Gaming system for remote players

Information

  • Patent Grant
  • 6306038
  • Patent Number
    6,306,038
  • Date Filed
    Thursday, October 29, 1998
    25 years ago
  • Date Issued
    Tuesday, October 23, 2001
    22 years ago
Abstract
An electronic or mechanical device that acts as an automated agent enabling clients, to participate in a game of chance even though a client is not present at the site of the game. The device is located at a site where a game of chance takes place. The device acts, as a proxy player by purchasing wagering chances, playing those chances, and reporting the results of those games of chance to clients who are not present at the site where the game takes place. The proxy player may learn a client's preferences and play a game without further input from the client while making gaming decisions according to those preferences. The device enables individuals to participate in games of chance, such as bingo or other types of games, even though they may be outside of the jurisdiction where such games are permitted.
Description




BACKGROUND OF THE INVENTION




1. Field of the Invention




The present invention relates to an electronic or mechanical device that acts as an automated agent enabling clients to participate in a game of chance even though the clients are not present at the site of the game. In more particular, the invention relates to an electronic or mechanical device located at a site where a game of chance takes place. The device acts as an automated agent by purchasing wagering chances, playing those chances, and reporting the results of those games of chance to clients who are not present at the site where the game takes place.




2. Background




In many jurisdictions, regulations require that all players participating in bingo games and other types of games that involve consideration, chance, and prizes, be present at the site or bingo hall where the game takes place. Oftentimes players are required to announce that they have a winning card or chance in order to win.




It is foreseeable that gaming will be offered prevalently to people at home over the Information Superhighway, through such mediums as the Internet, World Wide Web, America On-Line, and custom gaming related servers, such as American Gaming Network, interactive cable TV, Video on Demand (VOD), telephone or some other yet-to-be discovered mediums. Once gaming is offered through such mediums, it will become even more important commercially to use proxy players that are capable of purchasing and playing games of chance at a gaming site (or within some jurisdiction where it is legal to play) on behalf of people located in jurisdictions where those types of games cannot be legally conducted.




For example, the National Indian Gaming Commission has ruled that proxy play is legal when practiced at an Indian bingo hall. In other words, proxy play can be used for bingo games run on a reservation without violating an important requirement of the Indian Gaming Regulatory Act—namely, that in order for a game to be classified as Indian bingo, the entire game must be conducted on Indian land. This rule is important because the Indian Gaming Regulatory Act exempts the conductors of Indian bingo games that are conducted on a reservation from all of the federal gambling laws regarding the use of telephones, computers, the mail, television, etc., across state lines. Further, recent Federal Court cases have ruled that a state cannot prevent people from assisting citizens in that state from participating by proxy in a gaming activity that is legal in another jurisdiction regardless of whether the gaming activity is legal in that state.




Various types of electronic gaming systems are known in the art. Examples of electronic gaming systems include U.S. Pat. No. 5,333,868 to Goldfarb for a “Method of Playing a Game of Chance at Locations Remote from the Game Site” and U.S. Pat. No. 5,351,970 to Fioretti for “Methods and Apparatus for Playing Bingo Over a Wide Geographic Area”. The Goldfarb and Fioretti patents use a system-based station rather than a proxy player, as used in applicant's “Proxy Player Machine”. Other patents of interest include U.S. Pat. No. 4,856,787 to Itkis for a “Concurrent Game Network”, U.S. Pat. No. 5,297,802 to Pocock et al for a “Televised Bingo Game System”, U.S. Pat. No. 5,324,035 to Morris et al for a “Video Gaming System with Fixed Pool of Winning Plays and Global Pool Access”, and U.S. Pat. No. 5,432,932 to Chen et al for a “System and Method for Dynamically Controlling Remote Processes from a Performance Monitor”. However, none of the previous patents for electronic gaming systems teach a system that allows and assists a remote client in communicating with a proxy player at a gaming site, thereby allowing the remote client to instruct the proxy player regarding decisions relating to play of the game, and allowing the proxy player to play a game for the remote client using the remote client's gaming preferences.




SUMMARY OF THE INVENTION




Consequently, there is a need for an efficient way to empower a proxy player at a gaming hall so that he or she can economically and practically play a game on behalf of numerous remote clients or home personal computer users located throughout the country. Therefore, a computer user at home need not be playing but instead merely observing the results of the game with the automated and empowered proxy player playing on his or her behalf at the gaming hall. In order to fully comply with the proxy play restraint, and still offer the on-line home computer user or client the full entertainment value of a fast moving, challenging game, the empowered proxy player needs to be able to make relatively sophisticated decisions and perform relatively complicated tasks.




