1. Field of the Invention
The present invention relates to the field of Sic Bo dice games, both physical and electronic driven dice games, to variations of wagers for Sic Bo variants and provision of physical and electronic variations in random selection of dice used in gaming outcomes.
2. Background of the Art
Sic Bo, meaning “dice pair” is an ancient Chinese gambling game. It is very popular in Macau, in my estimation second to baccarat only. In the United States is often found in the Asian gaming rooms, especially in Atlantic City. The large Las Vegas properties will usually have one table in the general casino.
The game uses three dice and a table with a variety of betting options on the roll of those dice. The odds and table layout may also vary from place to place. However, the payoffs are the same across Atlantic City and Macau, but different from each other. In Vegas and on the Internet casinos, anything is possible.
Following is a list of the bets available. The payoffs vary on some bets, from casino to casino, so for those bets a range of viable payoffs is indicated.
Following are tables summarizing each bet under the Atlantic City and Macau rules.
Following is a table summarizing each bet under the Macau rules.
Following is a table summarizing each bet under the Australia rules.
Yee Hah Hi
About 20% of the many Sic Bo tables in Macau use dice with pictures, instead of numbers. The name of this game is “Yee Hah Hi.” The translation is “Fish Shrimp Crab.” Each picture has an associated number, as shown below. In addition to the usual bets there are some based on the colors of the symbols, as explained below.
Sic Bo is a dice game which consists of many places on the table to place bets. Three dice are used to determine the outcome of the betting.
Betting
The bottom row of the Sic Bo table has six betting areas. These are called single number bets. If one of the three dice comes up as one the numbers bet on (from 1-6), you get paid out at 1 to 1. If two numbers come up you get paid out at 2 to 1 and if three numbers come up you get paid out at 3 to 1. So if you bet on the number 3 and you wagered $5.00 and 2 threes came up you would win $10.00.
The two number combination bets consist of placing a wager on any 2 dice combinations. If you wager on a 6,4 combination and the result of the dice roll was 4, 7, 6, you would win at 6 to 1 odds. You can only win on one instance of the two-number combination.
A three number total wager consists of combining the total shown on the resulting dice roll. Different totals have different odds. A result of 3 or 18 is always a loss. The payouts are as follows:
4 or 17, 50 to 1;
5 or 16, 25 to 1;
6 or 15, 15 to 1;
7 or 14, 10 to 1;
8 or 13, 6 to 1;
9 or 12, 5 to 1;
10 or 11, 5 to 1.
You can wager on whether the combined total of the dice roll will be either between 4-10 or 11-17. This wager pays out at 1-1 odds. All small or big wagers lose if the result of the dice is a triplet.
Triplets or trips (Trips) are when the dice roll is all one number. So if you wagered on three 6's and that was the dice result you would win at 150-1 odds. You can also wager on all six triplet bets at once, this is called “Any Triplet” and pays out at 25-1 odds.
Pairs are when the resulting dice roll contains a pair of the same number. Whether you have two fives or three fives you still only win once and you win at odds of 11-1.
Sic Bo is a single roll dice game in which players may wager on the sum of the dice, typically three. For example, the player may wager on the sum of twelve without regard to the combination of the dice required to add up to twelve, i.e. the player would win if the dice show 6-5-1, or 5-5-2. Alternatively or additionally, the player may wager on the combination of the dice. In the before-mentioned example, the player might wager on the roll of the dice results to be 6-6-6. In Sic Bo, three dice are rolled and all wagers are immediately resolved; that is, there are, at present, no multiple roll wagers in Sic Bo. Sic Bo is an easy dice game to understand and play, however its simplicity fails to keep the player interested and large payouts can be limited.
Sic Bo, known to some people as Tai Sai, means dice pair in Chinese. It is an ancient Chinese game of chance. It may have originally used dice shaken between a plate and an overturned bowl, but today it commonly has three dice in a cage for tumbling. Extremely popular in Asian cultures, this exciting and engaging game is winning new converts in many casinos around the world. Sic Bo is easy to play. The object is to pick the numbers or combinations that will appear on the dice when they come to rest after tumbling. There are 50 different ways to place bets, so players have plenty of choices with a range of payouts—some as high as 180-to-1. In a sense, this game is somewhat similar to the Western game of craps, but it involves many more betting opportunities and combinations due to the use of one additional dice than the game of craps. However, despite this similarity, this game has not yet found its way into traditional Western-style casinos.
A dice game proposed in U.S. Pat. No. 5,413,351 as described above is performed according to special rules, however, there is a problem that people are not familiar with this game and its special rules and therefore this game lacks amusement. The Sic Bo generally widely known is familiar to people, so that it can amuse players, however, the BET patterns are limited, so that there is still room for upgrading in terms of improvement in amusement. In detail, in the BET region whose appearance frequency is low and award ratio is highest (approximately 1 to 180), it is considered that a player performs a BET operation in an excited state, however, in this BET region, it is only predicted that rolled numbers on three dice rolled are the same (the combination of rolled numbers on the dice is (1, 1, 1), (2, 2, 2) . . . (6, 6, 6)), and this area lacks excitement when making a BET.
Variations of Sic Bo are disclosed as Published US Patent Application Document No. 20060049578 (Chen) describes a game titled Let Me Roll Sic Bo as a dice game blending both Sic Bo with the traditional craps game. There are three regular dice (cubes). Each die has six sides and different number of spots on it (from one to six). Each player takes a turn to shoot the dice clockwise. Players can wager on nine main designed betting areas to win different odds.
