices may be located in one or more geographic areas and/or jurisdictions while the game server cluster  210  (and/or certain game servers  210   a - n  and/or groups of game servers  210   a - n  thereof) is located in a separate and/or remote geographic area and/or jurisdiction. 
     According to some embodiments, for specific game types such as bingo, the game server cluster  210  may provide game results (such as a full set of drawn bingo numbers and/or bonus metrics) to a controller device (not separately shown in  FIG. 2 ) that times the release of game result information to the player devices  202   a - n  such as by utilizing a broadcaster device (also not separately shown in  FIG. 2 ) that transmits the time-released game results to the player devices  202   a - n  (e.g., in accordance with the Transmission Control Protocol (TCP) and Internet Protocol (IP) suite of communications protocols (TCP/IP), version 4, as defined by “Transmission Control Protocol” RFC 793 and/or “Internet Protocol” RFC 791, Defense Advance Research Projects Agency (DARPA), published by the Information Sciences Institute, University of Southern California, J. Postel, ed. (September 1981)). 
     In some embodiments, the game server cluster  210  (and/or one or more of the game servers  210   a - n  thereof) may be in communication with the dynamic DB  240   a . According to some embodiments, the dynamic DB  240   a  may comprise a dynamically-scalable database service such as the DyanmoDB™ service provided by Amazon® Web Services, LLC. The dynamic DB  240   a  may, for example, store information specific to one or more certain game types (e.g., slots) provided by the game server cluster  210  such as to allow, permit, and/or facilitate reporting and/or analysis of such information. 
     According to some embodiments, the game server cluster  210  (and/or one or more of the game servers  210   a - n  thereof) may be in communication with the cloud-based cache cluster  240   b . Game state information from the game server cluster  210  may be stored in the game state cache  240   b - 1 , for example, slot state (e.g., slot-game specific state) data may be stored in the slot state cache  240   b - 2 , and/or other game and/or player information (e.g., progressive data, referral data, player rankings, audit data) may be stored in the hydra cache  240   b - 3 . In some embodiments, the cache persistor  220  may move and/or copy data stored in the cloud-based cache cluster  240   b  to the non-relational DB  240   c . The non-relational DB  240   c  may, for example, comprise a SimpleDB™ service provided by Amazon® Wed Services, LLC. According to some embodiments, the game server cluster  210  may generally access the cloud-based cache cluster  240   b  as-needed to store and/or retrieve game-related information. The data stored in the cloud-based cache cluster  240   b  may generally comprise a subset of the newest or freshest data, while the cache persistor  220  may archive and/or store or move such data to the non-relational DB  240   c  as it ages and/or becomes less relevant (e.g., once a player logs-off, once a game session and/or tournament ends). The game server cluster  210  may, in accordance with some embodiments, have access to the non-relational DB  240   c  as-needed and/or desired. The game servers  210   a - n  may, for example, be initialized with data from the non-relational DB  240   c  and/or may store and/or retrieve low frequency and/or low priority data via the non-relational DB  240   c.    
     In some embodiments, the SQS device  222  may queue and/or otherwise manage requests, messages, events, and/or other tasks or calls to and/or from the server cluster  210 . The SQS device  222  may, for example, prioritize and/or route requests between the game server cluster  210  and the task scheduler  224 . In some embodiments, the SQS device  222  may provide mini-game and/or tournament information to the server cluster  210 . According to some embodiments, the task scheduler  224  may initiate communications with the SQS device  222 , the e-mail service provider  226  (e.g., providing e-mail lists), the remote DB service  240   d  (e.g., providing inserts and/or updates), and/or the persistence DB  240   e  (e.g., providing and/or updating game, player, and/or other reporting data), e.g., in accordance with one or more schedules. 
     According to some embodiments, the persistence DB  240   e  may comprise a data store of live environment game and/or player data. The game server cluster  210  and/or the task scheduler  224  or SQS device  222  may, for example, store game and/or player data to the persistence DB  240   e  and/or may pull and/or retrieve data from the persistence DB  240   e , as-needed and/or desired. The server cluster  210  may, according to some embodiments, provide and/or retrieve spin and/or other game event info and/or configuration information via the persistence DB  240   e.    
     In some embodiments, the reporting DB  240   f  may be created and/or populated based on the persistence DB  240   e . On a scheduled and/or other basis, for example, a data transformation and/or mapping program may be utilized to pull data from the live environment (e.g., the persistence DB  240   e ) into the reporting DB  240   f . The query service  228  may then be utilized, for example, to query the reporting DB  240   f , without taxing the live environment and/or production system directly accessible by the game server cluster  210 . 
     Turning now to  FIG. 3 , a block diagram of a system  300  according to some embodiments is shown. In some embodiments, the system  300  may comprise and/or define a “front-end” architecture of a gaming platform such as a platform via which social, multiplayer, and/or online games may be played. In some embodiments, the system  300  may comprise a plurality of user devices  302   a - b , a plurality of networks  304   a - b  (e.g., a primary service provider network  304   a , a secondary service provider network  304   b , a production network  304   c , and/or a VPN  304   d ), a plurality of routers  306   a - b , a plurality of firewall devices  308   a - b , a plurality of game servers  310   a - g  (e.g., web servers  310   a , application servers  310   b , messaging broker servers  310   c , game broadcaster servers  310   d , chat servers  310   e , database servers  310   f , and/or management and monitoring servers  310   g ), and/or an application delivery controller cluster  322 . 
     According to some embodiments, any or all of the components  302   a - b ,  304   a - b ,  306   a - b ,  308   a - b ,  310   a - g ,  322  of the system  300  may be similar in configuration and/or functionality to any similarly named and/or numbered components described herein. Fewer or more components  302   a - b ,  304   a - b ,  306   a - b ,  308   a - b ,  310   a - g ,  322  (and/or portions thereof) and/or various configurations of the components  302   a - b ,  304   a - b ,  306   a - b ,  308   a - b ,  310   a - g ,  322  may be included in the system  300  without deviating from the scope of embodiments described herein. While multiple instances of some components  302   a - b ,  304   a - b ,  306   a - b ,  308   a - b ,  310   a - g  are depicted and while single instances of other components  322  are depicted, for example, any component  302   a - b ,  304   a - b ,  306   a - b ,  308   a - b ,  310   a - g ,  322  depicted in the system  300  may comprise a single device, a combination of devices and/or components  302   a - b ,  304   a - b ,  306   a - b ,  308   a - b ,  310   a - g ,  322 , and/or a plurality of devices, as is or becomes desirable and/or practicable. Similarly, in some embodiments, one or more of the various components  302   a - b ,  304   a - b ,  306   a - b ,  308   a - b ,  310   a - g ,  322  may not be needed and/or desired in the system  300 . 
     In some embodiments, a first user device  304   a  may comprise an electronic device owned and/or operated by a player of an online game (not explicitly shown) and/or by an entity that otherwise accesses online game content and/or services externally (e.g., requiring external login and/or access credentials and/or procedures). The first user device  304   a  may, for example, be utilized to access content provided by and/or via the application delivery controller cluster  322 . In some embodiments, the first user device  304   a  may interface with and/or connect to the production network  304   c  via the primary service provider network  304   a  and/or the secondary service provider network  304   b . The primary service provider network  304   a  and the secondary service provider network  304   b  may, for example, load balance and/or provide redundant coverage for outage recovery by utilization of a first primary service provider network router  306   a - 1 , a second primary service provider network router  306   a - 2 , a first secondary service provider network router  306   b - 1 , and/or a second secondary service provider network router  306   b - 2 . 
     According to some embodiments, the application delivery controller cluster  322  may be insulated and/or protected from the production network  304   c  by an external firewall cluster  308   a . The first user device  304   a  may, for example, be required to provide credentials to and/or otherwise access the application delivery controller cluster  322  via the external firewall cluster  308   a.    
     In some embodiments, the application delivery controller cluster  322  may receive via and/or from the external firewall cluster  308   a  and/or the production network  304   c , one or more requests, calls, transmissions, and//or commands from the first user device  304   a . The first user device  304   a  may, for example, submit a call for an online gaming interface to the application delivery controller cluster  322 . In some embodiments, the application delivery controller cluster  322  may comprise one or more hardware, software, and/or firmware devices and/or modules configured (e.g., specially-programmed) to route events and/or responses between the first user device  304   a  and one or more of the servers  310   a - g . In the case that the first user device  304   a  is utilized to access an online gaming interface for example, one or more of the web servers  310   a  (e.g., that may provide graphical and/or rendering elements for an interface and/or other web services) and/or the application servers  310   b  (e.g., that may provide rule and/or logic-based programming routines, elements, and/or functions—e.g., game play engines) may be called and/or managed by the application delivery controller cluster  322 . 
