U.S. Pat. No. 8,512,145
ONLINE GAME SYSTEM AND METHOD THEREOF
AssigneeNHN Corporation
Issue DateNovember 25, 2008
Illustrative Figure
Abstract
Disclosed is an online tournament game system including a game providing module configured to provide a game for a plurality of players that join a virtual game room during a predetermined game session, a first ranking determination module configured to compute a point value balance of each player based on result of game play committed by the players and to determine rankings of the players based upon the point value balance of each of the players during the first time period, and a player selection module configured to select and assign players for the second time period based upon the rankings of the players during the first time period. The predetermined game session includes a first time period and a second time period in a sequence. Each of the players either gains or loses a point value depending on result of their game play.
Description
In certain instances, details which are not necessary for an understanding of the present invention or which render other details difficult to perceive may have been omitted. It should be understood that the invention is not necessarily limited to the particular embodiments illustrated herein. Like numbers utilized throughout the various figures designate like or similar parts or structure. DETAILED DESCRIPTION OF THE INVENTION FIG. 1is a schematic diagram of the online tournament game system according to the present invention. FIG. 1illustrates that multiple users10,20,30are connected to an online tournament game system100over the network40. Here, the online tournament game system100provides a web server110, a game providing server120, a player selection server130, a first ranking determination server140and a second ranking determination server150. Additionally, as shown inFIG. 2, the game providing server120includes a game controller122and a display management server124. As shown inFIG. 3, the player selection server130includes an application receiver132and a player assigning server134. As shown inFIG. 4, the first ranking determination server140includes a point value database server (hereinafter, ‘point value DB server’142), a win rate database server (hereinafter, ‘win rate DB server’144), a win-lose point value-calculating server146and a point value balance-calculating server148. The web server110provides an interface for users10,20,30connected over the network40, and provides a selection menu of multiple games through the interface, schedule information of the online tournament game, an input window for membership joining and log-in information. The game providing server120provides a computer game in response to a request from players10,20,30who have logged on the game website. Here, the game providing server120sets up a plurality of time periods for the game, which are divided in a sequence for the players10,20,30in playing the provided game. The game providing server120provides games for each time period. In one embodiment, it is preferable that the game providing server120forms multiple channels for each time period ...
In certain instances, details which are not necessary for an understanding of the present invention or which render other details difficult to perceive may have been omitted. It should be understood that the invention is not necessarily limited to the particular embodiments illustrated herein. Like numbers utilized throughout the various figures designate like or similar parts or structure.
DETAILED DESCRIPTION OF THE INVENTION
FIG. 1is a schematic diagram of the online tournament game system according to the present invention.
FIG. 1illustrates that multiple users10,20,30are connected to an online tournament game system100over the network40. Here, the online tournament game system100provides a web server110, a game providing server120, a player selection server130, a first ranking determination server140and a second ranking determination server150.
Additionally, as shown inFIG. 2, the game providing server120includes a game controller122and a display management server124. As shown inFIG. 3, the player selection server130includes an application receiver132and a player assigning server134. As shown inFIG. 4, the first ranking determination server140includes a point value database server (hereinafter, ‘point value DB server’142), a win rate database server (hereinafter, ‘win rate DB server’144), a win-lose point value-calculating server146and a point value balance-calculating server148.
The web server110provides an interface for users10,20,30connected over the network40, and provides a selection menu of multiple games through the interface, schedule information of the online tournament game, an input window for membership joining and log-in information.
The game providing server120provides a computer game in response to a request from players10,20,30who have logged on the game website. Here, the game providing server120sets up a plurality of time periods for the game, which are divided in a sequence for the players10,20,30in playing the provided game. The game providing server120provides games for each time period.
In one embodiment, it is preferable that the game providing server120forms multiple channels for each time period for the game, and provides the game for each channel. Each channel has at least one virtual game room where multiple players play a game together. It is preferable that the players are able to select one channel among those channels when they join the game at the first stage.
In one embodiment, the game providing server120can apply different game rules depending on the channels. For example, the game rule on earning point value could be different for each channel or each game room. In further embodiment, the game providing server120can apply the same game rule for multiple game rooms in the same channel.