In order to so empower the proxy player, an automated Proxy Player Machine is provided, which, in its preferred embodiment as described herein, uses off-the shell computer equipment, software, and peripherals along with custom applications software.




In the past, people unable to attend a bingo hall have given money to bingo hall attendees to buy bingo cards and play the cards on their behalf. Recently, many manufacturers have developed microcomputer-based electronic player stations (EPS's) that are capable of automatically playing hundreds or thousands of cards on behalf of a single operator. Consequently, an EPS operator can play cards on behalf of many others who are not present. In this case, the EPS operator acts as an agent or a proxy player on behalf of those remote clients who are not present. Applicant's Proxy Player Machine is a proxy player computer/ communications system that sends an electronic signal from the EPS proxy player to the remote client and either prints or displays for the remote client a receipt that contains a replica of the card or cards that are being played by the EPS proxy operator on behalf of the remote client before a game such as bingo begins. The results of a bingo game, in terms of the balls drawn, are also transmitted by the Machine and displayed to the remote client. Thus, the Machine provides the remote client with the necessary information to be assured that he or she is not being cheated by the proxy player (by assuring that the proxy player will not keep all the winning cards for himself).




In addition, the system of which the Machine is a part maintains a record (the debit record) of the amount of money that the remote client has given the proxy player to use to purchase cards on his behalf. The Machine allows and assists the remote client in communicating with the proxy player at the bingo hall in order to instruct the proxy player in playing more sophisticated games or sessions of games. For example, the Machine may prompt the remote client for instructions about such things as the amount that should be spent to purchase cards for a particular game or session, or the amount of money to spend in a variable cost game where the cost of play varies as a function of the number of balls drawn or the total amount wagered. The Machine can also allow the remote client to make these types of decisions either at the hall or remotely for a period of time. The Machine can automatically observe client decisions made during this time, thereby learning the remote client's preferences and strategies. The Machine can then explain to the remote client what it has learned and ask the remote client if it is ready for the system to take over and automatically make these decisions.




The system of which the Machine is a part automatically adjusts the balance in the remote client's debit record as the proxy player accepts the instructions to purchase more cards and automatically notifies the remote client when the money in the debit account must be replenished. A credit card, wire transfer, or other means can be used to replenish the account.




Numbers displayed on the face of the replica of the proxy card receipt can be marked or activated in some manner by the remote client or marked or activated automatically in a way to show which balls have been drawn so that the remote client will know whether the cards purchased on his behalf have won or not.




Another embodiment of the system allows the use of a proxy card receipt wherein the marks or activations on the receipt may be removed after each game or session of games. The receipt may, therefore, be repeatedly re-used. Consequently, the remote client can instruct the proxy player to purchase a card or cards having the identical play face or faces as cards purchased and played on behalf of the remote client in previous games. This embodiment of the system has the capability of reserving a card or group of cards to be purchased and played on behalf of a remote client so that these re-usable receipts can be used again and again thereby eliminating the need to transmit and print or display new receipts for every game.




The re-usable receipt will be easy to obtain at home once two-way interactive broad band cable and telephone networks are in place. A television screen can be used as the medium for displaying the receipt. The placement of marks or activations of the cards on the screen can be automatically controlled by the set-top box. Other approaches include using a receipt printed on an erasable surface material or a marker or “dauber” with erasable ink. Finally, another approach is to use a “magic tablet”-type toy scheme with an adhesive carbon surface covered with a clear plastic that will adhere to the carbon when point pressure is applied, allowing a carbon mark to show through. Another approach is to program a personal digital assistant (PDA), such as the Apple Newton™, or one of the more advanced units coming out.











BRIEF DESCRIPTION OF THE DRAWINGS





FIG. 1

shows a general diagram of a gaming system using an automated Proxy Player Machine.





FIG. 2

shows a block diagram of the Proxy Player Machine.





FIG. 3

shows a flow chart of the chance order cycle.





FIG. 4

shows a flow chart of the game play cycle.





FIG. 5

shows a flow chart of the preference set-up cycle.











DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS




The purpose of the automated Proxy Player Machine invention is to automate the process of having an agent play a game of chance on behalf of a person who is not present at the location or in the jurisdiction where the game is conducted (“game site”


10


).