     In some embodiments, the messaging broker servers  310   c  may receive and/or retrieve messages from the first user device  304   a  (and/or from one or more of the other servers  310   a - b ,  310   d - g ) and perform one or more inter-application processes in relation thereto. The messaging broker servers  310   c  may, for example, route, transform, consolidate, aggregate, store, augment, and/or otherwise process one or more requests in connection with provision of online gaming services to the first user device  304   a  (e.g., facilitating a decoupling of services provided by various applications on and/or from the various servers  310   a - b ,  310   d - g ). According to some embodiments, the game broadcaster servers  310   d  may provide scheduled releases of information descriptive of an online game. The game broadcaster servers  310   d  may, for example, provide a broadcast feed of bingo numbers, slot and/or other random (and/or pseudo-random) number results that may be accessed by (and/or transmitted to) the first user device  304   a  (e.g., in connection with the play of an online bingo, slots, and/or other game for which broadcast information may be utilized). In some embodiments, the chat servers  310   e  may provide, manage, and/or facilitate communications between the first user device  304   a  (and/or first user thereof) and one or more other player/user devices (such as a second user device  302   b  and/or other player/user devices not shown in  FIG. 3 ). 
     According to some embodiments, the second user device  304   b  may generally comprise an electronic device owned and/or operated by a user (not shown) closely affiliated with an entity that operates the system  300  (such entity also not shown). An employee (e.g., programmer and/or Customer Service Representative (CSR)), contractor, and/or other agent of an online gaming company may, for example, utilize the second user device  304   b  to interface with the privately-accessible VPN  304   d . The VPN  304   d  may, for example, provide direct access to the application servers  310   b , the database servers  310   f , the management and monitoring servers  310   g , and/or the application delivery controller cluster  322 . In some embodiments (as depicted in  FIG. 3 ), such access may be gated through and/or insulated or protected by an internal firewall cluster  308   b . The second user device  304   b  may, for example, be required to provide credentials to and/or otherwise access the application delivery controller cluster  322  and/or servers  310   a - g  via the internal firewall cluster  308   b.    
     In some embodiments, the database servers  310   f  may provide access to one or more databases and/or data stores (e.g., not shown in  FIG. 3 ; for data storage and/or retrieval). In some embodiments, the management and monitoring servers  310   g  may provide services such as monitoring, reporting, troubleshooting, analysis, configuring, etc. to the second user device  304   b . The second user device  304   b  may, for example, access the management and monitoring servers  310   g  and/or the database servers  310   f  to run reports descriptive of online gaming operations, game play, and/or game referral setup, management, and/or analysis. According to some embodiments, either or both of the user devices  304   a - b  in conjunction with one or more of the servers  310   a - g  and/or the application delivery controller cluster  322  may conduct (in whole or in part), facilitate, and/or otherwise be associated with execution of one or more stored procedures, applications, processes, and/or methods (e.g., the methods  700 ,  800 ,  900  of  FIG. 7 ,  FIG. 8  and/or  FIG. 9  herein, and/or one or more portions and/or combinations thereof). 
     Utilization of the term “server” with respect to the servers  310   a - g  of the system  300  of  FIG. 3  is meant solely to ease description of the configuration and/or functionality of the servers  310   a - g . The term “server” is not intended to be limiting with respect to any particular hardware, software, firmware, and/or quantities thereof utilized to implement any or all of the servers  310   a - g  of the system  300 . Similarly, while multiple types and/or instances of the severs  310   a - g  are depicted in  FIG. 3 , any or all of the servers  310   a - g  may be implemented in, on, and/or by one or multiple computer server and/or other electronic devices. 
     Referring now to  FIG. 4 , a block diagram of a system  400  according to some embodiments is shown. In some embodiments, the system  400  may comprise and/or define a “front-end” architecture of a gaming platform such as a platform via which social, multiplayer, and/or online games may be played. The system  400  may be similar in configuration and/or functionality, for example, to the system  300  of  FIG. 3  and/or one or more portions thereof. In some embodiments, the system  400  may comprise a user device  402 , a plurality of networks (and/or environments and/or layers)  404   a - j  (e.g., the Internet  404   a , a Distributed Denial-of-Service (DDoS) protection layer  404   b , a primary transit provider layer  404   c , a secondary transit provider layer  404   d , a Pre-Production (PP) environment  404   e , a live environment  404   f , a LAN  404   g , a backend environment  404   h , a PP backend layer  404   i , and/or a live backend layer  404   j ), a plurality of routers  406   b - d , a plurality of firewall devices  408   e - g ,  408   i - j , a plurality of servers  410   e - f  (e.g., a PP server cluster  410   e  and/or a live server cluster  410   f ), a plurality of switching devices  422   a ,  422   e - f ,  422   i - j , a Terminal Concentrator (TC)  424   f , a plurality of “hydra” services  430   i - j  (e.g., a PP hydra service  430   i  and/or a live hydra service  430   j ), and/or a plurality of Power Distribution Unit (PDU) devices  452   e - f.    
     According to some embodiments, any or all of the components  402 ,  404   a - j ,  406   b - d ,  408   e - g ,  408   i - j ,  410   e - f ,  422   a ,  422   e - f ,  422   i - j ,  424   f ,  430   i - j ,  452   e - f  of the system  400  may be similar in configuration and/or functionality to any similarly named and/or numbered components described herein. Fewer or more components  402 ,  404   a - j ,  406   b - d ,  408   e - g ,  408   i - j ,  410   e - f ,  422   a ,  422   e - f ,  422   i - j ,  424   f ,  430   i - j ,  452   e - f  (and/or portions thereof) and/or various configurations of the components  402 ,  404   a - j ,  406   b - d ,  408   e - g ,  408   i - j ,  410   e - f ,  422   a ,  422   e - f ,  422   i - j ,  424   f ,  430   i - j ,  452   e - f  may be included in the system  400  without deviating from the scope of embodiments described herein. While multiple instances of some components  404   a - j ,  406   b - d ,  408   e - g ,  408   i - j ,  410   e - f ,  422   a ,  422   e - f ,  422   i - j ,  430   i - j ,  452   e - f  are depicted and while single instances of other components  402 ,  424   f  are depicted, for example, any component  402 ,  404   a - j ,  406   b - d ,  408   e - g ,  408   i - j ,  410   e - f ,  422   a ,  422   e - f ,  422   i - j ,  424   f ,  430   i - j ,  452   e - f  depicted in the system  400  may comprise a single device, a combination of devices and/or components  402 ,  404   a - j ,  406   b - d ,  408   e - g ,  408   i - j ,  410   e - f ,  422   a ,  422   e - f ,  422   i - j ,  424   f ,  430   i - j ,  452   e - f , and/or a plurality of devices, as is or becomes desirable and/or practicable. Similarly, in some embodiments, one or more of the various components  402 ,  404   a - j ,  406   b - d ,  408   e - g ,  408   i - j ,  410   e - f ,  422   a ,  422   e - f ,  422   i - j ,  424   f ,  430   i - j ,  452   e - f  may not be needed and/or desired in the system  400 . 
     In some embodiments, the user device  402  may be utilized to access one or more of the PP environment  404   e , the live environment  404   f , and/or the backend environment  404   h  via the Internet  404   a . In some embodiments, the user device  402  may be utilized to access the backend environment  404   h  and/or the PP hydra service  430   i  via the PP backend layer  404   i . A PP backend switch device  422   i  and/or a PP backend firewall device  408   i  may, for example, gate and/or control access to the backend environment  404   h  and/or the PP hydra service  430   i , via the PP backend layer  404   i . In some embodiments, the user device  402  may be utilized to access the backend environment  404   h  and/or the live hydra service  430   j  via the live backend layer  404   j . A live backend switch device  422   j  and/or a live backend firewall device  408   j  may, for example, gate and/or control access to the backend environment  404   h  and/or the live hydra service  430   j , via the live backend layer  404   j.    
     According to some embodiments, any communications (e.g., requests, calls, and/or messages) from the user device  402  may be passed through the DDoS protection layer  404   b . The DDoS protection layer  404   b  may, for example, monitor and/or facilitate protection against various forms of cyber attacks including, but not limited to, DDoS attacks. In some embodiments, the DDoS protection layer  404   b  may comprise and/or be in communication with a plurality of DDoS router devices  406   b - 1 ,  406   b - 2 ,  406   b - 3 ,  406   b - 4  that may be utilized to route and/or direct incoming communications (e.g., from the user device  402 ) to appropriate portions of the system  400 . 
