A portion of the disclosure of this patent document contains material which is subject to copyright protection. The copyright owner has no objection to the facsimile reproduction by anyone of the patent disclosure, as it appears in the Patent and Trademark Office patent files or records, but otherwise reserves all copyright rights whatsoever. Copyright 2023, LNW Gaming, Inc.
The present disclosure relates to integrated computer-implemented gaming systems, digital ledger systems, and metaverse systems.
Conventional gaming systems include many different types of games that are provided to users through a variety of different gaming channels. For instance, wagering game machines, such as slot machines, video poker machines and the like, have been a central part of the gaming industry for several years. Generally, the popularity of such machines depends on the likelihood (or perceived likelihood) of winning money or other awards of value at the machine and the intrinsic entertainment value of the machine relative to other available gaming options. In some cases, the perceived likelihood of winning something of value at a machine may be based on the amount of trust users place in the machine and machine operator.
With the prevalence of a wide variety of gaming systems being available over numerous gaming channels, a number of systems have been proposed to provide improvements to user gaming experiences. For example, some systems allow users to earn rewards in association with gameplay associated with a user account or reward card. These rewards can be applied to future physical and/or online gameplay or used to redeem other items of value. Some of these systems allows users to track their gameplay so they can view historical activity across a gaming channel.
While traditional systems seek to increase user engagement through new and interesting games, loyalty clubs, and the like, these systems are typically brand-specific and limited to a single gaming channel. A user wishing to redeem or apply a reward is often limited in their ability to do so. For example, there may be use restrictions limiting redemption to certain parties or at particular locations. Moreover, many of these systems do not provide transferrable instruments nor the ability to record information relating to rewards and/or redemptions.
Detailed discussion of embodiments directed to one of ordinary skill in the art are set forth in the specification, which makes reference to the appended figures, in which:
Reference now will be made in detail to embodiments, one or more examples of which are illustrated in the drawings. Each example is provided by way of explanation of the embodiments, not limitation of the present disclosure. In fact, it will be apparent to those skilled in the art that various modifications and variations can be made to the embodiments without departing from the scope or spirit of the present disclosure. For instance, features illustrated or described as part of one embodiment can be used with another embodiment to yield a still further embodiment. Thus, it is intended that aspects of the present disclosure cover such modifications and variations.
In general, embodiments in accordance with the present disclosure are directed to systems and methods that enable gaming solutions across multiple gaming channels (e.g., intra-casino gaming channels, external gaming channels, social media channels, etc.) using digital assets, non-fungible tokens (NFTs), and a blockchain infrastructure. Digital assets and/or NFTs can be actioned to players in a gaming computing environment through one or more of the gaming channels. Gaming channels, blockchain infrastructure, NFT marketplaces, and the like, are described in detail in U.S. Patent Application No. 63/306,226 filed Feb. 3, 2022, which is incorporated by reference herein in its entirety.
By way of example, one aspect of the present disclosure provides an NFT portal (also referred to as NFT marketplace) that enables users to purchase NFTs that may have a limited supply. The NFTs may be actioned by or for a user within one or more gaming channels of the gaming system. For instance, the user may pair with a particular gaming channel using a cross-channel application. The cross-channel application may enable traditional digital wallet and/or crypto wallet functionalities such as making payments in traditional currency and/or cryptocurrency and/or managing NFT assets. Additionally, the cross-channel application can facilitate NFT interaction within multiple different gaming channels of a gaming computing environment.
According to one example aspect of the present disclosure, a gaming system can include a plurality of gaming channels. In some examples, one or more of the gaming channels are associated with at least one channel server. For example, an online gaming channel can include an online game that is hosted on one or more host channel servers. One or more intermediary servers communicate with the various channel servers to action NFTs across the various gaming channels. The intermediary server(s) may provide personalization data based on NFT data received from the digital ledger platform. In another example, the NFT data may be provided to the gaming channel which can generate a personalized user experience directly based on the NFT data. A user device can interface with one or more of the gaming channels via a cross-channel application that enables customizing digital assets (e.g., for NFT creation), sharing digital assets (e.g., posting gaming moments via a social network system, streaming the digital asset to a gaming server, minting an NFT from the digital asset and making it available via an NFT marketplace, etc.), providing NFT functionality across the different gaming channels (e.g., NFT/smart-contract actions resulting in gaming features and/or benefits), associating referral codes with the digital asset, awarding a player account points based on the detected use of the referral codes, etc.
The gaming system can further include a digital ledger platform to support NFT functionality across the various gaming channels. The digital ledger platform can include one or more digital ledgers to record transactions associated with NFTs of the gaming system and optionally one or more smart contracts associated with certain ones of the NFTs. The smart contracts can execute a machine-readable contract or agreement in association with one or more of the NFTs. For instance, the smart contract may define a first set of rewards in association with ownership of the NFT. The first set of rewards may be associated with the NFT being in a first state after having initially being purchased or awarded. The smart contract may define a second set of player rewards in association with the NFT being in a second state. For example, the smart contract may define that a certain number of hours of play (or other use) in association with the NFT or a certain level achieved in gameplay while displaying the NFT result in the NFT being in or otherwise associated with a second state. As a result of the associated awards, the NFT may have a different perceived value based on its associated state. The first player may elect to transfer all or partial ownership in the NFT to a second individual. In some instances, a smart contract may further specify automated actions to occur upon transfer. For example, the smart contract may specify a fee to be paid to a third party (e.g., the NFT issuer) by one or more of the transferring parties if an ownership interest in the NFT is sold.
As referenced herein, the term “player” refers to an entity such as, for example, a human, a user, an end-user, a consumer, an organization (e.g., a company), a computing device and/or program (e.g., a processor, computing hardware and/or software, an application, etc.), an agent, a machine learning (ML) and/or artificial intelligence (AI) algorithm, model, system, and/or application, and/or another type of entity that can implement one or more embodiments of the present disclosure as described herein, illustrated in the accompanying drawings, and/or included in the appended claims. As referenced herein, the terms “or” and “and/or” are generally intended to be inclusive, that is (i.e.), “A or B” or “A and/or B” are each intended to mean “A or B or both.” As referred to herein, the terms “first,” “second,” “third,” etc. can be used interchangeably to distinguish one component or entity from another and are not intended to signify location, functionality, or importance of the individual components or entities. As used herein, the terms “couple,” “couples,” “coupled,” and/or “coupling” refer to chemical coupling (e.g., chemical bonding), communicative coupling, electrical and/or electromagnetic coupling (e.g., capacitive coupling, inductive coupling, direct and/or connected coupling, etc.), mechanical coupling, operative coupling, optical coupling, and/or physical coupling.
Additional and/or alternative example aspects of the present disclosure are generally directed to one or more computing systems and/or methods (e.g., computer-implemented methods) that can facilitate associating a non-fungible token (NFT) with a player associated with a gaming environment. For instance, in example embodiments, a computing system described herein can associate the player's identity (e.g., the player's account identification data) with the digital asset identification data of an NFT. In some embodiments, the computing system can codify and/or manifest such an association of the player with the NFT in the form of, for example, an identification code (e.g., a quick response (QR) code) that can include data (e.g., encrypted data) that is descriptive of the association between the player and the NFT. In these or other embodiments, the computing system can provide such an identification code (e.g., a QR code) to the player (e.g., via the above-described cross-channel application) such that the player can use the identification code to implement one or more operations in the gaming environment according to one or more example embodiments described herein. In this manner, any or all rights and/or privileges of the player with respect to the NFT and/or the gaming environment can be represented and/or encapsulated by the identification code such that the identification code can provide the player with an NFT enabled gaming experience in the gaming environment according to one or more example embodiments of the present disclosure.