In the meantime, as shown inFIG. 2, the game providing server120includes a game controller122and a display management server124. The game controller122determines the number of plays for each player assigned to each game room of a channel. In one embodiment, if a player completes the number of plays in one game room, the player would be reassigned to another game room in the same channel. A predetermined number of plays is then supplied to the player. In further embodiment, the number of plays can be determined randomly by the game controller122.
Additionally, the display management server124controls information to be displayed, such as playing status in each game room/channel and point value balances and ranking of the players.
The players assigned to each room can build up their strategies for the game by comparing the point value balance and ranking of his own with the point value balance and ranking of the other players through the displayed screen controlled by the display management server124. The player selection server130selects some of the players who have played in the current time period and allow them into play in the subsequent time period based upon the rankings of the players.
As shown inFIG. 3, the player selection server130provides an application receiver132which receives the participation application from the players over the network, and a player assigning server134which assigns the players to each game room included in each channel.
It is preferable that the player assigning server134randomly assigns the players to each game room in the channel. The players are either accepted by the application receiver132or selected from the previous time period.
Additionally, the player assigning server134reassigns or transfers a player who has completed the predetermined number of plays from one game room to another game room.
The first ranking determination server140provides a default point value to each player who is playing the game during the current time period, and adds or subtracts the win-lose point value according to the result of each game for each player. The first ranking determination server140also calculates point value balance of each player, and determines the ranking by comparing the point value balance of each player of the current time period respectively. Here, as shown inFIG. 4, the first ranking determination server140includes a point value DB server142, a win rate DB server144, a win-lose point value-calculating server146and a point value balance-calculating server148.
The point value DB server142sets the unit money amount with a different amount of money for each channel formed by the game providing server120, and stores the unit win-lose point value corresponding to each set unit money amount. Additionally, the win rate DB server144classifies the point value in a single step, and allots a different win rate for each classified point value and stores it. At this time, the win-lose point value-calculating server146calculates the win-lose point value corresponding to the game money that each player of the current time period earned or lost, based on the win-lose point value stored in the point value DB server142. The equation for calculating the win-lose point value by the win-lose point value-calculating server146is as follows.
Win-lose point value=(earned or lost game money/unit money amount)×unit win-lose point value [Equation 1]
The point value balance-calculating server148calculates the current point value balance based on the previous point value balance of each player of the current time period, and the win rate corresponding to the previous point value balance among the win rate stored in the win rate DB server144. At this time, it is preferable that the point value balance-calculating server148calculates the point value balance according to Equation 2 in case of wining in the game, while it calculates the point value balance according to Equation 3 in case of losing in the game.
Point value balance=previous point value balance+win-lose point value×(1−win rate) [Equation 2]
Point value balance=previous point value balance−win-lose point value×win rate [Equation 3]
The second ranking determination server150calculates the money balance by adding or subtracting the earned money amount or the lost money amount according to the result of the game of each player based on the basis money of a predetermined money among the money balance of each player of the current time period, and determines the ranking by comparing the money balance of each player of the current time period.
Here, the player selection server130designates the player of the subsequent time period based on the ranking of the players of the current time period determined through the first ranking determination server140in the first time period or from the first to n-th time period among multiple time periods which are set for a predetermined period. Here, n means the natural number smaller than the number of multiple time periods. At this time, it is preferable that the number of multiple is set as 3 or more, while n is set as 2 or more. Additionally, in the time period after (n+1)-th among multiple time periods, the player selection server130designates the player of the subsequent time period based on the ranking of the players of the current time period determined through the second ranking determination server150. Here, ‘time period after (n+1)-th’ means the time period after (n+1)-th, including (n+1)-th.
FIG. 5is a flowchart showing the online tournament game opening method by the online tournament game system ofFIG. 1. Referring toFIG. 5, the configuration and operation of the online tournament game system will be illustrated in detail.
In the point value DB server142of the first ranking determination server140, the service provider of the online tournament game sets the unit money amount for each channel of the time period as a different amount of money, and sets the unit win-lose point value corresponding to each set unit money amount and stores the set unit win-lose point value (S101).
For example, as shown inFIG. 6, assuming that the formed channel is the novice, the junior, the amateur, the senior, the professional, the masters, the grand, the champion1, the champion2, the champion3, the pool1or pool2, the unit win-lose point value can be set corresponding to the unit money amount which is earned or lost through the game playing in each channel. In the drawing, the unit win-lose point value per unit money amount of 20,000 is set as 1 point value in case of the novice channel, while the unit win-lose point value per unit money amount of 30,000 is set as 1 point value in case of the junior channel. As for the other channels, it is the same as shown in the drawing.
