Obtaining meter data from gaming machines is important to evaluate revenue generation. It is best to obtain the data on a daily basis to be able to analyze the gaming machine, theme response, and other revenue criteria. For example, if a carousel of gaming machines is not attracting players due to its location, it is best to know immediately so that the casino may change the location of the gaming machines. Additionally, if the players are not attracted to the theme of the game being played, the casino can switch out the games to a more attractive game of chance.
To obtain data from gaming machines, an employee must interrupt game play, open the gaming machine, and manually inspect the meters. This process is labor intensive and costly and the data is subject to human error. Additionally, game play must either be interrupted or the employee must wait for the gaming machine to be free.
Furthermore, a gaming or gaming machine company, such as IGT of Reno, Nev., may rely on the data for revenue generation from participation and/or non-participation games. The data may be important for the calculation of license fees, copyright royalties, and the like. Currently, gaming companies may not obtain the data from the gaming machines on a daily basis, thereby delaying revenue generation. Additionally, clients such as a casino may not want to readily share the data and the data may not be accurate.
Another important consideration is the safety and management of gaming networks. Gaming networks have been recently developed for various gaming activities. More recently, extensive efforts have been made to develop wireless gaming networks and wireless gaming. Gaming networks developed for wagering games can be very complex. Generally, security is major concern of any gaming network used to conduct wagering games.
The invention pertains to improved techniques for managing and securing gaming networks. In accordance with one aspect of the invention, data collected by a secure automated data collection system can be used to effectively manage various gaming systems including wired and/or wireless gaming networks. Managing a gaming network can, for example, include securing the gaming network against unauthorized access and/or unauthorized devices, changing the mode and/or manner of communication, and generating and providing alerts. In accordance with one embodiment of the invention, a gaming management system can be operable to monitor transmissions made in a gaming network including transmissions made to and from at least one gaming device, obtain data pertaining to the transmissions, and manage the gaming network based on the data.
Some implementations of the invention provide methods for managing a wireless gaming network. The wireless gaming network may include at least a first gaming device operable to receive wireless transmissions from at least a second device and operable to obtain an outcome of a game. Some such methods include these steps: monitoring transmission made in the wireless gaming network including wireless transmissions made to and from the first gaming device; obtaining, based on the monitoring, wireless transmission data pertaining to wireless transmissions made to a first gaming device; and managing the wireless gaming network based on the wireless transmission data.
The monitoring of the wireless transmissions may involve monitoring transmissions to and/or from the first gaming device without interfering with the outcome of the game. The obtaining may comprise collecting the wireless transmission data as collected transmission data and providing the collected data for processing. The managing of the wireless gaming network may involve processing the collected data and determining, based on the processing of the collected data, whether an unauthorized transmission has been sent to the first gaming device. The method may also involve processing the wireless transmission data and determining, based on the processing of the wireless transmission data, whether authorized transmission has been sent to the first gaming device.
The monitoring of the wireless transmissions may be performed by an endpoint device that cannot access the first gaming device. According to some such implementations, the endpoint device cannot be accessed by any other device. The endpoint device may be operable to send the transmission data to another device. According to some such implementations, the endpoint device cannot be accessed by any other device except a data storage/processing system. The endpoint device may be operable to send the transmission data to another device. For example, the endpoint device may be operable to send the transmission data to a data storage component operable to store the transmission data. The receiving device and/or system may include a processing component (such as a logic system) operable to process the transmission data.
The invention can be implemented in numerous ways, including, for example, as a method, as an apparatus, as software stored on one or more computer readable media and/or as a system (e.g., as one or more stand-alone or interconnected computing devices). A computer readable medium may include executable computer program code stored in a tangible form and having instructions for controlling one or more devices to perform, at least in part, one or more methods described herein.
Alternative implementations of the invention provide a wireless gaming management system for managing a wireless gaming network. One such wireless gaming management system includes a data collection component operable to do the following: monitor a wireless gaming network for wireless transmissions made in wireless gaming network including wireless transmission to and/or from at least a first gaming device in the wireless gaming network, wherein the first gaming device is operable to receive wireless transmissions at least from a second device and obtain an outcome of a game managed by a gaming entity; obtain at least wireless transmissions made to and from the first gaming device as collected transmission data; and a data storage and processing component. The game may be a wagering game.
Managing the gaming network may involve securing the gaming network against unauthorized access and/or unauthorized devices, changing a mode and/or manner of communication in the gaming network, as well as generating and/or providing alerts regarding the gaming network. The data storage and processing component may include a data storage (or data concentrator) component operable to store the collected data.
The data storage and processing component may be operable to do the following: obtain the collected transmission data from the data collection component; process the collected data; and manage the wireless gaming network based on the processing of the collected data. The data storage and processing component may include a data processing component (such as a logic system comprising one or more logic devices) operable to obtain and/or process the collected data. The data processing component may include a server component. The data collection component may be configured to avoid interfering with operations relating to the game. The data collection component may be prevented from accessing the first gaming device. The data collection component may be prevented from interfering with gaming operations of the first gaming device.
The data collection component may include an endpoint component operable to monitor wireless transmissions to the first gaming device. In some such implementations, the endpoint component is configured to avoid interfering with the gaming operations of the first gaming device. The endpoint component may be operable to monitor wireless transmissions to and/or from the first gaming device. However, in some implementations, the endpoint component is operable to communicate only with the data storage and processing component.
The endpoint component may, for example, comprise a ZigBee endpoint that is operable to communicate only with one or more designated ZigBee coordinators of the data storage and processing component. The ZigBee end-device(s) may be configured to transmit and receive messages but not operable to perform any routing operations.
The one or more ZigBee end-devices may be operable to transmit the collected data to one or more ZigBee coordinator devices that are operable to effectively initiate and/or control the wireless gaming network. The ZigBee coordinator device(s) may be further operable to receive and store the collected data. The ZigBee coordinator device(s) may be further operable to perform one or more of the following: store information regarding the wireless gaming management system; store information regarding the wireless gaming network; receive the collected data; store the collected data; process the collected data; send the collected data to one or more processing components for processing; provide access to the collected data; or allow one or more processing components to access the collected data.
Securing the gaming network may involve one or more of the following: detecting unauthorized communication in the wireless gaming network; detecting unauthorized data transmissions; detecting an unauthorized device; detecting unauthorized communication by an authorized device; detecting unauthorized data transmissions by an authorized device; detecting unauthorized communication by an unauthorized device; or detecting unauthorized data transmissions by an unauthorized device. The one or more attributes regarding the wireless transmission may include one or more of the following: one or more attributes associated with the signal transmission; one or more attributes associated with signal transmission of a wireless transmission; strength of signal transmission; strength of wireless signal transmission; channel of transmission, channel of wireless signal transmission; one or more attributes associated with transmitted content; one or more attributes associated with content transmitted wirelessly; encryption keys used to encrypt the transmitted content; rate of data transfer; originating location of transmission; proximity of transmission; or one or more identifiers associated with one or more devices transmitting the wireless transmission.
Obtaining the wirelessly transmitted data may involve collecting content of data transmitted in the wireless gaming network and/or collecting one or more attributes regarding wireless transmission in the wireless gaming network. Managing of the wireless gaming network may involve determining, based on the content of data transmitted and/or one or more attributes of transmission, whether an attempt has been made to breach the security of the wireless gaming network and/or whether the security of the wireless gaming network has been breached.
The data collection component may include an endpoint component operable to collect content wirelessly transmitted. The endpoint component may be operable to collect one or more attributes regarding wireless transmissions to and/or from the first gaming device. Other aspects and advantages of the invention will become apparent from the following detailed description, taken in conjunction with the accompanying drawings, illustrating by way of example some principles of the invention.
The accompanying drawings, which are incorporated into and constitute a part of this specification, illustrate one or more embodiments and, together with the detailed description, serve to explain the principles and implementations of the invention.
As noted in the background section, gaming networks and wireless gaming networks in particular have recently been developed. Gaming networks can be very complex. As such, managing a gaming network can be very difficult and error-prone especially if human operators are used. Generally, it is very important to secure gaming networks. However, ensuring the security of gaming networks conducting wagering games is generally difficult partly because of the amount of money at stake. In particular, securing wireless gaming network can be very challenging as they may be more susceptible to malicious attacks. Accordingly, improved techniques for managing and securing gaming networks are needed and would be very useful.