According to example embodiments of the present disclosure, a computing system such as, for instance, a computing system in a computer-based gaming environment having integrated digital ledger components and/or functionality, can associate an NFT with a player associated with a gaming environment. To facilitate such association of the NFT with the player, the computing system can include, be coupled to (e.g., communicatively, operatively, etc.), and/or otherwise be associated with one or more processors and/or one or more one or more non-transitory computer-readable storage media that can store instructions that, when executed by the one or more processors, can cause the computing system (e.g., via the one or more processors) to perform operations in accordance with one or more example embodiments described herein.
In one or more embodiments described herein, based at least in part on (e.g., in response to) receipt of such data indicating the NFT is to be actioned to the player, the computing system can generate identification data that associates the NFT with the player, where the identification data can include and/or constitute embedded data descriptive of the player and the NFT. For example, in at least one embodiment, the identification data and/or the embedded data descriptive of the player and the NFT can include and/or constitute: identity data descriptive of the player (e.g., player's name, username, gaming identification number, telephone number, e-mail address, etc.); data descriptive of a player and/or a user account associated with the gaming environment that can correspond to the player (e.g., player's account identification data, telephone number, e-mail address, etc.); data descriptive of a digital wallet of the player (e.g., a traditional digital wallet, a crypto wallet, etc.); digital asset identification data corresponding to the NFT; data descriptive of an identifier corresponding to the NFT, where the identifier can include and/or constitute data indicative of a storage location where the NFT is stored (e.g., the identifier can include and/or constitute a pointer and/or a computer program object having a memory address where the NFT is stored); and/or other data descriptive of the player and the NFT. In some embodiments, the computing system can encrypt and/or otherwise encode the above-described identification data and/or embedded data descriptive of the player and the NFT such that the data is protected and/or secured from interception, viewing, and/or use by one or more unintended third-parties.
According to one or more embodiments of the present disclosure, the computing system can provide the above-described identification code to the player. For example, in these one or more embodiments, based at least in part on (e.g., in response to) creating the identification code, the computing system can provide the identification code to the player via, for instance, a network (e.g., a wide area network (WAN), a local area network (LAN), the Internet, etc.) and/or the cross-channel application described above that can be installed on and/or executed on a computing device (e.g., a smart phone, laptop, tablet, etc.) associated with the player.
In at least one example embodiment, upon receiving confirmation of the player's receipt and/or acceptance of the identification code, the computing system can store data descriptive of the association of the player with the digital asset and/or NFT on the above-described one or more non-transitory computer-readable storage media that can be included in, coupled to, and/or otherwise associated with the computing system. For example, in this or another example embodiment, the computing system can store, on such one or more non-transitory computer-readable storage media, data that can include, for instance: data descriptive of the identification code; data descriptive of the identification data; data descriptive of the above-described embedded data descriptive of the player and the digital asset and/or NFT; data descriptive of the digital asset and/or NFT (e.g., digital asset identification data); and/or other data that can reflect the association of the player with the digital asset and/or NFT. In another embodiment, the computing system can store the digital asset and/or NFT itself and/or data indicative of the location of the digital asset and/or NFT (e.g., the above-described identifier and/or pointer) on such one or more non-transitory computer storage media that can be included in, coupled to, and/or otherwise associated with the computing system.
Additional and/or alternative example aspects of the present disclosure are generally directed to one or more computing systems and/or methods (e.g., computer-implemented methods) that can facilitate integration of digital asset and/or NFT and/or metaverse components and/or functionality in a gaming environment to provide a player with a borderless, boundaryless, and interleaved real-virtual world gaming experience across different gaming channels, different entities (e.g., different gaming organizations, different casinos, different product and/or service providers, etc.), and/or different environments (e.g., different gaming environments, different physical real-world environments, different computer-based environments, etc.). For instance, in example embodiments, a computing system described herein can sync, couple, and/or otherwise associate a metaverse gaming device of a metaverse gaming environment (e.g., a virtual and/or digital gaming device that can be implemented in a metaverse gaming environment) with a physical gaming device of a physical gaming environment (e.g., a real gaming device and/or a real gaming table that can be implemented in a physical gaming environment such as, for instance, a casino). For example, the computing system can sync, couple, and/or otherwise associate the metaverse gaming device with the physical gaming device such that one or more activities and/or operations associated with one of such devices is also associated with the other device. As an example, in one embodiment, the computing system can sync, couple, and/or otherwise associate the metaverse gaming device with the physical gaming device such that an outcome of a gameplay executed via the physical gaming device in the physical gaming environment can also be the outcome of the gameplay that can be output (e.g., simultaneously, in real-time) by the metaverse gaming device in the metaverse gaming environment.
In one embodiment, the physical gaming device can constitute, include, be coupled to, and/or otherwise be associated with an electronic and/or computer-based gaming device such as, for example, an electronic gaming machine (EGM), an electronic table game (ETG), and/or another electronic and/or computer-based gaming device that can be physically located in a physical gaming environment such as, for instance, a casino. In this embodiment, the metaverse gaming device can constitute and/or include application software (e.g., computer-readable instructions) such as, for example, an application instance, an application object, a system image, a virtual machine, and/or other application software that can be implemented in the metaverse gaming environment and synced with, coupled to, and/or otherwise correspond to the physical gaming device. For instance, in this embodiment, the metaverse gaming device can constitute and/or include such application software (e.g., application instance, application object, system image, virtual machine, etc.) that can be synced with, coupled to, and/or otherwise correspond to the physical gaming device such that the application software can constitute a virtual and/or digital representation of the physical gaming device in the metaverse gaming environment.
In another embodiment, the physical gaming device can constitute, include, be coupled to, and/or otherwise be associated with a real, physical table game (e.g., poker table, blackjack table, roulette table, etc.) that can be physically located in a physical gaming environment such as, for instance, a casino. In this embodiment, the physical gaming device can constitute, include, be coupled to, and/or otherwise be associated with a computing device (e.g., a special-purpose computer or general-purpose computer) that can be physically located in the physical gaming environment and/or another environment and can perform one or more operations associated with the physical gaming device. For instance, in one embodiment, the computing device can provide output data that can include and/or constitute instructions associated with executing a game and/or a gameplay via the physical gaming device (e.g., the computing device can provide output data that is descriptive of which card(s) a gaming dealer should deal to one or more players participating in the game and/or gameplay). In another example embodiment, the computing device can receive input data that can be descriptive of one or more activities and/or events associated with the physical gaming device. For example, in one embodiment, the computing device can receive input data that can be descriptive of an outcome (e.g., win, loss, tie, etc.) of a game and/or a gameplay that can be implemented via the physical gaming device in the physical gaming environment. In one or more embodiments, the computing device can store, communicate, and/or otherwise manage the above-described output and/or input data.
