The present invention relates generally to casino gaming, and more specifically to systems and methods for data and configuration management for game services provided to gaming machines distributed across a gaming entity.
There are a wide variety of associated devices that can be connected to a gaming machine such as a slot machine or video poker machine. Some examples of these devices are lights, ticket printers, card readers, speakers, bill validators, ticket readers, coin acceptors, display panels, key pads, coin hoppers and button pads. Many of these devices are built into the gaming machine or components associated with the gaming machine such as a top box, which usually sits on top of the gaming machine.
Typically, utilizing a master gaming controller (MGC), the gaming machine controls various combinations of devices that allow a player to play a game on the gaming machine and also encourage game play on the gaming machine. For example, a game played on a gaming machine usually requires a player to input money or indicia of credit into the gaming machine, indicate a wager amount, and initiate a game play. These steps require the gaming machine to control input devices, such as bill validators and coin acceptors, to accept money into the gaming machine and recognize user inputs from devices, including key pads and button pads, to determine the wager amount and initiate game play. After game play has been initiated, the gaming machine determines a game outcome, presents the game outcome to the player and may dispense an award of some type depending on the outcome of the game.
The operations described above may be carried out on the gaming machine when the gaming machine is operating as a “stand alone” unit or linked in a network of some type to a group of gaming machines. As technology in the gaming industry progresses, more and more gaming services are being provided to gaming machines via communication networks that link groups of gaming machines to a remote computer that provides one or more gaming services. As an example, gaming services that may be provided by a remote computer to a gaming machine via a communication network of some type include player tracking, accounting, cashless award ticketing, lottery, progressive games and bonus games. In addition, gaming machines are evolving into gaming platforms where the gaming services and game play options provided on the gaming machines may be dynamically configured. Thus, the number and type of game services and game play options offered on a particular gaming machine may vary regularly with time.
Within the gaming industry, a particular gaming entity may desire to provide network gaming services and track the performance of all the gaming machines under the control of the entity. The gaming machines under the control of a particular entity may be globally distributed in many different types of establishments. Casinos, convenience stores, supermarkets, bars and boats are a few examples of establishments where gaming machines may be placed. Further, gaming entities are becoming increasingly interdependent. For instance, promotions may be provided that span multiple gaming entities. As another example, mechanisms such as cashless systems are being provided that allow game players to seamlessly engage in game play across multiple gaming entities.
Within the casinos, the gaming machines may be connected to one or more servers via one or more dedicated networks. The servers are usually located in a backroom of the casino away from the casino floor. For instance, in casino 110, gaming machines 102, 104 and 106 are connected to a server 100 via a dedicated network 108. The dedicated network 108 may be used to send accounting information and player tracking information from the gaming machines to the server 110. In casino 122, the gaming machines 114, 116, 118 may send accounting information and player tracking information to a server 112 using the dedicated network 120. Other dedicated networks (not shown) in casinos, 110 and 112, may provide such network gaming services as bonus game play, progressive game play and cashless ticketing.
In casinos 110 and 122, the servers 100 and 112 may store and process accounting data from the gaming machines in communication with the servers. For instance, an accounting report detailing the performance of individual and groups of gaming machines may be generated from the data stored on the servers 100 and 112. In addition, accounting data or reports may be sent to the server 124 in the central office 142 from each casino. These reports may contain game performance data collected from a number of gaming machines supporting many different types of games as well as hotel operations data. The data from the casino 110 may be sent to the central office 142 using a dedicated leased line 132 using a frame relay or ATM network. The data from the casino 122 may be sent to a central office (not shown) using the communication link 133.
In some cases, the gaming entities, 101 and 150, may exchange information in some manner. For instance, a player may be issued a cashless instrument at casino 122, such as an award ticket valid for game play, and the player may then utilize the award ticket at casino 110. In this example, gaming entity 150 may transfer resources to gaming entity 101, in some manner, to cover a value of the cashless instrument used by the player. The server 124 may be used to generate reports summarizing the performance of all the gaming machines within the gaming entity (e.g. casino 110, casino 122 and store 140). The reports may be accessed locally using the local access points 126 and 128 via the local network. In addition, reports may be remotely accessed using a dial in number for a limited number of users. For instance, an executive traveling on the road might view gaming machine performance data from a remote access point 134, where the remote access point 134 may be a hotel room.
For the store 140, the gaming machines, 136 and 138 may be leased by the store operator. However, the cost of a dedicated communication network for a small number of gaming machines is usually not justified. Thus, the gaming machines operate in a “stand alone” mode. While operating in “stand alone” mode, network gaming services are not available to these gaming machines. To obtain performance data for the gaming machines, 136 and 138, a route operator may regularly extract performance data from the machines and manually transmit the information to the central office 142. A route may consist of a number gaming machines located in various locations such as bars, convenience stores and supermarkets. Usually, the route operator manually extracts performance data for all of the gaming machines located on their route. For a large route, this process may be both time consuming and costly.
Within the gaming industry, there is some desire to provide centralized network gaming services, centralized data access, centralized data analysis, centralized configuration management and centralized data acquisition to all of the gaming machines or a larger proportion of gaming machines within a gaming entity. The centralization may be provided at both the casino level and the corporate level as a means of lowering information management costs and optimizing gaming performance. A current barrier to providing the centralized services, described above, is the complexity and costs of obtaining and managing large amounts of information from a large variety of gaming machines some of which may be dynamically configurable. Further, within the gaming industry, game performance information has traditionally been closely guarded and has not been widely shared even within a gaming entity. Thus, mechanisms for data sharing on a large scale have not been generally implemented in the gaming industry. In addition, once the data is obtained, another barrier is analyzing the information and applying it in a manner that is both useful and convenient to users within the gaming entity.
In view of the above, it would be desirable to provide hardware and methods for data sharing, data analysis and configuration management for gaming machines that reduce the complexity of the information management environment. Also, it is desirable for the hardware and methods to be scaleable to a large number of gaming machines and machine operators where the gaming machines and machine operators are widely distributed within a gaming entity.
Successful solutions to the foregoing problems, however, can result in further issues related to such solutions. For example, the foregoing related parent and sibling applications provide for a central gaming terminal data repository and support system adapted for a number of useful purposes, such as the remote configuration and downloading of games and other software components to gaming machines. Such remote downloading and control of gaming machines can result in changes that may affect a number of significant items, including game play related elements, such as, for example, paytables, game denominations, presentation speeds, machine return or cash throughput, and the like.
Many gaming jurisdictions, however, require notices to the public and/or actual gaming machine players with respect to various gaming machine elements, such as paytables. Thus, changes to a number of gaming machine items, such as paytables, for example, may result in a violation of one or more gaming laws or regulations where an appropriate notice regarding any new information is not provided to a player of the gaming machine. Such changes might be particularly problematic where they occur during a single gaming session by a single player. Even where the player is the one who is responsible for such changes, such as by requesting and downloading a new game during a single gaming session, there may be problems presented by changes to various gaming machine parameters or components for which there are laws or regulations regarding the posting of information.
Accordingly, it would be desirable to provide additional hardware, software and/or methods for meeting the various notice requirements to players and the public with respect to gaming machine parameters and items that change. In particular, such provisions should be capable of ensuring that appropriate notices are provided with respect to any significant gaming machine changes that occur during a single gaming session by a single player.
It is an advantage of the present invention to provide systems and methods for ensuring that appropriate player and public notices are given whenever conditions in a gaming machine are significantly changed. This can be accomplished by providing a player compliance module, which operates to identify when a significant aspect of gaming machine operations has changed, to provide appropriate player or public notice of such a change, and to attend to the recording or logging that such an appropriate notice has been made. The resulting systems then permit casinos or other gaming operators to provide dynamic notices at their gaming machines to players with respect to any significant changes that take place in the gaming machines.
According to various embodiments of the present invention, the provided system can include a gaming terminal data repository that may be used to store game software components, game software component information and gaming transaction information for a plurality of gaming terminals owned by a plurality of gaming entities. The repository may store the game software component information and the gaming transaction information in a database partitioned according to the different gaming entities in a manner allowing a game software component configuration of a particular gaming machine to be easily analyzed and modified. Using various update triggers, game software components for gaming machines connected to the gaming terminal data repository may be automatically updated. The gaming terminals, configured or designed to receive game software components from the repository, may present game play using a combination of game software components residing on the gaming machine and the game software components received from the repository.