Referring now to

FIG. 1

, a functional block diagram showing how automated Proxy Player Machine


14


functions is shown. Proxy Player Machine


14


is installed at game site


10


where the game is conducted. Proxy Player Machine


14


interfaces through communications processor


16


, which is located at game site


10


. Communications Processor


16


communicates with remote client location


12


by means of communications link


13


. Communications link


13


may be a telephone, radio link, or some other communications means commonly known in the art. Interface device


18


can be a telephone, an interactive cable TV network, or a variety of other conduits. In the preferred embodiment, interface device


18


is a remote personal computer.




In practice, the remote client requests that the proxy player, using Proxy Player Machine


14


, purchase a chance and play on his behalf. Proxy Player Machine


14


then communicates with Order Entry System


20


located at Game Site


10


and requests the type and number of chances to be purchased on behalf of the remote client. Upon completion of the order, Proxy Player Machine


14


sends a report to the remote client along with a receipt containing a record of the numbers or symbols (such as a bingo face) and identification number of the purchased chances. When the game for which the chances have been purchased commences, Proxy Player Machine


14


receives the information regarding the random process for that game. This information could be entered manually through a keyboard or other means by the agent who is operating Proxy Player Machine


14


, or as shown in this case, Proxy Player Machine


14


can receive information from Ball Call Subsystem


22


. Proxy Player Machine


14


compares and correlates numbers or symbols imprinted on balls drawn during a game at game site


10


with numbers or symbols of the purchased chances to determine whether the sequence, order, or pattern of correlation needed to win a prize exists in accordance with the rules of the game. Proxy Player Machine


14


notifies the operator agent when a winning chance is detected and the operator agent takes the appropriate action to collect the associated prize for the remote client.




Operation of Proxy Player Machine


14


is described in more detail in FIG.


2


. Main Central Processor Unit (“CPU”)


24


interfaces with Client Interface Unit


25


, which can be in many forms. In the preferred embodiment, Client Interface Unit


25


is an EtherNet local area network board connected to a serial port. Client Interface Unit


25


communicates with Communications Processor


16


which is also shown in FIG.


1


. Game Card Purchase Interface or Chance Purchase Interface


30


communicates with Order Entry System


20


. Ball Draw Input Interface


38


interfaces with Random Ball Call Subsystem


22


. Operator Output Interface


40


communicates with Communications Processor


16


.




When a client requests that he wants to purchase a chance, CPU


24


fetches the directory, brief description, and the schedule of all available games from Record of Games


26


, and sends the information to the client. Once the player selects a game, a record of what he or she has purchased is stored in Player Preference File


34


. After a record of a client's past activity has been accumulated, CPU


24


can use this information to customize information likely to be of value to that particular client. When a client first starts using the proxy service, CPU


24


will also query the client as to his preference of how he wants to make any necessary strategic decisions regarding such things as the amount wagered per chance, when to make changes in the number or character of chances in play, etc., as a function of such variables as number of players, size of the prizes, number of correlations accumulated on each chance, etc. This information will be stored in Player Preference File


34


. CPU


24


will handle this process for a multitude of different clients simultaneously. Once timer


28


notifies CPU


24


that the time before the start of a particular game is less than a certain preset time threshold, CPU


24


notifies the clients that the game is closed and a record of all cards or chances that have been sold is stored in Record of Cards


36


. Record of Cards


36


is indexed by a client identification number or a pack number. When the game starts, CPU


24


accepts the ball drawing results from ball draw input interface


38


and correlates the results with the recorded cards in Record of Cards


36


. If it is possible or necessary for more cards to be purchased as the game progresses or if a decision must be made to spend more per card as the game progresses to stay in the game, Proxy Player Machine


14


will automatically make those decisions based on data in each players preference file. When a winning card is detected by CPU


24


, display data is sent to Operator Output Interface


40


.




The four major processes performed by Proxy Player Machine


14


are (a) ordering chances, (b) playing the game, (c) reporting the results of the game to the clients, and (d) setting up preference information for each client. A flow diagram of the chance ordering cycle is shown in FIG.