The invention pertains to improved techniques for managing and securing gaming networks. In accordance with one aspect of the invention, data collected by a secure automated data collection system can be used to effectively manage various gaming systems including wired and/or wireless gaming networks. Managing a gaming network can, for example, include securing the gaming network against unauthorized access and/or unauthorized devices, changing the mode and/or manner of communication, and generating and providing alerts. In accordance with one embodiment of the invention, a gaming management system can be operable to monitor transmissions made in a gaming network including transmissions made to and from at least one gaming device, obtain data conveyed in those transmissions, and manage the gaming network based on the data.
In another embodiment, as illustrated in carousel 140, the endpoint 144 may be remote from the gaming machines 142a, 142b, 142n. Each gaming machine 142a, 142b, 142n may be communicatively coupled to endpoint 144 or similar to carousel 100, the data may be transmitted to a designated gaming machine, such as gaming machine 142b, to be transmitted to endpoint 144. The gaming machines 142a, 142b, 142n may be coupled to the endpoint through any known means including but not limited to a serial SAS 146, RS-232, universal serial bus, fiber loop, Ethernet, Data Collection Systems (DCS) port loop, direct wire connection, and the like.
The data collected from the endpoints 104, 124a,b,n, 144 may be used for a variety of purposes such as product marketing, theme response, and revenue analysis. The data may also be used to calculate revenues received from participation games, licensee fees, copyright fees, and the like. The meter data collected from the participation games may be used to evaluate the location of the gaming machine carousels, the game of chance played on the gaming machines, and/or other criteria to determine the effectiveness of the gaming machines as well. However, a client may refuse to submit the data to the gaming or gaming machine company. Thus, it would be beneficial to present the data in a way that would benefit both the gaming or gaming machine company and the client such as a casino. Alternatively, the information may be used to incentivize the client to provide accurate data to the gaming machine company. For example, the data may include player tracking information to evaluate the players that play the gaming machines. This would benefit the casino by helping them identify, analyze data relating to, and/or direct offers and/or services to high rollers. For example, a casino may direct special services to players of machines indicating a large “coin in” to keep the player interested in playing the gaming machine.
The endpoints may collect the data from the gaming machines at predetermined time intervals such as once a day or several times a day. Alternatively, the endpoints may collect the information upon the occurrence of an event, e.g., when a predetermined amount of data has been acquired, when resource utilization (e.g., network utilization or gaming machine utilization) drops below a predetermined level, when an internal alarm is triggered, etc. In one such example, endpoint 104 may have an internal alarm (illustrated in
Prior to being transmitted, the data signals may be encrypted to increase security. Any known means such as advanced encryption standard (AES), data encryption standard (DES), secure shell (SSH), secure socket layer (SSL) or transport layer security (TLS), or the like may be used.
The endpoint 104 may have a memory 208 coupled to the processor 202 to store any data. The processor 202 may be coupled to an alarm 210, the activation of which triggers the push of data to the concentrator 152. The alarm may be synchronized with the time in the concentrator 152 by a synchronizer 216. The concentrator 152 may comprise components or devices for providing suitable communication, networking, processing, and memory storage means to provide the functionality required by a user. The concentrator 152 may have a processor 212 and/or other logic device(s), e.g., to receive and process the data signals received from the endpoint 104 via the WPAN 206. The processor 212 may be coupled to a memory 214 and a synchronizer 216. The synchronizer 216 may be used to synchronize the alarm 210 on the endpoint 104 with the time on the synchronizer 216.
In addition to collecting meter data to gain information to increase revenue, it is important to attract clients and customers to the gaming machines. To attract players, the synchronizer 216 may be used to synchronize visual and/or audio effects on the plurality of gaming machines in a carousel. For example, the synchronizer may transmit a synchronization protocol signal to the endpoint to synchronize lights (e.g., the lights positioned atop wager gaming machines, which are known as “candles”) and speakers (see
The WPAN 206 may be configured for communication via any appropriate network standard, but in this example WPAN 206 is configured for communication via ZigBee. ZigBee is a specification for high level communication protocols using small, low-power digital radios based on the IEEE 802.15.4 standard for wireless PANs. ZigBee can support applications requiring low data rates and low power consumption. ZigBee network topologies create a wireless PAN based on communicating over a selected channel. The ZigBee devices typically remain on the same channel for a significant period of time even if the channel becomes noisy or has detrimental outages and there previously was no mechanism for monitoring or switching channels. Thus, to monitor the channels for noise or outages, a “snooper” or channel agent 220 on the endpoint 104 may be used.
The channel agent 220 may communicate with the concentrator 152 to determine what channel the concentrator 152 is using and analyze the channel for noise, outages, and other criteria. The channel agent 220 may also analyze free unassigned communication channels and determine whether a channel change is necessary to increase transmission reliability. If signal quality on the channel being used by the concentrator 152 falls below a predefined threshold such that a channel change is necessary, the channel agent 220 may send a signal to the concentrator 152 to use a different communication channel. Additionally, the channel agent 220 may continuously monitor the communication channels to pre-select a communication channel for a new device used within the ZigBee network.
The concentrator 150 may also synchronize its time with the collection server 304. The synchronizer 216 may synchronize the time in the concentrator 150 with the master timer on the collection server 304. Thus, the time on the collection server 304, concentrator 150, and endpoints 124n will be the same to ensure that the push of data from the endpoint to the collection server 304 occurs simultaneously.
Wireless modules may be moved around. Although such portability may be generally desirable, this feature can occasionally create a challenge to determine where a module is located. Therefore, in some implementations, a signal may be sent to an endpoint that causes a beeper, a beacon (or the like) to be activated. Such implementations may facilitate the location of particular endpoint by following the sound. For example, a beeper would allow a service technician to find a particular endpoint on a casino floor. In some such implementations, a signal may be sent from the remote collection server to the concentrator and from the to the endpoints. The signal may cause a beeper, a beacon, etc., of a particular endpoint to turn on, thereby facilitating the location of the endpoint.
One type of data that may be transmitted to the concentrator 150 is an attendant signal. Currently on gaming machines, when a player needs assistance, the player may press a call attendant button to light the candle 50 on the gaming machine 122n. The player will be helped only when an attendant notices the lighted candle. To allow for faster service, a player may press the call attendant button and the signal may be transmitted from the gaming machine 122n to the endpoint 124n and transmitted to the concentrator 150 via WPAN 206. The concentrator 150 will receive the signal, process the signal as an attendant signal, and broadcast the transmission to at least one attendant receiver 318a, 318b, 318n via the wireless PAN 206 or any other network. The signal may include information to identify the gaming machine and location of the gaming machine. The signal may be received by the attendant receiver 318a, 318b, 318n in any known manner such as by visual, audio, vibration, or any other similar means. The signal may be broadcast to several attendant receivers 318a, 318b, 318n and any attendant that is closest to the gaming machine may provide assistance. Alternatively, the signal may be broadcast to attendant receivers that are assigned to specific gaming machines. This will provide faster and more efficient assistance to players and thereby increase player satisfaction. Furthermore, the faster attendant service is provided, the more game play time the player will have, thereby increasing revenue.
The endpoint 124n may be programmed to filter the data received from the gaming machine 122n as desired or requested. For example, should the casino only request the number of players that played that specific gaming machine 122n over a specific time interval, the endpoint 124n may filter out all other information and transmit only the requested information. Additionally, the endpoint 124n may have the ability to filter out gaming machine data signals from attendant signals to allow the attendant signals to be transmitted to the concentrator 150 immediately.
A fault tolerant system may be implemented to overcome any faults or errors in transmission. For example, should the data transmission from the concentrator 150 to the remote collection server 304 not be possible on the cellular modem 306, the concentrator 150 may switch to the analog modem 308 to transmit the data to the collection server 304. Alternatively, the concentrator 150 may utilize any other means to transmit the data such as digital subscriber line (“DSL”), dial-up, an alternative cellular back-up network, or the like.
Fault tolerant redundant systems may also be implemented by utilizing a plurality of devices to reroute the data communications to auxiliary devices. For example, referring to
The data collected from the endpoints may be used for a variety of purposes such as product marketing, theme response, revenue analysis, etc., as described elsewhere herein.