Another variation of Sic Bo are disclosed as Published US Patent Application Document No. 20060202416 (Madden) describes a method of playing a betting dice game with a progressive payout is disclosed. The game includes three dice and a game table with up to four wager zones for players to place a bet on. The wager zones correspond to a sum of the dice. Payout to a winning player results from the wager placed on the wager zones and the corresponding first, second and third sequential rolls of the dice.
Published US Patent Application Document No. 20060249907 (Wong) describes an East-West casino game that offers two or more gambling games in which at least one game involves a Feng Shui element of chance and the other involves either a game based upon a new Chinese Poker Deck of cards or a video slot machine having a carousel in which two or more wheels rotate in opposite directions and a random event associated with the two or more wheels is used in connection with a payout or bonus round of the video slot machine. The game involving a Feng Shui element of chance can be a Yin-Yang roulette game or a video slot machine (which may at least partially based upon the Chinese Poker Deck) or a Feng Shui keno machine while a game based upon the Chinese Poker Deck may be a poker game and the casino itself may be a website. The video slot machine can use a carousel in which two or more wheels (which need not be round) rotate in opposite directions and additional wheel can be added in which symbols are shuffled. Examples of video slot machines include a Yin-Yang roulette game in which two balls travel in opposite directions (similar to a roulette wheel) with landings for the ball designated by symbols related to the Chinese games of Tin Gau, Mahjongg, Fan Tan or Sic Bo and a Feng Shui keno machine in which at least one Chinese character is broken down into a plurality of radicals.
Published US Patent Application Document No. 20100069142 (Kido) describes a dice gaming machine accepts a bet on a bet area and a bet on an intermediate area between/among a plurality of bet areas. After ending the bet acceptance, the gaming machine starts rolling dice. After the rolling of the dice has been stopped, the dice gaming machine identifies a winning bet area based on the dice rolling result. A payout amount for each terminal is calculated based on the identified winning bet area, the bet area or the intermediate area on which the bet is accepted, and a payout magnification ratio set for the bet area or the intermediate area.
Automatic Sic Bo Machines are known in the art wherein dice are automatically tossed and read, and wagers are electronically entered and resolved based on the automatic reading and tossing of dice. Combination systems where manually tossed dice, manually entered outcomes, and electronic wagers are used that are resolved based upon the manually entered (or electronically read) manually thrown dice outcomes. TCS John Huxley showcased a machine at 2007 G2E Asia in Macau. The ergonomically designed Super Sic Bo table featured a high definition 55 inch LCD playing screen with an apparent Sic Bo playing surface. High impact computer generated graphic animations highlighted ‘no more bets’ and all winning bets as well as indicating the streak bets of either odd or even and big or small numbers as they progress on the Super Streak side bet.
A voice announcement feature delivered game results and number sequences. This was available in multiple languages and gave players concise and distinctive game information and attracted new players to join in.
There was also offered a Super Streak side bet option offering players the opportunity to participate in a bonus bet determined by the results over a number of games, which are clearly displayed and easy to understand. This provides incremental payouts for a streak of either odd or even and big or small results. A triple result where the three dice all display the same number does not cancel the Super Streak.
The system was compatible with e-FX LCD displays and with Animator LED displays, showing the last 17 individual dice results, big or small betting options, odd or even betting options and Super Streak side bet streak progress are easy to see.
System Highlights Included
A method and apparatus provide a side bet game play method for dice games and particularly Sic Bo. Excess numbers of dice beyond what are needed for a dice game outcome are reduced to the necessary number for use in the dice game by visual identification selection or exclusion by input or automatic processor selection/exclusion. A system for enabling wagering on random outcome events including Sic Bo. There are:
a) two distinct sets of three dice in each set;
b) a surface for moving and stopping the two distinct sets of three dice in each set;
c) at least two wagering positions;
d) three separate paytables, for the random outcome for the first set of dice. Second set of dice and combined two sets of dice; and
e) wherein the first set of dice comprises standard six-faced dice and the second set of dice comprises a first die, a second die and a third die with each of the second set of dice having at least one face with a unique symbol that does not include numbers or art indicating 1 through six.
More than a single set of images may be used in the special three dice used in the game, with more than two images that may be completed by the three special dice. The player or a processor may select (prior to dice outcome) the exact figures that constitute an exactly three dice outcome.
The present invention includes a method of playing a wagering game on a gaming system that uses either a physical gaming table system, a blended physical gaming system and electronic wagering or an electronic gaming system using a processor, game logic, a video display and player input system. The method steps are primarily described for use with the electronic gaming system, but are parallel with the activities and rules used in the alternative structures. Those method steps include within a method of playing a wagering game on a gaming system that includes:
a processor, game logic, a video display and player input system, the method comprising:
An alternative method of playing a wagering game on a gaming system may be described as:
providing two distinct sets of three dice in each set, a surface onto which the two distinct sets of dice may move and then stop with a random face displayed on each die in the two distinct sets of three dice, the method including:
One preferred structure would have separate surfaces are provided for each of the two sets of dice, as with two distinct poppers. In this way, the outcome of each set of dice can be readily viewed and/or automatically determined by sensing elements. In the poppers, each of the separate surfaces may be a mechanically moveable surface within a separate confined and covered area, and each covered area is covered by a transparent solid bubble over a mechanically vibrating surface. Again, there may be an individual player input control and all input of value and selection of wagering amounts and selection of wagers placed on random outcomes is entered through the individual player input control.