In multiple embodiments of the present disclosure, the metaverse gaming device and/or the above-described application software can include and/or constitute a virtual and/or digital representation of one or more attributes (e.g., featured game(s), graphical user interface(s), etc.), structural components (e.g., cabinet housing, primary game display, etc.), and/or functionality of the physical gaming device. In one or more other example embodiments where the physical gaming device is a real, physical table game such as, for instance, a blackjack table, the metaverse gaming device and/or the above-described application software can include and/or constitute a virtual and/or digital representation of one or more attributes, structural components, and/or functionality of the blackjack table (e.g., table design, size, shape, color, number of player positions, player seat design, etc.).
In at least one example embodiment of the present disclosure, the computing system can associate the above-described outcome of the gameplay with a digital asset and/or an NFT. In one embodiment, the computing system can associate the outcome with a digital asset and/or an NFT by creating and/or defining a machine-readable contract such as, for instance, a smart contract as described herein that can include data that is descriptive of the outcome, the identity of the outcome, and the identity of the NFT. In this or another embodiment, the smart contract can further include pre-defined terms and/or conditions corresponding to the outcome and/or the NFT. In this or another embodiment, the computing system can create and/or define the smart contract such that it includes digital asset identification data of the NFT that the smart contract and/or the pre-defined terms and/or conditions thereof can associate with data descriptive of the outcome and/or the identity of the outcome.
In at least one embodiment, the computing system can create and/or define the above-described smart contract and/or the pre-defined terms and/or conditions thereof such that they specify certain data that can be associated with an operator of a gaming environment having a gaming device that executed the game session, where such data can be rendered with (e.g., overlaid on) the game session content when shared and/or recreated via a local and/or remote device. For example, in this or another embodiment, such data can include and/or constitute data that can be descriptive of, for instance: the name of the gaming environment operator (e.g., casino name); location of the gaming environment (e.g., city, state, jurisdiction, etc.); date and/or time the game session was played; credits won; bonus and/or progressive associated with the game session (e.g., triple sevens, jackpot win, mega progressive hit, etc.); and/or other data that can be associated with the gaming environment operator that can be rendered with (e.g., overlaid on) the game session content when shared and/or recreated via a local and/or remote device.
In at least one embodiment, the percentage of such a token (e.g., a fungible token), digital asset, and/or crypto asset (e.g., a crypto currency, crypto coin, etc.) that can be earned by the player in return for participating in the game as described above can be converted to, for example, a game credit(s) and/or local currency (e.g., real currency (e.g., United States dollar), currency issued by an operator of the gaming environment, etc.). In one embodiment, the percentage of such a token (e.g., a fungible token), digital asset, and/or crypto asset (e.g., a crypto currency, crypto coin, etc.) can be transferred to an account (e.g., the player's gaming account associated with the gaming environment) and/or digital wallet associated with the player. In another embodiment, the percentage of such a token (e.g., a fungible token), digital asset, and/or crypto asset (e.g., a crypto currency, crypto coin, etc.) that can be earned by the player in return for participating in the game as described above can include and/or constitute one or more crypto rewards.
The user computing device 50 can be any type of computing device, such as, for example, a personal computing device (e.g., laptop or desktop), a mobile computing device (e.g., smartphone or tablet), a gaming console or controller, a wearable computing device, an embedded computing device, or any other type of computing device.
Gaming channel systems can include, but are not limited to, a physical gaming system (e.g., electronic gaming machine (EGM) 112), a player interface system 150, signage devices 122, a bonusing system 160, a moment control system 170, one or more social network systems 24, etc. The number and type of gaming systems in
Digital ledger platform 40 can include one or more computing devices that provide a digital ledger infrastructure in association with gaming channel systems. Digital ledger platform 40 enables numerous different non-fungible tokens (NFT) to be actioned across one or more of the gaming channel systems. Moreover, digital ledger platform 40 supports cross-channel actioning of NFTs to enable NFTs to be used in and across different gaming channels. Digital ledger platform 40 includes a physical layer comprising one or more computing devices (e.g., a server system, distributed peer-to-peer network, etc.), a digital ledger layer comprising one or more digital ledgers, one or more smart contracts, distributed application (dAPP) systems, an API layer comprising one or more APIs for accessing elements of the ledger platform such as smart contracts, and a ledger explorer.
A digital ledger, as that term is used herein, refers to all forms of electronic, computer-based, distributed ledgers. Examples of digital ledgers include consensus-based blockchain and transaction-chain technologies, permissioned and un-permissioned ledgers, shared ledgers and variations thereof. A blockchain is a peer-to-peer, digital ledger implemented as a decentralized, distributed computer-implemented system. A blockchain architecture enables different users to make transactions and creates an unchangeable record of those transactions.
A digital ledger layer of the digital ledger platform 40 may be used for the implementation of or otherwise in association with one or more smart contracts. By way of example, the digital ledger platform 40 may provide one or more virtual machines hosted by the physical layer that are configured to generate and/or manage smart contracts. A smart contract is a computer program that automates the execution of the terms of a machine-readable contract or agreement. A smart contract is a machine executable program including rules that process inputs in order to produce results. The results of processed inputs can cause actions to be performed dependent upon those results. By way of example, a commercial transaction may involve the transfer of property rights and/or assets. Such assets may include real property, personal property including both tangible and intangible property, digital assets such as software, for example, or any other type of asset. Smart contracts can provide enhanced control, efficiency, and speed of transfer for these transactions.
Smart contracts can be written to one or more blockchains of the digital ledger layer such that the smart contracts are immutable. The inputs to a smart contract can be formatted to include the data structures defined by the blockchain. A smart contract can accept inputs extracted from the transactions within the digital ledgers to automatically perform one or more predefined functions.
By way of example, a smart contract may be used to determine whether pre-determined conditions are met that prove an entity owns an NFT and has authority to transfer ownership. Smart contracts may require one or more sets of inputs to trigger a transaction. The inputs can be formatted to include data structures defined by the blockchain. The smart contracts can accept inputs extracted from transactions within the digital ledgers. A smart contract may be written in any suitable programming language, such as various programming languages based on If-This-Then-That (IFTTT) logic. A smart contract can be published or otherwise employed to enable cross-channel NFT actions as described herein.
A token within the digital ledger platform 40 can be used to represent and transfer assets via a digital ledger. A token can identify a real-world digital item or asset to be referenced from the digital ledger. Tokens may be fungible or non-fungible. A fungible unit is equivalent to and interchangeable with other units of the same commodity. Fungible tokens (FTs) are tokens that can be exchanged for any other token with the same value. A token can have various potential formats such as unique character string, a value, a pointer, an address, etc. A token can include an identifier such as an address or link to information maintained in non-volatile storage.
Nonfungible tokens (NFTs) are not replaceable with other tokens of the same type. NFTs represent nonfungible assets. Nonfungible assets have unique information or attributes. Each NFT is unique and differs from other tokens of the same class. For example, two concert tickets may appear similar, but each may have attributes or properties that render it irreplaceable by another concert ticket. Each concert ticket may have a different seat number and date which causes it to be unique from other concert tickets. Additionally, NFTs cannot be divided as the elementary unit of the NFT is the token itself.