3


. Proxy Player Machine


14


accepts a notification that the client wants to make an order request as indicated in step


42


, which activates Proxy Player Machine


14


to send the client the Game Menu and Schedule as indicated in step


44


. Proxy Player Machine


14


then accepts the client's order as indicated in step


46


and computes the total cost of all cards ordered as indicated in step


48


. Proxy Player Machine


14


then determines if the client's debit account is adequate to pay for the order as shown in step


50


. If the client's debit account is not adequate, the client is notified in step


52


that he or she must replenish their debit account. If sufficient funds are available, the order is executed and the clients account is debited as indicated in step


54


. A determination is then made as to whether the game requires a decision in step


58


. If so, Proxy Player Machine


14


requests a decision strategy from the client, as shown in step


60


. The player's preference file is then updated as indicated in step


56


, and the cards or chances ordered are stored for play as indicated in step


62


. A receipt containing a replica of the cards in play in the form of an identification number is then sent to the client for his records as indicated in step


64


.




In

FIG. 4

, a typical Game Play cycle for a bingo game is shown. Proxy Player Machine


14


accepts a signal indicating the number or symbol imprinted on a ball that is drawn, as indicated in step


66


, and the number or symbol of the drawn ball is compared to the numbers or symbols on all cards or chances in play as indicated in step


68


. Proxy Player Machine


14


then marks or “daubs” all cards in play as indicated in step


70


. Proxy Player Machine


14


then selects the five best cards or chances purchased by each client by calculating which cards or chances have the highest probability of becoming a winner, as indicated in step


72


. From that group, Proxy Player Machine


14


then selects the five best overall cards or chances from the entire population of cards in play as indicated in step


73


. These five cards or chances are displayed on a display unit of Proxy Player Machine


14


. Proxy Player Machine


14


then checks to see if any of these five cards or chances have filled the criteria for a prize (a bingo) as indicated in step


74


. If a bingo has occurred, the winning card is displayed as indicated in step


76


, with a flashing light or alarm to attract the attention of the agent operator. If there is no winner, Proxy Player Machine


14


then checks to determine if the game in play requires or allows the player to make some decision to increase the amount wagered, change a chance for another chance, modify a chance, discontinue play of (“drop”) a chance, or make some other dynamic decision. All strategic decisions are stored in that player's preference file and a determination is made of what strategic action should be taken, as indicated in step


78


. For each card requiring a strategic decision, Proxy Player Machine


14


re-enters the Chance Order Cycle


80


. Proxy Player Machine


14


then updates each client's game results file as indicated in step


82


, and is then ready for the next ball draw.




Proxy Player Machine


14


reports the results of the game either after each ball dram, or after the game is completed. Proxy Player Machine


14


fetches the information from the game results file for each client. Proxy Player Machine


14


prepares that data in the form of a set of display commands for interface device


18


, which is the client's remote personal computer in the preferred embodiment.




An example of operation is given below. During a bingo game, when a ball inscribed with a certain number is drawn, Proxy Player Machine


14


prepares a message with the alpha-numeric code indicating that the ball having that number has been drawn, followed by the identification number of the five best bingo cards being played by that client in order. After each card identification number, Proxy Player Machine


14


sends instructions regarding which position to mark or “daub” on that card. Proxy Player Machine


14


then sends the identification number followed by what position to daub for all cards that need to be daubed. Daubing instructions are communicated in terms of the position on the bingo card to be daubed. Each square in each card is given a daub identification number from one to twenty-five. The daubing identification number is sent to interface device


18


, typically a remote client personal computer, for display update. The information is then stored in the client's e-mail mailbox, posted on an Internet home page, or kept in the client's game results file until the game is over, at which time the information is sent to e-mail.




The preference set up cycle is shown in FIG.


5


. When a client is in the process of signing up for the remote gaming service of which the automated Proxy Player Machine


14


is a part, as shown in step


84


, Proxy Player Machine


14


is notified and queries the client about his preferred games as shown in step


86


. At this step, Proxy Player Machine


14


may describe how the different classes of offered games are played and provide free samples of play of each available game if the client wishes to play them. Proxy Player Machine


14


determines in step


88


whether the client has indicated an interest in playing a game that requires or allows a dynamic response during play of the game. The client is then prompted to indicate his or her preference in handling dynamic decisions in step


90


. The client may elect to play the game in manual mode until Proxy Player Machine


14


can “learn” his preference as shown in step


96


. In the alternative, the client may answer questions regarding the criteria he wants Proxy Player Machine


14


to use in automatically making dynamic strategic game play decisions on his behalf. For example, if the client wants to have Proxy Player Machine


14


play a blackjack game, Proxy Player Machine


14


will ask the client to select the number of points to be obtained before Proxy Player Machine


14


would refuse another card. Additionally, Proxy Player Machine


14


may ask what a client should hold within his or her hand as a function of the card shown by the dealer. If the client prefers to play a chip-up type bingo game where the player must make a decision to pay more money to keep a bingo card in play after a certain number of balls have drawn, Proxy Player Machine


14


might ask if the client wants the Machine to:




(a) Drop a card after the sixth (or x) ball is drawn if there are no daubs on that card (or no more than y daubs on that card).