     In some embodiments, the DDoS protection layer  404   b  and/or a first DDoS router device  406   b - 1  may route communications from the user device  402  through and/or via a first switch device  422   a - 1  and/or to, through, and/or via a first primary transit provider router device  406   c - 1 . In some embodiments, the first switch device  422   a - 1  may comprise a device utilized for security switching such as may implement communications in accordance with the Generic Routing Encapsulation (GRE) communications tunneling protocol described in RFC 2784 “Generic Routing Encapsulation (GRE)” published by the Network Working Group (NWG) in March, 2000. The first primary transit provider router device  406   c - 1  may, for example, provide access to the PP environment  404   e  and/or the PP server cluster  410   e  thereof, such as via one or more PP firewall devices  408   e - 1 ,  408   e - 2  and/or one or more PP switch devices  422   e - 1 ,  422   e - 2 . According to some embodiments, the PP switch devices  422   e - 1 ,  422   e - 2  may comprise content switching devices that process and route data (e.g., in the data link layer) based on data content. In some embodiments, the first primary transit provider router device  406   c - 1  may direct communications to, through, and/or via a PP LAN switch device  422   e - 3  that provides and/or facilitates access to the LAN  404   g . The LAN  404   g  may, for example, provide private access to and/or between the PP environment  404   e , the live environment  404   f , and/or the backend environment  404   h . In some embodiments, the first primary transit provider router device  406   c - 1  and/or the PP LAN switch device  422   e - 3  may direct communications to, through, and/or via a LAN firewall device  408   g  that provides direct access to either or both of the PP server cluster  410   e  and the live server cluster  410   f.    
     According to some embodiments, the DDoS protection layer  404   b  and/or a second DDoS router device  406   b - 2  may route communications from the user device  402  through and/or via a second switch device  422   a - 2  and/or to, through, and/or via a first secondary transit provider router device  406   d - 1 . In some embodiments, the second switch device  422   a - 2  may comprise a device utilized for security switching such as may implement communications in accordance with the GRE communications tunneling protocol described in RFC 2784 “Generic Routing Encapsulation (GRE)” published by the Network Working Group (NWG) in March, 2000. The first secondary transit provider router device  406   d - 1  may, for example, provide access to the live environment  404   f  and/or the live server cluster  410   f  thereof, such as via one or more live firewall devices  408   f - 1 ,  408   f - 2  and/or one or more live switch devices  422   f - 1 ,  422   f - 2 . According to some embodiments, the live switch devices  422   f - 1 ,  422   f - 2  may comprise content switching devices that process and route data (e.g., in the data link layer) based on data content. In some embodiments, the first secondary transit provider router device  406   d - 1  may direct communications to, through, and/or via a live LAN switch device  422   f - 3  that provides and/or facilitates access to the LAN  404   g . In some embodiments, the first secondary transit provider router device  406   d - 1  and/or the live LAN switch device  422   f - 3  may direct communications to, through, and/or via the LAN firewall device  408   g  that provides direct access to either or both of the PP server cluster  410   e  and the live server cluster  410   f.    
     In some embodiments, the DDoS protection layer  404   b  and/or one or more of a third DDoS router device  406   b - 3  and/or a fourth DDoS router device  406   b - 4  may route communications from the user device  402  through and/or via one or more of the primary transit provider layer  404   c  and/or the secondary transit provider layer  404   d . In some embodiments, a transit provider switch device  422   a - 3  may direct, swap, route, and/or manage communications between the primary transit provider layer  404   c  and the secondary transit provider layer  404   d . According to some embodiments, the transit provider switch device  422   a - 3  may comprise a switching device that operates in accordance with an Exterior Border Gateway Protocol (EBGP)—e.g., the transit provider switch device  422   a - 3  may comprise one or more edge or border routers. In some embodiments, the first primary transit provider router device  406   c - 1 , the first secondary transit provider router device  406   d - 1 , a second primary transit provider router device  406   c - 2 , and/or a second secondary transit provider router device  406   d - 2  may be utilized to route and/or direct communications between (i) the primary transit provider layer  404   c  and/or the secondary transit provider layer  404   d  and (ii) the PP environment  404   e  and/or the live environment  404   f.    
     According to some embodiments, the PP server cluster  410   e  and/or the PP environment  404   e  may comprise various hardware, software, and/or firmware that permits a user (e.g., of the user device  402 ) to program, edit, manage, and/or otherwise interface with PP game elements and/or interfaces (e.g., for development and/or testing purposes). In some embodiments, the PDU devices  452   e - 1 ,  452   e - 2  may generally provide power distribution, supply, management, backup, and/or conditioning services (e.g., to the PP server cluster  410   e ) as is or becomes desired. According to some embodiments, additional switch devices  422   e - 4 ,  422   e - 5  may be utilized to distribute, balance, manage and/or control communications to, from, and/or within the PP server cluster  410   e.    
     In some embodiments, the live server cluster  410   f  and/or the live environment  404   f  may comprise various hardware, software, and/or firmware that permits a user (e.g., of the user device  402 ) to program, edit, manage, and/or otherwise interface with live game elements and/or interfaces (e.g., for troubleshooting, corrective, and/or live environment management purposes). In some embodiments, the PDU devices  452   f - 1 ,  452   f - 2  may generally provide power distribution, supply, management, backup, and/or conditioning services (e.g., to the live server cluster  410   f ) as is or becomes desired. According to some embodiments, additional switch devices  422   f - 4 ,  422   f - 5  may be utilized to distribute, balance, manage and/or control communications to, from, and/or within the live server cluster  410   f . In some embodiments, the TC device  424   f  may be utilized to manage communications from a variety of data sources such as by providing communication capability between various communications channels (not separately depicted in  FIG. 4 ). 
     Turning to  FIG. 5 , a block diagram of a system  500  according to some embodiments is shown. In some embodiments, the system  500  may comprise and/or define a “back-end” architecture of a gaming platform such as a platform via which social, multiplayer, and/or online games may be played. The system  500  may be utilized in conjunction with the systems  300 ,  400  if  FIG. 3  and/or  FIG. 4  herein, for example, and/or may be similar in configuration and/or functionality to the backend environment  404   h  of the system  400  of  FIG. 4 . In some embodiments, the system  500  may comprise a user device  502 , a plurality of networks (and/or environments and/or layers)  504   a - i  (e.g., the Internet  504   a , an ISP  504   b , an External Firewall-Router (EXTFW-RTR) Virtual LAN (VLAN)  504   c , an Internet VLAN  504   d , an Internal-External (INT-EXT) VLAN  504   e , a web VLAN  504   f , a database VLAN  504   g , an application VLAN  504   h , and/or an administrator VLAN  504   i ), an external router cluster  506 , a plurality of firewall clusters  508   a - b  (e.g., an external firewall cluster  508   a  and/or an internal firewall cluster  508   b ), a plurality of servers  510   a - j  (e.g., a server cluster  510   a , a first spare server pool  510   b , a second spare server pool  510   c , database servers  510   d , “hydra” servers  510   e , game controllers  510   f , ruby servers  510   g , admin servers  510   h , monitoring servers  510   i , and/or logging servers  510   j ), a plurality of switches  522   a - d  (e.g., content switches  522   a , Storage Area Network (SAN) switches  522   b , connectivity switches  522   c , and/or network switches  522   d ), a TC device  524 , a SAN storage device  540 , and/or one or more PDU devices  552 . 
     According to some embodiments, any or all of the components  502 ,  504   a - l ,  506 ,  508   a - b ,  510   a - j ,  522   a - d ,  524 ,  540 ,  552  of the system  500  may be similar in configuration and/or functionality to any similarly named and/or numbered components described herein. Fewer or more components  502 ,  504   a - l ,  506 ,  508   a - b ,  510   a - j ,  522   a - d ,  524 ,  540 ,  552  (and/or portions thereof) and/or various configurations of the components  502 ,  504   a - l ,  506 ,  508   a - b ,  510   a - j ,  522   a - d ,  524 ,  540 ,  552  may be included in the system  500  without deviating from the scope of embodiments described herein. While multiple instances of some components  504   a - l ,  508   a - b ,  510   a - j ,  522   a - d  are depicted and while single instances of other components  502 ,  506 ,  524 ,  540 ,  552  are depicted, for example, any component  502 ,  504   a - l ,  506 ,  508   a - b ,  510   a - j ,  522   a - d ,  524 ,  540 ,  552  depicted in the system  500  may comprise a single device, a combination of devices and/or components  502 ,  504   a - l ,  506 ,  508   a - b ,  510   a - j ,  522   a - d ,  524 ,  540 ,  552 , and/or a plurality of devices, as is or becomes desirable and/or practicable. Similarly, in some embodiments, one or more of the various components  502 ,  504   a - l ,  506 ,  508   a - b ,  510   a - j ,  522   a - d ,  524 ,  540 ,  552  may not be needed and/or desired in the system  500 . 