Intermediary server system 30 includes one or more computing devices that communicate with digital ledger platform 40 and gaming channel systems to enable token services across the various gaming channels. In some embodiments, the intermediary server system 30 may include one or more computing devices operating within the physical layer of the digital ledger platform 40. For example, intermediary server system may include one or more nodes of the physical layer. In another example, intermediary server system 30 may include a partial node of the digital ledger platform. A “partial node” in this context is a computing device that monitors at least some transactions within the digital ledger platform but does not verify or authenticate the monitored transactions through mining. NFT portal system 32 includes one or more computing devices that provide an access point to NFTs provided by the gaming system. For example, a user can use a user computing device 50 to access a website or application hosted by the NFT portal system 32 in order to purchase, sell, or otherwise engage in transactions in association with NFTs provided by the gaming system. NFT portal system 32 may connect to digital ledger platform 40 over one or more communication channels which may be secured using authentication and/or encryption. In some examples, NFT portal system 32 can access one or more APIs to read data from the digital ledger platform.
The network 18 can be any type of communications network, such as a local area network (e.g., intranet), wide area network (e.g., Internet), or some combination thereof and can include any number of wired or wireless links. In general, communication over the network 18 can be carried via any type of wired and/or wireless connection, using a wide variety of communication protocols (e.g., TCP/IP, HTTP, SMTP, FTP), encodings or formats (e.g., HTML, XML), and/or protection schemes (e.g., VPN, secure HTTP, SSL).
In some embodiments, the moment control system 170 is configured to detect (e.g., via the user computing device 50, the EGM 112, the player interface system 150, etc.) one or more qualifying game events (e.g., wins above a threshold amount). The moment control system 170 is further configured to generate a digital asset commemorating the one or more events (e.g., a video, a stream, an image, etc.). The digital asset represents a gaming moment associated with a user. The moment control system 170 is further configured to customize (e.g., via a digital asset customizer 171) the digital asset based on user input. The moment control system 170 is further configured to coordinate (via digital asset coordinator 172) actions associated with of the use of the digital asset (e.g., transmissions of the digital asset via gaming channels, managing a change of ownership or benefits of the digital asset, tracking referral codes and use of the codes via various gaming channels (e.g., via social network system(s) 24), awarding points for the actions associated with the digital asset, etc.). In some embodiments, the moment control system 170 in included in, or is associated with, the intermediary server system 30.
The EGM 112 is configured to detect a qualifying game event for a moment and notify the user, such as via the EGM 112, the player interface system 150 (e.g., via iView/DM 114), via signage devices 122, etc. In some embodiments, the user computing device 50 is configured to present a digital asset for the moment via a cross-channel application. The user computing device 50 is further configured to receive and respond to user input related to the digital asset (e.g., user input to create, customize, share, mint, etc.). In some embodiments, the player interface system 150 includes one or more moment capture devices (moment capture device(s) 152). The moment capture device(s) 152 may include cameras, microphones, etc. to generate capture data, such as environmental images and/or sounds, images of the player's reactions to the event, etc. The player interface system 150 further includes a content controller 153 that generates content for the iView/DM 114 as well as content for the digital asset.
Referring to
In some embodiments, the content from the game is configured to specify which source to capture from and/or which region from the source to record. In one embodiment, a tool is provided (e.g., via capture manager 453 in
The flow 200 continues at processing block 204 where a processor generates a unique digital asset indicating game details. For instance, the moment control system 170 generates a form of digital asset, such as either the digital asset 760 (see
The flow 200 continues at processing block 206 where a processor determines whether there is personal captured data available. If, at processing block 206, the processor determines that personal captured data is available, then the flow 200 continues at processing block 208, where the processor incorporates the captured data into the digital asset.
The flow 200 continues at processing block 210 where a processor generates and displays a code that is scannable by a mobile device (e.g., scannable via user computing device 50). Examples of presenting a QR code are described in
The flow 200 continues at processing block 214 where a processor determines whether there is customization input received via the cross-channel application. If, at processing block 214, the processor determines that customization input is received, then the flow 200 continues at processing block 216, where the processor customizes the digital asset based on the customization input. Examples of customization are described in connection with
The flow 200 continues at processing block 218 where a processor determines whether there is a share input received via the cross-channel application. If, at processing block 218, the processor determines that a share input is not received, then the flow 200 returns to processing block 218 until a share input is received. If, at processing block 218, the processor determines that a share input is received, then the flow 200 continues at processing block 220, where the processor associates the digital asset with a referral code and shares the digital asset via one or more channels. In some embodiments, the processor generates a selectable link which contains metadata associated with the digital asset. The link can store the referral code as the metadata, which can be electronically read and used to refer to a patron account, profile, etc. (e.g., a player account). In some embodiments, the code (and/or link) is displayed as part of the digital asset (e.g., as a link in a text message, as a QR code on an image, etc.). Furthermore, the processor can modify or edit the various elements of the digital asset before sharing the digital asset. For instance, the processor may convert at least some moment capture data, digital asset content, captured images, etc. that is in raster graphic format into a vector graphic or line drawing format (e.g., to eliminate pixilation).
The flow 200 continues at processing block 222, where a processor initiates a loop 222. In some embodiments, the loop 222 continues until loop parameters are accomplished (at processing block 228). For example, the loop 222 continues for a certain duration of time (e.g., until a bonus or award offer expires) or for a specific purpose (e.g., for a number of uses or actions). For instance, at processing block 224, the processor detects that the referral code is used via the one or more gaming channels. If at processing block 224, the processor detects that the referral code is used as well as the context of its use (e.g., uses of a certain type, duration, number, etc.), then the flow 200 continues at processing block 226 where the processor awards a certain number of bonus points to a player account based on the context of the use of the referral code. The player account is associated with the used referral code.
At step 302, the player interface system 150 communicates the user input to the moment control system 170. Based on the user input, at step 303, the moment control system 170 requests moment data from the player interface system 150, such as images or sounds at the time of the win (e.g., images or sounds of player reactions during the game captured from moment capture device(s) 152). The player interface system 150 may further include a content controller 153 to generate an overall design for the moment (e.g., an overall look and feel), which design includes, but is not limited to: a template, a layout, graphics, icons, themes, digital copies of game assets, etc. In one embodiment, the player interface system 150 is the iView® player interface system from Light & Wonder Inc. For instance, the iView® player interface system incorporates the Web Content Management (WCM) web-based application from Light &Wonder Inc., which can be used to create and manage customized content for display via the iView® and/or via a gaming display whose position and size are controlled by the iView® Display Manager software.
At step 303, the moment control system 170 requests the moment data. The player interface system 150 receives the request for the moment data and then gathers the moment data, including any content provided by the content controller 153 as well as any moment data captured from the moment capture device(s) 152.