One aspect of the present invention provides a gaming terminal data repository. The data repository may be generally characterized as including: 1) a network interface for communicating with one or more gaming terminals, 2) a memory arranged to store gaming terminal transaction information and game software components for a plurality of gaming terminals and 3) a processor designed or configured to update game software components on the gaming terminals using one or more update triggers where a plurality of the game software components are used to present a game on each gaming terminal. The game software components may be selected from the group consisting of game system components, game paytables, game bonusing, game progressives, game graphics, game sounds, game jurisdiction information and game networking components. The processor may be designed or configured to execute one or more gaming repository applications such as a data analysis application, a configuration design application, a scheduling design application, report generation application, a query configuration application and a game software version management application.
In particular embodiments, the repository may include a firewall. The memory may be a hard drive or a CD-RW drive. The network interface may be a wireless network interface or a wired network interface where the network interface communicates with a remote gaming device. The remote gaming device may be selected from the group consisting of a printer, a portable computer, a personal digital assistant and a computer.
In other embodiments, the game presented on the gaming terminals may be a video bingo game, a video lottery game, a video black jack game, a video slot game, a mechanical slot game, a video poker game, a video keno game, a video pachinko game, a video card game and a video game of chance. The game transaction information may be stored according to one or more game data categories such as game version data, game data, gaming terminal data, player data, route data and venue data. Further, the gaming transaction information and game software component information may be stored in queryable and partitioned database.
In yet other embodiments, the gaming terminals and game software components may be owned by a plurality of gaming entities where the gaming transaction information and game software components owned by each gaming entity are stored in a separate gaming data partition in the memory. Further, gaming transaction information and game software components owned by a first gaming entity are not accessible to a second gaming entity. Access to gaming transaction information and game software components may be limited according to one or more hierarchical access privileges where the hierarchical access privileges are selected from the group consisting of site user, corporate site user, remote corporate user, venue site user, remote venue site user, route user and route site user.
Another aspect of the present invention provides a gaming machine. The gaming machine may be generally characterized as including: 1) a first combination of game software components, the first combination comprising a plurality of game software components; 2) a master gaming controller designed or configured to present a game on the gaming machine using the first combination of game software components; 3) a network interface for communicating with a remote server and receiving game software components from the remote server; and 4) processor logic for combining game software components from the first combination with game software components received from the remote server to generate a second combination of game software components where the second combination is used to present a game on the gaming machine. In addition, the gaming machine may include a memory storing a plurality of game software components where at least one of the plurality of game software components stored in the memory may be used to generate the second combination game software components. The memory may also contain game software version information for a plurality of game software components. The game software components may selected from the group consisting of game system components, game paytables, game bonusing, game progressives, game graphics, game sounds, game jurisdiction information, game networking components.
In particular embodiments, the remote server may be a gaming terminal data repository and the gaming machine may include a firewall and a modem. The network interface may be a wireless network interface or a wired network interface where the network interface is configured to allow connection of the gaming machine to an internet network or an intranet network. The intranet network may be selected from the group consisting of a cashless system network, a progressive game network, an accounting network and a bonus game network. The game presented on the gaming machine may be a video bingo game, a video lottery game, a video black jack game, a video slot game, a mechanical slot game, a video poker game, a video keno game, a video pachinko game, a video game of chance and a video card game.
Another aspect of the present invention provides, in a remote server, a method of modifying game play on a plurality of gaming machines. The method may be characterized as including: 1) determining that a configuration update has been triggered; 2) establishing communications with the gaming machine; 3) identifying one or more game software components for the configuration update on the gaming machine; 4) bundling the game software components; and 5) sending the game software components to the gaming machine where the game software components are used to present a game on the gaming machine.
In particular embodiments, the method may also include one or more of the following: a) prior to sending the game software components, contacting a local ISP and sending the game software components via the local ISP, b) looking up an IP address of the one or more gaming machines, c) encapsulating the game software components in multiple information packets, d) encrypting the game software components, e) generating instructions for configuring the game software components and sending the instructions with the game software components, f) requesting game software component version information from the gaming machines, g) receiving game software component version information from the gaming machine, h) receiving game transaction information from the gaming machines and storing the game transaction information according to one or more game data categories where the game data categories are selected from the group consisting of game version data, game data, gaming terminal data, player data, route data and venue data, i) prior to storing said game transaction information, determining access privileges for said game transaction information; j) prior to storing said game transaction information, performing one or more operations on said game transaction information, k) determining a data storage partition from among a plurality of data storage partitions for storing said game transaction information where the plurality of data storage partitions correspond to a plurality of gaming entities, and l) checking a list of update triggers where the update triggers are selected from the group consisting of an update time, an update day, an update week, a game event, a game performance event and a player input.
Another aspect of the present invention provides a method for accessing game transaction information on a remote server which stores gaming transaction information for multiple different gaming entities. The method may be characterized as including: 1) receiving a request message for game transaction information from a first gaming device; 2) verifying an identity of a game transaction information requester contained in the request message; 3) determining access privileges of the game transaction information requester; 4) when said access privileges are satisfied, generating the requested game transaction information; and 5) sending the requested game transaction information specific to the gaming entity of the requester in a reply message to a second gaming device. The first gaming device may be selected from the group consisting of a gaming machine and a remote computer and the second gaming device may be selected from the group consisting of a gaming machine, a printer and a remote computer.
In particular embodiments, the method may include one or more of the following: a) generating the reply message, b) storing one or more game transaction information request parameters where the request parameters include one or more of the following: a time, a gaming terminal, a date, a game version, a game, a player, a route and a venue, c) searching a queryable database for the requested game transaction information, d) denying access to the requested game transaction information when the access privileges are not satisfied, and e) encrypting said requested game transaction information.
Another aspect of the present invention provides a method of updating game software. The method may be generally characterized as including: 1) establishing communications with a remote server; 2) receiving one or more game software components from the remote server; 3) unbundling said one or more game software components; 4) generating a combination of game software components where the combination of game software components comprise a plurality of game software components and includes the one or more game software components received from the remote server; and 5) presenting a game play using the combination of game software components where the game play is a video bingo game play, a video lottery game play, a video black jack game play, a video slot game play, a mechanical slot game play, a video poker game play, a video keno game play, a video pachinko game play, a video game play of chance and a video card game play.
Still further embodiments can include gaming systems, gaming machines and methods involving a player compliance module (PCM). Such a PCM can be in the form of software located either within the gaming machine, gaming terminal, GTDR or elsewhere within the system. The PCM can be unalterable, and can comprise software adapted to facilitate both the detection of changed operational conditions and the provision of information to players regarding such changed operational conditions. Such changed operational conditions can be related to games or other items presented at a respective gaming machine or terminal, and can include new or modified games, downloads, paytables, game denominations, presentation speeds, payback percentages, game holds, harm minimization factors or items, among other conditions.
Player notices or other information provided can include: a) full displays disclosing all details of all changed operational conditions, b) informational notices having a limited level of detail regarding any least changed operational conditions, and/or c) minimalist alerts that one or more changes have taken place, with such alerts having little to no detail regarding the changes. The notices or information provided to can comprise content sufficient to satisfy a player notice requirement or regulation of a gaming jurisdiction where the gaming terminal is located. Notices or other information can be in the form of fully or partially pre-rendered message frames, with such frames being more readily traceable with respect to tracking and record or log creation.
The PCM can also be adapted to facilitate the creation of a record or audit trail containing details regarding any changed operational conditions and any provision of notices to players regarding the changes. Such records can be kept in a log, record base or other storage location, such as at a GTDR. Further provisions can also be used to prevent any game of chance from being played at a respective gaming terminal while information or a notice regarding an operational change remains displayed at the gaming terminal. An affirmative player input might also be required to remove such a notice or information, such that a better record is created of the player having been presented with such notice and accepting such a change.
General methods of providing dynamic player notices at a gaming terminal can include the steps of accepting a communication from a remotely located and independent network device, such as a GTDR, detecting a significant operational change at the gaming terminal resulting from the communication, associating the significant operational change with a dynamic player notice having an adequate amount of information regarding the operational change, and displaying the dynamic player notice at a display located at the gaming terminal. Further steps can include recording details regarding the operational change and display of the dynamic player notice to a saved record or log, as well as providing a PCM adapted to perform or facilitate the performance of one or more of the method steps, such as those for detecting, associating and displaying. Still further steps can include prompting a player to provide an affirmative player input to remove the dynamic player notice, and preventing the play of any wager based game at the gaming terminal until such affirmative player input is provided.