Additionally, in the win rate DB server144of the first ranking determination server140, the service provider of the online tournament game classifies the point value in a single step, and allots a different win rate to each classified point value and stores it (S103).
For example, as shown inFIG. 7, after the point value is classified into multiple steps having the difference of 2,000 point value in a range from 6,000 to 72,000, each point value is stored by assigning a different win rate. For example, the win rate of 50% is assigned based on 22,000 point value, and in case the point value is decreased, the win rate is decreased with 5%, whereas in case the point value is increased, the win rate is increased with 2%. At this time, preferably, while a lower limit and an upper limit are set, the win rate is not any more reduced though the point value becomes smaller than the set range, and the win rate is not any more increased though the point value becomes larger than the set range.
The web server110provide with a notice of the online tournament game through the provided web page. That kind of notice can include things, for example, illustrated inFIG. 8. For example, the progressing of the online tournament game is noticed through the web page like this:
“The tournament period of the first online tournament game is planning to be held from Sunday, Jun. 11, 2006 to Saturday, Jun. 17, 2006. The participation application of the online tournament game will be received from Jun. 2, 2006 to Jun. 7, 2006. That online tournament game will be held to the fifth online tournament game. Finally, championships will be held between the champions who are selected from the first online tournament game through the fifth online tournament game”.
Additionally, as shown inFIG. 9, the web server110, for each online tournament game, classifies each time period into the preliminary match, the main match, the semi-final match and the final match, and can give a notice of the personnel which is chosen in each time period and the method of selection through the web page.
Additionally, as shown inFIG. 10, the web server110divides the online tournament game into the amateur and the professional for the online tournament game to be played, and, as shown inFIG. 11andFIG. 12, can give a notice of the game progress plan including the participation money of each time period or the personnel chosen in each time period, through the web page. The application receiver132of the player selection server130receives the first time period, that is, the participation application of the preliminary match during the participation application period which is noticed in the web page by the web server110(S105).
As shown inFIG. 13toFIG. 17, in the web page provided by the web server110, the content including the joining standards of the preliminary match, the participation application period, the participation division, the playing channel, and the playing method can be noticed.
Additionally, the application receiver132receives the application. For example, in case of the poker game, the standards can be set for the money balance that each applicant has respectively. Then, it can be divided into the amateur group and the professional group according to the standards to receive the application. In one embodiment, the player selection server130sets applicants who apply the application during the application period as players for a preliminary match.
If it is the start time of the time period, the players can select the channel that they want among multiple channels formed by the game providing server120. The player assigning server134of the player selection server130, for the players, forms multiple game rooms formed within a predetermined number of people, and assigns the room for providing the game to each group (S107). At this time, it is preferable that the player assigning server134forms a group at random for players selecting the same channel, and allots the room.
The game controller122of the game providing server120designates the number of players playing game within a predetermined number at random for each player who is assigned to his room by the player assigning server134(S109). Here, it is preferable that the game controller122designates the number of players playing game to each player at random in a predetermined range; for example, the range of twenty times to twenty five times.
In case of the preliminary match, it is illustrated that the player selection server130sets all users who applied the application within the application period which is noticed by the web page as the player of the preliminary match. However, in case it is not the first time period, that is, not the time period of the preliminary match, the player selection server130determines whether the number of the time period is within the n-th (S111). Here, n is the natural number smaller than the times of multiple time period, and set by the online tournament game service providers.
In case the current time period is the first, or is within from the first to the n-th, the player selection server130determines the ranking of the players of the current time period through the first ranking determination server140. Additionally, in case the current time period is the (n+1)-th or more, the player selection server130determines the ranking of the players of the current time period through the second ranking determination server150. In case it is the first time period or within from the first time period to the n-th time period, and thus, the number of playing game is designated to each player, the game providing server120provides the game to each room (S113).
As for the player who is assigned to and entered a room for the first time, the default point value, for example, 10,000 point value is identically given to the whole players (S115). Before the default point value is given, it is regarded that each player does not have any point value. At this time, as for the money balance of each player, it is preferable that, as shown inFIG. 18, only a predetermined basis money is admitted while the rest is stored in a database, in order that the condition of the initial participation stage of each player is made to be identical.