At step 304, the player interface system 150 communicates the moment data to the moment control system 170. At step 305, the moment control system 170 generates the digital asset using the winning details and the moment data. For example, the moment control system combines the winning details and the moment data using a template (as described in
At step 306, the moment control system 170 generates a QR code that indicates information about the digital asset and transmits the QR code to the player interface system 150. In an alternative embodiment, the moment control system 170 request that the player interface system 150 generate the QR code. At step 307, the player interface system 150 presents the QR code via a display of the player interface system 150 or, alternatively, via a display of the EGM 112 (e.g., see
At step 308, the user computing device 50 (e.g., a mobile device) reads the QR code (e.g., using a built-in camera). At step 309, based on the coded information provided in the QR code, the user computing device 50 requests the digital asset. The moment control system 170 receives the request and, at step 310 provides the digital asset to the user computing device 50 (e.g., see
At step 311, the cross-channel application on the user computing device 50 presents the digital asset and customization options. The customization options relate to the customization of the digital asset (e.g., see
Still referring to
The control service 402 further connects to a one-time password (OTP) service 403, a notification service 404 and an NFT service 408. In one embodiment, the NFT service 408 is integrated with the Ethereum blockchain to create NFTs and enable sales transactions of NFTs. The NFT service 408 may further include the Nethereum Library and an Infura Ethereum Client.
In some embodiments, the control service 402 is configured to generate alerts and reports related to game moments and awards, such as generating an announcement whenever a new digital asset is posted to a wall, a social network, etc., generating an alert when an NFT is posted to an NFT marketplace, an alert when awards (e.g., of bonus points) are made, etc. In some embodiments, the alerts are push alerts that send a message to a user's mobile device. Furthermore, in some embodiments the control service 402 is configured to generate reports of statistics, such a sign-up statistics, NFT user statistics, social media action statistics, sharing statistics, award statistics, etc.
Still referring to
The iView/DM 114 communicates with an online content tool 493, such as the Web Content Manager® (WCM) software from Light & Wonder Inc. Furthermore, the iView/DM 114 is configured to communicate with a digital wallet (DW 454), which includes an electronics payment application or a cashless gaming app (e.g., the Unified Wallet application from Light & Wonder Inc.).
In
In addition, the customization tool 801 presents a selection control 806 (e.g., a bar menu, a dropdown, etc.) that lists a plurality of choices to change a thematic element of the digital asset (e.g., a background color, a layout style, etc.). Furthermore, other elements of the digital asset that may be customized include, but are not limited to, one or more of the following: the game name, a game identifier, a bet amount, a win amount, a referral code, a casino name, etc. For instance, an input control 808 is provided that, in response to user selection, causes the moment control system 170 to generate a referral code that is specifically related to the digital asset and/or to the player. For example, the referral code may be generated as a new code and assigned, via a collection of related data (e.g., via a spreadsheet, a database, etc.) to an identifier for the digital asset and/or an identifier for the player (e.g., a mobile phone number, a player account identifier, etc.). When generating an NFT as the digital asset, the referral code may also be related to an NFT identifier (e.g., to a token identifier) which is related to the NFT and which is used to track the action of the NFT (e.g., use, sale, transfer, loan, etc.). In some embodiments, the referral code is included into the details of a smart contract associated with the NFT. In some embodiments, the referral code is a URL or a web link. In other embodiments, the referral code includes a QR code which can be scanned (e.g., by another individual) via a personal mobile device, a scanner, etc.
The customization tool 801 further includes a feature (e.g., input control 810) to select a file to customize. For instance, any digital asset that is customized can be stored (e.g., in the memory of the mobile device, in the moment control system 170, etc.) and which can be accessed for further customization. Multiple images can be customized and included into a collection of digital assets (e.g., for upload to an NFT marketplace as an NFT collection). The multiple images can be of the same event or of multiple events. In some embodiments, the customization tool 801 provides levels or tiers of customization options. Some customization options may be unlocked based on subscription levels, purchase history (e.g., past purchase of digital assets or NFTs), possession of specific digital assets (e.g., an NFT having customization benefits), a number of bonus points, a casino loyalty-account status, a degree or attribute of the qualifying game event (e.g., if the win is above a threshold amount), and so forth. For example, customizations options can be separated into a basic level and a premium level. For the basic level, the customization tool 801 provides options to make basic level changes such as to add new images, customize images (or other aspects of the digital asset) such as with a change of colors, an addition of an avatar, an addition of a casino logo, etc. For the premium level, the customization tool 801 provides options of the basic level as well as options to change themes based on seasonal celebrations, customize images with different accessories, etc. The different levels or tiers of customization can be earned, as well as purchased, such as being based on a number or level of bonus points achieved, a seniority of the customer, etc.
The customization tool 801 further includes a feature (e.g., input control 812) to download/upload the customized digital asset to a gaming channel (e.g., a casino wall, a gaming), to a social network system, to an NFT marketplace (e.g., the OpenSea NFT marketplace), etc.
In
In
As shown in
At step 1004, the bonusing system 160 transmits the referral code to the moment control system 170. In some embodiments, the moment control system 170 associates the referral code with the digital asset. For instance, the moment control system 170 can incorporate the referral code into a QR code that is presented on the digital asset. In another example, the moment control system 170 can include a URL of the code on the digital asset. In other embodiments, the moment control system 170 includes the referral code as metadata of the digital asset, which metadata can be read electronically. The moment control system 170 can further notify the user computing device 50 that the referral code was created and associated with the digital asset (e.g., via selection of one of the input controls 725 or 726 in the cross-channel application).
At step 1005, the user computing device 50 receives user input (e.g., in response to selection of one or more of the input controls 725 or 726 in the cross-channel application) to share the digital asset with the social network system(s) 24. In some embodiments, the social network system(s) 24 can post the referral details in a player's social media page. In some embodiments, the social network system(s) 24 can post a text message (e.g., a Tweet) that includes the referral code. At step 1007, the social network system(s) 24 detects a use of the referral code. For example, the use of the referral code may include performing an action via a social network platform that uses the digital asset in a referral context, such as subscribing to a user account via a website on which the digital asset is presented, watching a live stream of the digital asset, transferring ownership of the digital asset, detecting a competition or game in which the digital asset is used, detecting an action of an NFT, etc. At step 1008 the social network system(s) 24 transmit to the moment control system 170 one or more indications of the referral code use. For instance, the social network system(s) 24 transmit to the moment control system 170 one or more messages indicating the referral code and details of the use (e.g., a type of use, a duration of use, a number of uses, etc.). The moment control system 170 receives the message(s) and, at step 1009, transmits to the bonusing system 160 the indication(s) of the referral code use (e.g., transmits the message(s) indicating the referral code and the details of use).
At step 1010, the bonusing system 160 awards bonus points to the player account based on the referral code use. Depending on the details of the use, the bonusing system 160 awards different amounts or levels of points. At step 1011, the bonusing system 160 transmits a notification of the awarded points to the moment control system 170. At step 1012 the moment control system 170 transmits the notification of the points to the user computing device 50 (e.g., for presentation via the cross-channel application). At step 1013 the moment control system 170 transmits the notification of the points to the player interface system 150. For instance, a player may be logged into the player interface system 150 using the player account.
At step 1014, the player interface system 150 detects a redemption of the points (e.g., via selection of an input control of the player interface system 150). For instance, the iView/DM 114 presents content that indicates the points were awarded to the player account. In some embodiments, the points may be limited or restricted in their redemption for use only for play purposes, not for cash-equivalent cash-out. In another example, the points may be used for only a suite or selection of games available via the player interface system 150. For example, the points may be available for use only with games that use U-Spin® technology available via the iView® product. In another embodiment, the points may be used to purchase an NFT from the casino.