The endpoints may collect the data from the gaming machines at predetermined time intervals, when a timer determines that a predetermined time has been reached for collecting data from the gaming machines and/or for transmitting the data to the concentrator. Alternatively, or additionally, the endpoints may collect or transmit such information upon demand.
In some implementations, the endpoint and/or the gaming machines may be programmed to not interrupt or to slow game play on the gaming machine. Accordingly, before data are collected and/or transmitted, there may be a step of determining whether game play would be interrupted or otherwise degraded by the collection and/or transmission process. The processor may have a filter to enable the queries of the gaming machine meters and disable all other messages, in particular, transmission of commands to the game which could affect game operation or settings. Thus, data may be collected without interrupting or adversely affecting game play on the gaming machine.
The data may be transmitted from the endpoint to a concentrator via a personal area network at 402 using any known protocols such as SAS, G2S, or the like. A synchronizer may synchronize the alarm on the endpoint with the time on the synchronizer to coordinate the push of data. Prior to being transmitted, the data signals may be encrypted by any known means such as advanced encryption standard (AES), data encryption standard (DES), secure shell (SSH), secure socket layer (SSL), transport layer security (TLS), or the like.
The concentrator may initiate a call to a remote collection server at 404 to push the data from the concentrator to the remote collection sever at 406. This may be achieved at brief predefined intervals set by the user or otherwise, e.g., as described elsewhere herein.
As a wireless device, the gaming device 504 can be configured and/or authorized to communicate with the gaming device 504. By way of example, the device 504 can be a wireless device configured to communicate with the gaming device 502 in order to allow a person to play a game on a display provided by the wireless device.
It will be appreciated that the gaming management system 502 can be operable to monitor the gaming network 500 for transmissions including the transmissions to and from the gaming device 504. In other words, the gaming management system 502 can be operable to monitor data transmitted and received by the gaming device 504. By monitoring the gaming network 500, the gaming management system 502 can obtain data (transmission data) pertaining to transmissions made in the gaming network 500. It will be appreciated that the transmission data effectively collected by the gaming management system 502 can include content of data transmitted and one or more attributes regarding the transmissions (e.g., signal strength, location of transmission). It will also be appreciated that the management system 502 can use the collected transmission data to effectively manage the gaming network 500.
Management activities performed by the management system 502 can, for example, include securing the gaming network 500 against unauthorized access and/or one or more unauthorized devices 508, changing the mode and/or manner of communication (e.g., changing the communication channel) between the gaming device 504 and one or more other authorized devices 506, and generating and providing alerts regarding the gaming network 500 (e.g., sending alerts to a network administrator regarding any possible breach of security of the gaming network 500). The management system 502 can be operable to determine, based on the content of data transmitted and/or one or more attributes of transmission, whether an attempt has been made to breach the security of the gaming network 500 and/or whether the security of the wireless gaming network has been breached. The attributes of transmission that may be considered by the management system 502 may, for example, include: one or more attributes associated with signal transmission, one or more attributes associated with signal transmission of a wireless transmission, strength of signal transmission, strength of wireless signal transmission, channel of transmission, channel of wireless signal transmission, one or more attributes associated with transmitted content, one or more attributes associated with content transmitted wirelessly, encryption keys used to encrypt said transmitted content, rate of data transfer, originating location of transmission, proximity of transmission, and one or more identifiers associated with one or more devices transmitting said wireless transmission.
Wireless networking is a relatively new development and may be preferred over wired networks for some applications. As such, a wireless gaming network 600 will now be described in greater detail with reference to
Referring back to
It will be appreciated that the number and configuration of components depicted in
It will be appreciated that a data collection component can be operable to obtain data regarding wireless transmissions without interfering with the operations of the gaming devices. By way of example, the data collection component 608A can include an endpoint component (e.g., a ZigBee endpoint) operable to monitor wireless transmissions to the one or more gaming devices 604A and operable to not interfere with various other gaming operations of the one or more other gaming devices (including but not limited to gaming device 604B), including but not limited to operations relating to generating or obtaining the outcome of a game. In accordance with one embodiment of the invention, the data collection components 608A and/or 608B may include a ZIgBee endpoint device.
The data storage and processing component 610 may obtain data from data collection components 608A and/or 608B and store at least some of the data in a memory system 610a, which may include one or more types of memory devices known in the art. As shown in
The storage and data processing component 610 may include a data concentrator configured to receive data from one or more data collection components. By way of example, the data concentrator may be a ZigBee coordinator (or concentrator) operable to receive transmission data from one or more ZigBee endpoints. Those skilled in the art will readily know that a ZigBee coordinator can be operable to effectively initiate and/or control a wireless gaming network that includes one or more ZigBee endpoints and routers. A ZigBee coordinator can be further operable to perform one or more of the following: store information regarding wireless gaming management system, store information regarding the wireless gaming network, receive, store and process data collected by a ZigBee endpoint, send the collected data to one or more logic devices for processing, provide access to collected data, and allow one or more logic devices to access said collected data.
It should be noted that a ZigBee coordinator (or concentrator) can be operable to send (e.g., push) the data to another component for processing (e.g., to a server). In other words, the logic system 610b may, for example, include a ZigBee coordinator and/or a server provided for processing the data stored in the memory system 610a. A processing component (e.g., a server) can be operable to process the data in order to effectively manage the wireless gaming network 500. It should be noted that a coordinator component of data storage and processing component 610 may be operable to perform the processing, but it may be easier and/or more practical for some applications if the processing is performed by a server.
To further elaborate,
The endpoint component 702 can, for example, be any ZigBee device, such as the XBee™ and XBee-PRO™ ZigBee modules sold by MaxStream of Orem, Utah. The endpoint component 702 may have a logic system 708 operable to receive and process the data signals from the concentrator component 704. The logic system 708 may comprise one or more processors or other logic device(s) configured to monitor wireless transmissions. In some implementations, logic system 708 will not transmit commands to the gaming devices that could affect game operation or settings. Thus, data may be collected without interrupting or affecting the game play on the gaming machine. The endpoint component 702 may have a memory 712 to store transmission data. In some implementations, data may be pushed to the concentrator 152 when timer 714 determines that a predetermined time for a data push has arrived. The timer 714 may be synchronized with a synchronizer 716 of the coordinator component 704.
A monitoring agent 710 can be operable to “sweep” between various channels and detect unauthorized transmission based on various attributes of transmission, such as, for example, signal strength. The monitoring agent 710 can also be operable to examine and verify that the encryption settings of the content transmitted are correct, to ensure that the transmission is authorized. By way of example, encrypted content can be decrypted using encryption keys (e.g., an AES key) to ensure that various headers conform to an expected form. In addition, monitoring agent 710 may monitor the payload and cause the communication channel to be changed if necessary or desirable. The monitoring agent 710 can communicate with the coordinator component (704) to determine which channel is being used and analyze the channel for various criteria related to outage potential, noise and/or bandwidth limitations. The monitoring agent 710 may also analyze free unassigned communication channels and determine whether a channel change is necessary to increase transmission reliability. If signal quality on the channel being used falls below a predefined threshold such that a channel change is necessary, the monitoring agent 710 may send a signal to the concentrator coordinator 704 to effectively indicate that a different communication channel should be used. Additionally, the monitoring agent 710 may continuously monitor the communication channels to pre-select a communication channel for any new device that may be used within the ZigBee network.
The concentrator component 704 may include various components or devices, including those providing communication, networking, processing, and memory. The concentrator component 704 may have a logic system 718 for processing data and signals received from the endpoint component 702 via the WPAN 703. The synchronizer 716 may be used to synchronize the alarm 714 of the endpoint component 702. As noted above, an endpoint component may collect data at predetermined time intervals such as once a day or several times a day. Alternatively, an endpoint may collect data when an internal alarm is triggered. The time intervals at which endpoint components communicate with the concentrator components may be intentionally varied or randomized in order to increase system security. Alternatively, or additionally, data may be collected on demand, e.g., in response to a request from a device operated by a casino administrator.