     In some embodiments, the user device  502  may be utilized to access and/or interface with one or more of the servers  510   a - j  via the Internet  504   a . In some embodiments, the Internet  502   a  may be linked to the ISP  504   b  via multiple (e.g., redundant) connectivity paths  504   b - 1 ,  504   b - 2  (e.g., for load balancing, security, and/or failure recovery). According to some embodiments, the ISP  504   b  may be in communication with (and/or comprise) the external router cluster  506 . The external router cluster  506  may route certain requests, calls, and/or transmissions (and/or users—e.g., based on credentials and/or other information) through the EXTFW-RTR VLAN  504   c  and/or through the external firewall cluster  508   a , for example, and/or may route certain requests, calls, and/or transmissions (and/or users—e.g., based on credentials and/or other information) through the Internet VLAN  504   d  and/or through the internal firewall cluster  508   b.    
     In the case that a user (not shown) of the user device  502  comprises an online game player, consumer, and/or other member of the public, for example, the external router cluster  506  may direct communications through the EXTFW-RTR VLAN  504   c  and/or through the external firewall cluster  508   a . In the case that the user of the user device  502  comprises a programmer, tester, employee, and/or other agent of an entity that operates the system  500 , for example, the external router cluster  506  may direct communications through the Internet VLAN  504   d  and/or through the internal firewall cluster  508   b . In some embodiments, access via either or both of the external firewall cluster  508   a  and/or the internal firewall cluster  508   b  may permit the user device  502  to communicate via the INT-EXT VLAN  504   e . The INT-EXT VLAN  504   e  may, for example, provide access to the content switches  522   a  which may, in some embodiments, serve content from any or all of the servers  510   a - j  to the user device  502 , as is or becomes appropriate or desired. In some embodiments, the content switches  522   a  may communicate with the first spare server pool  510   b  via the web LAN  504   f.    
     According to some embodiments, private and/or other specialized access to the system  500  via the internal firewall cluster  508   b  may permit the user device  502  to communicate via one or more of the database VLAN  504   g , the application VLAN  504   h , and/or the admin VLAN  504   i . The database VLAN  504   g  may be utilized, for example, to access and/or communicate with the database servers  510   d . In some embodiments, the application VLAN  504   h  may be utilized to access and/or communicate with any or all of the hydra servers  510   e , the game controllers  510   f , and/or the ruby servers  510   g.    
     The admin VLAN  504   i  may allow, promote, conduct, facilitate, and/or manage a wide variety of communications within the system  500 . The admin VLAN  504   i  may, for example, communicatively connect and/or couple any or all of the firewalls  508   a - b , the servers  510   a - j , the switches  522   a - d , the TC device  524 , the SAN storage  540 , and/or the PDU devices  552 . The user device  502  may be utilized, in conjunction with the admin servers  510   h  and/or via the admin VLAN  504   i  for example, to define, edit, adjust, manage, and/or otherwise access settings (and/or data) of the firewalls  508   a - b , any or all of the switches  522   a - d , the TC device  524 , and/or the PDU devices  552 . In some embodiments, the user device  502  (and/or the admin servers  510   h ) may be utilized to manage and/or access content, rules, settings, and/or performance characteristics or preferences for any or all of the servers  510   a - j.    
     In some embodiments, the server cluster  510   a  may comprise one or more servers and/or other electronic controller devices (e.g., blade servers) configured to provide online gaming data (e.g., interfaces and/or results) to the user device  502 . According to some embodiments, the first spare server pool  510   b  and/or the second spare server pool  510   c  may comprise one or more server and/or other electronic controller devices configured to supplement and/or replace the server cluster  510   a  as needed and/or desired (e.g., to manage load and/or error recovery situations). In some embodiments, the database servers  510   c  may provide and/or manage access to stored data such as data stored in and/or by the SAN storage device  540 . In some embodiments, the hydra servers  510   e  and/or the game controllers  510   f  may provide online game information such as interfaces, results, graphics, sounds, and/or other media to the user device  502  (e.g., via the application VLAN  504   h ). In some embodiments, the ruby servers  510   g  may comprise one or more processing devices configured to provide access to one or more programming languages (e.g., “Ruby”) and/or Application Programming Interface (API) mechanisms via which the servers  510   a - j  and/or other portions of the system  500  may be configured to operate (e.g., in accordance with specially and/or pre-programmed instructions written in the programming language and/or developed by the API provided by the ruby servers  510   g ). According to some embodiments, the admin servers  510   h , the monitoring servers  510   i , and/or the logging servers  510   j  may be utilized and/or configured to provide administrative, parameter and/or metric monitoring and/or reporting, and/or data logging and/or audit services, respectively. 
     Referring now to  FIG. 6 , a block diagram of a system  600  according to some embodiments is shown. In some embodiments, the system  600  may comprise a game lobby  610  and/or one or more game instances  620   a - c . In some embodiments, each game instance  620   a - c  may comprise one or more game attributes  622   a - c  and/or one or more players  630 . In some embodiments, the system  600  may be facilitated, implemented, and/or effectuated by one or more of the systems  100 ,  200 ,  300 ,  400 ,  500  of  FIG. 1 ,  FIG. 2 ,  FIG. 3 ,  FIG. 4 , and/or  FIG. 5 , and/or one or more components, portions, and/or combinations thereof. 
     According to some embodiments, a first game instance  620   a  (e.g., the “Poker Room #1”) may include a first player  630 - 1  (“Player #1”), a second player  630 - 2  (“Player #2”), and/or a third player  630 - 3  (“Player #3”). In some embodiments, a second game instance  620   b  (e.g., the “Poker Room #2”) may include a fourth player  630 - 4 - (“Player #4”), a fifth player  630 - 5  (“Player #5”), and/or a sixth player  630 - 6  (“Player #6”). According to some embodiments, a third game instance  620   c  (e.g., the “Poker Room #3”) may include a seventh player  630 - 7  (“Player #7”) and/or a first player slot  632 - 1  (“Slot #1”), and/or a second player slot  632 - 2  (“Slot #2”). According to some embodiments, any one or more of the players  630  may also or alternatively be in the game lobby  610 . 
     In some embodiments, it may be desirable to fill one or more of the player slots  632  of the third game instance  620   c  with one or more of the players  630  from either of both of the other game instances  620   a - b . It may be determined, for example, that the first player  630 - 1  has a game play style attribute and/or game play style metric that would be compatible with a game play style attribute and/or game play style metric of the seventh player  630 - 7 . In some embodiments, a player game play style attribute and/or game play style metric may specifically exclude attributes and/or metrics indicative of player skill—e.g., number of wins, losses, amount of winnings, etc. Even if the first player  630 - 1  is much more highly skilled than the seventh player  630 - 7 , for example, it may be determined that combining the two players  630 - 1 ,  630 - 7  in the same game instance (e.g., the third game instance  620   c ) may be likely to result in an entertaining experience for one or more of the two players  630 - 1 ,  630 - 7 . 
     According to some embodiments, a game play style metric may be determined based on one or more game play characteristics of a player (e.g., non-skill-based characteristics). Game play style metrics (and/or an associated metric thereof) may, for example, be based on (i) a likelihood (frequency, average occurrence, etc.) that a player will put Voluntary Pay in Pot (VPIP) in a poker and/or similar-style game—e.g., how often they voluntarily put money in the pot, (ii) a likelihood (frequency, average occurrence, etc.) of the player initiating a Pre-Flop Raise (PFR), (iii) a likelihood (frequency, average occurrence, etc.) that the player will play a speculative drawing hand—e.g., playing small pairs (e.g., “33”, “66”), or suited connectors (e.g., “5s4s”, “8h7h”), which wouldn&#39;t necessarily otherwise show in basic stats for the player, because the player might play hands like “33” and “54s”, but not play hands like “ATo” and “KJo”, for the same total percentage of hands played (e.g., a stylistic difference, and a subtle difference in strategy), (iv) a likelihood (frequency, average occurrence, etc.) that the player will play big pots—e.g., such a player might call a raise with a lousy hand just because four (4) other players are already involved and he wants a chance at a really big score, (v) how a player varies their raises in and/or across game sessions, (vi) a magnitude (total, average, etc.) of raises the player makes or is likely to make, and/or (vii) how talkative the player is (e.g., verbal, text chat, or other electronic communication mechanisms amongst players). 
     In some embodiments, such non-skill-based metrics based on the player&#39;s game play style (e.g., play characteristics) may be determined and/or utilized to characterize and/or categorize the player via a game play style attribute. In some embodiments, game play style attributes may be quantitative and/or may define one or more ranges of quantitative values. A first game play style attribute (“A1”) may, for example, be defined by the following formula: 
     