Other methods, features and advantages of the invention will be or will become apparent to one with skill in the art upon examination of the following figures and detailed description. It is intended that all such additional methods, features and advantages be included within this description, be within the scope of the invention, and be protected by the accompanying claims.
The included drawings are for illustrative purposes and serve only to provide examples of possible structures and elements for the disclosed gaming terminal data repository and information distribution systems and methods. These drawings in no way limit any changes in form and detail that may be made to the invention by one skilled in the art without departing from the spirit and scope of the invention.
Exemplary applications of systems and methods according to the present invention are described in this section. These examples are being provided solely to add context and aid in the understanding of the invention. It will thus be apparent to one skilled in the art that the present invention may be practiced without some or all of these specific details. In other instances, well known process steps have not been described in detail in order to avoid unnecessarily obscuring the present invention. Other applications are possible, such that the following example should not be taken as definitive or limiting either in scope or setting.
In the following detailed description, references are made to the accompanying drawings, which form a part of the description and in which are shown, by way of illustration, specific embodiments of the present invention. Although these embodiments are described in sufficient detail to enable one skilled in the art to practice the invention, it is understood that these examples are not limiting, such that other embodiments may be used, and changes may be made without departing from the spirit and scope of the invention.
In general, the present invention relates to systems and methods for providing adequate notices to players when significant gaming machine or gaming terminal conditions change, such as through the download or changing of games on the gaming machine or terminal. Such systems and methods are desirable for a wide variety of reasons, including the ability to meet legal requirements related to providing notice to players, as well as to protect the gaming operator from claims of fraud or unfair gaming practices by players who experience such changes at a gaming machine or terminal. To this end, the provided systems and methods can include a variety of items designed to detect changes, provide informational displays, notices and alerts to players regarding the changes, and to create an audit trail verifying that such dynamic player notices were provided and the details thereof.
Gaming Terminal Data Repositories
The gaming terminals, 218, 220 and 222, may be gaming machines such as video and mechanical slot machines and or gaming terminals providing video game play for games such as bingo games, keno games and lottery games. The gaming terminals may be located in many different venues such as casinos, stores, restaurants, bars and boats where the venues may be owned and operated by different gaming entities. For instance, gaming terminal 218 may be located in a casino owned by a first gaming entity, gaming terminal 220 may be located in a store on a route with multiple different stores owned by a second gaming entity and gaming terminal 222 may be located on a floating casino owned by a third gaming entity.
The gaming terminals 218, 220 and 222 may send game transaction information, such as coin-in and coin-out, game software component information, such as the versions of software residing on each gaming terminal and the version of a game being played, and player tracking information, such as the identity of a player playing a game on the gaming machine. The gaming terminals 218, 220 and 222 may send and may receive information directly from the GTDR 200 or the gaming terminals may communicate with the GTDR 200 via an intermediate device such as a cashless system server. Information received from the gaming terminals may be archived in the gaming terminal database 210 on the GTDR. In addition, the GTDR 200 may poll various servers such as bonus game servers, cashless system servers, progressive game servers for gaming information that may stored in the gaming terminal database 210.
The GTDR 200 may communicate with the gaming terminals, 218, 220 and 222 and other remote gaming devices, such as portable computers, printers, personal digital assistants and computers located at various gaming venues, using the network interface 208. The network interface 208 may be a wireless network interface or wired network interface. The GTDR 200 may utilize a firewall 209 to prevent unauthorized access to data stored in the GTDR 200. Access firewalls may be those provided by Cisco Systems of San Jose, Calif.
The GTDR 200 stores gaming information, such as gaming transaction information, game software components and game software component information, in a partitioned gaming terminal database 210. In one embodiment, the information stored in the gaming terminal database may be partitioned according to gaming entities. For instance, gaming information from a first gaming entity be may stored in a first partition of the gaming terminal database 212, gaming information from a second gaming entity may be stored in a second partition 214 and gaming information from a third gaming entity may be in a third partition 216. The number of partitions may vary and is not limited to the three partitions described in the present example. The gaming terminal database 210 may be a hard drive, CD-Read/Write drive or any other storage medium or combinations of storage mediums appropriate for storing large amounts of game information.
The large amount data and variety of game programs on each gaming terminal may be managed using the data and program management tools of the GTDR 200. Each game program may comprise of plurality of game software components. In
An advantage of using a database partitioned according to a number of gaming entities may be easier sharing of data between gaming entities allowing for seamless game play across different gaming entities and promotions involving multiple gaming entities. Another advantage may be less expensive information management costs because multiple gaming entities may share the information manage costs rather than each entity performing its own information management. Further, within a gaming entity, information management costs may be lowered because information management for a particular entity may be centralized. Yet another advantage of the partitioned database is scalability. The partitioned approach is scaleable to large numbers of gaming terminals. Further, when gaming information is stored for a large number of gaming terminals, gaming terminal configuration performance patterns may emerge that are not readily seen when information is only stored for a small number of gaming terminals.
The associations between gaming terminal database elements and the gaming terminals may be managed and leveraged with specific GTDR 200 tools that utilize information that may be stored in the data repository such as within a database structure of some type. For instance, the system may be used to establish relationships between users, terminal information, site information, and gaming terminals. With a given set of relationships established using the system, the casino operator may then identify the configuration desired of a particular gaming terminal or groups of gaming terminals. An example of the structure, relationships and types of information that may be stored in a data partition 216 for a particular gaming entity is shown in
For each gaming terminal, including 222, 246 and 247, game software component information for various potential game configurations on the gaming terminal may be stored. For instance, gaming terminal 222 may be configured for 5 different types of games including 241, 242, 243, 244 and 245. The 5 games might correspond to five types of video slot games, 5 types of video poker games, or 2 types of video slot games and 3 types of video black jack games. The number of games on a given terminal and the combinations of games may vary. Game software components and game software component information for other video games of chance, including video bingo games, video lottery games, mechanical slot games, video keno games, video checkers and video card games may also be stored in the GTDR 200.
For each game, game software component information may be listed for game software components that reside on the gaming terminal. The game software component information may correspond to a particular game software configuration residing on the gaming terminal as well as potential configurations of software for the gaming terminal. For example, for game 241, the game software component information includes game system components 224, game paytables 226, game bonusing 228, game graphics 230, game sounds 232, game progressives 233, jurisdiction information 234, player tracking 236, game networking components 238 and other gaming information. Under each category, multiple different game software components may be available. Some of the game software components, such as game graphics 230 or game sounds 232, may be specific to a particular game while other game software components, such as game networking 238, may be shared by multiple different games. For instance, a video slot game and a poker game may use different graphics and sounds but the same player tracking software components. Examples of different game software components for each type of game software component are described with reference to
The GTDR 200 may receive various types of game transaction information from gaming terminals connected in some manner to the GTDR 200. The game transaction information may be used to determine the relative performance of different games and gaming terminals. The game transaction information may be stored in a relational database allowing search and queries of various different data categories 260. The data categories may be specify various data relationships. For instance, game transaction information, such as coin-in, coin-out, and amount bet per game, may be stored according to specific games as game data 248. The game data may be a composite of game data obtained from multiple gaming terminals operating at different locations. Many data fields may be associated with the game data such as the time, game version, location, gaming terminal and player, and stored as a data record. The data fields may be utilized by analysis tools residing in the GTDR 200 to generate various information relationships such as game performance as a function of time, game performance as a function of location, game performance as a function of game version and game performance as a function of player.
The data categories 260 may be used to store commonly accessed data combinations to minimize analysis times. Many different combinations of game transaction information and other game information for various groups of gaming terminals may be stored in the gaming terminal database 210 as a queryable database. Other examples of game data categories may include: 1) gaming terminal data 250, which may be a history of game performance on a particular gaming terminal for all of its past configuration, 2) player data 252, which may be a composite of a player's game play on many different gaming terminals, 3) route data 254 which may be a composite of gaming terminal information for a group of gaming terminals on a route comprising a number of gaming venues such as stores, and 4) venue data 255 which may be a composite of terminal information for a groups of gaming terminals at a particular venue such as a casino, a subset of gaming terminals within a casino, a store or a restaurant. Again many types of data categories may be possible. The number of potential data categories may depend on the number of fields associated with each data record obtained from a gaming terminal and a processing power of the GTDR 200, because too many data categories may result in a degradation of search performance on the GTDR 200.