A system for enabling wagering on random outcome events may include:
a) two distinct sets of three dice in each set;
b) a surface for moving the two distinct sets of three dice in each set, and stopping the two distinct sets of three dice in each set;
c) at least two wagering positions, one each for a random outcome on a first set of dice and for a random outcome on the second set of dice;
d) three separate paytables, a first paytable based on the random outcome for the first set of dice, a second paytable based on the random outcome for the second set of dice, and a third paytable based on the random outcome for both the first set of dice and second set of dice random outcomes; and
e) wherein the first set of dice comprises standard six-faced dice and the second set of dice comprises a first die, a second die and a third die and wherein the first die has at least one face with a first unique symbol other than an indication of a number from 1 to 6, the second die has at least one face with a second unique symbol other than an indication of a number from 1 to 6, and the third die has at least one face with a third unique symbol other wherein each of the at least three individual virtual dice has six faces with different numerical values displayed on each face. Each of the individual die preferably has six faces with different art work displayed on each face. Again, the surface may be a mechanically moveable surface within a confined and covered area wherein the covered area is covered by a transparent solid bubble over a mechanically vibrating surface.
The CPU block 20 comprises an SCU (System Control Unit) 22, a main CPU 24, RAM 26, RAM 28, a sub-CPU 30, and a CPU bus 32. The main CPU 24 contains a math function similar to a DSP (Digital Signal Processing) so that application software can be executed rapidly.
The RAM 26 is used as the work area for the main CPU 24. The RAM 28 stores the initialization program used for the initialization process. The SCU 22 controls the busses 32, 34 and 36 so that data can be exchanged smoothly among the VDPs 38 and 40, the DSP 42, and other components.
The SCU 22 contains a DMA controller, allowing data (polygon data) for character(s) in the game to be transferred to the VRAM in the video picture block 21. This allows the game machine or other application software to be executed rapidly. The sub-CPU 30 is termed an SMPC (System Manager & Peripheral Control). Its functions include collecting sound recognition signals from the sound recognition circuit 44 or image recognition signals from the image recognition circuit 46 in response to requests from the main CPU 24. On the basis of sound recognition signals or image recognition signals provided by the sub-CPU 30, the main CPU 24 controls changes in the expression of the character(s) appearing on the game screen, or performs image control pertaining to game development, for example. The picture video block 21 comprises a first VPD (Video Display Processor) 38 for rendering TV game polygon data characters and polygon screens overlaid on the background image, and a second VDP 40 for rendering scrolling background screens, performing image synthesis of polygon image data and scrolling image data based on priority (image priority order), performing clipping, and the like. The first VPD 38 houses a system register 48, and is connected to the VRAM (DRAM) 52 and to two frame buffers 54 and 56. Data for rendering the polygons used to represent TV game characters and the like is sent to the first VPD 38 through the main CPU 24, and the rendering data written to the VRAM 52 is rendered in the form of 16- or 8-bit pixels to the rendering frame buffer 54 (or 56). The data in the rendered frame buffer 54 (or 56) is sent to the second VDP 40 during the display mode. In this way, buffers 54 and 56 are used as frame buffers, providing a double buffer design for switching between rendering and display for each individual frame. Regarding information for controlling rendering, the first VPD 38 controls rendering and display in accordance with the instructions established in the system register 48 of the first VPD 38 by the main CPU 24 via the SCU 22.
The second VDP 40 houses a register 50 and color RAM 58, and is connected to the VRAM 60. The second VDP 40 is connected via the bus 36 to the first VPD 38 and the SCU 22 and is connected to picture output terminals Voa through Vog through memories 62a-d and encoders 64a-d. The picture output terminals Voa through Vog are connected through cables to the main game displays 66, 68 and the satellite displays 70. Scrolling screen data for the second VDP 40 is defined in the VRAM 60 and the color RAM 58 by the CPU 24 through the SCU 22. Information for controlling image display is similarly defined in the second VDP 40. Data defined in the VRAM 60 is read out in accordance with the contents established in the register 50 by the second VDP 40, and serves as image data for the scrolling screens that portray the background for the character(s). Image data for each scrolling screen and image data of texture-mapped polygon data sent from the first VPD 38 is assigned display priority (priority) in accordance with the settings in the register 48, and the final image screen data is synthesized.
Where the display image data is in palette format, the second VDP 40 reads out the color data defined in the color RAM 58 in accordance with the values thereof, and produces the display color data. Color data is produced for each display 66 and 68 and for each satellite display 70. Where display image data is in RGB format, the display image data is used as-is as display color data. The display color data is temporarily stored in memories 62a-d and is then output to the encoders 64a-d. The encoders 64a-d produce picture signals by adding synchronizing signals to the image data, which is then sent via the picture output terminals Voa through Vog to the display 66, 68 and the satellite displays 70. In this way, the images required to conduct an interactive game are displayed on the screens of the display 66, 68 and the satellite displays 70.
The sound block 72 comprises a DSP 42 for performing sound synthesis using PCM format or FM format, and a CPU 74 for controlling the DSP 42. Sound data generated by the DSP 42 is converted into 2-channel sound signals by a D/A converter 76 and is then presented to audio output terminals Ao via an interface (not shown). These audio output terminals Ao are connected to the input terminals of an audio amplification circuit (not shown). Thus, the sound signals presented to the audio output terminals Ao are input to the audio amplification circuit (not shown). Sound signals amplified by the audio amplification circuit drive the speakers 16a and 16b.