       
         
           
             
               
                 
                   
                     A 
                      
                     
                         
                     
                      
                     1 
                   
                   = 
                   
                     
                       B 
                       + 
                       R 
                     
                     F 
                   
                 
               
               
                 
                   ( 
                   1 
                   ) 
                 
               
             
           
         
       
     
     where “B” is a number of bets/wagers, “R” is a number of raises, and “F” is a number of folds. 
     The number of bets plus raises (“B”+“R”) as the numerator and the number of folds (“F”) as the denominator may comprise the first game play style attribute, for example. In some embodiments, the first game play style attribute may comprise two or more ranges based on the formula (1). For example, a first range of values for the first game play style attribute (“A1”) may be categorized as and/or described by a first qualitative descriptor (e.g., “Level 1”) and a second range of values for the first game play style attribute (“A1”) may be categorized as and/or described by a second qualitative descriptor (e.g., “Level 2”). 
     According to some embodiments, a second game play style attribute (“A2”) may be defined by the following formula: 
     
       
         
           
             
               
                 
                   
                     A 
                      
                     
                         
                     
                      
                     2 
                   
                   = 
                   
                     
                       B 
                       + 
                       R 
                     
                     
                       C 
                       + 
                       F 
                     
                   
                 
               
               
                 
                   ( 
                   2 
                   ) 
                 
               
             
           
         
       
     
     where “C” is a number of calls. 
     The number of bets plus raises (“B”+“R”) as the numerator and the number of calls plus folds (“C”+“F”) as the denominator may comprise the second game play style attribute, for example. 
     In some embodiments, a third game play style attribute (“A3”), e.g. a “game play aggressiveness attribute”, may be defined by the following formula: 
     
       
         
           
             
               
                 
                   
                     A 
                      
                     
                         
                     
                      
                     3 
                   
                   = 
                   
                     
                       P 
                        
                       
                           
                       
                        
                       F 
                        
                       
                           
                       
                        
                       R 
                     
                     
                       V 
                        
                       
                           
                       
                        
                       P 
                        
                       
                           
                       
                        
                       I 
                        
                       
                           
                       
                        
                       P 
                     
                   
                 
               
               
                 
                   ( 
                   3 
                   ) 
                 
               
             
           
         
       
     
     where “PFR” is a number of pre-flop raises and “VPIP” is an amount of voluntary pay-in-pot. 
     The game play aggressiveness attribute may be calculated and/or utilized as an allocation driver. How aggressive a player plays may be quantified, in accordance with equation (3) for example, as the number of PFR over VPIP. 
     According to some embodiments, the players  630  may be allocated to the slots  632  based on attributes specifically desired for the slots  632 . It may be determined, for example, that the first slot  632 - 1  should be filled with a player  630  from a certain geographic area (e.g., an area far from—e.g., greater than a predetermine distance from—a geographic area of the seventh player  630 - 7 ) and the second slot  632 - 2  should be filled with a player  630  having a certain profession. In the case that the second player  630 - 2  is determined to be from the (or a) desired geographic area, it may be determined that it is desirable to move the second player  630 - 2  to the first slot  632 - 1 . In the case that the fifth player  630 - 5  is determined to be of the desired profession, it may be determined that it is desirable to move the fifth player  630 - 5  to the second slot  632 - 2 . Other attributes that may also or alternatively be utilized may comprise (but are not limited to), for example, game play style metrics and/or attributes, game play aggressiveness attributes and/or metrics, monetary and/or account information (e.g., credit balance), etc. According to some embodiments, players may be allocated based not on like attributes, but on disparity of attributes and/or attribute values. It may be determined, for example, that game play is likely to be more entertaining in the case that players of varying attributes (e.g., game styles and/or aggressiveness levels) play together (e.g., even despite varying skill levels). While it may be desirable in some embodiments to group players having similar educational backgrounds or similar or complimentary professions together, for example, in other embodiments it may be desirable to group players with disparate and/or differing educational backgrounds and/or professions. Some (non-limiting) examples of different player attribute mixes that may be desirable for a particular game session/room are listed in the following table: 
     
       
         
           
               
             
               
                 TABLE 1 
               
             
            
               
                   
               
               
                 Example player attribute mixes. 
               
            
           
           
               
               
               
               
               
            
               
                 Attributes 
                 Player #1 
                 Player #2 
                 Player #3 
                 Player #4 
               
               
                   
               
               
                 Similar Professions 
                 Lawyer 
                 Lawyer 
                 Lawyer 
                 Paralegal 
               
               
                 Differing Professions 
                 Doctor 
                 Truck Driver 
                 Banker 
                 Waitress 
               
               
                 Similar Raise  
                 Low 
                 Medium 
                 Low 
                 Medium 
               
               
                 variability 
                 variability 
                 variability 
                 variability 
                 variability 
               
               
                 Differing Raise  
                 Low 
                 High 
                 No data 
                 Extremely 
               
               
                 variability 
                 variability 
                 variability 
                   
                 high  
               
               
                   
                   
                   
                   
                 variability 
               
               
                 Player “chatter”  
                 86 
                 23 
                 0 
                 47 
               
               
                 mix ‘A’ 
                   
                   
                   
                   
               
               
                 (chatter scores) 
                   
                   
                   
                   
               
               
                 Player “chatter”  
                 95 
                 90 
                 94 
                 97 
               
               
                 mix ‘B’ 
                   
                   
                   
                   
               
               
                 (chatter scores) 
                   
                   
                   
                   
               
               
                 Similar  
                 Level A 
                 Level A 
                 Level A 
                 Level A 
               
               
                 aggressiveness 
                   
                   
                   
                   
               
               
                 Differing  
                 Low 
                 Middle 
                 High 
                 High 
               
               
                 aggressiveness 
                   
                   
                   
                   
               
               
                 Similar Geo 
                 London 
                 London 
                 London 
                 London 
               
               
                 Differing Geo 
                 United 
                 Canada 
                 Mali 
                 China 
               
               
                   
                 Kingdom 
               
               
                   
               
            
           
         
       
     
