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Embodiments disclosed herein relate generally to gaming systems for data management and collection and related methods.
Traditionally, gaming machines have been designed for gaming purposes only. In this regard, gaming machines have been constructed only to include gaming functionality. Recently, however, casino owners have become aware that by adding additional features to gaming machines, they may be able to maintain a player's attention to the gaming machines for longer periods of time. This, in turn, leads to the player wagering at the gaming machine for longer periods of time, thereby increasing casino profits. In order to maintain a player's attention, casinos need to gather as much information as possible regarding the players and the games they are playing.
Attempts to distribute gambling-related information and advertisements to players has typically required additional system components to be attached to the gaming devices separately and apart from the construction of the gaming machine itself. Such components have generally included a keypad, card reader, and display equipment, such as a 2-line LED display. As a result, the gaming machines have grown in sophistication and number of components.
While gaming machines have increased in sophistication, casino operators need to obtain a greater amount of information from gaming devices. That is, the casino operator needs to track the traditional functions of the gaming devices in addition to various qualities and/or parameters of the new components that provide expanded service and system capabilities. Obtaining the required information from each gaming machine may be a time-consuming process. Furthermore, compatibility issues may prevent a network system from obtaining the required information from each component in the gaming device. Accordingly, there remains a need for a system for managing gaming devices in a networked environment.
Briefly, and in general terms, various embodiments are directed to a gaming system for data management and collection. The system includes one or more gaming machines in a network of gaming machines. The gaming machines include a game data repository that stores data relating to various aspects of gaming machine components. As a result, the system is able to query a single device in a gaming machine to obtain all the desired game device data from the entire gaming machine. This game device data may be periodically collected from each gaming machine within the network system and stored within a datastore. The datastore records may then be accessed by other components within the network for data analysis. Accordingly, the records of all the gaming machines within the networked environment may be rapidly updated thereby ensuring up-to-date data. Furthermore, the system is cost-effective and accurate as human record keeping is minimized.
In one embodiment, a system for managing gaming devices in a networked environment includes at least one gaming device, a host system, and a datastore. The gaming device comprises a gaming processor, a plurality of gaming components having one or more parameters, and a data repository. The data repository is in communication with the plurality of gaming components of the gaming device. The data repository stores data that includes one or more parameters from each gaming component. A host system is in communication with the data repository and is configured to data from the data repository. A datastore, which is in communication with the host system, stores the data from at least one gaming device. In another embodiment, the system includes a data repository that is a component separate from the gaming machine.
In yet another embodiment, the system for managing gaming devices in a networked environment includes a plurality of gaming machines, a host system, and a datastore. The gaming device comprises a gaming processor, a plurality of gaming components, and a game data repository. The gaming device repository stores data from the game processor and the plurality of gaming components. The gaming device repository also queries the game processor and the game components for data. A host system includes at least one server, wherein the host system is in communication with the gaming device repository. In one embodiment, the host system further includes a datastore. According to one embodiment, the host system transfers data from the game device repository to the datastore. In another embodiment, the host system targets and transfers data from the game device repository to the datastore.
In addition to various embodiments of a data collection system, various methods of managing and collecting data are disclosed herein. According to one method, inventory data is collected from one or more components located within a gaming device. The inventory data is stored in a gaming device repository. The gaming device repository is queried for gaming device data. Alternatively, in another method, the gaming device repository is searched for gaming device data by one or more gaming parameters or other identifiable criteria. If present, at least a portion of the inventory data is transmitted to a host server. In another method, the inventory data is stored in a datastore that is in communication with the host server.
Other features and advantages will become apparent from the following detailed description, taken in conjunction with the accompanying drawings, which illustrate by way of example, the features of the various embodiments.
Various embodiments disclosed herein are directed to a gaming device system for data management and collection. The system includes one or more gaming machines in a network of gaming machines. The gaming machines include a game data repository that stores data relating to various aspects of gaming machine components. As a result, the system is able to query a single device in a gaming machine to obtain all the desired game device data from the entire gaming machine. The system may search the data by category or parameter and retrieve only the targeted data. Furthermore, compatibility issues between the system and the various gaming component are minimized since the game device data is located within the game data repository, which is readily accessible by the system. This game device data may be periodically collected from each gaming machine within the network system and stored within a datastore. The datastore records may then be accessed by other system components within the network for data analysis. Accordingly, the records of all the gaming machines within the networked environment may be rapidly updated thereby ensuring up-to-date data. Furthermore, the system is cost-effective and accurate as human record keeping is minimized.
As described below, an embedded additional user interface is preferably integrated into a gaming machine and acts to increase user excitement by providing a richer gaming experience. An embedded additional user interface provides enhanced player satisfaction and excitement, as well as improved gaming device reliability, interactivity, flexibility, security, and accountability. The user interface is sometimes referred to herein as “additional” in that the user interface is separate from the gaming screen (or other gaming presentation). Further, the user interface is sometimes referred to herein as “embedded” in that the user interface includes its own processor in some embodiments. Moreover, such a user interface is sometimes referred to as a player tracking user interface because this device often uses player-specific information to maximize its usefulness and functionality.