The subsystem 78 comprises a CD-ROM drive 80, a CD-I/F 82, and CPU 84, an MPEG-AUDIO section 86, and an MPEG-PICTURE section 88. The subsystem 78 has the function of reading application software provided in the form of a CD-ROM and reproducing the animation. The CD-ROM drive 80 reads out data from CD-ROM. The CPU 84 controls the CD-ROM drive 80 and performs error correction on the data read out by it. Data read from the CD-ROM is sent via the CD-I/F 82, bus 34, and SCU 22 to the main CPU 24 that uses it as the application software. The MPEG-AUDIO section 86 and the MPEG-VIDEO section 88 are used to expand data that has been compressed in MPEG (Motion Picture Expert Group) format. By using the MPEG-AUDIO section 86 and the MPEG-VIDEO section 88 to expand data that has been compressed in MPEG format, it is possible to reproduce motion picture. It should be noted herein that there are distinct processors for the CPU block, video block, sound block, CD-ROM drive and Memory with their independent CPU's. This requires significant computing power and still has dumb (no intelligence) player input components.
The above-described architecture is also an improvement in providing a system with not only the intelligence at each player position, but also in redistributing processing capability for functions among various processing components within the gaming system. In one architectural format, all functions of the gaming engine, except for the player localized intelligence functions, are consolidated into a single PC (e.g., the Pentium 4 shown in the Figures). This would include all game functions, player video functions, dealer video functions, dealer audio functions, security, central reporting (to a casino's central computer, for example), currency and debit functions, alarm functions, lighting functions, and all other peripherals on the system, except for the localized player functions. Alternatively, all functions requiring communication with the casino's main computer system are located on the player station intelligent boards. In this system, the main game processor would talk directly with the player intelligent boards, preferably in the same novel communication format described below.
An alternative system is shown in
A description of the Heber Board, (an exemplary board that can be used as a player station processor and/or game engine processor 132) a commercially available intelligent processing board is as follows. The Heber Board is known for its reliability and flexibility, especially for the Pluto 5 family of gaming products. The Pluto 5 is the controller of choice for the global gaming industry. Flexibility comes from a set of features built into the Pluto 5 (Casino) controller, and from the choice of optional add-on boards that can be used to adapt the Pluto family to best suit individual applications. In the area of interfacing, there are three distinct boards, each of which serves a particular function in helping the Pluto 5 to connect with the world outside.
RS485 Board
RS485 is an industrial-grade board for linking multiple systems in unforgiving circumstances for centralized information gathering. The Heber RS485 board is fully optically-isolated to provide complete circuit safety when used within ‘electrically noisy’ environments. The RS485 board uses a single RS232 connection to the Pluto 5 board and all necessary power is also derived through this link. Two header connectors may be provided for the RS485 channel to allow daisy chain connections between multiple systems.
HII/ccTalk Board
This board specializes in communicating with industry standard note/coin acceptors and payout hoppers. Equipped with dual communication channels, each port is configurable to use either the HII format to connect with Mars® coin/note acceptors or the ccTalk format for Money Controls® hoppers. Both channels are controlled via a single RS232 connection to the Pluto 5 board and all necessary power is also derived through this link. The Heber FastTrack™ package contains modular library functions for passing information via these channels.
Four Channel Relay Board
The relay board allows control of medium- to high-level loads such as solenoids, without risk of damage or interference to the Pluto 5 circuitry. Four power-switching channels are available with absolute isolation from the Pluto 5 control signals. Each relay is capable of switching direct or alternating currents of up to 7 A at a maximum voltage of 250V.
Like the Pluto 5 board itself, its modular options have been used extensively so that their designs are fully developed and entirely stable. The options that are specified are consistently provided in mass quantities. As with all Pluto products, programming for the modular options is straightforward. This is enhanced with the use of the Pluto 5 Enhanced Development Kit and also the FastTrack™ package. Between them, these kits contain all of the low level and high level programming tools and library functions needed for gaming applications. These systems can be provided through a Pluto 5 Enhanced Development Kit datasheet 80-15353-7 (Heber Limited, Belvedere Mill, Chalford, Stroud, Gloucestershire, GL6 8NT, UK Tel: +44 (0) 1453 886000 Fax: +44 (0) 1453 885013; www.heber.co.uk). Specifications for the various boards are identified below.
RS485 Interface
Host Interface
RS232 connection to Pluto 5/Pluto 5 Casino All power provided via RS232 link from host system Communication Port Dual four-way Molex 0.1″ KK headers for daisy chaining purposes Dimensions 80.times.61 mm (3.14×2.4″) Part Number Opto-isolated RS485 board 01-14536-2 HII/ccTalk Interface Host Interface RS232 connection to Pluto 5/Pluto 5 Casino All power provided via RS232 link from host system Communication Port Single or dual 10 way header connectors Dimensions 101.6.times.69.85 mm (4.times.2.8″) Part Number Dual channel HII/ccTalk board 01-16171-2 Four Channel Relay Board Host Interface Connection to Pluto 5/Pluto 5 Casino via ribbon cable using four standard output lines All power provided via ribbon cable link from host system Switching Capabilities Up to 250V AC or DC @7 A maximum per channel Dimensions 80.times.61 mm (3.14.times.2.4″) Part Number Four channel relay board 01-15275-1 80-16949-1
One proposed hardware configuration uses a “satellite” intelligent processor at each player position. The player station satellite processor is substantially the same as the primary game engine processor, a Heber Pluto 5 Casino board. The satellite processors receive instruction from the primary game engine but then handle the communications with player station peripherals independently. Each satellite processor communicates with only the peripherals at the same player station. Thus each player station has a dedicated satellite processor communicating with only the peripherals at the same player station and with the casino's central computer system. The peripherals are, but not limited to: Slot accounting Systems, Bill Validator, Ticket Printer, Coin Acceptor, Coin Hopper, Meters, Button panel or LCD touch screen and various doors and keys.