     In some embodiments, one or more of the game attributes  622   a - c  may be altered in response to a determination that it is desirable to move one or more players  630 . The first game attribute  622   a  of the first game instance  620   a  may, for example, be made less desirable to the second player  630 - 2  (e.g., based on knowledge of preferences of the second player  630 - 2 ) and/or the third game attribute  622   c  of the third game instance  620   c  may be made more desirable. A buy-in amount, minimum or maximum wager amount, number of available player positions, payout structure, odds, and/or other game variables may, for example, be altered and/or set to either be in conformance with a derived or stored player preference regarding such variables or may be altered and/or set to specifically not be in accordance with derived or stored acceptable ranges for such variables. In some embodiments, players  630  may be placed in the lobby  610  before being reallocated (e.g., as desired by the system  600 ). In some embodiments, players  630  may be reallocated directly to one or more desired slots  632 . 
     In some embodiments, one or more of the game instances  620   a - b  may comprise and/or be associated with one or more player attribute scoring thresholds. In the case of any particular attribute or class of attributes, for example, a minimum, maximum, and/or target scoring threshold may be established. In some embodiments, the scoring threshold may comprise a minimum ‘chat’ score (e.g., a measure of player propensity for text or verbal discourse in association with an online game) desired for a particular game instance  620   a - b . The desired ‘chat’ score of fifty (50), for example, may be obtained by summing individual; ‘chat’ scores for players  630  assigned to (or considered for assignment to) the particular game instance  620   a - b . According to some embodiments, such a threshold may be utilized to drive, inform, and/or determine player allocations. In the case of an aggressiveness attribute or score threshold, for example, it may be desirable to limit an aggressiveness for a game session  620   a - b  to a certain predefined level (e.g., defined prior to game play initiation and/or establishment of the game session  620   a - b ). In such an embodiments, in the case that a particular player  630  is being considered for allocation, the player&#39;s aggressiveness score may be compared to the session threshold to determine if placement of the player  630  in the game instance  630   a - b  would cause the threshold to be exceeded. In some embodiments, in the case that the threshold would be exceeded by adding the player  630  to the instance, the player  630  may be assigned/allocated to a different instance  620   a - b.    
     Referring now to  FIG. 7 , a flow diagram of a method  700  according to some embodiments is shown. In some embodiments, the method  700  may be performed and/or implemented by and/or otherwise associated with one or more specialized and/or computerized processing devices (e.g., the player and/or user devices  102   a - n ,  202   a - n ,  302   a - b ,  402 ,  502  and/or the servers and/or controller devices  110 ,  210   a - n ,  310   a - g ,  410   e - f ,  510   a - j  of  FIG. 1 ,  FIG. 2 ,  FIG. 3 ,  FIG. 4 , and/or  FIG. 5  herein), specialized computers, computer terminals, computer servers, computer systems and/or networks, and/or any combinations thereof (e.g., by one or more online gaming company and/or online gaming player processing devices). In some embodiments, the method  700  may be embodied in, facilitated by, and/or otherwise associated with various input mechanisms and/or interfaces. In some embodiments, the method  700  may be implemented in conjunction and/or association with the system  600  of  FIG. 6 . 
     The process and/or flow diagrams described herein do not necessarily imply a fixed order to any depicted actions, steps, and/or procedures, and embodiments may generally be performed in any order that is practicable unless otherwise and specifically noted. Any of the processes and/or methods described herein may be performed and/or facilitated by hardware, software (including microcode), firmware, or any combination thereof. For example, a storage medium (e.g., a hard disk, Universal Serial Bus (USB) mass storage device, and/or Digital Video Disk (DVD)) may store thereon instructions that when executed by a machine (such as a computerized processing device) result in performance according to any one or more of the embodiments described herein. 
     In some embodiments, the method  700  may comprise determining a first player that desires to play an online game, at  702 . The first player may, for example, visit an online gaming website, initiate a mobile gaming application, and/or otherwise login to or express interest in a particular online game, online gaming provider, and/or online gaming session or instance. In some embodiments, the first player may login to a player account and/or utilize an interface to select a particular online and/or multiplayer game and/or game session. In some embodiments, the determining may comprise receiving an indication of a first player identifier assigned to the first player (e.g., from a mobile device of the first player). 
     According to some embodiments, the method  700  may comprise determining a game play style metric (and/or attribute) of first player, at  704 . Information stored in association with the first player may, for example, be utilized to calculate, lookup, infer, and/or otherwise determine one or more play style metrics and/or attributes associated with the first player. Previous game play information descriptive of the first player may be determined, for example, based on identifying information of the first player such as the first player&#39;s name, address, phone number, e-mail address, screen name or handle, and/or other identifier (e.g., player identifier, credit card identifier, drivers&#39; license number, etc.). In the case that the first player has played online or multiplayer games previously (e.g., with the same gaming entity), the first player&#39;s gaming history may be analyzed and/or utilized to determine one or more game play style metrics and/or attributes. Previous game play by the first player may be utilized to calculate, predict, infer, and/or otherwise determine, for example, a level of aggressiveness of the first player, a propensity of the first player to engage socially (e.g., chat) while playing (and/or between game sessions—e.g., in the game lobby), and/or a volatility measure of the first player&#39;s previous game play. 
     In some embodiments, the method  700  may comprise determining, based on the game play style metric of the first player, an instance of the game in which to place the first player, at  706 . Certain game rooms or tables (e.g., virtual), sessions, and/or instances may, for example, comprise and/or be associated with different requirements and/or goals (e.g., thresholds) with respect to game play style attributes and/or metrics of players therein. Some rooms may require a certain level of aggressiveness (or lack thereof) to gain entry thereto, for example, while other rooms may have a maximum aggressiveness threshold that the sum of all aggressiveness metrics for room players must fall below. In some cases, rooms and/or players may comprise requirements (or preferences) regarding compatibility of players. It may be determined, for example, that (e.g., for a particular game instance) two players having similar VPIP metrics should not be (or should be) placed together. Thus, in some embodiments, the first player&#39;s game play style metric may be compared to game session requirements to determine if the player is allowed to (or should) be placed in a particular room. In some embodiments, the first player&#39;s game play attribute may be compared to attributes/metrics of other players already assigned to the room (or being considered for assignment to the room) to determine compatibility between the players—e.g., whether they should be placed in the same game session together. In some embodiments, the first player&#39;s attribute/metric may be considered in combination with attributes/metrics of other players to determine an overall player mix for a particular room (e.g., with respect to desired or acceptable minimums, maximums, averages, means, and/or ranges of attribute/metric values). In some embodiments, such as in the case that multiple available game sessions/instances are determined to be acceptable, the selected instance may be determined randomly from the acceptable sessions or the different sessions may be scored or ranked and the highest scoring or ranking session may be selected. 
     According to some embodiments, the method  700  may comprise assigning the first player to the determined instance of the game, at  708 . In response to the first player requesting a particular game instance assignment, for example, and upon determining that such a game instance is an acceptable destination for the first player, a gaming system may assign or place the first player into the selected game session. In some embodiments, such as in the case that the first player (and/or other players) are automatically assigned to specific game sessions, the first player may not be made aware of the availability of other sessions not selected. In such embodiments, upon logging into the gaming system, the first player may simply be assigned to the selected game session. 
     Referring now to  FIG. 8 , a flow diagram of a method  800  according to some embodiments is shown. In some embodiments, the method  800  may be performed and/or implemented by and/or otherwise associated with one or more specialized and/or computerized processing devices (e.g., the player and/or user devices  102   a - n ,  202   a - n ,  302   a - b ,  402 ,  502  and/or the servers and/or controller devices  110 ,  210   a - n ,  310   a - g ,  410   e - f ,  510   a - j  of  FIG. 1 ,  FIG. 2 ,  FIG. 3 ,  FIG. 4 , and/or  FIG. 5  herein), specialized computers, computer terminals, computer servers, computer systems and/or networks, and/or any combinations thereof (e.g., by one or more online gaming company and/or online gaming player processing devices). In some embodiments, the method  800  may be embodied in, facilitated by, and/or otherwise associated with various input mechanisms and/or interfaces. In some embodiments, the method  800  may be implemented in conjunction and/or association with the system  600  of  FIG. 6 . 
     In some embodiments, the method  800  may comprise determining a first player that desires to play a game, at  802 . The first player may, for example, visit an online gaming website, initiate a mobile gaming application, and/or otherwise login to or express interest in a particular online game, online gaming provider, and/or online gaming session or instance. In some embodiments, the first player may login to a player account and/or utilize an interface to select a particular online and/or multiplayer game and/or game session. In some embodiments, the determining may comprise receiving an indication of a first player identifier assigned to the first player (e.g., from a mobile device of the first player). 
     According to some embodiments, the method  800  may comprise determining an attribute of the first player, at  804 . Information stored in association with the first player may, for example, be utilized to calculate, lookup, infer, and/or otherwise determine one or more attributes (such as play style metrics) and/or metrics associated with the first player. Demographic and/or geographic information of the first player may be determined, for example, based on identifying information of the first player such as the first player&#39;s name, address, phone number, e-mail address, screen name or handle, and/or other identifier (e.g., player identifier, credit card identifier, drivers&#39; license number, etc.). In the case that the first player has played online or multiplayer games previously (e.g., with the same gaming entity), the first player&#39;s gaming history may be analyzed and/or utilized to determine one or more game play style metrics and/or attributes. 
     In some embodiments, the method  800  may comprise determining an entertainment matrix for an instance of the game, at  806 . A particular game instance may, for example, be assigned a particular desired threshold, matrix, or range with respect to one or more player attributes—i.e., a desired level and/or mix of attributes with respect to all players assigned to the session. In some embodiments, the matrix may be established to increase entertainment value for the game session. While typical player allocation algorithms may take into account player skill in determining session gating or assignments, for example, some present embodiments may employ the entertainment matrix to increase player enjoyment irrespective of skill levels. According to some embodiments, the matrix may comprise a listing of desired attributes and/or number of players desired there for, as illustrated for exemplary and non-limiting purposes in the following table: 
     
       
         
           
               
             
               
                 TABLE 2 
               
             
            
               
                   
               
               
                 Example Player Attribute Quantity Matrix. 
               
            
           
           
               
               
               
            
               
                   
                 Attribute 
                 # of Players 
               
               
                   
                   
               
            
           
           
               
               
               
            
               
                   
                 From London 
                 3 
               
               
                   
                 From New York 
                 3 
               
               
                   
                 College Degree 
                 5 
               
               
                   
                 High Aggressiveness 
                 0 
               
               
                   
                 Medium Aggressiveness 
                 4 
               
               
                   
                 Low Aggressiveness 
                 2 
               
               
                   
                   
               
            
           
         
       
     
     According to some embodiments, the matrix may comprise a more detailed indication of a mix of attributes desired for particular player slots in the game session, as exemplified by the following table: 
     
       
         
           
               
             
               
                 TABLE 3 
               
             
            
               
                   
               
               
                 Example Player Attribute Allocation Matrix. 
               
            
           
           
               
               
               
               
            
               
                 Metric 
                 Player #1 
                 Player #2 
                 Player #3 
               
               
                   
               
               
                 Volatility &gt; 5 
                 X 
                   
                 X 
               
               
                 Low VPIP 
                 X 
                 X 
                   
               
               
                 Aggressiveness &lt; 267 
                   
                 X 
                   
               
               
                 ISP within 100 miles of major city 
                   
                   
                 X 
               
               
                 Loss Limit &gt; $500 
                 X 
                 X 
                 X 
               
               
                   
               
            
           
         
       
     