Referring now to the drawings, wherein like reference numerals denote like or corresponding parts throughout the drawings and, more particularly to
According to one embodiment, the gaming machines 12 are electronic gaming machines that may present games of chance such as, but not limited to, video slots, video keno, video poker, or Class II bingo. Alternatively, the gaming machines 12 may be mechanical slot machines. In another embodiment, the gaming machines 12 may be hybrid game having both mechanical and electronic aspects, for example reel spinning slot machines.
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The player tracking system 16 generally includes a computer (or as least a processor), software, and accessories to gaming devices that allow a casino operator to identify a player, accumulate player gaming data, and reward the player accordingly. In one embodiment, the player tracking system 16 includes a card reader, a display screen, and optionally, a player interface such as a keypad. As those skilled in the art will appreciate, the computer associated with the player tracking system 16 is generally located at a site remote from the gaming machines 12. Alternatively, a computer associated with the player tracking system may be located within the gaming machine 12. Regardless of the location of the computer, the player tracking system 16 is in communication with the various player tracking accessories located in the gaming machine 12.
Referring now to
Referring back to
In yet another embodiment, as shown in
The game data repository 20 is capable of obtaining and/or receiving data from the GMU 14, the player tracking system 16, the embedded additional user interface 50, and other gaming components 18. The game data repository 20 also stores the data for later collection and use by the data collection system 10. The parameters (game data) stored in the repository 20 may include the make/model of the gaming component 14, 16, and 18, the component's hardware revision, the device's firmware revision, the physical location of the gaming device on the property, zoning of the gaming device (e.g., high roller zone), game type (e.g., mechanical, electrical, dual screen, and the like), the component's IP address, dynamic gaming state or state change (e.g., payout, malfunction, “game in use,” offline, tilt, jackpot mode, turned off, authentication failure, security breach, downloading content, and installing content), or the like. The game data may also include coin-in meters, coin-out meters, player tracking information, or the like.
According to one embodiment, the game data repository 20, 32 has a record protocol that allows the repository to communicate with every component of the gaming machine 12. That is, the record protocol ensures compatibility across various platforms of the gaming components. As a result, game data is accessible to the repository 20, 32 that may not otherwise be obtainable by a remote system.
Referring back to
Because the device data resides on a central computer datastore 24, datastore searches (e.g., binary and the like) can be performed to produce specifically desired reports. For example, the datastore searches may be conducted by one or more parameters, by category (e.g., all $0.25 gaming machines), by time, or location (e.g., higher roller zone). According to one embodiment, the central computer 22 provides a standard list of selectable criteria for a datastore search. Alternatively, the casino operator may customize datastore searches for any information that is stored within the datastore.
However, in one embodiment, a distributed datastore 24 is used instead of a centralized datastore. In one particular example, an analyst may be interested in the effectiveness of one piece of content (content X) compared to another piece of content (content Y) in a particular brand of gaming machine. For example, the analyst may perform a datastore 24 query on the “coin-in” count on all Blazing 7's style gaming machines with embedded additional user interfaces 50 running content version X and content version Y. In this manner, the claimed invention enables specialty reporting, efficiency analysis, and gaming device management with a high level of organization and simplicity.
In another embodiment, the standard binary datastore 24 searches are performed to produce other specifically desired reports, such predictive analysis and yield management. In one embodiment, the yield management data includes projection data calculated based on one or more factors related to use of one or more gaming machines. For example, the yield management data includes game play projection data, machine usage projection data, and/or income projection, data calculated based historical game play data for the one or more gaming machines. In one embodiment, the calculations are performed using linear regression analysis. In another embodiment, the calculations are performed using a neural network. In one embodiment, yield management data is used to determine one or more bonuses.
One of ordinary skill in the art will appreciate that not all data collection systems 10 have all these components and may have other components in addition to, or in lieu of, those components mentioned here. Furthermore, while these components are viewed and described separately, various components may be integrated into a single unit in some embodiments.
In addition to various embodiments of a data collection system, various methods of managing and collecting data are disclosed herein. Referring now to
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According to the method shown in
Optionally, in another method, the game data may be encrypted prior to transmission to the system server 22. The encryption process certifies that there is sufficient security for gaming regulators to audit and trace the game data sent to the data collection system. Additionally, the certification process ensures authentication and non-repudiation of the content of the game data sent to the data collection system.
In one embodiment, PKI (Public Key Infrastructure) is used in the certification process. PKI is a system of digital certificates, Certificate Authorities, and other registration authorities that verify authenticity and validity. In another embodiment, a “new tier” or derivative PKI is created that is rooted in the primary PKI and that leverages the capabilities of the certificate (e.g., a x509 certificate) that allow for limited access. This allows the attributes within the certificate to be used to provide “levels” of code access and acceptance in the gaming industry.