The satellite processors run proprietary software to enable functionality. The player station software is comprised of two modules, the first being an OS similar to the game engine Operating System and the second being station software that handles peripheral communications. The software may be installed on EPROMs for each satellite processor. The primary method of communication between the satellite processors and the primary game engine is via serial connectivity and the previously described protocol. In one example, information packets are prepared by the satellite processors and are sent to the game engine processor on the happening of an event.
The proposed game engine provides communication to the player stations to set the game state, activate buttons and receive button and meter information for each player station. Communication is via a serial connection to each of the stations. The new protocol for communication between the game engine, game display and player stations is an event driven packet-for-packet bi-directional protocol with Cyclic Redundancy Check (CRC) verification. This is distinguished from the Sega system that used continuous polling. This communication method frees up resources in the same engine processor because the processor no longer needs to poll the satellites continuously or periodically.
The new protocol uses embedded acknowledgement and sequence checking. The packet-for-packet protocol uses a Command Packet, Response Packet and a Synchronization Packet as illustrated below. The protocol uses standard ASCII characters to send data and a proprietary verification method.
Technical Description and Benefits of Electronic Die Gaming
It creates the ability to track performance of side bet (drop and win). There are unlimited virtual betting circles for the underlying games and the side bet. Since it is possible to have multiple side bets active at any given time (see description above). The player will then be prompted to select a wager amount and in a preferred embodiment, select among symbols available (if more than one symbol is available), and the symbols may be electronically weighted to offer higher or lower pseudo-random probabilities for distinct images among the dice images in the second set of dice available, as further explained herein.
Rules and pay tables may also be displayed to the right of the main big betting circle. After each roll of the dice, the betting positions to the right will resolve the wager (because this is the 2nd and final roll of the dice for that wager) . . . “WINNER” and the payout may appear if there were any winning wagers on either of the wagers or the combination of wagers.
If the player touches any particular betting position, the video display (touch screen) and processor will appear in larger format and display the current roll of the dice result and show his wager selections.
It will be readily apparent to one of ordinary skill in the art that the various processes described herein may be implemented by, e.g., appropriately programmed general purpose computers, special purpose computers and computing devices. Typically a processor (e.g., one or more microprocessors, one or more microcontrollers, one or more digital signal processors) will receive instructions (e.g., from a memory or like device), and execute those instructions, thereby performing one or more processes defined by those instructions. Instructions may be embodied in, e.g., one or more computer programs, one or more scripts.
A “processor” means one or more microprocessors, central processing units (CPUs), computing devices, microcontrollers, digital signal processors, or like devices or any combination thereof, regardless of the architecture (e.g., chip-level multiprocessing/multi-core, RISC, CISC, Microprocessor without Interlocked Pipeline Stages, pipelining configuration, simultaneous multithreading).
Thus a description of a process is likewise a description of an apparatus for performing the process. The apparatus that performs the process can include, e.g., a processor and those input devices and output devices that are appropriate to perform the process.
Further, programs that implement such methods (as well as other types of data) may be stored and transmitted using a variety of media (e.g., computer readable media) in a number of manners. In some embodiments, hard-wired circuitry or custom hardware may be used in place of, or in combination with, some or all of the software instructions that can implement the processes of various embodiments. Thus, various combinations of hardware and software may be used instead of software only.
The term “computer-readable medium” refers to any medium, a plurality of the same, or a combination of different media, that participate in providing data (e.g., instructions, data structures) which may be read by a computer, a processor or a like device. Such a medium may take many forms, including but not limited to, non-volatile media, volatile media, and transmission media. Non-volatile media include, for example, optical or magnetic disks and other persistent memory. Volatile media include dynamic random access memory (DRAM), which typically constitutes the main memory.
Transmission media include coaxial cables, copper wire and fiber optics, including the wires that comprise a system bus coupled to the processor. Transmission media may include or convey acoustic waves, light waves and electromagnetic emissions, such as those generated during radio frequency (RF) and infrared (IR) data communications. Common forms of computer-readable media include, for example, a floppy disk, a flexible disk, hard disk, magnetic tape, any other magnetic medium, a CD-ROM, DVD, any other optical medium, punch cards, paper tape, any other physical medium with patterns of holes, a RAM, a PROM, an EPROM, a FLASH-EEPROM, any other memory chip or cartridge, a carrier wave as described hereinafter, or any other medium from which a computer can read.
Various forms of computer readable media may be involved in carrying data (e.g. sequences of instructions) to a processor. For example, data may be (i) delivered from RAM to a processor; (ii) carried over a wireless transmission medium; (iii) formatted and/or transmitted according to numerous formats, standards or protocols, such as Ethernet (or IEEE 802.3), SAP, ATP, Bluetooth™, and TCP/IP, TDMA, CDMA, and 3G; and/or (iv) encrypted to ensure privacy or prevent fraud in any of a variety of ways well known in the art.
Thus a description of a process is likewise a description of a computer-readable medium storing a program for performing the process. The computer-readable medium can store (in any appropriate format) those program elements which are appropriate to perform the method.