At step 1015 the player interface system 150 performs a protocol for electronic transfer of funds (referred to herein as “funds transfer”) to add at least a portion of the points to a credit meter (e.g., of the EGM 112, of the gaming machine 2310, etc.) or for use of a promotional token or credit at a gaming table. The protocol for the funds transfer includes, but is not limited to, the Advanced Funds Transfer (AFT) protocol or the Electronic Funds Transfer (EFT) protocol. AFT is a secure technology for transferring funds between a gaming machine and a casino accounting system. AFT can be used to transfer funds associated with player tracking accounts.
As mentioned at step 1001, the user computing device can request a referral code from the moment control system 170. In other examples, other devices, such as the player interface system 150 can request the referral code (e.g., see
In
In
Referring to
The flow 1400 continues at processing block 1404 where a processor associates a referral code with the NFT. For example, the processor includes the referral code in a smart contract associated with the NFT. In some embodiments, the referral code is a unique code that is associated with a particular user or user account (e.g., a casino account, a player account, etc.). In some embodiments, the referral code includes information that identifies a source to which a referral input can be linked (e.g., the referral input can be from a user of the digital asset, from a purchaser of the digital asset, from a viewer of the digital asset, from a subscriber associated with the digital asset, etc.). In some embodiments, the moment control system 170 stores in the database 190 the referral code as well as any information pertinent to the referral code, such as a token identifier and an associated user account (e.g., for a player). In some embodiments, at the NFT smart-contract code is non-alterable after the NFT is minted. Hence, in some instances, the smart-contract is a hybrid smart contract whereby on-chain code includes information (e.g., name, address, etc.) that refers to an entity or device (e.g., the casino that originally generated the digital asset/NFT, the provider of the bonusing system 160, etc.), and off-chain code (e.g., stored in the database 190) refers to a specific player (e.g., referral codes that refer to a player profile or account). If the NFT is transferred, then the off-chain code can be modified to update a new player profile or account to which awards (e.g., points) will accrue. Royalties from sales of digital assets (e.g., NFTs) can be provided to the entity or device whose information is indicated in the smart contract. The royalties can be based on a percentage of a sales price each time the digital asset is sold. The percentage value of the royalty can also be included in the code of the smart contract.
The flow 1400 continues at processing block 1406 where a processor stores the NFT with an NFT marketplace. In some embodiments, the processor presents, via a cross-channel application, and list of possible NFT marketplaces from which to select.
The flow 1400 continues at processing block 1408 where a processor detects whether an eligible NFT action occurs. The previously-mentioned U.S. Patent Application No. 63/306,226 describes examples of NFT actions including, but not limited to: making an NFT, trading an NFT, awarding an NFT, creating equity in an NFT, buying an NFT, depleting/recharging an NFT, winning an NFT, lending/leasing an NFT, publishing a time to availability map of an NFT (e.g., Roadmap NFT), loaning an NFT, providing a bond NFT, providing an identity (e.g., of a player) via an NFT, insuring an NFT, or other action relating to the generation, modification, transfer of an NFT.
If, at processing block 1408, the processor determines that an eligible NFT action is not received, then the flow 1400 returns to processing block 1408 until an eligible NFT action is detected. If, at processing block 1408, the processor detects that the eligible NFT action occurred, then the flow 1400 continues at processing block 1410, where the processor awards bonus points to a player account associated with the referral code. For example, the smart-contract executes the smart-contract code therein related to the referral code. The smart-contract code can instruct the bonusing system 160 to award the points based on the particular NFT action. Different amounts of points can be awarded based on the different NFT actions.
At step 1507, the user computing device 50 receives an additional user input to associate the NFT with an NFT marketplace. The user computing device 50 sends a notification to an NFT portal system 32 associated with the NFT marketplace. The notification can also include details pertinent to listing of the NFT (e.g., NFT name, NFT details, NFT price, etc.) At step 1508, the NFT portal system 32 lists the NFT on the NFT marketplace. At step 1509, the NFT portal system 32 sends a message to the user computing device 50. The message indicates the details of the NFT listing.
At step 1512, the NFT portal system 32 detects an eligible NFT action (e.g., a sale, a lease, a use, etc.). At step 1513, the NFT portal system 32 sends a notification of the NFT action to the digital ledger platform 40. At step 1514, the digital ledger platform 40 activates the smart contract code related to the NFT action. The smart contract code includes the referral code. At step 1515, the digital ledger platform 40 notifies, in response to activating the smart contract code, the bonusing system 160 of the executed smart contract code. The notification from the digital ledger platform 40 includes the referral code. At step 1516, the bonusing system 160 awards bonus points based on the NFT action and the referral code. For example, the bonusing system 160 looks up the referral code in the database 190 and determines that it is associated with a specific player account. Furthermore, the bonusing system 160 detects the NFT action and/or other information pertinent to bonusing (e.g., a player status, a subscription tier, etc.), and based on the information awards a specific amount of points that relate to the NFT action and/or the other information.
In some embodiments, a casino employee can generate and list NFTs via the NFT marketplace. A patron can purchase the NFTs from the marketplace. The patron can receive bonus points for the purchase. Furthermore, the patron can sell or auction the NFT to a casino. The casino can verify that the NFT is valid. Once verified, and the sale transaction is completed, the casino can award bonus points to the player account.
In some examples, bonus points can be limited in their use. For instance, the bonus points can be limited only to game play (e.g., no cash-out option). In another example, the points can be limited to only a portion of a wager (e.g., a maximum of 30% of a wager is from the bonus points and remainder is funded by credit meter balance). In some embodiments, the type or value of the wager limits the use of the points. For example, player must wager at threshold amount to be able use the points. For example, for a game worth $200, a player would need to wager $150 of their own funds to redeem the points for the remaining $50 of the required $200 bet.
Referring to
The flow 1600 continues at processing block 1604 where a processor associates a referral code with the video stream. For example, the processor associates the referral code with the stream using an API for the live-streaming service, such as the Twitch® livestreaming service. In some embodiments, the processor access login credentials for the livestreaming service from a profile of a user account (e.g., a player account, a casino account, etc.). The processor associates the referral code with the user account.
The flow 1600 continues at processing block 1606 where a processor streams the video stream via the livestreaming service. In one embodiment, such as prior to initiating the live video stream, the processor detects ambient lighting levels to determine whether the image of the video stream is of sufficient quality for viewing. If the lighting is too low, the processor can modify the video stream attributes (e.g., increase the brightness and/or contrast of the video images prior to streaming them) and/or add light to the gaming environment (e.g., transmit a signal to turn up a light intensity of a nearby digital-signage display, instruct the casino lighting system to increase overhead lighting in the casino at the game-play location, send an instruction to the mobile device application to turn on a flash or flashlight, turn on a small focus light adjacent to a camera lens (e.g. a camera lens at the gaming machine), etc.). During the livestreaming, audience members can subscribe to the livestreaming service. The livestreaming service tracks the number of new subscriptions from the livestreaming event.
The flow 1600 continues at processing block 1608 where a processor detects whether subscriptions occurred during the livestreaming. The processor also tracks the number of subscriptions. If, at processing block 1608, the processor detects the number of subscriptions, then the flow 1600 continues at processing block 1610, where the processor awards bonus points to a player account associated with the referral code based on the number of detected subscriptions.