In another embodiment, the content is protected by digital signature verification using. DSA (Digital Signature Algorithm) or RSA (Rivest-Shamir-Adleman) technology. In this regard, the content is preferably protected using digital signature verification so that any unauthorized changes are easily identifiable. A digital signature is the digital equivalent of a handwritten signature in that it binds a trusted authority's identity to a piece of information. A digital signature scheme typically consists of a signature creation algorithm and an associated verification algorithm. The digital signature creation algorithm is used to produce a digital signature. The digital signature verification algorithm is used to verify that a digital signature is authentic (i.e., that it was indeed created by the specified entity). In another embodiment, the content is protected using other suitable technology.
Alternatively, a Secure Hash Function-1 (SHA-1), or better, is used to compute a 160-bit hash value from the data content or firmware contents. This 160-bit hash value, which is also called an abbreviated bit string, is then processed to create a signature of the game data using a one-way, private signature key technique, called Digital Signature Algorithm (DSA). The DSA uses a private key of a private key/public key pair, and randomly or pseudo-randomly generated integers, to produce a 320-bit signature of the 160-bit hash value of the data content or firmware contents. This signature is stored in the database in addition to the identification number.
In another embodiment, the claimed invention uses a Message Authentication Code (MAC). A MAC is a specific type of message digest in which a secret key is included as part of the fingerprint. Whereas a normal digest consists of a hash (data), the MAC consists of a hash (key+data). Thus, a MAC is a bit string that is a function of both data (either plaintext or ciphertext) and a secret key. A MAC is attached to data in order to allow data authentication. Further, a MAC may be used to simultaneously verify both the data integrity and the authenticity of a message. Typically, a MAC is a one-way hash function that takes as input both a symmetric key and some data. A symmetric-key algorithm is an algorithm for cryptography that uses the same cryptographic key to encrypt and decrypt the message.
A MAC can be generated faster than using digital signature verification technology; however, a MAC is not as robust as digital signature verification technology. Thus, when speed of processing is critical the use of a MAC provides an advantage, because it can be created and stored more rapidly than digital signature verification technology.
In yet another embodiment, the authentication technique used is a BKEY (electronic key) device. A BKEY is an electronic identifier that is tied to a particular trusted authority. In this manner, any adding, accessing, or modification of content that is made using a BKEY for authentication is linked to the specific trusted authority to which that BKEY is associated. Accordingly, an audit trail is thereby established for regulators and/or other entities that require this kind of data or system authentication.
Alternatively, “component bindings” may be used for cryptographic security. In component binding, some components come equipped with unalterable serial numbers. Additionally, components such as web content or the game cabinet may also be given another random identification number by the owner. Other components in the system, such as the CMOS memory in the motherboard, the hard drive, and the non-volatile RAM, are also issued random identification numbers. When all or some of these numbers are secured together collectively in a grouping, this protected grouping is referred to as a “binding.” Each component of the machine contains its portion of the binding.
In one such embodiment, every critical log entry made to the content is signed with a Hashed Message Authorization Code (HMAC) that is based on the entry itself, and on the individual binding codes. In this manner, the security produced by the bindings ensures that log entries that are made cannot be falsified or repudiated.
After the critical gaming and/or system components are selected, given individual identifiers, and combined into a protected grouping that is secured using the component “bindings,” any changes to those components will then be detected, authorized, and logged. For example, content within the binding is digitally signed (SHA-1) using the key derived from the bindings. This signature is verified whenever an entry is made to a component within the binding. If the signature is wrong, this security violation and the violator are noted, but typically the entry is not prohibited. In other embodiments, the entry may be prohibited as well. Thus, the component binding produces a cryptographic audit trail of the trusted authority making changes to any of the components within the binding.
Moreover, bindings ensure that the critical components of a gaming machine system, or the content utilized therein, that have been selected to be components within the binding have not been swapped or altered in an unauthorized manner. Preferably, bindings use unique identification numbers that are assigned to vital parts of the gaming platform including, by way of example only, and not by way of limitation, the cabinet, motherboard, specific software, non-volatile RAM card, content (data), and hard drive. These identification numbers combined in a cryptographic manner to form a “binding” that protects and virtually encloses the included components, such that no component within the binding can be modified, removed, or replaced without creating an audit trail and requiring authentication. Thus, for one of these components within the binding to be changed, appropriate authentication is required and a log file entry is made documenting the activity and the identity of the trusted authority making the change. In one embodiment, a specific level of BKEY clearance or classification is required to make specific changes.
The various embodiments described above are provided by way of illustration only and should not be construed to limit the claimed invention. Those skilled in the art will readily recognize various modifications and changes that may be made to the claimed invention without following the example embodiments and applications illustrated and described herein, and without departing from the true spirit and scope of the claimed invention, which is set forth in the following claims.