     According to some embodiments, the method  800  may comprise determining that the attribute of the first player corresponds to the entertainment matrix, at  808 . The first player&#39;s attribute may be compared to game session requirements to determine if the player is allowed to (or should) be placed in a particular room. In some embodiments, the first player&#39;s attribute may be compared to attributes/metrics of other players already assigned to the room (or being considered for assignment to the room) to determine compatibility between the players—e.g., whether they should be placed in the same game session together. In some embodiments, the first player&#39;s attribute/metric may be considered in combination with attributes/metrics of other players to determine an overall player mix for a particular room (e.g., with respect to desired or acceptable minimums, maximums, averages, means, and/or ranges of attribute/metric values). In some embodiments, several attributes and/or metrics may be analyzed or considered to determine if the first player is a “good fit” for the game session—e.g., based on the entertainment matrix. 
     In some embodiments, the method  800  may comprise assigning the first player to the instance of the game, at  810 . In response to the first player requesting a particular game instance assignment, for example, and upon determining that such a game instance is an acceptable destination for the first player, a gaming system may assign or place the first player into the selected game session. In some embodiments, such as in the case that the first player (and/or other players) are automatically assigned to specific game sessions, the first player may not be made aware of the availability of other sessions not selected. In such embodiments, upon logging into the gaming system, the first player may simply be assigned to the selected game session. 
     Referring now to  FIG. 9 , a flow diagram of a method  900  according to some embodiments is shown. In some embodiments, the method  900  may be performed and/or implemented by and/or otherwise associated with one or more specialized and/or computerized processing devices (e.g., the player and/or user devices  102   a - n ,  202   a - n ,  302   a - b ,  402 ,  502  and/or the servers and/or controller devices  110 ,  210   a - n ,  310   a - g ,  410   e - f ,  510   a - j  of  FIG. 1 ,  FIG. 2 ,  FIG. 3 ,  FIG. 4 , and/or  FIG. 5  herein), specialized computers, computer terminals, computer servers, computer systems and/or networks, and/or any combinations thereof (e.g., by one or more online gaming company and/or online gaming player processing devices). In some embodiments, the method  900  may be embodied in, facilitated by, and/or otherwise associated with various input mechanisms and/or interfaces. In some embodiments, the method  900  may be implemented in conjunction and/or association with the system  600  of  FIG. 6 . 
     In some embodiments, the method  900  may comprise determining a desired mix of player attributes for slots of a first instance of a game, at  902 . As described herein, for example, various thresholds, maximums, minimums, averages, means, matrices, and/or particular attribute combinations may be desired (or desired to be avoided) for particular game sessions. The desired mix may be stored and/or available to back-end systems such as via one more database records and/or tables identifying the desired mix. In some embodiments, the desired mix may be represented and/or provided via a front-end interface. Players may be made aware, for example, of game sessions designated for particular geographic players, for players having similar interests (e.g., fans of the same sports team), for players desiring highly volatile player, etc. 
     According to some embodiments, the method  900  may comprise determining that a player of a second instance of the game has a player attribute that corresponds to one of the desired attributes, at  904 . When trying to fill players in the first game instance, for example, players desiring to join the first game instance, players in a game lobby, and/or players in other game instances (such as the second game instance) may be considered and/or evaluated. In some embodiments, unassigned players (e.g., players in the game lobby) may be analyzed first while players from other game instances may only be analyzed if the desired mix cannot be achieved with only unassigned players (e.g., within a certain threshold time such as two (2) minutes). 
     In some embodiments, the method  900  may comprise altering a game setting of the second instance of the game, at  906 . Once the player from the second game instance has been identified as being desirable for assignment to the first game instance, steps may be taken to incentivize the player to leave the second game instance and/or join the first game instance. According to some embodiments, the game setting of the second game instance (i.e., the instance in which the player is currently assigned) may be altered to make the second game instance less desirable to the player (and/or to other players in the second game instance). The second game instance may be altered, for example, be changing minimum and/or maximum wager amounts, changing the type of game (and/or mode) played in the second session (e.g., changing the type of poker game or even changing to a different type of wagering or online game altogether, such as changing from a poker game to a slots game). In the case that information descriptive of preferences of the player is known, the game setting may be altered to not be in conformance with one or more such preferences (e.g., making the second game session less desirable to the player specifically). In some embodiments, the player may also or alternatively be provided an incentive such as a free amount of credits, better odds, special game skills or items, etc. if the player agrees to an active reassignment from the second game session to the second game session. In some embodiments, the altering of the setting may comprise causing an end of the second instance of the game—e.g., after a certain amount of time, such as ten (10) seconds or five (5) minutes; either made know to the players or not. 
     According to some embodiments, the method  900  may comprise determining that the player has left the second instance of the game, at  908 . Activities and/or allocations of the player may be monitored, for example, to determine if and/or when the player leaves the second game instance. In some embodiments, such as in the case that the player is actively reassigned (e.g., with knowledge of the reassignment), the determining may comprise a receipt of an indication from the player that the player consents to reassignment. 
     In some embodiments, the method  900  may comprise assigning the player to one of the slots of the first instance of the game, at  910 . Once the desired player is known to be available (e.g., either willing to leave the second instance or already in the lobby) the player may be assigned/allocated to the first instance. The lobby shown to the player may be altered, in some embodiments, to prioritize the first instance so that the player is more likely to join the first instance, or even to only show the first instance (effectively forcing the player to play in the first instance if the player desired to continue play). According to some embodiments, the player may be automatically assigned to the first game instance without input from the player. 
     Turning to  FIG. 10 , a block diagram of an apparatus  1000  according to some embodiments is shown. In some embodiments, the apparatus  1000  may be similar in configuration and/or functionality to any of the player and/or user devices  102   a - n ,  202   a - n ,  302   a - b ,  402 ,  502  and/or the servers and/or controller devices  110 ,  210   a - n ,  310   a - g ,  410   e - f ,  510   a - j  of  FIG. 1 ,  FIG. 2 ,  FIG. 3 ,  FIG. 4 , and/or  FIG. 5  herein, and/or may otherwise comprise a portion of the systems  100 ,  200 ,  300 ,  400 ,  500  of  FIG. 1 ,  FIG. 2 ,  FIG. 3 ,  FIG. 4 , and/or  FIG. 5  herein. The apparatus  1000  may, for example, execute, process, facilitate, and/or otherwise be associated with the methods  800 ,  900  described in conjunction with  FIG. 8  and/or  FIG. 9  herein. In some embodiments, the apparatus  1000  may comprise a processing device  1012 , an input device  1014 , an output device  1016 , a communication device  1018 , a memory device  1040 , and/or a cooling device  1050 . According to some embodiments, any or all of the components  1012 ,  1014 ,  1016 ,  1018 ,  1040 ,  1050  of the apparatus  1000  may be similar in configuration and/or functionality to any similarly named and/or numbered components described herein. Fewer or more components  1012 ,  1014 ,  1016 ,  1018 ,  1040 ,  1050  and/or various configurations of the components  1012 ,  1014 ,  1016 ,  1018 ,  1040 ,  1050  be included in the apparatus  1000  without deviating from the scope of embodiments described herein. 
     According to some embodiments, the processing device  1012  may be or include any type, quantity, and/or configuration of electronic and/or computerized processor that is or becomes known. The processing device  1012  may comprise, for example, an Intel® IXP 2800 network processor or an Intel® XEON™ Processor coupled with an Intel® E7501 chipset. In some embodiments, the processing device  1012  may comprise multiple inter-connected processors, microprocessors, and/or micro-engines. According to some embodiments, the processing device  1012  (and/or the apparatus  1000  and/or portions thereof) may be supplied power via a power supply (not shown) such as a battery, an Alternating Current (AC) source, a Direct Current (DC) source, an AC/DC adapter, solar cells, and/or an inertial generator. In the case that the apparatus  1000  comprises a server such as a blade server, necessary power may be supplied via a standard AC outlet, power strip, surge protector, a PDU, and/or Uninterruptible Power Supply (UPS) device. 
     In some embodiments, the input device  1014  and/or the output device  1016  are communicatively coupled to the processing device  1012  (e.g., via wired and/or wireless connections and/or pathways) and they may generally comprise any types or configurations of input and output components and/or devices that are or become known, respectively. The input device  1014  may comprise, for example, a keyboard that allows an operator of the apparatus  1000  to interface with the apparatus  1000  (e.g., by a player, such as to participate in an online game session as described herein). In some embodiments, the input device  1014  may comprise a sensor configured to provide information such as player relationships to the apparatus  1000  and/or the processing device  1012 . The output device  1016  may, according to some embodiments, comprise a display screen and/or other practicable output component and/or device. The output device  1016  may, for example, provide a game interface (not explicitly shown in  FIG. 10 ) to a player (e.g., via a website). According to some embodiments, the input device  1014  and/or the output device  1016  may comprise and/or be embodied in a single device such as a touch-screen monitor. 