(b) Drop a card after the ninth (or w) ball is drawn if a card is not within one (or z) daubs of having a bingo.




(c) Drop a card after any ball draw if the probability of winning, P(win), does not exceed 50% (or xx %) as computed by the Machine, using an algorithm which computes P(win) as a function of the number of competing cards in play, the number of balls that have been drawn, and the number of daubs on the card.




(d) Drop a card after any ball draw if the expected value of the win does not exceed 50% (or yy %) as computed by the Machine, using an algorithm which computes P(win) and adds to it the size of the prizes.




If Proxy Player Machine


14


is in the manual learning mode for a client, it accumulates a running average of the value of x, y, w, z, xx, and yy when the client drops a card. After a certain number of games, for example ten, Proxy Player Machine


14


shows the client the averages of the values of x, y, w, z, xx, and yy and asks if the client is ready to enter into the mode where Proxy Player Machine


14


automatically makes strategic game play decisions based on one or more of the criteria available.




Whereas, the present invention has been described in relation to the drawings attached hereto, it should be understood that other and further modifications, apart from those shown or suggested herein, may be made within the spirit and scope of this invention.



Claims
  • 1. A proxy player machine comprising;a central processor unit; a client interface for communicating with said central processor unit; a data base for storing a record of games and a schedule of available games and means of communicating said record and schedule to said central processor unit; a timer for determining when a time threshold is met and notifying said central processor unit; a chance purchase interface for communicating with said central processor unit; an account interface for communicating with said central processor unit; a client preference file for storing strategic decisions of a client and means for communicating said decisions to aid central processor unit; a database containing a record of chances in play in communication with said central processor unit; a game progression input interface for communicating game progression results with said central processor unit; and an operator interface for accepting display data from said central processor unit.
  • 2. A proxy player machine according to claim 1 further comprising;a communications processor for communicating with said client interface and said operator interface.
  • 3. A proxy player machine according to claim 2 further comprising;an interface device for communicating with said communications processor.
  • 4. A proxy player machine according to claim 3 wherein said communications processor communicates with a plurality of said interface devices.
  • 5. A proxy player machine according to claim 3 wherein said interface device is a personal computer.
  • 6. A proxy player machine according to claim 5 wherein said communications processor communicates with a plurality of said interface devices.
  • 7. A proxy player machine according to claim 1 further comprising:an order entry device for communicating to said chance purchase interface the type and number of chances to be purchased on behalf of the remote client.
  • 8. A method by which a client participates in a remote game of chance when the client is at a client location that is at a distance from a game location at which the game is conducted, comprising the steps of:(a) providing at the game location a proxy playing machine to represent the client; (b) providing an instruction input system at the client location available to the client by which the client makes game selections and decisions; (c) providing communication between said instruction input system and said proxy playing machine; (d) providing at the game location a game sequence generator representing actual playing of a game; (e) conveying the game sequence from step (d) to said proxy playing machine where the game sequence is compared with the client's game selections and decisions to determine whether the client wins or loses the game; (f) maintaining in said proxy player machine a preference file by which strategic decisions of the client are stored; (g) using the preference file to augment said client's game selections and decisions; and (h) conveying the determination of the step (e) to the client.
  • 9. A method by which a client participates in a remote game of chance according to claim 8 wherein said step of providing an input system at the client location includes providing the client with a personal computer.
  • 10. A method by which a client participates in a remote game of chance according to claim 8 including the step of at said game location of electronically maintaining a record of a monetary balance maintained by said client; andprior to step (e) determining whether the client has a sufficient monetary balance to participate in said game.
  • 11. A method by which a client participates in a remote game of chance according to claim 10 including the step of electronically debiting said client's monetary balance when a chance is purchased and crediting the client's monetary balance when a game is won.