The processor and memory 206 on the GTDR 200 may be used to execute a number of analysis tools 270 (e.g., gaming repository applications) residing in each data partition, including 212, 214 and 216 in the gaming terminal database 210. The gaming repository applications 270 as well as the game transaction information and game software components stored in the gaming terminal database 210, may be proprietary and in some cases may not be shared by different gaming entities. The analysis tools 270 may utilize a number of user interfaces such as graphics tools for presenting data generated in each application. For instance, an interface may display the current game software components on a gaming terminal as highlighted in a list of game software components available on the gaming terminal. These interfaces may be viewed on displays, including 202, or remote computers which are connected to the GTDR 200.
The gaming repository applications 270 may include: 1) data analysis applications 272, which may be used to establish data categories and various relationships between data categories, 2) version management tools 273, which may be used to identify the game software components on a particular gaming terminal and then update one or more game software components by downloading game software components from the GTDR 200, 3) configuration and scheduling tools 274, which may be used to automatically configure one or more gaming terminals according to one or more scheduled update triggers, 4) query configuration application, which may be used to design query relationships in the database that are suited to a particular users needs, and 5) report generation applications for formatting game transaction information. The gaming repository applications 270 are not limited to these applications, and many types of gaming repository applications are possible.
Data from the various applications executed on the GTDR 200 may be shared and utilized by other applications. For instance, the data analysis tools 272 may be used to establish relationships between game versions, game transaction information, site information and gaming terminal information. The relationships may be utilized by the configuration application 274 to establish configurations for one or more gaming terminals. The configuration application may identify the current set of game software components used for game play on a particular gaming terminal and then compare the identified software components with game software components required for a new game configuration (e.g., a plurality of game software components are used to present a game presentation on each game presentation). The result of the comparison may be a list of game software components that need to be updated on the gaming terminal to enable the new game configuration. Configuration management tool 274, which is executed by the processor 206, may then download the game software components required for the new game configuration to the gaming terminal via the network interface 208. A similar process may be used by the software version management to update versions of software residing on one or more gaming terminals.
The scheduling tools may be used to automatically update the configurations of one or more gaming terminals according to a number of update triggers. Updates might be triggered at certain times, such as hourly, daily or weekly, according to player input, or according to game performance. For instance, when a game is performing poorly on a gaming terminal, game software components to enable a new version of the game being played or a different game may be downloaded to the gaming terminals connected to the GTDR 200. The gaming performance of the gaming terminals may be monitored by the GTDR 200 so that the download may be performed automatically. As another example, different paytables may be downloaded to different gaming terminals at specific times of the day to encourage game play during off-peak hours or increase profits during peak hours. In yet another example, the GTDR may download new game software components to a particular gaming terminal being utilized by a particular player. The download may occur as a result of a data analysis indicating personal game playing preferences of a particular player such as liking particular sounds or graphics. The download may occur automatically without being initiated by the player or may be initiated by the player.
In the past, new games have been installed in gaming machines by exchanging an EPROM in the gaming machine containing all of the gaming software, or by downloading an entire game software package. In these examples, all the gaming software on the gaming machine is exchanged whether or not it is different from the new gaming software. An advantage of only downloading specific game software components is that it allows for faster downloads when only a small fraction of the gaming software is being updated. Also, in many cases, the gaming machine may continue to operate while the download is implemented. When all of the gaming machine software is downloaded, the gaming machine may have to brought down for the installation. Further, for a game with many different versions where the variation from version to version may be small, it is more efficient to manage and store the individual game software components rather than many different game software versions with each version comprising all of the game software components.
The game system components 224 may comprise software modules used to provide various system functions on the gaming terminal. For instance, the event manager 312 may be used to monitor and distribute events occurring on the gaming machine such as card-in, card-out, power hit and tilt. The bank manager 315 may be used to perform accounting functions on the gaming terminal. The communication manager 316 may be used to provide communication protocols allowing different gaming devices to communicate with the gaming terminal such as player tracking devices. Another example of gaming system components might include device drivers allowing the gaming system software to communicate with various devices connected to the gaming terminal such as displays, bill validators, ticket readers, coin acceptors, card readers and printers. Details of game system components that may be used in the present invention are described in co-pending and commonly owned U.S. patent application Ser. No. 09/642,192 by LeMay, et al., filed Aug. 18, 2000, and entitled “Gaming Machine Virtual Player Tracking and Related Services,” which is incorporated herein by reference in its entirety and for all purposes.
Different versions of the game system components may be stored on the GTDR 200. For instance, two versions of the event manager, 312 and 315, may be stored on the GTDR 200. The second version may be a software update of the first version. Using the GTDR 200, software versions on one or more gaming terminals may be automatically updated. In addition, the GTDR may store device drivers for many types of devices. For example, many different versions a player tracking devices exist. The GTDR 200 may store device drivers for these devices such that, when a new player tracking device is installed on a gaming terminal, the GTDR 200 may be used to download software to the gaming terminal enabling operation of the new player tracking device.
The game paytables 226, which may be downloaded to a gaming terminal, includes a paytable peak 322, a paytable off-peak 324 and a paytable promotion 326. The paytable peak 322 may correspond to a particular set of odds for peak game playing times. Paytable off-peak may correspond to a particular set of odds for off-peak playing times 324. For instance, during off-peak playing times, a bigger jackpot may be available on certain gaming terminals that is not available during peak game playing times to attract addition game play. The paytable promotion 326 may correspond to a particular set of prizes that is available during promotional periods. For example, the paytable promotion might be downloaded at random times during the day to add excitement to game play on one or more gaming terminals. The GTDR 200 may include configuration and scheduling applications allowing random downloads to be performed automatically.
The game bonusing 228, which may be downloaded to a gaming terminal, includes bonus game peak 332, bonus game off-peak 334, bonus game promotion 336 and bonus game test 338. A large variety of bonus games are possible. The bonus game peak and bonus game off-peak may have been selected based upon game performance data stored on the GTDR. The bonus game test 338 may be downloaded to gather gaming performance data on a particular bonus game, such as, for example, to try out a new bonus game that has been developed.
The game graphics 230 and game sound 232, which may be downloaded from the GTDR, include background red static 342, background red dynamic 344, background promotion 346, background test 348, classical 352, easy 354, promotion 356 and test 358. The GTDR 200 may contain analysis tools that allow the game graphics and game sounds on a group of gaming terminals to be directed to a particular age group. For example, older men may prefer a red dynamic background 344 and classical music 352 while older women may prefer a red static background 342 and easy music 354. Thus, the GTDR 200 may include scheduling tools that use update triggers such as the time of day to automatically download game graphics 230 and game sound 232 to attract particular groups of people at certain times of day.
Specific update triggers may be determined based upon a demographic analysis of game performance data (e.g., game transaction information) and user data (e.g., player tracking information) stored in the GTDR. The demographic analysis may be performed using software executed on the GTDR. The software may indicate that certain groups of individuals are more likely to play certain types of games at certain times of day. Thus, update triggers may be developed and implemented on the GTDR that configure gaming terminals with certain games at certain times corresponding to the preferences of a particular demographic group.
The game progressive 233 game software components may allow a user to configure groups of gaming terminals into different progressive game groups. For instance, the game only progressive software 362 may be downloaded from the GTDR 200 to a group of gaming terminals presenting the same game such as a particular version of a video slot game. The game only progressive 362 may enable a progressive game for game players playing only the particular version of the slot game designated by the game only progressive 362. As another example, a casino progressive software may allow a gaming terminal to be configured as part of casino wide progressive game involving a number of gaming terminals throughout the casino. Also, promotional progressive games 366 and test progressive games 368 may be downloaded from the GTDR 200.