At this time, in case the amateur and the professional are classified according to the money balance that the user who is participating in the online tournament game possesses, the basis money can be differently set according to the degree of the time period. For example, the degree of the time period including the preliminary match, the main match, and the final match.
In case the online tournament game comes to an end, or the player is excluded or secedes from the online tournament game, as shown inFIG. 19, the game money which is kept is naturally paid again. According to the win-lose of the game of each player, the win-lose point value-calculating server146calculates the win-lose point value corresponding to the game money that each player of the current time period earned or lost based on the unit win-lose point value stored in the point value DB server (S117).
For example, assuming that the player of the novice channel wins in the first game and obtains the game money of one million won, the win-lose point value can be calculated based on Equation 1.
Win-lose point value=(1,000,000/20,000)×1=50
The point value balance-calculating server148calculates a new point value balance based on the win rate corresponding to the previous point value balance of each player of the current time period, the win-lose point value, and the previous point value balance among the win rate stored in the win rate DB server144(S119).
For example, in case of the above player, the previous point value balance is 10,000 point value which is given for the first time, the win-lose point value is 50 point value, and the win rate corresponding to the point value balance is 20%. Therefore, the new point value balance is calculated according to Equation 2 as follows:
Point value balance=10,000+50×(1-0.2)=10,040
Assuming that the above player is lost in the game, the point value balance is calculated according to Equation 3 as follows:
Point value balance=10,000−50×0.2=9,990
As shown inFIG. 20, the time money can be given to each player who is playing the game in the current time period according to a time, besides the default point value. That is, the basis money can be given in the initial stage of the time period, while the time money is given whenever a predetermined time passes, in order to prevent the player from all-in at a time. The first ranking determination server140compares the point value balances of each player calculated by the point value balance-calculating server148respectively in real-time to determine a ranking (S121). The display management server124displays the playing situation of the game playing in the room, the ranking of the players of the current time period determined by the first ranking determination server140, and the money balance of each player, to a corresponding player by a screen (S123). At this time, it is preferable that the display management server124displays together with the ranking and money balance of the opponent who is playing the game in the room.
In case it is the time period of the (n+1)-th or more, and thus, the number of playing game is designated to each player, the game providing server120provides the game to each room (S125). In this case, the first ranking determination server140stops the determining of ranking while the ranking for the players of the current time period is determined by the second ranking determination server150.
The second ranking determination server150calculates the money balance by adding or subtracting the earned money amount or the loss money according to the result of the game of each player based on the basis money of a predetermined money among the money balance of each player of the current time period (S127), and compares the money balance of each player of the current time period respectively in real-time to determine the ranking (S129).
However, as to the ranking determining method by the second ranking determination server150, it is not thus restricted. For instance, according to the temporal sequence, in a predetermined time period, the money balance can be calculated by adding or subtracting the earned money amount or the loss money to the basis money, whereas, in the rest time period, the money balance can be calculated by adding or subtracting the earned money amount or the loss money to the whole money balance that each player has without the basis money.
If a player of a game room completes the predetermined number of games, the player assigning server134would transfer the player to the other room in the same channel. Like this, while the gamer is replaced in each room, the game is progressed for the time period.
In case it is the end time of the current time period, the player selection server130selects the player in a predetermined top ranking among the rankings which are determined by the first ranking determination server140or the second ranking determination server150during the current time period (S131), and designates the selected player as the player of the subsequent time period (S133). The player who is not designated is excluded (S135). However, in case the gamer designated as the player of the subsequent time period does not join the subsequent time period, or automatically is excluded, the user of pre-order among the excluded gamers can be designated as a player of the subsequent time period.
When the time period of the final match comes to an end—that is, the final time period among multiple time periods played during a predetermined period—the top ranking player who is selected in the time period can be paid to a predetermined prize money. At this time, the prize money can be paid with the game money. Further, as shown inFIG. 21andFIG. 22, by classifying the winner into the amateur and the professional, a different amount of money can be paid respectively. At this time,FIG. 21shows the prize money given to the amateur, andFIG. 22shows the prize money given to the professional.