The coordinator component 704 can be operable to effectively provide the data to a server 706 for processing. By way of example, the coordinator component 704 may initiate a call to the server 706 and effectively push the data to the server 706. The server 706 can be operable to store the data and analyze the data in order to effectively manage a wireless gaming network. The server 706 may communicate with a monitoring agent 722 of the coordinator component 704 in order to perform various management tasks including issuing alerts regarding potential unauthorized transmissions to one or more one attendant receivers 318, requesting transmission channel to be changed.
Referring to
It should be noted that a wireless gaming device can be used to play a game in a gaming environment that uses the authentication techniques of the invention.
As an example, a game 816 may be presented on a display 818 located on gaming machine 800. The game 816 may be played using input mechanisms, such as input buttons 806 or touch screen interface buttons 804. The touch screen interface buttons 804 are activated using a touch screen 820 located over the display 818 of the gaming machine 800. Further, a game 826 may be presented on display 828 located on the wireless game player 825. The game 826 may be played using input mechanisms located on the wireless game player 825, such as 838 and 836 or touch screen interface buttons 834. The touch screen interface buttons 834 are activated using the touch screen 846 located over the display 828.
The game logic for a game presented on display 818 or display 828 is stored within the main cabinet 801 of the gaming machine 800. The game logic, which is typically regulated gaming software, is executed by a master gaming controller located within the main cabinet 801 of the gaming machine 800. A particular game executed by the master gaming controller may be presented on display 818 or, when the wireless game player 825 is activated, on display 828. When the same game is presented on display 818 or on display 828, the graphical presentations of the game may vary between the displays because of hardware differences. For instance, display 818 may by larger than display 828 allowing for higher resolution graphical output on display 818 as compared to display 828.
While playing a game 826 on the portable wireless game player 825, a player may move throughout the areas of a casino where wireless game play is enabled. For instance, a player may be able to play the game 826 with the wireless game player 825 in a restaurant, a keno parlor or a sports book. The player's position does not have to remain static while playing the game 826 on the wireless game player 825 and the player may be actively moving while games are played on the wireless game player 825.
When a game is played on the wireless game player of the present invention, such as 825, all random number generation (RNG) events, game outcomes, meter information, game related information, and all cash transactions are generated or obtained and maintained in the licensed (controlled) gaming machine (e.g. 800), and not the wireless game device. Thus, the wireless game player 825 may be considered a remote extension of the gaming machine's 800 display and input mechanisms. With a gaming machine with a remote extension, the gaming machine may operate in both a local mode and a remote mode. In the local operational mode, game play is presented using the display and input mechanisms located on the gaming machine. In the remote operational model, game play is presented using the display and input mechanisms located on the wireless game player. These two operational modes are described as follows.
During local game play on a gaming machine, a player may input money or indicia of credit into the gaming machine, indicate a wager amount, and initiate a game play. For example, to play the slot game 816 on gaming machine 800, a player may deposit money or indicia of credit using the bill validator 808, the card reader 810 or the coin acceptor 809. Status information 814 for the game, such as a game denomination and available credits may be displayed on display 818. Next, using input buttons 806 and touch screen interface buttons 804, the player may make a wager and initiate the game. The gaming machine obtains or determines a game outcome and then presents the game outcome to player on the display 818. For instance, after a slot game has been initiated, the video gaming machine calculates the final position of the reels (e.g. the game outcome), the reels on display 818 spin and then stop at pre-determined position. Based on the pre-determined outcome obtained or calculated by the master gaming controller, an award may be presented to the player. As another example, after a card game has been initiated, the video gaming machine 800 calculates a sequence of cards to be dealt to the player and card hands are dealt on the display 818. During the card game play, the player may use input mechanisms on the gaming machine 800 to hold or discard cards. After the card game is complete, an award may be presented to the game player.
The games presented on the gaming machine 800 may be enhanced by additional features. Light patterns, such as from lights 802, and sounds may be generated on the gaming machine 800 to enhance the game outcome presentation. In addition, during certain game events, a bonus game may be presented to the game player.
During remote game play on a gaming machine using a wireless game player such as 825, a player may input money or indicia of credit into the gaming machine, activate a wireless game player, indicate a wager amount on the wireless game player and initiate a game play on the wireless game player. For example, to play the slot game 826 on gaming machine 800 using the wireless game player 825, a wireless game play session is requested by the player. A wireless game play session may include one or more game plays on a wireless game player 825 connected to the gaming machine 800 via a wireless communication link 822. The wireless game play session request by the player may be made using an input mechanisms located on the gaming machine.
Prior to beginning the wireless game play session, a player may be required to deposit money or indicia of credit to in the gaming machine in communication with the wireless game player. The deposited credits may be used during the wireless game play session. For instance, using the bill validator 808, the card reader 810 or the coin acceptor 809 located on the gaming machine 800, the player may provide an initial amount of credits to be used for a wireless game play session using the wireless game player 825. During game play on the wireless game player, a player wagers a certain amount of credits per game. Depending on the outcome of a particular game, the number of credits available for game play may be decreased or may be increased.
After a game player has used all of their credits during a wireless game play session and the player desires to continue the wireless game play session, the player may be required to return to the gaming machine to add additional credits. In other embodiments (See
After establishing game credits on the gaming machine, the wireless game player 825 is activated. In some embodiments, authentication and verification of the user of the wireless game player is performed. For example, to enforce age restrictions imposed by a jurisdiction, the user may be verified and authenticated to use the game player. The wireless game player may have a biometric sensor (not shown) such as a fingerprint sensor. As part of the authentication process, the player may be asked to place their finger on the sensor located on located on the wireless game player. The fingerprint image is sent back to the controller in the machine for comparison. As another example, the wireless game player may include a smart-card reader that reads biometric smart cards (cards having a built-in fingerprint sensor). The smart card has all the personal information of the casino guest. Thus, the authentication could occur directly at the wireless game player. A description of a finger print reader as an identification device is provided in U.S. Pat. No. 6,488,585, which is incorporated herein in its entirety and for all purposes. Other types of verification methods such as a PIN number or a password may be used separately or in combination with biometric identification methods. Other biometric identification methods that may be used with the present invention include but are not limited to feature identification using a camera, retinal pattern identification using a retinal scanner, voice pattern identification input using a microphone and hand-writing recognition using a hand writing input pad.
For security, the wireless game player has an encrypted serial number (code), which is used to verify and authenticate the wireless game player. For additional security, an electronic key may be used with the device. With an electronic key system, the wireless game player device cannot be activated until the key is inserted into a receptacle on the game player. In addition, the wireless game player may have a small GPS (Global Positioning System) device or other location determination device or system to verify location of the device. Position verification may be used to insure the wireless game player is used only in legal gaming areas of the casino and to track lost or stolen devices. When the gaming machine detects that the wireless game player is in a restricted area, it may discontinue communications with the wireless game player. Further, the wireless game player may have an RF capacitive device built into the wireless game player. RF capacitive devices are often used in retail stores to prevent theft. When the wireless game player is passed through a protected doorway, an alarm may be sounded even when the power is off to the wireless game player. Other security features may be used on the wireless game player and are not limited to electronic keys, GPS sensors or RF capacitive devices described above. Verification and authentication may be required to start every wireless game play session. Further, there may be a non-play time limit. Once this time is exceeded, a verification and authentication cycle or process must be performed. The verification and authentication cycle may be performed for the player and the wireless game player, for only the player or for only the wireless game player. As another example, authentication and verification may be required after a certain number of games played on the gaming device or may be even be required at random intervals. When verification and authentication requirements are not satisfied during a wireless game play session, the game play session will typically be terminated.
In one embodiment, after the wireless game player is activated 825, the input mechanisms, such as the touch screen 820 and the input buttons 806, built into the gaming machine 800 are deactivated and a wireless game play session may begin. The display 818 on the gaming machine 801 may display an “out of order” message, an “operator” message or the display 818 may be blank to indicate the gaming machine is unavailable for game play. During remote game play on the wireless game player 825, gaming information necessary to present the game on the wireless game player, such as a graphical presentation of game outcome and meter information, is generated on the gaming machine 800 are transmitted to the wireless game player via wireless communication 822. The mathematical methods used to generate the game outcomes remain on the gaming machine 800 or on a remote gaming device or outcome server operatively coupled to the gaming machine via a wired or wireless connection, including but not limited to a computer network connection using any suitable communication protocol. Further, gaming information required by the gaming machine 800 to the determine the game outcome, such as signals from input mechanisms located on the wireless game player, are transmitted from the wireless game player 825 to the gaming machine 800 via wireless communication 822.