The game jurisdiction information 234 game software components may be used to configure a gaming terminal for a particular gaming jurisdiction. Different gaming jurisdictions may have different rules in regards to the maximum amount of wagers that may be made on a particular game or the types of paytables that may be used in a particular game. For instance, the GTDR 200 may store gaming jurisdiction configurations for Nevada 372, New Jersey 374, Indiana 376 and California 378. Thus, with the GTDR 200, a generic gaming terminal may be shipped to a particular jurisdiction and then may be configured remotely using the GTDR 200. Thus, when the gaming terminal is installed in Nevada, a Nevada configuration is used. The remote configuration capability may significantly reduce the resources needed to install gaming terminals that may be sold to different jurisdictions.
The game software components 300 listed in
GTDR Networks
In one embodiment, gaming machines, gaming terminals or remote users may communicate with the GTDR 410 via the Internet. For instance, the gaming machines, 437 and 438, may contain a wireless modem or wired modem allowing the gaming machines to contact a local Internet Service Provider (ISP) and communicate with the GTDR 410 via the Internet. The GTDR 410 may also connect with the Internet via a local ISP. Using the connection with the GTDR 410, the gaming machines may be able to send game transaction information to the GTDR 410 and receive game software downloads from the GTDR 410.
The gaming machines, residing in the store, may be part of route comprising a number of gaming machines located in different stores. A remote user 402, such as a route operator for the store 436, may also be able to contact the GTDR 410 via a local ISP. Using the GTDR 410, a route operator or other remote user may be able to obtain reports on gaming machine performance, perform data analysis on a group of gaming machines, such as 437 and 438, remotely configure gaming machines via game software component downloads, as well as utilize any other applications available on the GTDR.
Gaming terminals and gaming machines may also communicate with the GTDR 410 via an intermediate device. For example, in the bingo parlor 418, the bingo terminal 419 and the gaming terminal 421, communicate with the central bingo system 423 via the LAN 422 in 418. The central bingo system 423 may send gaming terminal transaction information received from 419 and 421 using a wide area network interface 424 and an Internet connection 492 to connect to the Internet 490. Also, the central bingo system 423 may forward game software components downloads received from the GTDR 410 to gaming terminals connected to the central bingo system 423 including the bingo terminal 419 and the gaming terminal 421. As another example, in the restaurant 404, the keno gaming terminal 443 and the lotto gaming terminal 444 may communicate game transaction information to the cashier station 441 via the local area network 442. The cashier station 441 may forward the gaming transaction information via a private leased line 446 directly connected to the GTDR 410. Using the private leased line 446, the GTDR 410 may download game software components to the keno gaming terminal 443 and the lotto gaming terminal 444 via the cashier station 441 and the LAN 442.
In one embodiment, communications between the GTDR and other gaming devices over the Internet 490 may be implemented using an IP based Virtual Private Networks (VPNs). An Internet-based virtual private network (VPN) uses the open, distributed infrastructure of the Internet to transmit data between various sites. A VPN may emulate a private IP network over public or shared infrastructures. A VPN that supports only IP traffic is called an IP-VPN. Virtual Private Networks provide advantages to both the service provider and its customers. For its customers, a VPN can extend the IP capabilities of a central data site, such as the GTDR 410, to remote venue sites, such as the bingo parlor 418, restaurant 404, store 436, and/or users, such as the remote user 402 or a user operating from a particular venue site, with intranet, extranet, and dial-up services. This connectivity may be achieved at a lower cost to the gaming entity with savings in capital equipment, operations, and services.
There are many ways in which IP VPN services may be implemented, such as, for example, virtual leased lines, virtual private routed networks, virtual private dial networks, virtual private LAN segments, and so forth. Additionally, VPNs may be implemented using a variety of protocols, such as, for example, IP Security (IPSec) Protocol, Layer 2 Tunneling Protocol, Multiprotocol Label Switching (MPLS) Protocol, and the like. Details of these protocols including RFC reports may be found from the VPN Consortium, an industry trade group (http://www.vpnc.com, VPNC, Santa Cruz, Calif.). Details of VPNs and related communication methods that may be used in the present invention are described in co-pending and commonly owned U.S. patent application Ser. No. 09/732,650 by Nguyen, filed Dec. 7, 2000, and entitled “Secured Virtual Network In a Gaming Environment,” which is incorporated herein by reference in its entirety and for all purposes.
In some embodiments, the GTDR 410 may be combined with an existing remote server and may use an existing intranet utilized by the remote server for communicating with a number of gaming terminals. For instance, in one embodiment, the GTDR 410 may be combined with a cashless system server, such as an EZ Pay® system server by IGT of Reno, Nev., to provide both cashless system functions and GTDR functions as previously described. In the following paragraphs, the cashless system functions and connection scheme, which may be incorporated into a combined GTDR and cashless system, are described.
Components of a cashless system may include: 1) data acquisition hardware, 2) data storage hardware, 3) cashless instrument generation and validation hardware (e.g., printers, card readers, ticket acceptors, validation terminals, and so forth), 3) auditing software, 4) cashless instrument validation software, and 5) database software. Many types of cashless systems are possible and are not limited to the components listed above or embodiments such as the EZ Pay® ticket voucher system. Typically, a cashless system is installed at each property utilizing cashless instruments. To allow multi-site validations of cashless instruments, the cashless systems at each property may be linked to a cashless instrument transaction clearinghouse. Using the cashless instrument clearinghouse, the GTDR 410 may obtain gaming transaction information from multiple gaming entities.
Returning to
The CVTs, 460 and 470, store cashless instrument transaction information corresponding to the outstanding cashless instruments, including ticket vouchers, smart cards and debit cards, that are waiting for redemption. In addition, cashless instrument transaction information may be stored in a cashless server and GTDR including the GTDR 410. The cashless instrument transaction information may be used when the vouchers are validated and cashed out or redeemed in some manner. The CVTs 460 and 470 may store the information for the ticket vouchers printed by the gaming machines connected to the CVT. In addition, the CVTs 460 and 470 may store the information for vouchers stored on a smart card or other types of cashless instruments that were generated on each gaming machine. For example, CVT 460 stores voucher information for vouchers issued by gaming machines 465, 466, 467, 468, and 469.
In this embodiment, when a player wishes to cash out a voucher, the player may redeem vouchers issued from a particular gaming machine at the CVT associated with the gaming machine or any other CVT which is part of the cashless system associated with the CVT. For example, since CVT 460 and CVT 470 are connected as part of a single cashless system to the GTDR 410, a player may redeem vouchers or utilize vouchers at the gaming machines, the CVTs (460 or 470), the cashiers (425, 430, 435, and 440) or the wireless cashiers 458. The CVTs, cashiers, wireless cashiers and gaming machines may be referred to as “cashless validation sites.”
Using the cashless system network, multiple groups of gaming machines connected to CVTs are connected together in a cross validation network 445. The cross validation network is typically comprised of one or more concentrators 455, which accepts inputs from two or more CVTs and enables communications to and from the two or more CVTs using one communication line. The concentrator is connected to a front end controller 450, which may poll the CVTs for voucher information. The front end controller is connected to GTDR 410, which may provide a variety of information services for the cashless system, including accounting 420, administration 415, as well as GTDR functions such as downloading game software components to the various gaming machines connected to the system.
As cashless instruments are validated, the information may be sent to audit services computer 440 providing audit services, the accounting computer 420 providing accounting services, or the administration computer 415 providing administration services. In another embodiment, all of these services may be provided by the GTDR 410. Examples of auditing services, which may be provided by the GTDR 410 include: 1) session reconciliation reports, 2) soft count reports, 3) soft count verification reports, 4) soft count exception reports, 5) machine voucher status reports, and 5) security access report. Examples of accounting services, which may be provided by the GTDR 410, include: 1) voucher issuance reports, 2) voucher liability reports, expired voucher reports, 3) expired voucher paid reports, and 4) voucher redemption reports. Examples of administration services, which may be provided by GTDR 410, include: 1) manual voucher receipt, 2) manual voucher report, 3) voucher validation report, 4) interim validation report, 5) validation window closer report, 6) voided voucher receipt, and 7) voided voucher report.