At step 1704, the moment control system 170 transmits, to a livestreaming system 1724, a notification to initiate the live stream via the livestreaming service. The notification includes information required by the livestreaming service to post the stream. The required information includes the digital asset (or a link to the digital asset) and user data associated with a livestreaming account (e.g., login credentials). The notification further includes the referral code.
At step 1705, the livestreaming system 1724 authenticates the user data and posts the live stream of the digital asset via the livestreaming service. During broadcast of the live stream, the livestreaming system 1724 tracks any subscriptions to the livestreaming event and/or to a related account from audience members of the livestream (e.g., from other users of the livestreaming service). At step 1706, the livestreaming system 1724 transmits a message to the moment control system 170 describing the number of subscriptions as well as any data required by the moment control system 170 to award bonus points to the appropriate patron. For example, the message includes the referral code, which the moment control system 170 uses to determine the specific player account. At step 1707, after determining the player account (e.g., a player account associated with the referral code), the moment control system 170 notifies the bonusing system 160. At step 1708, the bonusing system 160 awards, to the player account, bonus points based on the number of subscriptions.
In one embodiment, the iView/DM 114 is configured to perform the functions mentioned in
In some embodiments, the bonusing system 160 can monetize streams by including metered billing in the Unified Wallet application. In some embodiments, the moment control system 170 can post to a media eco-system on the floor, similar to a winners wall (e.g., post to a digital signage network, such as the CoolSign® product from Light & Wonder Inc.). In some embodiments, the bonusing system 160 awards a user bonus points as the user gets more subscriptions to their Twitch streams (gives points based on how many other subscribers can be referred to the games, award points for subscribers initial and/or ongoing use of the games, etc.).
Furthermore, the network of cameras are connected to a facial analytics service 1804 via the network 1822. The facial analytics service 1804 is configured to analyze the images provided by the cameras (e.g., to analyze the image 1810). The facial analytics service 1804 uses a machine learning model configured to detect facial features and, based on the facial features, predict or determine the personal analytics information about a person in the images (e.g., determines personal analytics information 1812 from analysis of image 1810). Personal analytics information can include, but is not limited to, information that describes a person's identity, emotional state, demographics (e.g., approximate age, possible race, potential gender, etc.), or any other kind of information related to a person. Although identity is mentioned as one possible type of personal analytics information, the facial analytics service 1804 can also analyze images anonymously, without having to determine an identity of the person.
The system 1800 also includes a digital signage network server 1806 (e.g., a CoolSign™ server). The server 1806 receives, from the facial analytics service 1804, the personal analytics information. The server 1806 determines, based on the personal analytics information, specific content to present and from which of the casino presentation devices to present the content. For instance, the server 1806 stores different sets of criteria (e.g., targeted advertisement criteria 1814, curated music criteria 1816, blacklisted person criteria, etc.), which specify different types of content to present according to the specific classifications of determined personal analytics information. For instance, the server 1806 can determine, based on the personal analytics information whether to select content for presentation to the person in the analyzed image (e.g., the person 1801 that was in the image 1810) or to another person (e.g., to a casino employee 1860 located near the display 1805). For instance, the personal analytics information may include identity information about the person depicted in the image 1810. The server 1806 may determine, based on the identity information, that the person 1801 is banned from being in the casino area (i.e., blacklisted) or otherwise restricted (e.g., on watch-list, suspicious, etc.) If so, the server 1806 can generate an alert 1832 and direct the alert to the display 1805 so that the casino employee 1860 sees the alert 1832. On the other hand, if the server 1806 determines that the person is not restricted from being in the casino area 1870, then the server 1806 can determine (via the sets of criteria) to present specific content to display 1804 so that the person 1801 can view the content.
The system 1800 further includes a media player 1840 which is configured to determine which device (e.g., display, speaker, etc.) is in front of (or near) the targeted person, and then selects and presents the determined content from that device.
Referring to
The flow 1900 continues at processing block 1904 where a processor determines, based on analysis of the image(s) by a machine learning model, personal analytics information about the person(s). In one embodiment, the machine learning model includes a Convolutional Neural Network (CNN), such as the DeepFace Library (available at https://viso.ai/computer-vision/deepface/), FaceNet (available from Google LLC), DeepFace (available from Meta Platforms, Inc.), etc.
The flow 1900 continues at processing block 1906 where a processor determines content to present based on the personal analytics information. For instance, in one embodiment, the processor reads data from the personal analytics information and compares the data to similar data in criteria lists (e.g., lists 1814 and 1816). For instance, referring momentarily to
The flow 1900 continues at processing block 1908 where a processor selects, based on a location of the person(s) and a content type, at least one of the casino presentation devices. For instance, the processer determines which of the displays in a signage network are most accessible to either the person(s) whose image was captured or which are most accessible to a casino employee who needs to be made aware of the person(s). Furthermore, the processor further determines a content type. Content types include, but are not limited to, marketing content, music content, security content, kiosk management content, etc.
Referring momentarily to
Still referring to
Still referring to
In some embodiments, the server 1806 can determine which of the casino presentation devices are “accessible to” or “most accessible to” a targeted person. The device that is “accessible” or “most accessible” may be determined according to specific factors such as, but are not limited to, the following: a location that a person is in relative to a camera (e.g., is the camera in front of the intended viewer or behind the intended viewer), a direction that a person is facing or moving relative to the camera, a camera that is most in-line with the intended viewer's visual perspective, a person's height, a camera's height (e.g., cameras at eye-level), a person's emotional state, a person's present actions (e.g., walking, sitting, eating, playing), etc.
Referring back to
The game-logic circuitry 2340 is also connected to an input/output (I/O) bus 2348, which can include any suitable bus technologies, such as an AGTL+ frontside bus and a PCI backside bus. The I/O bus 2348 is connected to various input devices 2350, output devices 2352, and input/output devices 2354.
By way of example, the output devices may include a primary display, a secondary display, and one or more audio speakers. The primary display or the secondary display may be a mechanical-reel display device, a video display device, or a combination thereof in which a transmissive video display is disposed in front of the mechanical-reel display to portray a video image superimposed upon the mechanical-reel display. The displays variously display information associated with wagering games, non-wagering games, community games, progressives, advertisements, services, premium entertainment, text messaging, emails, alerts, announcements, broadcast information, subscription information, etc. appropriate to the particular mode(s) of operation of the gaming machine 2310. The gaming machine 2310 can also include a touch screen(s) mounted over the primary or secondary displays, buttons on a button panel, a bill/ticket acceptor, a card reader/writer, a ticket dispenser, and player-accessible ports (e.g., audio output jack for headphones, video headset jack, USB port, wireless transmitter/receiver, etc.). It should be understood that numerous other peripheral devices and other elements exist and are readily utilizable in any number of combinations to create various forms of a gaming machine in accord with the present concepts.
The player input devices, such as the touch screen, buttons, a mouse, a joystick, a gesture-sensing device, a voice-recognition device, and a virtual-input device, accept player inputs and transform the player inputs to electronic data signals indicative of the player inputs, which correspond to an enabled feature for such inputs at a time of activation (e.g., pressing a “Max Bet” button or soft key to indicate a player's desire to place a maximum wager to play the wagering game). The inputs, once transformed into electronic data signals, are output to game-logic circuitry for processing. The electronic data signals are selected from a group consisting essentially of an electrical current, an electrical voltage, an electrical charge, an optical signal, an optical element, a magnetic signal, and a magnetic element.