Additionally, in case the player who is designated by the player selection server, and the general user who is not designated as a player, are countered in the game as an opponent, the first ranking determination server can determine the ranking by comparing the point value balance of the designated player with the point value balance of the other players of the current time period. In this case, the game providing server120can allow the player and the non-player to commonly play the game within a predetermined number. For example, within a fixed number such as the preliminary match, or the preliminary match and the main match. In such case, the above mode can be applied just only to the player.
Additionally, as the online tournament game league period progressed from the first to the fourth, for example, the league period progressed through the preliminary match, the main match, the semi-final match and the final match, the tournament period can be repeated several times, and an additional season final match can be progressed by selecting only the winners at the final match. In this case, the final winner at the season final match can be paid the prize money as shown inFIG. 23.
This kind of online tournament game opening method or the ranking determining method can be recorded in a recording medium, and the recording medium can be executed by a computer. For example, such recording medium include a CD (Compact Disc), a DVD (Digital Video Disk), a MD (Mini Disk), and a memory card.
It will be apparent to those skilled in the art that various modifications and variations can be made in the present invention without departing from the spirit or scope of the invention. Thus, it is intended that the present invention covers the modifications and variations of this invention provided they come within the scope of the appended claims and their equivalents.
According to the present invention, as to the online tournament opening system, since the money balance of each player of the first game is different, the game is progressed by endowing a fixed point value, while the money balance of each player is the same. Thus, the initial condition of the game can be identically set. Additionally, the online tournament opening system according to the present invention can maximize the amusement of the game by employing the tournament method where the players of the top ranking are selected as the subsequent time period begins against the players of the first time period.
Thus, there have been shown and described several embodiments of an online game system, which apparatus fulfills all of the objects and advantages sought therefore. Many changes, modifications, variations and other uses and applications of the present constructions will, however, become apparent to those skilled in the art after considering this specification and the accompanying drawings. All such changes, modifications, variations and other uses and applications which do not depart from the spirit and scope of the present invention are deemed to be covered by the invention.
Claims
- An online game system, the system comprising: one or more modules executable by one or more processors using programs and at least one storage device, the one or more modules comprising, a game providing module configured to provide multiple channels for each of a first time period and a second time period for a game for a plurality of players that join a virtual game room during a game session, the game session comprising the first time period and the second time period in a sequence;a ranking determination module configured to set a unit money amount with a different amount of money for each channel, to store a unit win-lose point value corresponding to each set unit money amount, and to calculate the win-lose point value corresponding to a game money that each of the plurality of players during the first time period earned or lost, based on the win-lose point value stored in a point value database server, wherein the win-lose point value is calculated based on (earned or lost game money /unit money amount)×unit win-lose point value;a player selection module configured to select players and to assign the selected players for the second time period based upon the win-lose point value of the selected players during the first time period;and a display module configured to concurrently display the win-lose point value and a ranking of the respective players during the first time period and the second time period of the game session.
- The system of claim 1 , further comprising: a second ranking determination module configured to calculate a money balance based on earned money amount or lost money amount according to results of game play by each player during the first time period and to determine the ranking of the respective players based on the money balance of the first time period.
- The system of claim 1 , wherein the player selection module comprises a player assigning module configured to form game rooms for each of the multiple channels, and to assign a predetermined number of players to each of the game rooms.
- The system of claim 3 , wherein the one or more processors are configured to determine a number of plays to be played by players assigned to each game room, wherein the one or more processors are configured to reassign players one of the game rooms to the other game room in response to detection of the number of plays being completed.
- The system of claim 1 , further comprising: a win rate database server configured to classify the point value in a single step, and to assign a different win rate for the classified point value, and to calculate the point value balance based on the previous point value balance of each player of the first time period, the win-lose point value, and the win rate corresponding to the previous point value balance among the win rate stored in the win rate database server.
- The system of claim 1 , wherein the ranking determination module is configured to calculate the point value balance by In case of winning: Point value balance=previous point value balance+win-lose point value x (1−win rate) In case of losing: Point value balance=previous point value balance−win-lose point value x win rate.
- The system of claim 1 , wherein the game providing module comprises a display management module configured to control game status information to be displayed during the first time period and the second time period of the game session.