In
The entertainment corporation 505 consists of two venues, such as two casinos, and two routes where each route may comprise multiple venues such as stores or bars. For the entertainment group 505, remote corporate users 520 and corporate site user 522 may access all of the game information and repository applications available to the entertainment corporation group 505. For instance, a corporate site user may be able to remotely configure gaming terminals at the two venues and on the two routes, execute data analysis tools using gaming information obtained from these sites and obtain reports regarding each of the venues and routes. As described with reference to
Under the venue groups 525 and 530, remote users, 545 and 555, and venue site users, 550 and 560, associated with the venue corresponding to the venue group, 525 and 530, may be able to access gaming information for the particular venue associated with their group. The remote users, 545 and 555, and venue site users, 550 and 560, may be able to access all of the applications available to the entertainment corporation group 505 or a subset of the application available to the entertainment corporation group 505. However, users in the venue group 525 may not be able to access all of the information and all the applications available to the venue group 530. Further, users in the venue group 530 may not be able to access all of the information and all the applications available to the venue group 525.
Under the route groups, 535 and 540, remote users, 565 and 580, such as route operators, may be able to access gaming information for all the route sites associated with their route group. For instance, a route may consist of 5 stores with gaming terminals in each store. Thus, a route operator may have access to gaming information generated from the gaming terminals in the 5 stores on their route. The route site users, 570 and 580, may be only able to access gaming information for the particular route site corresponding to their route site group and may not be able to access information at other route sites on their route or other route sites on different routes. Thus, using the example of the route with 5 stores, a route site user at one store may have access to gaming information generated at their store but not at the other 4 stores on their route.
Under the site supervisor group 500, another example of an entertainment corporation group 510 is shown. The entertainment corporation group 510 consists of two venue groups, 512 and 514, with remote users, 590 and 594, and venue site users, 592 and 596, for each venue group. The entertainment corporation group 510 does not contain any corporate site users. Thus, in this example, users in each venue group, 512 and 514, may access game information generated at their venue site. However, no users within the entertainment group 510 are able to see all of the game information generated from both venue sites.
Gaming Machines
The gaming machine 602 includes a top box 606, which sits on top of the main cabinet 604. The top box 606 houses a number of devices, which may be used to add features to a game being played on the gaming machine 602, including speakers 610, 612, 614, a ticket printer 618 which prints bar-coded tickets 620, a key pad 622 for entering player tracking information, a florescent display 616 for displaying player tracking information and a card reader 624 for entering a magnetic striped card containing player tracking information. The ticket printer 618 may be used to print tickets for a cashless ticketing system. Further, the top box 606 may house different or additional devices than shown in
Understand that gaming machine 602 is but one example from a wide range of gaming machine designs on which the present invention may be implemented. For example, not all suitable gaming machines have top boxes or player tracking features. Further, some gaming machines have two or more game displays—mechanical and/or video. And, some gaming machines are designed for bar tables and have displays that face upwards. Those of skill in the art will understand that the present invention, as described below, can be deployed on most any gaming machine now available or hereafter developed.
Returning to the example of
During the course of a game, a player may be required to make a number of decisions, which affect the outcome of the game. For example, a player may vary his or her wager on a particular game, select a prize for a particular game selected from a prize server, or make game decisions that affect the outcome of a particular game. The player may make these choices using the player-input switches 632, the video display screen 634 or using some other device which enables a player to input information into the gaming machine. In some embodiments, the player may be able to access various game services such as concierge services and entertainment content services using the video display screen 634 and one or more input devices.
During certain game events, the gaming machine 602 may display visual and auditory effects that can be perceived by the player. These effects add to the excitement of a game, which makes a player more likely to continue playing. Auditory effects can include various sounds that are projected by the speakers 610, 612, 614. Visual effects can include flashing lights, strobing lights or other patterns displayed from lights on the gaming machine 602 or from lights behind the belly glass 640. After the player has completed a game, the player may receive game tokens from the coin tray 638 or the ticket 620 from the printer 618, which may be used for further games or to redeem a prize. Further, the player may receive a ticket 620 for food, merchandise, or games from the printer 618.
The MGC 650 may utilize processor logic to combine various game software components, as previously described, to present a game on the gaming machine. To alter the game play on a gaming machine, the MGC 650 may receive game software components from a remote server such as a GTDR. For instance, using a first combination of game software components on the gaming machine, the MGC may present a game presentation with a particular set of graphics and sounds. As described with reference to
The MGC may communicate with a remote server, such as a GTDR, via a network interface on the main communication board 660 and the LAN 615. The LAN 615 may be an intranet, such as a casino area network, a cashless system network, a progressive game network, an accounting network and a bonus game network, or a wide area network, such as the Internet. To establish communications between the gaming machine 600 and the remote server, a wireless communication interface 670 such as a wireless modem connected to an antenna, or a wired communication interface, such as wired modem 676 connected to a phone line or Ethernet connection, may be used. To enable communications between the remote server and the gaming machine, a communication protocol such as TCP/IP may be used.
Illegal access to the gaming machine 600 may be prevented using the internal firewall 665. The internal firewall 665 is designed to prevent someone such as a hacker from gaining illegal access to the gaming machine and tampering with it in some manner. For instance, an illegal access may be an attempt to plant a program in the gaming machine that alters the operation of the gaming machine or allows someone to steal data. Firewalls used in the gaming machine may be provided by Cisco Systems of San Jose, Calif.
General GTDR Methods
In 716, the gaming machine may unbundle the game software components. In the unbundling process, the game software components may be decrypted, may be uncompressed, may be checked for viruses and may be reassembled from multiple components. After the new game software components are unbundled, in 718, a new combination of game software components may be assembled. The combination of game software components may include game software components received from the remote server as well as game software components previously stored and utilized on the gaming machine. When the downloaded game software components are used, the downloaded game software components may add additional or new game play features to a game presented on the gaming machine. In 720, the new combination of game software components may be used to present a game on the gaming machine. In 725, gaming transaction information generated from game play on the gaming machine may be sent to the remote server. The gaming transaction data may be sent at any time while communications are established with the gaming machine and is not limited to the sequence presented in the figure.
For each gaming terminal, a list with one or more update triggers may be checked by the remote server. In 810, when the conditions of the one or more update triggers have not been satisfied for a gaming terminal or group of gaming terminals, the remote server may repeat 805 for another gaming terminal or group of gaming terminals. In 815, the remote server may establish communications with one or more gaming terminals, such as a gaming machine, that require an update of some type. To establish communications with the one or more gaming terminals, in some embodiments, the remote server may look up the IP address of the one or more gaming terminals and may contact a local ISP to send communications via the Internet. A TCP/IP communication protocol may be used for the communication process.
In 820, once communication has been established with at least one gaming terminal, the remote server may optionally request game component information from the gaming terminal such as game component software version information or a list of game software components stored on the gaming terminal. The remote server may store a record of this information. Thus, in some embodiments, a request for game software component information may be unnecessary. In 825, the remote server may receive a reply message from the gaming terminal containing game component information requested by the remote server in 820.
In 830, the remote server may determine a list of game software components to be sent to one or more gaming terminals. For instance, for a software update, the remote server may compare a list of game software component version information received from a particular gaming terminal with a list of software updates that are to be made and determine which game software components need to be downloaded to the gaming terminal. In another example, when a promotional update has been triggered, the remote server may download a number of game software components, such as paytables, game bonusing components, game graphics and game sound that enable the promotion.
In 832, the game software components may be retrieved from a memory location such as a hard drive or a CD in a CD-drive on the remote server and bundled so that the components may be downloaded to the gaming terminal. The bundling process may include encryption and compression of the game software components as well as encapsulating the game software components in one or more information packets. In addition, instructions describing the configuration of each game software component may be determined and included in the bundling process because each game software component may have a number of configuration options. The game software components may include but are not limited to game system components, game paytables, game bonusing, game progressives, game graphics, game sounds, game jurisdiction information and game networking components. Game networking components may include communication protocols allowing the gaming terminal to communicate with different gaming devices including the GTDR. In 835, the bundled game software components may be sent to one or more gaming terminals.
While update process in 805, 810, 815, 820, 830, 832 and 835 is being implemented by the remote server, the remote server may simultaneously receive 845 and store gaming transaction information data 850 from one or more gaming terminals. The gaming transaction information may be stored in one or more data categories including but not limited to game version data, game data, gaming terminal data, player data, route data and venue data.