Just as the description of various steps in a process does not indicate that all the described steps are required, embodiments of an apparatus include a computer/computing device operable to perform some (but not necessarily all) of the described process.
Likewise, just as the description of various steps in a process does not indicate that all the described steps are required, embodiments of a computer-readable medium storing a program or data structure include a computer-readable medium storing a program that, when executed, can cause a processor to perform some (but not necessarily all) of the described process.
Where databases are described, it will be understood by one of ordinary skill in the art that (i) alternative database structures to those described may be readily employed, and (ii) other memory structures besides databases may be readily employed. Any illustrations or descriptions of any sample databases presented herein are illustrative arrangements for stored representations of information. Any number of other arrangements may be employed besides those suggested by, e.g., tables illustrated in drawings or elsewhere. Similarly, any illustrated entries of the databases represent exemplary information only; one of ordinary skill in the art will understand that the number and content of the entries can be different from those described herein. Further, despite any depiction of the databases as tables, other formats (including relational databases, object-based models and/or distributed databases) could be used to store and manipulate the data types described herein. Likewise, object methods or behaviors of a database can be used to implement various processes, such as the described herein. In addition, the databases may, in a known manner, be stored locally or remotely from a device which accesses data in such a database.
Various embodiments can be configured to work in a network environment including a computer that is in communication (e.g., via a communications network) with one or more devices. The computer may communicate with the devices directly or indirectly, via any wired or wireless medium (e.g. the Internet, LAN, WAN or Ethernet, Token Ring, a telephone line, a cable line, a radio channel, an optical communications line, commercial on-line service providers, bulletin board systems, a satellite communications link, a combination of any of the above). Each of the devices may themselves comprise computers or other computing devices, such as those based on the Intel® Pentium® or Centrino™ processor, that are adapted to communicate with the computer. Any number and type of devices may be in communication with the computer.
In some embodiments, a server computer and one or more client computers may perform desired actions. Actions may be performed by one or more of the clients and/or servers in accordance with a desired distribution of labor. Such distribution of labor may be made based on where the actions may be performed more securely, more quickly, and/or more cost-effectively. For example, in some implementations, complex calculations may be performed by a central server to increase speed, display related calculations may be performed by a client because they may be simple, outcome determining calculations may be performed by a central server in order to ensure the validity of the calculations and allow tweaking of odds to be performed at a single location. It should be recognized that any desired actions may be divided among a server and any number of clients in any desired way.
In an embodiment, a server computer or centralized authority may not be necessary or desirable. For example, the present invention may, in an embodiment, be practiced on one or more devices without a central authority. In such an embodiment, any functions described herein as performed by the server computer or data described as stored on the server computer may instead be performed by or stored on one or more such devices.
Where a process is described, in an embodiment the process may operate without any user intervention. In another embodiment, the process includes some human intervention (e.g., a step is performed by or with the assistance of a human). In one embodiment, the gaming device preferably includes at least one processor, such as a microprocessor, a microcontroller-based platform, a suitable integrated circuit or one or more application-specific integrated circuits (ASIC's). The processor is in communication with or operable to access or to exchange signals with at least one data storage or memory device. In one embodiment, the processor and the memory device reside within the cabinet of the gaming device. The memory device stores program code and instructions, executable by the processor, to control the gaming device. The memory device also stores other data such as image data, event data, player input data, random or pseudo-random number generators, pay-table data or information and applicable game rules that relate to the play of the gaming device. In one embodiment, the memory device includes random access memory (RAM), which can include non-volatile RAM (NVRAM), magnetic RAM (MRAM), ferroelectric RAM (FeRAM) and other forms as commonly understood in the gaming industry. In one embodiment, the memory device includes read only memory (ROM). In one embodiment, the memory device includes flash memory and/or EEPROM (electrically erasable programmable read only memory). Any other suitable magnetic, optical and/or semiconductor memory may operate in conjunction with the gaming device disclosed herein.
In one embodiment, part or all of the program code and/or operating data described above can be stored in a detachable or removable memory device, including, but not limited to, a suitable cartridge, disk, CD ROM, DVD or USB memory device. In other embodiments, part or all of the program code and/or operating data described above can be downloaded to the memory device through a suitable network.
In one embodiment, an operator or a player can use such a removable memory device in a desktop computer, a laptop personal computer, a personal digital assistant (PDA), portable computing device, or other computerized platform to implement the present disclosure. In one embodiment, the gaming device or gaming machine disclosed herein is operable over a wireless network, such as part of a wireless gaming system. In this embodiment, the gaming machine may be a hand held device, a mobile device or any other suitable wireless device that enables a player to play any suitable game at a variety of different locations. It should be appreciated that a gaming device or gaming machine as disclosed herein may be a device that has obtained approval from a regulatory gaming commission or a device that has not obtained approval from a regulatory gaming commission. It should be appreciated that the processor and memory device may be collectively referred to herein as a “computer” or “controller.”
In one embodiment, as discussed in more detail below, the gaming device randomly generates awards and/or other game outcomes based on probability data. In one such embodiment, this random determination is provided through utilization of a random number generator (RNG), such as a true random number generator, a pseudo random number generator or other suitable randomization process. In one embodiment, each award or other game outcome is associated with a probability and the gaming device generates the award or other game outcome to be provided to the player based on the associated probabilities. In this embodiment, since the gaming device generates outcomes randomly or based upon one or more probability calculations, there is no certainty that the gaming device will ever provide the player with any specific award or other game outcome.