During game play on the wireless game player 825, status information 842 for the game 826, such as a game denomination and available credits may be displayed on display 828. The status information 842 and the game 826 displayed on the wireless game player 825 may appear similar to what is displayed on the gaming machine 801 but is not necessarily identical to what is displayed on the gaming machine 800. Next, using input buttons, such 834, 836 and 838, the player may make a wager and initiate the game. In one embodiment of the present invention, the touch screen interface buttons 834 may be based on a web-browser interface.
After a game has been initiated on the wireless game player 825, via antenna 824, a wireless communication 822 containing the wager and initiate game inputs is sent to the gaming machine 800. In response, to the wager and the initialization of a game, the gaming machine 800 generates a game outcome including an award and possibly a bonus game. Instructions for displaying the game outcome and bonus game are sent in one or more wireless communications 822 to the wireless game player 825. The one or more wireless communications may be a series of information packets. The format of the information packets will vary according to the wireless communication standard used. Details of a wireless network for providing wireless communications is described with respect to
When a customer does not wish to use the wireless game player 825 anymore, the customer can terminate the wireless game play session using the touch screen 846 and deactivate the wireless game player 825. As described above, the wireless game player 825 may automatically terminate a wireless game play session and deactivate itself after a period of inactivity. After roaming with the wireless game player 825, the customer may return to the gaming machine providing the wireless game play session and wish to resume play on the main display of the gaming machine. In this case, the customer may depress a “return” button on the wireless game player 825 and after a verification cycle the player can begin playing at the gaming machine again.
The games presented on the wireless game player 825 may be enhanced by additional features. For instance, light patterns and sounds from the audio output 840 may be generated to enhance the game outcome presentation and add excitement to the games played on the wireless game player 825. Further, the wireless game player may include an audio output interface for connecting headphones. As part of a game outcome presentation, sounds may be transmitted through the audio output interface to headphones worn by the game player.
Details of the wireless game player hardware are now described. The wireless game player 825 is generally a hand-held device. It consists of a housing 812, display 828, touch screen 846, switch panel 844, battery, wireless communication interface, and controller. In one embodiment of the present invention, a modified DT Research WebDT pad (DT Research, Inc., Milpitas, Calif.) is used as a wireless game player. However, the present invention is not limited to the DT research WebDT pad as other hand-held wireless devices such as personal digital assistants (PDA) may also be used.
In one embodiment, the wireless game player may be approximately 10.5×9.5×1.0 inches in size, weigh 3 pounds and use a 10.4 inch color LCD touch screen display. Typically, an 8 inch to 10.4 inch display provides a sufficient viewing area without reducing the size of the character fonts to a point where they are unreadable by most players. The touch screen (sensor) 846 is overlaid on the displayable surface of the LCD 828. Other display technologies can be used instead of LCD, plus some display technologies will incorporate a built-in touch screen (internal vs. external). To activate the touch screen 846, a stylus 830 may be used, but most people will use their fingers.
Audio is available via the small built-in speaker 840 or an external headset. Lighting schemes, such as arrays of LEDs, may be added to the wireless game player 825 to provide visual effects and to communicate status information to a game player. Status information, such as a battery level and connection status, may be provided by the status lights 832. The layout and number of the input buttons, including 838 and 836, is variable. In
In one embodiment, the battery will last 5 hours between charging. Charging of the wireless game player may be accomplished by setting the wireless game player in a special storage cradle. The cradles may be in the form of storage bins located in a special area, located at the gaming machine or built as holders located on a desk, counter or table. For instance, a storage cradle for charging the wireless game player may be located in a keno parlor, restaurant tables or sports book. When the wireless game player is placed in a storage cradle it may used while being charged.
The wireless game player 825 can, for example, use an IEEE 802.11b compliant wireless interface. It is a 2.4 Ghz Direct Sequence Spread Spectrum radio system. It has a range of up to 330 ft (inside) from any access point. The data rate is 11 Mbps. IEEE 802.11b is a commonly used radio standard. Other exemplary wireless standards that may be used include IEEE 802.11a, IEEE 802.11g, IEEE 802.11n, IEEE 802.11x, hyperlan/2, Bluetooth, IrDA, and HomeRF.
In the example above, local gaming and remote gaming on gaming machine 800 has been described in a mutually exclusive manner. Therefore, when local gaming is enabled, remote gaming is disabled and when remote gaming is enabled, local gaming is disabled. However, the present invention is not so limited. Gaming machines that support only remote gaming and not local gaming may be used with the present invention. These gaming machines (see
In
Machine 2 includes a main cabinet 4, which generally surrounds the machine interior (not shown) and is viewable by users. The main cabinet includes a main door 8 on the front of the machine, which opens to provide access to the interior of the machine. Attached to the main door are player-input switches or buttons 32, a coin acceptor 28, and a bill validator 30, a coin tray 38, and a belly glass 40. Viewable through the main door is a video display monitor 34 and an information panel 36. The main display monitor 34 will typically be a cathode ray tube, high resolution flat-panel LCD, or other conventional electronically controlled video monitor. The gaming machine 2 includes a top box 6, which sits on top of the main cabinet 4. A second display monitor 42 may be provided in the top box. The second display monitor may also be a cathode ray tube, high resolution flat-panel LCD or other conventional electronically controlled video monitor. In addition, the gaming machine 2 is designed to communicate to the wireless game player 825 with display 828. The wireless game player 825 effectively provides a remote extension to gaming machine 2.
Typically, after a player has initiated a game on the gaming machine, one purpose of the main display monitor 34, the second display monitor 42 or the remote display 828 is the visual display of a game outcome presentation, including bonus games, controlled by a master gaming controller 924 (
Television programming content of particular interest to casino operators and game players may include, for example, sporting events, talk shows, game shows, soap operas, advertisements, situation comedies, etc. In addition, broadcasts of competitive events on which the player can wager may be displayed. For example, dog racing or horse racing events may be displayed as content on the remote display 828. In such events, typically, there is a rather long down time between races. During this period, the player may play the wireless game player 825 connected to the gaming machine. Also, the television programming entertainment content may be displayed while a player is engaged in playing a game on the wireless game player 825 or between games. Similarly, the entertainment content may include information available on the Internet, including the World Wide Web, for more technologically sophisticated players.
Returning to the gaming machine in
General games of chance refer to games where a player makes a wager on an outcome of the game. The outcome of the game of chance may be affected by one or more decisions may be the player. For instance, in a video card game, the player may hold or discard cards which affect the outcome of the game.
The top box 6 houses a number of devices, which may be used to add features to a game being played on the gaming machine 2, including speakers 10, 12, 14, a ticket printer 18 which may print bar-coded tickets 20, a key pad 22, a fluorescent display 16, a camera 45, microphone 44 and a card reader 24 for entering a magnetic striped cards. The speakers may be used to project sound effects as part of a game outcome presentation. The keypad 22, the fluorescent display 16 and the card reader 24 may be used for to enter and display player tracking information. As another example, the player may enter playing tracking information and identification information using the card reader 24 and the main video display 34 where the main video display may be used as a touch screen to enter information. Player tracking information may be entered into the gaming machine before a player initiates a game on the gaming machine. Typically, the player's incentive to enter player tracking information into the gaming machine 2 is potential rewards related to the amount of a player's game play.
The top box also includes a candle 46. The candle is a light that may be activated by the master gaming controller on the gaming machine. In one embodiment, an antenna (not shown) may be installed in the candle. The antenna may be used to provide wireless game play sessions to one or more wireless game players in communication with the gaming machine 2 via the antenna.
In addition to enabling player tracking services, the key pad 22, the fluorescent display 16 and the card reader 24 may be used to enter identification information that enables a player to access entertainment content or receive personal messages on the gaming machine independent of a game play and game outcome presentation on the gaming machine 2. For example, a player may enter a personal identification number into the gaming machine 2 using the key pad 22 that allows the player to receive entertainment content such as viewing a movie or a broadcast event. As another example, after entering the personal identification number, the player may be allowed to receive a personal message indicating a table is ready at a restaurant in the casino, to receive a personal message containing information on a sporting event such as a score of personal interest to the player utilizing the gaming machine, or to receive other information intended for the player.