  • 12. A method of gaming by a remote client comprising;establishing a proxy player machine to represent the client in a game to be played; establishing a record of a monetary balance maintained by the client; permitting the client through said proxy player machine to order a chance in a game to be played when said monetary balance maintained by said client exceeds a preselected minimum; debiting said record of monetary balance by a cost of said chance; executing decisions made by said client through said proxy player machine; communicating results of said game to said client; correcting said record of monetary balance as a consequence of the results of said game; and creating a preference file of the client by storing strategic decisions of the client.
  • 13. A method of gaming according to claim 12 wherein said step of permitting the client to order a chance further permits the client to order a plurality of chances.
  • 14. A method of gaming according to claim 12 including the steps of:playing a game at least in part utilizing information from said preference file without requiring consent of the client.
  • 15. A method of gaming according to claim 12 wherein said step of communicating results of said game to the client is by means of a reusable receipt.
  • 16. A method of gaming according to claim 15 wherein said reusable receipt is a personal digital assistant.
  • 17. A method of gaming according to claim 15 wherein said reusable receipt is a plastic card.
  • 18. A method of gaming according to claim 15 wherein said reusable receipt is a debit card.
  • 19. A method by which a client participates in a remote game of chance when the client is at a client location that is at a distance from a game location at which the game is conducted, comprising the steps of:(a) providing at the game location a proxy playing machine to represent the client; (b) providing an instruction input system at the client location available to the client by which the client makes game selections and decisions; (c) providing communication between said instruction input system and said proxy playing machine; (d) providing at the game location a game sequence generator representing actual playing of a game; (e) conveying the game sequence from step (d) to said proxy playing machine where the game sequence is compared with the client's game selections and/or decisions to determine whether the client wins or loses the game; (f) conveying the determination of the step (e) to the client; (g) maintaining in said proxy player machine a preference file by which strategic decisions of the client are stored; and (h) using said preference file to augment said client's game selections and/or decisions.
  • 20. A method by which a client participates in a remote game of chance according to claim 19 wherein said step of providing an input system at the client location includes providing the client with a personal computer.
  • 21. A method by which a client participates in a remote game of chance according to claim 19 including the step of at said game location of electronically maintaining a record of a monetary balance maintained by said client; andprior to step (e) determining whether the client has a sufficient monetary balance to participate in said game.
  • 22. A method by which a client participates in a remote game of chance according to claim 21 including the step of electronically debiting said client's monetary balance when a chance is purchased and crediting the client's monetary balance when a game is won.
  • 23. A method of gaming by a remote client comprising;establishing a proxy player machine to represent the client in a game to be played; establishing a record of monetary balance maintained by the client; permitting the client through said proxy player machine to order a chance; debiting said record of monetary balance by a cost of said chance; executing selecting and/or decisions made by said client through said proxy player machine; communicating results of said game to said client; correcting said record of monetary balance as a consequence of the results of said game; and creating a preference file of the client by storing strategic decisions of the client.
  • 24. A method of gaming according to claim 23 wherein said step of permitting the client to order a chance further permits the client to order a plurality of chances.
  • 25. A method of gaming according to claim 23 including the steps of:playing a game at least in part utilizing information from said preference file without requiring consent of the client.
  • 26. A method of gaming according to claim 23 wherein said step of communicating results of said game to the client is by means of a reusable receipt.
  • 27. A method of gaming according to claim 26 wherein said reusable receipt is a personal digital assistant.
  • 28. A method of gaming according to claim 26 wherein said reusable receipt is a plastic card.
  • 29. A method of gaming according to claim 26 wherein said reusable receipt is a debit card.
REFERENCE TO PENDING APPLICATION

This application is a continuation and claims the benefit of U.S. patent application Ser. No. 08/721,883 filed Sept. 27, 1996, entitled PROXY PLAYER MACHINE, now U.S. Pat. No. 5,830,067, issued on Nov. 3, 1998.

US Referenced Citations (12)
Number Name Date Kind
3810627 Levy May 1974
3909002 Levy Sep 1975
4339798 Hedges et al. Jul 1982
4455025 Itkis Jun 1984
4634462 Fish et al. Jan 1987
4856787 Itkis Aug 1989
4909516 Kolinsky Mar 1990
5297802 Pocock et al. Mar 1994
5324035 Morris et al. Jun 1994
5333868 Goldfarb Aug 1994
5351970 Fioretti Oct 1994
5432932 Chen et al. Jul 1995
Continuations (1)
Number Date Country
Parent 08/721883 Sep 1996 US
Child 09/182740 US