- A system for determining rankings of gamers in playing a multiplayer game over a network, the system comprising: a plurality of modules being configured and executable by processors of servers comprising storage devices, the plurality of modules comprising, a game providing module configured to provide multiple channels for each of a first time period and a second time period for a name for a plurality of players that loin a virtual name room during a game session, the game session comprising the first time period and the second time period in a sequence;a win-lose point value-calculating module configured to set a unit money amount with a different amount of money for each channel, to store a unit win-lose point value corresponding to each set unit money amount, and to calculate a win-lose point value corresponding to a game money earned or lost by players, based on the win-lose point value stored in a point value database server, wherein the win-lose point value is calculated based on (earned or lost game money /unit money amount)×unit win-lose point value;a point value balance calculating module configured to calculate point value balance of each of the players by adding or subtracting the win-lose point value by providing a default point value to the each player, wherein the ranking is determined by comparing the point value balance of each of the players;and a display module configured to concurrently display the point value balance and the ranking of the respective players during a game session.
- A computer-implemented method for managing online games, the method comprising: providing multiple channels for each of a first period and a second time period for a game for a plurality of players that join a virtual game room during a game session, the game session comprising the first time period and the second time period in a sequence;providing a default point value to the players of a game room for playing a multiplayer game during the game session;setting a unit money amount with a different amount of money for each channel, and storing a unit win-lose point value corresponding to each set unit money amount, and calculating a win-lose point value corresponding to a game money earned or lost by each of the players during the first time period, wherein the win-lose point value is calculated based on (earned or lost game money /unit money amount)×unit win-lose point value;determining a ranking of the respective players by comparing the point value balance of each player during the first time period;selecting players for the second time period based on the ranking of the respective players during the first time period;and a display module configured to concurrently display the point value balance and the ranking of the respective players during the first time period and the second time period.
- The method of claim 9 , further comprising: calculating a money balance based on earned money amount or lost money amount from the result of the each player during the first time period;and determining the ranking of the respective players based on the money balance of the first time period.
- The method of claim 9 , further comprising: forming multiple game rooms for each channel;and assigning a predetermined number of players to each of the game rooms.
- The method of claim 9 , further comprising: classifying the point value balance;and assigning a different win rate for the classified point value, calculating the point value balance based on the previous point value balance of each player of the current time period, the win-lose point value, and the win rate corresponding to the previous point value balance among the win rate.
- The method of claim 12 , further comprising: displaying game status information for each game room for the respective players.
- The method of claim 9 , further comprising: determining a number of players assigned to the game room;and reassigning players to different game room in response to detection of the number of plays being completed.
- The method of claim 9 , wherein the each point value balance is calculated by In case of winning: Point value balance=previous point value balance+win-lose point value x (1−win rate) In case of losing: Point value balance=previous point value balance−win-lose point value x win rate.
- A computer-implemented method for determining rankings of gamers in playing a multiplayer game over a network, the method comprising: providing multiple channels for each of a first time period and a second time period for a game for a plurality of players that join a virtual game room during a game session, the game session comprising the first time period and the second time period in a sequence;calculating a win-lose point value corresponding to the game money earned or lost by gamers, wherein the win-lose point value is calculated based on (earned or lost game money /unit money amount)×unit win-lose point value, wherein the unit money amount is set with a different amount of money for each channel;calculating a point value balance of each of the gamers by adding or subtracting the win-lose point value calculated by providing a given default point value to each gamer according to the adding or subtracting the win-lose point value from the default point value, wherein the ranking is determined by comparing the point value balance of each of the players;and concurrently displaying the point value balance of each of the players during the multiplayer game.
- One or more non-transitory computer-readable storage medium comprising executable computer programs, when executed by one or more processors, causes the one or more processors to perform: providing multiple channels for each of a first time period and a second time period for a game for a plurality of players that join a virtual game room during a game session and setting a default point value to each player during the game session comprising the first time period and the second time period in a sequence;setting a unit money amount with a different amount of money for each channel, and storing a unit win-lose point value corresponding to each set unit money amount;calculating win-lose point value corresponding to a game money earned or lost by each of the players during the first time period, wherein the win-lose point value is calculated based on (earned or lost game money /unit money amount)×unit win-lose point value;determining rankings of the players based on the point value balance of each player during the first time period, wherein the default point value is provided to each of the players in the first time period;selecting players for the second time period based on the rankings of the players during the first time period;and concurrently displaying the point value balance of each player during the first time period and the second time period.
Disclaimer: Data collected from the USPTO and may be malformed, incomplete, and/or otherwise inaccurate.