In one embodiment of the present invention, the player tracking services and related gaming service described above may be provided via a touch screen interface on the wireless game player 825. For instance, the wireless game player 825 may include a card reader for reading a player tracking card and player tracking identification information may be provided via a touch screen interface on the wireless game player. Further, the player may be able to access player tracking information using the wireless game player 825.
In addition to the devices described above, the top box 6 may contain different or additional devices than shown in the
Returning to the example of
During the course of a game, a player may be required to make a number of decisions which affect the outcome of the game. For example, a player may vary his or her wager, select a prize, or make game-time decisions which affect the game play. These choices may be selected using the player-input switches 32, the main video display screen 34 or using some other device which enables a player to input information into the gaming machine including a key pad, a touch screen, a mouse, a joy stick, a microphone and a track ball.
When a game is not being played on the gaming machine or during particular game operational modes, the player may select an entertainment content source using the above mentioned inputs where the entertainment content is independent of a game being played on the gaming machine. The entertainment content source may include, for instance, a CD player, an FM/AM tuner, a VHS player, a DVD player, a TV tuner, a musical jukebox, a video jukebox, a computer, a server and a media software application. It will be appreciated, however, that any information source may be utilized. Entertainment content from these sources may be selected and displayed on the wireless game player 825. For instance, a player may listen to music from the FM/AM tuner via headphones connected to the wireless game player.
Before playing a game, a player may select the video jukebox, which may contain a DVD player loaded with many DVDs, as the entertainment content source and preview a movie on at least one of the display screens on the gaming machine 2. The DVDs may be stored on the gaming machine 2 or in a central location separate from the gaming machine. The visual display of the output from the video jukebox may be viewed by the player on the main video display screen 34, the secondary video display screen 42 or the remote display 828. The sound for the movie may be projected by the speakers 10, 12 and 14 on the gaming machine or a player may listen to the movie through headphones. As described above, the wireless game player 825 may include an interface for audio output such as a headphone jack.
The game player may also use the player input switches 32, keypad 22, and other input devices to control a feature of the entertainment content. For example, when the entertainment content is a movie, the player input switches 32 and keypad may be operated to fast forward, stop or pause the movie. When the entertainment content is accessing the World Wide Web through a web-browser, the player input switches 32 and keypad may be used to operate the web-browser. Input switches, as described with respect to
During certain game events, the gaming machine 2 may display visual and auditory effects that can be perceived by the player. These effects add to the excitement of a game, which makes a player more likely to continue playing. Auditory effects include various sounds that are projected by the speakers 10, 12, 14. Visual effects include flashing lights, throbbing lights or other patterns displayed from lights on the gaming machine 2 or from lights behind the belly glass 40. After the player has completed a game, the player may receive game tokens from the coin tray 38 or the ticket 20 from the printer 18, which may be used for further games or to redeem a prize. Further, the player may receive a ticket 20 for food, merchandise, or games from the printer 18. When a player is using the wireless game player 825, credits available during the wireless game play session are stored on the gaming machine. To redeem credits, for instance to receive a printed ticket voucher, the player may have to return to the gaming machine 800 or a printing station supporting communications with the wireless game player 825. In some embodiments of the present invention, a player may be able to electronically transfer credits to a remote account accessible by the player.
As described above, in the present invention, the gaming machine may operate in a local operational mode where a game is presented on a local display screen, such as 34 or 42, a remote operational mode where a game is presented on the wireless game player 825 or combinations thereof. When the gaming machine 2 is in a local operational mode, using a game code and graphic libraries stored on the gaming machine 2, the master gaming controller 924 generates a game presentation which is presented on the displays 34 and 42. The game presentation is typically a sequence of frames updated at a rate of 60 Hz (60 frames/sec). For instance, for a video slot game, the game presentation may include a sequence of frames of slot reels with a number of symbols in different positions. When the sequence of frames is presented, the slot reels appear to be spinning to a player playing a game on the gaming machine. The final game presentation frames in the sequence of the game presentation frames are the final position of the reels. Based upon the final position of the reels on the video display 34, a player is able to visually determine the outcome of the game.
Each frame in sequence of frames in a game presentation is temporarily stored in a video memory 936 located on the master gaming controller 924 or alternatively on the video controller 937. The gaming machine 2 may also include a video card (not shown) with a separate memory and logic system for performing graphic functions on the gaming machine. Typically, the video memory 936 includes 1 or more frame buffers that store frame data that is sent by the video controller 937 to the display 34 or the display 42. The frame buffer is in video memory directly addressable by the video controller. The video memory and video controller may be incorporated into a video card which is connected to the processor board containing the master gaming controller 924. The frame buffer may consist of RAM, VRAM, SRAM, SDRAM, etc.
The frame data stored in the frame buffer provides pixel data (image data) specifying the pixels displayed on the display screen. In one embodiment, the video memory includes 3 frame buffers. The master gaming controller 924, according to the game code, may generate each frame in one of the frame buffers by updating the graphical components of the previous frame stored in the buffer. Thus, when only a minor change is made to the frame compared to a previous frame, only the portion of the frame that has changed from the previous frame stored in the frame buffer is updated. For example, in one position of the screen, a 2 of hearts may be substituted for a king of spades. This minimizes the amount of data that must be transferred for any given frame. The graphical component updates to one frame in the sequence of frames (e.g. a fresh card drawn in a video poker game) in the game presentation may be performed using various graphic libraries stored on the gaming machine. This approach is typically employed for the rendering of 2-D graphics. For 3-D graphics, the entire screen is typically regenerated for each frame.
Pre-recorded frames stored on the gaming machine may be displayed using video “streaming”. In video streaming, a sequence of pre-recorded frames stored on the gaming machine is streamed through frame buffer on the video controller 937 to one or more of the displays. For instance, a frame corresponding to a movie stored on the game partition 928 of the hard drive 922, on a CD-ROM or some other storage device may streamed to the displays 34 and 42 as part of game presentation. Thus, the game presentation may include frames graphically rendered in real-time using the graphics libraries stored on the gaming machine as well as pre-rendered frames stored on the gaming machine 2.
When the gaming machine is in a remote operational mode and a game is presented on a display 826 of the mobile wireless game player 825, video frame data may be directly streamed from gaming machine 2 via the wireless interface 948 and wireless access point 950 to the wireless game player 825 via wireless interface 960. The video frame data may be stored in a memory 958 on the wireless game player 958 and then displayed on the display 825. The video frames sent to the wireless game player may be reduced in resolution and compressed to reduce the communication band-with necessary to transmit the video frames to the wireless game player 825.
In another embodiment, the video frames to present a game of chance may be rendered locally on the wireless game player 825. Graphical programs that allow a game to be rendered on the wireless game player may be stored in memory 958. For instance, the memory 958 may store a graphical program to render a slot game or a graphical program to render a card game. The memory 958 may store graphical programs for one or more games. For instance, the memory 958 may store graphical routines for a plurality of games supported by gaming machine 2. In one embodiment, the wireless game player 825 may be configured to allow different graphical programs for presenting different games to be downloaded into memory 958.
In other embodiments, the wireless gaming device may include a detachable memory and interface for the detachable memory. The detachable memory may store graphical applications for one or more games. Thus, to enable a particular game, a detachable memory storing graphical applications for the particular game may be inserted in the detachable memory interface on the wireless game player 825. The detachable memory may be in the form of read-only cartridges and may include a locking mechanism that prevents removal of the cartridge by the player. Thus, only authorized gaming personnel may be able to change a cartridge in the wireless game player.
The wireless game player may include a video card (not shown) to aid in the rendering process. The video card may include one or more graphical processing units that are used to render images to the display 826. The video card may be used to render 2-D graphics and 3-D graphics on the wireless game player 825. Graphical processing may also be performed by microprocessor 954 including 2-D and 3-D graphical rendering. Some images may be pre-rendered and stored on the wireless game player 825 and activated by a small string of commands from the gaming machine 2. Animations, such as reel rotation for a slot game, may be performed by routines on the wireless game player 825.