To store the gaming transaction information in a particular category or to allow certain queries on the gaming transaction information stored in the database, the remote server may perform one or more operations on the data. Further, as described with reference to
In 915, when the identity of a user has been verified, the remote server may determine the access privileges of the user, such as the access privileges of a user group assigned to the user. The access privileges may be delegated according to hierarchical groups, as described with reference to
In 930, the remote server may generate a reply message containing the requested information. The data in the reply message may be encrypted and compressed. In 935, the remote server may send the reply message to a remote gaming device such as a gaming machine, another remote server, a remote computer or a printer. In 940, the remote server may store a record of the requested transaction. The transaction records may include a record of the type of queries made by the user. For instance, a user may request gaming information based upon specific request parameters such as for a specific gaming terminal, a specific player, a route, a venue or a period of time. The transaction records may be used to adjust the structure of the database storing the gaming transaction information and for application software utilizing the database such as a query configuration application. For instance, common query parameters may be added as data categories to the database and to a database graphical user interface using the query configuration application. The transaction records may also be used for billing purposes and for security purposes.
Dynamic Player Notices
While it may be possible to download new games or other software and/or otherwise modify a gaming machine or terminal from a remote location, such as by using a GTDR, such changes can affect the various public notices that must or should be made to a player, or at least be made available to a player, at the gaming machine or terminal. As noted above, various gaming machine or terminal changes, such as those in paytables, game denominations, presentation speeds, and the like, may affect the return or cash throughput on a gaming machine, and thus the gaming experience of a player. As such, it may be preferable, or even required by law, to provide appropriate notice to a player of any such significant change, particularly where the subject matter of the change concerns items for which notice is already required. Such dynamic player notices can be made in a variety of ways, such as by full disclosure displays, limited informational notices, and simple alerts notifying the player that one or more changes have taken place. Although the terms “displays,” “notices” and “alerts” are used herein in the context of informational items to players having, respectively, full, limited and no details, such terms can be used interchangeably to reflect any form of dynamic player notice regarding changed conditions in a gaming machine or terminal.
As one example of a significant gaming machine item or parameter for which changes should be noticed, many gaming jurisdictions currently require that a paytable covering the various payouts and/or other game outcomes for the game being played on the gaming machine or terminal be displayed or at least be made player accessible. Any change in a paytable may thus result in a requirement or at least a desire to fairly alert the player to such a paytable change.
Moving next to
Whether stored together on the gaming machine or made available via downloads or other remote access devices, any switch at a given gaming machine or terminal from the “Cherries Galore” game to the “Sevens Wild” game will result in a switch from the paytable of
For any of the disclosed embodiments either alone or in combination, a “player compliance module” (PCM) can be implemented to ensure that appropriate displays, notices or alerts are provided to a player or the public in general when gaming conditions change. Such a PCM can be a software module that is implemented on new gaming machines and/or added to existing gaming machines. Also, a PCM or one or more PCM components may be located at a remote network location, such as at a GTDR. In sum, a PCM can be programmed or otherwise adapted to detect when any of a number of significant operational changes occur in a gaming machine or terminal, such as, for example, a downloaded software program and/or software change, and then notify the player of such a change and/or any notable parameters that have changed as a result. While such significant operational changes may involve those made with respect to paytables, game denominations and presentation speeds, many other types of changes may also be included as those that are detected and then reported on to the player. Upon detection of a significant change or changes, the PCM would then ensure that an appropriate display, notice or alert is provided to the player. The PCM might also be adapted to log or transmit data regarding appropriate information being provided to players when such changes occur, such that an audit trail is created, as detailed below.
In some embodiments, such a PCM can be unalterable, such that it does not change when any new form of software or other programs are downloaded to a gaming machine or terminal. It may be possible in some cases to incorporate the PCM into a base operating system or other base component of the gaming machine or gaming network architecture. In any event, it may be preferable to structure the gaming machine or network architecture such that the PCM is treated as a secure module or software program, so as to protect the PCM from intrusions or alteration attempts, such as by causing a gaming machine tilt if such an attempt is detected. Because it may be desirable to implement a PCM as a stable and unalterable program module, such a PCM may reside on a ROM device, such as an EPROM, CD-ROM or other unalterable device installed within the gaming machine or system.
A display for a changed condition in a gaming machine or terminal could involve a full display of all changed conditions, such as, for example, a full paytable for a new game to be played on the gaming machine. Such a full display could be made in various ways at one or more display locations, as noted above. Alternatively, a notice might be made to the player, with such a notice possibly specifying that certain gaming conditions have just changed, a summary as to how they might have changed, and/or instructions as to how the player can access more details of such a change or changes. For example, a notice might be provided to the player that the game paytable has just changed, without providing the full paytable itself, along with instructions as to how the player can access the new full paytable. At a minimum, a simple alert can be provided to the player to let the player know that gaming machine conditions have changed. Such an alert may contain few details, and might not even have instructions in some cases. Such a minimal alert might be appropriate, for example, where the player has affirmatively elected a change, such as a player selection for a download of a new game. In such instances, a player is aware from his or her own actions that changes at the gaming machine or terminal are taking place, such that a minimal alert to the player may be a simple appropriate warning that game paytables, denominations, speed and/or other game factors may be changing due to the affirmative player decision to change games or other game conditions.
While one primary purpose of the PCM can be to make sure that proper displays and/or notices regarding changed conditions are provided to players, another function can include the creation of an audit trail to note any significant differences or changes in new or added software or game conditions, and to establish that the player or public was properly notified of such differences or changes. In the event that no player was at the gaming machine at the time of the significant change or difference, such an audit trail might include a submission noting that the gaming machine or terminal was not active at the time of the change or difference. Such a conclusion might involve, for example, a play log indicating that the last play of a game and/or input of any sort by a player to the gaming machine took place at a given amount of time before the change was made. A period of ten or fifteen minutes of idle time, for example, might be sufficient to establish that a gaming machine or terminal was not active at the time of the change, such that notice of the change was not necessary. Of course, other idle time cutoffs might also be used, such as five minutes, an hour, or otherwise, as desired. In the event that a gaming machine or terminal has indeed been idle for a set period, an established audit trail entry could simply show the amount of idle time prior to the download or other significant change, and possibly after the download or other change. When a gaming machine or terminal has been used within the designated recent time period, or an actual gaming session is active and in progress at the gaming machine, then information in the form of an appropriate display, notice, alert or the like can be provided to a player when a significant change takes place.
An audit trail entry can be created for such an informational display, notice or alert to a player. One method for establishing an audit trail can be to use pre-rendered message frames having content sufficient to satisfy any player display, notice or alert requirement or other desired informational effect. Examples involving the use of pre-rendered frames for a gaming machine can be found in commonly owned U.S. Pat. No. 6,863,608 by LeMay, et al., entitled “Frame Buffer Capture of Actual Game Play,” which is incorporated herein by reference in its entirety and for all purposes. In the context of providing appropriate player information in the form of full displays, notices, alerts and the like, such pre-rendered frames can be presented to players on one or more gaming machine or gaming terminal displays when significant changes take place, such as, for example, a paytable change. In using such pre-rendered frames for player displays, notifications and alerts, the PCM or other suitable gaming machine component could be adapted to hash each pre-rendered frame with a time stamp when it is presented. Of course, alternative ways of tagging each frame might be used, and any such hashing, tagging or recording can also involve providing various details of the frame presentation, such as the time, size, duration and location of the presentation.
Recorded data could then be sent to a central server, such as a GTDR, and the central server or other suitable network device could compare the sent hash value information with a stored hash value for each pre-rendered frame. When matched, an audit trail is established showing that a software download has occurred at a given time, place and manner, and that a particular frame or sequence of frames was shown to the player in a given manner at the affected gaming machine or terminal at or about the same time. Such information can be stored and made available later for a variety of reasons. For example, gaming auditors or internal personnel may want to verify that appropriate legal notices and alerts are being provided to players regarding changed conditions in gaming machines. As another example, proof that an appropriate notice was made to a player can be made available to rebut a player game that he or she was defrauded or cheated by changed conditions for which no notice was given.
Although a wide variety of pre-rendered frame types can be used, several exemplary frames are disclosed herein for purposes of illustration.