     In some embodiments, the communication device  1018  may comprise any type or configuration of communication device that is or becomes known or practicable. The communication device  1018  may, for example, comprise a network interface card (NIC), a telephonic device, a cellular network device, a router, a hub, a modem, and/or a communications port or cable. In some embodiments, the communication device  1018  may be coupled to provide data to a player device (not shown in  FIG. 10 ), such as in the case that the apparatus  1000  is utilized to provide a game interface to a player as described herein. The communication device  1018  may, for example, comprise a cellular telephone network transmission device that sends signals indicative of game interface components to customer and/or subscriber handheld, mobile, and/or telephone device. According to some embodiments, the communication device  1018  may also or alternatively be coupled to the processing device  1012 . In some embodiments, the communication device  1018  may comprise an IR, RF, Bluetooth™, and/or Wi-Fi® network device coupled to facilitate communications between the processing device  1012  and another device (such as a player device and/or a third-party device). 
     The memory device  1040  may comprise any appropriate information storage device that is or becomes known or available, including, but not limited to, units and/or combinations of magnetic storage devices (e.g., a hard disk drive), optical storage devices, and/or semiconductor memory devices such as RAM devices, Read Only Memory (ROM) devices, Single Data Rate Random Access Memory (SDR-RAM), Double Data Rate Random Access Memory (DDR-RAM), and/or Programmable Read Only Memory (PROM). The memory device  1040  may, according to some embodiments, store one or more of game instructions  1042 - 1  and/or interface instructions  1042 - 2 . In some embodiments, the game instructions  1042 - 1  and/or the interface instructions  1042 - 2  may be utilized by the processing device  1012  to provide output information via the output device  1016  and/or the communication device  1018 . 
     According to some embodiments, the game instructions  1042 - 1  may be operable to cause the processing device  1012  to process player data  1044 - 1 , game data  1044 - 2 , tournament data  1044 - 3 , and/or prize data  1044 - 4 . Player data  1044 - 1 , game data  1044 - 2 , tournament data  1044 - 3 , and/or prize data  1044 - 4  received via the input device  1014  and/or the communication device  1018  may, for example, be analyzed, sorted, filtered, decoded, decompressed, ranked, scored, plotted, and/or otherwise processed by the processing device  1012  in accordance with the game instructions  1042 - 1 . In some embodiments, player data  1044 - 1 , game data  1044 - 2 , tournament data  1044 - 3 , and/or prize data  1044 - 4  may be fed by the processing device  1012  through one or more mathematical and/or statistical formulas and/or models in accordance with the game instructions  1042 - 1  to provide online game sessions and/or allocate players amongst such session, in accordance with embodiments described herein. 
     In some embodiments, the interface instructions  1042 - 2  may be operable to cause the processing device  1012  to process player data  1044 - 1 , game data  1044 - 2 , tournament data  1044 - 3 , and/or prize data  1044 - 4 . Player data  1044 - 1 , game data  1044 - 2 , tournament data  1044 - 3 , and/or prize data  1044 - 4  received via the input device  1014  and/or the communication device  1018  may, for example, be analyzed, sorted, filtered, decoded, decompressed, ranked, scored, plotted, and/or otherwise processed by the processing device  1012  in accordance with the interface instructions  1042 - 2 . In some embodiments, player data  1044 - 1 , game data  1044 - 2 , tournament data  1044 - 3 , and/or prize data  1044 - 4  may be fed by the processing device  1012  through one or more mathematical and/or statistical formulas and/or models in accordance with the interface instructions  1042 - 2  to provide one or more game interfaces such as to provide a player lobby, a plurality of game sessions/instances, and/or allocate players thereto, in accordance with embodiments described herein. 
     Any or all of the exemplary instructions and data types described herein and other practicable types of data may be stored in any number, type, and/or configuration of memory devices that is or becomes known. The memory device  1040  may, for example, comprise one or more data tables or files, databases, table spaces, registers, and/or other storage structures. In some embodiments, multiple databases and/or storage structures (and/or multiple memory devices  1040 ) may be utilized to store information associated with the apparatus  1000 . According to some embodiments, the memory device  1040  may be incorporated into and/or otherwise coupled to the apparatus  1000  (e.g., as shown) or may simply be accessible to the apparatus  1000  (e.g., externally located and/or situated). 
     In some embodiments, the apparatus  1000  may comprise a cooling device  1050 . According to some embodiments, the cooling device  1050  may be coupled (physically, thermally, and/or electrically) to the processing device  1012  and/or to the memory device  1040 . The cooling device  1050  may, for example, comprise a fan, heat sink, heat pipe, radiator, cold plate, and/or other cooling component or device or combinations thereof, configured to remove heat from portions or components of the apparatus  1000 . 
     Referring to  FIG. 11A ,  FIG. 11B ,  FIG. 11C ,  FIG. 11D , and  FIG. 11E , perspective diagrams of exemplary data storage devices  1140   a - e  according to some embodiments are shown. The data storage devices  1140   a - d  may, for example, be utilized to store instructions and/or data such as the game instructions  1042 - 1  and/or interface instructions  1042 - 2 , each of which is described in reference to  FIG. 10  herein. In some embodiments, instructions stored on the data storage devices  1140   a - d  may, when executed by a processor (such as the processor device  1012  of  FIG. 10 ), cause the implementation of and/or facilitate the methods  700 ,  800 ,  900  described in conjunction with  FIG. 7 ,  FIG. 8  and/or  FIG. 9 , and/or portions or combinations thereof, as described herein. 
     According to some embodiments, the first data storage device  1140   a  may comprise one or more various types of internal and/or external hard drives. The first data storage device  1140   a  may, for example, comprise a data storage medium  1146  that is read, interrogated, and/or otherwise communicatively coupled to and/or via a disk reading device  1148 . In some embodiments, the first data storage device  1140   a  and/or the data storage medium  1146  may be configured to store information utilizing one or more magnetic, inductive, and/or optical means (e.g., magnetic, inductive, and/or optical-encoding). The data storage medium  1146 , depicted as a first data storage medium  1146   a  for example (e.g., breakout cross-section “A”), may comprise one or more of a polymer layer  1146   a - 1 , a magnetic data storage layer  1146   a - 2 , a non-magnetic layer  1146   a - 3 , a magnetic base layer  1146   a - 4 , a contact layer  1146   a - 5 , and/or a substrate layer  1146   a - 6 . According to some embodiments, a magnetic read head  1146   a  may be coupled and/or disposed to read data from the magnetic data storage layer  1146   a - 2 . 
     In some embodiments, the data storage medium  1146 , depicted as a second data storage medium  1146   b  for example (e.g., breakout cross-section “B”), may comprise a plurality of data points  1146   b - 2  disposed with the second data storage medium  1146   b . The data points  1146   b - 2  may, in some embodiments, be read and/or otherwise interfaced with via a laser-enabled read head  1148   b  disposed and/or coupled to direct a laser beam through the second data storage medium  1146   b.    
     In some embodiments, the second data storage device  1140   b  may comprise a CD, CD-ROM, DVD, Blu-Ray™ Disc, and/or other type of optically-encoded disk and/or other storage medium that is or becomes know or practicable. In some embodiments, the third data storage device  1140   c  may comprise a USB keyfob, dongle, and/or other type of flash memory data storage device that is or becomes know or practicable. In some embodiments, the fourth data storage device  1140   d  may comprise RAM of any type, quantity, and/or configuration that is or becomes practicable and/or desirable. In some embodiments, the fourth data storage device  1140   d  may comprise an off-chip cache such as a Level 2 (L2) cache memory device. According to some embodiments, the fifth data storage device  1140   e  may comprise an on-chip memory device such as a Level 1 (L1) cache memory device. 
     The data storage devices  1140   a - e  may generally store program instructions, code, and/or modules that, when executed by a processing device cause a particular machine to function in accordance with one or more embodiments described herein. The data storage devices  1140   a - e  depicted in  FIG. 11A ,  FIG. 11B ,  FIG. 11C ,  FIG. 11D , and  FIG. 11E  are representative of a class and/or subset of computer-readable media that are defined herein as “computer-readable memory” (e.g., non-transitory memory devices as opposed to transmission devices or media). 
     The terms “computer-readable medium” and “computer-readable memory” refer to any medium that participates in providing data (e.g., instructions) that may be read by a computer and/or a processor. Such a medium may take many forms, including but not limited to non-volatile media, volatile media, and other specific types of transmission media. Non-volatile media include, for example, optical or magnetic disks and other persistent memory. Volatile media include DRAM, which typically constitutes the main memory. Other types of transmission media include coaxial cables, copper wire, and fiber optics, including the wires that comprise a system bus coupled to the processor. 
     Common forms of computer-readable media include, for example, a floppy disk, a flexible disk, hard disk, magnetic tape, any other magnetic medium, a CD-ROM, Digital Video Disc (DVD), any other optical medium, punch cards, paper tape, any other physical medium with patterns of holes, a RAM, a PROM, an EPROM, a FLASH-EEPROM, a USB memory stick, a dongle, any other memory chip or cartridge, a carrier wave, or any other medium from which a computer can read. The terms “computer-readable medium” and/or “tangible media” specifically exclude signals, waves, and wave forms or other intangible or transitory media that may nevertheless be readable by a computer. 
     Various forms of computer-readable media may be involved in carrying sequences of instructions to a processor. For example, sequences of instruction (i) may be delivered from RAM to a processor, (ii) may be carried over a wireless transmission medium, and/or (iii) may be formatted according to numerous formats, standards or protocols. For a more exhaustive list of protocols, the term “network” is defined above and includes many exemplary protocols that are also applicable here. 
     In some embodiments, one or more specialized machines such as a computerized processing device, a server, a remote terminal, and/or a customer device may implement the various practices described herein. A computer system of an gaming entity may, for example, comprise various specialized computers that interact to provide for online games as described herein 
     The present disclosure provides, to one of ordinary skill in the art, an enabling description of several embodiments and/or inventions. Some of these embodiments and/or inventions may not be claimed in the present application, but may nevertheless be claimed in one or more continuing applications that claim the benefit of priority of the present application. Applicants intend to file additional applications to pursue patents for subject matter that has been disclosed and enabled but not claimed in the present application.