When the game graphics are rendered locally on the wireless game player 825, all of the game logic necessary to present the game of chance still resides on the gaming machine 2. Any switch or touch input necessary for game play on the wireless game player 825 (e.g., making a wager, initiating a game, holding cards, drawing cards, etc.) is transmitted 2 from the wireless game player 825 to the gaming machine 2. The gaming machine 2 executes gaming logic associated with the switch or touch inputs and sends the result back to the wireless game player 825. The wireless game player 825 verifies information sent from the gaming machine. In general, communication between the gaming machine 2 and the wireless game player 825 is encrypted. For any screen image or input involving the outcome of the game or betting, an additional level of transmit and receive data verification may be used by the wireless game player 825 and the gaming machine 2 to ensure the correct information is displayed on the wireless game player 825.
For illustrative purposes only, a series of commands between the gaming machine 2 and the wireless game player is described. The present invention is not limited to the commands described in this example. In response to input from player inputs 956 located on the wireless game player 825, the master gaming controller 924 may send a series of instructions to the wireless game player 825 that allow the game of chance to be rendered on display 826 of the wireless game player 825. The master gaming controller may also send instructions controlling audio output and other gaming devices on the wireless game player 825. For instance, for a slot game, the master gaming controller 924 may calculate symbol position, reel position, start and stop rotation for a number of reels. Then, the master gaming controller 925 may send one or more messages via the wireless communication link 952 to the wireless game player 825 with instructions such as 1) “render reels spinning”, 2) “render reel 1 at position A”, 3) “render reel 2 at position B”, 4) “render reel 3 at position C”, 5) “output audio B”, 6) “display light pattern A,” etc. The instructions may be processed and implemented by the microprocessor 954 using graphical software stored on the wireless game player 825.
In one embodiment, the wireless game player may be connected to a number of peripheral devices such as a printer 970 or a card reader 972. The printer 970 and the card reader 972 may communication with the wireless game player via a wire communication protocol such as serial, parallel, USB, Firewire or IEEE 1394. The peripheral devices, such as 970 and 972, may be controlled by the microprocessor 954 according to inputs received by the wireless game player and may also be controlled by the master gaming controller 924 on the gaming machine 2.
For gaming machines, an important function is the ability to store and re-display historical game play information. The game history provided by the game history information assists in settling disputes concerning the results of game play. A dispute may occur, for instance, when a player believes an award for a game outcome was not properly credited to him by the gaming machine. The dispute may arise for a number of reasons including a malfunction of the gaming machine, a power outage causing the gaming machine to reinitialize itself and a misinterpretation of the game outcome by the player. In the case of a dispute, an attendant typically arrives at the gaming machine and places the gaming machine in a game history mode. In the game history mode, important game history information about the game in dispute can be retrieved from a non-volatile storage on the gaming machine and displayed in some manner to a display on the gaming machine. The game history information is used to reconcile the dispute.
During the game presentation, the master gaming controller 924 may select and capture certain frames to provide a game history. These decisions are made in accordance with particular game code executed by controller 924. The captured frames may be incorporated into game history frames. Typically, one or more frames critical to the game presentation are captured. For instance, in a video slot game presentation, a game presentation frame displaying the final position of the reels is captured. In a video blackjack game, a frame corresponding to the initial cards of the player and dealer, frames corresponding to intermediate hands of the player and dealer and a frame corresponding to the final hands of the player and the dealer may be selected and captured as specified by the master gaming controller. Details of frame capture for game history applications are provided in U.S. Pat. No. 6,863,608, which is incorporated herein in its entirety and for all purposes.
In general, the gaming machine 2 maintains transaction logs of all events and game play. In some embodiments, as described above, the gaming machine may generate and store video frames as a game history record. The video frames may correspond to gaming information displayed on the wireless game player 825. During a wireless game play session, when the wireless game player 825 stops responding to the gaming machine 2, the game presented on the wireless game player 825 stops. The wireless game player 825 may stop responding to the gaming machine 2 because the wireless game player 825 is out-of-area reception, a battery level is low on the wireless game player, a power failure on the gaming machine 2 and other factors. To continue an interrupted game, the wireless game player 825 may ping the gaming machine 2 to reestablish communications and start the verification and authentication cycle as previously described. In the case of a dispute, the player may have to return to the gaming machine 2 so that game history records on the gaming machine can be accessed.
The gaming machines located on the casino floor may also be connected to other remote servers such as but not limited to cashless system servers, progressive game servers, bonus game servers, prize servers, Internet, an entertainment content server, a concierge service server and a money transfer server and the like. Game services offered by the remote servers connected to the gaming machines may also be offered on wireless game players such as 1020. For instance, a game player may participate in a progressive game using the wireless game player 1020. In another example, a game player may be able to perform a cashless transaction enabled by a cashless system, such as the EZPAY™ cashless system (IGT, Reno Nev.), using a wireless game player.
In one embodiment, the gaming machines 1065, 1066, 1067, 1068, 1069, 1075, 1076, 1077, 1078 and 1079 connected to the access point 1025 are each provided with a wireless game player, such as 1020, 1021, 1022 and 1023. The gaming machines use a common wireless access point 1025. In this case, the access point device is also a multi-port switch. So, each machine has an Ethernet connection to the access point 1025.
In another embodiment of the present invention, an antenna may be built into a candle located on top of a gaming machine or some other location in the gaming machine. The antenna may be used as a wireless access point for wireless game play on one or more gaming machines. As an example, an antenna may be installed in the candle of gaming machine 1067 to be used as a wireless access point for wireless game play on gaming machines 1065, 1066, 1067, 1068 and 1069. A single gaming machine with an antenna may be used as part of a larger network of gaming devices providing wireless game play or may be used independently of a larger network. The antenna can, for example, be provided in accordance with the techniques described in the U.S. Pat. No. 5,605,506, entitled “CANDLE ANTENNA.”
To obtain a wireless game player on one of the gaming machines on the casino floor, a player may request a wireless game player via a service call on the gaming machine such as through the player tracking system. The request may go to a remote location, such as a terminal at a wireless game player attendant station 1015 and an attendant may then bring a wireless game player to the gaming machine where the request for wireless game play has been made. The request may be routed to the attendant station 1015 via the wireless game player server 1030. When a wireless game player server 1030 is not used, the request may be sent directly to the attendant station 1015. As another example, when a request for wireless game play is made, a light on the gaming machine such as the candle on top of the gaming machine may be activated. In this case, a passing attendant may bring the game player a wireless game player. In yet another embodiment, a player may make a request for a wireless game player on a terminal at a wireless game player kiosk 1016.
Prior to enabling the network connection for the wireless game play, a person or a system program may determine the customer is eligible to use the wireless game player and verify their eligibility. For instance, most gaming jurisdictions include age eligibility rules which must be obeyed. As another example, eligibility to use a wireless game player may be based upon a player's value to a casino such as a status in a player tracking club. When authentication is required, the information is loaded from the system (could be a smart-card reader on the gaming machine) or a message appears on the gaming machine instructing the customer to provide information. For example, the gaming machines could have a fingerprint sensor or another biometric device located on the front panel or elsewhere on the device. When required, the gaming machine could instruct the customer that it needs a fingerprint image or other biometric information before the customer may use the wireless game player. Information obtained through biometric sensors located on the gaming machine may be compared with information contained in a customer's biometric file. In some embodiments, the biometric information file may be downloaded to the gaming machine from a remote server and the biometric comparison may be performed on the gaming machine, the gaming machine may send biometric information to a remote server where the biometric comparison is performed, or combinations thereof.
In some instances, gaming machines supporting wireless game players may be located in a high-roller area (e.g., very valued customers) and the machines may have a specially designed stand where the wireless game players are stored. The wireless game players may be enabled by an attendant or may automatically be enabled when the casino customer inserts their player-tracking card into the gaming machine (special customer). As with the gaming machines located on the casino floor, the player-tracking system or some other remote gaming device may download the customer's biometric file to the gaming machine or the gaming machines could have a fingerprint sensor located on the front panel. When required, the gaming machine may instruct the customer that it needs a fingerprint image before the customer use the wireless game player.