Further, although shown as part of the main display, it will be readily appreciated that full paytable pre-rendered frame 1102 could be shown at a secondary or tertiary screen, virtual glass, or other suitable gaming machine or terminal location, as may be desired. Also, full paytable pre-rendered frame 1102 might be displayed permanently, or might be shown for a set time period or number of game plays, after which the main screen 1100 might be reconfigured either automatically or by player option such that the paytable is either removed or diminished in prominence. Such options might also attach to any other location where full paytable pre-rendered frame 1102 might be located. In some embodiments, fully detailed display frame 1102 might be displayed prominently for a set time period at one location, such as that which is shown for main display 1100, after which it is relocated to a less prominent location on the main display or elsewhere on the gaming machine or terminal. Such a secondary location might also display the paytable in a similar manner, either permanently or for an extended period of time. For example, frame 1102 might be displayed as shown on the main display 1100 and also at a secondary screen for the first five minutes or the first ten plays of the new game on the gaming machine or terminal. After the set time period or set number of game plays, which can be any amount of time or number of game plays, frame 1102 might be removed from main display 1100 but remain at the secondary location. In any event, when frame 1102 is shown, a record of the frame showing can be created, with such a record including a specific frame ID, hash, time, duration, location(s) and other display details, as may be desired.
Moving next to
Alternatively, a player input might be required before the notice frame 1112 is removed and game play can commence. Such a player input might include an affirmative opt-in and acceptance of the changes by the player, such as through an additional “I accept” line item and touch screen button in the notice frame itself, for example. Such a requirement might be further advantageous in protecting the gaming establishment against frivolous claims of fraud or unfair gaming practices relating to changed conditions on a gaming machine, since the player must acknowledge the changes before being allowed to play the new or modified game. Data regarding the time and manner of player acceptance of changes might also be captured and recorded along with other frame or notice related data. Such data might also include the identity of the player, if applicable, such as what might be known from an accepted player tracking card at the gaming machine or terminal.
In
Of course, other informational provisions beyond pre-rendered frames might also be used, and it is specifically contemplated that all forms and formats of dynamic player notices, displays and alerts can be used in conjunction with the present invention. For example, a series of frames might be provided, in what might even amount to a slide show or video clip. In the case of notice frame 1112, a series of pre-rendered frames might provide the entire paytable in ascending or descending order, for example. Further, one or more pre-rendered frames might have portions that are pre-rendered and portions that are filled in. For example, notice frame 1112 might be the same for any paytable change, except for the fill in of the actual game name and the actual jackpot combo and payout. Such fill in information could be stored as one or more added data items in a log record involving the display of the generic pre-rendered frame. As yet another example, one or more audio notices or alerts can be provided as another way of making the player aware that significant changes have been made to the gaming machine or terminal.
As noted above, such changes need not be limited to game and/or paytable information, as player notices or alerts might also be provided regarding changes to denomination, speed, throughput, payback percentage or hold, and/or other parameters. Another item for which the PCM could be adapted to provide player notices could be those related to harm minimization. Harm minimization principles, factors and features are generally well known in the gaming industry, with some examples being presented in an August 2002 white paper by the Australian Gaming Council entitled “Current Issues Related to Identifying the Problem Gambler in the Gaming Venue,” which paper is incorporated herein in its entirety and for all purposes. In general, harm minimization involves the restriction or termination of play for a given player based on concerns for the well being of that given player. Although acting to restrict or deny play for some individuals can likely result in some immediate loss of revenue for a gaming operator, many gaming operators understand that the long term effects of permitting problem gamblers to play unchecked can be severely detrimental to those gamblers, their friends and families, and society in general, in addition to creating a bad reputation for the gaming industry. Accordingly, many gaming operators prefer to implement some forms of harm minimization where possible.
The application of harm minimization procedures is preferably case specific, and undertaken for each person based on the problems and circumstances present for that person. Although opinions on the subject vary significantly, some identified factors that indicate that a person might have a gambling problem can include different behaviors when an individual plays alone as opposed to with others, increased stress and noticeably erratic behavior or outbursts, unusual betting patterns, variations in amounts bet, length of gaming sessions, frequency of gaming sessions, amount of money lost, use of credit, number of trips to a cash machine or number of buy-ins, and level of alcohol consumption while gaming, among others. Although it may not be possible or practical to monitor and intervene with respect to all of these and other such factors, the implementation of various features to help minimize the problems in a problem gambler or at least raise awareness as to the possibility of a problem may be particularly desirable.
In addition to acting to restrict or prevent play as an extreme measure in some cases where justified, other harm minimization measures or notices of varying levels of severity can include, for example, displaying cash amounts rather than credits, displaying the length of time played at a particular machine or remote gaming terminal, displaying reminders to take a break or slow down, reducing the level of enticing graphics or other sensory elements in game play, forcibly slowing the pace of the game, sending a message to the player or host of the remote gaming terminal to limit alcohol consumption, displaying phone numbers for help services, sending mailers to potentially problematic players, forcing a cash out at a given time, and/or forcing a break in play for a set period of time, among others. In some embodiments, such harm minimization measures can be implemented based not only on each player, but also based upon each location, as some jurisdictions may have differing laws, requirements, and/or recommended procedures with respect to the implementation of such measures. For example, the state of Missouri provides for a loss limit of $500 per day per player, at which point a player is no longer legally permitted to continue in gaming activities.
Some or all of these measures may be at least facilitated in part through use of the PCM, such as utilizing the PCM to provide appropriate harm minimization notices to players, and possibly to record the provisions of such notices as well. As shown in the player information partition 1103 of
The PCM can thus be generally adapted to detect a significant gaming machine or gaming terminal event, such as a paytable or other operational change, associate the event with one or more notices to be shown for such an event, such as pre-rendered frames or frame portions, provide instructions for such frames to be displayed at an appropriate location and for an appropriate time period, and also record the details of such an event and the frame presentation to a log or other auditable event trail.
At subsequent process step 1204, a communication is accepted at the gaming terminal from a remote device. Such a remote device can be a GTDR, other server, or other network device, and the communication can involve a download of one or more new games, other new software downloads, or a configuration command or instruction, among others. At process step 1206, a significant operational change is detected at the gaming terminal, with such an operational change resulting either directly or indirectly from the communication from the remote device, such as a download of new computer code. At process step 1208, the detected operational change is associated with one or more dynamic player notices, with such notices being in any of a number of forms, as detailed above. For example, such player notices can be in the form of fully or partially pre-rendered frames, and can comprise full displays, notices having limited details, and/or minimalist alerts.
The method then continues to process step 1210, where the associated dynamic player notice or notices are displayed at the gaming terminal, and preferably to a player at the gaming terminal. At a following process step 1212, the player is then prompted for input in order for the dynamic player notice or notices to be removed. Such a prompt might be a part of the notice itself, and might comprise a player acknowledgement and/or acceptance of the noticed gaming terminal changes, as noted above. At decision step 1214, in inquiry is made as to whether an appropriate player input has been received. If not, the method moves to process step 1216, where the play of any further games at the gaming terminal is prevented, with the method reverting back to process step 1211. When an appropriate player input is received at decision step 1214, then the method moves to process step 1218, where details on the significant operational change and provided dynamic player notice or notices are recorded to a log or other auditable storage device. The method then ends at end step 1220. Again, various details and additional steps may similarly be included, and it is specifically contemplated that many variations of these exemplary methods may also be practiced.
Although the foregoing invention has been described in some detail for purposes of clarity of understanding, it will be apparent that certain changes and modifications may be practiced within the scope of the appended claims. For instance, while the gaming machines of this invention have been depicted as having top box mounted on top of the main gaming machine cabinet, the use of gaming devices in accordance with this invention is not so limited. For example, a gaming machine may be provided without a top box.
This application is a continuation of U.S. patent application Ser. No. 11/176,833, entitled “DYNAMIC PLAYER NOTICES FOR OPERATIONAL CHANGES IN GAMING MACHINES,” filed on Jul. 6, 2005, which is a continuation-in-part of U.S. patent application Ser. No. 10/659,827, entitled “GAMING TERMINAL DATA REPOSITORY AND INFORMATION DISTRIBUTION SYSTEM,” filed on Sep. 10, 2003, which is a divisional of U.S. patent application Ser. No. 09/746,944, entitled “GAMING TERMINAL DATA REPOSITORY AND INFORMATION DISTRIBUTION SYSTEM,” filed on Dec. 21, 2000, which has granted as U.S. Pat. No. 6,645,077, which claims priority from U.S. Provisional Patent Application Ser. No. 60/242,046, entitled “GAMING TERMINAL DATA REPOSITORY AND INFORMATION DISTRIBUTION SYSTEM,” filed on Oct. 19, 2000, each of which are incorporated herein by reference in their entireties and for all purposes.
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