In another embodiment, as discussed in more detail below, the gaming device employs a predetermined or finite set or pool of awards or other game outcomes. In this embodiment, as each award or other game outcome is provided to the player, the gaming device flags or removes the provided award or other game outcome from the predetermined set or pool. Once flagged or removed from the set or pool, the specific provided award or other game outcome from that specific pool cannot be provided to the player again. This type of gaming device provides players with all of the available awards or other game outcomes over the course of the play cycle and guarantees the amount of actual wins and losses.
In another embodiment, as discussed below, upon a player initiating game play at the gaming device, the gaming device enrolls in a bingo game. In this embodiment, a bingo server calls the bingo balls that result in a specific bingo game outcome. The resultant game outcome is communicated to the individual gaming device to be provided to a player. In one embodiment, this bingo outcome is displayed to the player as a bingo game and/or in any form in accordance with the present disclosure.
In one embodiment, as illustrated in
In another embodiment, at least one display device may be a mobile display device, such as a PDA or tablet PC, that enables play of at least a portion of the primary or secondary game at a location remote from the gaming device. The display devices may include, without limitation, a monitor, a television display, a plasma display, a liquid crystal display (LCD) a display based on light emitting diodes (LED), a display based on a plurality of organic light-emitting diodes (OLEDs), a display based on polymer light-emitting diodes (PLEDs), a display based on a plurality of surface-conduction electron-emitters (SEDs), a display including a projected and/or reflected image or any other suitable electronic device or display mechanism. In one embodiment, the display device includes a touch-screen with an associated touch-screen controller. The display devices may be of any suitable size and configuration, such as a square, a rectangle or an elongated rectangle.
The general scope of the invention may include methods and systems as follows. A method of playing a wagering game on an electronic gaming system may have, for example:
The three virtual standard dice have six virtual faces and each virtual face has a number indicator of only one of 1, 2, 3, 4, 5 or six thereon, and each of the six virtual faces has a different number indicator thereon, and each of the six virtual faces has a different number indicator thereon. A virtual game field surface is displayed on the video display system and is used to display movement of a game piece a virtual amount related to the numeric total of the two virtual dice and the paytable associated to the numeric result by a random outcome on the third virtual die according to rules of play of the game stored in the memory.
The event outcome is determined by the processor executing code to compare the virtual gaming event outcome from the virtual casting of the virtual three dice and the event results table. The processor displays at least one of the event result tables on the video display system and indicates virtual game outcomes for the dice results, and in the variant with two or more colors, the possible event outcomes on wagers using non-selected colors may also be displayed. The processor compares and may cause to be displayed the random event of the virtual casting of the three virtual dice with the event result tables or paytables to determine wagering or game events from the random event. The data entry systems are selected from the group consisting of hand-held wireless communication devices, networked television systems, keypads, stand-alone wagering terminals, personal computers on a network or internet and banks of wagering terminals.
A gaming system for playing the wagering game may have, as described in greater detail above:
the virtual dice being displayed on the virtual display system at a position on the virtual upper surface; an event result tables or paytables having a plurality of outcomes arranged in rows and columns; and
the video display system displays (at least) three virtual dice, the three virtual dice may comprise three identical dice or two identical virtual dice and a third virtual die that is visually distinguishable from the two virtual dice for providing a visual appearance that is distinct from the visual appearance of the first two virtual dice. Events may be defined in the look-up tables or paytables to determine an outcome of that numeric result from the first two dice or three dice in event result tables or paytables.
The present gaming technology may also be practiced with variations of technology available internet gaming. Apparatus and methods described in Published U.S. Patent Application Documents Nos. 20120089921; 20110082571; 20100234110; 20090036186; 20080201227; 20080033734; 20070162563; 20040249707; 20040067794; 20030224856; 20030032480; 20020082085, which are incorporated herein in their entirety to support and enable internet wagering on the present invention.
The servers (101, 102 . . . ) can send information to the purchasers of lottery tickets by communicating with the computers (111, 112 . . . ) over the Internet (e.g., via connections 121, 122 . . . and 131, 132 . . . , respectively), the at least one telephone (e.g., tel 143, 144 . . . ) over landline 134, the at least one fax (e.g., fax 145, 146 . . . ) over landline 135, or the at least one cellular telephone (e.g., 147, 148 . . . ) over the airwaves or via satellite by using transmitter 141 provided therefor. If a group of players desires to place wagers in bulk, a virtual group may be created therefor at a server which includes corresponding information with respect to the group of purchasers (group information) and the placing of wagers.
Systems used may also operate as a system in which the remote gaming system provides remote access to a legal gaming system. In one example, the participant may be located at a distant city. The player may be accessing the game using his personal communication system, tablet, Pad, processor, PC etc. The participant will access a game server at a remote location. The game server may be on an Indian reservation, wherein gaming is authorized and legal. The game system will include a database which will include critical information of the participant, assuring that he is authorized to operate the game. For example, the participant will provide critical personal information such as personal ID and the location of the terminal or, as shown, the user communication system or terminal (e.g., PC).
The location of the terminal is a critical component of the invention. In most jurisdictions where gaming is legal, it is not legal to cross state lines. So in almost all cases, even where remote access is permitted, the game operator and the participant must be in the same state. Therefore, the game operator must have assurances that the accessing terminal is in the same state as the game server or over federally authorized gaming services and/or providers.
When a terminal is permanently installed, the location is known. When a portable device is used, such as a PDA, cell phone, laptop or the like, the position is not known unless a positioning signal is sent to the game server. In those instances where a portable terminal is used, or even where a permanently installed terminal may be routinely moved, the terminal may be required to have a GPS signal generator which can be received by the game server to assure the location of the participant.