To establish remote operations on the wireless game player, the gaming machine may ping the wireless game player with a series of communications. In one embodiment, once this operation is completed, the game play is transferred to the wireless game player. The screen of the gaming machines may go black (perhaps with a out-of-service message) and all customer cash and switch controls are locked out (nobody can use them). The master gaming controller on the gaming machine will continue to play the games, perform all the outcome determination and cash transaction (bets & credits), and maintains all the meter information. However, all the front panel and display data is channeled to the wireless game player. In one embodiment, when the gaming machines credit balance reaches zero, the customer is required to return to the gaming machine and insert more money. To enter more money, first, the local gaming machine controls are activated by the player or an attendant. In jurisdictions where the customer can use a debit or smart card to add money to a gaming machine, a card reader (smart card) connected to the wireless game player may be used to perform this function. In general, during a wireless game play session, the gaming machine communicates continuously with the wireless game player. In one embodiment, a web browser is used to display input switch commands. The displayed information on the wireless game player may transfer from the gaming machine as HTML-encoded page information. Therefore, the wireless game player may use web-based transactions.
Additional details of a wireless game play network are described in the following paragraphs. The wireless game play network is shown in
The wireless game play network may also include wired access points that allow a wireless game player to be plugged directly into the network. For example, a wireless game player may include an Ethernet connector that may be directly plugged into the network segment 1046. The direct network connectors may be provided with cradles used to charge the wireless game player. The charging cradles may be located at many locations within the wireless game play network.
In
In general, wireless game play in the wireless game play network is enabled by gaming devices executing licensed and regulated gaming software. However, the gaming devices supporting wireless game play are not limited gaming machines, such as 1065, 1066, 1067, 1068, 1069, 1075, 1076, 1077, 1078 and 1079 located on a casino floor. Special wireless-only gaming machines 1035 mounted in racks or containers connected to a wireless gaming network may be used to support wireless game play using wireless game players. The wireless-only gaming machines 1035 may not offer local game play. For instance, the wireless-only gaming machines 1035 may not include display screens. However, the wireless-only gaming machines are still regulated and licensed in a manner similar to traditional gaming machines. As another example, a wireless game player server 1030 with multiple processors may be used to support simultaneous game play on a plurality of wireless game players. The wireless-only gaming machines 1035 and the wireless game play server 1030 may be located in a restricted area 1030 of the casino 1005 and may not be generally accessible to game players.
The wireless-only gaming machines 1035 and wireless game play server 1030 are connected the wireless access point 1025 via a connection 1046. The wireless-only gaming machines 1035 and wireless game play server are also in communication with a wireless game player attendant station 1015 and the player tracking and accounting server 1010 via network connection 1045. The wireless-only gaming machine and wireless game player server 1030 may also be connected to other remote gaming devices such as progressive servers, cashless system servers, bonus servers, prize servers and the like.
When using a wireless-only gaming machine, the customer may use a kiosk, such as 1016 or a cashier to enter cash and provide authentication information for a wireless game play session using a wireless game player. Then, the customer may be assigned a wireless game player, such as 1020, 1021, 1022 and 1023, in communication with one of the wireless-only gaming machines 1035 or the wireless game play server 1030. Once authenticated and verified, the customer may select a game and begin playing the wireless game player. There may be wireless game play cradles in the keno parlor 1022, restaurant 1009 or Sports Book areas, allowing the customer to play their favorite casino machine game and at the same time make keno or Sports Book bets or eat. In addition, the wireless game play cradles may be used to charge batteries on the wireless game player and may also be used to provide an additional network access point such as through a wire connection provided on the cradle. The wireless game player may also be used for Sports Book and Keno betting. Thus, a player may watch a horserace or see the results of a certain event on the display of the wireless game player.
Finally, the wireless game player may also be used for other activities besides gaming. For example, because of the authentication and verification (security) features, the wireless game player could be safe way to conduct monetary transactions such as electronic funds transfers. As another example, the wireless game player may be used for video teleconferencing to visually connect to a casino host or to provide instant messaging services. In addition, when the wireless game player supports web-based browsers and the wireless game play network includes Internet access, the wireless game player may be used to obtain any web-based services available over the Internet.
Referring now to
A general-purpose server 1160 may be one that is already present within a casino or other establishment for one or more other purposes beyond any monitoring or administering involving gaming machines. Functions for such a general-purpose server can include other general and game specific accounting functions, payroll functions, general Internet and e-mail capabilities, switchboard communications, and reservations and other hotel and restaurant operations, as well as other assorted general establishment record keeping and operations. In some cases, specific gaming related functions such as cashless gaming, downloadable gaming, player tracking, remote game administration, video or other data transmission, or other types of functions may also be associated with or performed by such a general-purpose server. For example, such a server may contain various programs related to cashless gaming administration, player tracking operations, specific player account administration, remote game play administration, remote game player verification, remote gaming administration, downloadable gaming administration, and/or visual image or video data storage, transfer and distribution, and may also be linked to one or more gaming machines, in some cases forming a network that includes all or many of the gaming devices and/or machines within the establishment. Communications can then be exchanged from each adapted gaming machine to one or more related programs or modules on the general-purpose server.
In one embodiment, gaming system 1150 contains one or more special-purpose servers that can be used for various functions relating to the provision of cashless gaming and gaming machine administration and operation under the present methods and systems. Such a special-purpose server or servers could include, for example, a cashless gaming server, a player verification server, a general game server, a downloadable games server, an outcome server for remote gaming machines, a specialized accounting server, and/or a visual image or video distribution server, among others. Of course, these functions may all be combined onto a single specialized server. Such additional special-purpose servers are desirable for a variety of reasons, such as, for example, to lessen the burden on an existing general-purpose server or to isolate or wall off some or all gaming machine administration and operations data and functions from the general-purpose server and thereby increase security and limit the possible modes of access to such operations and information.
Alternatively, exemplary gaming system 1150 can be isolated from any other network at the establishment, such that a general-purpose server 1160 is essentially impractical and unnecessary. Under either embodiment of an isolated or shared network, one or more of the special-purpose servers are preferably connected to sub-network 1180, which might be, for example, a cashier station or terminal. Peripheral devices in this sub-network may include, for example, one or more video displays 1181, one or more user terminals 1182, one or more printers 1183, and one or more other input devices 1184, such as a ticket validator or other security identifier, among others. Similarly, under either embodiment of an isolated or shared network, at least the specialized server 1170 or another similar component within a general-purpose server 1160 also preferably includes a connection to a database or other suitable storage medium 1190. Database 1190 is preferably adapted to store many or all files containing pertinent data or information regarding cashless instruments such as tickets, among other potential items. Files, data and other information on database 1190 can be stored for backup purposes, and are preferably accessible at one or more system locations, such as at a general-purpose server 1160, a special purpose server 1170 and/or a cashier station or other sub-network location 1180, as desired.
While gaming system 1150 can be a system that is specially designed and created new for use in a casino or gaming establishment, it is also possible that many items in this system can be taken or adopted from an existing gaming system. For example, gaming system 1150 could represent an existing cashless gaming system to which one or more of the inventive components or program modules are added. In addition to new hardware, new functionality via new software, modules, updates or otherwise can be provided to an existing database 1190, specialized server 1170 and/or general-purpose server 1160, as desired. In this manner, the methods and systems of the present invention may be practiced at reduced costs by gaming operators that already have existing gaming systems, such as an existing EZ Pay® or other cashless gaming system, by simply modifying the existing system. Other modifications to an existing system may also be necessary, as might be readily appreciated.
The various aspects, features, embodiments or implementations of the invention described above can be used alone or in various combinations.
The many features and advantages of the present invention are apparent from the written description and, thus, it is intended by the appended claims to cover all such features and advantages of the invention. Further, since numerous modifications and changes will readily occur to those skilled in the art, the invention should not be limited to the exact construction and operation as illustrated and described. Hence, all suitable modifications and equivalents may be resorted to as falling within the scope of the invention.
This application is a continuation in part of the U.S. application Ser. No. 11/763,387, entitled “SYSTEM AND METHOD FOR SECURE AUTOMATED DATA COLLECTION” (attorney docket number IGT1P388) and filed on Jun. 14, 2007, which is hereby incorporated herein by reference in its entirety and for all purposes.
Number | Date | Country | |
---|---|---|---|
Parent | 11763387 | Jun 2007 | US |
Child | 12364459 | US |