The input/output devices 2354 include one or more value input/payment devices and value output/payout devices. In order to deposit cash or credits onto the gaming machine 2310, the value input devices are configured to detect a physical item associated with a monetary value that establishes a credit balance on a credit meter (e.g., credit meter 420 described in
The I/O bus 2348 is also connected to a storage unit 2356 and an external-system interface 2358, which is connected to external system(s) 2360 (e.g., wagering-game networks, communications networks, etc.).
The external system(s) 2360 includes, in various aspects, a gaming network, other gaming machines or terminals, a gaming server, a remote controller, communications hardware, or a variety of other interfaced systems or components, in any combination. In yet other aspects, the external system(s) 2360 comprises a player's portable electronic device (e.g., cellular phone, electronic wallet, etc.) and the external-system interface 2358 is configured to facilitate wireless communication and data transfer between the portable electronic device and the gaming machine 2310, such as by a near-field communication path operating via magnetic-field induction or a frequency-hopping spread spectrum RF signals (e.g., Bluetooth, etc.).
The gaming machine 2310 optionally communicates with the external system(s) 2360 such that the gaming machine 2310 operates as a thin, thick, or intermediate client. The game-logic circuitry 2340—whether located within (“thick client”), external to (“thin client”), or distributed both within and external to (“intermediate client”) the gaming machine 2310—is utilized to provide a wagering game on the gaming machine 2310. In general, the main memory 2344 stores programming for a random number generator (RNG), game-outcome logic, and game assets (e.g., art, sound, etc.)—all of which obtained regulatory approval from a gaming control board or commission and are verified by a trusted authentication program in the main memory 2344 prior to game execution. The authentication program generates a live authentication code (e.g., digital signature or hash) from the memory contents and compares it to a trusted code stored in the main memory 2344. If the codes match, authentication is deemed a success and the game is permitted to execute. If, however, the codes do not match, authentication is deemed a failure that must be corrected prior to game execution. Without this predictable and repeatable authentication, the gaming machine 2310, external system(s) 2360, or both are not allowed to perform or execute the RNG programming or game-outcome logic in a regulatory-approved manner and are therefore unacceptable for commercial use. In other words, through the use of the authentication program, the game-logic circuitry facilitates operation of the game in a way that a person making calculations or computations could not.
When a wagering-game instance is executed, the CPU 2342 (comprising one or more processors or controllers) executes the RNG programming to generate one or more pseudo-random numbers. The pseudo-random numbers are divided into different ranges, and each range is associated with a respective game outcome. Accordingly, the pseudo-random numbers are utilized by the CPU 2342 when executing the game-outcome logic to determine a resultant outcome for that instance of the wagering game. The resultant outcome is then presented to a player of the gaming machine 2310 by accessing the associated game assets, required for the resultant outcome, from the main memory 2344. The CPU 2342 causes the game assets to be presented to the player as outputs from the gaming machine 2310 (e.g., audio and video presentations). Instead of a pseudo-RNG, the game outcome may be derived from random numbers generated by a physical RNG that measures some physical phenomenon that is expected to be random and then compensates for possible biases in the measurement process. Whether the RNG is a pseudo-RNG or physical RNG, the RNG uses a seeding process that relies upon an unpredictable factor (e.g., human interaction of turning a key) and cycles continuously in the background between games and during game play at a speed that cannot be timed by the player, for example, at a minimum of 100 Hz (100 calls per second) as set forth in Nevada's New Gaming Device Submission Package. Accordingly, the RNG cannot be carried out manually by a human and is integral to operating the game.
The gaming machine 2310 may be used to play central determination games, such as electronic pull-tab and bingo games. In an electronic pull-tab game, the RNG is used to randomize the distribution of outcomes in a pool and/or to select which outcome is drawn from the pool of outcomes when the player requests to play the game. In an electronic bingo game, the RNG is used to randomly draw numbers that players match against numbers printed on their electronic bingo card.
The gaming machine 2310 may include additional peripheral devices or more than one of each component shown in
The storage device 2448 is any non-transitory computer-readable storage medium, such as a hard drive, a compact disc read-only memory (CD-ROM), a DVD, or a solid-state memory device (e.g., a flash drive). The memory 2446 holds instructions and data used by the processor 2442. The pointing device 2454 may be a mouse, a track pad, a track ball, or another type of pointing device, and it is used in combination with the keyboard 2450 to input data into the computer system 2400. The graphics adapter 2452 displays images and other information on the display 2458. The network adapter 2456 couples the computer system 2400 to a local or wide area network.
As is known in the art, the computer system 2400 can have different and/or other components than those shown in
The network adapter 2456 (may also be referred to herein as a communication device) may include one or more devices for communicating using one or more of the communication media and protocols discussed herein.
In addition, some or all of the components of this general computer system 2400 of
In some embodiments, a gaming system may comprise several such computer systems 2400. The gaming system may include load balancers, firewalls, and various other components for assisting the gaming system to provide services to a variety of user devices.
The computer system 2400 is adapted to execute computer program modules for providing functionality described herein. As used herein, the term “module” refers to computer program logic utilized to provide the specified functionality. Thus, a module can be implemented in hardware, firmware, and/or software. In one embodiment, program modules are stored on the storage device 2448, loaded into the memory 2446, and executed by the processor 2442.
Any component of any embodiment described herein may include hardware, software, or any combination thereof.
Further, the operations described herein can be performed in any sensible order. Any operations not required for proper operation can be optional. Further, all methods described herein can also be stored as instructions on a computer readable storage medium, which instructions are operable by a computer processor. All variations and features described herein can be combined with any other features described herein without limitation. All features in all documents incorporated by reference herein can be combined with any feature(s) described herein, and also with all other features in all other documents incorporated by reference, without limitation.
The technology discussed herein makes reference to computer-based systems and actions taken by and information sent to and from computer-based systems. One of ordinary skill in the art will recognize that the inherent flexibility of computer-based systems allows for a great variety of possible configurations, combinations, and divisions of tasks and functionality between and among components. For instance, processes discussed herein can be implemented using a single computing device or multiple computing devices working in combination. Databases, memory, instructions, and applications can be implemented on a single system or distributed across multiple systems. Distributed components can operate sequentially or in parallel.
Although specific features of various embodiments may be shown in some drawings and not in others, this is for convenience only. In accordance with the principles of the present disclosure, any feature of a drawing may be referenced and/or claimed in combination with any feature of any other drawing.
This written description uses examples to disclose the claimed subject matter, including the best mode, and also to enable any person skilled in the art to practice the claimed subject matter, including making and using any devices or systems and performing any incorporated methods. The patentable scope of the disclosed technology is defined by the claims, and may include other examples that occur to those skilled in the art. Such other examples are intended to be within the scope of the claims if they include structural elements that do not differ from the literal language of the claims, or if they include equivalent structural elements with insubstantial differences from the literal languages of the claims.
This patent application claims priority benefit to U.S. Provisional Patent Application No. 63/354,145 filed Jun. 21, 2022. The 63/354,145 Application is hereby incorporated by reference herein in its entirety.
Number | Date | Country | |
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63354135 | Jun 2022 | US |