The GPS signal generator would be associated with any device which has the capability of being moved to a new location which may be outside the authorized jurisdiction, for example, a PDA, a cell phone, as well as the user PC. The GPS signal generator may not be required in a permanently installed kiosk.
In use of any of the terminals, the participant accesses the game server via the Internet. The critical m information for the participant is maintained in the database. This confirms that the participant is an authorized participant and that he is in an authorized location.
In one embodiment of the invention a biometric sensor will be associated with each remote terminal which can be used by the participant to access the game sever. This provides even more detailed information assuring authenticity of the participant.
Typically, the server will request the biometric information at the outset of a session and for each transaction, or at the minimum, on a random basis. It may be desirable to shut down the terminal for a specified period of time (lock it out from the game server) in the event an unauthorized participant is detected. The game operator may have a banking capability at the authorized gaming location. In this case, the bank server would have the capability to transact electronic banking functions with the game server without violating any wire or banking laws and regulations. The participant may have an account at the bank associated with server. He will place funds in this account. When he participates in gaming from a remote location, he will have preauthorized the game sever to electronically withdraw or deposit funds into his account via the banking sever. The participant is not involved in these transactions. He may access his account via the banking server in normal fashion and may deposit or withdraw funds. However, the participant cannot communicate with the game server about financial transactions. For example, in the event the participant becomes overdrawn, the resolution of that is between him and the bank. The game operator is not involved.
Similarly with the third (or more) virtual die, there may be five, six, seven or eight (for example) virtual faces and each virtual face has a number indicator of only one of 1, 2, 3, 4, 5 or six thereon (or other numbers or symbols), and each of the (for example) six virtual faces has a different number indicator thereon.
The present technology, although emphasis in the disclosure has been on virtual gaming systems where there are no physical dice, can be played in a number of variations using physical dice, either on a traditional gaming table with physical dice and physical placement of wagers, a newer gaming table with physical dice and electronic wagering on player input terminals associated with the gaming table, or on an automatic dice tumbler (with enclosed dice ‘tossed’ by a ‘popper’ to produce random results) with electronic wagering on player input terminals associated with the mechanical automatic dice tumbler.
The awarding can be done fully electronically if wagers are placed electronically, or by a croupier, which is where simplification of the variations in colors and numbers of dice, as later enumerated, would be preferred. The dice may be one set or two sets of three dice.
Players will use the control panel to make the traditional Sic Bo wager(s). After players have confirmed their traditional wagers, the electronic display will offer them the option to make an optional dragon bet on any of their initial Sic Bo wagers.
If players opt to make a dragon wager on some or all of their traditional bets, the control panel will offer players to make an equal-sized dragon bet wager, a dragon wager that is less than the traditional wager (for example ½ the initial wager) or to decline a dragon wager for each of the traditional Sic Bo wagers initially laid.
After all betting is complete, the player will use the console to trigger the hoppers and “shake” two sets of dice consisting of the three traditional Sic Bo dice and a separate set of three Dragon Dice. The resolution of the traditional Sic Bo wagers will be determined solely by the outcome of the three traditional Sic Bo dice. The resolution of dragon wagers will be determined by the outcome of both the traditional Sic Bo dice and the second set of dragon dice.
Each six-sided dragon die has the following markings:
The dragon dice can produce two winning combinations: Players can win if all three dice reveal a koi fish or the combination of the three dice reveal exactly one dragon head, one dragon body, and one dragon tail.
All dragon wagers will be paid according to the outcome of both the traditional dice and the dragon dice. If the dragon dice reveal 3 koi or a complete dragon (1 head, 1 body, 1 tail), all dragon wagers will pay either 2 to 1 (for 3 koi) or 8 to 1 (for a complete dragon). If a dragon wager hits for both the traditional dice outcome for which the wager was made and the dragon dice outcome, the final dragon wager payout will be paid a multiplier that combines the two payouts.
The following two tables show the payout structure, probabilities, and theoretical return on dragon wagers made on two traditional Sic Bo bets: Tai (Big) and any triple.
In order to make a dragon wager, players must first make a traditional Sic Bo wager. As a result, dragon wagers produce a combined house advantage based on the amount wagered on the traditional Sic Bo bet as well as the amount wagered on the corresponding dragon bet. For example, the combined house advantage for a $1 bet on Tai with a $1 bet on dragon roll is 8.66% and the combined house advantage for a $1 bet on Any Triple with a $1 bet on dragon is 18.93%
The present technology may also be used in combination with hologram technology which is the subject matter of U.S. patent application Ser. No. 13/631,195 filed 28 Sep. 2012, which is incorporated herein by reference. Any format, system or apparatus that can be used to provide the processor, video display system, player input system, game rules, communication links and memory can be modified by one skilled in the art and adapted top play of the present technology.
This application claims priority from U.S. Provisional Patent Application Ser. No. 62/105,789, filed 21 Jan. 2015, and titled DICE GAMES AND SIC BO VARIANT WITH SIX DICE.
Number | Name | Date | Kind |
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9552699 | Pececnik | Jan 2017 | B2 |
20120322529 | Gilbertson | Dec 2012 | A1 |
20140162758 | Pececnik | Jun 2014 | A1 |
20140361485 | Pockaj | Dec 2014 | A1 |
Number | Date | Country | |
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20160236074 A1 | Aug 2016 | US |
Number | Date | Country | |
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62105789 | Jan 2015 | US |